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Zarsies

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About Zarsies

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  • Birthday November 10

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    vvmrr

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  1. I write EVERYTHING in Garamond, please dear GODS please ADD my gaRAMoND I AM SO TIRED OF BEING RESTRICTED TO TIMES NEW ROMAN i neED My high tier sERIFS
  2. Passing couriers and young hirelings nail a markedly similar wax-treated paper to numerous local wanted boards. The posting most noticeably bears a smudgy depiction of an armored man of foreign fashion with an inky trim to the image implying printing. Post Wanted Velian Human | Male | Thirty-eight Seeking employment and quarters Expert in: -Glassblowing -Gardening and horticulture -Bodyguard work Adept in: -Alchemical science -Metallurgy and smithing -Tinkering and horology -Tailoring -Architecture, draftsmanship, and building Novice in: -Painting and illustration -Cooking and baking -Gemcutting Job, pay, and accommodations are up for negotiation. Forward offers to the Ferro Family and Corporate Freehold in Haense.
  3. I can’t tell if you’re being sarcastic. The mindset behind this in the context of a cooperative roleplay environment is genuinely disgusting; I know it’s always been a problem, case in point OG necromancy being the ‘top tier’ combat magic which people sought out solely for power, but YOU making this is highly uncharacteristic. Please don’t encourage this **** if you are being serious (which, again, I can’t tell and my apologies if you are just trolling and I’m gullible).
  4. I’m looking for 2-3 people to grandfather into pale blood magic (check the lore if you’re unfamiliar) to help spread it in communities that aren’t associated with the previous blood mage crowds. If you’re embedded in a player group and think it’s appropriate for your roleplay (experimental, magic/alchemy, occult, scholarly, whatever) hmu on Discord and I’ll consider it. 

    1. Show previous comments  11 more
    2. ElvenMommaHacker

      ElvenMommaHacker

      How many toe pics? Asking for a friend ofc.

      But I wish you luck on finding people.

    3. Archipelego

      Archipelego

      magic is ******* GAY

    4. methuselahs

      methuselahs

      I am once again asking for your financial support

  5. “Bait, essentially. The name is an insult by Malghourn so the Archons and their bloodlines wouldn’t refer to themselves as such (”slaves”), and IRP will likely use another term if not just a word (vampire or something akin). Because of that, if the word every appears in-game it can be immediately called out as metagaming and ideally acted upon.” It’s big brain if anything. Look at animii.
  6. Howdy! First and foremost as I can’t tell if you’re of genuine ill mood or it’s just my interpretation given your response and jabs, please don’t be riled up by this. The blood mage community I assume you refer to doesn’t exist, blood magic was wiped out by the Lore Games and the only genuine remnants are Mordu and myself given we wrote the lore to replace it (pale blood magic, a sad and weak feat variation with no supermage blood fetish to the dismay of dark Gary Stus everywhere); the people who may have offended you probably aren’t us. With that, we aren’t apprehending or abusing striga lore as striga aren’t losing anything and the closest thing to be abuse would be misunderstandings on our part which, as per the point of me making this response and doing edits, we are willing to address because we know we aren’t perfect, don’t know everything, and have no ill will towards you, the striga group, or striga lore. I am fond of you and aren’t looking to rile or distress anyone. Additionally, the ST as a group weren’t involved in this, just Mordu and I, and they weren’t consulted as per their irrelevance to writing this and even if they were I doubt any of them could pinpoint your same issues. Regarding Aeldin lore, all we had to go off of outside of what is discussed IRP was the wiki page and this thread accepting it into the canon. Because the wiki doesn’t give any reference to a timeline not self-contained to Aeldin (e.g. “the Imperial Age started in 1355”) it was hard to narrow down when things occurred so by saying Hazm was a product of Alnorid and thereafter immortal gave us leeway to fit him into the timeline assuming all that was prior to 1461, ideally even earlier though. The original striga lore didn’t provide more clarity, nor did the new striga lore. Because of this time inconsistency and the notion that Helgraen wouldn’t turn a wizard could be amended by distancing Hazm from Helgraen to fit him into the proper timeframe for when the Alnorid Sultanate existed and closer to 1400 or so, that way Carical’s familial relation isn’t too far fetched (and she’d probably be moved from being born on Aeldin to born in Anthos but of the Alhazred line) and another striga would have turned him, likely without Helgraen’s influence whatsoever and more care for his sahir position in a court rather than his magic abilities (which he lost because of being turned). And while sailing is never referenced, only “led him far from”, “led to western Aeldin”, and “spending some years together both in Alnorid and on the perilous journey home”, we can in turn edit it to be more clear that Hazm was fetched by Numir and Carical via rift and their time spent together would be while on Anthos. Regarding Hazm relearning magic, I think you misread. Hazm’s immortality made his life dull and his interests flat because he had lost his magic (which, of note, would likely make him anathema which, were the story to come to light to the striga IRP could help stir conflict where they see siliti as derivative rats) and yearned for it again. This want is what Malghourn exploited him with and enabled Malghourn to easily kill him via the ritual. Hazm is the only striga in the whole story and he never regains his magic, he only was promised it and by buying into it he was betrayed. While the distance of Aeldin isn’t relevant I think your point on that isn’t all too concrete given how Velia came to be last map (Niccum’s Roman colonists) and how nobles roleplay going back to visit Aeldin although the roleplay of such people doesn’t invalidate lore if it is indeed lore. Regardless though, the distance doesn’t matter due to teleportation and Hazm left with Numir and Carical, not by himself sailing. Regarding the viability of the ritual, I don’t know what you’re referencing with the dissection of a druid for their Aspect connection. Could you elaborate? In that vein however, because of the distinction between mortal blood magic (second generation BM, third generation BM, awakened BM; essentially BM accessible to Descendants and therein players) and ‘event’ / higher being blood magic (2.0 BM antag, Voidal horror events i.e. Achan-Chatla, Setherien’s bloodshards with the Black Scourge, Malghourn events post-Vailor, most recently pale blood magic / Malghourn lore albeit not yet canon) it is reasonable to say Malghourn had powers even at that stage that the ancient blood mages (the Archons group but also the other unnamed groups out in the world) did not (which, of note, goes both ways since no entity knows or has ALL of BM, not even the Malghourn I wrote). The ritual was powered by the extinction of a race’s remnants and assisted by nine blood mages besides Malghourn himself w/ Setherien’s lexicon (technically the Red Nexus wasn’t the Red Nexus until after the ritual); not to participate in the lore tradition of writers having a big d*ck swinging contest as this isn’t about absolute power, but that situation definitely had the power to deconstruct Hazm, split and imbue his soul, and create a marrow-curse upon all ten parties. He was used as a blueprint and none of the Unseen’s curse was actually transferred over, only mimicked and then reshaped / ‘bastardized’. It should be clarified here also as it seems this has been misinterpreted: siliti are a product of blood magic (just like dreadknights and other ritually created beings and enchantments from old blood magic) and its runes, and in no way ‘draw’ or ‘steal’ power from the Unseen. Malghourn used Hazm as a template to draw inspiration from in conducting his ritual, as well as for his own personal uses, and little else. Regarding the consistency of time with each Archon’s introduction into the group it is indeed spread out and not dated (maybe we should change that?) but I can assure you they do line up. The humans had to be born close to the year of the ritual (1416 at the earliest, 1441 at the latest) to line up with Anthos’ and Setherien’s timeline so they (Numir, Carical, Hallin Kord, Cadmium) are situated as such, Numir and Cadmium being the ones with the most detail. Numir being proto-Waldenian (describing characters of a germanic culture in the years shortly prior to Aesterwald’s inception) lines up with their roots in Anthos. Cadmium was born on Rivel after Aegis was already destroyed which wiped out the Athera dwarves and shattered Rivel’s floating island and Solomon and her going to Asulon lines up with the Mori being involved with Nirta’s father (who is referenced as Mictlanti’s master among the Mori, assumed to be disguised amongst them as a blood mage agent within the Asulon blood mage court which they all later join and his fate is unknown) with Cadmium’s long life explained as a product of a marrow she gains. On account of Dreori, Archi worked off of the initial Drakul draft Mordu and I posted and after we reviewed it and pinpointed all its issues he opted to join us when we at the same time finished writing siliti. Dreori had their own problems, the largest of which was their lack of a backstory. We are keen on thorough, consistent lore tie-ins for the interconnecting of the LotC canon so having the backstory this expansive was important to us in order to incorporate numerous other subjects and not be a self-contained, isolated lore piece. On that note, I’ll elaborate on the topic (which, again, your wording worries me that you’re genuinely upset by innocent mistakes or perceived injustices and that isn’t the relationship either of us want to have with you or the striga crowd, let alone anyone): Striga absolutely HAD to be involved and it would be unreasonable and itself a cop out / poor storytelling to NOT incorporate them at all. Yes, we should have consulted someone other than who we did (Josh and Joel, albeit not to extreme depth) and on that front I apologize, the points that are relevant and fair we will address where appropriate. However, it would be lazy and subpar to write lore for vampires without at least referencing the already canon vampires and create the lore in a vacuum of purely self-contained, unconnected, and in a way random fashion. LotC’s canon is what it is, everything that is a part of it has to coincide and work together, so by using striga as a part of the foundation to reason another breed of vampire we validate striga and build on them without taking away anything (albeit in that process there can be mistakes as the things you’ve pointed out which, again and obviously, we’re committed to fixing). Yes, it would be easy to write another breed of vampire without striga, in fact involving striga made this much more difficult as we did our best to not step on their toes with themes, abilities, or backstory and tried very hard to make them vampires on the opposite side of the spectrum as we didn’t want to overshadow or invalidate them - we want them to coexist. Building off striga is the opposite of poor storytelling and a bad plot device, it’s inclusive, harmonious, and blatantly the best place to start for writing new vampires, something Dreori ought to have done. Not the original strigae writers, yourself, nor anyone else has a monopoly on vampires as a concept, which seems to be the source of much of this. No one owns striga, vampires, or lore in general, so there’s no territory to be crossed - no lane to break in or out of: this isn’t a judgement about you but rather the statement, that idea is highly toxic and otiose which is the opposite of productive for the betterment and further development of the LotC canon and roleplay. The implication that lore which builds off others and is interconnected ruins another is a very unhealthy mindset - and we worked off what is canon by what we could find in lore implemented lore (which, to be fair, Aeldin has no implemented lore which is very bad and whoever is the most familiar - you, Esterlen, Cracker? I genuinely don’t know - should make a full world lore submission for it. Aeldin and similar off-screen worlds are super cool and deserve to be seen in full breadth). Case in point, our originally draft, Drakul, was tweaked greatly because in someone’s headcanon Helgraen was an extremely powerful Dracula-esque character, something not elaborated on whatsoever in the lore, and because it wasn’t written or made known we intended on using him as the catalyst that Hazm became to serve the purpose of a blueprint. We didn’t want to deprive the striga of anything as we thought it was purely historical and we still don’t want to deprive them of anything. We ditched him and came up with a previously nonexistent striga as to not ‘take away’ anything. In the same vein we’ll make changes to the new lore to accommodate more. Last but not least, and for a third time I reiterate that none of this is an attack at or subversion of striga, their community, you in particular, etc, this isn’t derivative. We aren’t piggybacking. The only reason striga were incorporated were because they came first, that’s it, and it’s a requirement for lore to be cohesive to best fit into the existing canon. We aren’t stealing, cheapening, or perverting striga. If anything, the three pieces add more story hooks, event and roleplay potential, and depth to LotC than striga ever did and I don’t mean that as a jab.
  7. Fun fact, Voidal archons were originally named Transcendents and were forcibly renamed by the LT because “it sounded cool”. When they did that they didn’t take into account that blood mage coven leaders were always called Archons and the overlap has stuck around since. Bait, essentially. The name is an insult by Malghourn so the Archons and their bloodlines wouldn’t refer to themselves as such (”slaves”), and IRP will likely use another term if not just a word (vampire or something akin). Because of that, if the word every appears in-game it can be immediately called out as metagaming and ideally acted upon. Response to Jacko is pending, tryna make it thorough
  8. I’ll put a more eloquent response on the Archon thread 🤗
  9. Magic. Rifts can be used like Verge portals to go to/from Aos/Eos and land just about anywhere. Updated. Ty, it wasn’t super clear.
  10. Preface: https://www.youtube.com/watch?v=BJVhPVip0M4 “Drink deep. Waste not a drop.” -Queen Carical to a fresh convert. Origin In recent years the Enlightened Drake, Malghourn rescinded his lineage of blood magic among the Descendant population for their centuries of negligent abuse, mismanaging of assets, rampant ineptitude, and all-consuming treachery in a feat of blood sorcery. Their disappointment created a void in his earthly influence where now the Stone Serpent has carefully deployed silit agents from the outer worlds to imbed themselves on the mortal plane, a step for another grand scheme ahead. The full world lore can be found here. Physical Description General In the simplest terms, siliti are parasites. Vampires. These beings twisted the ancient powers of blood magic and are eternal mimicries of their once descendant selves. Effectively immortal, their unnatural existence is one of Malghourn’s graceful - and more cruel - designs, evolved from that of the Unseen’s more beastial striga. Unlike all other creatures of flesh, siliti are unable to produce or utilise lifeforce, instead preserved by an array of ethereal and ever thirsting marrows; the existence of a silit is one reliant upon genus found the blood of mortals, akin to the dreadknights of yore. It is these complex enchantments laid upon them through blood that locks their bodies and souls beyond the malleability of a Descendant’s, making them ageless, sleepless, and rife with mystical gifts and curses. Their heartbeat, breath, and bodily warmth are optional functions. Their parasitic existence requires less maintenance than before their transformation though mere food and drink alone will no longer sustain them. Over time siliti lose their physical pleasures and cravings they might’ve had as mortals. Sleep becomes a pointless, uncomfortable endeavour and more of a deep meditation than true respite, whilst alternatives such as being knocked unconscious (either by force, magical or alchemical influence) also become ineffective. Their race was tactfully curated by the Stone Serpent, having intentionally built in a number of flaws as hooks for control and subjugation. Such things include: Appearance, Feeding, and Blood Loss A silit’s new state of being depends on the genus found in mortal blood, progressively draining genus from their body to fuel their marrows which creates a tug of war between being ‘well fed’ and ‘withered’. Siliti maintain their state through feeding, the consumption of genus-having blood divided into three categories defined by potency; fine, plentiful, and decadent. Genus-having blood is indeed intoxicating but all blood is not equal; high elves and mages have a sweeter tang due to their moderately higher genus concentration, Ascended bloodlines, inferis, and azdrazi even more so. Voidal horror blood is considered the most exquisite and divine due to its extreme concentration. Conversely, animals have bitter and unpleasantly sour blood bar pigs whose blood is ever so slightly more tolerable. Well Fed Siliti who feed regularly are ‘well fed’ and will default in appearance to a healthier version of their apparent age with their usual skin colour, eye colour and other distinguishing features they had prior to transformation, being impossible to distinguish from the common descendant unless willfully appearing otherwise (elaborated on under ‘Metamorphosis (Minor)’) as well as having the strength to utilise all of the benefits that come with their new state of being (elaborated on under Abilities). Fed Once a silit has gone long enough without drinking blood the first signs of physical degradation become apparent. At this point of being merely ‘fed’ a silit loses access to some of their abilities and will begin to take on an unhealthy appearance, looking gaunt, tired or closer to their true age if they are old for their original racel. Regardless of efforts to trim them their nails will grow unpleasant and pointed, stopping only a half-inch from the fingertips and their canines will default to sharp but not long points. Most notably at this stage they will undergo a change in eye colour with irises appearing any unnatural shades and/or marbling depending on their original eye color. All shades become opposites where applicable, meaning broadly speaking green becomes red, blue becomes orange, yellow becomes violet, and neutral colors like grey become either black or white (milky/cataracts). Withered Past the stage of fed is the withered stage, one of absolute degradation. Whilst in the former it would be difficult at best for a silit to conceal their true form, the withered have no semblance of health. Their appearance is fundamentally monstrous and/or disgustingly ancient and are completely incongruous to that expected of a descendant; the unhealthy look of fed siliti is nothing when compared with the mutations of a withered (elaborated further upon below under ‘Metamorphosis (Minor)’), oftentimes both puffy and discolored like a barely preserved corpse or shriveled, gangly, and trembling as though truly ancient. Haggard and hideous, withered siliti cannot practice magic should they know any - bar pale blood magic - and in turn they begin to lose their mind after the first IRL week of being withered; progressively leading up until they go comatose from starvation they become delirious and experience increasingly severe symptoms of dementia and/or Alzheimer’s. Should they not feed long enough to sustain themselves whatsoever (described above in the spoiler) they will go comatose and suffer where they lie for 2 IRL weeks, the final stage of starvation where only a plentiful or decadent feeding given to them by other could spare them, after which they their disgusting, mummy-like body will shrink, wilt, and convert into a heap of ash. Lastly, siliti operate with 4 portions of blood, supernaturally filled with an amount that allows for excessive and profuse bleeding. They naturally accrue 1 portion per 12 IRL hours if well fed, 1 portion per IRL day if fed, and 1 portion per 2 IRL days if withered. A fight or aforementioned sickness can cause a silit to lose portions; heavy cuts and other wounds or vomiting from sickness equate to 1 portion lost, limb loss usually equate to 2 portions lost, multiple limbs lost and/or extreme wounding equate to 3 portions, and even more damage and bleeding causes loss of all 4. Siliti don’t suffer from the symptoms of blood loss until they are down to 1 portion as they are full of inert, genus-stripped, nutrition-stripped blood which only serves as a vessel for genus and ethereal marrows to reside in. Siliti who run out of blood die (detailed further under ‘Ethereal Metabolism’), and do not regenerate faster from feeding, reliant on their state, and will die. Reproduction The creation of a silit is a feat exclusive to those studied on the rite of rebirth, a painstaking ritual process by which a descendant’s soul and body are reformed by the seemingly limitless powers of blood magic and are bound to ethereal marrows, inheriting the traits of their respective Archon’s bloodline. They are as follows: The stone serpent’s own eugenic and bigoted views are apparent in his design of the silit’s marrows. The transformation ritual only functions on ‘clean’ mortals; full blooded descendants - humans, elves, orcs, and dwarves - free of interbreeding or excess immortal tampering. Whilst siliti are unable to reproduce with one another due to an array of complications, they can conceive with a descendant of their original race, creating sickly though otherwise ordinary descendant offspring, without the curse of the silit or any traits of the metaphysical bloodline inherited from their Archon. These children are at excess risk of congenital disorders, always afflicted with one or more of the following: Albinism Brittle bone disease Chiari malformation Cystic fibrosis Hemophilia Hypoglossia Spina bifida Strabismus Additional, lesser malformation that are optional include: Acute allergies (animal(s), nut/food, insect sting, etc.) Other skin disorders (vitiligo, eczema, rosacea, psoriasis, etc.) Other eyesight disorders (near/farsightedness, astigmatism, etc.) Other birth defects (missing or malformed digits, malformed features, etc.) -All siliti belong to the bloodline of one of the nine Archons, that being whomever their creator belonged. A silit’s bloodline can never be changed once they have been transformed from a descendant. -Only full blooded humans, elves, orcs, or dwarves can become siliti. The rite of rebirth would fail whenever attempted on any other race or half breeds between the main four. -Also excluded are those who might belong to the main four but whose body or bloodline has been drastically altered by the likes of magic, alchemy, and deific influence such as ‘Blessed Ones’, someone inhabiting artificially created bodies such as Klones or Machine Spirits, Kharajyr, and Ascended and their bloodlines warped by Aeriel’s influence. -Siliti cannot produce children with one another. Children can be born of a silit and a descendant of that siliti’s initial race though must suffer one or more of the outlined congenital disorders. Mental Description Beyond the afflictions upon the mind felt in different states of their hunger cycle, siliti are for the most part as mentally capable and fragile as their descendant counterparts. That said, every silit experiences a period of adjustment wherein their mentality and view of the world shifts from that kept in their mortal lifestyle to their immortal. Usually concluded when reaching an age where they have been a silit longer than they ever were a descendant, siliti will become disassociated with their race of origin, viewing them in the same manner their original selves might’ve viewed other branches of the mortal tree. That is to say whilst a silit of human origin can retain their cultural roots, upon full transition they would see themselves as no more human than they do orcish. The Hexalogue The Archons fashioned a code of conduct siliti must abide by, terms by which they follow as to not offend their Archons and in turn their unknown lord, Malghourn. These tenets are cultural and breaking them does not incur OOC punishments, however it is strongly believed by siliti given their necessity in the rite of rebirth and their magical imprinting upon their minds that there very much so is real punishment associated with being caught breaking them. Because of this silit covens commonly keep to these laws if not more designed themselves and actively punish those who break them for fear of their Archons dismay and potentially higher powers; siliti, especially Hazmic siliti who are more educated about the Archons, truly dread the thought of Krogak, the Headhunter or Mictlanti, the Turnkey being sent to punish them if not by the hands of their respective Archon, all of which imply fates worse than death. These cultural tenets include (and are read IRP during the rite of rebirth): -Siliti will not fraternize with dragonkin nor their followers. To do so is to court imprisonment. -Siliti will only kill when it is needed, as we are the shepherds of man and nothing without the flock that feeds us. -Siliti will keep the secrets and signates of siliti their own, attention brought is anger wrought. -Siliti will show restraint when spreading our condition, so as to retain the balance of the first law and be tact in their selection, favouring only those that would abide by the ten laws. -Siliti will act to restore all put to slumber in the crimson crypt, by the rite of revival. -Siliti will obey the will of their Archon, making the needs of their bloodline their own. Additionally, because of the genuinely real threat of Krogak, Mictlanti, or an Archon or even Malghourn’s agents coming to subdue troublemakers, players who are banned have their absence explained IRP as having been abducted and jailed in a crimson coffin for the duration of the ban, their crime likely unknown and perhaps thought to be mere cruelty. With that, should a ban be permanent or a silit player be blacklisted from siliti and/or pale blood magic, their character is jailed permanently and they forever lose their character. This explanation is used whenever appropriate for removal as opposed to being reverted back to mortality because it would otherwise break the theme of the lore in that siliti are cursed to be immortal and cannot truly be free of their condition or truly die, only be imprisoned for eternity in a crimson coffin or abandoned as a bodiless soul in the Red Nexus. Abilities Bound by curses and enchantment - the marrows of blood magic - siliti have the ability to understand and make use of a variety of innate supernatural abilities as well as exclusive minor ritual practices utilising their ethereal marrows as well as the blood runes of old, with an innate potential for pale blood magic. A portion of ritual inventions passed on from the nine Archons to their brood, the silit rites and traits are sought after by countless pale scryers and arcanists, enviously dubbed ‘vampire magic’; a practice never to be held by mortal hands. Signates The combination of mortality and draining runes make the base signate for all siliti. Every silit that crosses over to or is created on the mortal plane is able to claim for themselves a signate: a combination of blood runes layered upon the pre-existing ‘silit’ rune forming a symbol with meanings unique to that silit. Whilst a silit’s marrows contain its soul and prevent it from slipping into the soulstream or being repurposed, a signate acts as an ethereal tether for the silit. In the case of the Archons, their signates are present within the nine bloodshards’ cores no matter how many times or by who the physical crystals are reformed, used by Malghourn to keep a tight leash upon his generals. In the case of lesser siliti, however, these signates can be reproduced on a whim by siliti and pale blood mages who have memorised the symbols and runic combinations. Signates are acquired through an epiphany had soon after being turned or traveling to the mortal realm for the first time, the shape decided upon and therein permanently burned into their mind. Signates must be drawn in fresh blood to be used. Their purpose is to identify a silit with their blood rune name in rituals; these rites include revival, long distance communication, entombment, and others. The destruction or lack of a presently written signate is inconsequential as they can always be written again. Signates are both guarded and widespread and are often political tools. They are required for revival which makes them useful to be known but in the same vein they are required to seal siliti in crimson coffins (elaborated on below), making them secret names that must be carefully given lest a silit be hunted down and sealed by their enemies such as mortal witchers or opposing silit covens. Lastly, a signate that is witnessed by a silit is immediately ingrained into their mind and cannot be forgotten, however they do not inherently know the identity of the signate’s owner. The Silit Rites A series of rituals sourced from the runes of yore, pertaining specifically to siliti and their underlings, the silit rites are a trio of sacraments in blood magic that only siliti can perform. -All rites must be taught in roleplay, they are not innate. Rite of Rest - Noncombative Malghourn’s jailor general Mictlanti, the Turnkey invented a method for silit rest and at the same time a tool for inescapable imprisonment. Rite of Restraints - Noncombative Once a power lost to blood mages of old, the rune of binding can be utilized by siliti upon mortals through their entrancing eye marrow. Rite of Rebirth - Noncombative First theorised by Malghourn and Hazm Alhazred, the rite of rebirth is the convoluted process of sculpting a descendant’s body and soul with an array of marrows, remaking them as siliti. Rite of Rousing - Noncombative The marrows throbbing within a silit act as a font of blood magic with which a silit can impart their spark to another, awakening a lesser pale blood mage to become greater. Silit Traits Beyond their rituals, siliti have an array of powers they may employ in combat and at will or possess passively. They are as follows: Metamorphosis (Minor) - Combative A silit’s eternal marrows allow them lower forms of bodily control, capable of twisting their vessel in horrific ways akin to a cat extending and retracting its claws. Metamorphosis (Major) - Combative A carefully configured product of ethereal marrows - layers of the runes and rites of blood magic - siliti can temporarily strain their marrows to briefly echo the strength and durability of dreadknights and the speed and utility of rifts. Darkvision - Combative A gift of their marrows, siliti have keen eyesight even in shadow. Ethereal Metabolism - Combative The silit condition is a product of an array of intangible blood magic enchantments known as marrows. This inherent magic grants them a host of boons and banes, the core of their state. Weightlessness - Combative A staple of the silit race’s mystique, the unique formation of marrows within them allow them to defy some natural laws such as gravity just as they defy time. Red Lines “On my orders, servants of the Stone Serpent, for tonight we chase them back to Moz Strimoza!” - Hallin Kord the Quartermaster during a failed campaign to recover an infernal realm for Malghourn. -Due to their equivocal PK clauses, the forced shelving that comes with crimson coffins and the irreversible changes they bring upon characters, OOC consent is required to change a character into a silit. This in turn means players blacklisted from siliti should either have their characters shelved for the blacklist’s duration or forcibly killed rather than ‘reverted’ to their prior descendant race, which would invalidate the narrative of siliti being a permanent, incurable ‘curse’ and only reward poor roleplay. -Siliti subject to fatal injury cannot be resurrected by the monks or any other means than what is outlined in the rite of revival. -All rituals and rites must be taught through roleplay, be they silit specific or as part of the broader pale blood magic which siliti can access (being ‘awakened’ by default, not requiring a separate feat for pale blood magic). In this regard the only ‘innate’ abilities siliti are born with are those listed as ‘silit traits’. -Siliti’s souls are self contained by ethereal marrows; they are unable to offer it or tamper with it. Their bodies are also locked in their regeneration, preventing them the ability to change it permanently (whether for magic or otherwise). This makes them incapable of becoming any other creature, including afflicted, azdrazi, inferis (zar’ei, zar’akal), izkuthii, golems, vargs, striga, epiphytes, or frost witches. Because their souls are claimed by Malghourn through these marrows upon bodily destruction they are unable to utilize klones (though they can still make klones for others), machine spirits (though still can make animii and machine spirits for others), and undeath (liches, darkstalkers, ghosts, gravens). -Similarly to the above, their soul being claimed my Malghourn and attached to marrows makes siliti unable to practice soul-involved magics including shade, frost witchcraft, seer (but a seer can become a silit; a silit cannot lose their eyesight), ascended, clericalism, paladinism, druidism, enaction of Yeu Rthulu, shamanism, naztherak (unless branded/marked or given an appendage to cast through without burning themselves prior to becoming siliti), mysticism, necromancy, and thallassos. -Having their souls sucked into the Red Nexus to await the rite of revival upon bodily destruction, siliti cannot be raised as undead nor contacted by vivification, as they can never truly ‘die’, only be imprisoned. -A silit’s extreme metabolism that grants them immunity to poison also renders them unable to make use of medicines, drugs and alchemic consumables. They cannot be medically treated and can only experience drugs by feeding upon an individual experiencing them. -Siliti can not reproduce with one another and are reliant on turning descendants or bearing children with mortals of their same race who are prone to aforementioned malformities. -Siliti who practice physically hindering magics lose their inherent strength and endurance and access to metamorphosis (major). -Using the word ‘siliti’ is the draconic term for slaves, used by Malghourn and viewed as too taboo to echo by the nine Archons. In this sense using silit / siliti in roleplay is metagaming, period. Purpose Siliti solidify the aesthetic of ritualistic blood magic and mystical vampires as an alternative fashion to the old Dragon Age super-mage we’ve seen time and again where the actual magical properties are balanced and roleplay friendly while still allowing for the more ridiculous possibilities for ST events. Focusing on a conflict with azdrazi, each other, and the communities they enter, siliti are much more public and interactive vampires as opposed to striga which can more easily enable vampire hunting style roleplay that can affect entire communities as opposed to the roleplay of an individual and their in-group. In the same vein, healthy conflict can arise between the two breeds of ‘vampire’ given their thematically appropriate gravitation towards human circles, albeit are not limited to them; the effective ‘immortality’ of siliti being more applicable to the likes of elves, dwarves and orcs as it entails more than simply ‘long life’ and can consequently have a broader effect on the server’s different racial and cultural niches. There’s a significant focus on aesthetic and interactivity with their abilities as opposed to outright ‘powers’ which lore commonly strives for; silit ‘immortality’ could otherwise be achieved by an elf player who uses Cloud Temple monk revival, their passive strength and endurance (at their respective race’s healthy peak) is something any player could assert theirs having given it’s not superhuman, and all blood magic rites added either serve the purpose of encouraging hunting or ‘killing’ (force shelfing) them or can be summarized as an alternative means to usual player abilities e.g. the rite of reflection is a reskinned use of messenger birds and the rite of rest is IRP character shelving. This, we feel, is safeguarded by clauses mentioned in the ‘rite of rest’, which serves as a softer take on a ‘PK’ clause with the opportunity for characters to be imprisoned and punished before freed or in extreme cases outright hard-shelved in the same vein as a PK. The rite also serves as an IC explanation for dealing problem players (that have been banned or blacklisted) without inviting the RP invalidation of a character simply being ‘cured’ of their curses. This is supplemented by the silit tenets and various systems (such as only requiring ¼ of someone’s blood to be drank to yield the same benefits as outright killing them) designed to discourage murderhobo RP without outright silencing the players’ ability to go against a group or its OOC/ IC ideals by means of something like a disconnection clause, and instead actively encourages IC conflict between silit and seeking an RP solution to RP issues. As world lore, siliti tie off the loose ends of the Asulon blood mage eventline and Anthos Black Scourge eventline by folding the 2.0 and 3.0 antagonists into the conclusion of the bohra extinction while adding a solid foundation for future event lines and old narrative conflicts. It opens the door to future tie-ins with ST projects regarding mystical, fantastical vampires, Hazmstadt (or the other eight realms and their respective characters), and the future schemes of Malghourn. Pale Blood Magic Addition The following are rituals initially known to the siliti which may be taught to pale blood mages. These rituals can only be taught by greater pale blood mages. When learned, an ST member must comment on the player’s pale blood magic app saying which ritual(s) they have been taught and by whom. -All rites must be taught through roleplay -All rites require either the siliti CA or the pale blood magic feat to use. Rite of Reflection - Noncombative A grand innovation by the hand of Cadmium, the Witch, blood runes combined with a signate upon a reflective surface act as an ethereal arcane relay to contact their respective silit. Rite of Revival - Noncombative Siliti pass from their bodies to the Red Nexus upon death, and a blood ritual is required to call them back. Rite of Revealing - Noncombative Designed by one of the nine as a means of equipping their bloodline for proxy conflicts with a rival’s brood, and later sought by self styled ‘vampire hunters’ meaning to get an edge over ravenous siliti, the rite of revealing serves to forcefully strip a silit of their minor metamorphic disguises whilst also exposing their signate. Citations Pale Blood Magic Strigae Malghourn The Nine Archons Azdrazi Boomsteel Credits: Mordu (Co-author) Zarsies (Co-author)
  11. Malghourn, The Enlightened Drake The Stone Serpent engorged in a greater, bleeding form. Origin In ages past when the demiurge-guardian had abandoned his kin just like the Creator before him the firstborn, crude swine race of bohra lived in fear in the frigid North of Anthos. The Outvoker’s great glacial barrier isolated the boarfolk, protecting them from the outside world but trapping them with the cruel, frozen wasteland that was once their home. They were no longer paragons of rare sorcery nor lords of their many deep castles embedded into the rocks; their fall from grace left their minds shrunken and their beastial instincts raised. Tribes camped within crumbling ruins of once brilliant halls and saw their great libraries as no more than kindling to stave off the biting cold where they ventured out, lived, and ate only under the cover of night to hide from the one thing they did not forget: dragons. The North was a hotbed of mountainous peaks, sprawling cave networks, and surging volcanic activity where thick and strong game thrived in the dense tundra. From those peaks swooped many dragons of varying breeds who preyed upon the horned beasts, skulking scavengers, and the loosely organized bohra who, despite their own failures, were granted mercy by a higher power. Aruzond, Warden of the North and a dragaar who found his home within the North some time before the Descendents landed, pitied the fallen race and occasionally guarded them from overhunting. His efforts were interrupted upon his discovery of what the bohra had feared most, what had driven them into their caves and derelict fortresses. Roaming high above the bleak, frozen clouds of the North flew a dragon of rare breed, stacked twice as tall as most and as strong as a human legion tenfold; this was Malghourn, a fierce and mighty creature Aruzond speculated to be the spawn of Xandraza, the Matriarch. Despite Aruzond’s lesser stature, even as a dragaar, his wisdom won him the upper hand and through trickery and traps Aruzond kept an edge on the imposing dragon and fended him off for half a century. Eventually the Warden receded to his cavern when the Black Scourge surfaced deep in the North and the tide of metal and rage poured out from the Red Realm and the bohra and many beasts of the North were immolated by the corruptive frostfire of the Harbingers. They too encountered the brutal might of Malghourn, dark lieutenants torn apart and siege machines laid to waste as their invasion of the arctic stuttered to a halt. Numerous encounters proved the dragon’s thick, scaly armor was too tough for their machines or magic to pierce so they begrudgingly admitted their defeat and called upon their hateful lord to tend to the “stone serpent”. Setherien, black and enraged, rose from the Red Realm and blotted out the sun in his path of conquest to find and dispatch the beast, fuming over the ineptitude of his legions. It was not long until their eyes met, Setherien a burly shadow dripping with raw malice and icy flames and Malghourn a stalwart wall of scale-shielded muscle and hunger. The malevolent drakaar may have been slightly larger but the primal violence stirring in Malghourn had yet to be bested and he was not afraid. Their battle shook the North with every clash spurring avalanches, splintering glaciers, and the collapse of forgotten bohra citadels. With an evil intelligence Setherien saw through the animalistic fury of the dragon and with a few final feigned attacks and a brutal divebomb the supposed apex predator of the North was thrown down upon a frozen lake, shattering its wholly solid waters. Yet with the maddening cloud violence brings over one’s mind Setherien saw a better fate for the otherwise doomed creature and so he descended upon the felled dragon and regurgitated the same taint that dwelled within him, feeding the Ibleesian nectar into Malghourn’s wounds where it festered and spat back. Soon swollen with newfound strength, heinous intent, and a unique wicked intelligence, Malghourn rose as Setherien’s newest pawn. During his tenure as the drakaar’s familial servant Malghourn committed atrocities in his lord’s name, one of which included the wrangling and ritual slaughter of Descendents and bohra for an ancient blood mage associate of Setherien’s. From a broad, occult circle drawn upon a ruined citadel’s highest tower the forgotten wizard conjured a hole into the Void and from it slithered a grotesque horror of the abominable space beyond; Malghourn proved instrumental in slaying the spell-vomiting thing and with a suddenly changed mind the mage offered the drake what he had planned to make for himself. From its squirming, squelching corpse they extracted its hideous alien brain and finished the ritual, binding it as an ethereal organ to Malghourn in the form of an uncommon blood magic feat, a marrow. This spiritual augmentation to the drake granted him sentience and advanced thought in ways his corruption did not, elevating his mind, a rationality he quickly came to crave. This unfamiliar clarity led him to begin schemes that would outlive even his master. A price for his servitude was the degradation of his body for he was still a drake, mighty as he was, and battle left scars and as a product of his taint time chewed at him, calcifying his bulwark of scales into flaking stone. Within 40 years his body chaffed and greyed as the evil that bolstered him from within also drained him of life. As time marched on the Black Scourge campaign seemed to near victory and this worried Malghourn for he saw the wicked intelligence in Setherien, the same wit that turned him from beast to thinking slave, and the end of his campaign would make Malghourn a useless asset and instead a threat. These pressures led him to consort with the blood mages Setherien associated with and fraternize amongst their secret cabals, even learning portions of their ancient art and, when inevitably discovered by Setherien, was spared punishment and instead encouraged to delve into its sphere. The black drakaar allowed Malghourn to glimpse his lexicon, his personal artifact from his draconic birthright, and from it the enlightened drake gleaned much of blood magic’s secrets. Surely Setherien plotted to use Malghourn in another scheme with his interest in the art but such a plan was cut short. The unexpected turn of the Red Realm’s destruction, the formation of the Golden Lance, and Setherien’s death happened in rapid succession and led to a panicked scattering of his remaining forces. Malghourn was conveniently missing once the tide of battle was obviously against them and therein he enacted his plot for supremacy. From the Red Realm Malghourn ferried Setherien’s lexicon into the North after the mortal races waded out in their own celebrations and through it gazed deep into the abyss of knowledge hidden within its bloody, crystalline facets; it was there within the gem that Malghourn was truly inspired and his scheme coalesced into a true plan of action. With what inklings he had of the true potential of genus Malghourn sought out the cabal and one particularly unique character among them, an elderly once-sorcerer of an emir in the Alnorid Sultanate by the name Hazm Alhazred, whose obscure affliction of immortality and bloodthirst intrigued the drake greatly. Malghourn, with well practiced roguery, seduced each of the mages and the vampire himself with promises of restored magic, immortality, great citadel homes beyond the stars, everlasting power, and at the heart of what all the blood mages truly craved for, unlimited ambition realized, even to usurp the gods. They were fools to bide the words of a tainted dragon like the drakaar before him and Malghourn knew it yet their hunger for more blinded them and so a grand ritual circle was conceived through a combined effort of Malghourn, the blood mages, and what lingering fractals of Setherien’s forces remained to round up the diminished, cowering bohra within the North and imprisoned in the Red Realm. In an event of absolute extinction the boarfolk were exsanguinated to fuel the ritual in the year 1461, a colossal creation rite drawn on a bleak field in the frozen wasteland where, somewhat confused and saturated with fearful anticipation, Hazm Alhazred stood atop Setherien’s lexicon before Malghourn and the encircling nine blood mages. All was quiet for a moment as though the eternal blizzards had paused just to see the spectacle unfold. The farfolk let out a harrowing wail as searing pain lept up from his chest; the pools of bohra blood had began to vaporize into the iconic crimson mist of blood magic which quickly formed lashes that tore into the elder elf and stripped him bare. His skin peeled away and shredded into vapor while his muscles were rended from his bones like stubborn babes torn from their mother. His bones splintered and his striga spirit lingered still, screaming and shrieking until just a haunting image that the genus clung to. He was unraveled and his soul was cleaved apart, sinking into the lexicon where it shuddered and become unnaturally sanguine, fracturing into ten shards; nine lesser crystalline shards red as blood and one greater shard, the Red Nexus. The scarlet haze surged through each of the blood mages and the drake himself while their shards drew close to them, the largest Malghourn’s. The mortals quickly fainted but Malghourn bore witness to his transformation, a fate the blood mages were spared. His stoney hide of scar-ravaged scales flaked away as Malghourn let out a terrible scream, his stature shrinking while his exterior nearly liquified into viscous ichor and he reshaped into something else, feeling every twitch and moment of change. His muscles flourished anew beneath crimson scales, his fangs grew long and menacing, and his plan was becoming reality. Once the nine archons awoke to experience their new forms and witness Malghourn’s menacing visage he lambasted them over their foolishness and treachery which he hoped they’d learn from. He then tasked them with their duties, gave them their realms and tools, and held their lifelines through the nine bloodshards inherently connected to his eminent Red Nexus. Years passed while the archons toiled away, some in exile as punishment or ignored for their perceived disappointing ineptitude while others were held in great esteem. The sovereign pairing churned out their race in their bound worlds and the trio of the quartermaster, turnkey, and headhunter advanced Malghourn’s goals. Together they built and sustained a cosmic army of siliti - mystical and sophisticated parasites where striga were raw and animalistic - which quickly found use defending the nine archon planes as their presence innately drew in cosmic chaos whose threats could only be barely warded off by magic and required attentive defense. What legions can be spared led small campaigns of conquest and liberation across the infinite, siliti warring against the ever dour inferic tides from Moz Strimoza and, recently, abominable horrors of the crushing Void. Some, the best of the best, assisted Malghourn himself who thereafter the ritual established the roots of a greater campaign which necessitated tact and chicanery. Upon the mortal realm the now ‘Enlightened Drake’ wielded his newfound powers to great extents. Finally capable of harnessing all avenues of blood magic via abuse of the sacrificial Hazm Alhazred’s soul and his collected marrows, Malghourn sought to reach new heights and solidify his sorcery therein, reinforcing himself upon every gain. He and his closest cabal, occasionally including visits by archons, rooted hidden dungeons across the many continents and seeded tiny conspiracies for careful monitoring and later resource gathering. With relative ease Malghourn would gather dozens of mortals for brutal sacrifices, conjuring foul horrors from the Void whose alien anatomy and bizarre organs made for prime greater marrows to augment himself; brains to keep ethereal libraries, stomachs to feed from spatially distant pools of blood, hearts to enable otherwise unfathomable feats, and so on. His intelligence and craft swelled until new limits were reached and after looking inward the drake looked out upon the world. A trio of rift-connected underground lairs were carved out for his use where he hoards his valuables, toils away, schemes, and keenly watches. In recent years, beyond 300 from the initial silit ritual, Malghourn has rescinded his lineage of blood magic among the Descendant population for their centuries of negligent abuse, mismanaging of assets, rampant ineptitude, and all-consuming treachery. By gleaning the formula from the elusive and famed horror Achan-Chatla as applied to a brood of Voidal horrors, Malghourn conducted a global ritual to steal back the art through the ethereal connection of the bloodshards wherein the mortals lost the majority of their powers over genus but by virtue of its constitutive and essential nature to them it could not be stripped entirely. Satisfied, Malghourn has since sought to deploy silit agents from the outer worlds to carefully imbed themselves on the mortal plane, a step for another grand scheme ahead. Currently he lingers within New Rivel, a subterranean archive-palace where he has been experimenting with mind control over his native species, dragons, and other such lesser dragonkin. Description and Goals Malghourn is a unique creature. Once a bestial dragon and then corrupted drake of Setherien, he is now a vampiric drake whose mind has been elevated to higher sentience first through Ibleesian taint and later solidified and expanded upon by marrows, ethereal and esoteric organs made through blood magic. These marrows paired with the splintered mortal soul of Hazm Alhazred empower him physically and magically, artificially boosting him to rival the powers of dragaar and drakaar. Typically he takes the more diminutive form of a draconic, vaguely humanoid serpent red as fresh blood but can project himself through his magic as a tall and gangly thing formed from coagulated blood and scabs or engorge himself, swelling into a colossal, bleeding dragon equivalent to Setherien’s scale. [Backfacing section removed] Capabilities [Backfacing section removed] On a final note, Malghourn’s extensive power is balanced by a tactful, cautious mind for while he could potentially overwhelm a continent with firestorms and unparalleled earthquakes he knows that degree of misuse will very quickly spell his doom at the hands of the many forces invested in the world and the Descendants and too is simply evil, two things he gravely avoids. He favors and utilizes nuanced approaches to most things. Malghourn is not some powerhouse entity with underling factions to be shoehorned as a main antagonist by misguided staff. His influence is intended to be sly and when direct, meaningful and not overly destructive. Purpose First and foremost Malghourn is a character who has been present in the LotC universe since early 2014 yet never had individual lore which nowadays is looking to become the norm. As such I wanted to document that and his history and compile it with events and mentions in previous lore as well as upcoming events and lore. His uniquely situated origin, long lasting impacts, and strong convictions makes him a staple in the dragonkin roster that deserves a full profile like this; Malghourn fulfills the roles of overarching mastermind, dogmatic and powerful wizard, threatening dragon, planar and in-world faction, and strong character with server history all in one. The degree to which roleplay can sprout from numerous hooks in this lore through events is what most profile pieces ought to include. Citations Dragonkin Voidal Horrors OG Post 1 OG Post 2 Aruzond Second Gen Blood Magic Awakened Blood Magic Third Gen Blood Magic Pale Blood Magic Siliti The Nine Archons Credits Zarsies (Author) Mordu (Consultation) Aelesh (Previous lore) Raptor (Previous lore) Swgrclan (Previous lore) Tsuyose (Previous lore) Mephistophelian (Previous lore)
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