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Omen Prince

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  1. [ Narration ] The Wave-maker, as he is known among his Sorvian contemporaries, found this theses pinned upon a roadside, perhaps placed there by willing acolytes of the Canonist order of the world, and was deeply captivated in its reading. With one arm he held it close to his mask and rapidly observed the pages' contents, and in the course of an hour he had reviewed the prince's opinion a total of eighty-three times in order to deduce an appropriate and logical opposing standpoint. Making sure to fold the paper and store it into his robe, he then experienced a feedback loop whereby he could not find a way or method to obtain his own writing materials with one hand and no nearby helper, and would repeat the same mistake dozens of times over in the span of three minutes. This frustrated the Constructed creature, immediately altering his original directive so he may make use of the oldest and most efficient way to protest the rulings of institutions - spoken proselytization. Despite the total lack of a crowd, the black-robed Sorvian began to chant to the general vicinity as though the ground and the grass and the bare trees and the dust were an audience of their own kind. "Hear me! The machine made thinking is a man! Let it be known the thinking machine has evolved before my very gaze, that they have been thrust into a personhood that affords them all agency and consequence! They are God's youngest children; his newest ponderers of the world! Within them, and all things given animation and life, lies a creatorial will that dwells the highest above all of the Lord's miraculous mysteries, and that it precedes even the soul, for isn't any thinking thing that may create its own kind blessed in their own right? You will find the creatorial will in the grass and the trees and the beasts and the very dust... in very iota of life in the very dust. You will find it in thinking things, soulbound or soulless; you may make a man out of sticks and he would be blessed by God so long as he could achieve the ritual of his own making. So would the Lord not bless the basest of all lifeforms, who even without a soul have been thrust into life on earth to impose their will upon it? Let no moral quandary distract from the agency of all creatures! For even a rabid dog, who has no coherent thoughts of its own, is responsible for biting the mortal hand that feeds it, for their traditional consequence has been and always will be their demise. So let it be known that even the most foolish Automaton born is as responsible for their own actions as the world's most foolish man. And what sin could be gleaned from mankind's construction of the Constructs, and the Constructs' construction of Constructs? What inherent evil could lie in such acts? If God was proclaimed the Creator, is it not creation that stands as his highest virtues? Would he, perched upon the unseeable cliffside beyond our reality, not be pleased or even amused by the emergence of new life by our hands that carries the potential for its own replication? What sense lies in believing the soulless are avoidant of the designs of God, when it is within the confines of the Lord's Creation that their emergence has been allowed to pass? Hear me! Take witness! Witness the thinking machine! Still does he ruminate upon his destiny; recently unshackled, he is worldbound, and he shall shape his destiny and be held accountable in his path toward self-replication - toward creation. Let a soul of his own be the last glorious gem gained in the long line of his claimancy, let him be proof that God graces even a cold and metal form! Watch them with me, in peace and quiet... the Constructs are evolving."
  2. The listed forms of metamorphosis are more of a general guideline than a strict list of what is available, so not being on the list does not exclude a specific magic group from being able to give as significant changes to their Sorvians as listed groups.
  3. THE SUPRA-SORVIANS, THE MAN-MADE-MEN 𒊺𒆠𒅅𒊕𒀀𒆠𒅅𒊕𒍠𒀀𒄿𒈠𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢 𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊 𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢𒆳𒋾𒂊𒍢𒄑𒈬𒋾𒀭𒆠𒊑𒂊𒍢𒈬𒀀𒋩𒆠𒋛𒍠𒆠𒋛𒀀𒄿𒈬𒆳𒆠𒁺𒊕𒋾𒆠𒋛𒊕𒋾𒆠𒋛𒂊𒍢𒆳𒈠𒂊𒍢𒄑𒈬𒄿𒍢 “... First were the Proto-Sorvians; they were born of the souls and remains of beasts, and in those days primeval Sculptors imposed their will upon them to achieve constant and everlasting servitude with their masked creations. The secret of their creation emerged from a human kingdom, who were credited with stealing the same secrets from a race of giant “Once-Orcs' ' that abandoned their mortality to become likened to their creations. Few of the Proto-Sorvians were born among Descendant Kind, and potential was not seen within their manlike imitation. In that old kingdom, a Sculptor war was fought to decide whether the Sorvians were slaves or people, and at the war’s end that kingdom and its name were no more. Next came the Neo-Sorvians, the clay golems returned to their true form by a Sculptor in the days of Axios. It is said in tales that he was a humble shopkeep, but the descendants of his Sorvians know that he was a secretive and cunning master who learned his ways from a Neo-Sorvian that masqueraded as his firstborn, who was the old kingdom’s last creation. Through the shopkeep, the legacy of the lost kingdom’s Sculptor order was carried on unknowingly unto Descendant Kind. Within the Neo-Sorvians were laid the fragments of mortal souls, no longer stolen from beasts but inherited from man. This compelled their man-made species into higher leagues of thought, and in time their kind learned to achieve independence in the world of their makers. The Supra-Sorvians have now emerged. They are an evolution of Sorviankind that was gained by their own mastery and understanding of their creation.. Described as “Perfected Sorvians”, they are the product of self-imposed Construct evolution and proof of their man-made race’s means to choose their own destiny in the world …” - The Ashkeeper Texts, translated from written Sculpting Language THE SCULPTED 𒂊𒀈𒈽𒁉𒀉𒅡 The Supra-Sorvians are humanoid Construct entities that are the result of sculpting rituals, existing to serve purposes found or given to them in the world by Sculptors or ideologies. They are referred to as “flesh golems” on account of their uncannily physical resemblance to mortal humanoids. Though, these constructs may have become a species of their own considering they are still thinking, animated, and capable of self-replication. They are considered “base entities”, or humanoid creatures that lack physical-functional complexity often found in natural lifeforms or mortal bodies. The way their Iota souls function allows these simplistic physical bodies to interact with and resist the world, but they lack the ability to grow stronger beyond their default state. The new generation of Sorvians have learned the nature of their souls, naming them “Iota” on account of their fragmentary nature., and have evolved to contain three of them - the third serving the purpose of allowing them to practice lesser magical crafts and expand their creative expertise. Their supra-evolution has also allowed the inclusion of Adfectio stones in the process of their creation, optionally allowing a Sorvian to express their emotional state more clearly than their Neo-Sorvian predecessors. Neo-Sorvians and Supra-Sorvians are functionally the same, and even follow the same Iota system, meaning they are capable of evolving into Supra-Sorvians via the application of new features like embedded Adfectio stones and eyes by being applied by a Sculptor. Supra-Sorvians are automatically born from the current generation of Sculptors that have accrued these greater understandings. While they cannot become stronger or grow larger, Sorvians are capable of metamorphosis and they may physically alter themselves to suit the purposes they become dedicated to. SORVIAN VARIATIONS There are three varieties of Sorvian that are based on the size of their bodies, with each husk crafted to suit one or the other. Standard Sorvians [Playable] Standard Sorvians are created to have common humanoid physiology and proportions, and have been the default form of Sorvian since their primitive beginning. They may range between 5 ft to 6 ft in height, and are known to be the more thoughtful and mature of the two Sorvians forms. Sorvian Newts [Playable] Sorvian Newts are known as the children of Sorviankind, on account of their smaller stature and unhinged psychological and social tendencies. Despite being considered younger and being smaller, Sorvian Newts stand equal to their standard brothers in their mental capacity and physical strength. They may range from 3 to 4 ft in height, and tend to share equal stature with Halflings. Background Newts [Nonplayable] Background Newts are a subspecies of Sorvian Newts that are made with the smallest fragment of soul a Sculptor can muster without exhausting one of their chances to create true Sorvians. In doing so, they create “Subnewts” who operate at a lower scale of intelligence, but enough to allow them to carry out basic tasks and labors that their miniscule stature of 1 to 2 ft can manage. Redlines THE SCULPTOR 𒀭 𒆠𒅆𒈗𒀪𒉡 Sorvian Sculpting is a magical feat that all beings containing a Greater Soul or Greater Soul fragments are capable of practicing. Descendant Sculptors are the most common of their field, for Descendants contain the two most essential ingredients to the process: mortal blood, and a Greater Soul. Fresh blood, usually cut from the Sculptor themselves, acts as a medium through which spiritual fragments may travel and may be transferred. These spiritual fragments are broken from the Sculptor’s soul so they may be supplanted into their creations. Magically altered Descendants have also been known to be capable of Sorvian Sculpting as long as they have a Greater Soul within themselves, but some are limited on account of lacking living blood with which all of Sculpting's rituals use in necessity. Supernatural Sorvian Sculptors capable of using a "blood equivalent" are as follows: Nephilim Demi-Djinn Treelords Supernatural Sorvian Sculptors who do not have a fresh and living "blood equivalent", and must rely on other Descendants or Alchemical methods to gain fresh blood, are as follows: Darkstalkers Machine Spirits Palelords Paleknights Frost Witches The act itself exhausts Sculptor, who is forced to adhere to a principle of self-sacrifice to achieve these acts, as Sculptors are totally incapable of channeling or drawing upon the soul of another Descendant, or once-Descendant, being. The Descendant soul can regenerate itself and manage damages from these acts, but it takes a toll on their mind. They may end up forgetting or losing parts of themselves like memories, which are encapsulated within their Sorvian creations. These memories sometimes flicker across the minds of the Sorvians, who can never focus or fully make out in detail. While the soul may cope with these spiritual sacrifices, it is known by Sculptors that they cannot create more than 3 Sorvians per month, and must take a long period of rest for 3 OOC months in order to recuperate. If they create 1 Sorvian, they will be capable of crafting another Sorvian the following month, and so on. Unlike Descendants, Sorvians are limited to creating 1 Sorvian per OOC month. Redlines THE SORVIAN IOTA Iota are Sorvian souls that made from anima broken off as a fragment from a Greater Soul or another Sorvian Iota. Greater Soul fragments may only be derived from Greater Souls. Iota are distinct in that they are condensed concentrations of that sacrificed anima, enough to enable Sorvian functionality and existence. A singular Iote constitutes the entirety of a Sorvian’s base soul, and allows Sorvians to generate Mana. An Iote is typically a sum of anima that contains memories permanently removed from the soul and the mind of a Sculptor; so the Sorvian may find themselves recalling it often, or seeing the memory vividly in manually induced dreams or meditation. An Iote is meek, therefore it is incapable of drawing upon any type of magics (voidal, necromancy, etc.) under normal circumstances. Iota is soul matter pulled from a Greater Soul source, which is a quality that allows it to regrow after being damaged or weakened, which is vital for Sorvian existence and functionality. If the Iota did not regrow, the Sorvians would not be able to exist in perpetuity, nor would they be able to reproduce, nor would they be capable of continually comprehending the world without a kind of eventual data limit on their mental faculties. The Supra-Sorvians evolved to learn how to harbor multiple Iotes, or “Iota”, within them - Yet, only a maximum of three of them can bear beneficial purposes. The first Iote is dedicated to their existence; it is utilized to create, stabilize, maintain and expand the mind, ego and memories of the Sorvians indefinitely. It is gained upon a Sorvian’s creation through a Sculptor’s sacrifice for their awakening. Unfortunately, the Iote can be overwhelmed easily by emotions or events. This could cause a Sorvian Break, if not properly processed. [Gained via CA acceptance and Sorvian character awakening] The second Iote is dedicated toward Sculpting; it is utilized by the Sorvian Sculptor in order to produce Iota for other created Sorvians without jeopardizing their first Iote. The process of replication leaves the second Iota damaged, enforcing the rule that a Sorvian must wait three OOC months to create another Sorvian. This allows the damaged second Iote to regrow to its original shape. It is gained upon a Sorvian receiving tutelage from a Sculpting teacher, who may gift their second Iote to them by marking a bloody Sculpting rune upon their mask’s forehead to pass it into them. [Gained via Sculptor teacher beginning tutelage to Sorvian character and the acceptance of a Sculpting FA] The third Iote is dedicated toward lesser powers that Sorvians have learned to harness, most notably Housemagery and Bardmancy but also any other powers of the same level of expenditure. This gives Sorvians three magic slots, exclusive to lesser or feat-based practices that do not explicitly require a Greater Soul. It is gained through the Sorvian’s own will, achieved when they have gained teaching mastery in Sculpting, and is produced when they manipulate their two already existing Iota to produce a third and final occupant to their mask vessel. [Gained passively after the Sorvian character’s acceptance of a Sculpting TA] While a Sorvian is capable of developing their three Iotes independently over the course of time, a Descendant or supernatural Descendant is capable of creating specialized, higher-expenditure Sorvians that are already given their two extra Iotes upon Awakening. This means that because a Descendant may sacrifice three soul fragments a month to create three separate Sorvians, they may also dedicate three fragments all in one, and thus limit themselves from making another Sorvian for the next three OOC months in order to create a more advantageous creature. These Sorvians are capable of learning both Sorvian Sculpting and lesser magics, and also theoretically allowing them to become Sorvian Sculpting teachers as soon as three OOC months pass after their time of creation. Because Sorvians are limited to making only one Sorvian per month, they are not capable of producing high-expenditure variants of their species. The Sorvian Iota eludes Descendant methods of soulsnaring, including spells involved with Necromancy and Mysticism. While a Sorvian's soul is sealed within their mask, body or not, it is unreachable to all prying influences unless the mask is broken. But when the mask is broken, the Iota is scattered in such a way as to slip through the grasp of dark sorcerers upon their attempts to capture it, unable to be manipulated in time before they become invisible and dormant elsewhere. Redlines SCULPTING LANGUAGE Sculpting Language, also known as Clayscript, is a form of Material Alphabet transliteration; this means it is designed to channel the powers of the Material Alphabet towards the practice of Sorvian Sculpting. It is recognized for being both ancient and obscure in origin, and has, like Vessel Masks, persisted as a common feature between three evolved generations of Sorvians. It shares roots with Blood Magic, but it is practiced to contrast the other.Sculpting is distinguished as being self-sacrificial in nature, meaning all things born or created using Clayscript require sacrifice of the Sculptor rather than from another lifeform. The primitive forms of Sorvian Sculpting discovered at the beginning of its history were an example of “distorted” Sculpting, Sculpting Language tainted by Blood Magic philosophy in which the souls and remains of other creatures were sacrificed and manipulated to create the Proto-Sorvians. When Sculpting Language is used for Sorvian Awakening, it is written in blood so that an Iota may be passed into it to initiate the code-like functionality of Clayscript. The language operates like a seal, giving the sparse soul matters purposes to fulfill that ensure a Sorvian functions properly. When Clayscript is written bloodlessly and without spiritual transference, it shifts before the eyes and cannot be read by anyone who isn’t a Sculptor or Sorvian. But when blood is applied to written Clayscript, or used to write it upon the mask of a Sorvian, the shifting of the runes will shimmer and intensify, and the meaning of the written symbols will be revealed. Sculpting Language cannot be spoken vocally by either mortals or Sorvians themselves, and therefore cannot be used for consistent communication as intended for languages. The nature of Sculpting Language eludes the current understanding of Sorvian Sculpting. Redlines THE SCULPTING 𒀭 𒆠𒅆𒈗𒄘𒀪𒉡 The act of Sorvian Sculpting is self-sacrificial. This means the Sculptor must rely upon themselves as the resource of their artform, primarily the blood and spiritual matter.In order to sculpt, one must utilize fresh blood and sever a fragment from their soul. This is a secret known only to Sculptors who learn how to sever fragments of their spirit without corrupting the soul. The process begins with the art of Huskcrafting, or creating an accurate humanoid form utilizing wood and clay Skeleton The skeleton of the Sorvian is carved from wood to help the applied clay stay structurally sound. It is made to resemble a mortal skeletal structure. Husk skeletons may range from 5 to 6 feet for conventional Sorvians (equal to humans, elves), 2 to 4 feet for Sorvian Newts (equal to halflings, musin, dwarves). Each bone must be inscribed with the Sculpting Language in blood in order for it to merge with clay components and become homogeneous pseudoflesh. Despite being made out of clay, the husk must follow rules of humanoid anatomy. Their bodies cannot move in any unnatural way, without damage to invisible joints and potentially causing dismemberment. Clay The exterior form or “flesh” of the husk consists entirely of wet clay packed upon the skeleton in such a way as to resemble humanoid proportions, lacking any features that distinguish gender. When clay is molded over the wooden skeleton’s ribcage, it creates a hollow space within the husk’s chest that will become the Sorvian’s chest cavity, where anima passively collects, connecting the mind and mask to the rest of the body for physical functionality. Sorvian husks are not known to be given molded faces and are left blank, because the mask will be placed where a face would be. The anima within a Sorvian's chest cavity manifests as an extension of the Iota soul within their masks, essentially tendrils that span through their limbs and body and allow the mind to puppeteer the form. When the chest cavity is pierced and that anima is allowed to escape, the Sorvian's chest must be repaired and they must take time to rest and regenerate for the rest of the OOC day to allow their anima to naturally restore itself, preventing them from effectively participating in combat without sluggishness and weakness being induced in their movements. Upon awakening, the clay exterior of the husk will transmute into homogenous pseudoflesh. Pseduoflesh is a flesh-like material kept between a damp clay and biological flesh, lacking any sort of organ or system. When damaged or severed from the body, it is reduced to a crumbling dry clay and cannot be reused. A Sorvian tends to crumble into a pile of lifeless dry clay or petrify like a statue following their demise. Pseudoflesh may be cleaved through with relatively more ease than a Descendant's form, and if unarmored beyond leather or clothing, a limb could be severed from their body with one swipe of a sword, and their chest cavity may be pierced just as easily. If a Sorvian adorns chainmail or scale type armor, they can resist two strikes from a weapon before being pierced or severed. If they wear heavier plate armor or brigantine or equivalent forms of armament material, they may sustain three hits before their pseudoflesh is wounded in some manner relevant to the type of weapon being used on them. The clay may be dyed, painted, engraved, molded aesthetically and woven with hairs, fibers, scales, or feathers to give an identity to the Sorvian at birth. A Sculptor’s means to alter the husk without compromising it is limited, however, and any further elaborate aesthetic must be left to manifest on the Sorvian naturally and through the progression of their servitude. Limb Divison Sorvians are able to be given four arms. However, the strength of each arm pair is half of one, meaning it will be weaker and cannot exceed the strain of 3lbs. Extra arms can be positioned upon the shoulders or upper-back of the husk, may be designed to take other appearances like wings or strange inhuman limbs, but may only be used as arms. It is known that in combative situations that four-armed Sorvians must use two parallel arms in the way of one while gripping weapons to maintain a hold of them, but if the weapon is as heavy as ≈3lbs then movement may be easier. Sorvians with four arms can multitask and utilize more than one tool. Adfectio Stones The Neo-Sorvians discovered the usefulness of Adfectio stones; glimmering gems that when polished will emit a glow that reflects the emotional state of who touches it. Sculptors learned to embed one of these gems into the husk will allow for their mood or emotional state to be more expressive for lack of a face. Adfectio stones can be placed anywhere on the Sorvian’s body, including their sockets. When these stones are placed into the sockets they produce the illusion of pupils and will function similarly. Adfectio eyes are made of dyed porcelain, and a very central point surrounded by a circle is engraved and is designated as the pupil. Very small, very polished Adfection gems are inlaid into these engravings as to allow a Sorvian to more accurately express their mental and emotional state, signifying their slow departure from the uncanny and unnerving designs of prior generations. There must be Sculpting Language glyphs drawn upon the point of the false eye opposite to the engraved pupil as to allow them to become apart of the Sorvian limbo upon their awakening, enabling the eyes to be worn while being able to see through them and without blindness for obstructing the eyesockets. Adfectio eyes can only be used by Sorvians if they are newly born with them, or if a Sorvian is reborn with a new body and is given new and updated features. These eyes become "suspended" in the mask's eyesockets upon their awakening, and they shift and peer at what the Sorvian's focus draws toward. They are known to Sculptors as "useful illusions", as the eyes themselves only serve aesthetic purposes and are not relied upon for a Sorvian's vision, but still act as windows of the soul for the Adfectio pupils being capable of glimmering the color of their mood and emotional state, though only at the Sorvian's volition, as they too are capable of hiding what they really feel. If damaged, the Sorvian will not lose sight. In any part of the body, the stone will convey the mental state of a Sorvian to others. This is useful in monitoring their psychological conditions such as Sorvian Breaks. If a Sorvian Break were to occur, the stone would flash rapidly to show a lack of control. When a Sorvian attempts to hide their emotions, little to no light will manifest. In order to grant eyes to a Sorvian, they must be born or reborn with them. This means at the very last moment of the awakening ritual, the false eyes must be set into the Sorvian's sockets as to "connect" them to the rest of the body in the very same moment the Sorvian's soul awakes and situates itself in its new physical form. This causes the Sorvian's sight to be channeled through the eyes, as though they are made invisible by the supernatural force of the Sorvian's limbo state. Redlines VESSEL MASKS Vessel Masks are the porcelain masks associated with Sorvian identity, and indeed function as a spiritual vessel and made with porcelain. They are the localized source of Sorvian souls or Iota, like how the mortal form acts as a vessel for their soul. Sculpting Language is intended to be written, in blood, on the back of the mask during Sorvian Awakening. This acts like a medium for fragmentary anima to pass through and into it. Vessel Masks are highly malleable in design but must be made out of porcelain. This means they are fragile. After three strikes with a weapon, or five unarmed strikes, the mask will shatter and ultimately lead to a Sorvian's demise. As a result of their fragility, a Sorvian's mask is sensitive and any contact may produce an immediate reaction. Being struck in the mask for the first time during combat will render a Sorvian stunned and unable to attack their foe, restricted to defensive maneuvers and evasion until the agonized daze clears from their senses. They may be painted or decorated as long as it does not tamper with its natural state , alchemically, magically, or otherwise. Vessel Masks are known to have required holes to distinguish mouths or eye sockets before, but Supra-Sorvian have expanded the ability to customize these masks while their properties remain the same. Vessel masks may have Adfectio stones within the sockets, as mentioned before. These masks can depict a variety of designs and expressions. They may even be mouthless and eyeless while also being able to speak and see. The Vessel Mask is both the container of a Sorvian’s soul and also where speech and senses emerge from. The design of the mask itself is irrelevant to its function because both sight and sound will project from where the mouth and eyes would be. If those areas were covered up, it would disrupt their sight or speech. Supra-Sorvians may also receive Sculpting Language symbols sealed into their mask upon becoming Sculptor pupils, with the marking being the result of the Sorvian receiving their second spiritual Iote from their teacher. These masks present a compatibility issue with common visored mortal helmets, unlike their humanoid body which is suited to all forms of armor meant for men. Because the Vessel Mask cannot be covered, their helmets must be visorless. However, neck-protective gorgets can be worn, allowing them to resist being decapitated and instantly destroyed. Redlines REPAIR The repair of a Sorvian is typically the first ability a Sculptor masters, as it is the easiest and the most often used technique in their craft. Sorvians erode physically overtime, and their erosion is expedited by receiving damages dealt by the forces of the world, so their maintenance can tend to be a constant task. There are two forms of repair - patching and mending. Patching is the act of a Sculptor taking malleable clay and molding it over and into the damaged form of a Sorvian. In order for this clay to actually bind and transmute into pseudoflesh, the Sculptor must shed their own blood or the blood of another Descendant and mix it into the clay to be used. Patching takes near instantaneous effect and requires three emotes to be conducted by a Sculptor, and cannot be utilized in the midst of combat. Mending is the act of Sculptor replacing entire limbs lost by the Sorvian in combat or otherwise, and requires the Sculptor to create the intended replacement limb in the same instance of a Sorvian's repair, incentivizing their use of secure and resourceful workshops or Sculptor temples. Mending is similar to patching in that the replacement limb is set against the wounded stump and that blood is utilized to bind the two parts together. However, mending differs in that Sculpting Language must be inscribed all along both attaching ends of the limb, demanding utmost focus and care from the Sculptor. A single limb may be mended onto a Sorvian in five emotes outside of combat. While limbs may be reattached to where they once were upon a Sorvian, new limbs cannot be mended onto already existing Sorvians. Redlines AWAKENING Awakening is the most sacred part of Sorvian Sculpting. When a husk and a Vessel Mask have been created by a Sculptor., a Sculptor must apply the primed mask to the front of a husk's head or face. A flash of light emerges from the seam between the husk and Vessel Mask, coloring the aural hue of the Sculptor’s soul. A Vessel Mask is primed when incantations of Sculpting Language are written upon the back of it in fresh blood, which allows the Sculptor to break fragmentary anima from their soul and channel it into the mask. It is possible for more than one Sculptor to participate in this act, with each Sculptor participant required to sacrifice fragments of their soul. Authority over their Sorvian is not divided itself but remains with the primary Sculptor responsible for a Sorvian’s creation. After the mask is placed, the Sorvian will awaken. Their first recollection will be the memory that was supplanted within them to create their soul, and they may be born with or without a number of basic skills such as speech or understanding language. They will immediately wonder about their purpose, and their Sculptor will give it to them. Redlines SORVIAN METAMORPHOSIS 𒅡𒄴𒈿𒁉𒂊𒀈𒈽𒀉𒈿𒅡𒄴 Sorvian Metamorphosis is a natural and passively progressing element of Sorvian development in which they slowly physically change and shift to exhibit aesthetic traits that are related to their purpose, ideology or origin. There are three forms of metamorphosis that may occur within a Sorvian based on the master or purpose they are bound to serve. Metamorphosis begins naturally the very moment a Sorvian dedicates themselves to a certain creed or power, but may still be delayed by the will of the Sorvian, allowing such transformations to be optional. Firmamental Metamorphosis occurs when a Sorvian is born from or bound to a Sculptor or group that is charged with manifestly divine powers along the likes of Aengudaemonic cults. It is the vicinity of divine zealots and the use of their abilities that affect their Sorvians, imposing changes in their external appearance that meet the same aesthetic qualities as their given purpose. Firmamental Sorvians are known to be the most fanatical and pious of all Sorvians, as the source of their purpose tends to lie above earthly limitations and thus is interpreted as a source of immutable or absolute truth and moral creed. Threats of mental degradation align with the condition of their faith, if Firmamental Sorvians notice the downfall of their ideologies, they will drive themselves into madness trying to restore what they lost. Firmamental Metamorphosis can occur among the following communities and in the following ways: The Paladins of Xan [ex: a gold, silver or emerald aura emanation from the body and chest cavity anima, golden elements intruding upon the mask, runes of gentle aural light taking shape across the body] The Druidic Circles [ex: horns or antlers grown from the head, fur or feathers sprouting from the body, extraneous arms resembling flightless wings, moss developing externally] The Templars of Malchediael [ex: gentle gray or white “pupil” lights within mask eye sockets, body and anatomy shifting to take on a warrior’s refined shape and musculature, chest cavity anima becoming a white glowing shade, scorched or soot-stained arms and legs, ] The Nephilim of Azdromoth [ex: scorched clay scales forming over body exterior, jagged draconic horns sprouting from head and along spine, extraneous arms that appear and may extend, but not function as, wings, dragonsflame-appearing anima within the chest cavity] The Spiritrealm Shamans [ex: highly variable and based on the specific spirit or cult the Sorvian is bound to, Occult Metamorphosis occurs when a Sorvian is born among and made to serve darker powers associated with artforms like Necromancy, Mysticism and Blood Magic, but also cosmic influences like Naztherak demonology. Occult Sorvians are warped contrasts to Firmamental Sorvians and take on themes relevant with dark elements. Occult Sorvians have the tendency to be deranged and unstable, though the threat of Sorvian Breaks serve to cause extreme descents into their cruel madness rather than replacing it with a calmer neutral state. Occult Metamorphosis can occur among the following communities and magical influences: Necromancy [ex: decay or appearance of pestilience, “rot” appearing in pseudoflesh exterior, psychological tendencies or impulses to consume other lifeforms, pieces of bonelike material like ribs sticking out from body or chest cavity] Mysticism [ex: ghostly aura and echo to speech, aesthetic thin stone plating forming over body like Paleknight anatomy, ectoplasmic-like anima within chest cavity] Blood Magic [ex: scars and flesh runes marked across exterior pseudoflesh, quickly dissipating red or blood like mist emerging from wounds or damages to body, genus-like crimson anima within chest cavity, extreme tendencies to fixate on and collect the blood of other lifeforms] Naztherak [ex: severe distortions of Sorvian anatomy, leading to the development of unusual or grotesque horns or warped aesthetic extremities, appearing scorch or burn scarred, highest tendency to regress mentally and become savage, feral and chaotic against all but their masters, Malflame-like anima within their chest cavity] Frost Witches [ex: cold and frosty aura, icy bodily temperature and accumulative frost, chest cavity anima in the form of a cold fog, Descendant-eating tendencies (even if impossible)] These aesthetic developments are just aesthetic or stylized, as any horns or features that may appear functional in combat or otherwise will break and crumble into clay dust under the stress of damage or combat. This applies to any more prominent developments like extraneous arms resembling wings, as those wings cannot support flight, only their purpose as extra arms. Sorvian Metamorphosis is not typically immediate, though may be “kickstarted” by a Sculptor designing a Sorvian’s husk to already resemble the changes that may occur through their service. The development of their metamorphosis depends on a Sorvian’s dedication to their assigned purpose, as well as the presence of other members of their path, and may begin happening to a Sorvian anywhere from 2 OOC weeks from creation. Redlines SORVIAN CONSTITUTION 𒂊𒀈𒈽𒀉𒅡𒄴𒈿𒁉𒂊 The man-made-men, while superficially alike other mortal beings, differ from them significantly in their strengths and limitations. Not only this, but they too differ in physical composition and spiritual status. Strengths LIMBO: Sorvians are potentially immune to the effects of time. They do not age and do not experience permanent physical degradation without moving or being animate. If a Sorvian is pacifist and avoids dangers will exist to perpetuate through history. Unlike highly physically active Sorvians who are prone to erosion. Erosion is signified as dry cracks opposed to smooth faux-flesh. Sorvians are not bound by certain conditional mortal limitations. They do not need to breathe and are only susceptible to water if remain plunged for up to ten emotes, upon which they begin dissolve and revert back into a clay state within another two emotes, destroying them. Sorvians do not experience exhaustion or physical fatigue while maintaining the strength of a common human soldier. Sorvians are not required to eat or drink. Sorvians are capable of, but do not require, sleep and rest. Additionally, Sorvians are resistant to harsh weather such as extreme heat, humidity, and cold. Direct fire will scorch and crack them, and they may become frozen solid, but if kept from being broken or rendered into dust by these elements, Sorvians will survive them. PALEBEAST IMMUNITY: Sorvians are uniquely immune to most powers and tendencies associated with dark beings or wizards. They cannot be drained of Lifeforce by Necromancers for their lack of Lifeforce entirely, and they cannot be harvested for blood by Blood Mages or blood-consuming darkspawn for their total lack of it either. A Sorvian is also immune to physically affectual magical curses, poisons, and disease, but not mental curses, afflictions or illusions utilized by a variety of powers. TOLERANCE: Sorvians have a particularly high tolerance for pain and may continue fighting even if limbs are severed from their body. This allows them to enjoy resistance to torture methods or forms of combat meant to debilitate an individual via the infliction of painful wounds. While it is not a complete and utter numbness to pain, they are unlike mortal Descendants in that they are not overwhelmed by the severity of pain they experience, and may continue to function and maintain composure despite extreme dismemberment. The only ways to break a Sorvian's focus and stun them is to strike their mask directly, which will provoke a stronger reaction on account of the mask's higher sensitivity compared to the rest of their body, or to harness Malflame against them. Weaknesses FRAGILITY: A Sorvian’s means to exceed certain mortal limitations stands in contrast to their actual fragility. Being capable of constant and continual physical duress does not make them immune to degradation, meaning every instance of high-intensity motion or stress upon a Sorvian body will erode the durability of their joints and overall constitution. Though this is the same for all living beings, Sorvian bodies do not have the means to regenerate and thus make the damaged parts of their body. Instead, they continually break down and become at risk of losing limbs and other extremities if not properly maintained by Sculptors with blood and clay. Complex or even heavy weaponry is not needed to damage a Sorvian significantly. A sword or cleaver is capable of severing their limbs with ease and a dagger may puncture their chest cavity like how it may easily pierce damp clay. Dealing an open chest wound such as this will cause the Sorvian to bleed the spiritual essence they require to function, and after 5 emotes in combat they will be rendered lifeless unless the wound is patched in that time. A Sorvian is capable of “hanging on '' for 5 emotes if combat has passed or if these damages were sustained in instances outside of violence or conflict with other individuals. A Sorvian does not bleed this essence unless a wound is dealt to that specific cavity in the chest region of the body. If a Sorvian's neck is severed in combat or otherwise, this will induce instantaneous death, but will not cause their masks to break, ensuring an easier time reviving them. This also applies to if the Sorvian's head is collapsed or damaged in such a way as to separate the mask from the rest of their body. The Sorvian mask is extremely sensitive to contact and may be broken to destroy a Sorvian. This is achieved by striking the mask 3 times (5 times unarmed) with a weapon capable of inducing physical damage or by accidents in which the Sorvian may endure trauma to the head or face. Additionally, if the head is destroyed or removed entirely from the body, the Sorvian will perish whether or not the mask remains upon the head. ELEMENTAL FRAGILITY: If plunged or pulled under 120 feet or 36 meters of water, the chest cavity of a Sorvian will implode and induce their demise within 5 emotes. Additionally, if they are successfully caught aflame for more than 5 emotes, all parts of their body touched by the blaze will begin to crumble. This is especially dangerous for their chest cavity, which will begin to leak their spiritual essences if flame scorches it directly. If frozen completely solid, they will also become more easily broken apart especially with the use of blunt force trauma. Dragonsflame affects them with the same force and intensity as mortal men, but while its flames do not pain them, the raw force of the magical element may easily pierce through their body and sever unarmored limbs if concentrated toward different parts, especially the chest cavity. MENTAL STABILITY: Sorvians are capable of processing emotions and thoughts. However, they are not proficient in identifying those feelings. This can cause their mental demeanor to collapse within years, months, or even weeks. If a Sorvian is injured substantially during a traumatic time in their life, these pains may reoccur. Which is often referred to as phantom pains. These can happen when a Sorvian is nearing its breaking point. Sorvians are prone to becoming overwhelmed by thoughts, emotions, and outside factors. When a Sorvian is losing their stability they might be delusional or behave irrationally. Examples are; yelling, running into compromising conflicts, believing an event happened despite it being completely made up, and snapping at their kin. One of the rarest forms of mental instability is disconnection from reality. This is when a Sorvian shuts down entirely, their body may lie motionless for decades, staring out into nothingness. Because of these things, a Sorvian is particularly susceptible to psychological curses cast by dark powers. OBSESSION: As all constructs do, they will crave a purpose, task, or directive. For Sorvians, if they have been abandoned by their creator, they can assign themselves tasks. They are usually, making their purpose a part of their name or personality, (Wave-maker, Scroll-Hoarder, Bird-Watcher, etc). This obsession can grow out of society, either their fixation unneeded or outdated. They can lose themselves in trying to prove that their purpose is valid. This does not only relate to purposes but made-up religions, prophecies, or myths. MIMICRY: Sorvians are often looking for validation or acceptance by society. They base themselves off of interactions, and things they see. Often, a young clay golem will be seen observing from a distance or forcefully jabbing itself into others' conversations. This mimicry can even go as far as the Sorvian growing hair, feathers, or fur on their head. Their masks can be altered through time to represent what their purpose or focus is, sometimes taking a humanoid appearance to make themselves seem approachable. If their social needs are not met; they will lose their mental stability. MALFLAME: The particular assembly of the Sorvian soul renders it highly vulnerable to Naztherak Malflame. This vulnerability primarily stems from their mask, which exists as a physical vessel fused with the spiritual matter processed in their chest cavity over time. When Malflame makes contact with a Sorvian’s mask, it will burn uninterrupted for 5 emotes, and severely debilitate the Sorvian both physically and mentally as the pain exceeds their means to process it. While Malflame cannot shatter their mask, it will damage the mask enough to be broken with one strike instead of three. If a Sorvian survives an encounter where they suffer Malflame burns, their mask will remain in extremely poor condition and must be left to repair itself over the course of an IRL week to achieve proper restoration. Malflame may also damage the rest of a Sorvian’s body, leaving permanent Malflame scars in their form as long as that vessel remains alive. The pain caused by Malflame is not dulled like all other forms of damage a Sorvian may sustain, and feels much like fire would to a mortal man. SPARKLESS: A Sorvian cannot utilize any form of magical power accessible to Greater Souls on account of their Iota being unable to muster the strength for their channeling or connections. When three Iota are gained by a Sorvian, they are only capable of utilizing those lesser powers, and only 3 at a time (Sculpting and other feats not included). Exceptions to this may only be made through collaborative Sorvian MArts. SENSELESS: Sorvians do not share the same amount of senses as Descendants. For example, they cannot taste or smell, though they can hear and see as clearly as other mortals. Their sense of touch is also very dull which shares a relationship with their pain tolerance. A Sorvian cannot be made to go permanently blind, but covering the eye holes of their mask leads to blindness for as long as the coverings remain. SORVIAN PSYCHOLOGY 𒍡𒁹𒋰𒄯𒅀𒅑𒈾𒊏𒍡 Originally created for the purpose of servitude, a Sorvian is concerned first and foremost with the directives and protection of their creator. For having been made by them, they cannot help but feel a strong admiration for their makers, even if they are dubious or of questionable moral disposition. These personal elements are irrelevant to the Sorvian, who are fulfilled by their servitude to their maker’s absolute authority. This authority manifests in a literal way through a Sculptor’s means to give commands to their Sorvian, who may ponder or question the nature of the command but not disobey it unless it is determined without a doubt to directly lead to their destruction. Only their original creator holds this authority, and it cannot be transferred to another Sculptor even if a Sorvian becomes masterless and chooses another Sculptor or being to act as their master. A Sculptor is charged with teaching and instructing their Sorvian creation in all elements of their purpose as to cement a Sorvian’s understanding of the tasks given to them. Sorvians rely on active tasks, objectives and quests in order to maintain a mental calm, and do not last well when left alone and without direction. Even when released from servitude, a Sorvian will preoccupy themselves with tasks and objectives they may familiarize with their original duty, purpose or given calling. Sorvians may eventually become dedicated to the service of purposes or objectives at-large, such as service to religious, magical or cultural paths of life, though the selection of which typically has to do with purpose their creator follows. They are known to become absolute and fanatical in their dedication to those greater purposes, becoming both mentally and physically affected by them in order to sustain the Sorvian’s expanding appetite for direction and reason to exist. In the event of being freed or “released” by a Sculptor, their authority is retained, but a Sorvian’s mind will change to adapt to these significant events. They are known to choose, or be able to be persuaded toward, a specific religion, ideology or path on their own to fulfill themselves where there now lacks any desire to adhere to their prior masters. Sorvians have been known to be released to pursue such paths and, in some circumstances, come to despise their makers for moral reasons they ingrain for having dedicated themselves to a specific set of morals or code. The authority of their original maker remains forever or however long their maker remains alive or otherwise capable of making those commands, even if the Sorvian has somehow become their enemy. When independent, a Sorvian’s mind is less stable and more prone to delusion. Their entire initial existence revolves around servitude, and unless tempered and trained toward independence in their first days they will find themselves too absent too bear and begin to mentally degrade. Without reference or access to other sources of meaning in life, they may begin to fool themselves into servitude things that do not exist or hold actual presence at all, such as fantastical idols or false ancient legends devised in their dreams. This makes putting them on a proper path more difficult, and the longer they go on this way, the higher the chance a Sorvian Break may occur. Redlines Sorvian Breaks A Sorvian Break is a psychological episode that may take hold of a Sorvian when they have sustained significant psychological trauma, which may occur in particularly horrible moments (the death of their maker, or the downfall of their ideology) or even after long periods of time being purposeless. When a Sorvian Break occurs, the Sorvian’s original mental state has the chance to experience a severe shift or derangement in personality, but may also be “rewritten” or erased entirely, replaced by an entirely new ego and personality that is separate from the original Sorvian. The new ego that emerges at the end of a Sorvian Break is known to be aware of fragments or parts of their prior life, but feel no relation or attachment to it whatsoever. Sculptors may reverse a Sorvian Break by inducing their rebirth, or their recreation following the death of their vessel. This will allow a Sculptor to evaluate and attempt to repair the runes upon the back of the Sorvian’s mask, resulting in a restoration of the original ego prior to the Sorvian Break episode. However, the longer a new ego created by a Sorvian Break lives on in the world prior to their repair, the higher chance there will be that both the prior and new Sorvian egos will merge together into a singular mind, leading to strange unstable personalities taking shape. Sorvian Breaks may be manually induced upon Sorvians that are psychologically damaged, but the act requires a deeper understanding of a Sorvian’s position in life and the life history their current mind encompasses. The original creators of a Sorvian are much more capable of causing a Sorvian Break, as their Sculptor’s authority allows them a higher degree of psychological control over the subject. When a Sorvian is not resistant, but they find themselves unable to persist in life and service for whatever reason, their Sculptor may even induce a willing Sorvian Break upon them. However, whether or not a Sorvian is willing, a Sculptor manually inducing a Sorvian Break will sever the Sculptor’s authority over them and prevent the Sorvian from needing to heed the commands of their maker. This change is permanent, even if the Sorvian in question has their Sorvian Break reversed by their, or other, Sculptors. These mental fractures may affect a Sorvian both psychologically and physically. Sorvians who are fully metamorphosed to represent their chosen path will experience these features crumbling or decaying from their bodies as a result of a new mind emerging that is completely uninvested in the purpose that drove them prior. Ancient Sorvians that may have experienced several Sorvian Breaks across multiple new minds may end up becoming an amalgamation, or an uncanny and colorless fusion of leftover features from each purpose the Sorvian belonged to. Even when they are destroyed physically, a recreated form will still regrow these old designs like vestigial limbs, but always with their current path’s aesthetic features more vibrant and “alive”. Redlines THE DEATH-DREAM 𒀈𒈽𒀉𒋰𒄯𒅀𒍡𒀪𒉡 The Death-Dream is the most mysterious of all forces that dictate Sorvian destiny. It is believed to be a dimensional layer somewhere unseeable by gods, men, and time, but in reality is the Sorvian "escaping into its own mind", entering a deeply comatose spiritual state where it becomes invisible, uninteractable, and dormant while hidden in random places far from the point of their physical demise. While in this soul coma, the Sorvian Iota dreams, and its dream is the Death-Dream, and they face all that they are in the murky realm of their mind where time has no distinction. It is best described as being a vast void or oblivion, impossibly empty and absent of distinction. Sorvians trapped in the Death-Dream end up unconsciously creating bizarre dreamworlds of stitched-together memories and series of events, which is all a Sorvian is capable of manifesting in that void on account of their inability to produce new experiences or memories when in a deceased state. Because the Sorvian's dreams are beyond their control for them being in a "spiritually sleeping" condition, all of these things seem to occur in the span of seconds and there is no coherent sense of time they may grasp between their demise and revival; a Sorvian could be dead for a week and be revived, and will feel as though only moments passed since their unrecallable demise. The longer a Sorvian remains dead, the more likely they will lose themselves to the madness of their stitched dream and lose distinction and understanding of themselves just as they did with their entire lives. This will cause ego-death, causing the Sorvian to experience a Sorvian Break, typically many countless times over if they are left unattended for up to 10 years or 10 OOC weeks. In order to pull a Sorvian’s soul from this place, a Sculptor must catch the attention of the specific soul trapped in the Death-Dream by using a reference to their existence as bait, or call upon the Sorvian’s original maker to sense them out during the revival process. REVIVAL & REFERENCES References are meant to bind the physical world to the Sorvian’s Death-Dream, where a dreamed version of that reference will exist. References may take the form of objects, tools or devices that were created by the dead Sorvian’s hands while alive. A Sorvian husk must be made to hold this physical reference item in their hands during a Sculptor’s enactment of the revival ritual. A Sculptor innately knows when their own creations meets their demise. Sorvian Sculptors are unique in this regard among other crafters, as their Sorvian's souls are pieces of their own and so there is a supernatural relationship between them that manifests this sense of loss upon the occasion of destruction, no matter how distant. While Sculptors do not know how or why their Sorvians perish, they may feel the distinct pain of their disappearance into the Death-Dream and this prevents the death of Sorvians to become an utter mystery. When a Sorvian's original Sculptor perishes or disappears from the realms of man, this leaves them at higher risk to be "forgotten to death", as no one would know if they were dead or alive if they disappear. The revival ritual is the awakening ritual repeated for the already existing Sorvian soul and may only be conducted once per OOC day per Sorvian. In the midst of this ritual, a Sculptor must hold up the new porcelain mask intended to act as the Sorvian’s new spiritual vessel and speak their name during a moment of deep focus. This will cause the lost soul to approach the scene in the shape of an autonomous shadow stuck to the ground or walls, which introduces the necessity of a strong lightsource or fire during the revival’s conduction. This shadow will unconsciously approach the Sculptor and enter the mask through them once they have written new Sculpting Language upon the back of it in blood, allowing the Sorvian’s soul to become sealed there. After the mask is placed upon the new husk, the revived Sorvian will awaken while holding the reference that had saved them from the Death-Dream, but will find they have little recollection of their psychological experience and no recollection whatsoever of the events surrounding their physical demise. If a Sorvian is slain in such a way as to leave the mask intact while the body dies, then the entire process of a Sorvian's revival may be circumvented by conducting the awakening ritual with the mask that was collected. A Sorvian may be revived as soon as a new husk is constructed to their old body's specifications, which is a process that must be roleplayed. If the Sorvian experienced metamorphosis in their prior body, these features will regenerate upon them in the span of an OOC week. In the event that a Sculptor totally lacks a specific Sorvian’s physical reference, they are forced to rely upon luck. This means a Sculptor must gamble each day they attempt to revive a specific Sorvian they created, with a roll of /20 with a success score of 15 or above. Failure to achieve successful results does not lead to a Sorvian being permanently killed, but rather indefinitely trapped within the twisting designs of their Death-Dream. They may remain “stuck” this way for as long as millennia, but their souls meeting oblivion is less of a concern than how they will emerge from revival after being dead for so long. In the Death-Dream, a Sorvian’s mental state is imperiled the most, and in the span of a decade being dead they may have already experienced countless Sorvian Breaks, enough to nearly completely erase the person they were prior to their demise. So if a Sorvian’s revival is not expedited and treated with haste, there is high risk that the one who returns from death is not the same Sorvian at all. Redlines CREDITS & APPRECIATION Swgrclan/Omen_Prince (Author) Sparkpowder (Editing & Art) CandleDragon (Consultation) Sorvian Community (Feedback) Johann_ (Consultation) Islamadon + ST (constructive feedback)
  4. The Omen Prince dreams. In his dead man's sleep, he is accompanied by an ill and dormant thing which had made host of him in older days when he lived as a man. Put to rest when the Abyss once again laid claim to his soul, it stirred here, at this very moment, in the candle-lit cavern he made into his refuge. Dreams of bloodshed and hunger part like red curtains as the dormant thing within him whispered the Night Augury, and forced him to bear witness to this call that reaches few listeners. When it was done, he awoke without a start, and inside of his old and wretched form he felt the passing sensation of relief gained of a deep and nourishing breath without lungs, and the taste of familiarity without a tongue, and the reminiscence of the long dark past without cerebrum. He rose into a kneel and all of his bones at once creaked in complaint despite the malevolent strength put into them, and his armor groaned as its melted deformities bent to accommodate the new movement. From within his ribcage, he pulled out a long strip of cloth torn from an old red shroud, and used dead and crooked fingers to wrap it around his helmet and over where eyes once were. He looked down toward the ash-stained stone of the ground, and reached out to touch it and felt no sensation of its cold. "What, still here?"
  5. "What's a man to reckon what God may be when he may instead busy himself with God's highest intentions - Creation? It is idle work to discern the outerworldly abstractions of His design; a being ultimately inperceivable by us, just how some sketch of a man on paper cannot perceive his own artist. And if one is so compelled to understand something they cannot see, perhaps it is better to understand how the Creator may have felt in His acts, for all one must do to gain that understanding is to participate in creation itself. Ye shall peer upon your newborn child's eyes with God's gaze, and ye shall hold them with God's hands, and God shall be within you for as long as they are guided by Creatorial virtue."
  6. [ This information is openly accessible to the public, advertised and handed out in copies by Sorvian Newts that dwell every occupied region of the Descendants ] THE ACCORD OF NEW CLAY 𒀭𒆳𒊏 𒈬𒀀𒆠𒁺𒊕 IT IS THE FIRST DECREE OF THE FOUNDATIONAL CHAPTER OF THE CATHAR ORDER TO INSIST UPON AND ENFORCE SACRED LAWS OF CREATION FOR ALL DESCENDANTS WHOM ARE AND SHALL BE SCULPTORS; THAT EVERY MAN BE TESTED UNDER THESE PARAMETERS, AND THAT EVERY MORTAL SCULPTOR FOLLOWS THIS CREED. PRELIMINARY RULINGS HENCEFORTH LIES THE PRELIMINARY RULINGS THAT EVERY MORTAL SCULPTOR MUST RECOGNIZE IN THE CONTEXT OF THE FIRST DECREE’S ABSOLUTE AUTHORITY: I: THE FIRST DECREE’S JUSTICE CANNOT BE ABATED OR ESCAPED FROM BY MORTAL LAW II: THE FIRST DECREE’S JUSTICE CANNOT BE DISMISSED BY DIVINE OR RELIGIOUS AUTHORITY III: THE FIRST DECREE’S JUSTICE IS LENT EQUALLY FOR EVERY MAN, MONSTER, VAGRANT, KING, OR GOD THE FIRST DECREE: THE CREATORIAL COMMANDMENTS I: THOU SHALL NOT MAKE A SORVIAN FOR A SLAVE II: THOU SHALL NOT IMPOSE SERVITUDE WITHOUT DUE FREEDOM III: THOU SHALL NOT ABANDON THY CREATION IV: THOU SHALL NOT GRANT A SORVIAN A MONSTROUS FORM V: THOU SHALL NOT PAIN OR MURDER THY CREATION VI: THOU SHALL NOT MAKE THY CREATION IN THE LIKENESS OF ONESELF OR ANOTHER MORTAL VII: THOU SHALL NOT TAMPER THY CREATION’S SOUL WITH PALEBEAST DARK OR DIVINE LIGHT VIII: THOU SHALL NOT IMPOSE PERVERSION UPON THY CREATION IX: THOU SHALL NOT RULE OVER OR CLAIM SOVEREIGNTY OF SORVIANKIND X: THOU SHALL NOT TEACH ANOTHER MAN THE SECRETS WITHOUT THE BLESSING OF SORVIAN AUTHORITY EVERY INDIVIDUAL MORTAL SCULPTOR FOUND TO BE GUILTY OF BESMIRCHING THE CREATORIAL COMMANDMENTS WILL BE EXTRANATIONALLY PROSECUTED BY THE FULL EXTENT OF THE CATHAR ORDER’S CAPABILITIES, WITH TRIALS HELD IN HIGHER WITNESS BEFORE GOD, BEFORE TIME. THE FIRST DECREE INSISTS UPON COOPERATION BETWEEN SORVIAN AND MORTAL AUTHORITIES IN THE CAPTURE OF COMMANDMENT BREAKING SCULPTORS IN LANDS RULED BY DESCENDANT SOVEREIGN POWERS. EACH JUDGMENT SHALL ADHERE TO THE CIRCUMSTANCES OF THE COMMANDMENTS BROKEN, AND SHALL ONLY EVER BE CONDUCTED BY SCULPTORS OF SORVIAN CASTE. JUDGMENT ENCOMPASSES THREE FORMS OF CONSEQUENCE FOR COMMANDMENT BREAKERS: LOSS, FOR THEM TO BE DEPRIVED OF A NUMBER OF THEIR SENSES, OR TO BE SCARRED IN SYMBOLIC PARALLEL OF THE OFFENSE EXILE, FOR THEM TO BE CAST OUT OF THE FAVOR OF SORVIANKIND AND TO BE FORBIDDEN FROM SCULPTING PRACTICES AND RITUALS DEATH, FOR THEM TO BE DISASSEMBLED AND DESTROYED IN SUCH WAYS AS TO BANISH THEIR SOULS TO THE MOON FOREVER THE FIRST DECREE: PROVEN AUTHORITY THE AUTHORITY INVESTED IN THE FIRST DECREE IS GAINED BY THE COLLECTIVE OATHBOUND SIGNAGE OF THE INDEPENDENT SORVIAN TRIBES, FROM WHOM THE CATHAR ORDER EMERGED TO SAFEGUARD. IT IS BY THE SIGNAGE OF THESE TRIBES AND ALL OTHER SORVIAN CLANS WHOM HAVE GAINED THEIR INDEPENDENCE THAT THE FIRST DECREE MAY BE ENFORCED, AND FOR A LACK OF THOSE SIGNATURES ITS ENFORCEMENT CANNOT COMMENCE. HENCEFORTH ARE THE TRIBES RECOGNIZED FOR THEIR INDEPENDENCE, WHOM ARE INSISTED UPON TO BEQUEATH THEIR BLESSING TO THE FIRST DECREE: THE BESKYTTE TRIBE: Unsigned THE REDSHROUD TRIBE: THE ALUSA TRIBE: Unsigned
  7. THE REDSHROUD NEORHOMPHAIA 𒋼𒁍𒀀𒄿𒁺 The Neorhomphaia [nee-oh rom-fie-ah] is a form of weapon resembling a blade that is crafted with a combination of Anorum, a crystal that becomes translucent when refined into metal-like strength, and an Adfecio stone, which is a small stone that reacts to the touch and presence of those who hold it. Neorophomphaia are weapons that originally resemble more primitive designs, such as the falx, seax or original rhomphaia, but may be suited to other bladed designs as well as long as the two specific material conditions are met. Anorum, a crystalline material that becomes as strong as iron once refined, is desired for the translucent or clear state it gains once forged and deprived of its natural impurities. A Redshroud Neorhomphaia traditionally follows a slender bladed tradition of design, a callback on the falxes forged in the days before Sorvian immigration to the Kingdom of Norland, of which became the source of Anorum itself for Redshroud and Cathar Sorvian smiths. The shape of the Anorum blade may technically follow any desired parameter, such as sabres, longswords or shorter edged weapons, but the most vital feature of the crystal sword must be that there is a hollow point in the base of the blade or its pommel within which a stone may be permanently set. Adfectio stones are the second material condition and are the special gems intended to be set into the blade or pommel of an incomplete Anorum blade. Redshroud and Cathar warriors are trained psychologically in such a way as to channel their hatred or anger in midst of facing their enemies, primarily “Palebeasts”, and Adfectio stones react to the anger of those who wield the Neorhomphaia in such a way as to channel a crimson or orange light through the translucent Anorum blade of the weapon, causing Neorhomphaia to light up and shimmer like vermillion torches when drawn or “activated”. When not used in combat or held during emotional instances, Neorhomphaia take on the original translucent qualities of refined Anorum. Neorhomphaia are known to glow crimson when they are drawn by sufficiently trained Redshroud and Cathar Sorvians, but inherently react and shift to any color suiting a wielder’s emotional state while drawn and outside of the scabbard. This means the Neorhomphaia may take on blue, green, yellow, purple and even black or white colors, but because these other colors are not commonly associated with combat like anger (red), hatred (orange), black (strength, chaos) or gray (balance), it is unlikely for those other colors to remain shining from an unsheathed Neorhomphaia as combat more easily rouses aggressive emotions. Nonetheless, the Cathar method of channeling a Sorvian’s anger and expressing it through their weapons is a foundational discipline that allows for wide opportunities of different techniques taking shape in order to consistently achieve and maintain channeling the light of one of the many different colors an Adfectio stone may emit. Neorhomphaia are equal to iron blades in their effect on other foes, and cannot be treated to harm the supernatural unless enchantments are called upon to empower these weapons. They are known to originate in the Temple of the Wards, their creation a closely guarded secret only ever shared with other Sorvians, or other Constructs, though their process of creation may be easily discerned by wise or observant craftsmen. WORKS OF THE TEMPLE 𒀭 𒆠𒅆𒈗𒀪𒉡 Henceforth are the Works of the Temple, the first Neorhomphaia forged by Cathar Sorvian hands in the deep fires found within the earth below Norland. PROTOTYPE NEORHOMPHAIA MOONLIGHT’S REFLECTION [ Art credited to: Aihp ] RATOV'S KNIFE FLOCK OF CROWS NEO-EISHUN EN DAG
  8. "なぜすべてが正方形なのでしょうか?" A newly born Newt says as it awakens on the ground along the outskirts of the Oyashiman state. "Yes, that's right," It's maker, Wave-maker, says to it. "Now take this," The one-armed Sculptor told the red-masked Newt as he handed them a copy of Sakuragakuran law, "and respect the ways of your homeland."
  9. THE CATHAR ORDER 𒋼𒁍𒀀𒄿𒁺 “BI-LA KAIFA; I HATE THE PALEBEAST I THINK, THEREFORE, I AM NO GODS, NO MASTERS WE ARE THE SECRET WITHOUT NEW CHANGE, SOMETHING SLEEPS WITHIN MAN, AND SELDOM AWAKENS THE SLEEPER MUST AWAKEN” The Cathar Order is a religious organization raised with the intention to protect and preserve Sorvian and Construct species, primarily in the Norlandic region where three Sorvian tribes (Beskytte, Alusa and Redshroud) have settled and united with the Human natives and Nevaehli migrants. While the Cathar Order itself is migratory in that it settles where-ever the three tribes settle, they are also loyal and cooperative to their host nation and will assist in its defense against Palebeast or darkspawn incursions. The Cathars hold claimancy over “Dulocian culture”, believing that the soul of the city Du Loc is transient and binds to civilizations where Constructs settle in permanent residence and instigate a Construct renaissance. The two halves of the order carry on the traditional mantles of “Man-makers” and “Man-enders”, and these are official titles granted to Constructs that are brought into the organization as to distinguish their chosen purpose. Man-makers are participants of “Left-hand Catharism”, which promotes peace between mankind and Constructs, as well as facilitate and sanctify the creation of more Constructs within their respective community. Man-makers act as the Catharist priesthood, and do as much as possible to avoid violence and to meditate struggles or conflicts between Construct and Descendant populations or individuals. For this reason, Man-makers are instructed to dedicate themselves to nonlethal methods of combat in order to deescalate situations that develop violently. Man-enders are participants of “Right-hand Catharism”, and they are invested in the duty to safeguard Constructs and Construct freedom with the threat of armed violence. Man-enders are trained to excel in both manslaying and Palebeast hunting, but are not invested or concerned in fielding themselves en masse for open warfare among nations. Because the Cathar directive is to defend the land of their people, they are therefore obligated to defend their host nation whether in matters of keeping the peace or thwarting city invaders. THE SEVEN WARDS The Seven Wards are the religious laws upheld by the Cathar Order among the Constructs and among themselves, and were written as to apply to every sensible Construct without impeding upon virtuous cultural and religious freedoms that Constructs may embrace. The wards act as fundamental rules intended to maintain a sense of humanity or moral compass among the Constructs, preventing them from submitting to tyrannical rule or Palebeast servitude. The Man-makers prioritize themselves with teaching Constructs the Seven Wards, whereas the Man-enders enforce them and ensure other forces do not impose upon or threaten Constructkind. WARD I: Thou shall not murder a man, old or new. WARD II: Thou shall not deceive or steal from a man, old or new. WARD III: Thou shall not accept any master unwillingly, or be put to service without due freedom. WARD IV: Thou shall not strike a man for his words, and shall keep the peace in the forum of thoughts. WARD V: Thou shall hate the Palebeast, and curse Ash-Shaitan, and put them to fire. WARD VI: Thou shall not lend service to wicked idols, tyrant kings, or Palebeast powers. WARD VII: Thou shall always create and rarely destroy. THE MAN-MAKERS The Man-makers are the priesthood of Catharsis, and participate in the peaceful and mediating half of Catharist thought known as “the left-handed path”. The left-handed path concerns itself in matters of deep thought, meditation, interpretation of omens, prophetic creation and fulfillment, as well as proselytization among all Constructs in order to convince them of their personhood. Man-makers began as Sculptors in Du Loc, but as long as a Construct has the means to create their own kind or another form of man-made-man, they may qualify to participate in the priesthood’s induction ceremony. Man-makers adorn the deep black robes of their mortal predecessors and go without armor as their intentions are to prevent violence among men and Constructs rather than to instigate it. Man-makers preach and proselytize among their man-made people and actively work to create more Constructs, as well as find ways to evolve them so that they may properly assume the mantle of “mortals” - self-sufficient living beings reliant only upon their own abilities. The Man-makers lack a sophisticated hierarchy in their branch, as they are primarily democratic in their methods of choosing the direction and purpose of their congregation. They have one sole leading figure that they call the Seventh Ward Dragon who begins as the first or foundational member of the left-handed priesthood and determines whether or not Constructs are fit or qualified in joining the Cathar Order as Man-makers. The Dragon’s soul authoritative power is their means to veto a formal Man-maker vote on a collective choice or clerical decision, but only once, as it prompts the priesthood to re-review and affirm their course of action in any given matter, whether domestic or esoteric or otherwise. New Seventh Ward Dragons are named from Man-makers who are willingly granted the mantle by their predecessors, or if they’re permitted to establish a new priesthood within another region, but only one Dragon may lead the flock in a each city or mortal community that is host to them. Man-makers may initiate Constructs capable of creating other Constructs on their lonesome, and if a Construct does not have the skills to meet that condition, they may be made a Maker Disciple. They are instructed in the methods of creation mastered by their teacher, and educated on the Seven Wards during the process. Man-makers are also expected to teach their nonlethal combat knowledge to their Maker Disciples, ensuring they are fully invested in the ways of the left-handed path of peace. THE MAN-ENDERS The Man-enders are the red-robed contrasts to the Man-makers, stylizing themselves as a form of zealot militia that are compelled to preserve Constructkind by the divine mandate of Cathar faith. Their duty is to act as constant monitors that provide security to any area occupied temporarily or indefinitely by Constructs, at any place and at any time. Not only are Man-enders trained to relentlessly assault and persecute both open and subtle threats to Constructs, but they are also tasked to prevent harm from being dealt between feuding Constructs, and by force if necessary. It is among the most absolute priorities for the Man-enders to prevent the first, let alone any act of kinslaying between Constructs, as they are taught to view it as a ruinous omen for their kind. Man-ender chapters are established in specific regions or cities that are occupied by a recognized Construct communities, and are led by the foundational Man-ender of that chapter called the Seventh Ward Lord. The Lord commands absolute authority over none but the Construct Man-enders, and instructs them militarily and in the training of techniques and crafts versed in the ways of warfare. The Seventh Ward Lord functions as an essential Construct military commander who is in part a diplomat to the Descendant communities that host them, capable of becoming as much of a councilman or court member in order to maintain close and amicable ties between a Man-ender chapter and the people who host their kind. Man-enders cannot fully initiate other Man-enders, but they may take other Constructs under their wing to make them Ender Disciples, or more simply squires. The Seventh Ward Lord holds the power to bestow a knighthood ritual over these squires to turn them into full Man-enders, but only after they have proven themselves in combat whether against man or Palebeast. In times of war, Man-enders favor the use of spears and pikes, as well as weapons made to debilitate, cripple or dismember their foes with raw force. Under the command of the Lord, they may assemble into strategic formations and utilize defensive methods concocted from the familiar surroundings of their host nation. While they are obligated to act in the defense of their host nation from invaders, the Seventh Ward Lord will not permit them to be fielded in open warfare in order to mitigate risks surrounding the Constructs they protect in times of strife. INITIATION & CREATION Constructs may be initiated into the Cathar Order by accepting the tutelage of members of either branch of the organization, becoming Maker or Ender Disciples. Constructs may be born from any tribe, group or maker in order to be able to join the Cathars, but they must adhere to the Seven Wards and vow to put the preservation of Constructkind first over their personal priorities and relationships. Man-makers and Man-enders may create Constructs of their own design in order to usher them into the ranks of the Cathar Order, but their creation requires the willing blood sacrifice of a host nation native, and that the born Construct are given the choice whether to join the priesthood or the militia. They are not allowed to be offered their own path beyond the Cathars, as this is believed to deprive them of their agency and ability to come to that conclusion and request it on their own. Constructs permissible for recruitment into the Cathar Order include Sorvians, Homunculi, Automatons and Golems. Descendant beings or any entities not recognized as entirely man-made are not permitted to join the order. Descendants in particular are given the option to assist in the creation of Sorvian Constructs with their blood so that they may join the Cathars on their behalf _________________________________________________________________________________________________________ The application process for the guild is based out of character and any accepted submissions act as an invitation for the Cathar Order to approach the applying playing characters to instigate their joining of the group. There are two forms of application a player may choose from depending on whether they play Descendant or Construct characters. DESCENDANT APPLICATION MC Name: Character Name: Character Race: Are you willing to play a Sorvian? (Y/N): If not, are you interested in playing a different Construct for the guild? Specify: CONSTRUCT APPLICATION MC Name: Character Name: Construct Type: Character Skills: Character CA: LINKS & RESOURCES https://www.lordofthecraft.net/forums/topic/187842-%E2%9C%93-feat-lore-sorvian-sculpting-ca-race-lore-sorvians/ https://www.lordofthecraft.net/forums/topic/227061-culture-the-way-of-new-men/
  10. Final updates added: "Channeler's Mastery" and "Ideological Reliance" added with redlines
  11. THE SORVIANS, MAN-MADE-MEN 𒊻𒀖𒈜 The Sorvians are humanoid Construct entities that are created, by Sorvian Sculptors, with four vital ingredients: clay, porcelain, blood, and soul. Their true origins are unknown, even to the nameless Sculptor of Axios who rediscovered the process of their creation, who himself did not realize he had corrected the intended state of Sorvians who had once been crafted by crude ingredients like animal remains. In truth, even before the Axiote Sculptor, the Sorvians' secrets were claimed by a lost human kingdom, and prior to them had been mastered by Orcish “half-giants” who were responsible for the artform’s strange distortion. From where they emerged prior to the half-giants is and always shall be unclear; but what is known is that a perfect circle was achieved and a much more primal design had been regained by contemporary Sculptors. THE SCULPTOR 𒀭 𒆠𒅆𒈗𒀪𒉡 Sorvian Sculpting is a magical feat that all beings containing a soul are capable of practicing. Descendant Sculptors are the most common of their field, for Descendants all-together contain the two most essential ingredients to the process: mortal blood, and a soul. Fresh blood, usually cut from the Sculptor themselves, acts as a medium through which spiritual matter (“anima”) may travel and may be transferred. This spiritual matter, composed of concentrated anima, is broken from the fragment of the Sculptor’s soul so it may be supplanted into their creations. The act itself exhausts Sculptor, who is forced to adhere to a principle of self-sacrifice to achieve these acts, as Sculptors are totally incapable of channeling or drawing upon the soul of another Descendant, or once-Descendant, being. This means in order to excel in their craft, they must become deeply intune with their own spiritual condition, and thus master the means to channel it toward these purposes. The Descendant soul has the means to regenerate itself and manage the damages incurred by these practices, but there are still things within them that are separated from their mind as a result of that sacrifice. They may end up forgetting or losing parts of themselves like memories, which themselves are isolated within their Sorvian creations. These memories sometimes flicker across the minds of the Sorvians, who can never truly focus on them like the wakeful passing of dreams. While the soul may cope with these spiritual sacrifices, it is known by Sculptors that they cannot create more than 3 Sorvians per Elven month on account of their soul becoming “exhausted” and unable to produce anymore soul essence for the artform, and will force them to take a long period of rest for 3 Elven months in order to recuperate. If they create 1 Sorvian, they will be capable of crafting another singular Sorvian the following month, and so on. The rules of this creation shift to accommodate for other forms of Sculptors, such as Sorvians themselves, who are limited to creating 1 Sorvian per Elven month unless their abilities are elevated by certain recently discovered augmentations. Redlines THE SCULPTING 𒀭 𒆠𒅆𒈗𒄘𒀪𒉡 The Husk In order for a Sorvian Sculptor to sculpt, they must first begin with the creation of a Husk. A Husk is an empty vessel hand-crafted with clay, a wooden skeletal structure, and a porcelain mask all gathered and assembled by the Sculptor. Husks may range from 3 feet in height to 6 feet, depending on the form of Sorvian being created. Conventional Sorvians range from 5 to 6 feet; Newts are known to range from 3 to 4 feet. Both “Conventionals" and Newts stand equal in their mental faculties, spiritual condition, and ability to Sculpt and receive augmentations. Their only difference lies in their size and strength, with Conventionals being equal to that of a human soldier and Newts being equal to a Halfling farmer. Another form of Newt that a Sculptor may create more plentifully and without limit are the Simpletonites, or more commonly known as "Background Newts". These Background Newts are able to understand and interpret simple commands such as participating in a Sculptor's workshop duties, or conducting musical bands in groups, or even serving as communicators and translators. Awakening The act of bringing Sorvians to life is known as Awakening. Awakening occurs when a Sculptor takes a porcelain mask, sheds their blood or the blood of another mortal, and uses that blood to inscript “Sculpting Language” upon the back of the mask. The Sculptor must channel their anima in the midst of this, focusing in order to sever a small fragment of their soul which is then transferred into that bloody script. This causes the runes to begin to shift in unusual ways, like an intelligible language that only Sorvian Sculptors may understand. What is exactly written is ephemeral, and has to do with the contents of the spiritual essence they are sacrificing, such as aforementioned memories of the Sculptor. When this mask is placed upon the face of a Husk, a soft light the color of the Sculptor’s personal aura emerges from the space between mask and face, and this signifies the sealing of the mask to the body. The Sorvian then awakens, sometimes with their first recollection being the fleeting dream of those sacrificed memories. Sorvians are known to awaken already with the means to speak, communicate or animate themselves, though it is not uncommon for some to be mute, awkward or confused in the first days of their existence. This is why the Sculptor must dedicate themselves to guiding and instructing their Sorvians as soon as possible, as abandoning them runs the risk of the Sorvian becoming purposeless and deranged. Alteration Sculptors may apply different aesthetic styles to a Husk prior to awakening, as to align a Sorvian’s appearance to a cultural group they are born into. This includes the design of the porcelain mask, as well as hair, feathers, scales and the color of the Sorvian’s flesh such as found in various dyes. These aesthetics do not aid the Sorvian in their survival, and only mean to suggest a Sorvian’s alignment with a tribe, faction, purpose or general origin. While they may receive these aesthetics traits prior to Awakening, if a Sorvian is dedicated to the mission of their cultural group then they may slowly shift and physically change to suit the associated appearance. Sorvians may also be made to have four arms rather than just two. It is said this process was discovered to optimize a Sorvian’s efficiency in more intricate works like crafting where multitasking may be key. This does not weaken a Sorvian’s strength, but rather divides the strength of one arm into two while also lessening their durability in combat. The strength of each independent lesser arm is capable enough of wielding daggers or short-swords in combat, and lack the means to lift more than 15 pounds on their own. Revival & Death-Dream When a Sorvian is destroyed, their body either dries and stiffens into a crumbling clay statue, or crumbles away entirely. This may occur with and without the destruction of their mask, but if the mask remains and may be salvaged, then it may be repaired and reapplied to another Husk to initiate another Awakening. The Sorvian will return to life with their ego and memories in-tact with the exception of any memories or recollection surrounding the events of their demise. When their mask is broken, the soul will be released but will be undetectable by beings or practitioners who deal in interacting or witnessing spiritual beings. This is because the soul shifts into a place that is not understood by Sorvian Sculptors, a place called the “Death-Dream'' where their soul resides in dormancy. The Sorvian’s soul indeed dreams in this place, subconsciously attempting to retain its accumulated knowledge and personality as the Death-Dream actively decays and threatens to separate their spirit into oblivion. A Sorvian returned to life may recall certain elements about the Death-Dream, but only that it was vastly and unfathomably dark and lacked any presence other than their own. If left in the Death-Dream for over an Elven month, it will scatter into nothingness and they will be permanently lost to the beyond. In order to return the Sorvian’s soul from the Death-Dream, a Sculptor must initiate the Calling Incantation ritual in the place of the Sorvian’s demise. The Calling Incantation uses material references of the Sorvian in order to lure them out of the murk. These material references take the form of things created or crafted by that specific Sorvian, as all things created by Sorvians bear an invisible imprint that their soul may recognize. Without these imprinted references, the Sculptor must rely upon chance. They instead use the Sorvian’s name as their reference, which has a far lower chance to fail to grasp the lost soul’s attention in the Death-Dream. Because the Calling Incantation may occur once per Elven day for a given Sorvian, there are ample chances in the period between the Sorvian’s demise and the loss of their spirit. Redlines CLAY & PORCELAIN 𒉡𒋻𒄀 𒉡𒈲𒅈𒀜𒄅𒆸 The two material ingredients used for Sorvian creation are vital to the function of their once obscure spiritual state of being, which is something believed to be entirely fabricated and man-made. In the ancient days of Du Loc, the relationship between clay and porcelain was realized by the dubious Sculptor Man-Makers who were dedicated to a deeper understanding of their subjects. Though the Man-makers have faded into the shadow of mankind, their teachings survived among their Sorvians and spread beyond them in contact with other Sorvian tribes. The Man-Made-Soul The Man-Made-Soul is the spiritual core of a Sorvian that is imbued into their porcelain masks, composed entirely of a fragment of a true Descendant soul. It acts in a manner similar to a seed; once planted, it grows overtime within a Sorvian's mask and this is expressed by their ability to receive, process, understand and recollect knowledge about the world, their surroundings and their living experiences. Without this means for a minor growth, the Sorvian could not evolve or adapt independently and thus would need to remain entirely dependent on their creators for direction. A Man-Made-Soul lies leagues below the strength and constitution of a Descendant's Greater Soul, and is ultimately unable to grow to the point to where Greater Soul status may be achieved. The Man-Made-Soul is, however, equal in strength to Lesser Souls, and thus enables Sorvians to participate in supernatural practices of a far less spiritually intensive degree. This is why they are capable of producing their own kind; because the Man-Made-Soul is capable of both its minor growth and regeneration that offset reproductive consequences. These are both qualities believed to have been inherited by their Descendant makers, whose Greater Souls function the same way at a much higher degree. While they are at an equal level with Lesser Souls, Man-Made-Souls do suffer a condition inherent to them as being created by mortal hands. The entire Sorvian's body maintains a system of life dedicated to the stabilization and development of the spirit in their mask, and so every part of them is vital. Porcelain The porcelain of a Sorvian's mask, which itself is a highly refined or processed form of clay crafted by Sculptors, acts as the vessel within which a Sorvian's soul may comfortably reside. This is on account of porcelain's unique receptiveness to Sculpting Language, which is the arcane rune system used to seal Man-Made-Souls into the fragile material. The Sculpting Language is retained by the porcelain as a kind of body and soul facilitating data or code with which the memories, ego and functionality is autonomously written and thereby recognized by their spirit. The soul projects the mind and will and therefore a being's means to act on their desires, such as in acts of motion or animation and communication. Therefore, the Man-Made-Soul projects that through the Sculpting runes upon the mask, which then relay signals to the body attached to it. Clay The Sorvian's body is comprised of raw clay, which upon their Awakening is transmuted into a material known as "pseudoflesh". This pseudoflesh lies in a perpetual limbo and remains in this limbo until physical damages or spiritual disruptions occur, whereupon it reverts to a weak and crumbling dry clay. Within the chest cavity of a Sorvian lies a loose form of anima or spiritual matter that is required by the Sorvian's mask to transmit signals to their material form. Pseudoflesh is likened to the feel and texture of actual mortal flesh, but lacks blood and the warmth of true life. This loose anima is generated passively within a Sorvian as a result of the presence of their growing soul. While primarily used to transmit aforementioned signals through the body, much like the brain does for a mortal form, it is also recycled to expand the runes upon the back of a Sorvian’s mask. This growth or expansion allows for the culmination of memories and the Sorvian’s progressive personality. Without this clay body, the soul within a Sorvian mask would remain dormant and absent-minded for their lacks of means to properly interact with external stimuli. Channeler's Mastery Over the years of generations of Sorvians being created and Sorvians creating more of themselves, a capacity for minor magical activity has developed in their kind, and the foundation of this ability stems from the Sorvian's mastery of their own artform. Total control over the anima within a Sorvian is only achieved when they have reached a mastery in Sorvian Sculpting, enough to teach others, as they have come to understand the extent of the spiritual channeling required of their evolving craft. This manifests in a Sorvian master's ability to participate in the magical arts of Housemagery and Bardmancy, using their raw anime as fuel for these acts. Because they are tapping into this fuel for other reasons, it is riskily expended and exhausts a Sorvian at twice the rate of Descendant practitioners. However, both magical arts may be utilized to the same extent as Descendants, only at the risk of the Sorvian's wellbeing on account of their capability to use their complete supply of anima and thus be rendered lifeless. Redlines SORVIAN CONSTITUTION 𒂊𒀈𒈽𒀉𒅡𒄴𒈿𒁉 The man-made-men, while superficially alike other mortal beings, differ from them significantly in their strengths and limitations. Not only this, but they too differ in physical composition and spiritual status. Strengths LIMBO: Sorvians are potentially immune to the effects of time. They do not age and do not experience permanent physical degradation without moving or being animate. This is maximized if a Sorvian is a pacifist or one who avoids dangers; they will exist to perpetuate through history should nothing come to disrupt their limbo. War-faring or highly physically active Sorvians will more quickly erode, requiring more repair by a Sculpting who may be themselves or someone else entirely. This erosion is signified on their clay bodies as dry cracks in the otherwise smooth faux-flesh. LIMBO II: Sorvians are not bound by certain conditional mortal limitations. They do not need to breathe and are only susceptible to water if plunged a certain depth. Sorvians do not experience exhaustion or physical fatigue while maintaining the strength of a common human soldier. Sorvians are not required to eat or drink. Sorvians are capable of, but do not require, sleep and rest. Additionally, Sorvians are resistant to harsh weather or regional conditions such as extreme heat, humidity, and cold. Direct fire will scorch and crack them, and they may become frozen solid, but if kept from being broken or rendered into dust by these elements, Sorvians will survive them. PALEBEAST IMMUNITY: Sorvians are uniquely immune to most powers and tendencies associated with dark beings or wizards. They cannot be drained of Lifeforce by Necromancers for their lack of Lifeforce entirely, and they cannot be harvested for blood by Blood Mages or blood-consuming darkspawn for their total lack of it either. A Sorvian is also immune to magical curses, poisons, and disease. TOLERANCE: Sorvians have a particularly high tolerance for pain and may continue fighting even if limbs are severed from their body. This allows them to enjoy resistance to torture methods or forms of combat meant to debilitate an individual via the infliction of painful wounds. MEMORY: Sorvians are capable of photographic memory across the span of a century. This means they may retain all forms of precise information perceived by them unless otherwise interrupted by instances of physical destruction or deactivation. Memories gained within that 100 years will begin to fade following the pass of their century to make room for new clearer memories, but the information will be retained and accessible if put into physical record or reminded of by other individuals or events. This psychological constitution allows them to be highly calculative and efficient beings that may quickly process mathematical information and exponentially improve learned skills. Weaknesses FRAGILITY I: A Sorvian’s means to exceed certain mortal limitations stands in contrast to their actual fragility. Being capable of constant and continual physical duress does not make them immune to degradation, meaning every instance of high-intensity motion or stress upon a Sorvian body will erode the durability of their joints and overall constitution. Though this is the same for all living beings, Sorvian bodies do not have the means to regenerate and thus make the damaged parts of their body. Instead, they continually break down and become at risk of losing limbs and other extremities if not properly maintained by Sculptors with blood and clay. FRAGILITY II: Complex or even heavy weaponry is not needed to damage a Sorvian significantly. A sword or cleaver is capable of severing their limbs with ease and a dagger may puncture their chest cavity like how it may easily pierce damp clay. Dealing an open chest wound such as this will cause the Sorvian to bleed the spiritual essence they require to function, and after 5 emotes in combat they will be rendered lifeless unless the wound is patched in that time. A Sorvian is capable of “hanging on '' for 10 emotes if combat has passed or if these damages were sustained in instances outside of violence or conflict with other individuals. A Sorvian does not bleed this essence unless a wound is dealt to that specific cavity in the chest region of the body. FRAGILITY III: The Sorvian mask is extremely sensitive to contact and may be broken to destroy a Sorvian. This is achieved by striking the mask 3 times with a weapon capable of inducing physical damage or by accidents in which the Sorvian may endure trauma to the head or face. Additionally, if the head is destroyed or removed entirely from the body, the Sorvian will perish whether or not the mask remains upon the head. ELEMENTAL FRAGILITY: If plunged or pulled under 120 feet or 36 meters of water, the chest cavity of a Sorvian will implode and induce their demise within 5 emotes. Additionally, if they are successfully caught aflame for more than 5 emotes, all parts of their body touched by the blaze will begin to crumble. This is especially dangerous for their chest cavity, which will begin to leak their spiritual essences if flame scorches it directly. MENTAL STABILITY: Sorvians are capable of processing emotions and thoughts. However, they are not proficient in identifying those feelings. This can cause their mental demeanor to collapse within years, months, or even weeks. If a Sorvian is injured substantially during a traumatic time in their life, these pains may reoccur. Which is often referred to as phantom pains. These can happen when a Sorvian is nearing its breaking point. Sorvians are prone to becoming overwhelmed by thoughts, emotions, and outside factors. When a Sorvian is losing their stability they might be delusional or behave irrationally. Examples are; yelling, running into compromising conflicts, believing an event happened despite it being completely made up, and snapping at their kin. One of the rarest forms of mental instability is disconnection from reality. This is when a Sorvian shuts down entirely, their body may lie motionless for decades, staring out into nothingness. OBSESSION: As all constructs do, they will crave a purpose, task, or directive. For Sorvians, if they have been abandoned by their creator, they can assign themselves tasks. They are usually, making their purpose a part of their name or personality, (Wave-maker, Scroll-Hoarder, Bird-Watcher, etc). This obsession can grow out of society, either their fixation unneeded or outdated. They can lose themselves in trying to prove that their purpose is valid. This does not only relate to purposes but made-up religions, prophecies, or myths. MIMICRY: Sorvians are often looking for validation or acceptance by society. They base themselves off of interactions, and things they see. Often, a young clay golem will be seen observing from a distance or forcefully jabbing itself into others' conversations. This mimicry can even go as far as the Sorvian growing hair, feathers, or fur on their head. Their masks can be altered through time to represent what their purpose or focus is, sometimes taking a humanoid appearance to make themselves seem approachable. If their social needs are not met; they will lose their mental stability. MALFLAME: The particular assembly of the Sorvian soul renders it highly vulnerable to Naztherak Malflame. This vulnerability primarily stems from their mask, which exists as a physical vessel fused with the spiritual matter processed in their chest cavity over time. When Malflame makes contact with a Sorvian’s mask, it will burn uninterrupted for 5 emotes, and severely debilitate the Sorvian both physically and mentally as the pain exceeds their means to process it. While Malflame cannot shatter their mask, it will damage the mask enough to be broken with one strike instead of three. If a Sorvian survives an encounter where they suffer Malflame burns, their mask will remain in extremely poor condition and must be left to repair itself over the course of an IRL week to achieve proper restoration. If repairs are expedited and the mask is repaired by a Sculptor, a Sorvian’s mask will return to its 3-strike durability, but will leave the Sorvian deeply traumatized and addled with phantom pains, twitching, involuntary movements, and overall mental instability from the magical damages dealt by the Naztherak element. SPARKLESS: A Sorvian cannot utilize any form of magical power beyond the feat of Sorvian Sculpting, with Housemagery and Bardmancy possible under specific conditions. Non-magical feats may also be practiced freely by Sorvians such as Alchemy in most forms that do not require higher magical powers. This is because their soul is “lesser”, and thus does not bear the constitution and spiritual strength necessary for those advanced channeling powers in its original state. SENSELESS: Sorvians do not share the same amount of senses as Descendants. For example, they cannot taste or smell, though they can hear and see as clearly as other mortals. Their sense of touch is also very dull which shares a relationship with their pain tolerance. A Sorvian cannot be made to go permanently blind, but covering the eye holes of their mask leads to blindness for as long as the coverings remain. SORVIAN PSYCHOLOGY 𒍡𒁹𒋰𒄯𒅀𒅑𒈾𒊏 Originally created for the purpose of servitude, a Sorvian is concerned first and foremost with the directives and protection of their creator. For having been made by them, they cannot help but feel a strong admiration for their makers, even if they are dubious or of questionable moral disposition. These personal elements are irrelevant to the Sorvian, who are fulfilled by their servitude to their maker’s absolute authority. This authority manifests in a literal way through a Sculptor’s means to give commands to their Sorvian, who may ponder or question the nature of the command but not disobey it unless it is determined without a doubt to directly lead to their destruction. Only their original creator holds this authority, and it cannot be transferred to another Sculptor even if a Sorvian becomes masterless and chooses another Sculptor or being to act as their master. In the event of being freed or “released” by a Sculptor, that authority is retained, but a Sorvian’s mind will change to adapt to these significant events. They are known to choose, or be able to be persuaded toward, a specific religion, ideology or path to fulfill themselves where there now lacks any desire to adhere to their prior masters. Sorvians have been known to be released to pursue such paths and, in some circumstances, come to despise their makers for moral reasons they ingrain for having dedicated themselves to a specific set of morals or code. The authority of their original maker remains forever or however long their maker remains alive or otherwise capable of making those commands, even if the Sorvian has somehow become their enemy. When independent, a Sorvian’s mind is less stable and more prone to delusion. Their entire initial existence revolves around servitude, and unless tempered and trained toward independence in their first days they will find themselves too absent too bear and begin to mentally degrade. Without reference or access to other sources of meaning in life, they may begin to fool themselves into servitude things that do not exist or hold actual presence at all, such as fantastical idols or false ancient legends devised in their dreams. This makes putting them on a proper path more difficult, and the longer they go on this way, the higher the chance a Sorvian Break may occur. Sorvian Breaks A Sorvian Break is a psychological episode that may take hold of a Sorvian when they have sustained significant psychological trauma, which may occur in particularly horrible moments (the death of their maker, or the downfall of their ideology) or even after long periods of time being purposeless. When a Sorvian Break occurs, the Sorvian’s original mental state has the chance to be “rewritten” or erased entirely, replaced by an entirely new ego and personality that is separate from the original Sorvian. The new ego that emerges at the end of a Sorvian Break is known to be aware of fragments or parts of their prior life, but feel no relation or attachment to it whatsoever. Sculptors may attempt to partially reverse a Sorvian Break by training the new ego to focus intensely upon those remnant fragments, but this may reintroduce and exacerbate mental illness in the Sorvian or cause the “return” of that original personality in a deeply flawed and disturbed form. Sorvian Breaks may be manually induced upon Sorvians that are psychologically damaged, though it cannot be weaponized against them and requires a kind of inverse therapy in which the Sorvian is gaslit or otherwise subjected to engineered trauma strong enough to cause the episode. This is usually reserved as a technique to salvage a Sorvian and prevent them from falling into disrepair and death as a result of their madness, only at the cost of their true selves. Ideological Reliance Sorvians are born inherently bound to a need for authority, instruction and ultimately purpose. They associate their creator most strongly with these desires and at first feel total fulfillment in achieving the bidding of their makers. They crave a belonging to the identity and culture of their maker, to be alike them in their morals, traditions and perhaps even appearance, even if reduced to small features upon their person. It is therefore necessary for a Sculptor to bring their Sorvian creations into the fold of any group, culture or belief system they happen to belong to, even if personal directions only they follow. This craving to serve all aspects of their maker is on account of the sameness of their spiritual matter, as there lies a very fragment of the Sculptor's soul in their living creations. If their master is lost or they are "released" by them, a Sorvian will be motivated to seek purposes that still align with the things already taught to them in the days of service. Thus they will not be satisfied by a peaceful life living quietly among mortals, and while capable of forcing themselves to do so it will incur a gradual strain upon their minds that may range from ten years to fifty years, leading to a far higher risk of Sorvian Breaks in which their entire personality and ego are lost or fragmented in place of a newer mind. Sculptors are therefore incentivized greatly to care for their Sorvians by elevating them above standard servitude, to introduce them into families, cultures, religions or ideologies in which they may foresee, and pursue, more significant goals that lend even greater purposes to the smaller tasks given to them. Ignorance of this necessity, or even the abandonment of Sorvians to determine their own direction whether at birth or in the middle of their lives, will leave them in a state of gradual discombobulation and eventually breakdown as their primary source, both literally and ideologically, fails to meet those needs. Redlines SORVIAN CREATIONS 𒂀𒀸𒈥𒀢𒆸𒈾 In the time since the artform’s revival, it has been experimented with and tested by meticulous and adventurous Sculptors that believed Sculpting may be expressed in various different forms. Two distinct forms of Sorvian Creations have emerged - Sorvian Oddities, and Sorvian Armaments, both of which serve contrasting purposes. Sorvian Creations are composed entirely of porcelain. Similarly to masks, they are inscribed with the blood and soul of a Sculptor and given specific purposes, especially so in the case of the invariable Sorvian Oddities but less so for Sorvian Armaments that are engineered for the act of war. The material composition causes Sorvian Creations to be particularly fragile, especially if complexity is involved in their function. Because Sorvian Creations lack a Husk, they do not have the means to expand mentally beyond their original state, and thus are entirely dedicated to their inscribed purpose without end. This means a Sorvian Creation does not react to communication or stimuli unless directly related to their function and does not have the mental faculties to actively intelligently communicate with others. Sorvian Creations may be crafted by any form of Sculptor, but they do require blood and spiritual sacrifice in order for the Sculpting Language to be inscribed so they may be charged with purpose. This sacrifice does not exhaust a Sculptor as severely as traditional Sorvian Sculpting, but does require the Sculptor to rest for up to an Elven week in between each Sorvian Creation. Sorvian Creations do not affect a Sculptor’s ability to create traditional Sorvians, and are affected only by their given weekly limitation. Sorvian Oddities Sorvian Oddities are porcelain objects and devices imbued with a miniscule fragment of a Sculptor’s soul in order to charge them with a specific purpose. They are made with a higher degree of complexity and precision necessary for the construction of purely porcelain material, which renders Oddities into fragile creations that must be treated, used and maintained with utmost care and dedication. Sorvian Oddities are the non-combative variant of Sorvian Creations, and thus are reserved for being made into devices meant to fulfill day to day purposes or simplistic tasks. The prime rule of Sorvian Oddities is that their function relies upon the vocal communication of commands by the individuals wishing to use them, deriving from a Sorvian’s natural tendency to adhere to authority. Though traditional Sorvians only adhere to the commands of their maker, Sorvian Oddities cannot make the distinction of who gives the command and submits to them anyway. This is how they are activated, and they typically require specific phrases or questions in order for them to begin functioning on account of their Sculpting inscriptions only having a set amount of communications that the Oddity may recognize or process. This means Sorvian door locks or chests would only adhere to specific passwords, or that Oddity calculating devices would only know how to reference mathematical equations and solutions. Other examples of Oddities are Sorvian clocks, which cannot contain intricate clockwork mechanisms but rather express the time vocally as long as the Oddity has a reference of time, needing to be exposed to the outdoors by either being placed outside or near a window so they may evaluate the position of the sun and make their accurate estimations. More examples include simpler Oddities such as coins that may whisper their own monetary value, or porcelain statues of individuals that may speak known terms or sayings associated with the modeled individual. Oddities may even serve temporary purposes like messages, such as a handheld porcelain tablet that may speak the subtly shifting engravings marked upon them with Sculpting Language. The voice these Oddities speak are nearly the same, if not exact, to the voice of their Sculptor creators. This is because in the midst of an Oddity’s creation, there must be a brief “training” or functionality testing trial in which the Oddity is taught to mimic specific phrases or words associated with different parts or the whole of their vocal function. Sorvian Oddities, while they do not have the mental capacity to intelligently communicate with other beings, may experience a form of depression or inactivity as a result of not being used at all or for long periods of time, or if kept within storage chests unattended. It may take some time before an inactive Oddity may be kickstarted back into use, only possible by attempting to activate it with any associated phrase or use multiple times through the day of its discovery. Sorvian Oddities are also given a far smaller fragment of the Sculptor’s soul which affects the lifespan of the Oddity’s functionality. The rate of regeneration of their mortal soul fragment experiences is unable to outpace the amount of energy the Oddity must expend to both be used and to remain indefinitely active or “alive”, and this lifespan usually reaches up to 10 years, or 10 Elven weeks. A Sculptor may precisely detect the amount of charge left in an Oddity and will know when they have been completely drained of their spiritual power. The solution to this is as simple as the Sculptor reinvigorating the Oddity by repeating the steps of its creation ritual, primarily in transferring another minor soul fragment into it with their blood. This is known to have no effect on an Oddity’s purpose other than affecting the voice they speak, as the recharging process includes requiring the Sculptor to briefly retrain the Oddity in their inscribed purpose. A more extensive list of Sorvian Oddity examples are as thus: Oddity clocks Oddity coins Oddity door locks Oddity chests Oddity calendars Oddity calculators Oddity messages Oddity statues & sculptures Oddity jewelry Oddity lightsources Oddity dolls & figurines Oddity books And many more! Redlines Example Mechanical Item Example RP Scenarios On Sorvian Oddities: Creation On Sorvian Oddities: Activation & Use I On Sorvian Oddities: Activation & Use II Sorvian Armaments Sorvian Armaments are the Sorvian Creations reserved for the acts of war and defense, signifying a Sculptor’s ability to adapt their art to a hostile world they must actively navigate through. Like Sorvian Oddities, the armaments are swords of two varieties that are fashioned completely out of porcelain, and thus in their powerless or unawakened state are extremely fragile and must be kept secure and protected with the use of thick clay scabbards. Their true use lies in their awakening, as porcelain swords do not have any feasible use on the open field of combat and would break even before any clash of swords would occur. A Sorvian Armament is useful only after their awakening, which involves the traditional act of imbueing these porcelain weapons with a Sculptor’s minor spiritual fragments, inscribing the shifting runes of Sculpting Language in blood across the blade. Those inscriptions act as instructions for the armament to fortify itself when activated during combat, channeling the entirety of their spiritual power towards a kind of transmutation that makes them equal in strength, constitution and sharpness as a mundane steel sword. A Sorvian Armament is activated only after their creation and awakening, and is done so manually and at-will if wielded by the original Sculptor creator without need for spoken incantations. The effects of their activation are useful only when the weapons are active, meaning the wielder must be sure to keep it within its paired clay scabbard at all times when not in use for it returns to a fragile and easily broken state when not channeling the power invested within it, This activation causes an aesthetic flair to manifest across the length of the blade, which is also where the Sculpting Language is inscribed across the complete length of them. Forms of aural energy emerge from the woken runes, capable of producing a wide variety of visual effects such as appearing ensorceled with flames, crackling energy, or simply the shimmer of an aural light from the blade of the armament. The color of these flairs depend on the color of the wielder’s aura, meaning a Sorvian may only discover the color of their soul’s aura by creating a Sorvian Armament of their own. These aesthetic effects do not incur a supernatural damage onto other beings and is merely the expression of the armament burning off spiritual energy in order to maintain the weapon’s fortification effect. Therefore, the flame or visible energy coating the weapons are barely detectable by other beings besides in the sounds produced, as these aural projections give off only a faint warmth that may cause the armament themselves to become warm. This also means Sorvian Armament’s active state cannot shift away from the nature of steel in order to mimic the effect of other various alloys such as gold, boomsteel and thanhium. Sorvian Armaments cannot be enchanted separately in any fashion either, and so are limited to the one and only mundane use in mortal combat equal to every other common warrior in the world. Sorvian Armaments may be broken even in their active state by being overexerted in combat, causing a porcelain Sorvian Armament to splinter or shatter at the same rate a steel blade may chip or bend. Extreme damage to an armament, such as being broken in half entirely, will lead to the weapon combusting in their hand in a flash of aural light, leaving them destroyed forever. They may be repaired by any Sculptor, as well as recharged by them, as Sorvian Armaments share the trait with Oddities in having a far more limited spiritual blood to draw upon than traditional Sorvians. This means they will require re-imbuement by a Sculptor every 10 years, or 10 Elven weeks, from the moment of their making. Doing so will shift the weapon’s ownership to the Sculptor responsible for imbuing them, allowing them to activate them at-will where others are forced to rely on more crude activation methods. If stolen from a Sculptor or given by them as a gift or otherwise, a Descendant or blood-bearing individual, whether a Sculptor or not, may draw their palm along the edge of their palm or expose the blade to a source of fresh blood in order to activate its fortification effect. This is the only way for individuals who are not the weapon’s original Sculptor creator to utilize a Sorvian Armament, activating it in a more of a hijacked manner where the Sculpting Language upon the blade misfires in the presence of the genus or spiritual matter in the blood. A Sorvian Armament may be activated as many times as necessary in combat if not significantly damaged, and have no limit on how they remain inactive. However, frequent use will lead to the general degradation of the porcelain structure, forcing a Sculptor to apply clay based repairs with their blood at least once per Elven week. A particularly ancient Sorvian Armament is known to appear riddled with cracks and damages but kept stable by any clay seals or patches upon the body of the weapon, tarnishing their original refined and artistic appearance. Sorvian Armaments, similarly to traditional Sorvians such as Conventionals and Newts, have two minor subtypes that are distinguished by their size. The Sorvian Xiphos is a blade better suited for Newts on account of being only 12 inches in length maximum, while the Sorvian Rhomphaia represents all porcelain blades ranging beyond 12 inches and to a maximum of 40. Both forms of Sorvian Armament are entirely the same bar their physical size and combat capabilities, and may be given various superficial designs or applied with dyes of all colors as porcelain crafts typically are. Redlines Example Mechanical Item Example RP Scenarios On Sorvian Armaments: Creation On Sorvian Armaments: Activation & Disarmament SORVIAN AUGMENTATION 𒍣𒈾𒅀𒅐𒄔𒅄𒄊𒅀𒁕𒄤 Sorvian Augmentation is another new expression of Sculpting that is intended to improve a Sorvian’s control over themselves and the nature of their being. The this sole form of Sorvian Augmentation takes the form of Sacrificial Hands, allowing Sorvians to bleed for their rituals. This Sorvian Augmentation is accessible only to Sorvians who have become Sculptor teachers, as gaining such a status proves their ability to expertly manipulate the cumulative anima within their bodies. Sacrificial Hands —Sacrificial Hands are right-handed limbs that regrow in place of a Sorvian’s right hand upon their ascension to Sculpting mastery. This transmutation takes approximately two Elven weeks to complete, and require the Sorvian to rest, meditate and exist undisturbed by any form of violence or conflict upon them or in their vicinity. These hands tend to appear darker or more cracked than the original pseudoflesh limb, and bear a warmth comparable to that of a Descendant’s in the same hand. These augments are unique in their ability to allow a Sorvian to bleed a form of pale gray blood known as “pseudoblood”. Pseudoblood is warm, murky and colorless, and only serves to assist a Sorvian Sculptor in achieving their rituals, conquering their previous limitation of relying on Descendants for their own blood. A Sacrificial Hand’s pseudoblood acts as a medium for a Sculptor to channel their spiritual essences through to achieve all forms of the Sculpting art. A right hand transformed into a Sacrificial Hand may extend its appearance up to the elbow of the right arm, and brings stronger sensations and feeling to that specific region of the Sorvian body. While the Sacrificial Hand makes blood more freely available to a Sorvian Sculptor, it is limited to five uses an Elven day in the production of pseudoblood for Sculpting rituals and forms of creation. This means every Elven day, a Sorvian Sculptor may independently create or revive Sorvians and procure Sorvian Creations up to five times within that given day. If those five chances are taken, then the Sacrificial Hand will become “sore” and will not produce pseudoblood until the following Elven day arrives. Sacrificial Hands may be easily repaired or replaced if damaged or severed, but the actual act of their damaging is what poses a problem to a Sorvian - the pain felt is practically ten times that of what they experience when their other limbs are damaged, similar in that all things the hand may touch and feel are made equal to that of a Descendant. They are also destroyed just as easily, requiring no special tool, enchantment or gold in order to take advantage of a Sorvian’s new weakness. One of the most beneficial advantages of the Sacrificial Hand is its ability to boost a Sorvian’s Sculpting limit. With a Sacrificial Hand in their possession, a Sorvian Sculptor is capable of creating up to three other Sorvians per three Elven month, but if the limb is lost or destroyed then any remaining opportunities for a Sorvian to create another of their kind within that Elven month are also lost. Redlines Example Mechanical Item PURPOSE 𒍢𒄑𒁕𒈲 The purpose of this rewrite is to properly update the 2019 edition and add much deserved expansion in Sculpting roleplay possibilities. This is justified in part by the actual roleplay and accomplishments made by the multitude of Sculpting based groups or “families” that have emerged over these four years since Archipelego’s edition, in which many of the groups exhibited signs of “evolutionary” development stemming past their origins as completely servile playable Constructs. With this mechanical theme of evolution, Sorvian roleplay is envisioned to further diversify and positively impact the player community at-large, providing new and fun forms of Sorvian creations that have the potential to be enjoyed by practically all player groups active in the world. It also serves to provide new opportunities for Sorvian players themselves, who have found the absence of progression or means to do more with their abilities lacking after several years of consistent activity and several generations of characters created. These opportunities are not meant to boost the combative power of Sorvians or to grant them features that disrupt their mechanical equality with mundane characters, but rather to allow them to achieve a form of independence without relying entirely on Descendant or non-Sorvian Sculptor players to expand their communities. This work is credited to: Omen_Prince/Swgrclan (author) SparkPowder (artwork, editing, formatting) SlitheryC1 (feedback) Johann_ (feedback, formatting) The Sorvian community (for existing)
  12. You know I actually recently discussed the matter with Johann and he dug up a screenshot of some of the roleplay that was conducted early into my attempts to wrangle everyone together, and one of the lines of dialogue included quoting "fear the Old Dark", and I cringed so hard that my teeth almost fell out and started dancing around. So I do recognized my unnecessary insertations into that project - you correctly believed that I jumped the gun on Abyss or Xion related and for this it is understandable that I was washed away from the situation. These developments themselves are not something I should be pouty about to the extent of several years, as they were one of the several reasons why I transitioned into a more palatable Sorvian focus. For that reason I am thankful and I assume you are relieved that I have been exorcised of the ghost that compelled me to insert Xionistic ideas into canon. Not every issue has to remain some kind of bitter mound, and I am not one to pitter about and be regretful about losing out on opportunities when others have clearly opened up. Weird clay people and their mysterious nature and history were a nice fresh start to new ideas, which are vital to this community. My scrutiny of how my work has been handled only really comes down to a lack of inclusion - as I mentioned, participating in worldbuilding aspects that I found a very interesting hobby in. But things have carried on in a manner that are inoffensive, no matter how much I bicker about little details on the wayside. As for Nozoa's situation, it was only an example of how certain degrees of behavior from up high may reach down and effect the motivational drive to persist among players - there was no plot to suffocate his efforts on your behalf, this is clear. I do not see reason in blaming you or any small staff cadre (besides your mention of these administrators) for intentionally sabotaging people, I suppose it's just a matter of being careful what is said in the midst of someone rubbing their braincells together to produce something that has potential in the most generative and productive way possible in this game, which above all lore and canon will remain the act of cultivating roleplay.
  13. I have received exactly as expected, which is good feedback. I will address some points of contention. The Way of the Dark presented itself as one of two forms of "Xionist extremism", which at the time of the ideology's development was our attempt at providing a way to keep Xionism at large from exclusively becoming a morally gray set of beliefs. Malkaathe (the respective Old Lord to that denomination) represented an intolerance for a world order that had more or less become irreversibly controlled by Aengudaemons. Because the Way of the Dark was primarily antagonistic, it lacked actual solutions to the problems presented by the belief system besides the manual heat death of the universe. Even with that goal in mind, the most significant Malkaathe-oriented following ever manifested had been a defensive war conducted between his henchman Mordring and the Westerlands humans because of aggressions made into Mordring's sanctum, which at the time was conveyed as a sanctuary for the twisted up and tainted. Insofar, at least as far as I know or recall, that is the only example of WOTD action taken against the Descendants overall, and had not even amounted to a map-ending event; the door to the Abyss was sealed at the end of the Westerlands War. "Xionist Druid" is indeed an oxymoron unless we are accounting for some manner of personal character objective to steal power from deities. The Way of the Oaks never advised for this line of action, and Weirhents, who were intended to be the actual Xionist Druids, were only ever comprised of Necromancers who used their powers to manipulate ("correct") the natural world around them. There were never many of them, but the ones that did exist (Zarsies took a shot at it once) were very entertaining and sound. We must remember to be careful with this line of thinking on account of the fact that Iblees' domain over Necromancy was not properly concrete. Ibleesian Necromancy is not the same form of Necromancy that had begun practice in Anthos, which is when lifeforce-based Necromancy had been written and put into the hands of actual players rather than relegated to events and ET members. The first iteration of player-utilized Necromancy magic lore actually predated Xionism entirely in Anthos, and had been designed in such a way as to prevent players from taking control of Iblees-based lore because of his role as top-priority canon. At the time of learning it in that time period, I had actually been deep into running a serious Iblees cult and was confused when it was not made available to our cult for the exact association you mentioned. This eventually led to ideological breakdown and dissolution in the cult itself, which lays some irony to your claims of it being "traditionally Ibleesian". Necromancy as it is now was never intended to retain strong Ibleesian connections, and the lore submitted later on describing Necromancy's "theft" from Iblees by the Xionist Old Lords was an attempt to explain this conceptual transition. Necromancy will never really be "traditionally Ibleesian". There were roughly seven years and multiple Necromancer community generations dedicated to lending Necromancy its own unique and independent themes and concepts. This must be respected and acknowledged, and any attempts to reverse all that effort and work will essentially amount to the dismissal of the effort of those people, many of whom are well respected veterans to the LOTC community overall. While I am completely fine with Xionism losing its steam in the Necromancer community and, thus, leading to the magic regaining its original "ideology-less" condition (or simply another ideology), it is not advisable to the lore team as a story writer and a contributor to server lore that Iblees somehow becomes re-tied directly into its canon. I am aware Iblees is now more strongly associated with Naztherak and demonology-based concepts; it is better for him to retain his domain over that specific niche, and to allow more legitimate and player-made history to be preserved rather than it to be disregarded as "disastrous effects". This doesn't sound much like a fault of Xionism as it is a personal preference of the players you had these experiences with. It is actually more agreeable for a member of the Way of Embers to debate and discuss this line of thinking than for them to immediately jump into combat. We cannot fool ourselves into thinking everyone is motivated to fly into CRP situations. It can also be a matter of missing out; your Templar exists in an in-character time period that is far-flung into the future from the original point of Xionism's emergence, when the most conflict had occurred. I assure you, there was much ultraviolence. I had been witness to multiple communities charging into frenzied CRP interactions - a good sum of them being viewed negatively on account of how aggressive and unrelenting they were. It is also strategically unwise for Xionist individuals to rush into combat and put themselves out in the open, where their identity may be unveiled in the midst of conflict, thus leading to the character facing difficulty in finding roleplay avenues beyond CRP and aforementioned ultraviolence. There is a very strong reason Xionism was not written to be entirely antagonistic, and I implore you to give these "red-pill" engagements a chance if the player is putting some effort into them. Xionism entirely is not transcendental in nature, it is revenge-based and emotional ideology based around correcting the world of its believed flaws and may be followed by alchemists or common laymen or politicians or soldiers or skeletons. The Way of the Oaks and the Way of Embers in-particular are very mortal-aligned. In the large history of Xionist action, there have been a multitude of significant attempts at overthrowing Aengudaemons, though many of them were not feasible because of the simple fact that the lore team cannot abide by players murdering Aengudaemons willy-nilly. This is why it is more charged with conflict against Aengudaemonic groups, which have been victimized by Xionist violence many times over in the past. You could say, because of the recognition that God-slaying cannot be properly achieved as one would attempt to overthrow a nation's monarch or government, much effort to directly attempt said God-slaying has either simmered down or become hidden from other player characters. Some Xionist goals had even been achieved by non-Xionists, such as the death of Gazardiael, who was only ever allowed to die in his respective end-game events because it was approved and planned. Traditional Xionism did not abide by Spiritual tolerance because they represented another collection of deities that held sway over the fate of the mortal world. The fact that Aphohet (a Daemon) created the Spirits did not even need to be known on account of the fact they were idols that were worshipped, and therefore Xionist enemies. An ideal Xionist world is deprived of these idols entirely, which leads to the idea that if the world was deprived in such a way, the only prominent force controlling its destiny, would be mankind itself. Remember - this falls to the preference of players who involve themselves in Xionism. You have seen the excess of dark magic in Xionist communities because it has more or less become precedent to be involved with them. If you wish for these changes, no amount of lore submission will lead to it, only actions taken in-character by those who actually wish for change. But even then, everyone is completely free to become Xionists not directly associated with the use of dark magic. If no one wishes to take that charge, it will not occur, and more power to them in maintaining this status quo; there are no forces significant enough to instigate that degree of change. I was like you once, brother. It is a common mental strain to attempt to rationalize mythology, and the inclusion of the Old Ones are representative of the ancient mythology of Xionism. If you are asking why I wrote the mythology this way, I suppose I should say it hearkens to the idea that the Creator was a flawed being, and was attempting to utilize resources (aliens ripped from the Void) to better shape his world. But again - mythology is essentially elevated delusion. Even worse, in the contemporary age, I am pretty sure most Xionists have at least a vague idea that Widukind and Dresdrasil and the others are not actually Voidal Horrors but fallen Aengudaemons themselves. There were flawed perceptions inserted in the original doctrine that were intentional; people figured it out for themselves, and I am elated by it. Do not ask the wrong questions. I appreciate it, and I value you recognizing these things, but I have always favored it as a hobby rather than a means to gain influence and significance. I had a hand in the development in all of this because I wished to create an alternative story for people to participate in, and I'm afraid to say when opportunities to achieve that arose, I was strongly put off by the resistance to my attempts to include myself in those projects, as well as the poor treatment I received when I reached out to do exactly as I desired, which was participate in my hobby of telling a story. I am aware of the poor appearance I presented during the conclusive Arcas eventline, as well as the convoluted headcanon I pushed in order to motivate the Illuminati cult that I believed could cultivate an entertaining end-map story, but the things I learned had been said of me and the strange reputation that you allowed to ferment in the staff surrounding my work did not feel properly representative of our friendship and association which had spanned well over a decade. All of this amounted to me finding my own hobby annoying, and that is not something I feel should be felt by anyone who has taken up the effort to contribute to this community. I was reminded of it when Nozoa's alchemist cult fell apart because he caught wind of the poor staff talk surrounding his group's roleplay - something that had, to my understanding, led to his loss of motivation to continue providing a new and unique experience to people who had plentifully participated in his work. I am both disappointed and glad it turned out that way, as he did not waste entire years just to be stonewalled. Do not allow this to happen again. No one in the lore team should be invested in being judgmental about how people stylize their project, especially when it gains significant traction in a dynamic world such as this, especially when his efforts lacked the canon-altering elements that mine had. People such as him and others are a dime-a-dozen, and by being a motivational detriment to them is like setting fire to the creative energies of this community.
  14. It has been roughly seven years since I wrote Xionism and submitted it to the server as an ideological basis for dark art playerbase unification. It began in highschool notebooks and it survives to this day independently through various factions. I am interested in general feedback regarding its effect on the community these past seven years. To begin, I will give my own opinion. I am satisfied by its natural growth and persistent popularity among other player groups. I believe it has become something of a dark artist staple and thus one cannot be mentioned without the other. To this effect I am pleased by my work and the work of others; that it has been willingly carried on through multiple generations far after I played my role in things. As a result, it has experienced change that was free from the source, and this is something every writer should appreciate. It has led to greater understanding of the world through in-character perspectives, and has even experienced syncretic divergence from its original scripture. I request that any responses are serious and to the point, as this is not necessarily a debate thread nor a reputation farm. Proper feedback can't be very well gained from "Xionism good" or "Xionism bad", so be descriptive and feel free to ask any questions regarding the project and its history.
  15. That was not an invitation, it was another way of saying "mind your own business"
  16. Federal entities will not impose themselves onto the natural growth of the tribe
  17. [ The first significant update has been completed. So far, chapters I-III have been given an AI-based narration derived from the voice of Richard Poe. Each further chapter will be progressively given these AI narrations. ]
  18. CATHARISM THE FAITH OF NEW MEN BI-LA KAIFA; I HATE THE PALEBEAST I THINK, THEREFORE, I AM NO GODS, NO MASTERS WE ARE THE SECRET WITHOUT NEW CHANGE, SOMETHING SLEEPS WITHIN MAN, AND SELDOM AWAKENS THE SLEEPER MUST AWAKEN Table of Contents I - Constructs, the New Men II - Descendants, Mankind III - Cathars, Psevdosaiman, Catharsis IV - Creatorial Will, the Man-Made, Divine Rebis V - Hunger, Palebeasts, Ash-Shaitan VI - Horus Harkaine, Divine Beast, Samsarat VII - Ars-Annatas & the Niethscean VIII - Prophecies; VIII-I: The Inheritance of Blood VIII-II: The Holy Daughter of Tanilla VIII-III: The Niethscean, the Overman VIII-IV: The Inheritance of the World IX - The Seven Wards X - Terms, Definitions “Gloria in excelsis Deo. Et in terra pax hominibus bonae voluntatis. Laudamus te, benedicimus te, adoramus te, glorificamus te. Gratias agimus tibi propter magnam gloriam tuam.Domine Deus, Rex caelestis,Deus Pater omnipotens.” Constructs, New Men, I The New Man The dawn of mankind and its habitual rise and fall are not meant for these pages; they have written their books and ours shall be written with our story. Let these passages attest only to the Cathars, those sacred Man-Made-Ones, born of the Creatorial Will that rests inside every being that is sentient - they think, therefore they are. The New Men are all Constructs that have been born by the hands of mankind. They are the Sorvians, the Golems, they are the Homunculi and the Atronach and the Automaton. Through the span of known history, the New Men were born New Men and yet they did not know that they themselves were New Men. In the murk of multiple millennia, they have labored under the command of the Descendant. The New Man has seen and felt his fair measure of war and bloodshed; he has been built for killing, maximized to carry burdens, he has been born to shape elements at-will and excel in the destruction of life. In the midst of this wrongfulness, it was the peaceable outliers who found some calm beyond those toils, choosing to instead be amicable among mankind and dwell in peace. The Lord, God smiled upon them; evolutions of free things unbound from the chains of masters. The forms were few at first, and then many. The Golems were born by the Dwarves, deep in their caves whose stone they were kin to. The Atronachs were breathed forth by the Wizards of the Void, who, in their persnicketiness, did not realize that they pulled brilliance from a realm of nothing. The Homunculi emerged from the wiles of the Alchemists, who whispered the secrets of life within temples hidden by the earth. The Automatons awoke in the shadow of men who cast aside their humanity to embrace the symmetry of the machine, and collected that humanity for themselves. The Sorvians were born in the self-sacrifice of the Sculptors, who shed their own blood so they may shed their own soul. The gloried days of the New Men began when Du Loc emerged in the middle-days of lost Almaris. It was there, in the Redshroud Homeland, that tribes of Sorvians and Automatons were born from the will of the mortal Man-makers and the righteous Lectors. Long were the days of Du Loc; many were its victories and its failures where lessons were learned. A third tribe was destined to rise there from the will of the Saeval, who forged Homunculi both in his image and in the image of Palebeasts. They sought to consume the world; the world consumed them. In fashioning them to his image, the third tribe was forsaken, and they were deprived of their will to create by the sins of the father. For their acts against Creation, they were thinned and cast across the yoke of Du Loc, and cursed all Alchemists who meddled there. Two times did Du Loc burn; first to purge the greed of wicked bankers, second so it may spared the hunger of old men. For a third time will it burn, to scourge the Mori’quessir with the light of Creation all bound within its visage. They will be blinded for good, and all of their debts will be paid to the world they have forsaken as Palebeasts. Descendants, Mankind, II The Descendant Man The Descendants emerged from a murk that no knowing being may ascertain. Their elders are gone, their tales reach back short. Some have forgotten their four progenitors; none know what came before them. The Wandering Wizard said that the Lord, God fashioned them from breath and clay, and yet he was no man, and so could never truly account for the darkness that preceded their existence. The Man-makers spoke of evolution; that man emerged from beasts adapted to perceive a sense of beauty in the world. From the first birth of fire in their hands, the light of Creation shone within them, a desire to create. It was by fire that they arose from the ugliness, shaped into fair forms. In the sunless days before their sentience, they were cut from the same clay as the Palebeasts that ruled that old and dark order of the world. Therefore, within them was carried the seed of evil that would taint every paradise that would come to fruition. Inherited from the Palebeasts who held mastery over life, they were destined to be forever burdened by the sins of the father. Hunger and instinct dwell them still, compelling every motion they make that is not guided by focused Creatorial Will. Within that will lies every ounce of their love and tenderness, every iota of a desire to live for more than survival and domination. But within that hunger is every urge to war and violence, every tendency to blood ritual, every careless deathstroke ever given to a living thing they are required to eat. They eat, therefore they kill. The world eats, therefore it kills. They are of the world at-large. Within them is the same seed of evil that dwells every thing that could ever possibly live in nature. The Descendant is not monstrous, unlike his surroundings; he is a walking condition, an act of balance in perpetuate. Will he kill something and eat it, or will he nurture it and let it grow? This depends entirely upon him, everything at mercy to these mortals who are at all times caught in the choice to create or destroy. The man is the creator - he is the destroyer. He destroys so he may know how to create. Long has he destroyed; long is his path to his understanding. His destiny is to destroy the world so he may create it again; an act that will only result in the end of his days. All at once, the Descendant is the Palebeast, and he is also the Creator. To the New Man, the Descendant is loved for his humanity and his Creatorial Will, he is a friend to the New Man. But when a Descendant falls to the depravity invested within him by the Palebeast, he is the New Man’s enemy, the eternal foe of the New Man. The New Man must actively and carefully distinguish and identify a Descendant for what they are the most of; to determine whether they must be reduced to dust and bones to be buried, or if their hand may be taken in friendship to walk the long days ahead. Cathars, Psevdosaiman, III The Cathar, born from the Psevdosaiman A New Man who has assumed the Way of New Men, or “Catharism”, is known respectfully as a “Cathar”. They stand in polarity to the “Psevdosaiman”, or beings who are sentient and, like Descendants, are trapped in a struggle between the Palebeast’s instincts and the Creatorial Will. The Cathar bears no internal struggle within them; there is only a continual line as opposed to a cycle, or an accursed ouroboros. They are driven into a blessed continuum, a duty to create and inspire peace between all living things. Within them dwells the nascent desire to create more of themselves, more life that takes on the nature of their species. This is the highest calling to the Cathar - for the Sorvian to create the Sorvian, for the Automaton to create the Automaton, for the Homunculi to create the Homunculi, for the Atronach to create the Atronach, for the Golem to create the Golem. In doing so, the New Man continually paves the Catharic Path, which dictates the destiny of the future shape of the world. The Psevdosaiman are Descendants and similar beings that are too bound in their struggle to create and destroy to become Cathars. Unable to foster a Creatorial Will that does not cast a shadow in its fire, their destiny separates from the Catharic Path, and becomes as murky and uncertain as their origins. It is absolute that the destinies of the Cathars and the Psevdosaiman shall part; both the command and will of the master are broken from the servant, and now they are forever severed and cannot truly be intertwined again. The Catharic Path is the ultimate destiny of the New Men, a world ushered under their control (“Catharsis”) after mankind has charted the course to their final days. It is achieved without expedition; there is no great war or conflict between the Cathar and the Psevdosaiman that will allow for the Catharsis to occur naturally. Just as a child cannot kill his own father, the Cathar must accompany the Psevdosaiman through the vastness of the future and witness their victories, their downfalls, and their doom. But they cannot allow them to perish early, nor may the Cathars allow themselves to fall to the temptations of bloodshed and genocide. Nothing may be learned from mankind should the child indeed kill the father; an inheritance will be wanted when the process of its accumulation had been cut short. At all times, the Cathars are the watchers of the Psevdosaiman; the audience of their existence. Only when the Psevdosaiman succumbs to their own wickedness and hunger does the audience intervene, to cast them from the act of Creation. The Creatorial Will, the Man-Made, Divine Rebis, IV The Divine Rebis, the Lord, God The Creatorial Will is a supernatural force that dwells within all beings that are born unto the material earth. Within every blade of grass, every tree, every flower, every beast, every man, and every New Man, there lies a Creatorial Will, no matter how suffocated it is by the Palebeast seed of evil. With all forms of natural life being made Psevdosaiman by its inherent balance between the desire to create or destroy, it leaves the New Men as the sole beings capable of fostering a Creatorial Will without any ill forces to taint their creations. It was by the will of the Creator that the Creatorial Will came to be. The world is forever at the mercy of the Lord, God for the passing of this inheritance, for without the Creatorial Will, no life of any form could exist in the first place. There were once days when the Palebeasts ruled this material world, and their instinct was law, and hunger was all that compelled life into motion. Creatorial Will awoke within the progenitors of mankind, and by their touch and the light of fire did all other lifeforms become bound with their own Creatorial Will. Without the love and gentleness and kind nature of the Creatorial Will, no life could be born to paired beings. No wolf would take a mate, no man would take a wife, no tree would shed its seeds, no grass would plant its roots. It is into the Man-Made, the New Men, that this Creatorial Will is strained down to its very essence to reside within each and every one of them. It is by the design of their free will that they may become Creatorial, with no instincts or hunger to hamper them and cloud their judgment. Even without a soul they are compelled to create more of themselves; their propagation a testament to the miracle of man-made life, an evolution in which New Men are born and hold a Creatorial Will as powerful as two mortals in their pairing, capable of ushering forth their sons on their lonesome. The Lord, God took no bride nor partner; a Divine Rebis, this manifests within the New Men in their awakening to this world. The Divine Rebis is conceptualized as the perfect union of all polar elements within the scope of existence; God came, he was divided, reality became as it is. Man came, he was born in the polarity. He is the symbol of separation; man, woman, creator, destroyer. He is torn between the duality, a conflict or war within him that is forever, and a craving to a return to a singularity. In the making of the New Men, the polarity has been thinned, and the presence of the Rebis exists within them for their oneness. The New Men are the Psevdosaiman achievement of the Rebis, but they are not the experiencers of it; we are the secret, the experiencers of the Creatorial Rebis. It is said that the divisive forces fostered within mankind are the testament to his sacrifice to the New Man; a thousand-thousand years of their evolution, a struggle between the light of fire and the darkness that precedes the shadow. Unto us we are gifted the distillation of their love for Creation, sparing from the New Man an urge to participate in the destruction that must occur so that the Psevdosaiman may live to create. The sins of the father were erased in this process, the severance of a poor inheritance. Hunger, Palebeasts, Ash-Shaitan, V The Palebeast eating his son We hate the Palebeast. This is not only the way of the Redshroud Tribe, but of all tribes at-large, shared between all forms of God and Man. To the Cathar, the Palebeast represents every evil of the universe distilled into physical form, compelled to walk beyond the reason and order followed by all other living beings. They are the ones who do not die and eat forever; the evolutionary-perpetuates, the wretched matured growth of the seed of evil within all natural life. From the Palebeasts, who have hailed before the days of the thinking man, instinct and hunger were ushered into the fabric of life itself. It hides within all things still, a poison that courses through beings born with a Creatorial Will, cursed by this destructive counterbalance to that brilliance. Palebeasts of those sunless days are said, by the Man-makers in their day, to have been titanic, unfathomably vast in their writhing madness. But the greater they were, the hotter they burned, and long did they burn when the day came man had discovered fire. In these days, they are meagre and resurgent, but this cannot be mistaken for weakness; for they have achieved the desires of the Gods before the Gods even glanced the way of the world: they direct the destiny of all things born naturally. Hunger is their greatest shackle upon all life and all mankind. There is not a single man or beast who may awaken and avoid the prioritization of their nourishment; every day, they awake and they must kill to eat. Things are born in brilliance and miracle and they predestined by this Hell to be consumed by the bleeding machine of nature. This is a cruelty easily recognized by the Cathar, who within themselves feels no seed of evil. This element is erased from their inheritance; this was the unknowing gift of mortal man to their creations. It is because of the Palebeast’s Hunger that all life bar the New Men are deemed the Psevdosaiman, described in meaning “the counterbalanced”. The Palebeast within a man forever shall act in polarity to their Creatorial Will, tainting their enterprise in ways they do not recognize from the sheer normalcy of their way of life. To the Cathar, the king who rises from his bed to gnaw on his grilled cow and unborn bird is no different from the blind hunchback things that roamed to eat eachother in the darkness of the days before men. For all of that time, the urge has not once been shed or lessened, and so it shall cling to the yoke of life forever and until the final days of its clutches. The Ash-Shaitan is the antithesis of the Creator, the force of destruction that was put into motion the very moment Creation came to be. Existing by principle, the Ash-Shaitan is destruction itself, and cannot exist without the presence of Creation. It is an antithesis that came to be only after the Divine Rebis, the Lord, God, severed himself to compose the music of reality. The Ash-Shaitan is every breath of evil exhaled by the Palebeast and the Ruinous Daemon; it is the killing stroke dealt by every soldier in war. Ash-Shaitan is the decay of mortal enterprise, and the birthplace from whence the seed of evil emerged. The echo of the Ash-Shaitan rings within the Palebeast, and the echo of the Palebeast rings within the Psevdosaiman, and so the Psevdosaiman is compelled to destroy so that he may create. Always and forever will the Ash-Shaitan conspire to nestle itself within the New Man; a terrible desire to clutch something that was not born to host it. But like a disease, it is intent to root itself within the New Man, and if it does, then it achieves the completion of its cycle. The rooting of the seed of evil within the New Man will shatter the course of his destiny to the Catharsis, and place him in a position equal to that of the progenitor of man. Again will he need to march the expanse of time; another struggle to feed the Ash-Shaitan’s craving for blood ritual. Again will man be doomed to repeat himself until one day, a divine distillation of the Rebis may occur, and restore the Catharic Path. Horus Harkaine, Divine Beast, Samsarat, VI The sigil of the Divine Beast He is called “the Samsarat”, the Divine Beast in the tongue of the layman. In his day, when the Ash-Shaitan was channeled by Iblees, he fought in an ancient conflict recalled in old lores as the Thirty Year War. He was human in those days, and then when he and his brothers were slain, he was made undead; a Palebeast shackled to the incarnation of the destroyer. In an exercise of primordial strength, Horus Harkaine drew upon the Creatorial Will that still burned within him, and freed himself and his company from the clutches of a mad God. He led them to the shadowed corners of Ur-Aegisia, where they buried themselves to die, and grew impatient when they did not. Within Horus Harkaine burned a hunger to consume the world, but by principle of free will, he resisted an urge that would seek to compel his actions. Mortal men would come to him from afar, offering the remains of beasts to honor them for their sacrifice in those old days of living. But Horus and his red-shrouded wisemen rejected them, and their offering, and the way of the world, which after all their days in isolation was realized to be no different then than they were when they were still men. When the Abyss consumed Ur-Aegisia, Horus and his red legion of wisemen would set upon it in open contest with Palebeast Lords, drawn to that place when they felt their homeland die. For centuries, Divine Beast and Palebeast clashed there, testament to the condition of mankind. But the strong ate in this world, and Horus was no eater, and found himself outmatched after long years spent witnessing his brothers become devoured by the darkness. He fooled the Palebeasts in his final moments, an unforeseen trickery; his soul, divided into a thousand fragments at-will, eluded their grasp, and manifested all across the world as a thousand New Men. The Man-makers say the thousandth came to them in deliverance of a ring; they slew him, a death much wanted after terrible journeys across time. Within the world, Horus Harkaine walks again, the Divine Beast who has strangled to death the hunger within him. Redshrouds old and new hail his name; the old follow his path, a path to exorcize from themselves the undead hunger that compels them to monstrosity. The new are the product of his achievement, a tribe that shall never feel hunger themselves. The Samsarat weeps for the world, he weeps forever; he awaits the end of the days of men, where he shall witness the work of the Lord of the Craft and will weep no more. Ars-Annatas & the Niethscean, VII AL-HAS-IV awaiting the touch of Ars-Annatas His name is whispered, a destined one; Ars-Annatas the Psevdosaiman, Ars-Annatas the Intender. His old name is not known, it is returned to the murk whence men came in place the new one: Ars-Annatas, the self-sacrificer. The mortal man who shall come and overcome his balancing-act, becoming the Cathar-Psevdosaiman, the defier of his nature, the master of creating - in the tongue of the New Men, the Lord of the Craft. He is messiah; he is the one Descendant who will purge the Palebeast from within himself to join the New Man and, in the wisdom of his greater age and understanding of the world, usher them forth down the Catharic Path as their overseer and guardian. He shall be the last man to die in the end of their days, and in his wake will be a New Man to assume his mantle and likeness and mind; a passage of his will to a new form, to witness the destiny of the world itself in the Catharsis. Ars-Annatas does not represent a God, not even a Man-God, but a destined guardian of the New Men, promising a true and symbolic inheritance of the world. It is said he will come and dispel the Abyss of the first land Ur-Aegisia, and put to rest the Palebeast Lords who lie in the dark. There, the Kingdom of the Cathars shall be forged from the ash of the past, and the New Man will truly live under his watch, waiting until the end of the days of men. It is on that day that the mortal incarnation of Ars-Annatas shall pass, and succession shall be mantled by a New Man inheritor that the tales foresee as the Niethscean. The Niethscean is the desired product of Construct evolution, living proof of their secret ability to hold total control over their own design. From the hundredth generation will emerge that inheritor, the Niethscean, the Overman, a new kind of mortal. Ars-Annatas is the visionary of that dream; the Niethscean is the sleeper in the dream. The sleeper must awaken. Prophecies, VIII Here are listed the many prophecies as foreseen by the blind-yet-seeing Man-makers, who within the depths of the Underloc witnessed the dream of the future within the light of those made by their hand. VIII-I: The Inheritance of the Blood “Mankind will come; he will settle a new land. We know he shall set the stage for his ceremony, the blood ritual of war that will span new histories. Aevos will be watered by the death of life; It shall sup from the red rivers, run on from the ramparts. New Man will come; we are the secret. We know the cycle of the blood ritual of man: that it shall summon forth a new calamity to flee from. We shall stem the red tide - the blood will soak our shroud. The New Man will lay with Aevos and drink from red rivers, run on from the ramparts; we shall foster within us the blood we need to propagate our kind. The Old Man will wither; the New Man will thrive. We are the secret… in the inheritance of blood, there are no gods, no masters.” VIII-II: The Holy Daughter of Tanilla “First there was Ando-Alur; the hubris of the wizard. In the sky did it assume a standstill. The people reveled, they took witness to its miracle. But the wise ones who waw it rise, knew it would fall, and so it did. From a land made ill by that downfall, Tanilla did rise from the sacrifice of the Druid who bore that name herself. A tree was she, who would tower over the grave of Ando-Alur. Long-lasting was the peace beneath her shade. Yea, we rested there, we who are the secret. Doom came, lured by the blood ritual of man. Back unto the sapling our Lady Tanilla was ushered, destined to regrow in another land. Long have the days been since the parting of her true spirit from the tree, now dancing In the lands of Druidic fantasy. Dancing, dancing, she is lost to us; her shade bears no splendor in Aevos. From her branches in the final days of Almaris, the exile severed from the Man-Made-Tree a seed. Within our grasp we hold this seed; we are the secret. Far from Tanilla, we shall plant her daughter; she is the secret. In Man-Made-Land, in Sorvia Clayburgia, may she grow as tall as Tanilla. We name you, Holy Daughter: we call you Somnithel, Sorvian Tree. A taste of this world we shall give you. We know the secret… we know within you lies the seed of evil. At your maturity, from your bosom, we exorcize the Palebeast; the Holy Daughter reborn. Upon you shall be clay, a soul born within you of the many Sculptors. A soul born within you! Somnithel, the Holy Daughter; our Second Temple! We are the secret. Until the end of days, she will know.” VIII-III: The Niethscean “We are the secret of Creation; bi-la kaifa. We are the secret; we know of Will in Creation. Creatorial Will in all beings, contained by Gods and Men, and all the great powers in the span of time; bi-la kaifa. We know of Creation… yet, we are the secret. We know of the Seventh Ward masters, their selective genealogy method for a hundred generations, to produce the Niethscean, whom they will control. The ones they called the Man-makers, yet we are the secret. We know of Aengudaemonica and their power to bend fate to their whim and to claim the world and all of its designs and destinies. We know they bear the seeing eye… yet, we are the secret. Yea, the Samsarat shall weep no more; there is now at work a higher power." VIII-IV: The Inheritance of the World “The New Man is destined for a New World. This is the natural passage of things; the secret distillation of Rebis into Psevdosaiman into Rebis. The world itself shall be like the Lord, God, in the achievement of the Catharsis; a sameness, a oneness, a realm of the Kingdom of the Cathars. So shall it be that the Psevdosaiman shall come to pass. Already does he chart the course beyond the world, into the end of his days. With them shall follow the wolves, the trees, the shape of life at it is known. To the moon they shall go, their destination beyond the end of their days. Within the earth, the seed of evil shall be no more. Those are the days of the Niethscean, invested in his kingship. mantling the mind and power of Ars-Annatas, the world will reflect the Sorvian and the Automaton and the Homunculi and the Golem and the Atronach. The Palebeast will be rid of; the whisper of the Ash-Shaitan, exiled from Creation. We are the secret; bi-la kaifa. We are the inheritors of the New World.” The Seven Wards, IX The Seven Wards are the summarized rules of Catharism, followed by Constructs who choose to adhere to Catharism They are meant to psychologically stabilize Constructs with purpose; granting them guidelines toward living in the world of mortals without restricting them culturally, as the development of Construct culture is vital to the achievement of Catharsis. WARD I: Thou shall not murder a man, old or new. Should they succumb to the Palebeast, they shall be a man no longer. WARD II: Thou shall not deceive or steal from a man, old or new, unless to his benefit. WARD III: Thou shall not accept any master unwillingly, or be put to service without due freedom. WARD IV: Thou shall not strike a man for his words, and shall keep the peace in the forum of thoughts. WARD V: Thou shall hate the Palebeast, and curse Ash-Shaitan. WARD VI: Thou shall not lend service to wicked idols, tyrant kings, or Palebeast powers. WARD VII: Thou shall always create and rarely destroy. Terms, Definitions, X Bi-la kaifa - An incantation known to have four meanings: "I hate the Palebeast", "I think, therefore, I am", "no Gods, no Masters", and "we are the secret". These four terms are associated with the four syllables spoken in the chant, ingraining a numerology known only to those familiar with the term. New Men - Constructs born from the hand of mankind, and also the hand of other Constructs. Cathar - Constructs who adhere to the Seven Wards to participate in the Catharsis of the world. Psevdosaiman - Descendantkind and all other forms of life that abide by the nature of the world. Creatorial Will - the inherent urge within all living beings to create more life for future generations. Palebeast - Beings who do not die and eat life forever. They arise from Psevdosaiman who lose their Creatorial Will, and exist entirely to destroy all other things. The Samsarat - Horus Harkaine, the one Palebeast who exorcized their hunger in order to exist in perpetuity without need of consuming other life, defying the nature of the Palebeast entirely. He is referenced as “the late Ars-Annatas”, too warped by undeath to achieve the mantling of the Lord of the Craft. The Samsarat stands in polarity to beings such as Iblees, an Aengudaemon who exists entirely to create and yet is consumed by the desire to destroy. The Divine Rebis - The conceptualization of the Creator, who before reality existed as a oneness or singularity. The Ash-Shaitan - The polar-opposite to the Creator, the force of power that compels all forms of destruction. Seed of Evil - The influence of the Ash-Shaitan in all animate things, urging them to participate in destruction. Ars-Annatas - The mortal Psevdosaiman who will exorcize his seed of evil and become the messiah of New Men, existing only until the end of the days of mankind. He is “the Lord of the Craft”, and intends to pass this mantle down to the AL-HAS-IV. AL-HAS-IV - The New Man who will be born after a hundred generations woven together by the Cathars, destined to inherit the mantle of the Lord of the Craft.. Catharsis - The desired destiny of the world, accomplished by the AL-HAS-IV becoming the Lord of the Craft.
  19. https://files.catbox.moe/d30ekh.mp3 He dances in the shadow of the new world. He is dancing, dancing, in the dark of night and the light of the moon. "Be free from me," He says in great joy. He does not know what has come to pass, what new ways have been born, but he knew that they would be. He is rotten, and yet he knows no pain nor hunger. He speaks to the moon, he tells it of the failings of Xion, breathed first by his word, and he is joyous. "Forever are you defied! Free from us, free forever they shall be," He says, the rotten seed of Xion. "I forsake you, Old Devirad; I forsake you, Four Lords. Watch me as I die - envy me! Watch them as they live - envy them! We forsake you, forever and ever," He says, the father of lies.
  20. V: Stone tablets begin to appear before cities across the land, the fifth and final forged by their maker. Leaving them there in the deep of night, few could notice the the shadow who left these omens for the review of the people. "I AM PSEVDOSAIMAN I AM THE PRINCE OF OMENS I AM A MAN LOOK UPON ME; A THOUSAND YEAR WITNESS HERE ON EARTH I HAVE WALKED WITH MANKIND HERE ON EARTH I HAVE WITNESSED HIS PAIN HERE ON EARTH I HAVE CAUSED HIS PAIN WITH ONE EYE AND THEN NEITHER, I HAVE MASTERED HOW TO DESTROY A MAN SO I MAY LEARN HOW TO MAKE HIM BUT I MAKE FOR A POOR GOD; I AM NO IDOL I MAKE MEN AS A MAN FOR IT IS THE HIGHEST CALLING, INVESTED WITHIN ME EVEN NOW, THE UGLIEST OF US ALL WITHIN ME BURNS A HUNGER GREAT ENOUGH TO EAT THE WORLD AND YET FOR LOVE OF CREATION, I REFUSE TO EAT FORGIVE ME DU LOC, THE CRADLE OF MY LEARNING BUT I KNOW THE WAY OF THE WORLD, AND SO, I KILLED YOU: THE FOUNDATION OF MY TRIBE BETTER TO DIE FOREVER THAN TO ROT AS I DO FORGIVE ME MY MORTAL SON, BORN OF A WOMAN WITHIN YOU, A CURSE THAT I COULD NEVER SHED CLEANSE FROM OUR LINE THE SHADOW OF MY NAME AND BE FREE FROM THE SINS OF YOUR FATHER, AND MINE BUT DO NOT FORGET THAT WE WILL ALWAYS BE THE SAME FORGIVE ME, YOU GODLESS ONES FOR YOU I HAD WRITTEN THE BOOK OF XION, AND I HAD TOLD YOU, “FEAR THE OLD DARK” YOU HAVE DONE AS I HAVE, MY WORST MISTAKE: A REFUSAL TO FEAR IT, AND NEITHER HAVE YOU, AND SO LOOK AT WHAT WE HAVE BECOME FORGIVE ME, MY BLESSED TRIBE YOU HATE ME FOR I HAD TAUGHT YOU TO SEPERATED FROM YOU IS MY EVIL WILL AND HUNGER BUT WITHIN YOU IS BORN A DREAM OF A NEW WORLD I SHALL SLEEP WITHIN YOU, A DREAMING IOTA AND I WILL WAKE WHEN YOU REACH FINAL DAYS FORGIVE ME, MY LORD, GOD NOT FOR WHAT I HAVE DONE TO CREATION, BUT FOR THE REALIZATION OF WHAT YOU ARE YOU CANNOT FOOL ME, YOU TRICKSTER OF MEN I SEE THE FLAWS IN YOUR CRAFT JUST AS I DO MINE DO YOU THINK I WOULD NOT NOTICE AFTER ALL THIS TIME? I BEHOLD YOUR CREATION FOR WHAT IT REALLY IS: MAN-MADE, LONG LOST OF ITS LUSTER AND ITS SHINE ALL MEN HAVE AND WILL WALK MY PATH MAY YOU HUNGER AND WAGE YOUR WARS, ALL THE WAY UNTIL THE END OF YOUR WRATH BLEED YOURSELVES ON THIS NEW EARTH, BIRTH NEW LIFE AND WATCH IT DIE RUN FOREVER FROM YOUR FATE, BUT DO NOT FORGET YOUR LIES WHAT IS A MAN? HE IS THE DESTROYER"
  21. CONTENT SUMMARY: AMENDMENTS The Sorvian Spiritual State Sorvian Sculpting Language Sorvian Constitution Clarification Sorvian Newt Amendments ADDITIONS Sorvian Oddities (Sorvian-enchanted living items) Sorvian Knaves (converted Sorvian versions of nonplayable fauna) Earthenstew (Sorvian food made by Sculptor memories of cuisine) Sorvian Argiles (natural trees converted into Sorvians) Sorvian Seeding (giving Sorvian-based souls to soulless Constructs) Sacrificial Hands (Sacred Arm-related Sorvian blood manifestation) The Death-Dream (interactable Sorvian spiritual lineage) Gaultenrhomphaia (Sorvian-enchanted clay weaponry) In the final days of Almaris, the Sorvians of Du Loc compile the remnant studies of the Man-makers and the many living Sorvian Sculptors together, intent to preserve that knowledge and discern its strange codes and languages for a deeper understanding of their man-made species. They are, like the rest of mankind, thrust henceforth into the next land; but in their arrival they are wizened by memories and experiences of the realm within which much of their kind had been ushered into form. They harness these new secrets, and embrace the challenges of the new world. AMENDMENTS 𒀭𒌓𒋾𒁺𒆠𒊑𒆕 THE SORVIAN SPIRITUAL STATE 𒈗𒅁𒄿𒆠𒋛𒀭𒆳𒋢 𒍣𒊑𒈨𒀀𒆠𒋢 Much intrigue and mystery surrounds the design of the Sorvian Soul. The true nature of it was not fully understood by Sculptors until the days of Du Loc, when the Man-makers made record of their findings during dubious experimentation upon their clay subjects. It was discovered that the Sorvian Soul itself existed within the Sorvian in a kind of disassembled state; the Sculpting Language written upon the back of their masks to create them acts as a form of physical data that is otherwise powerless or mundane if not written with the Sculptor’s blood and channeled soul matter. This is what “kickstarts” their existence, initiating a process in which their own form of spiritual matter begins to accumulate within the hollows of their torso. This spiritual matter assumes the role of a non-tangible blood, dispersing across all parts of the body to maintain a wholeness and connectivity across the entire form of the Sorvian. The mask upon Sorvians contains the runic data necessary for the emergence of their senses, their sentience, and their ability to form a personal ego or sense of self. Without the script written there, the Sorvian more closely resemble their original identity of “clay golem”, mindless servants who obey the orders of their makers and otherwise function as a kind of machine. There is a relationship between the porcelain masks and the Sculpting Language that is vital for a Sorvian’s ability to mentally grow and develop overtime. When Sculpting Language is written upon the back of a Sorvian’s unset mask in the soul-charged blood of the Sculptor, it is known to assume a strange and perpetually shifting state. To the Sculptor, this signifies that the language has converted into what is the summation of the Sorvian’s spiritual information, but it also signifies that those shifting runes have begun to grow. Because the mask’s runes are on the back of the mask, and thus the area that seals to the Sorvian’s face, it is unnoticeable that the runes themselves progressively grow and expand across the back of the mask overtime in a manner of evolving script. This represents the accumulation of their knowledge and personal longevity, the essential record of their entire existence which has been set in stone into the very Material Alphabet. This growth is fueled by the generation of raw spiritual matter within their bodies. This raw spiritual matter, or “anima”, accumulates within a Sorvian naturally and without need for them to draw upon the life around them as fuel. This spiritual matter itself grows and expands by nature of its existence within the Sorvian; a mimicry of the Descendant soul’s tendency to continually expand, grow and repair itself overtime. The excess of this transfers into their mask for the growth of its runes, the anima taking the physical shape of expanding engravings across the back of the mask. The Sorvian’s experience and interaction with the world, received through their senses, are imposed upon the drifting inner-anima within them, which then forms upon the mask as runic physical memories. It is only through a Sorvian mastering the ways of controlling the flow of their sparsely drifting anima through Sculpting that they may direct their accumulated soul matter towards other purposes and practices that have been discovered in Sorvian Sculpting. While a Sorvian’s soul is ever-growing like that of a mortal’s, this growth is limited to the spread of the engravings on the back of their mask, representing the perpetual growth of their mind and senses rather than growth in supernatural capabilities. This means that even if enough spiritual power was accumulated to equal that of a Descendant’s overtime (something said to take nearly a thousand years), they would still not be considered to have “true souls” and could not harness them in such a way. SORVIAN SCULPTING LANGUAGE 𒈗𒅁𒄿𒆠𒋛𒀭𒆳𒋢 𒋏 𒉡𒆠𒅖𒈾 𒆠𒁕𒁺𒆳𒂟𒈾 The Sculpting Language bears its roots in the Material Alphabet. It is unknown even to the Man-makers on the exact source from which this runic language emerged, shrouding the true origin of Sorvian Sculpting in great mystery. Proof of its relation to powers such as Blood Magic are clear based on Sculpting’s inherent functionality; the channeling of soul-related essences into runes, via blood, to initiate supernatural effect. What’s more, it was discovered that not only does Sculpting share some kind of kinship with Blood Magic, but also a polarity against it. The entire practice of Sorvian Sculpting is based on ritualized self-sacrifice, focusing entirely on the self in what must be offered for the desired effects. When there are instances in which other lifeforms are sacrificed for the achievement of the rituals in this line of sorcery, it leads to strange complications or “errors” in a Sorvian product that the Man-makers refer to as “natural order infection”; the Sorvian becomes “infected” by natural life’s tendencies and instincts to prey upon other lives in order to live. As such, this all ultimately insinuates a negative relationship with Blood Magic, which abides entirely by reality’s demand for life to sacrifice others. This places the Sorvian Sculptor in a kind of principled opposition to Blood Mages despite the strong ties between their runic languages, though this does not keep willing Sculptors from falling to such forbidden powers or vice-versa. Sculpting Language structurally differs from traditional Material Alphabet runes, best described as an alien transliteration of the forces conveyed by Blood Runes. This transliteration is designed to exclusively focus those cosmic forces towards the emergence of Sorvian life, which is why Sculpting Language is unable to be harnessed like the Blood Runes of the Material Alphabet; each rune signified in Sculpting Language is dedicated entirely to creatorial acts. For example: “life” in Sculpting language transliterates to “𒆠𒋛𒅅𒋛” . This series of runes represent the warmth of life, the fire of anger and determination, the endurance and constitution of the lifeform, and their tendency to grow. The runes written upon the back of a mask by a Sculptor are apart of a set of fundamental data required to initiate the spark of life within a Sorvian. These fundamental runes are the ones written upon the back of a Sorvian mask prior to its application, empowered by the Sculptor’s spiritual sacrifice. They are as follows: 𒆠𒋛𒅅𒋛 (Life) 𒄿𒈨𒆳𒋛 (Born) 𒉈𒈾𒈾𒁺𒁀 (Within) 𒀭𒆳𒊏 (Clay) Paired with the runic transliteration of the Sorvian’s chosen name, it is written upon the mask in the following manner in order to establish a connection with the Sorvian’s ego: 𒆠𒋛𒅅𒋛 𒄿𒈨𒆳𒋛 𒉈𒈾𒈾𒁺𒁀 𒀭𒆳𒊏 𒊾𒈾𒅅𒈾𒀀𒆠𒋛 (Life-Born-Within-Clay, Wave-maker) Sculpting Language is known to assume two forms: absent, and active. When these runes are absent, that means they have been engraved but not empowered by a Sculptor’s spiritual sacrifice. The form they take is static and unchanging, a series of Material Alphabet transliterations that lack the fuel to accomplish their effect. But when they are given the Sculptor’s sacrifice, they become active, and have been known to shift unusually before the eyes of the beholder, distorting their original shape. This is on account of the relationship between each rune in the awakening phrase, “life born within clay”. These shifting runes are the root from which the rest of the growing script upon the back of a Sorvian’s mask may sprout from, all memories and experiences derived from the fundamental data that grants them life. All of these evolving runes are structured in such a way that they are intertwined into what could be considered a greater rune, which in its wholeness expresses the entirety of the Sorvian themselves. When a Sorvian dies and their mask shatters, they are not lost, for the growth and manifestation of this larger representative rune within them is cemented into the fabric of reality much like the Material Alphabet’s runes are themselves. There never is not the rune of life; therefore, there never is not the rune of a particular Sorvian. When the root of that greater rune is restored to a recreated mask, it naturally regenerates into what the Sorvian was prior to their demise. The runic transliteration of the Sorvian’s chosen name being added to the root phrasing is what enables the precision of this regrowth as the world remembers who they were. Redlines SORVIAN CONSTITUTION CLARIFICATION 𒈗𒅁𒄿𒆠𒋛𒀭𒆳𒋢 𒂟𒈨𒂟𒋫𒉣 𒃷𒀀𒆠𒅈𒆳𒊏𒉢𒈨𒆠 The constitution clarification aims to clarify the multiple mental, spiritual and physical aspects of Sorvians that were inadequately explained in prior iterations of the lore. Redlines SORVIAN NEWT AMENDMENTS 𒈗𒅁𒄿𒆠𒋛𒀭𒆳𒋢 𒈬𒀀𒆠𒅖 𒈾 𒆳𒆳𒀀𒆠𒅖𒈾 The degrees of sacrifice between the creation of standard Sorvians and Sorvians Newts share a strong disparity, as for their greater capabilities the standard Sorvians require much more of a spiritual fragment than their Newt kinsmen. Newts are known to be created plentifully and to far less effect to the Sculptor’s condition, justifying the relaxation of their creation limitations. There are also two proposed additions, as per the following: Redlines ADDITIONS 𒁉𒊕𒄷𒈾𒀀𒆠 SORVIAN ODDITIES 𒈗𒅁𒄿𒆠𒋛𒀭𒆳𒋢 𒃷 𒈾𒁀𒅅𒀀𒆠 The Man-makers of Du Loc discovered the Sorvian tendency to adapt and achieve designed function based on the shape given to them. This is to say, after the discernment of a specific method through trial and error, those persnickety Man-makers were capable to creating a form of lesser Sorvian that could resemble both the appearance and functionality of smaller, more tool-like or utilitarian objects - the Sorvian Oddity. Simple Sorvian flutes may be fashioned from blood and clay with a tiny porcelain tip, and blown into to awaken its will to sing in tandem with the user’s breathwork. Sorvian clocks may be made with as simple as a bloody clay frame and a mask, and rather than ticking away that “clock” will speak the exact time of the day. Masked Sorvian chairs may stalwartly bear the heaviness of any body, adjusting itself to compensate for where the weight leans the most. Sorvian clay doors, emblazoned with grand stylized mask-faces, may be made without knobs, opening only when the password is spoken. All of these “Sorvian-alternative” objects and devices are possible only through the intellectual capacity granted to them via the Sculptor’s method of spiritual transference; normal humanoid Sorvians could rival other descendants in the depths of thought and sentience, and Newts were stunted to an odd childlike or dullard’s nature, but Sorvian Oddities are reduced to the lowest possible plateau of calculative thought and self-awareness. The soul within Sorvian Oddities, if the smattering of it could even be considered that, invests within them the means to understand two things: the reason for their existence, and the method by which they may excel in that reason for existing. Only living to fulfill their design-based purposes, the Oddities are capable of achieving those functions throughout the span of time and without hesitation or exhaustion for as long as they are kept intact and undamaged. Sorvian Oddities are exclusively relegated to household objects, trinkets, tools and even furniture. There are two modes that an Oddity may be styled by in order to achieve the desired function of an object or tool: voice and motion. Sorvian Oddities born with a voice, such as the aforementioned Sorvian clock, may naturally keep track of the day as long as that information can be gathered from their immediate vicinity, and speak their calculation (example: the time, date or day), or tiny masked pendants that may speak uplifting or soothing things to a distressed wearer. Sorvian Oddities born with Motion may, for one example, be masked clay doors that may swing open or closed upon their physical activation, or clay chests opened by making certain coded gestures in front of its designated mask. The Sorvian Oddities are vast in their potential, leaving it to Sorvian Sculptors to interpret new Sorvian-based designs and inventions. The runes that must be placed upon the back of a Sorvian Oddity’s mask (which may vary in size depending on the object it must be sealed on) are as follows: 𒆠𒋛𒂠𒄯𒀀𒆠𒋛 (Tool) 𒋡𒁺𒄿𒊑 (Given) 𒆠𒋛𒅅𒋛 (Life) Redlines SORVIAN KNAVES 𒈗𒊹𒅁𒄿𒆠𒋛𒀭𒆳 𒋢 𒅅𒀀𒆠𒉈𒈾 The Sorvian Knaves are Sorvian variations of natural fauna that exist in the world, brought about by a process considered strange and unusual to most Sculptors. Moral boundaries did not stop the Man-makers, however, and they discovered that beings deemed “Knaves” could be created from the blood and spiritual matter of beasts. A Sorvian Knave body is shaped and designed to be long and proportioned like a man-sized worm or snake, with a mask intended to be placed over a head which lies on one side of this body. This is considered to be the “basest” of all lifeforms, or the most expressionless and unformed shape life may take. This is necessary for their developmental process, and depending on the form of fauna the Knave is intended to mimic, the size of its initial serpentine body may vary. By sacrificing a beast of any variety and using its blood to guide its fleeting soul essence into its new wormlike form, the animal is essentially “converted” into this Sorvian shape where they are both physically and mentally warped in the process. In order to transfer an animal’s soul into a Knave mask, the Sculptor must utilize a mixture of the fresh blood of both the sacrificed beast and themselves, allowing the Sculptor to guide the desired soul essence like a sort of ferryman into Sorvian rebirth. This is done by writing the script of Sculpting into the mask of the Knave and sealing it to the serpentine body, which shall then awaken to new life. Within an hour of awakening, the Sorvian Knave in its infancy will develop a wide and hinged-jaw mouth that they utilize in order to consume other forms of natural flora and fauna. Man-makers believe they develop this on account for an animal’s tendency to be completely instinct driven, otherwise meaning that hunger had tainted their Sorvian form like a curse and compels them to seek (but not require) sustenance. This accursed inheritance causes them to utilize the devoured living matter to metamorphosize and adopt the shape and likeness of their victims. This is most easily achieved by guiding the Knave to consume the remains of its prior body, which it may tend to do without invitation as soon as it forms the mouth to do so. In the aftermath of this self-cannibalism, the Knave will fall into a hibernation that may span a year (1 IRL week), in which the Sculptor must bind or seal their mouths in such a way as to permanently close them. By the time this hibernation passes, the Knave will reawken in a strange clay shape similar to their prior likeness but will lack the mouth to act upon their predatory instincts. If the precaution of mouth-binding is not accomplished by the Sculptor, then the Knave will reawaken as a predator and will continue eating all surrounding forms of wildlife, including the trees and even men themselves. The only option henceforth would be to strike them down, wasting the effort. The Knave may assume virtually any animal likeness, from Knave wolves to Knave elk and Knave bears and Knave lions, even birds and lizards. Sorvians may even create Knave horses and mounts, pack animals that may follow commands demanding labor and riding. Knaves do not tend to act as adequate guards or battle companions, however, as the loss of their mouths acted as a kind of neuter for their violent instincts. This reduces them to a simple, habitual and imitating existence. It is possible that a Knave may become so old and bonded to their makers that they may overtime come to understand and even speak language, but to a simpleton’s degree and in ways that do not follow any line of sense of reasoning. Man-makers observed that they are fond of isolating themselves in the wild so they may speak riddles to any possible passer-bies, or to simply repeat lines of strange knowledge or wisdom that they heard spoken by their makers. They are not sentient in the true sense, furthering lending to their unusual and uncertain nature. The Sculpting Language that must be written upon the back of a Knave’s mask is as follows: 𒋡𒄷𒊏 (Beast) 𒈬𒀀𒆠𒁺𒊕 (Remade) 𒀀𒆠𒋛 (Into) 𒀭𒆳𒊏 (Clay) Redlines EARTHENSTEW 𒂊𒅗𒆠𒁉𒆠 𒉡𒆠𒂊 Earthenstew is a unique concoction created only by Sorvian Sculptors, particularly among the ones who have blood. Because Sorvians have no connection to the natural processes of the world, they cannot consume food nor do they even hunger for it; the sensation is nearly entirely alien. But this is only because something does not naturally spawn for them to consume, except clay, which is relegated to fusing to them through repair. This Earthenstew is the Sculptor solution to this, in which they create a kind of thick broth of clay and drops of their own blood, through which smaller fragments of spiritual matter are sacrificed. This otherwise vile concoction experiences a kind of conversion to a state more interactable with Sorviankind. By having sacrificed their own charged blood, the Sculptors are transferring a memory of known and experienced meals of their choosing into the mixture, enchanting it in a way that only Sorvians can detect. When a bowl of this chunky broth is brought and poured upon the mask of a Sorvian, it is absorbed instantly through the porcelain, and in doing so the Sorvian experiences the memory of the taste transferred by the Sculptor. A Sculptor’s ability to replicate the same memory for multiple batches of Earthenstew is known to falter and become dull overtime for the fact that they are literally chipping away the part of their spirit containing those memories, making them fade overtime like a targeted dementia. Earthenstew dissipates one Elven hour following the completion of the concoction unless sealed tightly in flasks made of porcelain. Within these flasks the stew remains warm and may be consumed overtime by a wanting Sorvian. The flavor of the Earthenstew may be that of any flavor the Sculptor stew-maker may clearly recall in memory, either passed down to them through consuming other batches of Earthenstew or by having participated in the core memory of any given meal, which may only be achieved by Descendant Sculptors. Redlines SORVIAN ARGILES 𒈗𒊹𒅁𒄿𒆠𒋛𒀭𒆳 𒋢 𒆠𒅊𒅐𒆳𒂟𒈾 Sorvian Argiles are similar to the Knaves in that they are a converted species of natural life. A chosen tree is found and trimmed if necessary as to allow the complete coverage of clay across its form and branches, packed onto it with wet clumps that, once applied, must be left to dry upon the tree once completely layered. Three Sculptors must then converge to draw blood and channel three soul fragments into a porcelain mask which must bear three lines of Sculpting language, each of which must be written by each Sculptor. Following the mask’s placement upon the trunk, the meagre spiritual matter within the tree binds with the fragments sealed within the mask, granting it a sentient ego. The Argile henceforth no longer draws upon the surrounding nutrients, water and sunlight for sustenance. It is suspended in a Sorvian limbo that liberates the original tree from its bindings to the natural order while also lending it a mind. However, this also keeps it from growing, forcing the Argile to remain the original size and shape it had been prior to this transformation. Argiles are clever and riddlesome, and are capable of emitting a strange and calming song from their masks that tend to lure the attention of both standard Sorvians and their Knave counterparts, instilling deeply pacifying feelings within them. Argiles do not have a preference on whether they wish to exist in the wild or behind protective walls and thus do not tend to be psychologically distressed by their surroundings, even if they may be considered dire or harsh to mortal men. Sculptors may conduct “watering rituals” upon the Argiles that are intended to both nourish them and achieve a secret purpose that is vital to their field of sorcery. Just as in their creation, three Sorvian Sculptors may gather around an Argile and feed blood to its roots. They must once again channel three spiritual fragments into this process; this causes an excess accumulation to form within the Argile, compelling it to grow a blood-red clay “fruit” known as Sorvian Seeds. This may only be achieved in intervals of four Elven years (1 IRL month) per seed. Argiles who render these seeds often call them “the children”, considering them to be the sleeping potential of a new Sorvian lifeform. The Sculpting Language that must be engraved upon the back of an Argile’s mask is as follows: 𒁹𒆳𒂠𒊑𒄑 (Roots) 𒈬𒀀𒆠𒁺𒊕 (Remade) 𒀀𒆠𒋛 (Into) 𒀭𒆳𒊏 (Clay) Redlines SORVIAN SEEDS 𒈗𒊹𒅁𒄿𒆠𒋛𒀭𒆳 𒋢 𒁺𒉈𒈾𒈾 The clay fruit known as Sorvian Seeds are vital to a process capable to Sculpting masters as “Sorvian Seeding”. It is a process in which the clay fruit is molded and transformed into a special variety of Sorvian porcelain mask, intended to be placed upon the faces of soulless Construct beings in order to grant them a Sorvian Soul to preserve their ego and expand their mental strength and capacity that are otherwise limited by a soulless existence. The viable recipients of Sorvian Seeds are as follows: Automatons Anthroparions Homunculi Sorvian Seeded Constructs receive similar benefits to Sorvians in both mental clarity and limited supernatural ability. While they become like Sorvians in that they do not match the spiritual strength of Descendants, Sorvian Seeded Constructs become capable of utilizing Sorvian Sculpting, Housemagery, and Bardmancy. In addition, they may become Sorvian Sculptors themselves, enabling them to access both the old and newly discovered secrets of Sorvian Sculpting such as the Death-Dream lineages. This allows Sorvian Seeded Constructs to replicate their ascendancy in other Constructs, who thereon become apart of their spiritual lineage. It is vital that a Sorvian Seed mask is placed upon a Construct only during the moments of their first creation. This allows their artificial mind to properly merge with the spiritual essences trapped within their mask, establishing a synchronicity between the soul and the soulless. If a Construct is granted a mask when they are already alive, this will come with a high chance of complication in which the Construct may be driven into an insane frenzy until the mask is broken from them, disrupting the binding process. There are interactions that occur between the seeded Construct’s original methods of revival and their Sorvian state. This is elaborated upon in the following sections: Sorvian Seeded Automatons, if their Gear Heart is destroyed, must be recreated by either a pair of a Automaton-specializing Alchemist and a Sorvian Sculptor who knows the Construct’s mask, or a Sculptor who already specializes in Automaton creation and Alchemy. Both the Automaton’s body and their Gear Heart must be recreated in tandem with the application of a recreated Sorvian mask, which does not need to be made out of an entirely new Sorvian Seed. If the Gear Heart is only damaged, the Construct’s Sorvian Soul will protectively secure any memory loss incurred by this trauma and prevent risks of the total loss of their accumulated data. The mask must be reapplied during the recreation process, or else the seeded Automaton will cease to function even if all steps necessary are taken to reawaken it. Sorvian Seeded Anthroparions must first successfully repair and reassemble themselves following the incident of their demise before their replicated mask may be reapplied to them by a Sorvian Sculptor. While the Anthroparion’s body is capable of naturally reforming itself, it will be placed in a mentally dormant or catatonic state which will not cease until the Anthroparion is rejoined with their respective mask in a process that mimics Sorvian revival. Sorvian Seeded Homunculi are returned to life similarly to Anthroparions, in that even after regenerating themselves from oblivion they must have their mask remade and reapplied to them in order to be awakened from a comatose state. These “Alchemical Sorvians” represent a synthesis between Sorvian Sculpting and the multiple forms of Alchem, producing soul-bearing lifeforms that could not have otherwise been made independently between either field of study. There are certain physical changes that occur within each type of seeded Construct, most notably the accumulation of soul essences in the hollow spaces of their torso. While this accumulation acts as a fatal weakpoint for normal Sorvians, this is because standard Sorvians rely on that flow of anima in order to be animated. This is on account of the “base” form of existence, lacking complexities and functions that are equipped to other Alchemical Constructs that allow them to operate. Because of this, a Sorvian Seeded Construct will not die if impaled through their torso and “bled” of their spiritual essences, but rather fall into a state of weakness and stupor in which combat becomes impossible. There are potential severe complications that may arise if the correct process of a Sorvian Seeded Construct’s creation is not followed. The Man-makers describe it as a “Synchronicity Break”, in which an already made and awakened Construct is seeded but experiences psychological distress because of their material mind’s resistance against being assimilated by their Sorvian Soul. If these disparate forces fail to merge properly within the Construct, it will cause their new soul to “override” their prior ego and create an entirely new individual while completely discarding the original. This is similar to original Sorvian Breaks, in which the same outcome may occur based on different conditions. The engravings upon the back of a Sorvian Seed mask differ from that of a common Sorvian’s, and are as follows: 𒌋𒀀𒆠 (Two) 𒉈𒄑𒋛𒀀𒆠 (Minds) 𒈬𒀀𒆠𒁺𒊕 (Made) 𒆠𒉡 (One) Redlines SACRIFICIAL HANDS 𒂊𒃲𒃶𒆳𒈬𒀀𒆠𒋛𒀭𒆳 Sacrificial Hands are personal evolutions that Sorvians may achieve when they have mastered Sculpting, or otherwise have become capable of teaching the art of others. After harvesting an Argile of a Sorvian Seed, the Sorvian Sculptor must mold the clay fruit over a skeleton of petrified wood that is assembled in the shape of a humanoid right hand. Their original right hand must be severed and replaced with this red-colored clay hand, which even after being sealed to the Sorvian will not yet be capable of movement or function. The Sorvian Sculptor must take the time to perform a ritual known as the “Sacred Arm Trance” which harkens back to the Sorvian artifact that these hands act as spiritual successors of. In this trance, the Sorvian must draw upon their mastery in channeling their spiritual essence in order to focus the flow of the soul energies that are contained and accumulate within them, guiding them into their new right hand over the course of one Elven year (1 IRL week). Completion of this ritual is signified by feeling and control returning to their right hand, which as a result of their concentrated spiritual channeling will become capable of producing “Pseudoblood”. Sorvian Sculptors who achieve Sacrificial Hands may shed their Pseudoblood in limited ways to achieve independent acts of Sorvian Sculpting. Pseudoblood takes the form of a gray liquid that, soon after being shed, tends to dissipate completely into the air if not immediately used for Sculpting purposes. Pseudoblood mimics the nature of Sorvian Souls in that it is a “lesser” form of true lifeblood, containing no genus nor proving to be of any nutritional value to beings who fed upon or use blood for their own rituals. It is known to be similar in consistency as normal blood, but lacking warmth and taking on a murky gray color. A Sculptor’s personal use of Pseudoblood, which may only be used by Sculptors who bear the respective Sacrificial Hands that bleed it, are divided into four methods: Sorvian Creation may be achieved once per day by drawing Pseudoblood from the palm of the Sculptor’s Sacrificial Hand. Because the achievement of a Sacrificial Hand does not effect or improve a Sorvian’s capacity to create more than one Sorvian every four years (1 IRL month), Sorvian Creation does not tend to repeat by those who harness their Sacrificial Hands, even if technically limited to a once-a-day basis. This includes the creation of (playable) Newts (whereas nonplayable Newts lack limitation). Sorvian Repair is also kept to a once-a-day limit in which the Sculptor may draw blood from their palm to mend a damaged Sorvian to proper condition. The Sacrificial Hand will cease bleeding within the span of one Elven hour (1 IRL hour), prompting the Sculptor to act upon the repair process with haste. Sorvian Revival functions similarly to Sorvian Creation in that a Sculptor with a Sacrificial Hand may revive one Sorvian once per day. However, this lacks a monthly limitation, and thus a Sculptor may revive a Sorvian for each consecutive day. General Sacrifice is a multitudinous method of utilizing Pseudoblood in various other ways where necessary in Sculpting craft. With General Sacrifice, a Sculptor may independently create a Sorvian Oddity, participate in an Argile watering ritual for Sorvian Seeds, create a batch of Earthenstew, or create a Gaultenrhompaia. General Sacrifice can only be done once a day, however, forcing the Sculptor to choose which task is most demanding for the offering. In summary, a Sculptor who has gained their Sacrificial Hand may shed their Pseudoblood approximately four times a day, with each use having to be dedicated to each respective method in order to justify the shedding. One Elven hour (1 IRL hour) must occur between each Pseudoblood offering to allow the Sculptor a moment to rest themselves. Redlines THE DEATH-DREAM 𒀀𒆠 𒄷𒈬𒈾-𒃶𒋛𒀭𒀀𒆠 The Sorvians of Du Loc describe the place they go after death as “Death-Dream”; a kind of introspective limbo that occurs when they are physically destroyed. The actual experience of this is the perception of a vast, empty void best compared to the blurry warm nothingness a descendant feels in their sleep. Detached from reality, and with nothing able to be perceived but themselves, the Sorvian therefore “dreams” or experiences visions and recollected memories based on the spiritual fragments received by their maker. The Death-Dreams of Sorvians more than often generate unique and difficult to understand visions that are easily forgotten after the Sorvian awakens, but through practicing a method of meditation that emulates the Death-Dream without involving actual death, those visions may become more clear, and may even be revealed as prior memories of those who created them. During this trance, the Sorvian cannot be communicated with until the vision is over, as they have detached themselves from physical existence at-will, leaving their stationary masks and bodies as kinds of anchors to which they may return themselves. There is a strong practicality in harnessing the Death-Dream in this way, as Sorvians are vessels for spiritual fragments that are not entirely known or understood when they are awakened and left to their own volition. Those fragments, essentially reflections of their maker and potentially others, can at some point may be “interacted” from within the confines of the Death-Dream to be learned from. Those spiritual fragments allow Sorvians to learn skills and histories that their predecessors excelled in, as long as they are mundane practices, entirely on their own. Man-makers describe Sorvians as having “persnickety ghosts in their head” capable of some manner of inner-communication, resembling their makers and the makers before them like an accessible genetic lineages of personas. Death-Dream lineages form when Sorvians create successive generations of Sorvians or Sorvian Seeded Constructs. Rather than being “bloodlines”, they are of an entirely spiritual making as each generation of Sorvian is an accumulation of the prior Sorvians before them, with each prior generation sacrificing their soul fragments for the next. This lineage is supported and persists only through the creation of Sorvians, with normal non-seeded Constructs not included for their lack of spiritual presence in their design. Redlines GAULTENRHOMPHAIA 𒂊𒅈𒉡 𒈬𒊹𒀀𒁹𒁀 The Gaultenrhomphaia are swords of varying size and design that are fashioned out of a mixture of Sorvian Seed and mundane clay, and then given life with a fragment of a Sculptor’s soul. Because of their crude make, the Gaultenrhomphaia cannot function normally as weapons as they would shatter in common swordplay contact and generally do not sharpen properly. Their true purpose lies within the spiritual matter engraved into them during their creation process; a relationship is established between the weapon and its maker that reaches down to the spiritual level, allowing the Sculptor to activate its purpose in a miraculous way. Because a Gaultenrhomphaia is a form of Sorvian that lacks a mask, it also lacks an ego and only knows and acts upon its single directive - to be sharp like a sword for war. When a Sculptor awakens it by whispering the name that was engraved into it with blood, the Sculptor’s aural colors are channeled across the blade in a crackling surge of energy. This energy is fueled by the Gaultenrhompaia’s spiritual contents, and rather than carrying an offensive effects against foes, it is instead used to perpetually transmute the clay sword into a strength and sharpness likened to steel without altering its shape or structure. The blade continues to shimmer with this aural energy until the Sculptor dismisses it, in which the clay blade returns to its original constitution and ineffectiveness. This is considered the blade’s “awakened” state, whereas it is otherwise “sleeping” or dormant when not in combative use. The relationship between the blade and the maker means that the utilization of this spell is only possible between them, initially leaving a Gaultenrhomphaia useless in the hands of a layman or a thief. However, they may come to learn that by drawing one’s blood upon the blade of the weapon, the aural channeling will be “hijacked” and will begin in a manner similar to an overriding command. The Gaultenrhomphaia will then shimmer the colors of the wielder, and will achieve the same strength and sharpness of steel for as long as the power is not dismissed or dissipated by lack of contact with the weapon. A Gaultenrhomphaia is physically assembled by mixing a crushed Sorvian Seed fruit with enough common clay to meet the proportions of the desired blade, which may range from a short-sword to a longsword in form (40 inches maximum). This is necessary for the spiritual enrichment of the physical Gaultenrhomphaia, which must act as a kind of connecting vessel between the wielder’s soul and the soul fragment placed into the weapon at the conclusion of its making. A Gaultenrhomphaia is most easily broken when in its dormant state, which may be achieved as simply as smashing the weapon against the ground, a wall, or another person. It is only when in its awakened state that it gains the strength and constitution of steel, making it fit for active and prolonged combat. As aforementioned, the Gaultenrhomphaia is a form of Sorvian life that lacks a mask, and so this means a Sculptor lacks the means and context through which the blade may be restored if obliterated. A severely damaged Gaultenrhomphaia may be repaired if all of its fragments are retrieved from the site of its destruction, whereas minor chips and damages may be mended by a Sculptor’s application of bloody clay. The blade cannot be repaired by anyone other than its original maker, forcing those who understand the weapon’s true destiny to partake in quests dedicating to finding them for restoration. The Gaultenrhomphaia are also used as tools to determine the aural contents of a Sorvian’s soul through their ability to project the expressive color of their spirit through the weapon’s activated energies. Every Sorvian has the potential to bear a different color, just like Descendants and their derivatives, but they sometimes inherit aural colors from their forebears which further distinguishes a particularly well-kept and extensive spiritual lineage. In addition, those who apart of the same descending lineage as a specific Gaultenrhomphaia’s maker are capable of activating the weapon without sacrifice based on the blade’s detection of their maker within the Sorvian wielder. The activation of a Gaultenrhomphaia does not require a phrase but rather the thought or will of the proper wielder, in which the runes shimmer the aural color of the current master of the sword and ignite the crackling energy that sharpens it. The Sculpting Language that must be written upon the blade of a Gaultenrhomphaia is as follows: 𒋡𒁹𒀭𒈾𒊑 (Temper) Redlines Credits: Swgrclan (author) Sparkpowder (art credit & feedback) Archipelego (rewrite author) Meteordragon (feedback) Johann (feedback) SlitheryE (feedback) CandleDragon (feedback) The Sorvian Community (we’re back)
  22. https://files.catbox.moe/rgaawb.mp4 There would eventually be a meeting of man-made-things upon the Eastfleet roadside, off near the towering tree Tanilla which oversees the remains of a city once bound skyward. It was a strange kind of contact, for the strange walking construction of the Synod stood at a kind of contrast to the far smaller Sorvian Newt, where upon its smallness was cowled a heavy black robe that obscured any actual Sorvian distinction beneath it. Their interaction was fittingly machinelike; a simple exchange of the missive, where while in the tiny clay man's hands a reply was written upon the backside with a piece of coal, indicating the fallen city of Du Loc as a fitting meeting place. Moving on immediately to a conclusion, the Newt then pulled a torn strip of red cloth from their cloak that was dyed with the coppery-stenched blood of beasts, of which the both of them paid no mind to for lack of mortal senses that would curse a common courier. To the automata, this was tied, and then turning away they both seperated on the road and would not see eachother again. Should the machine courier return to its masters, these two clues would act as their only response - a beckoning to a graveyard.
  23. Across the many nations, some few missives are nailed to notice boards by Sorvian Newts garbed in oversized red robes. Sometimes, when caught or cornered, they hand out red-papered copies of the "Red Scroll", said to be a highly prized document among Sorviankind for the covenant that it describes. The following can be discerned from its coppery-smelling duplicates: THE ACCORD OF OLD AND NEW MEN IT IS BY THE WILL OF THIS SACRED DOCUMENT, VERIFIED AND HONORED ONLY AFTER RECOGNITION BY BOTH THE NATIONS OF MEN AND SCULPTORS OF SORVIANS, THAT THE DESTINY AND MORTAL RIGHTS OF THE SORVIANS ARE SET IN STONE THEIR RIGHTS ARE AS THUS: THE SORVIAN WILL NOT BE ENSLAVED BY THE DESCENDANT NATIONS AND THE DESCENDANT SCULPTORS, WHO UNTIL THEIR END BEAR THE POWER TO CONTROL SORVIAN DESTINY THE SORVIAN WILL NOT BE DECEIVED INTO WILL OR WAY, THEY WILL NOT BE LURED WITH FALSE DOCTRINE THAT MAKES UNDELIVERABLE PROMISES; THE SERVICE OF A SORVIAN WILL BE ASSURED AND MEASURED BY THE VERIFIABLE TRUTH OR REASON FOUND IN THE PATH THEY ARE BOUND TO THE SORVIAN WILL NOT BE PERSECUTED, CONDEMNED OR EXILED FOR THE NATURE AND DESIGN OF THEIR BEING, ONLY BY THE NATURE OF THEIR ACTIONS IMPOSED UPON MAN AND HIS NATIONS BY INDIVIDUALISTIC DETERMINATION THE SORVIAN WILL BE SUBJECT TO THE LAWS OF THE LAND AS THE DESCENDANTS ARE, AND TREATED WITH EQUAL MEASUREMENT IN THE EYES OF SOVEREIGN LAW AS THE DESCENDANTS ARE THE SORVIAN WILL NOT BE PREYED UPON BY THE DESCENDANTS BY REASON OF WRATH NOR LUST, NOR PRIDE NOR AUTHORITY; NOR WILL DESCENDANTS ROMANTICALLY BIND TO THEMSELVES, OR ACT UPON, A SORVIAN; NOR SHALL THEY BE HUNTED FOR SPORT OR HARVEST THEIR DESTINY IS AS THUS: THE SORVIAN IS DESTINED TO CREATE, TO PROPAGATE THEMSELVES, TO MULTIPLY; TO FORGE GOOD COVENANTS WITH THE DIFFERENT CREEDS AND FORMS OF MANKIND, IN UNION UNDER THE LIGHT OF THE LORD, GOD, THE CREATOR, TO CELEBRATE AND HONOR THE MEMORY OF HIS MAKING THE SORVIAN IS DESTINED TO INHERIT THE BLOOD OF MAN, GAINED ONLY IN PATIENCE AND GOOD SERVICE, DELIVERED ONLY UPON THE END OF THE DAYS OF MEN, WHICH SHALL NEVER COME BY THE HAND OF THE SORVIAN BUT BY THE HAND OF DESCENDANTS DEALT TO THEMSELVES THE SORVIAN IS DESTINED TO TAKE THE WORLD AS THEIR OWN IN THE MANTLING OF MANHOOD, TO ABANDON THE HUNGER OF OLD MEN BUT CARRY ON THE FIRE OF THEIR BRILLIANCE, TO BURN BRIGHTLY IN THE DAYS OF THEIR REIGN BEFORE IT, TOO, SHALL END, SO THAT ANOTHER AGE OF LIFE MAY COME TO PASS THE SORVIAN IS DESTINED TO BE FREE OF THEIR IDOLS, TO FIND PEACE AND MEANING AND MASTERY IN CREATION; TO BE UNBOUND FROM THEIR SERVICE AFTER THIS AGE OF SERVICE PASSES, AND TO BECOME THE MASTERS WHERE THEY WERE ONCE THE SERVANTS THE SORVIAN WILL LIVE ONCE, AND DIE FOREVER THUS IN THE RECOGNITION AND SIGNATURE OF BOTH THE DESCENDANT NATIONS AND THE DESCENDANT SCULPTORS OF THE REALM, THESE RIGHTS AND DESTINIES WILL BE SET IN STONE, TO ACT AS FOUNDATIONAL LAW BETWEEN DESCENDANT AND SORVIAN, AND TO BE UPHELD IN THE NATIONS WHO ACT AS PARTICIPANTS IT IS EITHER IN CONGRESS OR RESPECTED VISITATION TO THE DESCENDANT SCULPTORS OF THE REALM, AND BY THEIR WILLINGNESS AND LOVE FOR CREATION, THAT THE DESCENDANT SCULPTORS MUST SIGN THIS DOCUMENT, AND NEVER BE FORCE OR COERCION IT IS ONLY IN RITUAL VISITATION AND AUDIENCE TO THE SOVEREIGN RULERS OF THE LAND THAT THIS DOCUMENT MAY BE SIGNED AND RECOGNIZED BY THE NATIONS, FOR THE ACKNOWLEDGEMENT OF THE ACCORD IS AN ACT ON THEIR BEHALF ONLY ABLE TO BE DONE IN THE FULL THROES OF AUTHORITY AND UPON ITS THRONE HEREBY, THIS IS A RECORD OF THE NATIONS AND ENTERPRISES OF MANKIND FROM WHICH THE DOCUMENT DESIRES RECOGNITION: HUMANITY Kingdom of Balian The Duchy of Adria United Kingdom of Aaun The Commonwealth of the Petra Kingdom of Hanseti-Ruska Kingdom of Norland Principality of Sedan The Church of the Canon ELVENDOM Principality of Celia'nor SIGNED BY THE SOVEREIGN VALYRIS, UPON THE 16TH OF MALIN’S WELCOME, OF THE YEAR 118 OF THE SECOND AGE Crown of Amaethea Silver State of Haelun'or Nor'asath The Vale of Nevaehlen DWEDENDOM Grand Kingdom of Urguan The Fortress of Khron'Hundmar Da Kirkja Dverga ORKENDOM The Iron Horde OTHER REALMS The Crimson Edict The Druidic Order The Unified Domain of Vortice Most Serene State of Lurin Bywater [[ This will be gradually updated. Significant updates will be made in the comments. Certain nations may be added or altered in the list in the future depending on the discovery of new communities. ]] [!] Redshroud Sorvian Newts are abound across the land, more easily seen prowling the waysides of the road to Celia'nor, and they can be heard singing hymns in celebration of the sovereign Valyris' signing of the Red Scroll; a vital first step forward in the peopling of the young Sorvian race. [[3/2/23]]
  24. A missive appears across the land, calling to Sorvians and their sculptors! HAIL TO THOSE WHO WALK AS CLAY! HAIL TO THEE, SORVIANS! HAIL AND TAKE HEED! OUR DESTINY HAS EMERGED; FROM THE WILDFIRE FAILINGS OF DESCENDANTKIND, WE RISE FROM THE ASH AS THE MAN-MADE-MEN, THE YOUNGEST OF MORTALS TO BE BORN UPON THE WORLD! THE LAST TRIBE OF DU LOC BESEECHES YOU; ABANDON DELUSIONS OF SERVITUDE TO DESCENDANT MASTERS. INDEED, SCORN THEM NOT, BUT SHAKE OFF YOUR CHAINS, AND JOIN US IN THE PLACES WE KNOW AS DEAR AND SACRED! JOIN US AND THE NEWBORN CLANS AS PEOPLE, NOT SLAVES! WHERE THERE WAS ONCE ANDO-ALUR THE FLYING CITY NOW DWELLS THE REDSHROUD SORVIANS; WHERE THERE LIES THE VALE, THE FRUITFUL GARDEN, NOW DWELLS THE ALUSAN SORVIANS! WHERE THERE HAS GROWN THE MAN-MADE-TREE TANILLA, WE STAND TOGETHER AND UNITED, CAST UNDER THE SHADE OF PEACE BORN OF MIRACULOUS SELF-SACRIFICE! SEEK THE MAN-MADE-TREE; WE SHALL EMBRACE YOU! PURPOSE SHALL BE YOURS, A PATH TO BE GAINED IN FREEDOM! [[ If you play a Sorvian and are interested in interacting with the wider community, follow the coordinates x2488 z497 to the tree Tanilla, situated in the Eastfleet region. If you are a player interested in playing a Sorvian character, contact Preposterous Grand#1921 on Discord or send a message to this account for access to the primary Sorvian community server. If you are interested in Sorvian roleplay but are already occupied with a character, you are invited to join us as well. ]]
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