Alright, since this thing seems to be so popular for no apparent reason, I am making the assumption everyone wants to be lazy and wants to have the summary posted publicly. *sighs* Fine.
Please note that due to this being a condensation of the proposed lore, that I am not including information about the originals in this bullet-point summary.
The Graven of the Second Generation
Ghost-like being created by violent death of individuals with purpose.
Die to other Graven rather than living hands.
Manifest quicker than the originals - within a hundred years or less.
Retain more of memory and personality than originals.
Become more aggressive, darker, and apathetic to mortals due to the hastened translation from life into undeath
Created to fulfill another Graven's duty, generally one of the first generation.
Heals slower and reaches full power slower than first-generation due to sharing energy with the Graven's creator.
Can adapt and change, unlike the first Graven.
Possesses two duties instead of one - one static and allocated by their creator, and the other adaptable and even completely changeable.
Angry, vengeful, and overall malevolent nature manifests itself as a physical heat. Not enough to be passively used as a weapon as the originals could with cold.
Heat is a tell-tale sign of Graven health, starting by default at a bit over feverish.
Interaction with the world is limited by the two duties.
Second duty allows slow but certain adaptation to the world around them, and can completely translate from one duty to another in about 3 IRL days, and does not necessarily have to relate to their primary, static, duty. The static, allocated duty cannot be changed.
Semi-corporeal. Lack real bodies of flesh, but rather composed of what appears to be solid and dense darkness or energy bound together by spirit energy, which simulates flesh.
Can be harmed, maimed, and dismembered like any mortal.
Can be harmed by steel and gold.
More fluid - can appear to float apart as smoke as they move towards a person (mainly aesthetic unless lore would allow otherwise).
Can harm others depending on current duties, so long as said harm aids in a) the fulfillment of aforementioned duties, or b) aids them in stopping another from stopping the progress of their own duties beyond any reasonable doubt.
Typically prefer not to associate or talk with mortals directly. Estrange themselves from the living, as according to Supremacy's various lores.
Continue to be able to perform the Graven Stares, which allow for the possibility of causing temporary insanity in a mortal. Can be manifest in a variety of ways, but there should always be certain types of characters which would find themselves immune to a stare or would otherwise be able to resist it, depending on nature of said stare.
Second gen can communicate via said stares without risk of harming a mortal, in creating and maintaining pseudo eye-contact, which allows said Graven to transmit images (not necessarily memories, but images) and emotions. Said communication stares can also be "overheard" by others in the vicinity, especially those who also make "eye-contact." (Eye contact in this case means that the first mortal needs to meet the eyes of the Graven, and all others then looking in the general direction of the Graven's face. It is not hindered by closing eyes nor blinking, albeit the weaponized stare is.)
Can use magic equivalent to about the same extent as a tier 3 mage, typically in the form of fire and/or telekinesis, however, extensive use of said magic can and WILL kill the Graven, as they draw not from the void but from their very essence.
Can make itself translucent, but not transparent enough to truly hide. They instead can "melt" into the darkness, making them almost invisible unless actively looked for.
Demanifests and manifests naturally.
Graven can be slain, disrupting their spectral form with, say, a blade, consumes the energy keeping them alive, and stabbing it through where it's heart might once have been will surely kill it. Graven will die from exposure to the sun, and are rarely seen in heavily populated cities, preferring to keep themselves secret.
Generally share their appearance with Haunts or appear to be composed of dark smoke and orange and red flames and embers.
Gear corporealises on manifestation, and decorporealises if the Graven demanifests on it's own.
Some OOC notes: Graven, in this instance, refers to Graven of the second generation. No Graven of the original thirteen nor those of the first generation created afterwards are affected by this lore, nor may they change their Graven to be of the second generation, nor will they be moderated by me. Graven of the second generation will be limited to no more than six, and they will have to complete an app to be accepted, as I don't want Graven to just become another player with special powers.
What benefit will the server receive, from allowing this lore? (Note that as I have condensed said information, this information is not entirely clear and one should go back to the OP and reread the corresponding paragraph before commenting on any given point.)
True otherworldly roleplay.
Whispered rumours and legends, rather than a given fact.
Bump in the dark Graven - no more running around in broad daylight in the middle of the city wielding giant greatswords (a gift from me, to you, Oren).
Versatile spooky RP.
Secretive Graven.
Brings back the Graven RP, including the politics they seemed to love so much, which the playerbase seemed to very much enjoy, but darker, twisted, and a hell of a lot more secretive.
Most likely less of a disruption to (peaceful and/or mundane) RP than the originals.
Brings back the appeal of the Graven.
What benefit will players receive, if this lore is accepted? (Note that as I have condensed said information, this information is not entirely clear and one should go back to the OP and reread the corresponding paragraph before commenting on any given point.)
Material rewards, including armour, tools, weapons, maybe materials.
Legends and stories, provided they are RP'd correctly and the playerbase should decide to talk about them or post about their encounters in RP.
"Spooky," "Fun," and/or "Badass," RP, as recounted by various individuals and groups.
Intricate and complex but interesting roleplay, from the politics and rivalries between Graven to the abilities themselves.
No more ghosts RPing as though normal characters in broad daylight! YEAAAAAA!!!
More group-based events, rather than individual events as seen with the originals.
Adaptable second duty allows for Graven to aid other Graven in their duties.
I want to sum up pros (strengths over playerbase), cons (weaknesses against playerbase), and neutral points (things available to both Graven and playerbase).
Pros
-Graven stare can possibly cause temporary insanity, depending on the mortal affected. Said insanity can be made permanent if the victim so wishes, but do not offer. It is their choice.
-Can hide and become nearly invisible in the darkness.
-Can float for aesthetics, though it gives no real function.
-Creates otherworldly RP (truly ghostly, strange, and more haunting encounters than the previous Graven)
-Are not subject to the same physical weakening that most mortal, living mages are, due to the lack of a true body, and can thus use a sword and magic in conjunction with each other much better than the living mage, even if said magic is often weaker.
Neutral
-Semi-corporeal: bodies to maim and injure.
-Can be killed by any material.
-Can use low level magical abilities available to players via the easily accessible arcane magics.
-Subject to same minimum respawn time and memory loss.
-Harmed the same way a mortal would be.
Cons
-Everyone is out to get them. No, I'm not kidding. This is actually a really big con for Graven RPers, as the playerbase will hunt and chase them wherever they go, and furthermore, powergaming they have holy water when they would not have one without the aid of Tahariae war clerics. If you doubt it, just think back to the Graven roleplay period. If your memory is intact, and you're honest to yourself, you'd know this happened repeatedly.
-Demanifests quickly in sunlight.
-Demanifests on their own if they do not do their duties.
-Actions are bound by their duties.
-Can be killed immediately by gold.
((Blessed water apparently does not exist and as such no weakness there is needed))
-Can be killed by certain shamans (Lutaumen) and war clerics.
-Magic drainers can also kill them by literally draining them of their essence, whether it is a deity drainer or arcane.
-REQUIRED to drop a (useful or valuable) item on death.
-Can demanifest by using magic too extensively.
-Magic can never be more powerful than a tier 3 mage, tops, even at full power.