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Wretched

Creative Wizard
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  1. This lore has been edited into the main voidal horror lore post. For the sake of tidiness this post will be archived in denied lore, alas its content is not.
  2. Yes but, I may change that. It seems there aren't quite as many harbs left as I thought there was atm. I may give a few of the Immolated Catalysts to some of the ex-necrotic wraiths quickly after the lore is implement it so that they can start it up through the dark arts again. And for those asking, no Azdromoth will not have the ability to create wraiths. He's an actively played event character that is essentially unscripted and unmoderated, the best way to do this is by doing it through a staff moderated channel and containing it to just Mordring.
  3. it's both the return of wraiths and the transfering of harbingers into wraith lore. both creatures stem from dragonkin, the harbs were made by Setherien and the old wraiths came from the Black Nexus, which is a dragaar's lexicon. so, it actually makes a lot of sense.
  4. friend this is a lore proposal friend not an rp post friend
  5. Wraiths - The Art Of Immolation The children of Dragons The art of forging creatures of ash and darkness has been a historical one within the history of Dragonkin, or more specifically, Drakaar. Variants of this creature have been known to the world; the necromancers called them Wraiths - birthed through the Draconic relic known as the Black Nexus, but Setherien knew his as ‘Harbingers’ or in the tongue of the dragon ‘Hiishtgul’ - which translates into ‘ash wraith’. What is known, is that it takes a corrupt flame so intense that it must burn more than but the flesh, but the very soul. This is the act of Immolation, charring what makes a descendant mortal and binding it forever to the mortal plane with a soul fragmented, and seeping with corruption, so much so that it may never pass into the Soul Stream. A Wraith, is a creature that becomes death itself. But now, a new era has been ushered in with the reveal of the Sunless Sanctum and its eternal overlord, Mordring The Ashen. For Mordring is frail of the body, his frame but a simple skeleton, however his strength does hide within his inherent magic - it is with this twisted power that Mordring deemed it time to revive the servants of the Dragon in their truest form. No longer would they take bastardised names, for now they would all exist under ‘Wraith’, necrotic creatures and Harbingers alike. While not the strongest Drakaar, Mordring’s magical aptitude was unmatched amongst his brethren, and it is thus that his influence would extend through the use of others, through wraiths, to enact his will. The Altars Of Dawn The Greyscale knights, servants of Mordring when he existed as a non-corrupted Dragaar named The Lord of Morning, built many altars in the name of their master as a means to receive empowerment and communicate with him. Alas time has seen a new, wretched use for these altars, for with Mordring’s fall to corruption, the dark extended to his altars. Now they too seep of his corrupt essence, now connected to his Drakaar state, they exist as the new means of bringing a descendant into wraithdom. The Greyscale knights built these altars across various continents and lands, and so they stand today, but they are not without a price. For to simply find one of these altars is nothing unless an existing wraith stands by you to assist in the transformation. When touched by a Wraith an altar will become temporarily active, and all across it a writing will appear to glow where previously nothing was written, again in the mysterious language of dragons. In this state, the altar is capable of receiving an offering, but the offering itself is a specific one: The Immolated Catalyst The catalyst is a bone given to wraiths by Mordring or another servant of his, so that they may create further wraiths. However, there exists some restrictions as to who can become a wraith - the chosen will need to be a creature of a dark affliction, be it a ghoul, a lich, a darkstalker, a Graven, Dreadknights, Paleknights or any high-tiered dark arts user. It should be noted that ghosts and wights are unable to achieve wraithdom, their beings too warped from physicality for the process to be successful. When the catalyst is offered to the altar by placing it upon it, and if it worked then the bone will become engulfed in black hellfire, quickly turning to ash - thus the process is begun. The mortal is now on the path to Wraithdom, but before the ritual may be completed a set of trials are to be performed as proof of the strength required to serve under Mordring: These trials may prove to be simple yet difficult, for the potential wraith must slay three of any race and gender, and collect a single bone from each. Once done, the potential wraith must have the altar re-activated by an existing wraith, and then before it take their own life by stabbing themselves (or if a lich or darkstalker - their phylactery) with a gold weapon, to rid their soul of its bindings, and allow Mordring’s essence to consume it in immolation. If all were successful, then the subject would never seem to die as they pierce themselves, instead they would instantly burst into a deep, black flame, a searing agony like no other entirely consuming flesh, bone, mind and soul as the process of immolation takes place. But in a matter of minutes, it will cease, and all that remains of the mortal would be death incarnate, the ashen vindicator, the jewel of immolation: A wraith. Mordring’s Will The wraiths are bound to enact the will of Mordring until such a time that they may be released, and that will is the preservation and protection of the dragonkin. Dragons and Drakes have been driven to near extinction under the wrath of the Descendants, but Mordring would seem them restored. Wraiths are now bestowed with the power to summon forth a small black orb that acts as a hollow container, a vessel for lifeforce to be accumulated, this is known as the: The Draconic Vessel The Draconic Vessel by itself is functionally useless, and a wraith can only have a single one summoned at a time. The vessel requires the lifeforce of 15 mortal descendants, and when this is complete, it will form into a fledgling dragon, which will then be released upon the world to live out its days and restore the dragon bloodline once more. The Vessel is filled by killing the mortal within proximity to it, it will naturally draw upon the escaping lifeforce and draw it in to feed upon it. Any mortal or immortal may fill the vessel, but only a wraith may summon it. This is the duty of Mordring’s Wraiths, to constantly seek to bring life to the dreadful beasts of the sky, but with a direct relation to dragonkin, they will never be harmed by them unless otherwise provoked. If the Draconic Vessel is attacked or disturbed in anyway, it will be destroyed and its contained amount of lifeforce will be lost. However a wraith is both able to instantly start again, and resummon their existing vessel to their location at any point, allowing for it to be filled periodically at different locations - This allows for the vessel to be summoned to the location of a death before it occurs to allow for the easy collection of its lifeforce. This of course, does put the vessel in danger. It should be noted however, that while bound to Mordring’s will, a wraith is to see that the dragon exists undisturbed - should the wraith betray Mordring’s will and capture, kill or torment the dragon in any way, then they will lose the embrace of their master and dissipate, finding themselves lost to time in eternal damnation. The Wraiths The wraith in its purest form appears as a simple floating cloud of ash draped in black robes, but their appearance is known to adapt and change. It is not unheard of for wraiths to be seen with bony, charred black feet and arms. In this plain state they exist bound to the will of Mordring, and cannot escape performing his bidding. To fail in this, would result in the sudden loosening of Mordring’s clutches, causing the wraith to dissipate and ultimately - die. The change to wraithdom being a permanent one, this death too, would be permanent. Most of a wraith’s abilities are not inherent with its nature, bar the ability to summon the Draconic Vessel, as well as imbuing their ashen entity into a lifeless corpse, allowing them to animate it and walk about in a mostly disguised form - this skill is known as ‘Husking', however it bears a noticeable 'tell', the act of husking leaves an entry wound on the body which is displayed as a black scar. A dark arts wraith will remain a master of dark arts, whereas a creature such as a ghoul would find itself more proficient in physical combat as a wraith. However, wraiths do bear a number of strengths and weaknesses: A wraith is more suited to the field of dark arts, and learns certain dark arts magics 100% faster than usual. For clarity, these magics are Necromancy, Blood Magic, Mysticism and Soul Puppetry. Frost Witch, Fi', and Shade are not effected by this boost. A wraith is a naturally hardy creature, durable even without armour. Wraiths can happily move and exist underwater. Wraiths have no need to eat, drink or sleep. Wraiths have the ability to summon a ‘Draconic Vessel’ Wraiths can utilise ‘husking’, allowing them to disguise themselves. Wraiths maintain the ability to imbue their essence into Thanhium, allowing for the creation of Bloodshards. Wraiths have an extreme weakness to holy magic and gold weaponry. Wraiths have a significant weakness to fire and sources of bright light. Wraiths cannot pass gold barriers. Wraiths cannot wear armour (Small bits of RP armour on Elder Wraiths is fine) The husking scar must be either visible on the skin or described in the bio. It cannot be concealed. The Elder Wraiths An Elder Wraith is functionally the same as the regular wraith with one unique distinction - freedom. These wraiths have completed their service to their drakaar, a total of 8 elven months have passed and they have earnt their independence, these wraiths are now able to exist without the binding to Mordring, and free to do with their wraith forms as they desire. The existing harbingers of today are to now exist as an ‘Elder Wraith’, having outlived their master Setherien. Mordring looked upon these wretched souls with sorrow, and believed that their time beneath a master had already run its course. Mordring granted these Elder Wraiths with the ability to summon the Draconic Vessel should they desire, but otherwise leaves them to their own devices in an act of sheer pity. Mordring’s gaze also drew notice to the previous necrotic wraiths when approached by the reclusive Old Lord Malkaathe, who persuaded Mordring for a lesser time of servitude. Mordring did oblige, and should one of the wraiths of old approach his altar with pleas of servitude, their time would be reduced to 4 elven months. An Elder Wraith does not sustain itself through Mordring, and instead here we see the visual difference between wraiths and Elder Wraiths - Elder Wraiths are lightly plated in armour, usually in the form of a simple helm and gauntlets. It is no secret that Drakaar, specifically Setherien, have been known to meddle with the mineral known as Thanhium. Mordring grants the Elder wraiths this Thanhic armour that draws from the heat around them, and transfers that heat into the dark energies that nourish these wraiths, reminiscent of the harbingers under Setherien. Important Notes: The Harbinger race no longer exists with the implementation of this lore - The existing harbingers will become reclassified as ‘Elder Wraiths’. These Elder Wraiths no longer have access to the illusion or frostfire abilities they once had. You must abide by Mordring’s will for 8 months before you may become an Elder Wraith. For ex-wraiths, this time is reduced to 4 months. The lore team will need to be informed of new dragons as they are created - Screenshots of each death within the proximity of the Draconic Vessel will be required as evidence. The wraith that creates the dragon may choose its name and gender, but it will simply be added to the pool of existing dragons to be later used in events - unless an Elder wraith or in possession of the Book of Dragons, they will have no further say over it. Both Wraiths and Elder Wraiths fall under the 'Spectre' category of mechanical race.
  6. The Sunless Sanctum “Where light casts; a shadow trails in wake. Where lives passed; borders there do break. Where death lasts; the fury of a drake. Where souls fast; atone for our mistake. Where dead sing; ashen will be done. Where birth brings; the dark is to none. Where spiders sting; webs will be spun. Where smog rings; Radiant, the Black Sun.” The Sunless Day The day of oblivion, the birth of the Abyss. With Iblees’ destruction of Aegis, the cataclysm that followed carved a fracture deep into the fabric of the material plane, an expanse of hollow emptiness, where not even the light of the sun may reach. And so it was that the Abyss was formed, and its tender dark did lure creature and man of the same morals to inhabit its depths, to lurk within its crepuscular domain. The Sunless Day marked an end and a beginning, for in the darkness there was silence, and in the silence there was sanctuary. For this was a place of absolutes, in the pitch there existed unquestionable clarity, an absence of the light most blinding gathered the entities of its opposite, and there a unity was formed. So it was that the Abyss become a haven, alas, a creature would need to tame it, to lead it. This creature is known only as Mordring, a Drakaar aged to a most frail state, the flesh fallen from his brittle skeleton - only the husk of himself remains, but his abilities do not extend to the body, but to the void. His magic would usher in the gift born on the Sunless Day. The Sanctum The Sunless Sanctum of the Abyss, a haven of the dark and the enfouled, exists near the very bottom of the vast chasm. This hallowed place had not been occupied by the Drakaar Mordring, but constructed by he and his Darkstalker fellowship, the remnant Greyscale Knights. It is said in the annals of the dark Sanctum that the temple was forged from pieces of the fallen Old World; that which once stood where the Abyss would malform, only known as the ancient land of Aegis. It is as though the fragments of Aegis, once the domains of the old racial monarchies, had been made to converge where the Sanctum now stands -- taking them all and piecing together one unified tribute to the dark of the Abyss. Mordring the Ashen, it’s hallowed Drakaar master, presides over the Sanctum and the occult wardings set over all that it encompasses. Within, those meant to roam the temple and visitors of the location alike are unable to be harmed, or harm each other. There exists a sensation of peace across the wretched plane, similar to the aura of the well-known Cloud Temple. The Sanctum exists as the Cloud Temple’s counterpart, for now souls of a darker orientation find themselves drawn to its tempting grip. Creatures of death and undying have found a great discomfort in the road of souls walked by all others, the one of holy origin that is shepherded by monks of a light magic. The process of their revival was often painful and confusing, for if the monks did not return their souls to mortal form through the burning agony of holy magic, then the creatures would have to reform by their own means - but now an alternative, the warm embrace of a dark revival, one easy on the soul and body. Though only dark and lifeless beings may bind themselves to the Sunless Sanctum, there lies exceptions to some mortal few. Dark Arts users, who too bear a burning weakness for holy magic, find the aura of their souls burnt and and pained under the conventional revival of the monks, although they find it more tolerable than true creatures of undeath - these dark arts users may choose between the two forms of revival, be it to stay aligned to the Cloud Temple, or to submit their souls to Mordring. To go and leave the Sunless Sanctum, Mordring created a great portal known as ‘Mordring’s Gate’, which itself reeks of the power of the Abyss. This portal can be displaced and relocated in the world above at any time. The Drakaar “My Immolating Flame, within, was suffocated by the Abyss… And now the dark is all that I am.” Once known as the Radiant One, Mordring was praised in the ancient times as a venerable lord of light by those who glorified the Dragonkin, making rise to obscure orders and brotherhoods dedicated to the Radiant One’s grand, goodly and unifying ideals. The Grayscale Legion, an ancient band of knights, had been responsible for constructing altars all across old Aegis and the lands beyond; enchanted with lost magics in order to turn them into means to contact the Dragaar himself. The Grayscales were known in legends to embody their revered Lord’s ideals, but fell into disorder and darkness after Mordring disappeared, leading them to worship and hunt the flesh and blood of Dragons in place of their missing idol. After a long age of suffering and failed self-repair, Mordring became a true Drakaar after descending into the Abyss in hopes of swift death. What is known as the Immolating Flame withinhim had been suffocated by the dark of the Abyss, and displaced by the peace of shadow and ash; allowing him to linger on as a corrupted Drakaar, but without the will to ensue chaos. Mentored by the lord of the Abyss, Malkaathe, he learned the ancient arts of the occult while mending in the lightless chasm for over two centuries before constructing the Sunless Sanctum, the sanctuary of the dark. The Drake “My pet, my child. Spread your wings and soar.” Under the control of the Drakaar, Mordring, a single, black-scaled drake does patrol the floor of the Abyss and it is named ‘Satar’. Satar is deeply corrupted, much like his master, but as an enslaved drake its madness is somewhat contained by the will of the same master. The Drake actively protects the Abyss and the creatures that inhabit it, but visiting creatures not of the Abyss should surely fear the creature, for in this realm of peace it is the only destructive force. Foreigners of the Abyss should ensure their stay upon the dark realm is brief, lest they fall into the gaze of the dreadful Satar and his immolating breath. Satar can be summoned to the Sunless Sanctum within the Abyss via activation of an obelisk located somewhere within the Sanctum. Should mortal men bring trouble to the dark sanctuary, then the corrupt serpent may be summoned to drive them from the Abyss. To bring Satar forth to the Sunless Sanctum, an occupant of the Abyss must place their palm upon the altar and utter a phrase known to only a few amongst the residents of the Abyss. If slain, the Drake’s duty does not cease for as long as it lingers within the Abyss - with its close proximity to its Drakaar, while Satar exists inside the Abyss he may reform endlessly after death, but should the creature depart the Abyss, its death will be a permanent one. For as long as the Drake remainds bound to the Drakaar, no force may claim its mind as their own, be it a tome of power or another Greater Dragon. The Black Sun The Black Sun is the symbol of the Abyss and its mark may be found all across its dark terrain. But more than this, it is the secret to returning to the Abyss. When one has their soul bound to the Sanctum, or choose to be bound, then on their person will appear an amulet shaped as the Black Sun. This soulbound magical artifact can take many forms, a necklace, a ring, a brooch - it may be discrete or entirely obvious, and should the holder desire, hiding it would not be difficult. To return to the Abyss, simply clutch the amulet tightly and set your mind on home, your soul will be drawn to the black in but mere moments. Alas, similar to the Soulstones of the Cloud Temple, one must have peace in their heart if they are to enter this realm of peace, thus the amulet cannot be used to escape conflict of any kind.
  7. Simply put, the LMs for the time being will not be accepting or reviewing lore posts for new magics. Magical creatures, magic lore additions/revisions are still fine. Do not post new magic lore into this forum, it will be denied. - Benbo
  8. Cultures can be played at any time and do not require lore.
  9. Cultures can be played at any time and do not require lore.
  10. This lore has been accepted. Moved to implemented lore.
  11. Unfortunately this lore has been denied. Feel free to message supremacyOps any member of the LT for the reasons why. Moved to denied.
  12. This lore is accepted, but aspects of the lore are still being disputed amongst the LT. We may change parts of this lore at a later date depending on us seeing what this magic is doing for the server. As of this moment, we are only enforcing 2 changes to the lore by removing the following: -Non-Kharajyr can learn Muun’Trivazja, although when attuning they suffer the chance of losing their minds. -It takes longer for Descendants to learn the magic than the Kha. These no longer apply. There are no racial restrictions on the magic. Anybody can learn it, but it will remain a guild locked magic, and must be taught be an existing moongazer.
  13. The trial period for this lore is over. It is officially accepted and implemented.
  14. This lore is accepted under the condition that the effects of the potion are not compulsory to roleplay. This potion has existed mostly as a PvP aspect of the server, and forcing RP limitations to that PvP aspect is going to cause upset. Moved to implemented lore.
  15. Unfortunately this lore has been denied. Feel free to message supremacyOps any member of the LT for the reasons why. Moved to denied.
  16. Congrats to our two new LMs: Callax and Dakir!

  17. Wretched

    The Abyss

    Lore accepted. I am unsure what you intend to do with it however, making it public?
  18. Unfortunately the lore team has denied this lore. Feel free to PM any member of the team for the full explanation.
  19. This lore has been accepted. It shall be sorted into the existing lore soon, but this thread itself shall be moved to denied.
  20. Unfortunately, this lore has been denied by the Lore Team. Feel free to message any member of the team for the full details.
  21. Unfortunately, this lore has been denied by the Lore Team. Feel free to message any member of the team for the full details.
  22. Unfortunately, this lore has been denied by the Lore Team. Feel free to message any member of the team for the full details.
  23. The lore isn't really necessary. Adding it to the creature index will suffice. For tidiness I'm moving the thread to denied, but just add it onto the index lulu linked you.
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