Pallodium 3780 Popular Post Share Posted May 3 Spoiler This lorepiece aims to be a rewrite of Paleknights and an expansion of it into a novel 'shared' duology between Mysticism and Blood Magic; convergent 'evolution' that both magics can independently form. Both the Mystic and Blood Magic communities were heavily consulted in the making of this write, to ensure all were happy. The heavy majority of current Paleknight players agreed that this write was the best way to proceed. In the event of this lorepiece passing, all Paleknights would be grandfathered into Dreadknightdom. ༺─༺༻─༻ [ D ʀ ᴇ ᴀ ᴅ ᴋ ɴ ɪ ɢ ʜ ᴛ ꜱ ] ꜱ ᴇ ʀ ᴠ ɪ ᴛ ᴏ ʀ ꜱ ᴏ ꜰ ᴛ ʜ ᴇ ᴅ ᴀ ʀ ᴋ ❉ Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ are a Dark Creature [CA]- suits of armor puppeted by a soul entrapped within it, created via fell rite through either the sorcerous arts of Mysticism or Blood Magic; they are knight-errant guardians of unyielding will, bearing immense endurance and great fortitude. ❉ Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ are created in a ritual detailed within the respective Antipathy section of this lorepiece. They are creations of ‘convergent evolution’ within magics, of two different schools of magic re-discovering the means to achieve the same result through parallel paths of study. If raised by Blood Magic, they bear a lattice of runes- a cypher- equivalent to that of a Signate, interacting with Blood Magic fully as any other Signate would. If raised by Mysticism, they bear True Sight as per Mysticism’s lorepiece, permitting them to witness the phantasmal. ❉ Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ have a bolstered physical prowess, albeit one that deteriorates if their stray remnant anima is dedicated towards other magics. If they bear no other magics, their strength is equivalent to that of a prime orcish warrior, yet if they have any magics their strength is reduced to that of a peak human warrior. ❉ Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ bear trace prowess of magic, having [2] magic slots left over; however, they are solely capable of learning Blood Magic or Mysticism (determined of which magic created them) or alternatively Slotted Seerdom. Their remnant slots are destroyed in the creation process- altering and warping their Anima to instead fuel their heightened Durability. Due to its occult composure and imbrued magics, it is heightened in some ways to normal armor, yet prone to have its inner-workings ‘bleed’ if its shell is sufficiently damaged. ❉ Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ bear no mana, no arcana, no (usable) anima, and no lifeforce; they are incapable of utilizing anything that would require any of the aforementioned, be it enchantments or benedictions. They bear [4] counts of genus, and- if a Mystic- can hold counts of liturgies as normal. ❉ Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ are created from the fusing of a soul sourced from a Descendant, Beastfolk, or Phantom through an accursed rite into a suit of armor; no other race nor creature may become a Dreadknight. ༺─༺༻─༻ [Gᴇɴᴇʀᴀʟ Pʜʏꜱɪᴄᴀʟɪᴛʏ] ❉ Forged of many an ilk of steelen plate, Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ vary drastically in size and scale from one another- spanning anywhere between a minimum of [4] feet to a maximum of [8] feet in height, whilst their armour may vary drastically from one another. Dreadknight armor may take the appearance of any kind of mundane armor, albeit upon creation the violent rite may transmute the armour to either a metallic, emblazoned hue in stark colors- peacock blues, verdant greens, bloody reds, or amber oranges- or alternatively, dim to a slate-like, or stoney-turquoise surface not dissimilar to menhir. ❉ For all purposes, Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ are undead-steelen beings, and thus all spells with unique interactions with physical undead (beneficial or detrimental) as well abilities harmful to constructs or inorganic creatures would affect Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ as described. Their inscribed interiors are extremely prone to harm from continuous irritation, and thus nothing- and no one- can be placed within their hollowed body. ❉ Comprised purely of soul-drenched steel and bearing no innards, Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ are beings incapable of utilising and immune to the effects of ingested potions and poisons as well as mutations from any source (magical, alchemical or otherwise); they bear the typical benefits of a post-mortem form: a lack of need for sustenance, breath, or rest- yet the interiors of their inscribed forms are prone to great harm, as elaborated within Dᴜʀᴀʙɪʟɪᴛʏ. ❉ Upon their corporeal destruction and death, the fragments (no matter how small or tattered) will slowly dredge themselves back together over [1] OOC day, slowly coalescing together a Dʀᴇᴀᴅᴋɴɪɢʜᴛ’ꜱ suit of armor into being. However, the newly-bound runes are frail and tattered, rendering them unable to utilize any of their abilities for [1] OOC day. ❉ Being once-living souls bound and sealed within a suit of armor, Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ are irrevocably tied to the metals of their armor, unable to transfer into any other sort of body, vessel, or afterlife- in the event that they meet an untimely PK, their soul is grated into raw anima, unable to enter any post-mortem realm. Gᴇɴᴇʀᴀʟ Rᴇᴅʟɪɴᴇꜱ: ✧ Dreadknights are a Dark Creature [CA], simultaneously being a corporeal undead and a construct; this matters for all lore interactions regarding such- they bear all banes of interactions regarding one or another, and suffer from spells and abilities which bear unique effect against these creatures equally as so as any corporeal undead or construct would suffer. ✧ Dreadknights bear only [2] magic slots, the rest destroyed in the process of their creation; however, they may only learn Blood Magic, Mysticism, and Slotted Seerdom with their slots. Between Blood Magic and Mysticism, they may solely learn whichever of the two lead their creation ritual- albeit both are capable of learning Slotted Seerdom. If one were to bear these before transmuting into a Dreadknight, they may retain such magics. ✧ Dreadknights’ strength depends on their magic slot allotment; if they bear no magics, it is that of a peak orcish warrior, yet if either of their remnant magic slots is used it is capped at a peak human knight; no Dreadknight may innately surpass these limits without explicit means to exceed this strength cap. Their agility is comparable to their respective strengths, yet due to their fundamentally undead-and-steel composure cannot tire. ✧ Dreadknights can visually take one of three overall ‘genres’ of visual appearance pertaining color; these color-schemes and visual appearances have no mechanical benefit whatsoever, and may be swapped through a freeform rite performed at a Keep, detailed within its respective section of the lorepiece. The ‘genres’ of colors are as follows: ✧ Chromatic, wherein their form takes a metallic, glossy, and monocolored tone in any vibrant color- examples are given in the segment above, though the list is non-exhaustive and extends to almost every color. These metallic tones are distinct and pristine, and cannot be ‘chipped’ as painted armour could. ✧ Menhirous, wherein their form takes either a stony-appearing or slatelike form in a spectrum of darkened grays to pale turquoises, not dissimilar to Mysticism menhirs; these are no stronger than mundane steel, but give the ‘illusion’ of the armoured shell to be statuesque. ✧ Metallic, wherein their form takes the color and appearance of any mundane metallic-armor, which can visually appear externally as ferrum, steel, black ferrum, silver, copper, anorum, marvaukiaan bronze, daemonsteel, qalashi steel, slayersteel, or magnetus. ✧ Dreadknights, whilst immune to most sorts of corporeal and ethereal poisons, toxins, or mentally-altering substances, are still prone to Thanhium- being struck with it will cause fragments of it to fissure into the surface of the armour, preventing the Dreadknight from casting any active abilities until they purge it from their system out-of-combat. ✧ Dreadknights, upon their death, resurrect over [1] OOC day; their pieces, no matter how damaged or annihilated, somehow manage to wring itself back together (escaping from sealed places or boxed enclosures via miniscule blood rifts if need be), and recompose into a full suit of armor; this process is torturously arduous on them, and as such they are keen to avert away from death- whilst they do not remember the events that led up to their death, the senseless, grating feeling of recomposure remains grilled into their minds. ✧ Dreadknights, in the case that they would PK (of choice, orchestrated Mutiny, or via a clause within an [ST] event), have their soul shredded into raw anima- they do not enter any afterlife, for their soul is so affixed into their armour that not even the purgation of Tahariae’s Clerics can grant salvation unto them. ༺─༺[Oʀɪɢɪɴ & Pʀᴇʜɪꜱᴛᴏʀʏ]༻─༻ “ᴛʜᴇʀᴇ ɪꜱ ᴘᴏᴡᴇʀ ɪɴ ʙᴀꜱᴇ ꜱᴀᴠᴀɢᴇʀʏ, ɪɴ ᴛʜᴇ ᴅᴇꜱɪʀᴇ, ʟᴇᴛ ᴀʟᴏɴᴇ ᴡɪʟʟ ᴀɴᴅ ᴄᴀᴘᴀᴄɪᴛʏ, ᴛᴏ ᴄᴏᴍᴍɪᴛ ᴍᴏɴꜱᴛʀᴏᴜꜱ ᴀᴄᴛꜱ. ᴀʟʟ ᴠɪᴏʟᴇɴᴄᴇ ɪꜱ ᴇǫᴜᴀʟʟʏ ᴀɴᴄɪᴇɴᴛ. ᴛᴏ ᴍᴀᴛᴄʜ ᴀ ᴡɪᴄᴋᴇᴅ ꜰᴏᴇ ᴀʙᴏᴍɪɴᴀᴛɪᴏɴ ꜰᴏʀ ᴀʙᴏᴍɪɴᴀᴛɪᴏɴ ᴡᴀꜱ ᴛᴏ ᴡʜɪꜱᴘᴇʀ ɪɴ ʜɪꜱ ᴇᴀʀ ᴡʜɪʟᴇ ʜᴇ ꜱʟᴜᴍʙᴇʀᴇᴅ ꜰᴏʀ ᴛʜᴇ ʀɪɢʜᴛᴇᴏᴜꜱ ᴡᴇʀᴇ ɴᴏ ᴍᴏʀᴇ ᴘᴏᴛᴇɴᴛ ᴛʜᴀɴ ᴡʜᴇɴ ᴛʜᴇʏ ᴡᴇʀᴇ ʀᴜᴛʜʟᴇꜱꜱ ᴀʟꜱᴏ.” Spoiler ✦ All souls are born in a vessel of flesh; a vainglorious ego bound in heaps of muscle entwined with arteries, bracken bones and thin organs, coiled within a husk of fragile, delicate skin. These beings, mortals, are doomed to perish one day. Organs falter, flesh bleeds, bones splinter and snap- for such a brilliant, vast mind and such a potent soul to be entrapped within a feeble vessel of skin and bone is truly a travesty of what could’ve- what should’ve- been. In warfare of the days of yore- the fabled Thirty Years War and the plethora of internal conflicts and skirmishes that littered the years succeeding its conclusion- the realization of the frailty of mortalkind hit the Descendants in full scale; the brutality of that war was on an unprecedented scale, leaving battlefields drenched with blood and souls torn from their flesh in numbers far beyond comprehension. Where flesh faltered, the battle-magi of the world turned to another concept- steel. ✦ The concept of transposing a soul into a hardier material is not dissimilar to the modern world, and has been time and time again ‘re-discovered’ via a myriad means- the alchemical klones of Llull, the machine-spirits made possible through Garumdir’s will, the soul-hewn golems of sigilcraft, or the assortment of necrotic and mystic means of ever-life within unmortal bodies- yet in the earlier days of descendantkind, such concepts were rare, or scarcely existed at all- at least, until the idea of binding souls to steel. Descendants from countless fields began to put effort into research- experiments of primitive means, attempting and failing to seal beings within en masse- at least, until the rise of the Collegium. ✦ Scholars of alchemic, hemomantic, and occult arts alike flocked to the Collegium of Lythien in droves over its steady founding and expanding infrastructure during the early years of Asulon, one that would be known to their halls as the Dawn Period, filled with tireless nights and twilight studies. Of these savants, foremost in the manners of the corporeal was a dwarven magi known as Solomon, a brilliant mind fixated on unravelling the mysteries of the world at their seams to yield the answers he sought- and in his time in Asulon, wrought by Mori’Quessirian magi alongside his companion, Cadmium, he began to wander and visit the studious halls of the world in his spare time, mingling amongst them frequently. Yet, perhaps his timing was ill-procured. Within a mere two weeks of his arrival, siege befell Lythien, razing much of the Collegium. Over a meagre fifteen-hour span, Lythien suffered losses in the thousands, almost half of their population slaughtered as a foreign power ransacked what studies had undergone within their halls; the cobbled walls were plastered red with the blood of the slaughtered, and the once-filled libraries were warped into ceaseless bonfires, eroding decades of ‘useless’ research within minutes. ✦ In the years that followed, Lythien was slow to recuperate- the losses of mind, will, and material had greatly crippled their potential for the time being, yet what they lost was replenished with something further- the craving for means of defense, if such a tragedy was ever to repeat itself. The scribes marked the following decades as the Nocturnal Period, bereft of the brilliant curiosity that had furthered their collective reason for furthering innovation with a brooding uncertainty, an insecurity they veiled beneath the presumptions of intellect and studies. Of the remnant scholars of the first era, those who survived were forcefully instated into positions of experimentation, driving initiatives- often against their own will- to further research within aspects of study more inclined to warfare. Begrudgingly, and only mantling so due to Cadmium’s advice that it would provide free aide in great numbers, Solomon was instituted head of perhaps the most ambitious of Lythien’s newfound war-projects- the transfer of mortal souls into undying bulwarks of steelen might. ✦ Preliminary experiments were made with the freshly-dead, their bodies swiftly ferried from the clinics of Lythien, most commonly those of mercenary-soldiers bereft of much family or kinship brutally wounded and with little chance at survival- slitting their throats and having their butchered carcasses slammed and sledged within hefty pieces of armor- with some assortment of runes involved in the procedure. Solomon began first with inscribing lattices of runes upon the flesh of the cadavers, yet he found that the flesh was too feeble to have lasting runes bound within- and soon, cyphers were rapidly shifted to litter the ‘innards’ of the armors. What ensued was perhaps the first attempt at reanimation from a mortal art- the hemomantic runes vaguely reanimating the butchered carcass within the suit of armour, a primarily brain-dead, uncontrollable husk that would do little but wander. These would be known to some as protoknights, or even by the odd title- ‘dark servitors’- to some magi who attempted to recreate this method in the far-future; for the most part, these were deemed as ‘failures’, even when their sapience was slowly heightened through careful manipulation of runes and procedures, for they were far from the undying soldiers of steel- they were little more than glorified ghouls and rotting mongrels entrapped within armour that they bore an overt necessity to remain within. ✦ This was not enough. This was far from enough. Solomon had ambition, had foresight- he saw what must be done, and knew the path forwards to wring it into being; his service under Setherien had provided him with knowledge far beyond the leagues of his mortal colleagues, innovation and tactile intellect that his alone dwarfed the entirety of Lythien’s in whole, even within its Dawn Period. Guided by his memories of forbidden craft and with supplies and sacrifices aplenty, his craft would be perfected. It would be the pinnacle of what any mortal had done before- and would leave a mark in the world for eternity. Over a single night, in the early-winter of 1459, a muffled silence overtook the Collegium in whole; during this meagre span, nine-dozen inpatients vanished without trace from the clinics of Lythien, their names slashed from records and the doctoral staff left in a stupor about even their existence. The next dawn, emerging from a tireless night of experimental magicraft, Solomon rose from the halls of Lythien’s laboratories, doling with him a vast, tremendous being- a colossal suit of armor brimming with cataclysmic might, its gait thudding after the dwarf as he drew before the counsel of the city. ✦ Dreadknights, he called them. Eternal soldiers; cataclysmic warriors with no sight to lose, no flesh to tear, no minds to break- beings of pure steel wrung together by impossibly complex lattices of hemomancy, capable of even wringing themselves back together upon their destruction, and bearing titanic strength to wreak havoc upon anything that would dare fight these behemoths- and all under his control. He was, truly, foremost of this craft- to date no magi but Solomon has been capable of designing Dreadknights to a degree that he had made, not even upon his first night of their creation- in comparison, all that succeeded these were but pale mimicries. This craft spread throughout the mortal lands- hemomancers of great brilliance, even though their intellect was dwarfed by Solomon’s own, were taught the basics of creating lesser forms of these beings- a craft that soon spread to the Mori’Quessir of the underdarks, and from their vast-spread tunnels o’er the lands, dispersed across Aos and Eos in whole. From Solomon’s own, direct tutelage did he instruct his companion- Cadmium- of the most esteemed methods of their consecration; in the decades that followed, the two came into the companionship of Malghourn, and in the Night of Ten Treacheries ascended to something greater- in part, due to insight granted to Malghourn within the creation of Dreadknights that aided the design of the marrow-cyphers that lace the siliti. The centuries that followed ensued the spread of these beings- stalwart warriors of brutal despair, warlords of slaughter and sorrow; truly, these were knights most dreadful. “ᴛᴏ ʟɪᴠᴇ ɪꜱ ᴛᴏ ᴡɪᴛɴᴇꜱꜱ ʀᴏᴛᴛɪɴɢ ᴏꜰ ɪɴꜱᴛᴀɴᴛꜱ ᴀɴᴅ ɴᴏᴛʜɪɴɢ ᴇʟꜱᴇ. ᴛᴏ ʙᴇ ᴛʜᴇ ᴅᴇᴄᴀʏ ᴏꜰ ᴘʀᴇꜱᴇɴᴄᴇ, ᴛʜᴇ ꜰᴏʀᴇᴠᴇʀ ꜰᴀɪʟɪɴɢ ʟɪɢʜᴛ. ʟɪꜰᴇ ɪꜱ ᴛʜᴇ ᴅᴀᴍɴᴀᴛɪᴏɴ ᴛʜᴀᴛ ᴀɴᴛɪᴄɪᴘᴀᴛᴇꜱ ᴅᴀᴍɴᴀᴛɪᴏɴ.” ✦ In the centuries that followed the rise of the silit legions beneath Malghourn’s meddling talons, a series of occult events culminated in a planar rite performed by the Stone Serpent, voraciously pinning and sledging down the mortal crafts of hemomancy beneath his control, fine-tuning the hazmic strain of blood magic with limits and hindrances to prevent mortals from spurring in growth too quickly. Of these, the ancient craft of Dreadknights were sealed away with haste- wary to not let any potential genius-magi be akin to a second coming of Solomon in the creation of such potent beings oncemore. As the art of Antipathy- the binding of living souls to these forsaken shells- was eroded away from mortal memory, what few traces of it remained in practice outside of the Archons’ clasps were strewn in clandestine societies; the brutal autarchs of the Mori’Quessirian matriarchy, the King in Yellow’s saffroknight guard, the musha’widhun occultists of the ribb’d sultanates of Kovirrang, and the legions of Irzakozun- infernal dreadknights, melded by Zathairn’s talons- lay the sole vestiges of these primal crafts apart from the silit hordes. ✦ What elapsed after was an aeon of silence, bereft of innovation. As the meddlings of the Stone Serpent and his disciples continued to elapse across the realms, he was keen to prevent mortal practitioners from surging forth in their creations and craft- and he found great success in this warding prevention. Yet success is not eternal. It never is. In the rise of the moroi, the silit legions bore wariness of what was to come, and in that so did Malghourn- for the blood mages who scattered the world to lesser degrees as well as those who aligned with the baleful and vicious moroi which dared usurp his beloved hazmic strain of blood magic- were all of a most potent threat. Experimentation soon began- attempts to tamper and prod at the inner workings of the magic through the aide of the Red Nexus and its associated Bloodshards. Unintended consequences soon became apparent- the nature of the magic failing even Malghourn itself. This was to be no exsanguination like the fabled Night of yore- it was a tampering with great catastrophe carried with it. The magic itself altered- it shifted through unprecedented trepidations. It swelled and it quelled, aspects shifted and memories tremored- it was shafted into a newfound aspect of what once was, churning with unprecedented power- and slowly slipping away from the heralded palms of Malghourn and his creed. His once-instituted shackles about the magic had weakened- and his restrictions had slipped. ✦ Without regard for the happenings of Malghourn far above, mystic shepherds spurred by the teachings of the Titan apparition- Mthyul Tlan- created dreadnaughts of their own make. These behemoths, called Paleknights, were fashioned from great statues of menhirous stone, gravely hindered by liturgies of ectoplasm and then haunted by a lingering phantom. Such monolith-knights served a similar purpose for the synods as Dreadknights served for covens of blood magic, acting either as great warriors and knight-errants who would destroy the foes of Dark or as vanguards against the trespass of the synods’ many enemies. Even as the Lich-Drakaar Mordring consumed Mthyul Tlan in recent ages, the capabilities of mysticism remained unchanged; only through experimentation would the Paleknights begin to resemble their Dreadknight cousins. Soon, however, they would. As the shifting of the world in recent decades wrought the necromancers of the world to great power through connection and channeling directly through the Abyss’ tethers, the Mystics would be left behind to trudge in the mud, their powers growing paler and paler yet with every passing century. Envious vigor wracked their populace- a craving to find something of use, enrapture and elaborate their arts in order to not be left behind in the dust compared to their bone-melding cousins- and so they took to research the primeval crafts of yore. ✦ From the dark silence of their lairs, masters of phantasmal mysticism read from the histories of the ichor-crafted Dreadknights, and sought to mimic their strength in a renaissance of the Paleknights, who would regain the boons of the Archon’s famed constructs. This newlyfound plan was to reinvigorate the knights of pale within shells detethered from their lifelines- freed from their great phylacteries of menhir and reliance on the harvest of the living, and instead would maintain their incredible power and access to lesser spells- and so they turned to the murmurs of millenia long past. Ideas were stolen from the broken remnants of histories, passed down from the scholars Lythien, tattered fragments of knowledge from firsthand accounts of Solomon’s dreadful bastions of un-life. Horrid experiments, recreations of Solomon’s own through means of phantasmal magic, led to a mimicry of the Dreadknight design which proved more than promising. Rather than genus-soaked runes, the “mystic Dreadknights” relied upon inscriptions written in Al’tahrn Durngo, and fueled by the phantasmal energy of phantoms. Like the Dreadknights of yore, this new generation would supplant itself upon death, persisting in the wastes to reforge its own armor and return again- brutalists undying, freed from the shackles of their menhir and armed with imbrued vestiges of their soul-made-corporeal. ✦ The hemomancers of the modern world were tight-knit amongst many communities; it was but a spare day or two before word of mouth spread amongst their covens and factions. Whispers of the mystic-shepherds’ recreation of the forlorn Dreadknights of eras long past, envy and agony soon wracked them; how could these pale imitations of their once-beloved craft exist, when they could no longer do so themselves with the art of bloody potential? And yet, did they soon find out, they could; as some factions began experimentations to repeat the sacrosanct art of Antipathy, they soon came to realize that- with the inlaying of bloodied lattices and cyphers of crimson brume- the mimicry of the past could occur oncemore. Unbeknownst to them, as a result of Malghourn’s ritualistic failure of cataclysmic retribution, his broken shackles had permitted things to slip between the cracks- no longer barring the creation of Dreadknights in any shape or form. ✦ Unity. Two-as-one, simultaneous creation; perhaps for the first time in the aeons of the world, two separate magics, with two separate intents, purposes, ideals, agendas, aspirations, potentials- had achieved the same conclusion through diverging paths. Though weaker than their primordial selves- a dilution of knowledge over time, no doubt- and reliant on the coil of their armor to keep their sigils from warping, the occult knights-errant of the aeons past have grappled themselves to the mortal realms oncemore. Where bloodied magi and soothsaying mystic worked separately, they had simultaneously re-invented two parallel methods of achieving the same, brutalistic, glorious goal: Dreadknights. ✦ In the modern era, what remains to unfurl over the following decades is still up to question. Dreadknights, reintroduced through this vast sequence of events, stand both as guardians of gravelords and as sentinels of the sanguine. No longer bound to the wills of their creators, these servitors protect the dark out of free will, be it for reverence or reward. Some Dreadknights have been known to stray from their service, becoming the wandering berserkers spoken of in folktales. These are titanic brutalists of occult magic; servitors of the dark; knight-errants of pale and blood; these are the dread that stalks the night. C ᴏ ʀ ᴇ F ᴜ ɴ ᴅ ᴀ ᴍ ᴇ ɴ ᴛ ᴀ ʟ ꜱ ᴋɴɪɢʜᴛ-ᴇʀʀᴀɴᴛꜱ ᴏꜰ ᴘᴀʟᴇ ᴀɴᴅ ʙʟᴏᴏᴅ At their fundamental core, Dreadknights are beings of blasphemy- living souls stripped from a body of flesh and bone and slammed within one of steel and sorcerous binds- albeit, one with a twisted state of being as well as a hardier physicality. ༺─༺[Aɴᴛɪᴘᴀᴛʜʏ & Sᴇᴠᴇʀᴀɴᴄᴇ]༻─༻ ❅ Antipathy - [Creation] Created via fell rite, Dreadknights are beings of convergent evolution- capable of being created individually by Blood Mages and Mystics alike through vaguely parallel means, or even by Dreadknights of their own with the aid of a Keep. Spoiler The core of the rite is the same, always- three magi of a heightened tier, a living sacrifice, an armoured suit to bind the soul and a plentiful supply of pulsing essence. Alternatively, there is another means of creation- self-raising, something prevalent for the Dreadknights who secede from the sects and cults of the profane; through unity, they too may raise squires of their own unto knights of oath-held eternity. ✧ [Bʟᴏᴏᴅ Mᴀɢɪᴄ] - Requiring [1] Greater Blood Mage and [2] aiding Lesser Blood Mages, [1] living sacrifice, and [9] counts of Genus, a cabal of hemomancers may entrap a subject’s soul within a suit of armor eternally. ✧ [Mʏꜱᴛɪᴄɪꜱᴍ] - Requiring [1] Amputated Mystic and [2] aiding Mystics, [1] living sacrifice or spectre, and [4] soul fragments, a pale synod may entrap a subject’s soul within a suit of armor eternally. ✧ [Dʀᴇᴀᴅᴋɴɪɢʜᴛꜱ] - Requiring [4] Dreadknights, [1] living sacrifice, and to be performed within a Keep, a convent of the dark may entrap a subject’s soul within a suit of armor eternally. Performing Antipathy puts all participants on a [1] OOC month cooldown, preventing their participation in another Dreadknight creation rite until it expires. The rite is limited to Synopsis-compatible individuals and requires OOC consent from the transmuted player, as the change is irreversible; the soul forced into armor, the old body is left in a vacuous, vegetative state doomed to decay, while the mind is abruptly bound to its new steelbound form. Rᴇᴅʟɪɴᴇꜱ: ✧ To create a Dreadknight requires the sacrificed player’s OOC consent- though not IC willingness. Without consent, the rite fails and is only a flavorful execution attempt. ✧ This ritual should take at least [4] emotes of quality roleplay, wherein the sacrifice is forced into armor, sacrificially killed, and sigils magically inscribed within. The specifics are freeform. The sacrificed player is the one who may then apply for their Dreadknight [CA]. ✧ In the event Dreadknights band together to create their own, the magic inherent to the “leading” Dreadknight is used to determine the type of the creation. Hence, four Mystic-made Dreadknights cannot create a Blood Magic-made Dreadknight, and vice versa. ✧ Dreadknights formed by Blood Magic use the runes described in that magic piece, while those formed through Mysticism use lettering of Al’tahrn-Durngo (commonly called Darkspeech), found in its respective lorepiece. In either case, the specific sigils chosen are freeform and meant to conform to ideas of forced servitude and the ego contained within. ❅ Mutiny - [Disconnection] As one shall rise, so shall they fall. The soul- bound to steel irrevocably, is not as truly ‘fused’ as the deluded magi of the new era would like it to believe. Their arts pale to those of Solomon- and with that remains a flaw to exploit; through the synergy of their fathering magi and the Dreadknights themselves, they may cull a kinsmen from the flock. Spoiler Mutiny is a [3] emote ritual that can be performed in one of two ways- either with a legion of [3] Dreadknights aided by either a Greater Blood Mage or an Amputated Mystic, or alternatively a hefty coven of [5] Greater Blood Mages or Amputated Mystics, resulting in the PK-severance of a bound and defeated Dreadknight. Mutiny requires all parties involved to remain within LoS of one another, with the severing party remaining within [5] meters of the target Dreadknight being severed. Performing Mutiny successfully puts all participants on a [1] OOC day cooldown, preventing their participation in another Dreadknight severance rite until it expires. The Dreadknight who has been the target of Mutiny will find their form to rapidly corrode away into Rust, their soul- and the armor it is bound within- literally shredding to pieces, being rendered into little but motes of stray anima as they are irrevocably PK’d with no chance of returning by any means. Rᴇᴅʟɪɴᴇꜱ: ✧ Mutiny is inherent knowledge to all Greater Blood Mages and Amputated Mystics, albeit its existence is known to all Dreadknights, even though they cannot partake in it without aiding a Greater Blood Mage or an Amputated Mystic. ✧ Upon having Mutiny performed on a Dreadknight, that Dreadknight is instantly and irrevocably PK’d, having no means of ever returning to the mortal plane or even going to any sort of afterlife- their soul is annihilated in the process of Mutiny. ༺─༺[Dᴜʀᴀʙɪʟɪᴛʏ]༻─༻ Infused within the ‘innards’ of their forsaken armours, Dreadknights are bound to their corporeal husks via either a litany of imbrued runes steeped with genus or carvings in al'tahrn-durngo, infused with ectoplasm-basked waters. However, these arrays of runes and inscriptions alike can be disrupted by incision from the outside- causing the fluid to manifest and begin to ‘bleed’, even with the augmented durability of these knight-errants; the durability mechanics for this [CA] function as follows: » After [6] blunt strikes, regardless of where they hit, a Dreadknight will gain a wound that begins to bleed where the final strike hits. » Every [2] non-blunt strikes account for [1] blunt strike; strikes from Aurum, Thanhium, Boomsteel, and Resonantium always act as blunt. » If already bleeding, every [4] additional blunt strikes a Dreadknight will gain another wound that bleeds where the final strike landed. » By placing a palm on a bleeding wound, it is temporarily clotted so long as the hand is there; if removed, bleeding instantly restarts. » After [4] emotes of bleeding over a combative encounter, a Dreadknight is debilitated, going inert and unable to fight nor move. » Debilitated dreadknights can be ‘reinvigoured’ out of combat of their own accord by stitching their wounds shut over [3] emotes. » After [3] emotes of continuous flame, a Dreadknight will gain a scorching puncture that begins to bleed where the flame is centered upon. » If the flame is Voidal Blueflame, Dragonsflame, or Malflame, it will only take [2] emotes of continuous application to bleed. Rᴇᴅʟɪɴᴇꜱ: Spoiler ✧ All strikes are assuming direct hits. One cannot simply graze the Undead with a dagger and have it count as a Lesser Strike, and so on. ✧ The bleeding countdown begins upon the Dreadknight’s first emote after a wound has been opened. Bleeding does not have to be continuous, and all emotes of bleeding over a combative encounter add up to the cap. ✧ Strikes enwreathed or augmented by Holy Magics or augmented by Dragonsflame functions as if blunt strikes, as per their respective lorepieces. ✧ Projectiles that strike with impact-force equivalent to Longbows and Crank Crossbows hit equally to a blunt strike. ✧ “Continuous application” refers to flame that lingers on a Dreadknight’s form or is applied again over multiple back-to-back emotes. Sidestepping a flamethrower only for it to shift back in a moment later does not reset the count, for example. ✧ Flame- including Malflame- does not spread across a Dreadknight’s surface due to being metallic, solely causing a puncture if constantly applied upon a location for the set number of emotes. ✧ Dreadknights may place a palm upon a bleeding wound to pause the bleeding; the counter does not reset overall, but it is merely stalled until that palm is removed. Whilst holding down on a wound, their movement is decreased by [1] meter per emote due to being preoccupied. ༺─༺[Mᴇɴᴛᴀʟɪᴛʏ]༻─༻ Undeath is the crux of mental reformation, for what can taint the mind more thoroughly than its physical destruction and entrapment of the soul into an unfeeling coil? Most common among the mental disorders plaguing the newly arisen Dreadknights are those of anxiety, identity/personality conflicts, delirium, depression, and dementia - with the latter three being the most commonplace. Depressive feelings of “emptiness”, in particular, plague each and every Dreadknight as they lack access to the vibrancy and profoundness of mortal emotion. Multiple everpresent conditions are spurred on by this contagiously empty feeling, which include the need for a feeling of purpose and an alignment to some self-proposed honor. Spoiler ✧ Firstly, the Dreadknight’s soul, devoid of natural emotion beyond fleeting motes in its stoic undeath, yearns for some purpose to make it feel fulfilled. Such purposes- though the Dreadknight itself may not think of them in such a way- range from smithing to preaching to cruelty, or whatever else satiates the Dreadknight’s constant need to occupy its mind which lacks mortals’ regulation. These states of egoistic grandeur alternate with those of sullen anxiety or depression, alternating at an arrhythmic pace between these two subsets of emotion. ✧ Secondly, the Dreadknight’s vague memories of mortal life create a subtle reverence for the natural order. As if in retaliation for the dark forces that made it this way, the Dreadknight tends to abide by a sense of supernatural honor. In particular, the act of killing is seen as dishonorable even in the mind of a vile or twisted Dreadknight who forgoes talk in favor of warfare. Should a Dreadknight end a life, the empty feeling in its soul will grow tenfold, physically manifesting in the rusting over of its armor beyond any normal extent. To avoid this, Dreadknights will often incapacitate opposing warriors to kidnap or release broken and battered back home. ✧ Rusting is a state incurred when a Dreadknight takes a mortal life, a reflection of their inner-engravings’ effects scorning their physical husk for their honorless act. When undergoing this, their armour is overtaken by a rapid hyper-atrophic coating of rust, grimly dimming the tones of their armor otherwise and leaving it stale and uncared for. When Rusted, a Dreadknight suffers no physical detriments, yet rather filled with a mental sense of ‘failure’. Rusting may be undone slowly- if one bears a Keep, it slowly unravels after [1] OOC day, though if one lacks one, it takes [3] OOC days to undo. ✧ Thirdly, both inherent to the undead’s dissonance and fashioned into a Dreadknight’s spectral coil is an anti-sociality toward the living. Only the kith of their creator-covens or their own kind function as true kin, with all other sentient beings feeling somehow foreign. This feeling is extended by the magical ensorcellments of the Dreadknight’s armor, sapping at the feelings of others to ward them off or even advantage the Dreadknight in terrorizing possible foes. The extent of this antisocial nature and malignant aura, however, depends on how the knight was made: ✧ Dreadknights forged through blood-magic tend to feel at ease only among the sanguine: blood mages and their covens, corcitură, and moroi especially- along with other Dreadknights. Long stretches without the presence of these covens tend to leave these behemoths growing irate, increasing their likelihood of abrasive action. ✧ These Dreadknights may optionally express an aura within [5] meters, causing those not among the sanguine to become subtly anxious, a mild fear growing in time with exposure. ✧ Dreadknights forged through mysticism tend to feel at ease only among the phantasmal: mystics and their synods, phantoms, and wights especially- along with other Dreadknights. Long stretches without the presence of these covens tend to leave these sentinels growing despondent, unable to rouse motivation or to think through their actions. ✧ These Dreadknights may optionally express an aura within [5] meters, causing those not among the phantasmal to become subtly depressed, a mild emptiness growing in time with exposure. T ʜ ᴇ S ʜ ᴇ ʟ ʟ - A ʙ ɪ ʟ ɪ ᴛ ɪ ᴇ ꜱ ᴛʜᴇ ᴄʀᴀꜰᴛ ᴀɴᴅ ᴄᴀʟʟ ᴏꜰ ꜱᴛᴇᴇʟ Infused in their forms by the dark-magical make of Dreadknights are a set of abilities to utilize their grasp over their specialized forms of anima. From extending the soul into armaments or projections to spells of warfare to erecting haunted Keeps, the Dreadknight is availed of several spells which surpass the capacity of a mortal warrior. Depending on the type of magi who crafts a Dreadknight and the material used in their formation, either bloodied mist or ectoplasmic gases will undulate as the knight casts its limited magic, the sigils on their armor either crackling with the effects of elemental runes or gleaming with the sheen and undead wroth of the phantasmal. ༺༻ ❅ Ambuscade - [Combative] [2 Emotes] Weaving either ghostly, half-spectral chains or bloodied, phantasmal ones, a Dreadknight may cast them forwards to latch upon an opponent’s form, leveraging both their esoteric magics and the physical pulling force of the chain to forcibly bring a target closer. Spoiler Over [2] emotes, a Dreadknight may conjure ghostly chains around their hands. These ethereal, reddish or paled chains are thrown at the speed of a javelin, and have a maximum range of [20] meters. Upon making contact with a target, the chains will impale harmlessly and intangibly through their chest, establishing an immaterial link upon the soul itself- tethering briefly to the target. The Dreadknight, on the successive [1] emote after contact, may spend their action to tug on the target’s soul, forcing them closer by [6] meters. Ambuscade’s tether-like chain can only bind itself to beings which bear a soul- soulless constructs and inanimate objects alike are immune to its contact. The chain, however, can additionally impact ghastly beings, even if intangible- Ghosts, Wights, and Apparitions are also capable of being tugged upon by Ambuscade’s tether. This ability may only be used [1] time per combative encounter. Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ: ❖ [ɪ] Anyr, clad - or perhaps consisting of - a meshed series of black plate armor, trodded forwards with heavy, balanced steps. A hand reached out to the side, bloodied mists coalescing around his palm as countless runes across its form blazed scarlet. Chains, made from solidified bloodmist, soon draped from the being’s clenched fist, dragging along the ground as it wound its arm back, readying to throw. ❖ [ɪɪ] Moments later, the Dreadknight heaved its arm forwards, throwing the bundle of chains into the air. They stretched out into a straight line as they left its hand, spearing forwards like a thrown javelin to impact upon a fleeing Cleric’s chest, piercing through - yet, it was noticeably intangible, and merely remained, a tether connecting the robed man to Anyr. ❖ [ɪɪɪ] The Dreadknight took hold of the ghostly tether, then tugged back with a sharp motion. The Cleric, in the midst of calling upon a Tahariaen prayer, was cut off as he was yanked a good six metres towards the construct, intangible chains dissolving into sanguine mist. Rᴇᴅʟɪɴᴇꜱ: ✧ Ambuscade’s chains prevent the target from moving over [20] meters away from the target. The ethereal chains may be broken by [2] strikes of any kind towards them, or [1] strike of any sort of antimagic. Furthermore, if the Dreadknight chooses to tug their target inwards, that too shatters the tether after the tug concludes. ✧ Ambuscade takes actions to both cast and pull, meaning a Dreadknight using this ability cannot perform any other combative actions when either casting this spell or tugging on their quarry. ✧ Ambuscade does no corporeal damage, and can only grapple upon soul-bearing beings- yet due to its occult nature, it is also capable of grappling onto any kind of spectral or intangible being, be they phantasmal undead or metaphysical entities. ✧ Ambuscade may only be cast [1] time per combative encounter. ❅ Coursing - [Non-Combative] [2 Emotes] Abandoning the suit of haunted armor, the Dreadknight may wring forth their own soul in an occult projection to demonstrate great spectacles or to quietly scout nearby paths, leaving the husk of metal as nothing but a standalone statue. Spoiler Over [1] emote, and only whilst out of combat, a Dreadknight may detach their own soul from the many sigils etched into their armor, and then appear as a spectral presence which can move, sense, or converse but cannot interact tangibly with the world around them. This form cannot move more than [20] meters from their husk nor duck behind corners where they could not turn to see it. Upon returning to the armor, the expelled form may sink back into place over [1] emote, returning energy to the sigils and reawakening the Dreadknight proper. The form of Coursing’s expulsion is dependent upon the creation of the Dreadknight, either a phantasmal figure or a cloud of genus-laden smog. In either case, the shape will be roughly humanoid and will not exceed [3x3] meters nor fall below [1x1]. Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ: ❖ [ɪ] Sura paused, the hulking teal-runed set of armor pausing at a corner, leaning a palm against the stone. The glyphs covering its plating glowed brightly, expelling a slough of pearlescent mist that collected into a humanoid figure with gleaming eyes. The Dreadknight’s projection drifted onwards, turning to view what was beyond that corner - archers, apparently, looking the wrong way down a corridor. ❖ [ɪ] The menhirous construct’s avatar sailed back to its husk, melding with lucent sigils as it returned life and motion to the otherwise immobile plate, which creaked slightly as it was reinhabited. Following this, Sura paced around the corner, wielding a flowing blade easily in one hand as it approached the gathered archers. If nothing else, at least its appearance took the soldiers’ attention off of the Dreadknight’s compatriots, further down the hall. Rᴇᴅʟɪɴᴇꜱ: ✧ The projection of Coursing is not a phantom, and does not come with any abilities of any spectral or phantasmal creatures; whilst other spectral beings can be touched, this can never be used combatively to any degree. ✧ If combat starts while Coursing is active, the Dreadknight will instantly return to the shell. ✧ If the Dreadknight carries the Runeward augmentation (explained in the Augmentation section below) their flesh-ensorcellment or spectrally hindered aura persists when in this form, affecting the projection rather than the husk. ❅ Keeps - [Ritual Site] [Freeform] Dreadknights are not only some hunters of foreign foes, but steadfast defenders of their own bastions. A triad of these forsaken things may come together to consecrate an area as their Keep, a fortress against the armies of mortals and an enclave for their own dark purposes. Spoiler With the unison of [3] Dreadknights in a freeform rite over [5] emotes, they may come together to infuse a cloistered room of anywhere from [9x9x9] to [21x21x21] in scale with their sacrosanct energies. Dreadknights may only be a part of [1] Keep at a time, and are incapable of creating another whilst one still remains. These bear the following effects: ✧ [Visuality] - Taking aspects from each of its three makers, a Keep is centered around a pedestal- a slightly elevated platform where three ethereal ‘copies’ of the Dreadknights’ own most favoured armaments are embedded into the stone, gleaming in the tones of their armour. Likewise, this energy stretches to encompass the entirety of the encircled region, lacing it with a tri-toned barrage of warping mists and wisping lights. Beings who linger in the Keep will begin to find these energies infecting them; they eternally brim with the effects of their mind-demeaning auras as stated within Mentality, leaving all mortals who enter these grounds to have- not one- but three of these effects layering atop one another, doling a great deal of pressure on their mind. ✧ [Honorbound] - Acts of combat within their Keep are those empowered by judgement and pacts- they are incapable of splintering any oath. Acts that involve killing or would otherwise incur a Dreadknight to undergo Rusting do not do so, the ‘weight’ of the action dampened by the surrounding energies. Their Keep is land for them to relax within, soothing their gnawing mentalities and proffering upon them a muted, subtle placency when resting for long spans of time within, capable of meditating or musing in peace. It is solely within their keeps that these beings can most often find the truest approximation of joy within their purview. ✧ [Aeternity] - When within their Keep, a Dreadknight’s is motivated to fight to defend it and themselves by an external force, their engravings brimming with a brief surplus of forsaken energies, and thus urging them to protect their sworn grounds at all costs. If a Dreadknight is in a combative encounter within their own Keep, their inner-inscriptions are augmented and infused directly by the augmentations of their surroundings- they can survive [1] extra emote of bleeding within their home turf, but their shell’s durability is not heightened in the slightest. ✧ [Propagation] - Basting a soon-to-be ascendee with the energies of the Keep, a congregation of [4] Dreadknights can perform the subtype of Antipathy as detailed within the respective section to create new Dreadknights. However, this can only be performed if the Keep has existed for at least [2] OOC weeks. Being quite literally rooms themselves that become these, Keeps cannot be broken simply by ‘destroying’ objects within lest the room be entirely levelled and all of its walls, floor, and ceiling being utterly destroyed. However, it can still be purged like any Dark Structure, following said purging mechanisms within both Shamanism and Clericism. Exᴀᴍᴘʟᴇꜱ: ❖ [ɪ] A tall, square-based tower made from quarried granite. Films of mist shifting in phantom wind mark the area, occasional ribbons of blue, green or red light darting like minnows in the current. Atop the tower stands a raised pedestal, atop which three titanic blades rest impaled, gleaming with blue-green-red mist that trails off of their surfaces and over the structure. Rᴇᴅʟɪɴᴇꜱ: ✧ When [3] Dreadknights come together within a room, they may anoint it with their energies in a freeform rite- so long as it involves the brief slamming of their favoured armament of choice within the core of the room- to convert it into a Keep. Dreadknights may only be a part of [1] Keep at a time, and may not create any further Keeps whilst they still bear one- if a Dreadknight forsakes a keep, that ‘slot’ is left empty for another Dreadknight to join; if a Keep lasts for [2] OOC weeks with a missing ‘slot’ for a Dreadknight, it crumbles apart and no longer is a Keep. ✧ The aura within a Keep is composed of three primary colorschemes washing over it, those of the armours that the three current Dreadknights bound to it are made from- these bear the same mental effects as that of the aura a Dreadknight may exalt as detailed in Mentality; as such, the mental effects of this upon entering mortals overlap amongst one another. ✧ Keeps cannot be mundanely destroyed without the full destruction of the literal room they are made from- they can, however, be purged like any Dark structure as per Clericism and Shamanism, or alternatively can be ‘wiped’ by a Blood Magic ritual of Anoint or a [2]-Mystic ritual of Scrubbing within the room. ✧ Keeps are fulcrums of a Dreadknight’s mentality; they are heavily motivated to protect it from aggressors or those who wish to defile it, far more than most other aspects they value. [ P ᴜ ʀ ᴘ ᴏ s ᴇ & C ɪ ᴛ ᴀ ᴛ ɪ ᴏ ɴ ꜱ ] Spoiler The first mechanical steps of this rewrite were intended purely as a rewrite for Paleknights, owing to a long history of amendments which muddied the clarity of their mechanics and a feeling that, through it all, Pale Lords in particular remained somewhat overtuned. Under Pallodium’s guidance we pivoted to a rewrite instead using these mechanics for Dreadknights, before finally coming to some realizations about the two lores that made us confident in the idea of merging them into one “being”, accessed by either of the relevant magics. From a mechanical lens, Dreadknights and Paleknights are very similar creatures. Both are haunted suits of armor lacking bodies within, who rely on marshal prowess and a resistance to the main methods of defeating a mortal knight wrapped in a suit of normal armor. The main differences come in the histories of their lore and in the specifics of their aesthetics. If a bridge could be made to allow more freedom in how these CAs present, and if current lore could reasonably manifest some sort of convergent evolution between the two, then a lot could be simplified to ultimately allow for the return of the very missed Dreadknights. They have a history from as far back as Asulon, and we’re incredibly hopeful to contribute to the future of their stories. In terms of rp and “gameplay”, current Paleknights have left some players (hi, im some players) feeling slightly lacking. Their mechanics support combat-spam, especially lethal combat, and not much else, compelling them to go start fights particularly often to remain mentally fortified and physically capable. Their specific sets of mental anguish make “creative” pursuits difficult, and the inability to use creative Feats tends to drive players to use other characters for everyday RP, leaving pales as battle-mecha side characters and little else. There are notable- and beloved- exceptions to this tendency, of course. We hope to correct these by instituting mechanics that reward nonlethal combat when it’s sought, allow for more expressive character purposes and goals, and make mundane or not-quite-mundane creative skills more accessible. We feel, most of all, that this lore stands on its own merit without merely adapting existing lore into a meshed format. The creation/destruction, offensive capabilities, ritual purposes, and aesthetic / non-offensive abilities make for a CA that should be both fun to play as and fun to play against, while supporting high quality roleplay and good storytelling. - hawkeye Parrot listens for Pallodium’s Discord tone Prose his only mark Upon lore-stamped stone. - stingy ༺༻ Wʀɪᴛᴇʀꜱ - Pᴀʟʟᴏᴅɪᴜᴍ, Hᴀᴡᴋᴇʏᴇ_Gᴏᴜɢʜ, SᴛɪɴɢʏPᴀʀʀᴏᴛ Cᴏɴꜱᴜʟᴛᴀᴛɪᴏɴ - Sᴡɢʀᴄʟᴀɴ, Iꜱʟᴀᴍᴀᴅᴏɴ, Tᴇɴᴛᴏᴀ, Zᴀʀꜱɪᴇꜱ, Sɪᴍᴏɴɪᴛᴏʀᴘ Rᴇᴠɪᴇᴡ - Tʜᴇ Mʏꜱᴛɪᴄ ᴀɴᴅ Pᴀʟᴇ Cᴏᴍᴍᴜɴɪᴛʏ & ᴛʜᴇ Bʟᴏᴏᴅ Mᴀɢɪᴄ Cᴏᴍᴍᴜɴɪᴛɪᴇꜱ ༺༻ [ R ᴇ ꜰ ᴇ ʀ ᴇ ɴ ᴄ ᴇ ᴅ L ᴏ ʀ ᴇ ᴘ ɪ ᴇ ᴄ ᴇ ꜱ ] [ Cᴏʀᴇ Bᴀꜱɪꜱ ] Blood Magic Mysticism [ Iɴꜱᴘɪʀᴀᴛɪᴏɴ ] Dark Servitors Dreadknights (3rd Gen) Dreadknights (2nd Gen) Dreadknights (1.5th Gen) Paleknights (BobBox) Paleknights (Pundi) Gravens [ Lᴏʀᴇ Oʀɪɢɪɴꜱ ] Dreadknights: The Greywise The Nine Archons Malghourn Dreadknights; The Legion Dreadknights: The Iron Crown Dreadknights: Horrible Truths ༺─༺༻─༻ 80 Link to post Share on other sites More sharing options...
Vertigo_Round 336 Share Posted May 3 Read this yesterday, this shit is so fire. +1 i will be making one 3 Link to post Share on other sites More sharing options...
wx4927 82 Share Posted May 3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA +1 +1 +1 +1 +1 +1 +1 +1 +1 2 Link to post Share on other sites More sharing options...
Animael 1500 Share Posted May 3 Wow, this is really cool! Good job on the writing! +1 2 Link to post Share on other sites More sharing options...
Mordringfan 171 Share Posted May 3 +1 For Dreadknights 1 Link to post Share on other sites More sharing options...
Random 1698 Share Posted May 3 Our enemies will dread these knights @femurlord 2 Link to post Share on other sites More sharing options...
Hawkeye_Gough 624 Share Posted May 3 Hi my name's Hawkeye_Gough, you might know me from Dreadknights lore? heh. 3 Link to post Share on other sites More sharing options...
nepir 472 Share Posted May 3 Its coming back, ITS COMING BACK?! Always wanted to run around as one of the old ones. +1 love to see them back 2 Link to post Share on other sites More sharing options...
Dopamined 14 Share Posted May 3 this is absolutely dreadful... +1 +1 +1 +1 +1 1 Link to post Share on other sites More sharing options...
Areon 947 Share Posted May 3 As an old dreadknight YES PLEASE. Dreadknightika is so back. 1 Link to post Share on other sites More sharing options...
Silly Zero 99 Share Posted May 3 Master piece. +1 FOR DREADKNIGHTS!!!! 1 Link to post Share on other sites More sharing options...
Gaja 1314 Share Posted May 3 these knights are dreadful ! +1 Credit to Dr Random K.'s comment for inspiration 1 Link to post Share on other sites More sharing options...
Werew0lf 24181 Share Posted May 3 @Islamadondidnt know u were consulting for slop nowadays 9 Link to post Share on other sites More sharing options...
Security_ 2287 Share Posted May 3 waiter waiter! More boomer lore please! 3 Link to post Share on other sites More sharing options...
Recommended Posts