Jump to content

[Creative Writing] [CA] Wraiths - Lords of the Abyss

 Share


King_Kunuk

Recommended Posts

Spoiler

Pre Word of Warning!

This is by NO MEANS official or sponsored by any ST. Ideas within it have come from some brainstorms I had thrown over discord while discussing wraiths (mainly with Johann). This is just may creative writing take on the CA that I wrote as a small passion project for pure fun during my lunches at work, since I must focus more on IRL then LotC. I had a lot of fun making this, and I hope it can be appreciated as just a form of fun writing. I don't intend nor plan on putting this into proper lore submissions as I am well aware a TRUE wraith write by those far more capable of writing is to come up soon (I hope). Enjoy the read!

 

 

Wraiths - Lords of the Abyss

image.thumb.png.8180c2a7d77c76e0ae421f33a2a12d99.png

“They were once Men. Men, blinded by the want for power; lusting after dark forces to escape the curse of old age. They were Lords, once, though blind ones. Greedy as Dwarves, violent as Orcs though lacking the nigh-eternal patience of one of Malin’s brood. Human Lords with a dark cause, willing to strip themselves of the moral boundaries that Oren’s nobility would cling close to. 

 

They dabbled in dark things in the First Age; disregarding the tarrying of the mortal races and their wars with disgruntled Daemons. They dabbled and they studied. They practiced dark things in dark places; they tricked death and bent it’s will in their hands, guided by one lesson:

 

If the weak court death, they seek it.”

 

-Wraithlord Nimdravur, 

Herald of Strife, 

Inquisitor of Devirad, 

Former Lord of Ashes.

 

image.thumb.png.fcfc63229c8860943452d8e977f1fe79.png

Overview

As the soundless cries roared throughout the blasted wastes of what was once Aegies, now the Abyss; the black desert seas which seethed with life force erupted forth during the cosmic upheaval, the scales of Xan’s Death and the forging of the Black Nexus by Mordring, and the unleashing powers of Orsathiel liberation caused a great shift within that perished wasteland which saw the very Abyss reach out in its infinite malice to upend necromancers of the modern age. Yet it was ultimately The Black Nexus, a tool used by the Old Lords to steal Necromancy from the Betrayer and used in ancient times as a fount of Necromantic power erupted into a black storm of power that not even Mordring, its current keeper could contain. When the Drakaar-Lich fashioned the Black Nexus back together, he unwittingly gave freedom to the many lost wraiths of yore which were broken souls that were sealed within the shattered monolith, released now with a vengeance.

 

They seethed out through the very onyx haze of darkness of the Abyss until the bloating carcass of a land lost could no longer contain it, and bursting forth from the dunes and pits came reborn the lost Wraiths; sent upon a course of vengeance against all life. No longer directly bound to the Black Nexus, yet propelled by some gaius this ancient monolith has placed upon them, these creatures of ancient necromancers still roared with rage that the most prized relic of their age was not within the hands of ‘True Mortals’, and now seek in perpetual desire to reclaim the Black Nexus, and plunge the whole world into an eternal, Sunless Night.

 

Yet these new wraiths, once bound by the Black Nexus as their phylactery realized quickly that if they did not sunder their connection to it, they would be subjected to the will of the proclaimed King-Beneath; thus in their infinite and ancient malice, they devices a ritual once done by the original Old Lords, and forged their own anchors out of Morion and gold to tether their souls to, known as Reliquaries. Known as their Fourth Sacrilege, this is what defines the modern wraiths from their ancient counterparts; who had limitations on number and the critical weakness that one who held the Black Nexus could dominate them all.

 

Purpose

 

Creatures born of Necromancers who have reached unparalleled mastery in their craft, Wraiths are not just mere mortals, but undead born from a singular and maddening purpose to spread corruption, ruin, and havoc across the lands of the living. Driven by an infinite hunger, to become a Wraith is to embody all the fatal flaws of Descendent kind. It is to be greedy, it is to be blood thirsty, it is to see oneself as the core pinnacle of all around you. They are mortal men who cast aside everything for vain power; and achieved it.

 

Spoiler

-Wraiths are T5 Necromancers who have undergone the ritual known as ‘The Fourth Sacraliage’, casting aside all that made them a descendent in exchange for a cursed immortality.

-Wraiths are beings ultimately born of the Abyss, twisted in mind, body, and soul. They are too far from anything which can be considered ‘good’ by our standards, and are ONTOLOGICALLY EVIL in mentality and purpose.

-The Ultimate goal of any Wraith is to feed, grow in power, and spread the taint of the Abyss and drive Havoc and Ruin throughout the realms as they are driven to deeper states of insanity.

-Wraiths are the Necromancy End Game CA and take 3 of a characters five magic slots, sharing them with Abyssal Necromancy. Unless stated otherwise, a wraith may practice any form of magic which an undead can partake in

-Wraiths Possess no genus, and are incapable of practicing Blood Magic

-Due to being creatures so steeped within the arts of Necromancy, a Wraith may not be subjected to the Sundering ritual. They may however be subjected to Sealing (see lore segment for details)

image.thumb.png.fcfc63229c8860943452d8e977f1fe79.png

The Fourth Sacrilege

image.thumb.png.a5da221c7d5ee03292b346012f7175ba.png

“Break the Body and sunder it Black. Darken the skies with this eternal act. Born of the Abyss, we shall rise. Scourge the earth in holy Blight”

-Chant of the Wraith, The Fourth Sacrilege, Source Unknown

 

Born of the need to tether the soul to a new vessel that holds a fragmented power of the Black Nexus, The Fourth Sacrilege was devised as a means to allow wraiths to create their own  phylactery that could mimic the energies of the Black Nexus without needing to bind to the true source of the old power which birthed them (that being the Black Nexus). Through its processes, a mortal Necromancer who is T5 may transcend death and ascend into a Wraith; fully devoting themselves to the workings of Necromancy as a creature of ultimate consumption.

 

To perform the Fourth Sacrilege, a Necromancer must locate or create a suitable nexus of Abyssal energies. In theory, any Necromancer may conduct this ritual before the Black Nexus itself, but such a relic is not available on demand, and thus bastardized mimics of the grander relic must be carefully forged over long periods of time.

 

Spoiler

-Although not required in the process, should the Wraith CA ever require a grandfather method, Event Wraiths can teach the ritual to individuals, or it may be discovered through an approved event to interact with the Black Nexus.

-Knowledge of creating these lesser Nexi and the entire ritual process is a highly guarded secret, and must be learned in Roleplay. Knowledge of the Ritual is marked upon one's Necromancy MA and cannot be inferred through in RP.

-Being subjected to the ritual does NOT grant a Necromancer the inherent knowledge of how to become a Wraith, as the Ritual Lead performs the transformation on the would-be-wraith’s behalf.

 

To create a reliquary, first a Necromancer must forge with his own coven an area of Desecration with a central totem, and ensure that the area is able to seethe with its dark energies for a long period of time, often nearly 10 years of sustained power required [3 OOC months to be exact]. Yet during this time, a Necromancer must begin to forge their reliquary, using raw Liquid Life Force as they begin to saturate an aurum trinket of some variety with it; allowing it to seethe and sit before the totem either before or during the build up of abyssal energies. Once a total of [10] units of Life Force have been fed into the basin which holds the Reliquary, and if the [3] OOC months have passed without the central Totem of the blighted land being purged, a gathering of [5] Necromancers collect around the Wraith to be, and the Necromancer to lead the ritual imbues and tethers the acolyte to their reliquary over the course of [5] emotes as the Acolyte commits ritualistic suicide. If successful, the very body of the Acolyte wilts away into a murky shadow that is absorbed into the reliquary which eventually reforms into the new Wraith that is spilled out.

 

Spoiler

-The Fourth Sacrilege must be conducted at The Black Nexus itself, great ET approved fonts of Abyssal magic or at a bastardized pseudo Nexus which is formed as the totem of an area made in the Desecration Ritual in Abyssal Necromancy lore. This totem must have existed for at least [3] OOC Months. Speak with ET/ST on naturally occurring sites to see if they will function as viable sources for the ritual.

-Over the course of these three months, or at a time after. [10] units of Liquid Life Force must be used to saturate an aurum trinket which will become the reliquary. This saturation period takes [1] week to absorb. All ten units can be fed at once, or fed one at a time over a period of time, but it takes [1] week for them to be saturated in general.

-[5] Necromancers of T3 or higher must then gather over the Aspirant, with a leading Necromancer who is Tier 5 leading the ritual on the other Tier 5 Necromancer.

-Upon completion of the Forth Sacrilege, the Necromancer who is the target of the ritual dies their final death and rises as a Wraith, submitting a Wraith CA with all who aided in the ritual commenting their respective MAs (or CAs).

-Only mortal Necromancers can become a Wraith. Undead, Inferi, or other CAs which can learn Necromancy which are not mortal creatures cannot ascend.


image.thumb.png.fcfc63229c8860943452d8e977f1fe79.png

The Reliquary

image.thumb.png.6d96cb63f61b6b25f639f50b429897db.png

“For this his final Sacrilege, did he pour into this crown all his cruelty, malice, and desire to consume all of Life for his own selfish gain; and in it did he become a foe of the Stag Lord and all that is pure.”

-The Sins of the Necromancer, Excerpt from a lost Clerical Tome

 

A Reliquary is a trinket of some kind forged once of aurum to become a thing of onyx black and darkness. As though forged with black shadow, it is what one may call the ‘true’ body of the Wraith. Once, a reliquary was a mundane object of gold, be it a ring, a crown, a necklace, and so forth before it was forced to absorb an abundance of life force and used to anchor the soul of the once Necromancer forever to the world. Fortified beyond measure, the Reliquary is nigh on indestructible save for only the most calamitous of ways to destroy as they will seemingly repair and mend themselves from these most grievous forms of mortal methods of annihilations.

 

These Reliquaries act as potent tools of the Wraith as well, being founts of pure life force swelling outwards, the provide a few unique augmentations to a wraith which a mortal Necromancer may lack. Firstly, a Reliquary is considered to be a Morion Conduite for the purposes of a Wraith performing spells and rituals. Secondly, a Reliquary is able to empower a Wraith, allowing them to be considered [2] Necromancers for the purposes of performing rituals.

 

Yet, for as much of a strength that the reliquary grants the Wraith, it is also a vital weakness. Although their physical bodies are devoid of anima and the soul, the reliquary is the primary source of the wraith’s soul, and should it be struck by magics and effects which specifically target the soul, the wraith will find itself subjected to a backlash of energy, stunning the wraith for [1] emote.

 

Additionally, if the wraith would demanifest, it would leave behind in its ruin its reliquary, often mistaken as a valuable treasure which monster hunters may pick up as a trophy. From these trinkets a Wraith is capable of speaking and perceiving to the one who bears the reliquary, but is entirely helpless while it waits to regain the power to remanifest, to which upon manifesting once more, the Wraith will erupt forward at blinding speeds and steel its reliquary away as it often returns to its lair.

 

Spoiler

Redlines

- A reliquary is a trinket or object which the wraith must always wear. These are unbound roleplay items which if removed from the wraith (see destruction), causes the wraith to be destroyed.

- A Reliquary is an object which is perpetually shrouded in darkness; being a pitch black or greyscaled metal that is ominous and dreadful to observe. This is how they can be identified.

- Knowing how to identify a wraith’s reliquary does not mean one knows what it is.

- Attacking the reliquary itself will yield no additional damage to the wraith, nor damage their form. However if struck with ‘soul affecting magic’ (such as malflame), it will stun them for one emote. After which they cannot be stunned again for a subsequent [4] emotes (this is to prevent chain stunning).

- Due to their reliquary, a Wraith counts as [2] Necromancers of T5 for all rituals. This means they may be able to perform rituals without the need of an acolyte.

- A wraith’s reliquary is considered to be a Morion Conduit, be it in the hands of the Wraith or another. This means while a wraith is demanifested, another may use their reliquary for such purposes.

- A wraiths’ reliquary is nigh on indescribable, repairing itself from the most grievous of damage if subjected to it. Be it crushed by a high volatile hammer, smelted in the fires of an Azdrazi’s flamebreath, or pounded into dust by grindstone. Only high magic, such as True Dragonsflame, Aenguldaemonica powers, and similar energies can shatter their phylactery.

-That is to say, destroying a reliquary is impossible by the hands of player characters. Only Event Creatures of sufficient strength can destroy the reliquary. Should the reliquary be successful destroyed, the wraith would be Hard-PKed as their soul is siphoned into the Black Nexus, the magics which keep it away from that black spire failing.

- If a wraith is sealed, their reliquary is still considered a Morion Conduit and is still neigh indestructible.

- Although confident in their immortality, Wraiths are cunning creatures and not prone to reckless behavior. They are aware that powerful creatures (such as dragons, Phantasmal Apparitions, and so on) can sunder their reliquary, as well as that should a Wraith Lord take ahold of their reliquary while they are recovering, they may be sealed within it.

- Sealed or perished, a Wraith is uniquely able to communicate with people who hold their reliquary who actively wish to engage with it in rp (be it communication or learning of lore). A wraith is unable to teach MAs, FAs, or rare knowledge while within their reliquary. A wraith is capable of remembering conversations it has in this state (as this function of the reliquary requires OOC approval to partake in). Should no individual engage with the reliquary, the wraith will not be able to perceive said individual.

-The reliquary of a wraith, be it on the wraith, captured by a 3rd party, or sealed, can not be placed within a chest. This is to ensure that Reliquaries are always in circulation should a wraith perish or be sealed.

image.thumb.png.fcfc63229c8860943452d8e977f1fe79.png

Physicality

image.thumb.png.2b9d5af1072bcab079969731465355c8.png

“The Brighter the Light, The Darker the Shadow”

-The Wraithlord Reinkor upon his release

 

Unlike traditional undead creatures, Wraiths bear no true shape or form. Devoid of anything resembling a mortal body, they are literal shadows of what they once were; beings now of absolute entropy and decay. A pseudo spectre, wraiths are formless shadows that lack any true substance within them to keep them ‘held together’. Without anima within their forms, they are unable to hold onto a true physical body, merely swaths of lifeforce which seep and spill out of an object known as a reliquary; which houses the Wraith’s soul and anima, and acts as a vessel to which controls the physical body of the Wraith.

 

Spoiler

-Wraiths are UNDEAD creatures for the interaction with other lore. Wraiths do not need to eat, drink, sleep, or breath to exist, nor do they suffer the woes of old age.

-Wraiths bare no organs, vocal cords, tendons, bones, blood, eyes, teeth, ears, etc. They cannot be deafened, silenced, or blinded unless bound through a means of HOLY MAGIC which is antithetical to them.

-Wraiths possess perfect Dark vision, and are capable of seeing within dark areas without struggle.

-Wraiths that practice Void Magic are unable to take on a Physical Vessel, and are locked to shrouded vessels only.

-The physical body of a Wraith is nothing more than pure, corrupted, stagnated life force which appears as a grayscale smoke which grows darker and more pitched black in colour as they feed and grow stronger. It bears no anima, no mana, and no soul. These three portions of a Wraith's ‘essence’ are located solely within their Reliquary.

-A Wraith can never be ‘disarmed’ from their reliquary as it is the core of their body. If the shadowy shape of a wraith is stripped of the reliquary, it would demanifest. This can only be done by destroying the wraith (either damaging their incorporeal form or destroying their Vessel)

 

Incorporeal Creatures [Passive]

Similar to phantoms and beings of ectoplasm, Wraiths are creatures which are wholly incorporeal in nature, yet without ectoplasm being within their physical make up, wraiths are mere shadows; formless things that have limited capability to influence the world around them; merely echoes and whispers of malice and hate given a swirling form. Without a true physical body, a Wraith is incapable of properly interacting with the world unless they take up a shape by filling a corpse, armour, or clothed robes with their essence, henceforth referred to as a ‘Vessel’. While contained within a Vessel, a wraith is capable of interacting with the physical world around them, moving objects, touching creatures, and acting akin to a regular descendent, yet without such a Vessel, the only object the Wraith can carry and move around is their reliquary due to its intrinsic nature that is tied to the swell of life force which makes up the wraiths physical body.

 

Spoiler

-The True Form of a Wraith is as an incorporeal shadow which swirls around their reliquary. They bear no true physical form or shape; rather such being defined by what Vessel they wish to inhabit. While wraiths emote as shapeless shadows, they can 'expand' their size to be twice as large as an olog for purely aesthetic reasons. Should combat begin, they will be forced to take on a size roughly equal to that of a human.

-It takes [2] emotes for a wraith without a vessel to enter into a vessel (one emote to swirl around the vessel, and the next to exit) and [2] emotes to leave it (one emote of preparing to abandon the vessel, and the next to leave it). Thus if a Wraith was to shift from a physical vessel to a Shrouded Vessel, it would take them a total of [4] emotes. During either process, a Wraith must not be subjected to anything which could interrupt it (such as being attacked).

-While without a vessel, a Wraith is unable to interact with the world save for moving their reliquary. They do not gain any greater speeds or strengths and cannot cast any spells. In this state they are practically helpless.

-While a wraith is in a shrouded vessel, they are capable of interacting with intangible phantom creatures and vice versa. - A wraith's vessel will never be able to inhabit a vessel no larger then a human at their tallest size (approximately seven feet) and no shorter then a dwarf (approximately 4 feet) when determining size scale.

- Regardless of what Vessel a wraith uses, they will always exude an aura of fear, repulsion, and terror. Wraiths are always considered to be revealed as darkspawn and possess no means of hiding this. They are also incapable of using the draught of insight unlike other undead creatures.

-As incorporeal creatures, wraiths cannot be trophied by templars. Should OOC consent be given, a Wraith may soft-PK and allow their reliquary to be transformed into a trophy however, although may be revived in a similar manner to how one would undo Sealing, but only requires [1] count of liquid life force to revive them. A wraith is under no obligation to humor any requests if they so choose. Even when made into a trophy, a Wraith's reliquary must be an UNBOUND roleplay item.

 

Physical Vessels
 

Physical Vessels are defined as a container made of solid material; be it bone, flesh, metal, or tanned leather. From light armours to heavy armours, to a naked skeleton or half rotting corpse, these are bodies which the wraith floods their life force into to create an external ‘shell’ which can house the wraith. While puppeting these vessels, wraiths are augmented from what a Necromancer would normally be, and are considered to be at ‘Peak Human Strength’ for what they can move, lift, and yield. With such physical strength comes greater durability compared to a shrouded wraith, but also far more vulnerability in return.

 

Spoiler

-A physical Vessel is defined as a Wraith which has placed its essence within a suit of armour, a corpse, or an odd mixture of the two.

-A ‘suit of armour’ for purposes defined is any Light, Medium, or Heavy armor. A wraith gains no true benefit from wearing different armour tiers for the purposes of determining what damages them, and are thus not hampered by true encumbrance which Heavy Armour may normally endow on an individual (this is purely for Aesthetic and Balance reasons)

-A physical Vessel is bound and subjected to the laws of physics, and thus can be sufficiently damaged and destroyed by any source.

-A Physical Vessel grants the wraith Peak Human Strength and more durability, but at the cost of becoming more vulnerable to sources of damage.

-If the Physical Vessel is destroyed, the Wraith itself is destroyed along with it, demanifesting entirely.

 

Shrouded Vessels

A shrouded vessel aligns more with what the wraith is as a creature. Using clothes, rags, or bits of bones to help give the wraith a loosely defined shape, a shrouded vessel is the embracement of a wraith's incorporeal nature. More attuned with such a side, a wraith is unhindered by the woes of the laws of physics. Metal swords harmlessly pass through them; gravity is a meager suggestion then a fact, and they may move through other creatures and occupy the same space as them without hindrance. However while in a Shroud, a wraith lacks the physical presence that a more solid husk can provide, and thus are as physically capable as a Necromancer was in life.

Spoiler

-A shrouded vessel is defined as a Wraith which has placed its essence within a makeshift object which is loosely a container. From a tattered cloth to a few bone fragments which vaguely align into a humanoid shape.

-’A swirl of bones’ is defined as a skeletal shape which is no more than about [30%] of a descendent’s skeleton which must include a skull (this could be a skull with bone hands, skull and rib cage, etc). So long as it is clearly defined as a shadowy shape swirling around the remains.

-A Shrouded Vessel, being more incorporeal, provides unique advantages to the wraith. Mundane weaponry of all kind can no longer harm them. This includes magics which do not interact with Life Force. As such, Void Magic, Bardemancy, and even Kani is cannot bring harm to these creatures, but arcana sourced from Holy Magics which target ‘Dark CAs’, Mysticism due to ectoplasm baring Life Force, and Druidism can cause these otherwise incorporeal shapes harm.

-A Shrouded Vessel still bears physical strength, which is similar to the semi-crippled strength of a Necromancer in life. They can still interact with the world as they wish when it comes to manipulating objects.

-As a Shrouded Vessel is not a true physical container, attacks upon it instead target the Wraith as it truly is.

-Shrouded wraiths possess a pseudo form of flight, allowing them to hover a meter above the ground. In events, they may have more liberty on how high or far up they can ‘fly’ at ET approval

 

Woe of Light

Creatures of perpetual Darkness, Wraiths are things wholly anathema to Light, be it mundane or magical. Sunlight most of all is a searing agony which a wraith will take great efforts to avoid. Thus a wraith will seek to smother light in shadow, casting the area and their lairs in perpetual darkness. The only exception to this rule is Light which is sourced from unholy sources (such as Malflame, wisps of mysticism, blood magic, etc); in which case the Wraith will find no measure of discomfort.

 

Spoiler

-As creatures of pure darkness, wraiths find Light from all sources (save ones which are ‘unholy’) to be unnerving to be within, especially Light created from Holy Magics and the Sun itself.

-Thus, while a Wraith that is incorporeal may be immune to the ‘damage’ mundane fire may cause, the light which it generates is what scourges the wraith and truly ‘damages’ them.

-Due to the agony of Sunlight, a Wraith is unable to cast Abyssal Necromancy or use any Wraith abilities save save for the ‘Darkening’ spell while within direct sunlight. Cloudy days, smoke screens, or other abilities which can create sufficient obstruction of sunlight will provide relief, as well as wraiths hiding in the shadows of great trees or objects.

 

Misery of Gold

Since ancient days to modern ones, Gold has been known as a way to fend off the creatures of undeath, yet individuals rarely understood the reason why. It is not because gold is inherently holy, but rather due to its ability to interact with the flow of Life Force of creatures in undeath. True Gold is something which causes wraiths unnerving annoyance to be within the presence of (as detailed in mentality), but the true power of Gold comes on if it harms them. In addition to causing the normal amount of devastating damage, it will inflict upon a wraith what is known as ‘An Ethereal Wound’; a pseudo bleed which drains the Wraith of energy over a period of [4] emotes, which emote causing the wraith to suffer one [Lesser] strike of damage, even possibly demanifesting them should they have been destabilized enough prior. Yet when this occurs, the aurum weapon will blacken, becoming a sickly dark colour and lose its effects as gold for [1] OOC Day, returning to its natural state then after.

 

Spoiler

-In addition to causing a wraith a series of mental issues (as detailed in mentality) gold weapons will in addition to their normal amount of damage inflicted upon a wraith an Ethereal Wound which lasts for [4] emotes.

-Each emote a Wraith suffers from an Ethereal wound, they will take [1] Lesser wound worth of damage.

-Being struck by a second gold weapon during this time will not cause a new Ethereal Wound to occur, nor will reset the current wound.

-Once an aurum weapon causes an Ethereal wound, it becomes black and sickly in appearance for 1 OOC day, losing its properties as gold and becoming a mundane metal akin to iron as it expels the built up life force within it.

-Ethereal wounds can only be caused by TRUE GOLD, Argentum, abilities with Aurum like effects, and Thanhium will not cause an Ethereal Wound, nor will any holy magic.

 

The True Sight Anomaly 

Although creatures of shadows and death, wraiths have a queer interaction when they are gazed upon by those who possess True Sight, the ability to see into the estranged wastes of the Elysian. To those who possess such an accursed sight, wraiths do not appear as odd formless shadows, but as greyed, transparent husks of the Necromancer they were in life, and are always seen in a manner of true nightmarish proportions indescribable my mortal tongue. Such is the deep abyssal well these creatures are that they can mild disturbances within the wastes.

 

Spoiler

-Those who possess True Sight (from vivication, ghosts, mystics, etc), a wraith will not appear as a shapeless shadow, but a cruel mimicry of how the Necromancer appeared in life shrouded in perpetual darkness.

-Although such a description can be vaguely applied, the true manner in how those with True Sight ‘see’ the wraith is considered in roleplay to be an ‘indescribable horror’ that can easily cause a variety of mental illnesses to those not used to the visage of the undead, such as PTSD, nightmares, etc.

-This aspect of the wraith is purely aesthetic, to describe the sheer horror that these undead creatures are. It ultimately provides no combative advantage to a wraith when should they need to do battle with those who have True Sight.

 

Durability and Destruction

Like all creatures of undeath, Wraiths bear a state in which their intangible bodies can no longer endure the physical woes of battle or natural disasters which will cause them to demanifest in a seething agony. In simplification, it is divided into three tiers of damage as detailed below. Unlike regular undead however, as beings formed of shapeless shadows, wraiths do not have durability for each part of their body. Instead they hold one massive ‘pool’ as the corrupted life force which makes up their bodies is physically stripped or burned away piece by piece.

 

[Lesser Strikes]

  • Weaker Projectiles (Shortbows, Hand Crossbows, Slings, Throwing Knives)*
  • Mundane Bludgeons (Warhammers, Maces, Greatswords, Battleaxes, Blasting Potions)*
  • Diminutive Magics (Voidal Spells, Bardemancy, Concussive Malflame, Shaman Animism except for Fire Animism)*

[Moderate Strikes]

  • Heavier Projectiles (Longbows, Crank Crossbows, Javelins)*
  • Thanhium, High-Density Boomsteel*, Carbarum*, & Aurum Bludgeons (Warhammers, Maces, Greatswords, Battleaxes)
  • Mundane Blades (Shortswords, Longswords, Hatchets, Glaives, Spears)*
  • Calamitous Magics and Lesser Light Sources (Mystism Spells, Necromanctic Maledictions, Lesser Fire (Voidal Fire, Alchemical Fire, Mundane Torches, Heraldry Fire) Druidic Magic, Shamanic Fire Animism)

[Greater Strikes]

  • Devastating Projectiles (Ballistae, Trebutchets, Cannons)*
  • Thanhium, High-Density Boomsteel*, Carbarum*, & Aurum Blades (Shortswords, Longswords, Hatchets, Glaives, Spears)
  • Ruinous Magics and Light Sources (Holy Magic (clerics and templars), Greater Fire Magics (Blue Void Fire, Dragonsflame))

 

Notably, unlike other Undead Creatures, Wraiths do not suffer the usual ‘weakness’ to blunt weaponry, instead sharper swords and weapons which can puncture are more effective at stripping away the shadowy form from their reliquary, an unusual quirk which these undead monsters bare.

 

In total, a wraith can endure a total of [1] Greater Strike without a vessel, [3 Greater Strikes] while in a Shrouded Vessel, and [5 Greater Strikes] while in a Physical Vessel. These different strikes do not need to be sourced around the head, chest, or arms, but are rather a slow build up of damage over time. Each tier of damage is worth [2] values of its lower tier; thus [2 Lesser Strikes] equal [1 Moderate Strike], and [2 Moderate Strikes] equal [1 Greater Strike].

 

Spoiler

- All strikes are assuming direct hits. One cannot simply graze the Undead with a dagger and have it count as a Moderate Strike, and so on.

- Strikes at the force of an Olog or Golem (3x that of a Descendant) function as if a single bracket higher, from Lesser to Moderate and Moderate to Greater. If a Greater Strike, it counts as [2] strikes instead of [1].

- Projectiles made of Thannic, High-Density Boomsteel*, Aurum, or similar propertied-materials will count as a single bracket higher, from [Lesser] to [Moderate] and Moderate to Greater. If a Greater Strike, it counts as [2] strikes instead of [1].

- Whilst obviously not actually bludgeons, Battleaxes and Greatswords have been grouped under that category rather than as ‘blades’ given their size, weight, and force when swinging them. The idea is to create an urgency and need for ‘diversity’ in the different weapons a monster hunter would need.

-Damage tiers marked with a [*] do not harm intangible wraiths. Should a projectile be made of a material that can harm a wraith, see above to what damage bracket it would belong too. Carbarium and Boomsteel are still mundane weapons, but provide the stated wound type on Physical Vessels.

-Wraiths possess an innate ability to slowly regenerate out of combat. For each OOC hour they spend out of combat, they heal [1] Greater Strike. This healing is not fast or rapid enough to have any practical effect during battle, save for if the wraith was to perform the Cannablism ability.

image.thumb.png.fcfc63229c8860943452d8e977f1fe79.png

Mentality

As creatures wholly broken to be a void of life force, their minds are ones twisted by an uncanny malice and desire which propels them forward on a never-ending quest to spread corruption, decay, and abject ruin across the realm. As manifestations of the core desire of man twisted to an unsightly shape, they are dark, corrupted things prone to insanity and madness, yet keyed with an acquired clarity which helps them shape their destiny.

 

Having lost all the sensations of mortality, there is one ‘feeling’ if it can be described as such though that every wraith, from the highest of Gravelords of the Abyss to the lowest of shadows which have newly manifested that these dark creatures feel; hunger. Although already a seething mass of animated life force confined to forever be bound to their reliquary, a wraith will always seek to add more and more power to themselves. The drive behind it primarily sources from the sense of euphoric bliss of temporary satisfaction whenever they consume life force to add it to their own ever growing pool; yet like a bucket with a hole in it, wraiths will never be truly satisfied until the entire world has been subsumed into their own twisted will.

 

Wraiths also possess an innate fear of PURE GOLD and FIRE. Aurum as a material holds unique interactions when exposed to life force, capable of halting or even storing it in strange quantities. Yet to a wraith, aurum is something which causes great pain and mental stress when within the presence of. Rumours abound of priests holding up crosses of gold towards these fell creatures, believing that it was the symbol of GOD rather than the gold is a common misinterpretation of this rumour, along with simple peasants chasing off these creatures simply because they thrusted forward torches of fire, unaware that it was the seething light which caused these creatures agony instead of the flames itself.

 

Spoiler

Redlines

-Wraiths are all the ill qualities of Necromancers taken to the extreme. While a mortal Necromancer may find some measure of justification or moral excuse for their ill begotten deeds; to become a wraith is to purposefully destroy what little ‘humanity’ one has left as a Necromancer feeds off the energy of others for a purely selfish reason. Wraiths as creatures are Ontologically Evil, and are utterly incapable of being considered ‘good’ in any sense of the word.

-Wraiths suffer from an uncanny madness which drives them forward on a neverending quest to feed and spread corruption. To their twisted senses, the mortal world as we see it is innately ‘disgusting’ in some manner, and it must be fundamentally corrected to be more inlined with the Abyss (their natural habitat so to speak). Be it from ideology or a desire to simply create a more suitable lair, a wraith will always take what paths it can to spread corruption.

-Wraiths value one thing above all else, and that is the ever hunger they have to consume more and more life force. To a wraith, consumption of life force is the only currency they are truly capable of understanding. To feed after all, is to fill that void with the only thing that can truly satisfy it, even if temporarily.

-Wraiths possess an innate fear of PURE GOLD (or aurum) and open fires. The metal causing a sense of hesitation, dread, or near panic to wraiths as they will always be relatively cautious around the metal as they can feel the life force which seethes around them be unwillingly drawn towards it; sometimes choosing to retreat from encounters outright if convinced that the gold possesses too much of a threat. Fire as well also brings about a similar sensation of dread, though this is caused by the light it produces, and not the physical seeing pain fire would bring to a mortal. Light ultimately banishes shadows in the end if in great enough quantities.

-This fear is not triggered by materials or effects which possess aurum like qualities. Only true, PURE GOLD will bring wraiths a sense of foreboding and dread.

-While this fear is great, it is not all consuming, and a wraith can and will engage with foes who would wield aurum against them, if simply for the simple fact that de-manifestation by aurum is an extremely agonizing affair better avoided


image.thumb.png.fcfc63229c8860943452d8e977f1fe79.png

Abilities

image.thumb.png.973210fd757f8351a248d1d0ca7aaa10.png

 

“The First Blasphemy was thus wrought, and every clamoring apostasy henceforth would be made known to the cowering divinities until they could avert their gaze no longer.”

-An unknown on the opening of The Passage upon the Azuras

 

Creatures of the Abyss itself, wraiths possess an array of natural abilities which though Necromantic in origin, are not true 'spells' in the sense any mage would understand or be able to replicate. Instead, wraiths possess a series of unique abilities which they can call upon at will for the purposes of enforcing their twisted will upon the world around them. Creatures of dread and despair to all things, each aspect of a wraith is geared towards the total ruination of the world around them, festering wounds upon the world made real which do nothing short of consume and devour all which surrounds them or choaks it to death in the immense wells of stagnate energy which swarms around the reliquary and decayed soul of the once mortal Necromancer. These aspects only grow more profound as a wraith ages and consumes more and more energy, eventually reaching a tipping point to where they can become something wholly beyond mortal understanding in strength, power, and purpose.

 

Spoiler

Redlines

-All Wraith abilities are considered [T5] spells in power and function. Tier labels exist purely to denote what rank of wraith can do what.

-Wraiths are capable of conducting all abilities of wraithdom in tandem with other regular actions (such as blocking, attacking, dodging, etc). They however cannot channel Necromancy spells while doing so.

- This enhanced ability to preform black arts extends to all spells of Abyssal Necromancy as the magic becomes more innate to them. Wraiths however will still be interrupted if struck by any source of damage which would inflict a [Moderate] wound or higher unless stated otherwise.

-Wraiths can only cast spells while within a vessel. Wraiths cannot duel cast

 

Dominion [Passive, None-Combative, T1]

A Wraith is a focus-point for an unholy amount of tainted Lifeforce- and, obviously, they retain great control over it. Perhaps as a tool to cow subjects, or for simple necromantic pettiness. Exalting this through mental pressure, withering forces, and twisting the undying flora and fauna alike- those of Wraithdom hold a bitter dominion over their surroundings.

 

Spoiler

Mechanics

 

As creatures of an unenviable amount of power and energy, Wraiths exude a natural aura and presence which taints their surroundings very subtly. A freeform state which is constantly applied around a wraith, any area within twenty meters of these fell undead slowly begin to wilt, wither, coak, and die. Plants turn to withered sludge, corpses begin to twitch and spur with unlife as though under the effects of a Necromancer’s Vassalage of Harrow spell, and the air seems perpetually shrouded in a hazed black smog that waters the eyes. Wraiths may focus these energies into a more focused point as well, inflicting a feeling of pressure upon those they draw their focus upon. Knees begin to buckle slightly, bodies feel weighted down by some metaphysical density.

 

Wraiths may also use Dominion to channel and churn life force around any mount (such as a horse) which they straddle upon or use for long periods of time, causing the horse to turn pitch black and become corrupted to a dark reflection of what it was. In ancient times, wraiths road forth on black steeds of dark origin, and modern wraiths do naught but the same.

 

Redlines

- Dominion only affects the area about the Wraith, and any flora affected will return to life once affected area moves from such.

- Dominion from multiple Wraiths ‘stacks’ on anyone affected, in the sense that they can feel multiple tangible pressures coming at once; however, it likewise does not bear any combative affect as this ability is utterly noncombative. (One Piece conqueror haki clash or Adventure time Lich “Fall”.)

- Any manipulation of the environment or emotions implanted into people through Dominion may not have any effect on combat, only acting as flavorful aesthetics. This is a purely flavour-based spell, with no combative effects whatsoever.

-The Aesthetic change upon the horse has no combative value, and is merely flavour and flare


 

Darkening [Active, Combative, T1]

A cantrip first used by the Old Lords when they sundered Necromancy from The Betrayer, Darkening is the primeval act of making something which is innate immortal mortal. Life Force, as something which flows upon a cosmic scale is susceptible to this innate act inherited by the wraiths of Lost Aegis. By channeling the very void of eternal hungry which seethes within them, a wraith is capable of stripping the very essence of life from a creature to feed and augment themselves as they amass more and more life force.

 

Spoiler

Mechanics

 

Over the course of [2] emotes [one emote manifest the haze, the second emote the wraith grabs], a Wraith can manifest upon their body an outward expression of the abyssal black smog which seethes and sucks in the very air around it. Then by making physical contact with someone, a Wraith can begin to forcefully strip a living individual of their life force over three sustained emotes, slowly stripping them of both strength and energy as the wraith swells with power. Contact is defined as the wraith physically grabbing an individual, which can be done with at least one open hand.

 

Each emote after the wraith has successfully completed a full cycle of draining, a series of stacking, negative effects begin to occur.

 

On the first emote of draining, not much occurs to the individual, save for the painful agony which comes with having ones life force stripped away from their being.

 

On the second emote of draining, an individual begins to weaken, becoming nauseous and sickly as a more dangerous measure of life force is taken away and the victim suffers from the Abyssal Rend.

 

On the third emote of draining, an individual falls unconscious, too much life force having been stripped away from them to allow them to remain awake in any capacity. It is on this emote that the wraith successfully drains enough life force to count towards their ‘feeding’, marking up a point on their CA (detailed below in tiering).

 

On the forth and final emote, should a wraith choose to sustain the draining, the remaining life force with an individual is fully stripped from them, leaving the victim as a desiccated husk seething with a black, onyx haze.

 

The Abyssal Rend

An Abyssal Rend is a horrid scar of Necrosis which manifests upon the body at the primary point of contact a wraith makes with an individual. Flesh which rots and suffers from severe necrosis, individuals under the stress of an Abyssal Rend will find themselves incapable of calling upon Divine Magics as a dreadful wound occurs not only upon the flesh, but the very soul itself in addition to the painful agony of the decayed flesh around the area afflicted with the rending wound. Should the Abyssal rend go untreated, individuals can perish from it over the course of one roleplay year as the rot slowly festers and spreads to the point of being impossible to heal from.

 

Spoiler

Redlines:

-Darkening takes [2] emotes to manifest (1 charge, 1 grab), and then a maximum of [4] emotes to fully drain a victim to the point of death. Each drain only finishes in effect on the following emote of it occuring (IE: on the emote the wraith grabs, the subsequent emote is when the first effect of the drain occurs).

-If a wraith is disrupted, but then resumes draining, they resume the drain on the emote they left off (IE, if a wraith had drained an individual for [1 of 4] tiers of draining, their next successful emote of draining would cause the individual to go to [2 of 4].

-Being under the effects of Darkening is an extremely agonizing sensation, akin to red hot metal pressing upon the flesh along with the sensation of one's blood slowly being filled with a fiery burn.

-Abyssal Rend is a unique type of wound which rots the flesh underneath it, being painful and uncomfortable to be subjected too. In addition, should an individual be capable of casting Divine Magics or Naztherak, they will find their connection permanently sundered while they bear the wound.

-Abyssal Rending can be healed through Alchemical or Magical Means. For the purposes of interactions with other magics, Abyssal Rends are always a ‘Minor Wound’ during the initial roleplay encounter if is gained in when interacting with other magics on its immediate on sent, meaning they can be healed during combat by clerics, Kani Resonance, Necromancy Moulding, etc. Post combat, the wound of an Abyssal Rend becomes or profane, and is considered a 'grievous wound' or whichever wound is the highest tier on other magic system charts.

-Regardless of if a Wraith successfully completes a drain or not, they must wait [3] emotes before they can manifest the haze once more as they ‘digest’ and ‘absorb’ the life force they just recently fed upon.

-As this is an innate ability of a wraith, it has no casting cap of how often it can be done per day.

-Necromancers and other undead cannot be fed upon for counting, but can be harmed by this ability.

-Azdrazi are corrupted [1] unit of dragonsflame per emote they endure Darkening.

 

 

Divine Sunderment [Passive, Active, None-Combative, Combative, T2]

Creatures of the Abyss, wraiths are fonts of power which are fundamentally opposed to the divine and outer planer. A perverted state of perfection from such a source of the Abyss, being the manifestation of Ruin Preserved, wraiths exude a natural aura which is by its very nature antithetical to ‘The Light’, which is any creature or magic of a divine origin.

Spoiler

Mechanics

Divine Sunderment is a natural aura of ‘anti-divinity’ which naturally exudes around the wraith. There are three aspects to this aura, each one having a different range and purpose.

 

Sunderment of Light [Passive, Active, None-combative]

The most basic aspect of Divine Sunderment, Sunderment of Light is the suppression and dimming of ALL light sources, be it mundane fire or holy light, to even the brightness of Dragonsflame and metals. These light sources dim, exuding half of their normal brightness as the very light is choked and stifled in the presence of the wraith. Outside of combat, a wraith is capable of actively channeling a more primal method of Light Sunderment to completely extinguish non-magical lights within the area of this aura in [1] emote, and can be used as a means to destroy sources of Holy Light over the course of [4] emotes (such as a templar’s bonfire). Yet lights not actively being suppressed by the wraith will also seem to glow and radiate in a more primal defiance, a source of power within the Dark. The aura exudes to all light within #rp [20 blocks] range of the wraith.

 

Spoiler

Redlines

-This is a none-combative, flavorful aura which the wraith possesses whic sees light sources dim by one half of their light (IE: a light source with the brightness of a Minecraft Torch will be reduced in light to that of a redstone torch, ext)

- This light suppression works on ALL sources of light unless the Wraith chooses to not have it be suppressed. The only exceptions to this rule are light sources which originate from creatures of undeath (such as the glimmer of ghosts).

- This spell has a more active use, allowing a wraith to suppress and destroy ST signed structures which exude light over the course of [4] emotes unless required otherwise (Such as a templar’s bonfire or Azdrazi Drakeshrine).

- This ability does NOT corrupt, only suppresses and destroys.

 

Sunderment of Essence [Passive, Combative]

Sunderment of Essence is the more primal application of Divine Sunderment which has a more combative application of this aura. As sources of light, divine or mundane, come closer to the wraith, they will find their abilities to connect and reach out to Divine Sources, be it of the holy, demonic, or undefined. As a result, ALL spells which have a casting time will have their emote cost increased by [1] emote within range, emitting a similar effect akin to Thanhium’s anti magic properties, but only directed towards magics which are considered ‘Divine’ in nature.

 

Spoiler

Redlines

- Sunderment of Essence is a purely Passive ability that effects all Divine Mages (herald, clerics, templars, etc) or magics that have a pseudo divine source (Naztherak) within #q range [8 blocks].

- This aura acts akin to thanhium’s magical suppression, increasing the emote cast time of all spells by [1] for those magics or creatures. In the case of more passive spells, such as a templar’s furious flame, it would require an additional emote of the templar focusing before the spell manifests.

- This aura has no effect on Passives which do not have an activation (templar’s courage aura) or the natural abilities of magical creatures (an azdrazi’s dragonflame or a demons innate malflame channeling).

- The wraith is unable to be selective to who is affected by this aura, nor is unable to ‘turn it off’.

 

True Sunderment [Active, None-Combative, 4 emotes]

A most terrifying ability a wraith possesses, a wraith is capable of performing a bastardized version of Darkening upon a holy magic or divine magical creature in a profane ritual. By channeling a black Haze around them and a bound victim, a wraith is capable of siphoning and stealing raw, divine power to darken it from a victim in a profane way of feeding; stealing this power for itself.

 

While the wraith feeds and grows stronger, the victim grows weaker and feels the grasping power of the Abyss touch their soul. For [1] irl week they will be unable to call upon their divine patron, feeling a void in their heart as the touch of ‘The Light’ is stripped from them. Some holy mages however are not so fortunate, with the curse lasting longer then the given year or in the most worse cases, fully stripping the magic from their soul as they undergo a true disconnection, along with losing the magic slots associated with that magic that can only be replaced by the touch of the Abyss.

 

Spoiler

Redlines

-True Sunderment is a [4] emote ritual which a wraith in a free form manner slowly strips and pulls the divine magic out of the soul of a bound divine mage of any source (heralds, shamans, naztherak, templar, clerics, etc).

-Once True Sunderment is completed, the individual will be left with a black, inky scar upon their soul which persists for [1] irl week; suppressing their ability to channel the magic of their patron. This curse can be purged ahead of time with the proper purging magics.

-At OOC consent, the time which the suppression lasts can be longer then [1] Irl week, lasting for as long as the victim wishes.

-As an OOC choice, a victim may choose to be permanently disconnected from their divine magic, their soul utterly torn apart as they forever lose those magic slots to the irrevocable taint of the abyss. These lost magic slots however can be used to connect the divine mage to Abyssal Necromancy if they so choose.

-If an Azdrazi is subjected to True Sunderment, they will not be able to use any spells of heraldry and are corrupted for [4] units of dragonsflame.

 

 

Cannibalism [Combative, Active, 3-5 emotes, T2]

A cruel and vile ability which a wraith possesses, cannibalism is the act of a wraith stripping away the life force of the Undead or the recently murdered in a cruel act of sacrifice to restore themselves and prevent demanifestation. In this act, instead of relying on the natural flow of absorbing ambient life force from the environment around them, the Wraith brutalizes and absorbs more active life force from a creature to refuel their own forms. Different undead provide different levels of energy in restoring the wraith

 

Spoiler

Mechanics

Over a period of time through DIRECT contact with the physical body of an Undead Creature or a fresh corpse no older then [5] emotes, a Wraith may begin to rapidly siphon life force from such creatures or objects in a cruel display of consumption in order to help stabilize their forms from any damage they may have suffered. The time it takes for a wraith to cannibalize an undead creature and the amount of energy it restores is based upon what kind of undead it is

 

-Ghouls,  Phantoms*, and Freshly Killed corpses take [3] emotes to consume and restore [1] Greater Wound.

-Darkstalkers, Eidola, Withered Moroi, & Draugur take [4] emotes to consume and restore [2] Greater Wounds.

-Wights*, Thirsting or Quenched Moroi, other Wraiths, Pale Lords, Paramount Darkstalkers and Lich-Draugur take [5] emotes to consume and restore [3] Greater Wounds.

 

Notably, Wraiths are capable of stripping life force from ANY undead they contact with, being ravenous and deep wells of constant consumption. Notably however, purely phantasmal undead (denoted with a *) with no physical body require the wraith to be in a Shrouded Vessel for a more fluid interaction. Cannablism can be interrupted by successfully striking the wraith to deal a [wound] of damage of any variety and can be interrupted from any creature, even the undead being cannibalized. The only exception to this are Ghouls that are specifically bound to the Wraith through the profane act of Necromancy; who have creatures which have forfeited their free will, do not have the luxury of choice.

 

Spoiler

Redlines

-Cannibalism takes [x] emotes to perform on the stated undead in their given section, and restores a wraith by [x] amount of Greater Wounds.

-Undead do not need to be willing to be cannibalized, but are free to lash out and disrupt the wraith during the process, needing to deal at least [1] wound of damage from any source to interrupt the flow.

-Other creatures may also disrupt the process in the same method as undead being cannibalized can

-Only ghouls bound to the Wraith are unable to perform any act of resistance. Bound to the Wraith’s will; they can never truly resist the commands of their master.

-A Wraith must make physical contact with the desired corpse or creature for its casting time as the subject/victum begins to be enveloped by a black shroud of entropic life force. If corpses begin to wither away after death, should a wraith touch it before it fully vanishes, the deterioration stops immediately.

-Any undead cannibalized instantly perishes upon a successful cast. Willingly feeding oneself to a wraith or not does not necessitate a force PK for the given undead (IE: a darkstalker willingly allows a wraith to Cannibalism it will not force the darkstalker to PK from ‘suicide’.

- If Undead are consumed in active PK events, it is up to the ET to determin if the the act of Cannablism invokes a PK. That being said, using Cannablism to try and circumvent Event PKs will not be tolorated.

-Any undead which perish by Cannibalism are capable of remembering the experience of the Wraith consuming them despite death normally causing the undead to forget the encounter. This is purely to encourage roleplay, 

-A Wraith can only perform cannibalism [2] times per combative encounter. A use of cannibalism only occurs upon a successful cast.

 

 

Black Breath [Active, Combative, 3 emotes T3]

 

Creatures of seething life force, a Wraith is capable of exhuming the black smog within them in a tangible cloud of terror and death around them in a miasma of fog or as a short range stream in a cruel mimicry of a dragon's breath weapon or a voidal flamethrower. Terrifying to behold, those who are caught within this abysmal breath begin to occur a growing fatigue and drowsiness until ultimately the victim is ensorcelled into a magical sleep which all but dooms.

 

Spoiler

Mechanics

Over the course of [3] emotes, a wraith may begin to manifest there Abyssal haze in a churning mass around where in theory the wraith’s mouth would be. On the third emote of charging, the wraith may choose to exhume a blackish smog in one of two ways.

 

Cloud: The Wraith expels the Black Breath in a pitched fogged area which extends in a four meter radius around the wraith, remaining stationary and lasting for [5] emotes before dissipating.

 

Stream: The Wraith expels the Black Breath in a noxious stream of miasma in a [2x8] meter cone centered on roughly where their mouth is.

 

The Black Breath is a horrid measure of life force which imbues upon the victim a magical fatigue and exhaustion which can accumulate to lay a victim into an enchanted sleep as they suffer from the black magic over long periods of exposure.

 

On the first emote of suffering from the Black Breath, a victim would feel perhaps slightly drowsy, but find no impairment.

 

On the second emote of exposure, the victim begins to feel the fatigue of the black breath begin to build up, reducing their movement speed by [1] block and causing their movement.

 

On the third emote, an individual will find the magical fatigue to have become even more overwhelming as their movement is reduced now to half of their movement speed, and to wield heavy weapons become too heavy from weary muscles; in addition, a wretched curse begins to flood into the victims soul as they will find themselves unable to call upon divine magics of any sort (including Naztherak).

 

On the fourth and final emote of exposure to the Black Breath, the victim crumbles to the ground as the black magic takes full effect, plunging the victim into a deep, magical sleep which they will awaken from in [5] emotes; doubtlessly dooming the victim to the mercies of the Wraith. If given a chance of reprieve from the Black Breath before the enchanted sleep, individuals will be given a chance for the dark magic to rapidly work itself out of their system, taking [2] emotes of being outside the black smog for them to recover each tier of exhaustion.

 

Sometimes, rarely, victims of the Black Breath never awaken from this ensorcelled trance, stuck in a strange coma in which they cannot die from, captured in a perpetual stasis until saved by the divine miracle of those who can purge curses from the mortal coil.

 

Spoiler

Redlines

-Black Break takes [3] emotes to use [2 charge + 1 cast], and may be exhumed outwards either in a 4 meter radius dome [or 9x9 area] centered on the wraith which lasts for four emotes, or expelled in a cone like breath in a [2x8] area which expels from the wraiths mouth in a constant stream.

-Multiple areas of Black Breath do not stack nor increase the rate of which one will suffer from it.

-If conjured as a dome, the area does not move with the wraith, but remains stationary.

-Each emote a victim spends within a stream of cloud of black breath, they begin to suffer from the building effects of the magical exhaustion until they fall asleep.

-On the [1st] emote, no tangible effect occurs

-On the [2nd] emote, an individual will find their movement speed reduced by [1] block and find themselves struggling to make quick movements as their reflexes begin to become more sluggish

-On the [3rd] emote, the victim will find that their movement speed has now been reduced by [2] blocks, and they will find that heavy weapons [any object of 3 ingots or higher] or made of heavy materials [Carbarium, high density boomsteel] become to unwieldy as sore muscles struggle to cope with the weight. Should they be capable of casting Divine Magics, they will find their ability suppressed along with all passives being disabled.

-On the [4th] and final emote, the victim will be overtaken by a deep, enchanted spell for a duration of [5] emotes, dooming them to the mercies of the wraith. Should an individual wish for it, they can choose to remain in this enchanted sleep perpetually until it is removed by purging systems in holy magic (see the respective lores).

- if outside of the Black Breath, individuals will recover from each tier of "debuff" over 2 emotes. For example, if an individual was at stage 3 of the black breath, after 2 emotes they would suffer from the stage 2 effects and so forth.

-Due to their weaker constitution, animals suffer from the effects of the Black Breath twice as fast, with such creatures suffering from the [3rd] and [4th] emote effects on their [1st] and [2nd] emote of exposure respectively. Likewise, plantlife withers, wilts, and dies under the Black Breath in [1] emote.

-Although a form of gas, due to its high concentration of life force and magical nature, air purifiers CANNOT purge areas affected by Black Breath, nor will air purifier filters save someone.

- Individuals will not struggle or find their breathing be disrupted by the Black Breath if it is inhaled. It is unable to suffocate individuals. In addition, the Black Breath does not obscure sight; objects within it or seen through it will appear under a grayscale obscurement, ranging from grey to black.

- The Black Breath may be dispelled by sources of sudden intense light (such as a templar’s flare) or beaten back by other stream-type spells (such as a dragons breath, voidal fire flame thrower, or a demons malflame thrower).

-One must be able to breath and for the Black Breath to work on them, meaning undead creatures and constructs are immune to it due to not feeling exhaustion as normal, living creatures would.

-A wraith may channel The Black Breath [2] times per combative encounter, requiring at least [1] emote before they may begin channeling it again.

-Azdrazi are corrupted [1] unit of dragonsflame per emote they are within the area of the Black Breath.

 

 

Herald of the Abyss [Passive, Active, None-Combative, Combative, T3]

A fully matured wraith which has had the opportunity to feed upon the life force of countless individuals is no longer just some undead creature, but a focal point for an absurd amount of corrupted and distorted life force. This augmentation allows wraiths to act as pseudo singularities which manifest in ways to empower lesser undead creatures around them, as well as channel greater strength through their power.

 

Spoiler

Abyssal Singularity [None-Combative, Combative, Active]

Wraiths, being beacons of pure life force hold a far greater magnetism to hold, control, and govern lesser undead around them. Should a Wraith be in the possession of the Momento Mori of a Darkstalker or Draugur, they are capable of enwrapping it with their life force, then at will are capable of using their reliquary as a pseudo means of channeling the painful effects of woe such a cursed relic has upon those undead.

 

Spoiler

Redlines

- Over the course of [3] emotes, a wraith is capable of wrapping their life force around a memento mori of a Darkstalker or Draugur, allowing fragments of its essence to be leached onto the wraith’s reliquary. This must be done out of combat

- Once this is completed, a Wraith may use their reliquary in place of a Darkstalker’s or Draugur’s memento mori so long as the memento still exists and is not destroyed. This takes [2] emotes for the Wraith to channel properly, but follows all redlines and mechanics of how they are used otherwise.

- Only one wraith may have a memento bound to their reliquary at a time. Should another wraith perform the binding, the previous wraith shall lose their binding (and become aware of it).

-A wraith may have up to [5] memento mori’s bound to their reliquary at a time. 

 

Abyssal Binding [None-Combative, Combative, Passive]

With a greater sum of life force, a Wraith possesses far more power to control and be mastered over hoards of lesser thralls compared to mortal Necromancers. A wraith may bind [8] ghouls to their Necromancy MA compared to [4]. Additionally, they have a far more liberal application of returning these fell servants to life. Should a Wraith cast Abyssal Necromancy's Revivify upon a Ghoul, the ghoul is restored to life once more WITHOUT a [5] emote duration upon how long they may continue existing. Out of combat, a Wraith may revive ghouls in [1] emote without needing to wait [30] IRL minutes to return them to life.

 

Spoiler

Redlines

-A wraith is capable of binding [8] ghouls to their Necromancy MA over the normal cap of [4]

-Should a wraith cast Abyssal Necromancy’s Revivify upon character with a valid Ghoul CA, they are restored to true unlife without a [5] emote duration upon how long they may continue to existing. This still follows all other redlines of Revivify (can only be cast once as an example). This ghoul must be one bound to the wraith.

- Outside of combat, a Wraith may instantly revive a ghoul in [1] emote, and does not need to wait for [30] irl minutes to pass to raise them, instead capable of performing it instantly.

 

image.thumb.png.fcfc63229c8860943452d8e977f1fe79.png

Progression

image.thumb.png.d90c3cedd780ebf4a226912496b5c932.png

Unlike traditional creatures and Magicka in which the individual progresses in strength as time advances and marches onwards, wraiths possess an altogether alien means of advancement. To progress from one tier to the next, a wraith must feed upon life force, stripping it from mortals and magical creatures alike as they saturate their Reliquary more and more, garnering more power but an even greater festering hunger.

 

Tier 1

A Necromancer has just transcended death through The Fourth Sacrilege and has risen forth. They possess all the physical and metal qualities of a wraith. In addition, they are capable of using Darkening and Dominion. A wraith in this stage will appear as a greyscaled cloud of smoke.

 

Tier 2

A wraith has fed off of at least [5] different descendants, subsuming the stolen life force into their own. They have matured in power and nature and can now partake in the sin of Cannabism and exude their aura of Divine Sunderment.

 

Tier 3

At this point, a wraith has consumed the life essence of [10] different individuals, contorting now into a pitch black shadow as they fully mature into their power. A wraith is now capable of manifesting the Black Breath and exuding the energy which declares them a Herald of the Abyss. They may additionally learn Sealing should another wraith bestow this lore upon them.

 

Tier 4

At this section, a wraith has consumed the life essence of [25] different individuals, and is a swell of unholy abyssal power. A wraith at this point gains no new abilities in the conventional sense, but rather progresses through the submission of an MArt which pushes them towards an ET hand off, the wraith now too strong to be played as a player character.

Spoiler

Redlines

- Each feeding from Darkening or Divine Sunderment is logged upon a wraith’s CA which must include the date and name (RP and MC) of the victim in question

- A wraith is unable to drain the same MC user more than once for feeding (IE: if HawkSquaka, the cool admin, had characters Vic and Tum and the Wraith drained Vic, they are unable to drain Tum for a point towards their tier up. This is for balancing reasons as to avoid the friend of a wraith feeding them.

- Necromancers and other undead cannot be fed upon to increase a Wraith's tier.

- A wraith is unable to ‘tier up’ during combat or roleplay until it is properly logged upon their CA

image.thumb.png.fcfc63229c8860943452d8e977f1fe79.png

Death and Sealing

Although immortal, wraiths can be temporarily sundered. Should their physical forms be sufficiently damaged, the magic which sustains their shadowy essence unravels, causing their reliquary to ‘absorb’ the wraith in its deathtrows. Whenever a wraith manifests, it is a rather spectacular sight as air is sucked into a vacuumed space as the life force which makes up the wraith collapses in; often sundering whatever husk they were using at the time if one existed over a slow and painful process as the Wraith wails in agony.

 

Spoiler

Redlines

-When a wraith dies, the creature tends to collapse in on itself in an aesthetically and flashy manner which causes no harm to others.

-these death throws take at least 2 or 3 emotes to complete as the wraith dies in a dramatic and over the top manner, screaming and thrashing about harmless upon the ground or in the air.

- Once manifested, a Wraith must drop their reliquary if requested, and immediately makes an sreq at the time of their death. After [3] OOC days pass, the wraith revives from their reliquary and ushers off to a safe space to recuperate. Immediately on the time the three days pass, the reliquary vanishes from the inventory of whoever holds it, even if other rituals have been conducted upon it after the [3] OOC days.

 

*A wraith lord violently collapsing after being taking enough damage. Notice how swords and daggers did more damage then blunt weapons? And saw how the hobbits aurum dagger unleashed an ethereal wound? (I love LotRs)

 

A more cruel fate however for a wraith is a ritual known as The Rite of Sealing. Held closely in hand by great wraith lords, this ritual is used to punish and sunder wraiths from the mortal world through an unholy act. A Wraith Lord who knows both the ritual and Sundering, [T3] along with a coven of 3 Necromancers, all who must know the Sundering ritual must gather around a vanquished Wraiths reliquary before it is allowed to manifest again. During a [5] emote ritual, this coven slowly enforced an arcane seal upon the reliquary; sundering the wraith to be but a trinket and unable to manifest forward until the seal is broken. This essentially soft-PKs the wraith until the seal is broken, be it on purpose or by accident.

 

To break the seal, one must bathe the Reliquary of the sealed wraith in [3] units of Liquid Life Force for [1] ooc week, on which the excess life energy acts as a booster to allow the wraith to escape its reliquary and manifest once more.

 

Spoiler

Redlines

- Sealing is an advanced ritual which requires a [T3] Wraith who possesses knowledge of the rite to conduct it.

- Sealing is considered rare knowledge and must be taught in roleplay. Sealing is marked upon a Wraith’s CA.

- In order to learn Sealing, the Wraith must first know of the Sundering ritual.

- Only Necromancers who know Sundering and are [T5] may aid a wraith in sealing.

- A wraith does not need to know The Fourth Sacrilege to learn Sealing and vice versa.

-When a Wraith it sealed, the item description of their reliquary should change to represent such and marked upon the wraiths CA. Should a wraith be released from their sealing, it shall be denoted the day they have been released. A sealed wraiths reliquary is an unbound roleplay item and still is neigh indestructible.

-A sealed wraith is Soft-PKed.

 

Spoiler

Afterword

Writing this has been extremely fun. Although it will not go into the lore submissions, after writting it all out and finishing it up I wished to still put it on the public forums for the simple sake of passion for the project that is necromancy on LotC. But this is just me messing around and trying to figure out a fun CA as I wait for the actually good writers (Johann </3) to finish an actual wraith write. I took a lot of inspiration from concepts put forward in the old wraith write, some lore which I learned of, and other things which just came to my mind (be it inspiration from LotR directly or other fun things). Ultimately this is an expression of my writing skills which I wish too. I may ask(?) for this to be slotted in through forum bullshit into lore submissions if it IS that popular with comments down below, but I just wanted to have fun and put something cool up. Feel free to balance yap down below. Ultimately though this was just me trying my best to write lore as I also wait for pallodium to look over (and probably deny) my lore application (heh). Is this balanced? Probably not. Is this in any way official? no this is just my head canon yap. My sources include the first REAL wraith submission, Nephlim lore (for how I based off some formating), necromancy (both rhtorean and abyssal) and old old wraith lore.

In my opinion I believe wraiths as creatures deserve a unique niche compared to other undead, that being something wholly anti divine in nature (hence why a lot of their abilities are keyed to anti divine magics (I included naztherak in this list of ‘divine’ magics due to its semi divine nature), an idea Johann spoke of and what we saw in the events with Reinkor. I also decided to forgo the ability for wraiths to take on a disguise. I believe firmly that some CAs simply should not have a means to blend in with society. I also wanted to switch up the traditional ‘CA weaknesses’ that many creatures suffer from (that being blunt weapon spam) and give them something wholly different in nature (that being swords).

 

Link to post
Share on other sites

You are WEAK and a COWARD.

Link to post
Share on other sites

This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

Link to post
Share on other sites

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...