I'll be honest and state that I haven't even really thought about this part. I haven't participated in monk RP since around 2012 I think, and so I really am not an authority about any of those matters. Do we have to abide by these restrictions or can an exemption be made? Is the change-your-mind clause codified into rules? It's a process that would require OOC consent, and so it's unlikely that anybody would change their mind. I think people who want to become one of these creatures will be completely understanding of the various restrictions imposed on them and so I don't really see the necessity of such a rule. But if we have to roll with it, we have to roll with it, I guess.
Again, this isn't something I know a lot about nor have I thought about it for that reason. I'd suggest that they weren't immune to magically created diseases, but would probably have some resistance to soul puppetry and blood magic. But I really don't know. If you can come up with some suggestions as to that, post them, because magic's a topic I know barely anything about. You'd be better to take that up with Matt.
I mean again, I don't know the nature of these curses but I don't see why not. Unless we're running the risk of creating characters who are a layered trifle cake of different curses. What do you suggest?
I love the Witcher and the world of the Witcher. That's obviously very clear, and I've been inspired greatly by Sapkowski and CDProjekt's works alike in writing this lore. With that said, the key word here is inspired. You're doing me a massive disservice by insinuating that things are 'completely plagiarized' or a 'carbon copy' because if you read the post, nothing could be further than the truth. Yes, tropes, influences and themes have been taken from a variety of different sources, predominantly the Witcher, but also historical folklore, Warhammer and even the Underworld movie series (Even though Bill Nighy's gone down the drain lately). Does that make anything copied and plagiarized? No. Every word of the original document is my own or Matt's. We are not using anybody else's work and trying to pass it off as our own, even if we are references other forms of media.
The answer to this is simple: We did this because we thought it was cool. We thought it added some cool flavor, you know, and saw it as a way of including a wide breadth of historical characters and personas in our lore. This lore is inclusive by nature, not exclusive, and I've always adhered to that principle. With that said, if anybody doesn't want their character being used in this post, I'll take them out. I don't have much right to use them without your permission, after all, I just thought it was a cute nod to various prominent individuals of the server's history. As for the ruahdrel - consider it a placeholder name. Find me a translation for 'blood-sucker' or something of the like and I will sub it in post-haste!
You know what us human players are like! Alas, it can't be helped. If it's an issue to the LMs or the general playerbase, we'll change it. Location is not the most important part of this lore by any means.
SupremacyOps sort of raised this when we talked to him about this. I think the conclusion we came to is that the original document of this post was chiefly reflective of IC belief and not necessarily canon. The Unseen are probably aengudaemonic in nature and from our world - nobody really knows in-character. It's a mystery. If we have to come to an OOC canon, then we'll do just that. We just thought it makes sense that some lunatic sorcerer who accidentally summons them came to the (Probably erroneous) conclusion that they were unspeakable demonic horrors from another plane. I'm not really sure what to do with this as again it's something I'm happy to compromise on, so if you have any suggestions that would make things more acceptable to the detail-stickler LMs, I am all ears!
Thank you for your kind words though, father Michael. Of all people your criticism is valued immensely.
I've already responded to this in a prior post, quoting you directly. Please, please read it and respond to what I've said there, for the sake of my sanity. It's very easy to manipulate information (Especially strengths and weaknesses) in a particular way that serves your agenda. I can do it as well. You need to look at things from a much more critical viewpoint instead of just falling back on lore orthodoxy and conservatism. I'd expect somebody who pushed through 'mud maiden' lore to be infinitely more open-minded.
Regardless, I'm prepared to add more weaknesses to achieve the balance that you want. Offer me a few suggestions, and I'll consider them. I think you need to stop looking at lore from an adversarial, challenger's perspective (This should be denied because of x) and instead of evaluate things based on merit alone, especially in a circumstance such as this one where I will happily compromise.
I thought about this and I thought it was too cliche and impractical to make sunlight intolerable to strigae. Given that night lasts only what, 20 minutes on the server, I just don't consider it viable. But a weakness (Diminished capabilities) in sunlight is something I'm willing to think about, definitely.
No, I actually like this. I'll consider a few options about things that can act as 'vampire repellent'.
No, they can't really do this. Blood is like alcohol to them, and they're all inherently alcoholics. It's technically not necessary, but it's damn hard to go cold turkey - and why would they? We could easily say that there's something (Genus?) present in the blood of descendants that they can't get from animal blood. It's an intricacy that again, I'm open to suggestions for.
Think of it through the lens of a lich's phylactery. I believe I mentioned in the original post that the minimum time for regenerating a new body once the brain has been destroyed is 9 years - that's 9 solid weeks of not having a character combined with absolutely no use of the Monks under any circumstances. I definitely think that's a decent drawback, combined with the concept of being too weak to even walk for the first few years in a new body. But I want to make it clear that the time it takes to regenerate might have a minimum but is usually more depending on how a striga has died, on a case-by-case basis. If a pyromancer turns you to ash, you can expect to be out of action for the greater part of a real-life year. Similarly, if another striga doesn't help you regenerate for whatever reason, you can expect to stay dead. If you're killed by another striga, you can expect to stay dead. The memory loss rule still applies in all cases. I agree that it practically needs to be elaborated on a tad, but that's something that wouldn't require more than a few lines of clarification. The body's destroyed, the ethereal spirit lingers around, if another striga finds that spirit then over the span of a nine year minimum period they can regenerate a new body. I think it's not much different to lich lore in terms of being 'unkillable', in fact it's more difficult to cope with because of the time restriction.
I was thinking this: the counter is, you're not meant to be found out. Obviously this is the same with frost witches, but the foremost aspect of striga RP in the lore we've written is that they're masters of deception and hiding in plain sight. I don't think we're going to be that under-powered.
^^^ I agree completely.
They won't be running around attacking people and causing mayhem. They'd be blending into society trying not to draw attention to themselves, or alternatively living on the fringes of society. They are supposed to be masters of subversion and not destruction. I've always held to the principle that this kind of lore should have an OOC vision of providing RP and dynamic RP enrichment to others, often to the detriment of those playing the characters. You subordinate your own interests, plans and often your enjoyment for the benefit of the greater tapestry that is the community's story. If prospective striga players cannot accept that and want to simply cause as much chaos as possible, they will not be playing strigae. Strigae are inherently secretive creatures who don't particularly want their peace disturbed by mortals paying excess attention to their kind. This lore is for the server as a whole to develop roleplay out of, not simply a small minority. I think people feel disillusioned with frost witch RP because they don't perceive it as following this OOC vision.
Originally yes, but this is changeable and unimportant.
Basically, we thought it was ridiculous to have the boons of a striga combined with those of any sort of mage. Yes, it's a restriction to appease the staff but also we personally feel it'd be too unfair and unbalanced to have things any other way. We could attribute this reasoning to something like their greatly diminished ability to naturally produce genus and mana. Exerting themselves through the use of what tiny amounts of mana they have latent would just kill them, for example.
Yes, I'd love to do this. I'm a massive fan of any cultural development. I'm already even in the process of it now, but if this lore never sees the light of day there'll be no point. You're welcome to help me if you want!
We did talk about this, but I thought it would be detrimental to the general feel of the lore and just result in unnecessary drama if we put players in a position where they are forced to cause as much conflict as possible. It'll get to the point where nobody finds it enjoyable. An issue I have with frost witches is that they're always forced into a particular archetype because of the constant necessity to prey on mortals. I want striga to be diverse - I'm not advocating for 'vegan vampires' here, but rather a diverse range of striga characters whose individual approach to their addiction to blood is different and calculated, as opposed to 'well we'll just sit in a tower and try and lure some people in to eat them'. Not trying to bash you here, frosties, but this is another difference.
There are only two forms and neither of them can change. A bestial form and a mortal one. A mortal form is what you looked like prior to transformation, with a few differences such as paler skin, green-yellow eyes and slightly sharper teeth. A bestial form is the true form and is still humanoid, save animalistic facial features. Neither form carries any real benefit except arguably longer teeth in the bestial form and the ability to blend into society in mortal form. Talons can be grown in either form. When agitated, emotional, feeding, hunting, fighting or exposed to massive quantities of blood (A battlefield) a striga is forced to assume their bestial form.
Lulu's made effectively all the points I have, and better at that. I implore you to read her post.
Refer to this post and my prior ones, specifically my immediately last one where I compared strengths and weaknesses of a striga and frost witch. I don't think things are unbalanced. Super-strength is a myth - I never said anything about it. But if that's the general consensus more weaknesses can be added. Advocates with bias and a political agenda have endeavored to manipulate and omit strengths and weaknesses so as to prove their point, but I can do that just as well.
I'd be in favor of doing something like this. Unfortunately I know nothing about souls and the lore submission post told me to stray away from ever mentioning them.
I think Matt has already addressed most of your concerns, @Dohvi.