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Swgrclan

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  1. Godless Yulthar The Homeland of the Demonhunters In the beginning, Man was spawned, and their tumultuous nature scattered them across the ordinary. First, the center was occupied; Malin, Horen, Urguan and Krug were born within Aegis. Then, they split, seeking four homelands beyond the crest of their true place of birth. And finally, the descendents roamed from these four homelands to carve paths of their own, scouring the uncharted world in conquest for sovereignty and land-claim. To scholars of the elder-age, this event was known as a great disunification, for when Man broke apart it made strayed communities isolated and their cultures differing. Such was the nature of old Yulthar. Yulthar was the product of a binding of ancient Men descended from Malin and Horen, whom both had initially deviated a time before its formation to become those known as “Easterners”; Farfolk of foreign visage with fair skin and almond eyes. Though these two eastern-contorted races allied together for the prospect of Yulthar, they did not converge upon each other in fear of the coalesce of two curses -- a fate they foresaw as dismal and dishonorable, and a blight upon future generations. It was in a vast, gloaming expanse of land in the east that Yulthar was established by these primordial peoples, carrying with them the legacy of a foreign culture borne of nameless nations. [A Yultharan human male.] What did they not carry with them was the traditions of theism, and the coveted scriptures of gods; the Men of Yulthar proclaimed themselves great, for they were “unshackled” by their ways, and free from the tyrannies and fears of deific covenants. Their godless beliefs derived from the occult of the Old Lords, whom in an archaic nameless time apparently visited the unknown east to speak of their hatred of the Immortals. The progenitors of the Yultharans took to these doctrines, and though they did so in small numbers, their efforts to forge a haven of mankind had been successful with their fervent efforts to gain followers. In the east, this ancestor-ideology to Xionism was easily beheld as honorable and just to those uncaring for the Old Lords’ glorification of dark magics. Thus, Yultharans were seduced into godlessness, and built a cityscape upon its basis. There, a culture of eldritch wisdom and mortal prowess was formed. Yulthar was like an amalgam of the east and west, where the gothic, stoney visages of the centerland’s four kingdoms and the graceful, foreign stylizations of eastern villages were sewn together in both body and spirit. The city was split into two racial districts - not out of disunity of Yultharan elves and humans, but as a show of mass self-restraint and consideration for the moral, spiritual and order from which Yulthar was built upon. Racial purity was coveted in the godless realm not out of xenophobic tradition, but because they feared the accursed darkness which dwelt their blood, like all mortals: the curses of Iblees. Those whom succumbed to interracial desires had been known in the annals of Yulthar to commit honorable suicide with an age-old blade known as a katana, one of the vestiges of the east preserved by the Yultharan people. For centuries, Yulthar persevered. When barbarians brought war to them, they met their enemy with dark visages and grim stratagems, encroaching upon the opposition with a means of combat that both compounded upon western reckless abandon and eastern calm and patience. When pestilence came to them, they honed in upon its source like reapers, and snuffed it out with violent, flameborne purging. When the winters became harsh and the skies became too dark, Yulthar became a shining beacon in the east, fabled for its spires which burned with nigh-everlasting fires. They were masters of the dark, stormy skies in that region, and cloaked their city in the warm light of fire when the sun refused to part from the stubborn, omnipresent clouds. [The visage of old Yulthar, when the clouds sparsely parted to let the sun shine upon it.] So numerous and fearsome were the beasts amid Yulthar’s land that its denizens were practically forced to adopt a huntsman’s culture; men and women took up the black garb and departed from the walls to cull the savage, animalistic masses that threatened their borders. The imagery of Yultharan warriors and war-crafts had been focused on the design of wolves, for they were abundant in the lands amidst Yulthar, and were as ravenous as they were untameable. There was no domestication of beasts here - only the hunt, where either man or creature was slain. This was regarded as an honorable tradition, in due time. The anomalies of magic were not common in Yulthar. Whenever it bore a presence, it took the form of Dark Arts, for their very beliefs were based on the glorification of “mortal” powers borne of their revered Old Lords’ meddlings. Whatever greater antitheist position that existed likely held a form of their four-numbered prophets’ powers, for proto-Necromancy was venerated in the ancient times amid people lulled by the Old Lords, and the Yultharans respected the wisdom of the dead as much as they respected their occultist forefathers themselves, and thus raised the passed in respectable rituals in which those who embraced death would impart sagacity to the living so as to prevent errors in future generations. A time before the modern ages arrived (1300-present), the Fallen One had risen again, and sought to scorch the mortal world with the Undead working in his malevolent shadow. It was old Aegis that received such a terrible blight firsthand, but after the calamity of the Abyss transpired, the profane flames of Iblees scattered, and malformed beings of netherious matter absconded into the beyond where societies far from the centerland laid. Yulthar, as a cityscape wedged between the foreign vastness of the Far-East and the closer western lands that now exist as a gelid, ashen pit, was subject to the wroth of these creatures -- the mindless minions of the Daemon of Ruin converged upon Yulthar, and brought to the hardy eastern peoples an unwelcomed war. It was in the divergence of the Undead and the exodus of the descendents into the next world that caused the lesser, mortal flock of Iblees’ loyalists to become greater in position, using what shambled power and authority they held to take control of the remnants of their forsaken god’s foul spawn. Thus, the dark deific waged war against the dark godless. The accursed cultist who enshackled Iblees’ demons in forced servitude, akin to how one may chain a blooddrunk wolf, converged upon Yulthar with a most terrible ire. The men and women of Yulthar, knowing only the way of the hunt, responded as they have for generations - meeting the threat that clambered at their walls. Though the Yultharans were not a people experienced in warfare, their savage means to combat beasts that prowled their sullen land were employed effectively, matching the remnants of Iblees’ minions with skill where they could not in number. Eventually, the mortal few that led their Fallen One’s masterless demons were slain by the Yultharans, leaving their dark spawn to wreck havoc with no guidance; this proved to be an incline in the bedlam that met Yulthar, for with no chains to contain the demons, their collective forces were free to scour the lands of Yulthar and overwhelm its denizens. [A demonspawn of Iblees, left behind after the Undead lost the second war for Aegis. These creatures scattered after the Abyss was formed, but were eventually rounded up and enslaved into an army by those who called themselves remnants of the Fallen One's occult.] Year after year, the war against demons became less of a war and more of a hunt; the Yultharan people were scarred, desensitized, their peace broken and their progress shattered. The masterless demons brought them pain and suffering and stained the honor of their name, thus the enemy they once regarded as “equal” became little more than animals for them - for that was what they were, these old demons of Iblees. Animals. Savages. The men of Yulthar would not allow animals to shatter the city they built with their bare hands, and thus devised a means to eradicate them -- they would make rise of the Demonhunters. [A Yultharan warrior, ragged from battle and bearing his uniform kirusodu, or "kill-sword".] Those gifted such a mantle were selected from the greatest of Yultharan warriors, led by one known as Unmei-no-Dāku, which in his tongue meant “destined dark”. The Demonhunters, bound by oath, were gifted rings enchanted by a curse woven by the head of Yulthar’s godless occult, Highvicar Mezame. The Highvicar’s rings, ensnared with his dark magics, denied the Demonhunters the right to die - condemning them to rise almost immediately after death as half-sentient ghouls so that their duties may be ever-pursued. Unmei fought to the (un)death alongside his fellow compatriots, and was written as a legend among his people as the “one-armed swordsman”, for in his last moments he wielded his blade with one unbroken arm and one eye, fighting like a wolf backed into a corner. The sacrifices of the Demonhunters of legend are said to preserve Yulthar when it neared total desolation by the hands of the demonic incursion. In the end, Yulthar was left drenched in blood and half-ruined, its peoples lessened and its legacy contained by those whom had no perished in the war. Known as the Lodge of Yulthar, these dark-cloaked hunters sought to slowly rebuild their fallen society with what is left of it. Never again would the deific converge upon their homeland; their hatred would act as their vigor behind every stacked stone. The majority of Yultharan culture was preserved by the Lodge, which in its current state is equivalent to a large village with enough people to keep their traditions alive. Though they have come to adopt grim aspects into their ways, Yultharan customs of yore are still practiced; even racial segregation still strives, showing that these men of the east still practiced wisdom and self-restraint. Since the formation of the Abyss, the godless nature of their culture had been compounded upon in many ways from reverence to the act of execution. The formation of the Abyss was discovered by the men of old Yulthar while the remnants of Iblees’ followers still led their demonic slaves against the godless state, and acted as a means to rouse the occultist spirit of Yulthar’s warriors and heighten their desire for retribution; this godless ire is cited as fearsome in Yultharan tales of the war against demonkind, and said to have caused the final push that both killed off the invading followers of Iblees and, as a result, released the demons from slavery. Wisemen and scholars of the Lodge recall such a thing bitterly, for it shows even the godless may be pious, and therefore reflect the rash nature which their doctrine sought to oppose. This philosophy is known as “machigae-mokuteki”, or mistaken purpose. The discovery of the Abyss made rise to two prominent traditions: a form of execution, and the adoption of the Way of Embers, which is known as a denomination of Xionism. The remnants of Yulthar’s occult say that the Lord of Embers himself came to old Yulthar after the formation of the Abyss, sharing with them his dark philosophies and expanding their godless views before receding back into the centerland, apparently to descend into the Abyss itself. It is not known where this alleged Lord of Embers truly went or what his fate was. For those whom would disrespect the honor of the Lodge, the Abyss was utilized as a means of execution. Traitors and heathens were brought to the Abyss in guarded pilgrimage to say final respects to the Old Lords before being covered in pitch, set alite, and then kicked into the bottomless depths. This brutality was seen as justified, for the Lodge could not afford the presence of traitors and the godless-turned-godly. The use of the eastern katana as an executioner’s tool for Xionist judges could be linked to the migration of Yultharan scouts who would make passage into Athera pre-occupation and leaves bits of information and tribute behind to mark their presence. [A Yultharan katana, thicker and heavier in design. The eastern gracefulness of such weapons are said to have been ineffective against the flesh of great beasts and demons, and thus were forged differently to both become sturdy and retain the semblance they originally bore. These swords are named as “kirusodu”, or kill-swords.] The Lodge of Yulthar continues to persevere to this day; and at the beck of distant peoples, the men of Yulthar come and go to visit lands afar to spread their godless doctrine, or to seek recompense for the sins and dishonor the godly brought to the doorstep. Written by: Swgrclan Conceptualized by: mth_dew
  2. I believe, based on Aerial's superbad garbage terminology and contrived conceptual portrayal of this lore (jews amirite, I hate Aerial so much Jesus Christ), that the actual prowess of the Nephilim has been misunderstood. I've spoken with him recently regarding the clarity of the pros and cons, and after surmising what should be apparent, it made it pretty apparent how balanced Nephilim actually are -- their existence is merely a means to escape death, while remaining mortal, at the cost of the weaknesses that all undead entities bear. One may consider them weaker than some, in fact; I've seen some comparisons to Darkstalkers in here, so as the sole developer as that particular piece of lore, I may make an accurate parallel between them: Darkstalkers - Undead; they are skeleton warriors, and therefore are incapable of feeling pain or suffering even extreme elemental hazards. - Magical strength; with their muscles being replaced by a faux-strength borne of the necromantic powers that raised them, physical fatigue cannot be comprehended, and only means to compound upon their martial skill and combative ability. - Lifedrain; Darkstalkers bear the ancient power of Lifedrain, as both an effective weapon and a means to satiate their cravings of Lifeforce. This sole magical ability is considered a supplement to replace the ability to cast common forms of magic. - Weak to gold and holy magic, and must drain life to remain sane and playable. - Necrolyte; Darkstalkers are given a mechanical buff to heighten their effectiveness in PvP. Nephilim - Alive; they are living, breathing people, and therefore feel pain as everyone else does and is only resistent to elemental hazards in a minor degree. As living people, Nephilim are capable of being wounded and physically traumatized in combat. - Immortality; they are physically incapable of death. Specifically, they are physically incapable of dying to old age or via corporeal destruction, but not being defeated in combat, where death and death's properties are mimicked until the body regenerates from its wounds some time later. - Physical Perseverance: borne of their consumption of dragons' blood, Nephilim are capable of wielding a duality of common armaments (weapons and armor) as well as Dark Arts in combat. Understandably, it's often one skill must be used over the other in order to maintain a cohesive grasp in violent situations, but the use of both of these can make Nephilim formidable foes. - Dark Soul; they suffer what is known as a darkened soul in that all magics beyond Dark Arts are unable to be used, as the shadow which obscures their spiritual essences denies all deific connections from being established, all power-granting curses are blocked from attachment, and their inherent Voidal connections are "broken", so to speak. - Enwraithdom; after suffering what, in comparison to another player, is defined as permanent death, Nephilim regress into a state of existence known as Enwraithdom. This grants no extra powers and is a means to display the dark nature of Nephilim to all that behold them, for the state is undisguised. This can last up to three months, which means to play an Enwraithed Nephilim may be really neat for roleplay aesthetic, but bad for general existence - such an unholy appearance is one many people would want to fear and seek to purge, and disallows the Enwraithed to partake in the mortal, living aspects of life which they became Nephilim to retain. - Undying Flaws; they suffer from gold weaponry and holy magic. - Mortal; Nephilim are given no mechanical buffs. Comparing these two concepts shows that Nephilim are objectively less powerful than Darkstalkers; their immortality prevents the use of magics beyond Dark Arts, retains mortal weaknesses, makes them weak to all things usually confined to the undead races - gold and Aengulic powers. They also risk becoming Enwraithed if they enter a situation where being PKed is possible, which can last up to 3 months. All of these burdens are accepted in order to 1) never die and 2) wield weapons and (dark magic) in tandem, which is only circumstantially useful. I'd consider Nephilim quite balanced.
  3. Usain Bolt is 6'5. Maximum Olog height is 1 foot 5 inches short of being double his height. That's a very poor comparison. I for one would agree with Ologs being slower in RP instead as a mechanical debuff, as the hunger issue can already account for that and doubles as a pain in the ass in PvP.
  4. Muscle-weight doesn't often equal bodily slowness, but when an excess of it compounds on a giant-tier height of 9-12 feet (I could be wrong on this), it is definite that slowness would be apparent. This should already be a standard in RP; gravity rebels against such a combination by its very nature.
  5. Is there any valid Easterner lore present as a public resource on the forums? If not, would people like to see one? Furthermore, would people like to see an elaboration on Easterners or a differing variation to them as to open up more of a variety on Eastern character origins?

    1. Show previous comments  2 more
    2. Kim

      Kim

      Id like to see it done tbh, just as long as it nowhere near japanese edge katana filled bullshit

    3. Harri

      Harri

      can anime be a part of their culture please

       

      if so ill play an eastener

    4. Dyrr

      Dyrr

      I've been planning on playing an Easterner for some time, though there is a lack of lore revolving around Easterner culture, etc. I'd love for there to be some Easterner lore to be written.

  6. The application process is currently closed; the number of Marked is sufficient. The observation period will end soon and the recruitment ritual will transpire in some due time.
  7. I've determined that this concept is flawed after thinking on the collective thoughts and comments of both the feedback here and the LT, so I've decided to self-deny this lore and develop a proper iteration later on. Denied; if an FM can move this to denied lore, I would appreciate it.
  8. excuse me sir you are not part of the designated lore team like i, so you cannot make these kinds of determinations thank you I endorse Seriph's garbage lore, blus wan
  9. Your MCName: Swgrclan Is this Legend a Player Character? (y/n) If so, list their MCName: They/he is not. Legend Name: The Fables of the Ashen Knight(s) Legend Race/Birthplace/gender/brief history: The Ashen Knights were a band of ancient human warriors that abandoned the homeland of Horen in search of glories to the north of Aegis. They discovered a ruin, read an eldritch text hidden within it, and then collectively assumed the mantle of acting as wardens over the accursed Far-North and all beings that passed into it. RP belief about the legend (Why people view them positively/negatively. What people know in RP pre-events.): [ This is more of a legend iteration than an OOC explanation, just to forewarn. ] Long ago, it is said there existed a lone figure who, after making pilgrimage from the homeland of Horen, reached a land said to exist to the distant north of Aegis. All this sole man was known by was the title of “Ashen Knight”, for he dwelled an age so far behind modern times that whatever birthname he held, if at all, had likely faded from the fables including him. The Ashen Knight, as per his place of origin and the mantle he carried, was a man of status and prestige, so when he dedicated himself to traveling the obscure expanse of the northern beyond, his odyssey was recorded akin to a holy pilgrimage in the annals of his people. What the Ashen Knight discovered there, along the edge of the accursed realm to the north, was an isolated, ruined temple which bore scriptures of an occult and tales of what roamed the obscurity which the Ashen Knight sought to discern. These tales spoke of a greater evil; a malignant presence in that land known as the Far-North, which contained a dark, gelid force that if ever released upon the rest of the world, would likely lead to its early downfall. Thus the Ashen Knight came to know his true calling, and claimed the ruin temple’s spires as his watchtowers so he could keep guard over the north. Those who made a similar trek to the accursed Far-North left only to return with eccentric stories of the Ashen Knight himself; how they were protected under his watch, and when they encountered the hordes of walking dead condemned to roam the bleak land, were saved by the stalwart knight. His visage was described as one coiled in wrappings of cloaks of red, wielding a blade stained dark with undead blood, with his aged plate’s shine hampered by the ashes which fell from the Far-North’s gloaming skies. Though he seemed grim by description, his deeds were spoken of highly, for each recorded encounter consisted of the Ashen Knight assisting wayward travelers, slaying countless undead and holding back the dark which roiled in that terrible, nameless realm beyond. The Ashen Knight’s prowess was unmatched by all whom he opposed, and he threw himself upon the decaying masses with a reckless abandon not unlike that of a barbarian’s method of combat; and so frequent were his battles that his legendary sword became ever-drenched in the redness of blood, eroding its sharpness but gifting it the power to slay undead with ease. Through the ages, the Ashen Knight’s identity malformed from that of a chivalrous vigil of the north to a grim anti-hero whom fought the darkness of the beyond almost because it was simply his sole nature; implying the Far-North’s contained hordes were merely the unfortunate victims of his aggressive energies instead of the south, where the viable opposition was much more tactile and keen. Perhaps his duty became a heavy burden, eroding both morality of the mind and the vigor of the body, for when tales of the Ashen Knight became macabre and chalk of ill-will, he simply seemed to disappear, for one day he left his watchtowers of yore to trek deeper into the Far-North, so he could either keep watch undeterred by wayward men, or simply to just die fighting against his eternal, undead enemy. With his disappearance, the Ashen Knight’s tales had reverted to their goodly nature, and though his fables had been distorted by the passing of word-of-mouth, he had always been regarded as a chivalrous, just figure who devoted his very being to keeping back the shadows of the Far-North. The Ashen Knight’s aesthetics are what were truly preserved through time, with his sanguine cloaks, ash-riddled armor and weathered sword acting as defining features in every myth that spoke of him. Brief OOC overview of Legend story (What actually lead to them becoming a legend. This may be the same as the RP belief, or it may be different.): [ This is a bit lengthy, forgive me mama lulu ] It was not a single man who traversed the Far-North, but rather a practical small army of knights who had abandoned the homeland of Horen in search of glory and plunder in lands unbeknownst. They were led by a man by the name of Ser Gauld, and when the chivalrous band happened upon the ruined temple of the Far-North, they claimed it as their base of operations and took to discerning what it held within it immediately. The faith of these men were distorted by the occultist recordings preserved in these ruins, and after Gauld was the first to give up his Canonist faith in exchange for the eldritch beliefs of what they came to know as the “Old Truths”, the rest of the knights followed. It was not an opposition to the Far-North they would come to uphold, but rather an attunement to it - the Old Truths taught them godlessness, and it provided insight on the obscure beyond and the accursed nature it held. In truth, it was these knights whom guided mindless undead into the gelid lands, not kept them in; they feared a pair of force they came to known as the Harkening and the Kismet which their Old Truths spoke of, for they masterless powers which roused the dead from their sleep, and then led them all northward so they would disappear into its nameless, broken expanse. This did not make the knights malevolent, however, nor had their godlessness corrupted their minds, for the half-truths of the singular Ashen Knight had been correct in the fact that travelers were protected by the cold undead that the knights were oathed to shepherd. These Ashen Knights, whom took their title in honor of the Old Truths, were perceived collectively as an individual - they hunted undead that had sought to escape their realm of containment, so when hapless travelers were lucky enough to be saved by an Ashen Knight and ushered back toward the south, they returned with tales all speaking of men of similar appearance and nature - knights adorned in sanguine cloth, whose forlorn forms were tattered by the blood of unruly undead and the ash which fell from the skies. It was through the Old Truths that Gauld’s knightship came to learn of the beings known as the Old Lords, or the first of the godless undead - so they chose to honor them by forging blades identical to those wielded by the forgotten heralds of occultism and wearing shrouds stained with the blood of the arisen. And this indeed was their true visage; their service as undead guides made them grim and stole their shine from them, and plucking from their souls the humanity they once carried in abundance. It was in the later ages that Gauld’s Ashen Knights were confronted by a timeless sage known as the Gloomgazer, and after being promised a power known as Lifereign, Gauld accepted immediately; and thus his trusted legion followed suit. This dark, ancient power allowed them what its name implied; reign over life, and by extension the walking dead they guided. But the Gloomgazer, whom absconded after surrendering his gifts so swiftly, did not speak of the magics effects; and thus the Ashen Knights were cursed. The magic of Lifereign is what is known as “proto-Necromancy”; it is the ancient, progenitor equivalent to what is known as Necromancy in modern times, for the power of Lifereign allowed for the manipulation of Lifeforce and all effects this encompassed. In truth, Gauld and his loyal men only practiced the eldritch art enough to drain the raw essence of the living and the undead, and used this power to put down greater threats which sought to escape the Far-North and incite bedlam in the mainland south. But the power of Lifereign was not easily tamed, for when they begun practicing it, their very own quintessence experienced an “imbalance”; the result of using Necromancies of both the new age and of yore. This is the cause of the bodily erosion of Necromancers, and with no way to understand this affliction, the Ashen Knight suffered dearly for it. Eventually, Lifereign distorted them and brought them closer to the broken, decayed creatures to whom they acted shepherds of. But no matter how close they seemed to become to the undying, they were still mortals - and thus, with no way to keep stalwart with their Lifeforces constantly escaping them, the Ashen Knights began to succumb. It was the greatest among them, Ashen Knight Gauld, who feared death not because he would fail his mission, but because his corpse would be willed to raise back up to roam as a mindless shadow of himself and as a threat to his fellow brothers. So upon feeling the chill of death creep near his soul, Gauld abandoned the knightship’s ruin known as the Cemetary Temple without spoken reason, and made pilgrimage into the Far-North, never to be seen again. The Ashen Knights “disappeared” because, after they all stayed behind, they all died by the very power that allowed them to keep absolute vigil. It was one among them that raised as an equivalent to a Ghoul some time after their collective deaths that realized that, if they were to all raise once more, they would merely accompany the mindless ranks whom they once guided. This arisen Ashen Knight who went by the name of Admetus gathered the bodies of his fallen brothers, and buried them all within the temple soils with the fragile hope they would not awaken from death as the monsters that their tales said they fought against. But such was the nature of the dark force known as the Cursed Kismet - that strange power that caused the dead to eventually rise again, so in due time the Ashen Knights came to rise, wherein they would continue to stalk the border of the Far-North for an eternity onward, slaying both trespassing man and wayward undead who heeded the occasional Harkening. How the Legend would be proliferated in RP (If this involves books/stories, you may wish to write them with the submission. Once the Legend is fully accepted you may RP knowledge of the legend, however you may only RP the RP BELIEF of the legend, not any OOC overview knowledge. Otherwise, the ET will do our best to introduce the Legend in-game.): Versions of the Ashen Knight fables can be scattered about the maps as books or scrolls that can be said to have been dated several centuries ago, as their recorded histories are quite old. As the common tradition was to pass their tales down by word of mouth, however, there could be some kind of elderly sage who could share knowledge of the Ashen Knight and give insight on where the tales originated. What events would you like to occur around this legend? (ex, discovery of the Legend’s gravesite, retrieving of the Legend’s body, discovering something the Legend created/did): As the Ashen Knights are currently either dead and buried or walking around as mindless undead, there may be expeditions held where the mainlands surrounding the Abyss can be sailed/traveled to, where a trek to the edge of the Far-North could be initiated so the hunting grounds of the Gauld's legion could be found and scoured for these warriors of yore. The undead remnants of the Ashen Knights can be fought and the graves of the others found so their mystery can be discerned. The last, sane Ashen Knight, Admetus, may be met and sought as a means to generate quests regarding his fallen brothers and the truer histories surrounding them. Relics Associated: Tomes recorded by the old living Ashen Knights, their swords (broken and intact) gathered from graves and after defeating them, their ashes that can be used as some kind of alchemical or ritualistic components and their mythic red cloaks are all things of value that would be directly relevant to them.
  10. Lisbeth has been Marked. Accepted. Drauch now dwells among the Redshrouds.
  11. The living characters of these applicants have been Marked; they will be subject to an observation of two weeks' time until a final judgement is made. Accepted. Varron nows dwells among the Redshrouds.
  12. Updates: 4/6/16, 4:23 PM; - The first applicants have been determined and their names added to the roster. Faction Relations: (To-be-updated). Relevant Threads: (Unoccupied). Looking For: - Artists for skins - Builders
  13. The Undead Redshrouds (Legion of the Ashkeeper) An order conjured from the will of a lone necromancer of old, the undead legion of the Redshrouds is a militant company of undying souls whose decayed, fragmented existence are collectively dedicated to the reign of the one whom bears the mantle of Ashkeeper. Though it bears an unsettling name as per the mention of undeath, the purpose of the unit is to train and unify wayward undead to combat greater threats to the realm and carry out the clandestine objectives of the yet-known, whispered-of order of “the Lorddom”. The dogma of the Redshrouds heavily involves conceptualization of ashes; therefore, the duties portrayed by the sodality of the Ashkeeper are devised to actively include aspects involving the remnants of the once-was, death, or the past, of which these generalities are easier defined by the duties of preserving ruins or artifacts of yore, bringing death to that which overtly threatens the living, and venerating the past and its fallen for the wisdom it imparts to those of the present. The Redshrouds bear a defining aesthetic that allows for committed undead to keep to their own armaments and stylizations while representing the order itself. As their title implies, Redshrouds adorn cloaks of sanguine shades in order to imply their alignment with the sodality and all it stands for, and as per their devotion to hunting beings they define as “agents of chaos” (paying homage to Xionist terminology) such as mindless undead, otherworldly invaders or entities like Voidal Horrors, abominations of life or demon, and even tyrants. Though their grim visage may easily betray their intent, the purpose of the Ashkeeper’s undead legion is clear: to better the realms of mankind. Alongside the title of Redshrouds, they are also known as Undead Hunters, Demonhunters, and very sparsely Ashen Knights, even though they’ve no direct relation to that knightship of yore besides that of purpose. The undead Redshrouds are trained vigorously to make the most of their sullen forms and confront their enemies with reckless abandon; emulating the strength and method of what the Ashkeeper references as the Old Lords, whom existed as the first godless undead that stood stalwart against the meddlings of beings beyond the mortal world. It is through the use of crimson cloaks and a brand of specially-forged swords that the Old Lords are indeed venerated and respected; and thus most, if not all among the Redshrouds are expected to make use of these weapons and most definitely the sanguine shrouds that define their alignment. Those that are eligible to become Redshrouds are only militant undead; therefore, beings known as Ghouls, Gravens and Darkstalkers may take what is known as the eldritch Lamented Oath and become one with the brotherhood beyond death. The oath is as followed: “... Verily, I submit myself to the dead; Should I exist as flame, my fire shall insulate the ashes; Should I exist as embers, my kindling shall covet the ashes; Should I exist as ashen flame, my duality shall align true to the ashes; Should I exist as shadow, my warm darkness shall preserve the ashes; And should I betray the ashes, I too shall become them.” Those whom are living and willing to give up their flame of life to become a Ghoul, Graven or Darkstalker (the three of which are referenced as “embers”, “shadows” or “ashen flames” respectively as the vow states) must first die before the Ashkeeper in order to prove themselves before being raised as these beings, wherein they may then take the dark oath. The Lamented Vow is an ancient rite of binding said to be extracted from the same Lorddom that the Ashkeeper intends to herald with the use of their sodality. It is therefore implied that the presence of the Redshrouds merely foretells the coming of this very same Lorddom, which under the context of the Redshroud brotherhood mission can be assumed to be similar, world-protecting goals. This is not truly defined, however; such an order has yet to arise. The Redshrouds are bound to an olden definition of inner-order law which, like the Lamented Vow, is said to be extracted from the scriptures of the unknown Lorddom. These laws are damaged, but as the majority of them still survive with their meanings preserved, they can be discerned: i. Thou shall not harm thy fellow a-hen-a-here-t, w-t-er -ive -r -ndead. ii. Thou shall not steal from thy fellow ash-n-adher-nt. iii. Thou shall not spite thy fellow as-en--dherent in excess or with intent to insult dearly. iv. Thou shall not seek to kill or destroy thy fellow -shen-adheren-. v. Thou shall coexist with thy adherent brothers and sisters in peace, if not in respect for one-another. vi. Thou shall not embed the seeds of gods in the Lo-d--m, nor seek to spread their venom through its ranks. vii. (Ineligible). viii. (Ineligible). ix. (Ineligible). x. (Ineligible). Through scriptures written by the Ashkeeper Abdiel himself, the founder of this red legion of the fallen, the purpose of the Redshrouds can be clearly defined: i. Thou shall hunt the true-wicked; the world-invaders; the unnaturalities of life, demons; the stirrers of chaos; the breakers of Man and adherents of dark gods; the dark magi whom seek to stir ill-will; the undead whom terrorize with reckless abandon; and those deemed the enemy of the Red Sodality. ii. Thou shall know the Ashkeeper as thy good keeper, for he leads thee, gives thee purpose, and lessens thy painful cravings with bounties of Lifeforce and restorations of thy forlorn form. iii. Thou shall pay homage to the Old Lords, and reflect them by thy red cloth and granted blades. iv. Thou shall delve into ruins, and behold what they hide; thou shall expunge the undoers of ruins and preserve the history which their visage implies; thou shall protect histories and annals extracted from these ruins, and thus pay respects to the ashes of the past; thou shall honor the once-was, and learn from the mistakes of antiquity. v. Thou shall hold back the Old Dark. ~:;:~ The Purpose The primary goal behind the Redshrouds is to establish a basic order of alignment-gray undead soldiers whom follow the command of a simplistic hierarchy. The design of the sodality compounds a lot on the concept of gray moral alignment in a way where the guild could be designated as an “anti-hero” faction; the majority of it is comprised of undead beings, but they are bound to an oath which motivates them to act as vanguards of mortality as a whole. They are similar to the Marked Men in this regard, where they seek to pursue unnatural creatures, involve themselves in expeditions expected to promise some kind of powerful or dangerous boon, and to defend the world from over-arching threats. This demands that the Redshrouds defy their original nature the best they may; to act as antagonists. It is expected that there will be trouble in this effort - the undead as a whole have been known to terrorize the lands which the descendents have roamed, which will make convincing everyone IC that they are indeed not an antagonist quite the struggle if they are perceived as such initially. In the end, it’s up to the players to decide how they want to interact with the Ashkeeper’s legion; the rest will follow. Membership Directory There exists a simplistic, three-rank hierarchy in the Undead Sodality; the Ashkeeper, whom acts as the primary leader, the Redshrouds, whom are the bulk of the legion itself, and the Marked, whom are undetermined applicants. The Ashkeeper is a title intended to be kept by a necromancer - one able to raise undead such as Ghouls and Darkstalkers, both of which make up 2/3rds of the order’s population by default. The Ashkeeper’s mantle bears a much deeper meaning than to merely lead their legion, and as cited in the guild’s details, they hold the role of heralding what is known as the Lorddom -- meaning the Redshrouds act as a prelude force of what is to come. The Redshrouds are undead soldiers trained to fight worldly threats known as “agents of chaos”, explore and protect old ruins and sites of yore, and to preserve eldritch, dark knowledge. The Ashkeeper assumes the role of leading them, satiating their cravings of Lifeforce (which Gravens thankfully do not have) and mending their sullen forms so they may act as legitimate threats to those they may oppose, as well as to mantain other common functions necessary for interaction with others. The Marked are applicants whose living characters are “watched” and, if deemed worthyby the Ashkeeper, are either confronted or kidnapped so they may become one with the brotherhood of the damned. This allows for a fluid, organic means of recruitment, where roleplay is involved to discern whether a character is suitable to serve the sodality. As only the living can be designated as Marked, undead of the three preferred races (Ghouls, Gravens, Darkstalkers) have a more streamlined induction; this is because the partial purpose of the legion is to contain undead and force them to adopt an orderly existence so the world may not be terrorized by them. Those who are living experience a slower process because they willingly submit themselves to the Ashkeeper’s reign, and therefore undergo the process of being Marked after the player applies so their abilities may be judged. The member roster is as thus: The Ashkeeper: Abdiel Ipos [Swgrclan] The Redshrouds: Varron (Darkstalker) [Bokratz] Drauch (Darkstalker) [BakkaOppai] Lisbeth (Ghoul) [Uboshk] The Marked: Lepidus [TavernLich] Van Ashok Arsden [Avellach] Ashton [Noqda] Wulf Targric [White_Wolf] Vylindrel [Jentos] Ehierir [Corvoo] Arald Carrick [NJBB] Vanlor Severulya [_Riven] Hauxir [JakeFSF] Aech Woodlan [SpaceCoreMC] Application Process What is thy name? What is thy soulname (MC name)? What is thy race? What is thy age? Art thou Undead? If so, what form doth thou take? If not, art thou willing to die to become one with the Redshrouds? What is thy mastered profession of craftsmanship? What is thy mastered martial profession? Art thou godless? [ The documented form of the thread, including referential images at the bottom: https://docs.google.com/document/d/1mM5hmReC6qXy6F8CDk6axS_aXB5fBdQh36k_eMk4crY/edit?usp=sharing ]
  14. The tomes are designed to effect everyone around those who had earned them; this was how they were written and why they were accepted through the usual, fair measures. If people forget about them, its because they've gone into disuse, which means they'll eventually fall into the hands of another so their powers may be utilized accordingly. As for character progression and development - I don't know about you, but being affiliated with or being someone to control dragons or raise an army of dead seems quite developmental to me.
  15. Today, after reading through this thread, I got a stomach ache. Now, I don't like stomach aches, because they both feel uncomfortable and are often borne of very prominent, mind-numbing displeasures; but I can't determine what exactly the root cause is. I have these right now though, that I just thought of: 1) Everyone is suffering from a 24-hour long spell of lacking reading comprehension, 2) The "MUH NICHE" meme is being unironically utilized as an arguing point or 3) I probably just caught something at work. I think it's the first two, because I'm a pretty cleanly guy. I'm not sure if whether the thread pointed it out too vaguely or if people just wanted to rant, but if anyone is getting heart palpatations from the mere thought of small magic groups somehow obtaining these books automatically, as if they had some higher rights than others, allow me to dispel the notion: this is not the case. As Ben stated very clearly, these books are for the players, not some players; this means everyone has an equal chance to obtain the Nine Tomes through whatever means are made available to the playerbase. The Orcs can find the Book of Dragons, and burn a forest down if they want to. The Wood Elves can find the Book of Time and peer into the past to see if their tales of yore are true or not. The Necromancers can find the Planar Dictate, and open a door into the Abyss. The Shades can find the Guardian's Grimoire, and put a shield over their base... y'all get the point. The Nine Tomes are for everyone. They are powerful assets, artifacts to acquire and to use at ones' whim. The Necromancers have no greater right over the Necronomicon any more than the empirical Horens and the Clerics have no greater right over their bless-y book of heal-y light over the Dark Elves; all that matters is who manages to claim them all first. The rest is up to dynamism. So going on these inane tirades, bitching about how whatever the LT makes is a deterrence or pales in comparison to a couple wars is both embarrassing and a real bummer, because it shows the people who are complaining about niches and special groups getting these books don't know what they're talking about, and makes them look like a bunch of dip sticks. Aengudaemons are used for the origins, and to explain the powers of the Nine Tomes. That is their involvement. The players decide how they are used (hopefully for productive things, like uses in warclaims or fun events to share with a bunch of people); that is the purpose of this project. Nothing more.
  16. Objectively, the shift of Lifeforce from one place to another isn't really that much differing or distanced from the Druidic act of enhancing the growth of a forest, or inspiring life back into a tract of desolate earth, though its more confined to the function of just revitalizing the plantlife that already wilts - not what is simply gone. Druids may completely turn the tide of nature in places whereas spreading lifeforce to wilting areas affected by war or blight may just rejuvenate the greenery. The case of unnaturality is actually switched, in this case. I suppose the second point would be the case, yes, but this is for the purpose of broadening the horizons of deific magic users, not giving them the pass to become a master Necromancer-Blood Mage as well as a Druid. There must be some limitations, of course. The rules I made kind of lay out what's possible, anyway. Writing every detail for every branch of dark and deific magic would be very much a tedious pain in the ass to write.
  17. Discussions that had taken place several times within the LT regarding dark arts (most primarily Blood Magic, based on its nature) and its compatibility with deity magic have motivated me to create a revision that would allow a small set of exceptions to pass for deity magic users whom think utilizing the creative concepts in the dark arts spectrum will provide a little variety for their respective groups. I’ve thought on a small set of rules that must be followed in order for a dark art to be compatible with deity magics of “divine” design, like Clericism, Paladinism, or Ascended Magic. I; If it is capable of covering two spectrums (good/evil), its suitable. II; If it exists solely to harm, it is unsuitable. III; If it is based on a natural essence (Lifeforce/Genus [Blood]/Mana), it is suitable. IV; If it is based on an unnatural essence (Necrotic/Shade/Harbinger/Mystic Corruption/Taint), it is unsuitable. V; If the very base function can be considered morally “gray”, it is suitable. Using these rules, we may apply them to a variety of deity magics. I have a few in mind, as I’ll show: Blood Magic may agree with Druidism, Clericism, Paladinism and Moon Magic because it agrees with rules I, III and V, and not II and IV. It may be either good or evil just as a sword may kill the innocent or the guilty, and therefore could have practical uses for these magics, such as types of rituals and boosting their powers for the caster’s given purpose, and by extension their patron’s. It may not agree with Ascended Magic, as all magics designated as “dark arts” mark the soul with their objective use, whether or not the magic (in this case Blood Magic) is used malevolently. Necromancy may agree with Druidism and Moon Magic because it agrees with rules I, III and V, but because it also indirectly agrees with rules II and IV in the case of the majority of its spells, the use of Necromancy when also mastering Druidism may have effects on a Druid’s ability not unlike that of using Voidal Magic. However, this is mostly based on the fact that the use of these more unnatural spells would affect a Druid; if Lifeforce Control is utilized creatively and not used to produce taint or reanimate the dead, the Druid may remain uneffected. Moon Magic may remain unaffected either way (need this clarified from some Kharajyr lore specialists). It may not agree with Clericism, Paladinism and Ascended Magic, because it the direct reason for a majority of Tahariae’s perceived impure presences (like undead and taint), has the knack for inciting chaos and disrupting the desired order of Xan, and because it is a Dark Art and marks the soul, which Ascended Magic detects. Shade Magic may agree with no deity magic, because it only agrees with rules II and IV, and disagrees with rules I, III and V. The establishment or preservation of a deific connection is also deterred as the result of Shade Magic being produced by a malicious parasite of darkness upon the soul. These three examples display the “spectrum” of tolerance that deity magics have; Blood Magic is tolerated by most of them because its sole, primary use is to empower spells and also do such through the means of rituals, and is only considered morally corrupt based on its powersource. Necromancy is tolerated by less because of the morally gray stance its very base power, Lifeforce Control, retains, but is considered widely heineous because of how Lifeforce Control can be used for sinister feats. Shade Magic is tolerated by none because its very design is based on the infliction of pain unto others and unto the self, the cultivation of chaos, as well as the fact that the Shade parasite’s presence may deterrence the additional presence of a deific connection.
  18. Swgrclan

    The Abyss

    [ https://listenonrepeat.com/?v=N0XOoG5UTTw#Dark_Souls_III_Soundtrack_-_Firelink_Shrine_Theme ] “But my downward glance, returning, Shrank in fright from what it spy'd; Slopes in hideous torment burning, Terror in the brooklet's tide: For the dell, of shade denuded By my desecrating hand, 'Neath the bare sky blaz'd and brooded As a lost, accursed land.” ~:;:~ In the beginning, The Creator had put Man upon the virile earth, blossoming and perfect. The Four Races flourished here, in the center of all mortal things; Aegis, they called it. That was their homeland, and even though the brothers or their sons had sown dissent and left to assume seats of power in the outer-lands, the center of the world, Aegis, remained populated and lively. It was here that the sovereign nations of Oren, Malinor, Urguan and Krugmar had coexisted in relative peace, and when the times came that conflict had been stirred, wars between these cousin-races did not fall into extremes. The descendents lasted through any desecration, and never once did one seek to truly eradicate the other. It is only when the invoker of the 30 Year War, Iblees, arrived again that true decimation came to the centerland. Bringing with him his Undead Sorcerers, Iblees waged a war against the collective races; and when he did not will his shackled, decayed servants to inflict assaults of fire and dry lightning upon capitals and congregations, he had them plant the seeds of sin and terrible evil within the hearts of Men. The efforts of the Four Races and their Ascended allies were all but for naught, for even in the midst of their victory after the brief invasion of the Nether, the peak of the Fallen One’s ire was truly realized -- Aegis was scorched by a sky-reddening fire, and the land fell to a cataclysm in which all things became cinder and ash. The legacy of Aegis, of which was the descendents themselves, fled to the unknown Verge and then Asulon in a mournful exodus from charred Aegis, and continue to migrate from land to land even to this day. Aegis itself was left behind, and as Iblees rose from the ashes to take claim to the land he was once defeated upon, the one known as the Caretaker of Souls descended from the heavens to initiate a finality to their long, destructive conflict. Aerial, the Aengul of Souls, and Iblees, the Daemon of Ruin, clashed together, using the centerland of Aegis as their battlefield. Already was it in shambles… but the result of this battle was much worse than what it suffered now. As it is referenced in godless scriptures, the enwraithed one known as the Lord of the Dark beheld the battle himself, while his brother the Lord of Embers beheld it from far away. “Ground enshakened; skies enblackened; chasms pried open, with the earth whispering its ashen agonies.” That is the horror that the Lord of the Dark witnessed before Aegis suffered the apotheosis of the land’s Denaturing, before all things crumbled to nothing, and the Abyss was formed from the blight of divine battle. Thus, the Aegis became a nothingness. Known only as the Abyss now, all things that defined the land that once was was but a pit which expunged a foul ash and the darkness of displaced Lifeforce, forever wayward from the cataclysmic shock that the utter destruction of Aegis induced. The cities, the roads, the forests, the mountains, all gone in an instant; either completely wiped out, or banished to the very depths of the terrible abomination known as the Abyss. What exactly transpired was a process known only as the Denaturing - events in which the land is subject to such utter decimation that the very corporeal being of said land is limboed and scarred metaphysically. As a result of the divine battle, the natural presence of Lifeforce which lingered the earth in Aegis was forced to remain suspended in the air as a black fog, occupying the space that the sunken ground no longer had. This distortion is what both caused the depths of the Abyss to become so stygian, so shadowed; and why the very air within it is a noxious fume. Lifeforce has become abundant there, its mistual, dark visage both blackening the chasm and tainting the air. One may assume that an abundance of Lifeforce would be beneficial -- yet, it is the opposite. The quintessence is the embodiment of life and its growth, and thus if condensed and then absorbed into a living being, the being itself is subject to terrible cancers and tumors borne of the malignant, aggressive growth of life. To intrude into the inner-sanctums Abyss by whatever means possible, and to remain there for some time, would mean to surely succumb to the sheer excess of life essence that dwells there. The depths are a solemn, accursed place; but they are not isolated, nor uninhabited despite the terrible darknesses and enfouled air. There exists within the Abyss remnants of the land that once-was. Pieces that persevere; fragments of cities, homelands, roads. The deserts of Krugmar, the streets of Alk’hazar, the forests of Laurelin, all of these places still remain, though in shambles. They are like decayed corpses, shells and ruins of what they once were whence the sun shined upon them. Within these sullen landmarks linger on the phantoms of the past -- both dead, and undead. These beings are known as the Remnant Living and the Remnant Dead, and are both defined by their terrible afflictions and the reasons in which they still remain. The Remnant Living linger on as practical revenants, accursed with blights of cancer and self-devouring illnesses brought on by the black fog that occupies the very air. Those that have lost their minds converge in primal tribes, where they commune together as if animals. The sparse few that have not succumbed to the madness of their existence exist as disciples of one they call the Abysslord, acting as historians and preservers of the fallen past. They suffer themselves for the good of antiquity. Those that still remain with their minds intact shroud themselves to hide the horror that is their visage; dulling their pains with magics drawn from the Abyss, embodied by dying flames and other foreign dark arts. ... and others roam as savages, distortions of Man; congregating into brief tribes when they do not murder eachother in show of their corrupted, tumultuous nature. The Remnant Dead are the only true free beings that dwell in abundance within the Abyss, for it is their undead composition that thrives amid the blackness instead of suffer from it. They are roaming corpses, lulled back into life by the will of their soul shadows; and it is by their very unholy composition that they grow strong and indomitable in the depths, for there never comes a time when the Remnant Dead are without the fuel of Lifeforce, keeping their inherent weaknesses and cravings at bay. They roam endlessly, scouring the Abyss as its watchers and keepers, and preventing the living from far above from intruding into the ruins of sacred Aegis - protecting the sunken land with no master to guide them. Greater Remnant Dead give testament to the master of the depths, the Abysslord; dressed in cloaks which shroud their rotten body in a silken darkness. By whatever reason that remains within their ailing minds, these dark reflections of Men seem to choose to honor the old visage of the Old Lord that protects their sunless land. But the grand apex of the black chasm is known as the Abysslord-- the gellid, enwraithed being that fell into the Abyss as it was carved from destruction. In an time, he was known as an Old Lord - one among the four Wraiths of Aegis. Now he exists as the Abysslord Malkaathe, forever bound to the churning fissures of the fallen old world. Seated upon the Throne of the Dark which lies at the very bottom of the Abyss, he rules his Remnant Living disciples; willing them from his seat of power to collect for him the remaining histories and texts that survive in the broken ruins of Aegis. So fused has become his half-corporeal being to the Abyss that his ethereal mind has become the herald of what it once-was; all memories of Aegis, all of its lost histories, coalesce in his mind and remain preserved. He remains seated at the lowest of depths, lingering on as the solemn king of the once-was and the once-were. The Abysslord has become one with the chasm he rules; and it is not rare that he roams as a phantom of the Old Lords when his oft-incorporeal form drifts through the dark realm as a cold, blinding fog of shadow. For that is his purpose there, now… To remain, and remember, seated upon his throne amid the nothingness. The Way of Things - The Abyss is now defined, occupied, and ruled: given extensive detail as to establish the nature of its depths, what roams it, and for what purpose. - The Abysslord, Remnant Living and Remnant Dead may now be interacted with in the future, able to be incorporated in any events that revolving around scouring the accursed Abyss. - The Planar Dictate now has reason to open a portal into the Abyss, allowing for players to enter it with canonical ability. - The ruins of Aegis may be explored, allowing for insight on an abundance of LT-created content as well as implementing landmarks and artifacts relevant with the developments that transpired in the first map; histories, fallen cities, artifacts. - One Old Lord among four is now partially defined with the detailing of the Abyss; expanding Wraith canon and allowing for future developments related to his existence and that of his kindred.
  19. Necromancy (By Swgrclan) Known as the first dark art, the sorceries of Necromancy are gravely spoken in annals of old ages and new. It is best known in its first form, when Iblees came to Aegis and terrorized it with hordes of undead in the 30 Year War, and then in repetition in his second and third returns when those designated as the Undead wielded his wretched boons individually. This is commonly known as First Generation Necromancy, as it is from the Daemon of Ruin that the magic was initially conceived. However, the truer, mortal form of Necromancy known as the Second Generation of the very same art had been born during the same 30 Year War in which the Fallen One revealed his true form and waged open war against the Four Brothers. Four human lords whom hailed under Horen sought to devise greater means in order to combat their great father’s terrible nemesis, and were so desperate in this regard that they would go so far as to “fight fire with fire”; it is from an ancient lexicon fashioned by a Dragaar that they learned a secret rite known as the Darkening, which allowed them to steal some of Iblees’ accursed power. It is after this that with the very same lexicon that the Four Lords transcended as Wraiths, tainting the lexicon of endless knowledge into the jagged, phylacterylike artifact known as the Black Nexus. These Four Lords then adopted godless dogmas and founded an occult known as the Way of Dissent, where their powers of Proto-Necromancy and dark wisdom were passed down to some few mortals trusted with the duty to protect the godly art that they made godless. Eventually, what is known as “Proto-Necromancy” faded in time, just like the Four Lords. Xionist doctrines, which are modern adaptions of Dissentuous Way scriptures, reference the first Wraiths as the Old Lords, revering them for acting as founders of the first mortal, dark art. But these are but tales, only found in fragments. The proper histories of Necromancy are found in the common ages, when Proto-Necromancy rose again as Second Generation Necromancy by the hands of old Overlord Wrothgar and the Yir’Sari Narun’tah, otherwise known as the feared mime Jynx. It was from the lost Necronomicon of Iblees that dark secrets and learned, and through practices not unlike the rites of Darkening, Necromancy was brought into the fold once more as an occult form of mortal sorcery. Many years since then, dark prodigies have arisen and fallen, bringing gloaming innovations to the coveted form of magic. The capabilities of Necromancy are broad, and its spells many - holding a practical spectrum of things to cast and create with the right amount of training, reagents and mastery. Among these abilities is the power of Lifedrain, or the root of Lifeforce control, the creation of transcendent Liches and Darkstalkers, and most primarily the reanimation of the dead, which enables Necromancers to raise solemn armies from ashen, soulless cemeteries. With the creation of the chaotic essence of Taint - the corrupted form of Lifeforce - Necromancers are able to eradicate both the land and Man that inhabits it with terrible blights and malicious curses. Canon Knowledge All information regarding the magic Necromancy, its histories, its lore, and any guilds relative with Necromancy are to be collected here. Necromancy Guide: [To be Written] Necrolyte Revisions: https://www.lordofthecraft.net/forums/topic/140773-✓-necrolyte-revision-lingering-shadows/ Lifeforce Lore: https://www.lordofthecraft.net/forums/topic/133593-necromancer-lore-the-exegesis-of-lifeforce/ Lich Lore: https://www.lordofthecraft.net/forums/topic/99783-playable-the-third-generation-lich/ https://www.lordofthecraft.net/forums/topic/142149-the-apotheosis-of-the-liches-lich-lore-update/ Darkstalker Lore: https://www.lordofthecraft.net/forums/topic/132278-playable-the-darkstalkers-of-xion/ The Lorddom of the Enashened: [To be Written]
  20. Two most excellent proposals. I trust you will prevent the Eidola from succumbing to the accursed inactivity that blighted Dreadknightica.
  21. I've yet to be added as the Necromancy Representative in the list. Any idea on whether that'll happen?
  22. I find the reserved, exclusionist nature being presented by some folk here rather offputting - taking claim in entirety to one concept and disallowing someone else to tinker with it creatively spoils the creative aspect of LoTC's lore system in the first place. If this magic was accepted, for example, and actually became a presence IRP much like how the Druids are now, what exactly would be the issue? What turf is being impeded upon? There likely lies very keen ideological values to both magics alongside very differing aesthetic values. I for one find the magic of the Fayen and it's dual incorporation of two different spectrums a very refreshing concept. As for BNK, I have a question - this lore is giving vibes that it's essentially able to orchestrate demon-like creature creation from the use of Fayen magic and how it may change animals. Is this correct, given what your selected imagery portrays?
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