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Agy

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  1. - VOLUME ∞: Penance in the Lore Purgatory -
    Fjarriagua Amendment: Of Tormented Treats and Cursed Tricks [Take Two] 

    Spoiler

    Fun Fact: Halloween is also known as “Samhain”, the marking of a new Celtic Year!

     

     

     

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    Part One: CURSED TRICKS

    OLD LORE:

    Spoiler

    Frost Cursing
    (Combative / Non-Combative)

    A sinister and devious practice of the Fjarriagua in order to toy with and torment the mortals beneath them, cursing them with various ailments which may hinder their day to day lives. These curses are applied in the span of three turns, embedding a chunk of ice within the descendant’s flesh which causes the mark or ’shape’ of the particular curse to form around the ice like a sort of tattoo, though from what appears as frostbitten flesh as opposed to ink. This chunk, and thereby the curse, may only be alleviated from painfully cutting it out of the individual’s flesh or through means of holy magic purging. Over the course of time, the curse’s potency will fade until it is completely alleviated, being intensely strong upon the first day, whilst becoming much more mild and melting away painlessly once the third day has ended. There are six curses which a Witch may be used to afflict mortals, each having a unique symbol which differentiates them from other curses, a telltale sign of the Witch’s doing.  

     

    Spoiler

    Mechanics
    - A Frost Witch may placed a curse upon a descendant in the form of a chunk of ice embedded within their flesh over the course of three emotes with direct touch upon the skin.

    Applicable Curses
    Curse of Shuddering - This curse will cause the individual to tremble as if they were intensely cold, their teeth chattering rather uncontrollably, making conversation and eating relatively difficult over its duration, though never impossible. It’s symbol is a thin swirl upon the skin around the ice chunk which lies in the center.
    Curse of Tenderness - This curse will cause the flesh in the area applied to become rather tender as if only mildly frostbitten and cause the area to feel ‘pins and needles’, making any pain within the region twice as agonizing, often making this the most difficult curse to remove by means of cutting it out due to the pain. It’s symbol is a jagged snowflake depicted around the ice chunk.
    Curse of Gelid Breath - This curse will cause the individual’s breathing to consist of very brisk and dry air, as well as making their breath like that of a gentle mist, causing great pain within the throat and lungs, making breathing difficult and uncomfortable, though not fatal. Its symbol is a face blowing a cloud of wind around the ice chunk.
    Curse of Rabidity - This curse will cause the individual to experience an intense hunger for meat and flesh, more often than not raw. The more they consume, the more ravenous they become, though the effect still will fade in strength over its duration, the hunger unable to be satiated until the curse is removed or runs its course. Its symbol is a drop of ‘blood’ formed in frostbitten skin around the chunk of ice.  
    Curse of Ice-Grip - This curse will cause the grip of the individual’s fingertips and hands to become like that of slippery ice, making the ability for one to grip or hold things slightly compromised as their grasp is much weaker. Of course, they might still be able to pick things up, though it would make wielding something as a sword more difficult. Its symbol is a hand at which the ice chunk rests in the center of its palm.
    Curse of Bleak Sight - The curse will cause the individual’s perception of color to fade slightly, colors becoming dull and bleak much like a cloudy winter day. This of course will never make the victim blind and they will be able to perceive shape and depth as normal, simply seeing colors as more faded and grey. Its symbol is an eye at which the ice chunk rests in the pupil.  

    - The chunk of ice will remain for up to three OOC days, unless removed otherwise, the effects of the curse alleviated once it has completely run its course and melted.  
    - The curse can only be removed by cutting it out painfully with a knife, leaving a noticeable mark in the skin which would heal regularly over the course of an OOC day. Alternatively, the magic of a tier three holy mage can melt the ice and alleviate the curse.  
    - Curses can only be distributed by means of direct touch to flesh.
    - The effects of these curses are never fatal or detrimental to basic functions, only making the performance of such rather uncomfortable and difficult, requiring extra effort.  
    -A person can only be cursed with ONE curse at any given time. If the victim is in the middle of being cursed, but is already under the influence of a curse, the witch's third emote will instead fail and give her a telling mental note that this mortal is already marked with a live curse.

     

     

    NEW LORE:

    Spoiler

    Frost Cursing

    (Combative / Non-Combative)

     

    A sinister and devious practice of the Fjarriagua in order to toy with and torment those beneath them in sadistic and creative ways, being able to curse any individuals, by letting their corruptive magic seep into their victim's very souls, marking them with various ailments which may hinder their day to day lives or perhaps give them the edge in combat. These curses are applied in a variety of methods, all depending on the severity of the curse itself, for Frost Cursing falls into two different categories; Lesser and Greater Hexes, each with their own various sinister effects.

    Spoiler

    Mechanics
    The Fjarriagua are capable of afflicting individuals with vile curses, coming into two categories of 'Greater' and 'Lesser' Hexes, providing all manner of disadvantageous effects and traits to the recipient.  Lesser hexes may be used while the witch is disguised, either by coalescing her power within her throat and verbally speaking the curse out loud to her intended victim, requiring them to be in hearing range for its effects to take place. With Greater hexes being too potent in nature to be able to be conjured while the witch is disguised, being able to only make use of them within her banshee form, conjuring forth a vessel for the curse to inhabit as it is transferred upon the witch's chosen victim.

     

    Lesser Hexes may be afflicted by witches from within the comfort of their disguises - done so by coalescing their wicked magic into their own throat with unflinching hatred, uttering hateful words of sadistic malice over the course of [3] emotes upon their chosen victim, additionally, the words uttered must be related to the type of curse being afflicted upon the individual. Alternatively, the disguised Fjarriagua may instead decide to lay a Lesser Hex upon their victim through physical touch, being required to instead spend only [2] consecutive emotes with direct physical contact with their victim’s skin to be able to curse them. Lesser Hexes, due to their less intense nature are capable of festering within the body of its victim for up to [3] OOC days before fully dissipating away along with all of their effects.

    Spoiler

    - To avoid overuse and abuse, a witch may only curse a single individual per OOC day with a Lesser hex, any more than that will require OOC consent. This applies only to Lesser hexes.
    - The vocal uttering of the curse must be in a voice range that can be heard by the individual in question, as such, if they are close enough one can simply whisper the curse to them. This is done with the exception of Shouting range, as it would be considered outside their range.
    - The disguised Fjarriagua requires to have uninterrupted direct line of sight to the individual, if it's broken by any manner of solid walls or doors then the witch will need to start again. This does not include momentary obstructions, such as passing individuals or creatures.
    - The uttering of the curse MUST clearly be directed to the individual about to receive the curse and the uttering MUST relate to the curse about to be given (For example; if doing the Curse of Stiffness then the witch would shout at the individual in question, wishing that their very body shrivels up or that they are robbed of their youth/good health.)
    - The voice of the Fjarriagua will not gain any manner of traits or characteristics when attempting to curse someone vocally, sounding entirely mundane in nature.
    - Although, if the Witch wishes so, she may strengthen the gathering of magic within her throat, allowing it to take a variety of traits, such as sounding ethereal or otherworldly in nature. These effects are purely for the sake of aesthetics and do not impart any actual effects on the curse itself and may not be used in any way to gain a combative advantage.
    - A witch may opt to make the effects of the curse be delayed for upwards of 1 OOC day, although this 'incubation' period still adds to the 3 OOC day duration of Lesser Hexes. During this period the mark is hidden from view, surfacing only when the curse comes into effect.
    - A single Fjarriagua is only able to curse a total of 3 individuals at any given time. 


    Greater Hexes on the other hand are too intense to be capable of being afflicted within the constraints of a Fjarriagua's disguise, requiring the Witch to be within her banshee form as she coalesces her magic within an Ice Projectile, sending it forth to her chosen victim at the speed of an arrow over the course of [4] Emotes (1 Conjure Projectile + 2 Imbue Curse + 1 Shoot). Should the imbued Ice Projectile make contact with the flesh or skin of any suitable victim,  the curse will seep within their form, bringing a chill to their very soul and enacting the effects of the curse instantaneously. Alternatively, a Fjarriagua may instead lay a Greater Hex upon their victim through  physical touch, being required to instead spend only [2] consecutive emotes with direct physical contact with their victim's skin to be able to curse them. Unfortunately for the witch and fortunately for her victim, the intensity of Greater Hexes means that their effects begin to die out a lot quicker than a Lesser Hex, lasting for a total of [30] OOC minutes outside of combat, or for the entirety of a combat scenario and their effects dying out as soon combat concludes.

    Spoiler

    - The Ice Projectile imbued with a Greater Hex follows all mechanics and redlines of the “Ice Projectile” ability, including the effects of the climate within which the Witch finds herself.
    - A Fjarriagua can only maintain a single Imbued Ice Projectile at any given time, with the imbued curse naturally fading out over the course of [3] emotes, requiring the witch to re-imbue it once more in the span of [2] emotes.
    - A single Imbued Ice Projectile, still takes up a slot of the total limit of 3 mundane Ice Projectiles a Witch is able to maintain in combat.
    - To transfer the greater hex stored within, the Imbued Ice Projectile is only required to make contact with the flesh or skin of a suitable victim. This includes organic armour if It’s a part of the target’s body.
    - If an individual is cursed outside of combat and then enters combat before the 30 minute timer elapses, then they will have the curse for the rest of the encounter until its conclusion.
    - Greater Hexes instantaneously take effect upon taking root within an individual, incapable of being postponed by the witch through methods such as incubation.


    Regardless of the type of Hex used, both will cause the Mark or ’shape’ of the particular curse to form around a chosen area of the skin upon the victim's flesh like a sort of tattoo, though from what appears as frostbitten flesh as opposed to ink, bearing a dim pulsating ethereal glow, coursing with the witch's magic. This curse may only be alleviated through means of holy magic purging or by asking any Fjarriagua to remove the curse herself. There are numerous curses with which a Witch may afflict mortals, each having a unique symbol which differentiates them from other curses, a telltale sign of the Fjarriagua’s doing.

     

     

    Lesser Hexes

    Curse of Cracks - [Combat | Non-Combat]
    The afflicted individual’s skin will be rendered less malleable, and feel slightly more solid. Their skin cracking should it be stretched or creased, causing mild pain and itching. Should they be stabbed or struck, the affected area will crack akin to a thin frozen lake struck by such an attack. Its symbol is a perfect circle with cracks running through it, akin to a shattered mirror.

    Spoiler

    - This curse imparts no manner of combative advantages like weaker or more resistant skin, being merely a visual ailment upon one's skin
    - Whenever the skin 'cracks', it only causes pain, leading only to open wounds in very extreme scenarios of over the top physical exertion or scratching, although even in such scenarios the wounds are too tiny to ever pose any manner of danger.
    - In cases of  being damaged while in combat, the 'cracks' of the skin can in no way make the wounds larger than they would be otherwise.
    - The cracks affect the entirety of one's skin, this includes one's hands or face, resulting in things such as one toiling in backbreaking manual labor or even wide smiles and other similarly expressive facial expression leading to cracks forming into one's visage akin to wrinkles, tarnishing their visage and their appearance at large.
    - Upon Curse's conclusion the cracks will begin to fade away, leaving no mark other than any potential wounds suffered by them, which will be healed away naturally.

     

    Curse of Stiffness - [Combat | Non-Combat]  
    Their joints and bones chilled within, the target will find their joints moving slightly slower, causing moderate pain. These very joints producing disturbing sounds such as pops as they go, inconveniencing them as they function in their day-to-day life. Its symbol is Hourglass.

    Spoiler

    - The Stiffness and painful joint movement is merely an inconvenience and in no way actually reduces one's capabilities, whether in terms of power or flexibility to that of the elderly while in combat. Although it will be exceedingly uncomfortable while doing so and should be RPed as such, even if one can 'power through' the curse's effects without much difficulty if they have the mental fortitude.
    - The Curse only affects joint movement and in no way has a visual characteristic to it, that is to say the afflicted individual, even if they have the stiffness of joints of someone at the end of their natural lifespan, they will still only look the exact same in terms of appearance.
    - Should said character be suffering from naturally occurring stiffness of joints, then the curse will further enhance said stiffness, doubling it in severity. Although it may not pose any actual health risks or make individuals practically bedridden and incapable of proper movements. That is unless the accursed individual's player wishes for it to do exactly that.

     

    Curse of Prey - [Combat | Non-Combat]  
    The victim will be overcome with the sensation of being watched, as they begin to sometimes see odd shapes in the corners of their eyes. Sometimes, they may even hear incomprehensible, yet disturbing whispers echoing within their ears. Its symbol is a collection of tiny eyes within a tight circle

    Spoiler

    - The effects of this curse are merely to instill a sense of ever present paranoia and fear within its victims, although it can never be made to force someone into taking extreme actions such as self-harm.
    - The Fjarriagua that instilled this curse cannot control the manner of visions or illusion being uttered to her victim in a specific way to get a desired result, like hearing the voices or glimpses of certain figures, that is without OOC consent of course.
    - The curse can never be used as a method of sending messages or informing characters akin to forcefully gifting someone 'Visions' of things they never knew beforehand.
    - The affected character is expected to respectfully RP out the effects of the curse, one cannot simply 'ignore' them under the guise of bravery or strength of will, as these are visions created or based upon their own subconscious and thus would test said traits of theirs.
    - Deaf/Blind individuals are wholly immune to the auditory/visual effects of the curse.
    - Curse of Prey will have no real effect on Templars as they are immune to fear.

     

    Curse of Rabidity - [Combat | Non-Combat]  
    This curse will cause the individual to experience an intense hunger for meat and flesh, more often than not raw. The more they consume, the more ravenous they become, should the individual indulge within these unsavory cravings of theirs long enough, they may begin to hunger for more 'exotic' choices, whether it be delving into cannibalism or perhaps being entirely overwhelmed by an obsession to devour the flesh of a specific mythical or sentient creatures. The effect still will grow in strength over its duration, the hunger unable to be satiated until the curse is removed or runs its course, with the cravings then vanishing entirely. Its symbol is a drop of ‘blood’ formed in frostbitten skin.

    Spoiler

    - The cursed one's player is required to OOCly choose a type of creature as a "target" for their character to begin obsessing over and wishing nothing else but to devour them, this can be any kind of sentient creature or race.
    - Event creatures or otherwise non-sentient beasts may also be included as targets if they pose enough of a threat to one's life and are not considered "mundane", as opposed to hunting a normal rabbit or wolf.
    - The Fjarriagua can never be considered a delicacy by individuals bearing such cravings, infact they will find themselves unconsciously incapable of even conjuring the thought while the curse is under effect.
    - This curse does not make the individual capable of eating any kind of meat, their digestive system remains the exact same as that of your average person, with the effects being purely mental in effect.
    - Should one succeed in devouring the chosen target, the curse's effects will only grow stronger in effect making them wish to either devour more of it or swap into an ever greater target. There is no way to ever stop the hunger until the curse itself is removed.
    - The curse will make any and all individuals incapable of being able to find any kind of fruits, vegetables or in general any plant-based foods appealing, considering it to be the same as eating dirt or rocks.
    - As long as the target meets the criteria stated, the choice of target is entirely up the Cursed Character's player to decide, this even includes wishing to devour the 'meat' of creatures that do not possess a normal anatomy or whose flesh is not safe for digestion, such as being poisonous or rotten.

     

    Curse of Bleak Sight - [Combat | Non-Combat]  
    The curse will cause the individual’s perception of color to fade, whether it be in the form of any type of colour blindness, viewing the world entirely in black and white or entirely customizable in nature by the Witch. This of course will never make the victim blind and they will be able to perceive shape and depth as normal, simply seeing less if any colors. Its symbol is an eye with an empty uncolored pupil.

    Spoiler

    - The type of colour blindness is to be chosen by the Witch enacting the curse and can be fully customizable, for example seeing the world entirely black and white with the exception of blood, which retains its crimson colour.
    - Custom made colour blindness cannot be used to metagame the true nature of certain things, for example one cannot have a cursed individual be able to see people with X magic having red eyes.
    - This Colour blindness affects only one's perception of colour, retaining their abilities of sight exactly the same as long as it is not dependent on colour.
    - It is advised that one first researches the kind of colour blindness they have been dealt with for the sake of clarity and accurate representation.
    - Individuals with mechanical/artificial prosthetic eyes such as Animatii, Tawkin, Atronach will still be affected by the curse's effects as they are purely mental in nature and do not actually affect the anatomy of one's eyes. With the exception of magics such as Seers where they see through the eyes of another, to which this curse will have no effects.

     

     Curse of Shuddering - [Combat | Non-Combat]
    This curse will cause the individual to tremble as if they were intensely cold, their teeth chattering rather uncontrollably, making speech and eating impossible for [3] OOC hours after the effects of the curse have surfaced, becoming much more manageable after this time has passed. Its symbol is a thin swirl, switching between frostbitten flesh and mundane flesh with geometric precision.

    Spoiler

    - The curse's initial effects make it impossible for any comprehensive words to be uttered by the cursed individual, requiring them to entirely focus on achieving this task, but even then they may only utter a single word at a time.
    - The curse does not affect practitioners of magicks that require verbal words to be uttered for its functions at all and as a general rule cannot affect one's combat capabilities other than simple communication between them and other people.
    - Even after the initial effects have subsided, the average individual will still find it difficult to form coherent sentences when it's purely for the sake of communication, being able to only form a single sentence at a time should they focus entirely on just speaking.
    - The curse still affects individuals with artificial or inorganic voices, the effects being merely mental in nature and not affecting their actual bodily instruments of speech.
    - This curse cannot be stacked, if the exact same curse is used on the individual after the initial effects have passed but before the curse as a whole has concluded, then nothing will happen.
    - Screaming and or other otherwise incomprehensible and inaudible sounds are the exception to this curse's effects

     

    Greater Hexes

    Curse of Snowstorms - [Combat | Non-Combat]
    The afflicted individual’s eyes will be overtaken by a foggy, white hue, causing the victim to be unable to see anything further than [8] meters around them, as if in the middle of an intense snowstorm. Its symbol is that of a face whose eyes are obscured by a cloud.

    Spoiler

    - The fog itself bears no special characteristics in any way or form, being akin to whiteout and neither can it inform the cursed individual of things that may lay within its borders, whether it be individuals running within the fog or projectiles about to exit it, being only able to visually perceive them the second they exit said fog.
    - The fog still remains no matter the environment, whether it be a lush green forest, a frozen wasteland, the charred lands of a volcano, within a small house or even beneath the water.
    - Individuals with mechanical/artificial prosthetic eyes such as Animatii, Tawkin, Atronach will still be affected by the curse's effects as they are purely mental in nature and do not actually affect the anatomy of one's eyes.
    - In the case of magics such as Seers where they see through the eyes of another, this curse will have no effect. This includes spells such as the Druid’s Greensight and Kani’s Third Eye for much of the same reasons.
    - Heat-based vision and goggles will have no effect on the “snowstorm”, as it infact purely a mental hallucination in nature and not a real snowstorm.

     

    Curse of Cryostasis  - [Combat | Non-Combat]
    The victim’s blood begins to slow down, their body drastically lowering in temperature as if overtaken by a strong chill, causing them to be rendered sluggish, slowing down their movement to [3] meters when walking and [6] blocks when sprinting, as well as one's general movements becoming slower, as if trying to fight off a cold, with attacks becoming more telegraphed. Its symbol is a jagged snowflake.

    Spoiler

    - The 'chilly' characteristics of the curse are purely flavourful in nature. This curse can still affect individuals even if they have a resistance to the cold and alternatively, It is not stronger to entities that have a weakness against the cold.
    - The curse only makes one's movements more sluggish, it does not affect any individuals with any kind of hypothermia or cold.
    - During the curse's effects, the individual may only move 3 blocks when in CRP or 6 blocks when sprinting.
    - An individual may still hold their weaponry and or items and perform activities as usual, suffering only some sluggishness to the swiftness of their actions.
    - One cannot 'warm up' as a way to combat the curse's effects.

     

    Curse of Silence - [Combat | Non-Combat]
    A loud shriek is let out within the victim’s mind, stuck in a perpetual loop. Such an act disrupts any currently casting mage - and if in combat - disallowing any manner of casting for the [3] next turns as the individual's mind becomes overstimulated and unable to properly focus. Additionally the victim becomes unable to hear anything around them, unless the person addressing them is within a [4] block range. Its symbol is an empty circle with a collection of tiny eyes looking inwards from outside.

    Spoiler

    - The Witch may, if she so wishes, choose a phrase to be repeated within this clamor of shrieking voices, as long as it does not exceed a maximum of 7 words.
    - Even after the cursed one regains their bearings and is capable of concentration once more, the clamor of voices remains for the remainder of the curse's duration thus the deafening debuff remains.
    - This curse affects only magics with a focus-based connection system.
    - The initial effect of the curse does not affect melee combatants as much, as they can still rely on their instincts to guide them through combat, even if they have an exceedingly hard time concentrating.
    - Deaf individuals are wholly immune to the effects of the curse itself.
    - This curse cannot be stacked, if the exact same curse is used on the individual after the initial 3 turns pass, then they will not re-experience said effects

     

    Curse of Tranquility - [Combat | Non-Combat]
    The victim’s mind is set at peace, akin to a breath of fresh air in a wintry morning, as the sun rises from the horizon. Tranquility is all they begin to feel, seemingly beginning to lose their sense of fear and danger, their anxiety, making them prone to taking dangerous risks to themselves without thinking of the possibility of danger this could result to themselves. Useful for coaxing enemies into making a rash mistake or for turning less valuable allies of the witches into the perfect meat-shields. Its symbol is a small collection of four-pointed stars.

    Spoiler

    - This ability cannot be used to force an individual to make certain decisions, but it is also impossible for one to ignore its effects as they begin to lose all sense of danger, anxiety and urgency.
    - This can also be used to inspire bravery upon individuals, but only the suicidal and reckless kind, such as wishing to duel a towering giant on their own, but only if the individual has a reason to want to fight said giant to begin with, as it does not cause bloodlust, merely a lack of any fear.
    - Even in the extreme scenario where the cursed individual or those around them are somehow consciously aware of the curse's effect, simply being reminded of maintaining basic self-preservation will be impossible to actually have any effect, as the concepts of fear and danger are erased so completely that they cannot be forcefully re-introduced as long as the curse is in effect.
    - The curse can also alleviate symptoms of stress, anxiety, self-doubt, self-loathing, low self-esteem, imposter syndrome and even depression. Although they will still constantly put themselves in constant grave danger and said pre-existing mental ailment will return once the curse is lifted if they are chronic in nature.


     

    - The Lesser Hexes will remain for up to three OOC days, with Greater Hexes lasting upwards of thirty OOC minutes or until combat has been concluded unless removed beforehand. The effects of the curse are alleviated once it has completely run its course or is cleansed.  This is unless given OOC consent, at which point the curse can remain indefinitely within a character until their accursed's player decides to have it fade away.
    - The curse can only be prematurely removed by the magic of a tier three holy mage or alternatively another Fjarriagua by placing her hand upon the afflicted skin.
    - A fjarriagua may be disguised should she wish to remove any curses.
    - Contact-based cursing of individuals is distributed by means of direct touch with the victim's skin or flesh, the Fjarriagua on the other hand can still impart the curse if her form is obscured by any manner of clothing, such as gloves/gauntlets etc. It is merely required that she makes contact with the victim's exposed skin or flesh.
    - Natural armours such as chitin or scales do not protect one from contact-based transmission of hexes if they are part of one's body.
    - When cursing through physical contact, the action itself would produce no pain or any noticeable feelings to the individual, save for their newfound frostbitten symbol upon their skin.
    - In the event of cursing without physical contact, the Fjarriagua may choose where the symbol appears within their victim's body.
    - A person can only be cursed with ONE Lesser Hex and ONE Greater Hex curse at any given time. If the victim is in the middle of being cursed, but is already under the influence of a curse of the same type, then any additional curses will simply fail, giving the witch a mental note that this mortal is already marked with a live curse.
    - The frostbitten marks themselves do not actively harm or inconvenience the individual in any way, for example should one manifest within the skin surrounding one's eye, then the cursed individual will suffer no ailments other than their disgraced visage, being purely visual in nature.
    - The Fjarriagua cannot curse each other.
    - The curses can affect any soul-bearing entity with organic bodies. This includes races with lesser souls such as beastmen CAs, as well as generally magical creatures such as Nephelim and Undead, as long as they possess organic bodies.
    - ST Event creatures larger than Ologs are up to the event-runner to decide whether or not they can be affected by said curses or to what severity.
    - As soon as the curse is lifted or runs its course, the mark will begin to slowly fade away over the course of a few minutes, the formerly accursed individual's skin returning back to the way it was.

     

     

     

    Part Two: TORMENTED TREATS

    OLD LORE:

    Spoiler

    Tormented Cooking
    (Non-Combative)

    A fiendish act of the Fjarriagua designed to ensnare men perhaps more moved by their stomachs then their minds. By using various inedible mortal parts a Witch might normally discard, the Fjarriagua can instead create cursed food with far more devilish & sinister intent, inflicting various ailments upon those who consume it. Certain ingredients must be obtained in order to give it its unique and perilous effects, though the end result is far worth it for the Witch as they watch the descendant’s agony and suffering.  

    Spoiler

    Mechanics
    - A Witch may create food from different descendant parts and mix it with Witch Blood in order to grant it cursing properties. Using different parts will yield different effects. Foods may not be made during combat.


    Applicable Ingredients
    Mortal Teeth - Mortal Teeth used in a recipe will cause the consumer’s teeth to fall over the course of the first day, before sharp and jagged teeth begin to grow upon the second. Upon the third day, the teeth will fall out and regular teeth will grow back. These offer no RP advantage. Mortal Eyes - Mortal Eyes used in a recipe will cause the consumer’s vision to fade over the curse’s duration, unable to see more than five meters in front of them for half an OOC day, as if they were within an intense snowstorm.  
    Mortal Flesh - Mortal Flesh used within a recipe will cause the consumer to have an intense craving for mortal flesh above all other foods and delicacies, unable to look at fresh blood or an injury without intense cravings for the curse’s duration.  
    Mortal Ligaments - Mortal Ligaments such as ears, toes, fingers, or noses used in a recipe will cause the respective ligament of the consumer to freeze over and fall off, before regrowing over the course of the next day.
    Mortal Blood - Mortal Blood used in a recipe will cause the consumer’s blood to become sluggish and slow down, whilst also becoming cold. This results in the individual’s movement becoming sluggish as well as they are overtaken by a light chill.


    - Only up to two ingredients may be used per product.
    - Products do not require ST signing.
    - Effects from cursed food will not last longer than three OOC days unless specified otherwise.
    - Holy mages may cure the effects of the tormented cooking with their magic.
    - A maximum of 3 may be made per OOC day.

     



    NEW LORE:

    Spoiler

    Tormented Cooking
    (Non-Combative)

    A fiendish act of the Fjarriagua designed to ensnare naive victims perhaps more moved by their stomachs than their minds. By using various inedible mortal parts a Witch might normally discard, the Fjarriagua can instead create cursed food with far more devilish & sinister intent, inflicting various ailments upon those who consume it. Certain ingredients must be obtained and then be combined with the inherently magical blood of the Fjarriagua, dipping the chosen cooking within the liquid of a cauldron  and infusing It with a curse fit to create suffering for its consumer to give it its unique and perilous effects though the end result is far worth it for the Witch as they watch the descendant’s agony and suffering.  

    Spoiler

    Mechanics
    - A Witch may create food from up to two different descendant parts and mix it with Witch Blood in order to grant it cursing properties. Using different parts will yield different effects. Foods may not be made during combat.
    - To be afflicted by the curse an unsuspecting individual bearing a soul and organic flesh must consume the cursed delicacy, the effects of the chosen ingredients lasting for a maximum of [3] OOC days before fading out in their entirety.
    - The Curses of Tormented Cooking are transferred upon being bitten by its consumer if they meet the criteria to be afflicted by it, the curse within vanishing and turning the item mundane in nature once more.

     


    Cannibal’s Teeth - [Non-Combat] - Teeth
    The consumer’s teeth begin to fall off over the course of day [1], as a row of sharp and jagged teeth, ones exactly like the ones the Fjarriagua possess, fully replacing them within that same day. Upon the last day of the curse, these teeth will fall out, as their regular teeth finally return.

    Spoiler

    - Whether the victim has all their teeth fall off , with sharp and jagged ones taking their place in a quick an quick and agonizing fashion or they slowly lose their teeth only to have them be slowly replaced by monstrous ones over the span of the first day in a rather painful fashion, is something to be decided by the character's player. The same also applies for when their teeth return back to normal.
    - The process of losing and regrowing one's teeth is to be treated as agonizing, although not crippling in nature unless the character's player wishes to
    - The newfound teeth will not possess the same man-eating capabilities of a Witch’s, being brittle in nature and useless in any combative scenario, while also maintaining the grotesque and monstrous appearance of a Fjarriagua. 

     

    Hunger of the Wicked - [Non-Combat] - Flesh
    The consumer will grow an intense craving for mortal flesh above all other foods and delicacies, unable to look at fresh blood or an injury without intense cravings for the curse’s duration. If they were to come across an injured person, they must roll a [D20], and anything below a [5] will cause them to go feral and attack that person until they’ve either satiated their hunger, knocked out, or neutralized.

    Spoiler

    - A character is not required to roll their cravings of flesh in the middle of battle should anyone be injured. Only being required to do so after the battle has concluded and the character has a moment to bask in the offered feast all around them.
    - The cravings of flesh are ever present and lingering during the entirety of the curse's duration, although this does not entail that their character will be driven into a single-minded pursuit to feast, unless they themselves give into these urges. Of which they reach their peak whenever witnessing, smelling or even perhaps tasting fresh blood or coming across an injured individual, thus requiring the roll.
    - If the cursed character's player wishes, they can have their character give into their cravings at any moment, the rolls are purely there to force individuals to not be able to 'power through' and ignore the effects.
    - 'Injured individuals' includes characters that have suffered any injury that is capable of drawing even the slightest bit of blood at the very least, or that would weaken them to the degree of being easy pickings for the accursed.
    - The Fjarriagua can never be considered a delicacy by individuals bearing such cravings, infact they will find themselves unconsciously incapable of even conjuring the thought.

     

    Fear the Night - [Non-Combat] - Brain
    The consumer gradually begins to get overwhelmed by a mixture of pacing thoughts and incomprehensible voices, putting them in a panicked state. This disallows them from being able to sleep, which may cause severe exhaustion, and a variety of symptoms that come from such an exhaustion, including but not limited to hallucinations, irritability, forgetfulness, etc.

    Spoiler

    - Any hallucinations caused cannot be manipulated by the witch, being merely the results of the consumer's own subconscious thoughts and memories being twisted against them.
    - Should the individual somehow manage to fall asleep regardless, whether it be by alchemical, magical or being knocked unconscious, they will be welcomed with only an endless stream of nightmares in turn.
    - The thoughts themselves can be left as vague or be as specific as the consumer's player wishes them to be. It can be in regards to a certain old memory they have yet to process being forced upon them in a near-traumatic manner, or their feelings for another person being twisted into ones of the extreme, whether their relationship with said individual is positive or sour, existing on the edge of unhealthily obsessive and dangerous. With some perhaps even escalating into a maddening fit of anger that may lead to loss of life.
    - Any manner of exhaustion caused by the curse will not affect their combative capabilities, merely making their grasp on reality become more loose as well as all the usual symptoms of exhaustion and sleep deprivation.

     

    Purge - [Non-Combat] - Stomach
    The victim’s stomach will grow an intense pain, causing them to feel queasy, unable to eat foods without causing them great pain, their torso swelling, resembling a bloat should they eat anything.

    Spoiler

    - The curse itself does not infact affect the individual's digestive system function in any unnatural or unhealthy way, merely leading to the consumer suffering.
    - The individual will still feel hunger as usual, even if they feel bloated and full.
    - This can never forcefully lead to the individual  'ejecting' the contents of their stomach. 

     

    Distorted Silhouette - [Non-Combat] - Spine
    The victim's spine grows distorted, bending in unnatural ways, causing them to befall Scoliosis. Their back bent into a certain direction, such as being bent downwards to the front, resembling the form of a hag's. Bringing forth aches and pains, as well as hindering their mobility.

    Spoiler

    - The hindrance in mobility is purely aesthetic and visual in nature, only affecting their combat capabilities in the changes of their stature, otherwise not impeding their fighting capabilities in the slightest.
    - This affects only one's spine, with the rest of the individual's body still looking the exact same.
    - Upon the curse reaching its end, the individual will begin to feel their spine weirdly return back to its original state, leaving behind no lasting spinal issues.

     

    Decrepit - [Non-Combat] - Skin
    The consumer will find their skin beginning to stretch, growing saggy and wrinkly, their lips turned dry and chapped. Essentially making them look like a haggardly, much older form of themselves, although to no cost at their physical state.

    Spoiler

    - Despite looking like they are on the natural end of their lifetime, the consumer maintains their flexibility and strength they had beforehand.
    - Should an already naturally old, saggy and wrinkly individual be cursed by this food's effects, then they would grow twice as decrepit as they already are, although it can never actually pose a health risk upon them, no matter how much they may resemble a mummified corpse after a point.
    - The effects are purely on the individual's skin and do not bring other ailments associated with the elderly.
    - After the curse's conclusion, the individual's skin will return back to its original state, leaving no lasting effects upon one's complexion.
    - Sprog’s Elixir is capable of reversing the aging effects of Decrepit, thus managing to pre-emptively “cure” them of the curse. 

     

    Breath of Frost - [Non-Combat] - Lungs
    The victim's lungs grow achy, their breaths shallow, as all air they exhale misty and frigid, as if breathing out cold air. Their mere breathing, made painful from such a curse, with their breathing pattern resembling that of someone with asthma.

    Spoiler

    - The consumer is not affected in any way in regards to their combat capabilities, being only impacted with a difficulty in breathing, resulting in them being in a state of continuous wheezing while in combat, but otherwise not affecting them in the slightest.
    - It is advised that one first researches Asthma for the sake of clarity and accurate representation.
    - The curse cannot take effect in the event that the individual has artificial lungs, such as from Animatii's
    - This cannot cause any lasting harm or damage to one's lungs after the curse's conclusion.
    - Characters practicing Kani will automatically not suffer the slightest difficulties in the usage of their magick by the effects of the curse. Although, should their player wish so for the sake of storytelling, they can OOCly consent to having the curse disrupt their ability to practice their magic, as Kani has a heavy emphasis on rhythmic breathing.

     

    Slow - [Non-Combat] - Blood
    The victim’s blood flow begins to slow down and drops down to a chilly temperature, eerily resembling the Fjarriagua’s blood in appearance and texture - turning it into a slushy consistency although offering none of the combative boons or magical properties that Witch-Blood holds.

    Spoiler

    - Unlike the blood of a disguised Fjarriagua, any manner of light wounds or cuts will expose this sludgy blood within the unfortunate individual.
    - This curse does not offer combative disadvantages within CRP, while the cursed individual’s blood will be slow coursing just like a Fjarriagua’s this cannot be used to combatively save them from any threat of blood loss.
    - The blood of the consumer retains the exact same amount of Genus that it previously had.
    - Cannot be used as a substitute for real Fjarragua Blood in any recipes that might require it.
    - The very change to the individual's own blood does not leave any lasting effects on their health, nor does it cause any inherent suffering other than an ever present slight chill.

     

     


    - An individual can only be under the effects of a SINGLE instance of tormented cooking, another one is eaten while still under its effects, then the curse will not be transferred to them.
    - Tormented cooking is incapable of being spoiled upon its creation, remaining in peak condition until the curse within it is transferred to a victim
    - Effects from cursed food will not last longer than [3] OOC days unless specified otherwise, or consented by the victim to last longer for the sake of a good faith narrative.
    - Holy mages may cure the effects of the tormented cooking with their magic.
    - A maximum of 3 may be made per OOC day.
    - While the parts are made out of a descendants body, this does not require them to be acquired through the killing of other characters for any of these ingredients to be used.
    - Cursed foods are indiscernible from normal foods, both in terms of taste, smell and appearance.
    - Tormented cooking may only be created out of combat.
    - The Tormented Cooking's curse may immediately take effect, or be stalled for upwards of 1 OOC day, although it would still take up time from the total 3 OOC day duration of the curse. Leaving the Fjarriagua to include it in the item description to inform their victim at their discretion.
    - Fjarriagua and her kin are all immune to Tormented Cooking's effects.
    - One cannot share a single item of tormented cooking between multiple people, that is to say should two people take a bite from the same Apple, only the first individual to take a bite from it would be cursed, with any other suffering no such effects.
    - Tormented Cooking can be paired along with Lesser Hexes.
    - The Fjarriagua will have to /showitem the item to the victim after it has been consumed. 
    - Products do not require ST signing.

     

     

     

    PURPOSE:
    Feedback given after the previous version’s denial have been implemented as best as I could manage.
    Full list of changes from the previous version shown here:
    https://docs.google.com/document/d/1n-Ua9mVpl_DKFGPEXTBzy0mxhJkz9H9UGzRiCq6bXJ0/edit?usp=sharing

     


    fc4662f14d063f76015b2a46adb252f6.jpg

     

    CREDITS
    Writing by Agy (I also wrote this!)
    Editing and help from Diogen!
    Music by Studio Thumpy Puppy
    Art in order of appearance by: davidwyatt2013 and Gustaf Tenggren
    Mechanics borrowed by Diogen's Fjarriagua Rewrite

    Spoiler

     

     

    CHANGELOG
    13/5/2023
    - Imbuing a Greater Hex upon a Ice Projectile has been increased from [1] to [2] emotes
    - I kiiinda realized that nobody could actually see the comments I made on all bits of feedback within the doc. . . .
    Sorry. . . !
    Now you can actually see it :'>

     

  2. - VOLUME TWO: Nostalgia of Foreign Memories -
    Fjarriagua Addition/Amendment: Gaze onto the Winter Weeping of the Stars

    Spoiler

    When properly translated from Icelandic, “Fjarriagua” translates into “Distant Waters”.

     

     

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    Part One: The Old Growth

     

    The Forlorn Totems 

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    The fruit born of an Altar and the literal pillar of their worship, each one wholly unique in its physical appearance and reflecting a part of the Fjarriagua’s mind that created it, but all Totems share the purpose of further compounding the influence and the magic of the Fjarriagua as it seeps within the physical plain evermore, acting as metaphysical extensions of the Altars and their will, as well as a safe haven for any Witch to come and rest their tireless minds and bodies.

    To create one, a Frost Mother along with the help of [1] Fjarriagua must plant a “seed” born of cursed ice upon any chosen land and with the empowerment of the wicked powers the witches wield, they may awaken the seed from its dormant state, rapidly and aggressively beginning to take root within the land and quickly growing into a Forlorn Totem. The newly created Totem will find itself quickly fully maturing soon after its creation, although being limited into a rather timid size as opposed to their greater variant, nevertheless still all too capable of enacting boons and a sense of comfort and safety to any and all Fjarriagua that rest by its side, even if in a lesser degree.

    Spoiler

    Mechanics
    - A Forlorn Totem can be created by a Mother in association with another Fjarriagua.  
    - The Totem requires [6] harsh blunt hits in order to be destroyed, typically from pickaxes, large hammers, or other heavy blunt objects. Alternatively, a constant stream of fire or heat magic can effectively destroy the Totem in [8] emotes.
    - Non-Witches within a [5] meter radius of the Totem would feel a nose-biting chill and very mild frostbite if they are inadequately prepared for a frigid environment. Witches within the Totem’s proximity on the other hand  would feel a great sense of home and protection, a sense of tranquility befalling their burdened immortal minds.
    -Upon resting by the side of the Totem within an area of [5] meters for [30] OOC minutes, a Fjarriagua may feel rejuvenated, capable of being passively healed of any non-fatal wounds by the Totem so long as they are out of combat. If combat ensues at any time during this period, the effect will cease requiring the witch to wait an additional [30] OOC minutes. The loss of ligaments, lesser organs or Limbs can only be healed by a Sabbath.
    - Can only perform the Sabbath of Healing.

    - Mortals wearing more than half an inch of cloth will be immune to the effects of the Totem’s frostbiting chill, though still face an uncomfortable cold.
    - If a Forlorn Totem is destroyed, its effects in the area will fade. Totems are never indestructible.
    - A Forlorn Totem must be made in a frozen/temperate region, referring to any region mechanically identified as a biome capable of supporting the Fjarriagua. A Forlorn totem  can not be created in a dry/hot region, such as a sunny beach or desert, or any region with constant heat.
    -Strikes upon a Totem will prove not-so-effective, while holy/deific-adjacent magics such as Shamanism, Druidism, Paladinism or Templarism may easily purge the Totem. Requiring a total of [3] Holy Mages to begin Purging the Totem, leaving behind a sterile husk of mundane ice.
    - Totems cannot be moved after their creation, their roots having dug too deep into the earth and would be destroyed should they be uprooted.
    - Totems have to be mechanically represented in a minimum of  [2] meter tall icey blocks and may come in any shape its creator wishes, although being fully visual in nature as they will still maintain the exact same durability and capabilities no matter the form the Totem takes.
    - The Totems can only ever be used for the Sabbath of Healing, incapable of having any other Sabbath being done on them.
    -Each Mother may only create [1] Totem per OOC week.
    - While a Forlorn Totem can be created within an area under the influence of a Witch Altar, it will offer no additional boons or manner of stacking of effects.
    -These Totems may be imbued with echoed whispers, by the Mother that created them, allowing each one to have a message of their own to share.
    -Requires ST signature.



    PURPOSE:
    The Forlorn Totems are a cheap and easily affordable alternative to the costly and risky creation of Witch Altars. Primarily in their lessened creation requirements, as well as their far smaller area of effect, allowing them to more easily be placed in discrete locations as opposed to a Tier 3 Witch Altar’s 50 meter radius of frostbite-inducing cold that would instantly expose their presence.

    Nevertheless, a totem's main niche is to act as a “mini-lair” of sorts, for a Fjarriagua to be able to lick her wounds and heal from any injuries she may have suffered without requiring the creation of massive and usually permanent lairs as are required with Witch Altars. Being only capable of healing Witches and acting as a less expensive backup base in the event of the loss of a Witch Altar.



     

    Part Two: The New Growth

     

    The Blossoming Ice

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    The phenomenon of a Totem Blossoming is a peculiar characteristic of these inorganic yet unmistakably living structures, for should one be allowed the rare privilege to bask in the flowing northern winds that permeate the surface, entirely lacking in any obstruction from the skies above; there from which the first snow of winter always arrives, then the Totem will begin to undergo a radiant metamorphosis, as it blossoms and ascends into a Beholder; a finely tuned instrument born of wicked ice magick. Unlike the dominating presence of the Witch Altars, a Beholder specializes as a radiant beacon for the Fjarriagua, dutifully listening in and relaying to the witches the melodic influence of the birthplace of their kind; Skjoldier.

    Spoiler

    Mechanics
    - If a Forlorn Totem is created above the surface and without an obstructions from the sky above uninterrupted for [1] OOC Week, then it shall bloom into a Beholder, empowering the former Forlorn Totem’s influence and bestowing access of  the Boons of Yule to the coven of Witches for them to make use of.
    - The Beholder retains the durability and passive effects of a Forlorn Totem, with its radius being extended to that of [10] meters instead.
    - The Metamorphosis of a Blossoming Totem can optionally be mechanically represented as undergoing a “second growth” with the former Totem growing in size, although still retaining the exact same durability. Creative liberty is given with said new appearance as long as it offers no advantages of any kind, being purely aesthetic in nature.
    - Should anything be built to cover the Beholder after its blooming, then it will lose all of said gained boons, reverting back into a Forlorn Totem in terms of capabilities and offered boons until these obstructions are removed, requiring [1] OOC Day to return to its former glory.

    - A totem must remain without any obstructions to the sky above in any way or form for it to blossom into a Beholder, this includes glass or any other such physical “see-through” material.
    - Should a Totem that has yet to blossom be obstructed for more than 3 OOC Hours by any physical material, then the timer will be reset, requiring another OOC Week for the Totem to properly blossom.
    - Witch Altars cannot blossom into Beholders, being exclusive only to the Forlorn Totems.
    - Blossoming can only happen in Frozen/Temperate climates.
    - Requires to be ST Signed to mark its blooming into a Beholder.

    The Boons of Yule

    Spoiler

    Mal Du Pays
    The Frost Mothers, they who hold the strongest and most potent of connections to the Altars and the lands of Skoldier may meditate and dream under the shining presence of the Beholder, their minds being showered and exposed to a deluge of ancient knowledge, visions and even messages from their faraway home and ancient kin, receiving them to an almost overwhelming degree for some of the youngest Mothers, causing their minds to sometimes unravel into fits of hysteria.

    Spoiler

    Mechanics
    - Should a Frost Mother rest or focus by the comforting side of a Beholder, then she will begin to enter a deep sleep as her mind momentarily departs from her body, allowing Frost Mothers to bear witness to Prophecies and visions.
    - This can be performed by any Frost Mother on her own, requiring her only to focus without distractions within an area of [10] meters near a Beholder.
    - For the duration of this ability, the Frost Mother’s physical body remains exposed and defenseless, should it be destroyed, the Frost Mother will be slain, following standard revival mechanics.

    - Mal Du Pays allows Frost Mothers to see prophecies, following the redlines of Prophecy Lore.
    - A Frost Mother will need to spend the appropriate time within the presence of a Beholder, simply stepping into its presence will not automatically bestow its effects, requiring the Mother to infact begin concentrating on connecting with the Beholder and by extension the Lands of Skjoldier to receive their visions.
    - For a Frost Mother to concentrate and thus make use of the ritual, she must not be in combat.
    - Mal Du Pays cannot be used as a way to metagame factually correct information of the actual lands of Skjoldier, Fjarriagua Lore or anything else in general.
    - The mental effects of Mal Du Pays to any Frost Mother is purely up to them to RP as they wish.


    Unshackled Esbat
    All Altars and Totems of the Fjarriagua bear an innate connection to each other, a metaphysical network of their shared duty to anchor the otherworldly presence of the Witches reaching back to the lands of Skjoldier, each one spreading their influence beyond the borders of their unholy birthplace to every corner of the mortal plain that they visit. With the Beholder acting as an absolute and potent empowerment of these connections within their given continent. A boon often used by the Fjarriagua themselves as a method of communing with their fellow kin and allies spread across the lands.

    Spoiler

    Mechanics
    - A Fjarriagua may rest or focus right by the side of a Beholder, allowing her to enter a deep sleep as her spirit begins to depart from her corporeal body, projecting itself onto any Altar or Totem within their given continent, allowing them to commune with fellow witches or those that dare work under them, materializing as a collection of ethereal ice and frost.
    - Alternatively, Fjarriagua may instead slumber by the side of any Witch Altar and or Forlorn Totem and project themselves exclusively on the Beholder.
    - This can be performed by any Fjarriagua on her own, requiring her only to focus without distractions within an area of [10] meters near a Beholder or Altar/Totem should a Beholder exist somewhere within the continent.
    - For the duration of this ability, the Fjarriagua’s physical body remains exposed and defenseless, requiring its player to place a sign mentioning their empty husk for as long as the ability is in use. Should the body be destroyed, the Fjarriagua will be slain, following standard revival mechanics.
    - Fjarriagua may only ever project themselves exclusively within the boundaries of the continent they currently inhabit.
    - The Projected Fjarriagua may take on any kind of form and voice that they wish, whether monstrous or animalistic in nature. Having complete creative freedom in how they present themselves as long as the form is made out of ice and frost, as well as not attempting to impersonate any already existing player controlled characters, living or dead. Unless given OOC consent by their player of course.

    - Should Unshackled Esbat be used with a Beholder then the Fjarriagua may project herself on any Altar or Totem within their Continent, if It's done from a Witch Altar or Forlorn Totem then she can only ever project herself upon a Beholder.
    - Fjarriagua may only project themselves to any given Altar/Beholder/Totem with OOC consent from the Altar’s/Beholder’s/Totem’s “Owner”.
    - There is no limit to the total amount of Fjarriagua able to project themselves onto an Altar, Totem or Beholder at any given moment.
    - The Projected form is fully incapable of interacting with the world physically in any way or form, being only able to speak and communicate with others. This includes the usage of  any magic or participation in rituals.
    - A Fjarriagua will need to be mechanically present within the Altar/Totem/Beholder she wishes to project herself onto, if she cannot mechanically reach said location, then she cannot project herself onto It.
    - Upon usage of this ability, the Fjarriagua’s player will need to leave behind a sign detailing the Witch’s slumbering physical body until they return back into It.
    - The Projected form may only ever wander [10] meters away from Its summoned Altar/Totem/Beholder, excluding walls and any such barriers.
    - Should the Beholder be destroyed, then any projected Fjarriagua will be banished back into their physical bodies, the same goes for any Altar or Totem they have are projecting themselves to or from.
    - One cannot metagame information with the usage of Unshackled Esbat without having directly talked to the projected Fjarriagua, or the individual they are projecting to.
    - This ritual cannot be used to uncover the location of unknown Altars, Totems or Beholders.
    - Non-Fjarriagua cannot make use of Unshackled Esbats.
    - ST may make use of Unshackled Esbat to have fellow Fjarriagua from beyond the continent or even Skjoldier itself to manifest and project themselves within the Beholder for any kind of reason should their call be answered by the Coven.

     

     

    Sisters of Blood
    Akin to a grand beacon, the Beholder is capable of pulsating Its wicked influence for all Fjarriagua to sense, taking on the role of a guide for the spirits of long since departed and slain Frost Witches, bidding them to return back to their grieving kin, if only for a moment. Soothing the weeping souls of their slain sisters with an unnatural clarity of mind, so that they may commune once more and at last discuss without the intervention of a Frost Mother.

    Spoiler

    Mechanics
    - A group of two Fjarriagua may come forth to a Beholder and begin beseeching one of their slain kin - whether it be Soft-PKed or Hard-PKed Fjarriagua - and call them towards the pull of the Beholder from wherever their spirit may linger, allowing them to commune with each other for a short time.
    - The [2] Fjarriagua will be required to know the name of the slain Soft/Hard-PKed Witch in order to be able to begin being able to summon them forth
    - The summoned Frost Witch will manifest herself as a collection of ethereal ice and frost, following the same redlines as ‘Unshackled Esbat’.

    - In the case of the PKed Frost Witches, the original roleplayer of the summoned individual must reprise their role for the ritual.
    - The summoned Frost Witch must infact be PKed for this ritual to be made possible, whether it be Soft-PKed or Hard-PKed.
    - The PK’d player must consent OOCly and ICly for the communion to transpire.
    - A character cannot directly interact with a PKed Fjarriagua if they both share the same player.
    - Magics, Feats or anything of that nature cannot be taught through communion.
    - The communed Frost Witch cannot recall actions that led to her death.
    - When summoned, a Fjarriagua may manifest as a spectral force composed of a collection of flakes of ice and snow.
    - A PK’d persona can only be contacted once a narrative month.
    - Summonable Hard PKed Fjarriaguas exclude ones that were slain from suffering the complete obliteration, displacement and or erasure of their soul.
    - This ritual cannot be used in any way or form to make a Hard-PKed witch capable of revival.
    - Cannot be used to summon slain Fjarriagua Lore-Figures.

     

     

     

    PURPOSE:
    The main star of today’s show; The Beholder, a mechanic that was infact fully thought out and developed all the way back since late February, that I was a bit too lazy to properly finish writing out until now..!
    They are in essence a ‘goal’  for well established witch covens to strive for, requiring you to maintain a weak little Totem for up to a week as it is fully exposed and visible to any travelers, hunters, Holy Mages or even rivals creatures of the dark perhaps! Thus hopefully resulting in an interesting way to create conflict and rewarding those that pursue such a path.

    The rewards of course being purely flavourful rituals in nature that offer no combative boons. This is not to be mistaken as adding new and interesting rituals only to lock them away behind risky mechanics, rather just making the Forlorn Totems themselves have more depth that is unique to them alone, the Witch Altars will have their time soon enough.
    Now as for each of the mentioned rituals:

    Mal Du Pays
    The simplest of all the three, for the costs and ever-present risks of creating a Beholder, the coven’s Mothers are rewarded with being able to peer into Prophecies, something that very much thematically fits them.


    Unshackled Esbat
    Non-Metagaming-Communication-based mechanics are everyone’s favorites! And with this ritual allowing for a safe and reliable method of communication between all covens, thus benefiting all Fjarriagua, I hoped that the creation and maintenance of a Beholder would act as something that would unite and promote cooperation with any future splintered covens instead of acting as causes for greedy infighting for who gets to “control it”.

    The Fjarrigua after all are one of the few (if not only) Dark CAs that despite being one of the most unambiguously evil in mentality, hold an interestingly strong thematic focus on teamwork and cooperation with their fellow coven members, doubly so in the case of Frost Mothers.
    This ritual wishes to further cement and develop this unique theme of theirs.


    Sisters of Blood
    In current lore, it is already allowed for a Frost Mother to commune with a Soft-PKed Fjarriagua and as well as there being no mention of naturally Hard-PKed Witches suffering any “obliteration of the soul” kind of things, thus I believe there is no such an issue here with the Beholders being able to achieve such a feat, including this rituals being  a common one within various other Magicks, such as Necromancy and Shamanism.


     

    Part Three: Quality of Death

    OLD LORE:

    Spoiler

    Witch Death and Resurrection

     

    As the Fjarriagua are wicked creatures which the Monks of the Cloud Temple refuse to bring back, should the Witch perish, her soul will be pulled back to their Coven’s Altar instead. Once her soul has reached the Altar, the power of the Altar will cause nearby precipitation to father, creating a large fractal of ice nearby the Altar from which the Witch will emerge.

     

    However, when a Fjarriagua is burnt alive, her soul is completely ripped from the Material Realm, sustained only by her seething hatred and will, requiring that only the direct intervention of her Mother and sisters can bring her back. While within this state, the Witch is reduced to a phantasmal state, yet far weaker than any ghost or spectre, as she cannot interact with the realm around her whatsoever, not even to speak. The only way she may alert her sisters to her presence is by returning directly to the Altar and calling out for mercy. The Mother of that Coven will then be drawn to the Altar, hearing the Witch’s faint cries for help. She may then perform the Sabbath of Resurrection along with her daughters in order to bring back the fallen Witch.
     

    Spoiler

    Mechanics
    - When a Witch dies by regular means (stabbing, bleeding, etc), she will melt away or crumble into ice, her Soul being pulled back to the Altar in her respective Coven. Once she has reached the Altar, she will dematerialize from the ice and precipitation around the Altar, leaving her within her Banshee form and unable to cast Witch Magic for a total of one OOC day, save disguises. They have no recollection of the events leading up to their death, and while they mechanically respawn at CT, it is implied in roleplay that a Witch respawns directly at the Altar.  
    - When a Witch is burnt alive, the Fjarriagua will not respawn at the Altar. Instead, they will be reduced to a pale white phantasm which lingers around the Altar, unable to re-materialize or interact with the world around them. They may speak, but in a very soft tone, very hard to hear. She may only be seen by Mothers in this state. In order to be brought back in this state, the Witch’s Coven must perform the Sabbath of Resurrection; the dead Witch will enter the cursed ice, before breaking free, revealing her in her Banshee Form. When revived by this method, a Witch will be unable to cast for up to two OOC days, save disguises.

     

    - If a Witch burns to death, they can only be brought back through the Ritual of Resurrection. This includes voidal fire and dragonsflame.
    - A Witch may only be brought back through the Altar should she be apart of a Coven, should a Witch not belong to a Coven she will have no Altar to be reborn from.  

    - During the period of a phantasm, a Witch may not interact with any non-Witches and they have no other powers or abilities that may pertain to other spectres or ghosts.  

    - Witch Deaths from suicide or starvation still adhere to PK rules and cannot be revived.  

    - Fjarriagua do not recall the circumstances of their death.

     


     

    NEW LORE:

    Spoiler

    Witch Death and Resurrection

     

    As the Fjarriagua are wicked creatures which the Monks of the Cloud Temple refuse to bring back, should the Witch perish, her soul will be pulled back to one of their Coven’s Altar/Totem/Beholder depending on their choice instead. Once her soul has reached any one of these unholy structures, Its power will cause nearby precipitation to father, creating a large fractal of ice nearby the chosen Altar/Totem/Beholder from which the Witch will emerge.

     

    However, when a Fjarriagua is burnt alive, her soul is completely ripped from the Material Realm, sustained only by her seething hatred and will, requiring that only the direct intervention of her Mother and sisters can bring her back. While within this state, the Witch is reduced to a phantasmal state, yet far weaker than any ghost or spectre, as she cannot interact with the realm around her whatsoever, not even to speak. The only way she may alert her sisters to her presence is by returning directly to an Altar exclusively and calling out for mercy. The Mother of that Coven will then be drawn to the Altar, hearing the Witch’s faint cries for help. She may then perform the Sabbath of Resurrection along with her daughters in order to bring back the fallen Witch.
     

    Spoiler

    Mechanics
    - When a Witch dies by regular means (stabbing, bleeding, etc), she will melt away or crumble into ice, her Soul being pulled back to one of the Altars, Totems or Beholders of her respective Coven. Once she has reached the chosen structure, she will dematerialize from the ice and precipitation around It, leaving her within her Banshee form and unable to cast Witch Magic for a total of one OOC day, save disguises. They have no recollection of the events leading up to their death, and while they mechanically respawn at CT, it is implied in roleplay that a Witch respawns directly at the Altar.  
    - When a Witch is burnt alive, the Fjarriagua will not respawn at the Altar. Instead, they will be reduced to a pale white phantasm which lingers around the Altar, unable to re-materialize or interact with the world around them. They may speak, but in a very soft tone, very hard to hear. She may only be seen by Mothers in this state. In order to be brought back in this state, the Witch’s Coven must perform the Sabbath of Resurrection; the dead Witch will enter the cursed ice, before breaking free, revealing her in her Banshee Form. When revived by this method, a Witch will be unable to cast for up to two OOC days, save disguises.

     

    - If a Witch burns to death, they can only be brought back through the Ritual of Resurrection. This includes voidal fire and dragonsflame.
    - A Witch may only be brought back through the Altar/Totem/Beholder should she be part of a Coven, should a Witch not belong to a Coven she will have no such structure to be reborn from.  

    - During the period of a phantasm, a Witch may not interact with any non-Witches and they have no other powers or abilities that may pertain to other spectres or ghosts.  

    - Witch Deaths from suicide or starvation still adhere to PK rules and cannot be revived.  

    - Fjarriagua do not recall the circumstances of their death.

     

     

    PURPOSE:
    Just some pre-emptive clean up to avoid conflicting lore bits should the amendment be accepted and just  to be further clear:
    For non-Soft-PKing deaths, a witch will be automatically revived in a Witch Altar, Forlorn Totem or Beholder of their respective coven. For Soft-PKing deaths only a Witch Altar can revive them with the usage of the “Sabbath of Resurrection”.
    A simple decision to give the Forlorn Totems more overall importance as easier to hide “backup altars”, all the while still making it clear that a Coven without a Witch Altar will still be in constant grave risk of being wiped out in its entirety should they be so unfortunate.



     

    CREDITS
    Writing by Agy (I also wrote this!)
    Editing and mental support from Diogen!
    Music by Studio Thumpy Puppy
    Art in order of appearance by: Jana Heidersdorf, Maéna Paillet and Stephanie Law
     

    CHANGELOG
    Nothing yet…!

     

  3. 6 minutes ago, BenVader said:

    Yeah but it's gonna be swapped for a CA it's not gonna be allowed as an FA it'll take up magic slots 

    Not exactly sure what you are talking about.?
    When a Jokul is properly cursed into becoming a Fjarriagua (As long as they meet the criteria needed to become one) they will be forced to abandoned their Jokul FA (Which takes up ZERO Magic slots) as it is replaced by the Fjarriagua CA (Which takes up Three Magic Slots).

     

     

  4. 8 hours ago, BenVader said:

    How many magic slots will they have?

     

    It's a FA (Aka a 'Feat') those do not take up any magic slots.
    Although due to its rather special nature it does lock you out of some magics as is stated in It, but yeah, It takes up no Magic Slots.

  5. On 3/22/2024 at 6:00 PM, Proddy said:

    Whilst I think the Sprite half of this is cool because it ties into their actual lore (and gives purpose and direction to a very presently purposeless CA) I just don't think it fits for Fjarriagua to be pact bargainers.

    Within the seemingly extremely outdated wiki of the Fjarriagua, there is the ever consistent mention of one gaining a "Witch's Favour"
    > However, Fjarriauga are not entirely a plague. Some bold men and women may earn a witch’s favor if they are clever and strong enough. The ageless Fjarriauga prove to be powerful and wise allies. Many tales in old Skjoldier were told of conquering heroes who enlisted the aid of a powerful coven. Subterfuge and seduction, the trades of the Fjarriauga, proved immensely useful in whittling down the barbarian hordes of Skjoldier warlords.

     

    Which very much is repeated countless times within said old lore, infact seeming to be a very core trait of what I believe once was a rather "Dark Grey/Neutral" CA as opposed to the kinda most objectively evil CA left around that it is today. And as I mentioned within the post itself, this idea of "Favours" is still very much prevalent, although as is to be expected of the current lore; It was entirely ignored from being properly implemented as a mechanic.

    Long story short; It is infact already part of their lore.

     

    And truth be told; even if that wasn't the case, I do strongly believe that the Lore and Themes of Fjarriagua are deeply underdeveloped and outdated (Like for example needing to wait 9 irl years just to finally have Wyrvun be stated to be their creator in his own lore) despite being one of the oldest still existing Dark CAs within the server. There should be attempts being made for them and their oddly unique story to actually grow beyond this seemingly decade-long stagnancy of theirs.

     

    On 3/22/2024 at 6:00 PM, Proddy said:

    I realize the mantra of Frost Witches to be men-hating cannibals is a little bit outdated (and hugely uninspired) by now but I'm uncertain if this is really the direction they need either. A pact magic for a dark CA fits way more with Naztherak/playable Inferi and yet I've never seen them make an attempt at such an amendment. 

    And yes, you would be right. But at the same time both the Naztherak and the Fjarriagua both have "Witchcraft" as one of their core concepts, with the difference that the FW are more related in the concept of "Witch/Vile Banshee of the woods" while the Naz are the ever-beloved demon worshipers, which 100% goes hand in hand with Witchcraft while being its own entirely different and unique thing. And yes, It would make sense for both of them to have such a mechanic, Its kinda unavoidable for there to be overlap between them.

     

    Although, the Naz do have their whole rather wonderfully made system of boons and banes as a method of creating deals with people..?

     

    And well, if we want to get technical, from what I've seen, the "Pacting" themes of the Naz are in terms of selling off their soul to actual dealmakers to be bestowed boons and strength. Not as actually being 'dealmakers' themselves, like Sprites and Djinns are and nowhere close to the "Witch's Favour" mechanics that already exist in the current lore of the Fjarriagua and have existed for many years before the current versions of the Fjarriagua or the Naz's lore were even written.

     

    On 3/22/2024 at 6:00 PM, Proddy said:

    And if we open up a lore piece that's thematically unrelated to pact bargaining, doesn't it just open Pandora's box to every dark CA justifying the existence of pact magic within their own respective niche? If Frost Witches can have it, why can't Necromancers? Or Mystics? 

    And yeah, that is a good point. Binding deals with dark and ruinous powers that always come back to bite you is after all one of the most well known story beats in various well known tales.

     

    My guess as to why that wouldn't happen is due to the fact that its usually a very specific kind of 'magic', just because you are evil or magical doesn't mean you get magic soul-binding Pacts. The Sprites (Fey), Fjarriagua (Witches) and Djinns (Jennies) all are based upon the most well known kinds of deal-makers, whether evil or good. With their actual lore supporting this kind of thing as a rather core part of their identity.

    A necromancer/azdrazi by comparison doesn't really have much in comparison to excuse them having such an ability other than it being "pretty neat to have".

  6. Just now, Werew0lf said:

    so ur now trying to steal our lingo 

     

    the ZU will not stand for this

     

    im an ST and I will ensure this is denied due to being on a power trip. only Demi-djinn can make contracts. do you hear???? Any other magic with this ability will go down!

    Damn I've been found out for my nefarious schemes, but consider:
    What if we make a deal to not have that happen?

     

    I'll give onto you a 'Playmobil; The Tower of  the Wizard [70754] set' in exchange to get the lore approved. What say you?

  7. Just now, NightcastorKitty said:

    Some of the sprite description has sprites referred too as 'she'. It's a bit to much of a copy-paste, dear. 1f602.png

     

    (But seriously, last sentence of yellow, 'the Sprite may shatter that pact, causing to drop into a horrible bout of depression herself') 

    DAMN IT! I tried really hard to make sure I had found all of them >:[
    (Thank you very much!!)

  8. - VOLUME NULL: INTERMISSION -
    Sprite & Fjarriagua Addition: Seasoned Dealmakers

    Spoiler

    Welcome back to this weird show!
    Now including our guest for today's episode: The Sprites!!!

     

    dvcXMAnW4dP3kQUZMNGKEqxrKZI__aNM7hg03f0gcRZU6fwrVp5GoADrAuUumxFSOmcccJ_nV1deDtAO7QIHoRR5Rnmc2gZwz9muLjl5B3QEttmrkayNijZYyYaduJ7qTKIt2KDEL20bon8XoUZHrl8

    Part One: A DEAL TO BIND DESTINY

    PACTING

    N3sJnsRpr0wZattis-k6zAzibNC-sqVKUo9R2DEW

    [Non-Combat]

    Whether out of gain, or out of sheer desperation after being exposed, the Fjarriagua may pact with those not of their kin, spreading a portion of their Mark directly onto a soul-bearing individual, where a bruise-like, frostbitten area forms on it. The pattern of that mark representing the Fjarriagua that one has pacted with and is fully customizable by the Witch. Some may inhibit the symbol of an eye for example, as if tattooed on their hand, although its ‘ink’ being frostbite, while others may merely have a bruise on their hand.

    Spoiler

    Mechanics
    A deal, they make, one to benefit both ends. Such as a simple one where, for example, the Fjarriagua’s required to slay someone, in return for having certain material and objects granted. Or a way for the Fjarriagua to keep her identity hidden, upon one finding her true nature out, but these are but a few amongst a virtually endless list of pacts that can be formed.

    Requiring [3] emotes to conclude the formation of a pact, as the Witch and the soon to be pacted individual shake hands. The person pacted with, may not pull away from the handshake, lest it interrupt the spell, canceling it and requiring the Fjarriagua to cast it again from the ground up. During this pact, the person is rendered unable to speak of the Fjarriagua and her kin to outside ears, their minds both shifted in a way where they begin to obsess over the pact itself. What may be a benign - constantly thinking of completing the pact - situation, can soon turn into utter and all-consuming obsession, spiraling even into an unrestrained insanity to achieve the Pact’s requirements should it take too long. Additionally, any rules and parameters of the agreed upon deal, will manifest as a mental lock, making it impossible for one to ever break the agreed upon rules of the Pact. Not even the Fjarriagua is exempt from this.     

    Should a Fjarriagua wish it, she may additionally apply upon the pacted individual a Frost Curse of her choosing - where their target is required to complete their end of the deal, or - should all fail - wait for the pact to be shattered by the Fjarriagua for that Curse’s effects to dissipate.

    Although, should the pact take too long to complete, and it is unlikely for either party to complete it, the Fjarriagua may shatter that pact - to a great detriment to whichever party was unable to complete the pact. Causing their mental health to deteriorate to major depression and even bouts of hysteria for the span of [1] OOC Week. This means, should the Fjarriagua be unable to complete her deal, while the pacted completed their side of it, the Fjarriagua may shatter that pact, causing to drop into a horrible bout of depression herself, while the person pacted with remain unaffected, due to completing their pact, now free from its chains. Upon the completion of the Pact, the person is drawn into a vow of silence, unable to speak about anything they may know about the Fjarriagua, their nature, and those who are one of them. After the completion of the pact, that vow of silence is extended to [1] OOC week, which afterwards they may freely speak of the Fjarriagua.

    -Pacting must be OOC consented, including the optional Curse.
    -Pacts can only ever be formed with soul-bearing individuals with organic bodies, this includes the various beastmen races and even more 'magical' entities such as the Undead and Nephelim, but never fellow Fjarriagua.
    -There exists no limitation in terms of complexity for these pacts and can be as specific, long-lived and impactful as the Witch wishes them to be, as long as the pacted individual consents to OOCly.
    -Should they take too long to complete the pact, whoever has not met their end of the deal begins to grow obsessive over the situation, gradually progressing into a state of utter insanity until completed. This affects the Fjarriagua as well.
    -The pacted person cannot speak, write nor describe the Fjarriagua and their kin, as they feel something within them lock up should they attempt. This includes any additional agreed upon rules or parameters of the Pact. There exists no method, physical or magical, to bypass this lock, other than the conclusion of the pact.
    -Should a Fjarriagua wish to Frost Curse the target throughout the duration of the whole Pact, this must also be OOC consented, and heavily advised for the Fjarriagua to take a full-screen screenshot or documentation, as once consent is provided, it can no longer be revoked during the pact.
    - The Mark born of the pact does not actively harm or inconvenience the individual in any way, suffering no ailments and being purely visual in nature.
    - When adding a Frost Curse, the mark of the Curse is to be a part of the Mark representing the Pact.
    - Should a Frost Curse be added, it follows the redlines of Frost Curses, although it can never be removed by any means other than the conclusion of the agreed upon Pact.
    - The Mark representing the Pact is fully freeform in Its appearance although for more ‘intense’ creative choices such as over the top size or ‘vandalism’ of one’s appearance, OOC consent will be needed.
    -The pact must not be of any sexual nor romantic nature, nor can the pact include having the Fjarriagua do or say anything that may harm her kin, whether directly or indirectly.
    -Upon the completion of the pact, the person pacted with will forget everything related to the pact, and the specific Fjarriagua, as well as all information shared about her kin during the pact. Although, the emotions - whether positive or negative - related to the Fjarriagua will remain, oddly seeing the witch in a positive or negative light, or harboring feelings such as resentment, fear, with no particular reason as to why, that they can never hope to explain.
    - There is no limit to how many individuals a Fjarriagua can pact with at any given moment, although the effects shattering multiple pacts at once will result in the bouts of depression stacking upon each other, driving the witch into ever deeper pits of despair.
    - While a Fjarriagua is incapable of forming multiple pacts with the same person, they may decide to end a given pact with the instant formation of a new one. This too, requires OOC consent
    - The only way for the Pacted individual to ever get rid of their Pact, is by the Witch herself or the completion of the deal’s requirements. There exists no other method, physical or magical, not even slaying the Witch herself will work, with the exclusion of the event of the Fjarriagua being Hard-PKed or indefinitely shelved.

    PURPOSE:
    qsC7Oj7pQRsEypjuUXNMgs6k3Mkzhj7vSt3FBhJW6TOYGDk6b8SbmLiApb-ZoaM0HWHg-GiFQ7SwYfD5kluMMgesG6vCRh3Bf1P6jeyLGa_q1iGLcdpsTlfLuMz0lPwSlyCtLwvQcj6As6vtqgykWug
    Presented here is a peculiar line from the "Mental State" section of the current lore of the Fjarriagua, something which is only spoken of once and never again repeated or showcased within the CA's abilities. Which is a bit of a shame as the creation of pacts and deals has been a staple of older variations of Fjarriagua lore but also 'Witches' in general.

    So once more carrying over this mechanic from the recently denied rewrite (Which the LT seemed to specifically have no issues with this ability, yippee!!!), added a few clarifications and redlines, general polish as well as the addition of a mechanic to enforce any agreed upon"rules" of the Pact other than just their objectives to allow for more complex and interesting deals. (Which again require OOC consent).

    Lastly in the matters of "Frost Curses" due to the fact that the Frost Curse amendment has yet to be reviewed by the looks of it, some details may get a bit muddy between the two, but otherwise I think it nevertheless has no issue in regards to that. (Yes, it's for both Greater and Lessers Curses, they do after all also need OOC consent)


     

     

    Part Two: THE NATURE OF THE DEAL

    An Innocent Bargain

    tumblr_pzbj62Nwog1x4agglo2_r1_1280.jpg

    “It only takes a single fateful decision for one to lose everything and for another to gain everything” 

    A wondrous artform honed and perfected by the Sprites over their long stay within the realm of the descendants, one that they have become all too popular and notorious as a result of. Using their unique abilities to forge a link between them and a willingly chosen individual, so that they may enter the ever mythical realm of bargaining, allowing the mischievous Sprite and a chosen and perhaps naive individual to form what is to become a deal between the both of them, a deal like no other.

    A Sprite’s bargain is never to be underestimated, for its powers and effects can alter the course of one’s future, but nevertheless its aim is to benefit both ends. Such as a simple one where, for example, an exchange of materials, knowledge and or specific objects, or for the completion of certain services to one another. These are but a few amongst a virtually endless list of various bargains that can be formed.

    The process of creating such a bargain is simple in nature;
    Requiring a Sprite and a chosen soul-bearing individual to willingly strike a bargain between the two of them - no matter how grand or simple in nature - concluding with the two engaging in a joined handshake, requiring 3 emotes to conclude the formation of the Bargain. During this, the person bargained with, may not pull away from the handshake, lest they interrupt it, thus canceling it and requiring the Sprite to reattempt once again from the start.

    During these 3 emotes, an odd plantlike ring will begin to grow upon the flesh of one of the fingers of both the Sprite and the bargained individual, harmlessly growing roots within it, being impossible to remove by most if not all means as it will always regrow itself back together, or simply grow in a different finger or part of the body. Its appearance, texture and colouration are custom-made to represent the Sprite behind this bargain.

    With the formation of the ring, It will begin to slowly yet steadily instill an obsession over the bargain made. What may be a gentle yet everconstant thinking of completing the bargain, can really quickly develop into an utter obsession, spiraling even into insanity should it take too long. This applies to any rules or boundaries of the agreed upon deal, creating a mental lock, making it impossible for them to ever will themselves to breaking the agreed upon rules of the Bargain. One that affects both the Sprite and the chosen individual.

    Should the worst come and one or both parties fail to meet the requirements of their agreed upon deal, the Sprite alone has the power to conclusively end the bargain in its entirety at any moment, although to a great detriment to whichever party was unable to complete the bargain. Causing their mental health to deteriorate to major depression and even bouts of hysteria for the span of [1] OOC Week. This means, should the Sprite be the one unable to complete their deal, while the one they bargained with completed their side of it, the Sprite may shatter that pact, causing It to drop into a horrible bout of depression Itself, while the person bargained with remains unaffected, due to completing their pact, now free from its chains.  

    - An Innocent Bargain must be OOC consented between the Sprite’s Player and the Bargained’s Player.
    -Pacts can only ever be formed with soul-bearing individuals with organic bodies, this includes the various beastmen races and even more 'magical' entities such as the Undead and Nephelim, as well as fellow Sprites.
    - There exists no limitation in terms of complexity for these bargains and can be as specific, long-lived and impactful as the Sprite wishes them to be, as long as the bargained individual consents to OOCly.
    - Should they take too long to complete the bargain, whoever has not met their end of the deal begins to grow obsessive over the situation, gradually progressing into a state of utter insanity until completed. This affects the Sprite as well.
    - Any agreed upon rules or parameters of the bargain will manifest as a mental lock for both the Sprite and the Bargained individual, making them physically and mentally incapable of breaking the rules of the bargain until its conclusion.
    - The pact must not be of any sexual nor romantic nature.
    - Should one attempt to claw away at the ring to remove it, or alternatively completely severing the finger it was grown around, will result in the ring simply being regrown in another finger.
    - Should the bargained individual completely lack any hands/fingers or is wearing  prosthetics, the ‘ring’ may in turn be grown around one’s body akin to a tattoo, the location being decided by the Sprite.
    - The ring causes no physical pain or discomfort upon the individual being purely visual in nature.
    - The ring is fully freeform in Its appearance and may include details such as small flowers or plants in general, although for more ‘intense’ creative choices such as over the top size or ‘vandalism’ of one’s appearance, OOC consent will be needed.
    - There is no limit to how many individuals a Sprite can enter a bargain with at any given moment.
    - While a Sprite is incapable of forming multiple bargains with the same person, they may decide to end a given bargain with the instant formation of a new one. This too, requires OOC consent.
    - The only way for the individual that agreed to the Bargained to ever be freed from it, is by the Sprite Itself or the completion of the bargain’s requirements. There exists no other method, physical or magical, not even slaying the Sprite Itself will work, with the exclusion of the event of the Sprite being PKed or indefinitely Shelved.

     

    PURPOSE:
    b54w9c_N8j9-Jx3DE6TejB9Ti6Wtt5fNtIJBtk2M1R4Pgv1_SXOHlkDlJZayOHaSZbjmJXbITEkMBUSGyHyE_z_8YoI552EjJDlItNeV2FDRxyUwgrePrrr8L4yC4L6LWSeX7lLxCwNzN8xFkgyNpEY
    This is but ONE of the many, many mentions of Sprites being not only capable but actively encouraged to strike deals and bargain with people for all sorts of things. For something that is pretty much core to the identity of this CA as well as the concept of the 'Fey/Fae' in media in general, It is quite the extremely odd thing that they lack such a mechanic to begin with, as things stand the only 'proper' ability they have in place regarding "Bargain-Making" is in regards to being able to produce useful alchemy-based reagents for various potions, which is a bit too niche and rather simple in nature to ever act as a 'consistent' source of individuals one would wish to bargain with.

    This here additions feels like the easiest and most simple way to help out what is otherwise quite the deeply struggling CA and I am sure this could lead to all sorts of wonderful RP opportunities for them and ones that interacts with them. I wish them the best of luck! : >

     

    PURPOSE

    AKA; 'Why the double post?'
    The simple answer is that I wanted to give the Sprites a little bit of an amendment as well, they are after all a pretty one of the very few inherently magical CAs left in the server.
    And additionally "Pacting" was going to be added as an amendment in the second batch of these silly FW amendments of mine, so I decided to just post it pre-emptively for them.

    As for why they are both in the same post; they are pretty much a copy paste of each other in terms of mechanics.  It would feel more weird if I posted them separately, if one gets accepted then of course and the other is also getting accepted.

    Lastly, as opposed to the boundless brainrot of the Fjarriagua that infests my brain-jar, my knowledge on Sprite and Druid lore in general is far more limited, so I unfortunately couldn't get all too unique and creative with the Sprite's capabilities and magical nature, although I would be happy for anyone to build upon this should it ever get accepted!

    [NOTE: This post is not to be treated as a "all or nothing" kind of lore-piece,
    I wouldn't want either CA to be robbed of the ability because of the other not fitting some criteria.]

    CREDITS

    Writing by Agy (That's me!)

    Music by Jonah Senzel

     Art in order of appearance by: San'OK, [UNKNOWN] and Ida Rentoul Outhwaite
    Mechanics borrowed (With permission to also apply to Sprite lore) by Diogen's Fjarriagua Rewrite

    Spoiler

     

     

    CHANGELOG

    21/3/2024
    I fixed that one typo..!

    4/5/2024
    Found an accidental contradiction of whether Fjarriagua could pact with one-another; they cannot.


     

  9. 2 minutes ago, rukio said:

    Most every healing spell has an emote requirement currently to my knowledge, regardless of if it is used in combat or not.

    Oh, I wasn't telling you to remove its emote count in their totality, rather to just decrease it from being an amount as high as '6 whole emotes' since that will absolutely get mindnumbingly boring and banal to the person casting this spell.
     

    8 minutes ago, rukio said:

    I would say that Heralds should only be able to positively affect heralds (They have a spell for Ordained that allow them to heal other heralds) + azdrazi and not outsiders, making their spells already niche and making this spell fit that direction they're intended for. Emotes for healing spells should be long, else they end up abused in my opinion. I would be fine with making it a combat spell if that community wants that, but since you need full focus to cast it, I don't think you should be able to do it mid fight, i.e. when you're being attacked, which is how I view the difference between combat vs non-combat. 

    And now that you bring it up, why are you making an entirely new spell for what is otherwise a copy-paste of 'Dovra-kul' but that instead is specifically for Azdrazi? Why not just amend that spell so that it may be for both Heralds and Adzrazi as well and any other new things you added here, such as the herald casting the spell keeping a scars of the wound they heal?

  10. 43 minutes ago, rukio said:

    -The emotes required for Renuz are 1 emote of focusing on the Azdrazi’s injury and displaying a tell, 1 of the word being spoken and embers shrouding the wound in ash, 1-4 emote of mending the wound depending on severity/depth, and 1 emote of the mark being left on the Ordained Herald’s body.

    -Minor wounds such as small cuts which bleed but don’t reach muscle may be treated with four emotes. Moderate wounds that cause bleeding or puncturing wounds may be treated with five emotes. Wounds such as deep gashes across the body that aren’t fatal but cause significant blood loss will require six emotes.


    If the ability is exclusively for outside of combat and thus 'emote counts' don't really have any substantial point, what exactly is the reasoning behind making the emotes this overly long? Especially when taking into account the rather 'niche' requirements of it being able to heal only Azdrazi and nobody else.

  11. MC Name: Agytha

     

    Discord: Agyrn

     

    Image: 

     

    Description of Image: Large enormous artwork showcasing an odd gathering of ethereal feminine entities near the remains of a once grand keep.

     

    Dimensions: 4 wide 2 high (total of 8 pictures)

  12. Just now, ReveredOwl said:

    If you can grow ice spikes upwards under somebody with a 2 block height, does that not mean you can just completely skewer someone? Same with the 1 block height, their legs are completely skewered

    Correct! Although to achieve something like that would be really hard since it actually requires you to be able to strike someone's feet, which they are given an entire emote to avoid by something as simple moving one's foot to the side, same goes with hands before the spike has a chance to burst forth.

    But in any case, that's kinda the core point of the ability itself no matter what redlines are added. No matter what part of someone you manage to strike with this ability, it will end with them being skewered (thus the kebab jokes), the amendment does not add or change that fact at all, for the exact same can still happen within the current lore even if the spike does grow slower.

  13. - VOLUME ONE: The Dreamer's Reawakening -
    Fjarriagua Amendment: Ice Spike Buffet

    Spoiler

    Time to face my sinful past and actually deal with this spell at last...

     

     

    Untitled_Artwork+376.jpg?format=1000w
    Part Null: THE KEBAB MAKER'S INSTRUMENT

     

    OLD LORE:
     

    Spoiler

    Ice Spikes - [Combat] [4] 

     Witches may conjure spikes of ice which shoot up from the ground, either vertically or diagonally, in the span of four emotes total [1 connect + 3 control]. These spikes tend to be no longer than 1.5 meters in length, adding 0.5 meters per emote . The spikes can span for up to five meters in front of the Witch, though no more than one meter in width. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for seven meters.

      Hide contents

    - These spikes are not capable of penetrating armor, though they may possibly be forced through gaps or penetrate leather.

    - Ice Spikes may never rise from the ground instantly and will only progressively rise over the span of their emote count.

    - The Ice of the Ice Spikes has the durability and coldness of mundane ice, melting to fire just like ice would.

    - Witches may work together to grow the same Ice Spike, allowing each one to grow a specific Ice Spike by 0.5 meters until it may reach its maximum length of 1.5 meters

    - The spikes need to remain connected to the surface they sprouted from in order for them to grow further. 

    - A spike cannot change direction as it grows or have a new one sprout directly from it, rather having to stick to the direction that they were conjured to follow.

     

    NEW LORE:

    Spoiler

    Ice Spikes - [Combat] [3-4] 
    In the span of [3] emotes (1 Connection + 2 Control), the Fjarriagua may conjure forth spikes of ice which shoot up from the ground, either vertically or diagonally. These spikes tend to be no longer than [2] meters in length, steadily growing [1] meter over the course of an emote,This may only be used on spikes grown only in a single block.

    Alternatively, the spikes can span for up to [5] meters in front of and around the Witch, as a field of many spikes though no more than one [1] meter in width each. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for [7] meters from the Witch casting It.

    The Ice Spikes, due to their sheer size, are more akin to stone in durability, requiring [2] physical strikes to destroy through harsh strikes or mundane/alchemical fire. In the case of Dragonsflame, voidally conjured Fire or blunt weaponry such as maces and warhammers, then the spikes will shatter in [1] strike.

      Hide contents

    - Ice Spikes smoothly grows in a single direction, in a slower manner slow enough to allow someone to react by [1] meter per emote.
    - Only Ice Spikes that take up a single block in size can be conjured outside the [5] meter range, instead following the standard casting range of the Witch's Tier
    - When being grown in a line, the spikes begin to form in a straight line from the witch casting this spell to her targeted location, being able to extend for up to [7] meters in any direction from her.

    -The Ice Spikes must infact take on the appearance of a spike and cover an entire block in width at most.
    -They take [2] major actions to destroy, either through harsh attacks or flames of any type. Voidally Conjured, Dragonsflame or blunt weaponry such as maces on the other hand, merely take [1] strike to destroy them.
    -These spikes are not capable of penetrating armor, though they may possibly be forced through gaps or penetrate leather. Armored people, on the other hand, will suffer heavy bruising when being struck with winded up spikes.
    -
    The spikes cannot change direction as it grows or have a new one sprout directly from it, rather having to stick to the direction that they were conjured to follow. They may be grown from any solid surface, vertically from the floor, horizontally from a wall, or grown downwards from a ceiling.
    -The Fjarriagua is required to have direct line of sight for the specific area in which the ice spikes are about to grow, this is to say that she may not grow spikes in areas obstructed by closed doors or solid walls. This does not include momentary obstructions such as other individuals standing in the way
    -Should a spike have penetrated someone's flesh, it may continue to slowly grow to total of 2 meters as long as the witch puts the required emotes to grow it further. This can never be used to make said spikes grow beyond their maximum length.
    -The tip of an Ice Spike, whether used offensively or defensively, has the same diameter and shape as of a spear's own tip. That is to say that in the instance of being impaled by Spikes with an entire meter in diameter, when being impaled by one it will be akin to being impaled by a mundane spear.
    -Any Ice Spike that is broken or cut off from its base, will be impossible for the witch to grow further.

     

     

    PURPOSE:

    Ice spikes are in truth a rather complicated ability that possesses many, many uses, unfortunately their current state of general vagueness and lack of proper redlines do have a tendency of giving rise to many issues when being used out in the field. This amendment seeks to explain and solidify these mechanics as much as it can.

    As well as change certain traits of the ability, such as the durability of Ice Spikes has been increased to that of stone as opposed to mundane ice, as the topic of "How dense is ice" is a always the question asked upon usage of this spell and usually ends with the other person entirely ignoring the spikes' lethality.
    Additionally the total range of the spikes has been increased to that of 2 meters, with 1 meter per emote. This was done since in the current lore you would need to spend 3 whole emotes to create a 1.5 meter long single barrier that can be knocked out with a single strike, this would finally allow for more defensive usages of the ability all the while not being impenetrable walls as they can still be destroyed with ease if wielding a blunt weapon.

     

    AFTERWORD
    With all that said, this should be the last of this batch of amendments for the time being! Expect no more of them being written by me for the forseeable future.
     

    CREDITS

    Writing by Agy (That's me!)

    Music by Evelyn Lark

     Art by Elin Manon
    Mechanics borrowed by Diogen's Fjarriagua Rewrite

    Spoiler

     

     

     

    CHANGELOG

    28/3/2024
    - Clarified some details regarding the durability of Ice Spikes
     

    30/3/2024
    Very much dodged a bullet there. Personal error of mine in dearly misunderstanding the mechanics of the current Iteration of Ice Spikes to its finer details and functions. The amendment should better retain the currently accepted mechanics and the general nature of this ability;
    -Defensive/Offensive Spikes have been scrapped as a concept, being replaced with the current system of the lore so as to not overbloat it.
    - Proper explanations have been given out about the different uses of this spell that are already possible in the current lore.
    - Durability has been decreased so that any Voidal Fires can melt the spikes off in a single strike.
    - Due to the increased max length of the spell, the redline allowing witches to work together to grow the spikes together has been decided to be removed from this amendment.


     

     

     

    - Conclusion of VOLUME ONE -

  14. 16 minutes ago, Werew0lf said:

    The frost-witches have attempted to rewrite their lore on (3)

    Actually only twice, the first one was self denied by its own writer and by another group entirely.

     

    16 minutes ago, Werew0lf said:

    After much discussion with numerous frost-witch players,

    And there was never a discussion. None of the current Fjarriagua players were even asked, aware or simply notified of this happening or even being something that the ST was planning to actually do at all within the entirety of this year and neither did any of them ask for this. Infact there have been many amendments being made prior to the second rewrite and many more as well as after it, as agreed upon with @Islamadon and the LT that reviewed the second rewrite.

    They asked us to cease all efforts for the time being on any further rewrites attempts and to indeed focus on amendments to get our base lore off the ground for the foreseeable future until a new proper and easier to implement rewrite was then made. Which as of right now there are: 1 pending amendment, 3 soon to be reviewed amendments and the entirety of jokul awaiting to get admin approval.

    These have been the efforts of a constantly struggling community, trying its damn hardest to keep it alive, which has been as of the past year constantly reaching out to the ST for assistance only to met with complete dismissal at any present flaws within the write and when faced with the prospect that the Lore may get shelved should the CA's community die out and perhaps never get back up, the ST would CONSTANTLY parrot the same idea of "the lore has existed for 10+ year, there is no way it is getting shelved" something which we are all seeing, was a complete and hypocritical lie.

    One that was once again done with total dismissal to the community's wishes and the result of a refusal to even listen to them.

  15. 8 hours ago, ReveredOwl said:

    Could this not be very easily abused? For example, using parts of the same descendants limbs to mass produce cursed food

    On one hand you are correct and I thank you for the feedback!
    But at the same time, I'd very much rather not add yet another mechanic to the Fjarriagua encouraging them to endlessly murderhobo people. And neither should an entire ability be locked behind one's capabilities to rudely kill people for what is in the end of the day a tool for RP and not an actual weapon.


    I'll think about how to deal with it

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