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Kalehart

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  1. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  2. Fantastic bit of writing, and the way you used the formatting to further the story is extremely interesting and creative as well.
  3. Uradir “Ceru’onn Thilln” The Uradirs are a venerable and storied bloodline, raised to the upper echelons of Mali’thill society through the influence and great success of Kalenz Uradir, who reigned as Sohaer for nearly two centuries, and further established through the efforts of Silir Uradir as Okarir’san. They are a bloodline known for their ambition, drive, and sheer capability. This is well exemplified in modern times by the tenures of Muriel Uradir as Maelunir and Silvyr Uradir as Okarir’maehr, as well as Celiasil Uradir who still presides as the current Okarir’tir. The Laurir of the Uradir Talonnii is Anethra Uradir, who has served previously as both Okarir’nor and Okarir’tanya of Haelun’or, and despite her eccentric and reclusive nature, can be credited largely for the resurgence of the family’s reputation and wealth. She is known to be a guiding force and steady hand steering the Uradir towards their ever more exalted future. =Physical Traits= =Family Tree= =Beliefs= =Etymology= For any questions regarding the Uradir family, contact squak#8441 on Discord.
  4. oren do be kinda hurting RP diversity on the server doe
  5. This lore has been suspended/shelved. Contact an ST Manager or the ST Administrator for any questions or concerns.
  6. This lore has been suspended/shelved. Contact an ST Manager or the ST Administrator for any questions or concerns.
  7. This lore has been suspended/shelved. Contact an ST Manager or the ST Administrator for any questions or concerns.
  8. Hadn’t thought of that, I’m going to make it a no.
  9. Inheritance Tonic Description: An ichor-like, metallic-smelling concoction of vaguely purple color, brewed with the single-minded purpose of solidifying mutations born of alchemy within a bloodline, resulting in the consumer’s mutations being reflected in their children and grandchildren, though not extending beyond the two generation mark. Recipe: Base: Aqua Vitae Signs: 1x Aether (any) 1x Water (any) Symbols: 1x Life 2x Endurance 2x Growth 4x Connection 2x Rigidity 1x Balance Effects: Causes physical mutations previously possessed or acquired within the [10] OOC week time frame of the brew’s effects to be reflected in two subsequent generations of the consumer’s bloodline, if the first generation is conceived within the same [10] OOC week time frame. This first generation inherits a more fully realized version of the potion’s effects, resulting in any children they have always sharing the mutations, unless they themselves seek means to remove their own mutation first. However, this effect applies only to their direct children, and does not extend to further generations. The second generation, the original consumer’s grandchildren, will inherit the physical changes of their grandparent and parent, but not pass them on to any of their own children unless they themselves drink an Inheritance Tonic, starting the process over. Creation: No special processes are involved in the creation of the initial dose of Inheritance Tonic, though this dose itself can be considered somewhat incomplete. The ‘brewing process’ is completed in full during the gestation of the consumer’s children, granting that first generation a permanent but shorter reaching version of the tonic’s effect. Redlines: Inheritance Tonic’s initial dose lasts [10] OOC weeks before another dose must be taken if one wishes the effect to continue. Inheritance Tonic only impacts the consumer’s children and grandchildren, not further generations. Inheritance Tonic has no effect if the subject possesses no specifically alchemical mutations. No other manner of physical alteration can be inherited. Inheritance Tonic has no impact on the inheritance of non-alchemical physical traits. The first generation born by the potion’s effects may only negate the impact by finding a way to cure their own mutations before having children. All mutations must be represented in each generation, though minor changes in color, shape etc. are permissible. The children of two people under the influence of Inheritance Tonic will share a variable assortment of their mutations, in number equal to the parent with the most. This may differ per child. Tawkin's Major Mutations do not carry through via the usage of the Inheritance Tonic. It is impossible to birth a bloodline of Major Mutants via this potion. The application of an Inheritance Tonic requires OOC consent. Does not interact with Afflicted. Requires ST signing. Common, does not require teaching. Requires Tier 3.
  10. Damn, your portfolio looks awesome! I’ll hit you up on discord about a commission I’d like to request.
  11. Edit: I’m going to do the smart thing and stop replying to and watching this thread. The LT will determine whether or not my request for a wipe is reasonable, and if they would rather be the ones to determine who is grandfathered, I will allow it.
  12. Man, I had a whole response written to this about how nuts it is to assert ‘facts’ about my intentions without any actual basis for them, and how baseless the entirety of your argument is in general, but I’m just not going to bother. I’m disappointed that you can’t give me the benefit of the doubt and insist on misconstruing my intentions with no real logic beyond ‘he’s asking for that thing I don’t want’ but I guess that’s fine, I don’t really need to convince you. I’ve said it before and will say it again, I will be giving this magic a life of its own out of my hands, by picking people who are not my friends that can spread it as they desire, and get it into the communities where it is important. I will not restrict it to my clique, I will not police those I give it to, nor will I be biased in my choices for grandfathering. If you can’t take my word for it, all of that distrust is on your shoulders, not mine. I’ve done nothing but ask for a measure I feel is needed for what I have written, and if you can’t respectfully disagree with that without trying to paint me as some kind of ill-intending villain, uh... Well, yikes. Keep building straw men to take down, I guess.
  13. My bad, I’m not sure how I missed replying to your note. Celestialism as I have written it currently would not make sense stacked on top of current arcanism, as most of Aura Control overlaps with current Arcanism. At no point did I say that all current Arcanists are incapable of following the practices needed of them in this magic, the point I was trying to make is that not all of them could, and thus giving it to everyone would not pan out well. Not to mention the permanent loss of a magic slot that my Celestialism incurs, which I expect many players would not want to accept. I suppose I could consider an opt-out system, but I really don’t appreciate you insisting that I am somehow acting in bad faith. As for calling my magic cliquish, I really don’t think that has any basis. The reason I’m vague about who I wish to grandfather is because I am not familiar with, for example, the high elf community. I don’t know everyone who has Arcanism, and I don’t know who would be in a position to help spread this rewrite of it. I have yet to reach out to determine that, but you have no reason to claim that I would do anything other than precisely what I say I intend to. Let me be completely, 100% clear on what my intention is so that it cannot be mistaken, and if I fail to hold to it, I can be kept accountable: I will grandfather people who have no IC or OOC relationship to me or my character, in order to ensure that this magic is not restricted to a single IC or OOC group or clique. Once again I understand the upset, but trying to paint me as acting in bad faith or with the intent to make this magic into a guildlocked or clique ability is based in nothing but needless distrust. I have no prejudices against Arcanism or its community, and insist as you might that I do, it will not make it factual. I am only pressing for what I believe to be necessary for the piece I have written. In fact, if you have suggestions on who I should consider grandfathering, contact me and I will see about it- frankly that would be quite helpful.
  14. I've made some balancing changes to try and remedy the issues pointed out by Squak. Most Aura Control spells now have two separate emote counts, one for casting while at that tier, and one for casting while above that tier. This maintains the sliding scale of power for each spell, while making sure that tier 4 and 5 spells take longer to cast than others. Tier 5 Rebound now requires [5] emotes. Tier 5 Shield now requires [5] emotes. Tier 5 Flourish now requires [4] emotes. Tier 5 Barrier now requires [6] emotes. Strength scales down if a tier [5] casts at tier [4] level, unlike with Shields. It does introduce the question of why one would want to cast a tier 1 spell while at tier 5 if casting a tier 3 one is the same number of emotes, but without lowering emote counts too much I can't find a way around that. It will just be a matter of the precise amount of force or scale your character seeks to apply. I have also unified the emote count of Tributary to make it require the same number of emotes regardless of tier, all scaling for this spell now simply comes from the other mechanics. This means Stream Control across the board has unified emote counts for all tiers. Lastly I have removed Barrage, as I feel it gives the magic more offensive potential than I intended.
  15. Whew, alrighty, a lot to respond to here. First of all I understand the concerns over the MA and TA wipe. While there does seem to be some push for this that is not needed, I want to be very clear in saying that I have no issue with the Arcanism community, nor do I have any intentions to guildlock this magic- the grandfathering system exists for a reason, and I have always intended to use it to give this magic fair diversity in who can attain it. It is important to the helves, and I never intended to leave them high and dry, I had offered to grandfather BrandNewKitten, and intended to determine a few others who could also help spread the magic outside of my group. I still intend to do so. The reason I state that an MA and TA wipe is vital is not out of any vindictive or elitist ideal, it is simply for the fact that the entire basic logic of the magic has changed, many will not want to accept the costs that come with acquiring it, and many characters simply won't be suited to maintaining the Four Studies outlined in the post. It is not a magic that is as widely applicable as Arcanism, and people who use Arcanism will not intuitively be able to use this. I apologize to those who don't want to lose the magic, and your concern is fair, but what I have written justifies the measure in my estimation. As for the balance concerns brought up here, that's a fair assessment and I will definitely be looking in to it. I hadn't considered it from that angle, and my approach to the mechanics of the spells may have been flawed, I can own up to that and will see about fixing it. Scaling power up along with emote counts down was probably the wrong move, though at the moment I'm not sure how else to format it for individual spells that scale. I'll figure it out. This has now been adjusted. Specifics may be tweaked over time, but I am hopeful that my new method for dealing with emote count scaling is more suitable. As for the name, at this point it's mostly just colloquial and historical. I suppose I could look in to changing it, but that wouldn't divert the purpose of this magic from replacing Arcanism- as it is, I think it's at least a bit clearer, as had I not used Celestialism then the impact this had on Arcanism would catch people completely off-guard and probably be viewed as underhanded. Maybe I should just call it Arcanism, I’ll think on it. I could put the MA / TA wipe thing at the top, if that would somehow be better? I'm not sure where else in the lore I would have noted that aspect, other than in the section dedicated to such things placed precisely where it's supposed to be, following the provided format. I’ll bold it for now I guess, if you’re worried about people missing it and endorsing my lore without considering that detail. As stated previously, I do not now and never have had an intention to guildlock this magic or deprive the helves of the ability to obtain it. Anyway thank you all for your input and I will consider it going forwards.
  16. Just wait until you get to the part where I gave Wights innate access to every magic on the server, including ones that aren’t accepted and haven’t been written yet.
  17. Celestialism: Breaching the Veil ”Behold, my student, magic unbound!” Background: Sourced from the innovations of Iatrilemar Elervathar centuries ago, it was he who first harnessed the powers of pure Arcane energy and welcomed Celestials into the material world. Though the art of Celestialism has long since been rendered out of reach, incarnations of Arcanism have lingered in a state of relative stagnancy, their effects shifting little throughout the ages- against the nature of such freeform, progressive magic. It required an inventive, perhaps slightly reckless and naive mind to tap in to the lost capabilities of Celestialism, and to redefine the art of Arcanism as a whole, bringing the two arts to a state of complete unity that had hitherto been unattained. Yet after countless years, finally, the practice has evolved. By taking upon themselves a great wound and knowing what it is to truly touch the Void, a new wave of Celestialists have risen. Magic Explanation: This new form of Celestialism exists as a merger of the lost art and Arcanism both, and in so doing, redefines the nature of the magics. Once the king of Evocations, these new innovations have brought the merged art of modern Celestialism into a realm of its own, serving a purpose disparate but not entirely dissimilar to the practices from which it stems. The core aspect upon which this magic functions is a spiritual wound, willingly taken. Though all Magi possess a minor tear in the fabric of their soul which enables them to connect with the Void, a Celestialist is one who chooses to draw themselves closer still to the Void, by exacerbating that injury. Through this sacrifice a variety of abilities are obtained, ranging from shielding, to limited concussive offense, to the ability to fuel other Magi, and even summon a peculiar variety of Voidal Horror known as a Celestial, from which the magic draws its name. Breaches, Mana Streams & Celestial Auras In returning to a Voidal Heath after they have become suitably familiar with the mysteries of the Void, a would-be Celestialist is created by one more versed in the practice through a strenuous process in which the elder Celestialist broadens the wound already inflicted on their spirit, creating what is known as a Breach. Best equated to a Voidal Tear, this wound in the soul of a Celestialist is what permits them to practice this renewed version of the magic, and also marks them permanently such that they will ever be rejected by the Aenguls as one with an altered soul. Through this newly formed Breach flows a constant and abundant torrent of mana, pouring from the Void itself. In essence, the Celestialist themselves become a hole in the Veil between worlds. This flow of mana is known as a Celestialist’s Mana Stream, and is a volatile leak that is at all times a threat to the wielder. Through frequent and intense meditation, self-control and abstinence from all that would cause their careful balancing act to falter, a Celestialist may harness this excess mana either directly, or through the use of what is known as their Celestial Aura. The Celestial Aura is the result of a Celestialist’s mana stream naturally brushing against their own innate mana pool, resulting in an overflow that greatly bolsters their regular aura, but does not grant them any extra innate mana. Celestial Auras are ever-present unless actively suppressed, and are far brighter and more expansive than a typical aura. So too do they act as an extension of the Celestialist themselves, carrying on the flows of mana a reflection of their emotional state. So vibrant is this aura that it is reflected even on the other side of the Breach, within the Void itself. This light draws to it countless tiny creatures within the Void, known as Celestials, who seek safety and comfort in its glow, and in the projected calm of the Celestialist themselves. Nextly, we will discuss the risks of this treacherous state of being. Risk & Control Whilst having an endless supply of mana leaking from oneself might seem a very beneficial trait, it is rather more complex than it may seem. A Celestialist cannot directly harness the contents of their Mana Stream for the purposes of regular spellcasting, its only function being in the control of its direction and in the Celestial Aura it creates. The only exception to this is found in Meditation, discussed later. Celestialists must adhere to a strict lifestyle in order to maintain control over their wounded spiritual state. It is a threat on two fronts, that of the Mana Stream, and then that of the Breach itself. The risk posed by the Mana Stream is that, should one falter in their focus, it is very possible for a Celestialist’s internal supply of mana to become caught up in the flow of the Mana Stream, resulting in it being cast out into the world, leaving them drained to extents that vary depending on the amount of time focus is lost, anywhere from a single spell’s worth of mana, to complete exhaustion. The Breach then is a slightly less persistent threat, but still not an uncommon one. Due to the volatility created in a Celestialist’s soul by said Breach, their emotions can have a direct effect on its state. Severe negative emotion such as fear, anger, grief, etc. can lead to the widening of this Breach, which essentially increases the intensity of the Mana Stream’s flow, and overwhelms a Celestialist’s ability to keep hold over their personal mana pool. The result is that an emotionally imbalanced Celestialist will find their mana being rapidly drained, potentially to the point of complete exhaustion if they cannot reign themselves in quickly enough. Four so-called ‘studies’ are used to help Celestialists stave off these risks, known as Focus, Consciousness, Meditation and Composure. Every Celestialist must dedicate themselves to the practice of each, lest their Breach and Mana Stream get the better of them. The Four Studies Learning Celestialism: To learn Celestialism is a taxing and dangerous process not lightly undertaken, permanently marking those who embrace it and necessitating a very particular lifestyle to cope with the changes that it brings. In order to even be capable of learning this art, one must already know what it is to connect with the Void and wield mana, meaning that they must be at least tier [3] in one Voidal magic. Provided that the risks and costs are accepted, and the would-be Celestialist is suitably attuned to the Void already, the endeavor can be undertaken at the hands of a master Celestialist who will enact a ritual of Rending detailed in the ‘Abilities & Spells’ section to inflict upon the student’s soul a fresh Breach, thus granting them their own Mana Stream. Immediately after this is done, the student will begin to have their innate mana swept off in the flow of their new Mana Stream, and their Celestial Aura will manifest. It is for this reason that a would-be Celestialist is necessitated to have a previously established grasp on mana and the Void, so that they can quickly be instructed on the process of actively holding back their own mana pool from being caught up in the flow of their Mana Stream. After the new Celestialist has been introduced to the rest of the Four Studies which will keep them from being robbed of their innate mana, practice proper can begin. A budding Celestialist will first need to be acquainted to their newly formed Celestial Aura, to be taught how to manipulate it by force of will, as well as how to attune themselves and control the amount of mana which is allowed to escape their grasp at any given moment. It is this control over how much mana essentially ‘evaporates’ off of their Celestial Aura that differentiates a master of Aura Control from a novice, as novices lack strength and wastes the vast majority of mana that is carried on their Mana Stream, whilst a master is more capable of retaining that energy in their Celestial Aura, thus making it more dense and potent. Additionally it is the ability to influence their Mana Stream itself which differentiates a master of Stream Control from a novice. Where a novice finds it somewhat akin to a firehose that’s gone out of control, difficult to wrangle and direct, a master has learned how to restrain and orient its flow more proficiently. Progress in these two areas is the path to mastery of Celestialism. Red Lines: Abilities & Spells: The abilities of a Celestialist are differentiated into three categories: Passive Effects & Misc, Aura Control and Stream Control. Due to the fact that one’s Mana Stream brushing against their mana pool and spilling over to their aura is what creates a Celestial Aura, Aura and Stream Control categories cannot be rapidly swapped between. It requires a single emote in order to either redirect one’s Mana Stream and begin manipulating it, or to reconnect the Mana Stream to one’s aura and remanifest the Celestial Aura. However, since Celestialists by default manifest their Celestial Aura, they are not required to do any variety of connection emote before utilizing Aura Control, unless they are switching from using a Stream Control ability. With Stream Control, a connection emote is replaced by an emote of the Celestialist’s aura diminishing as they begin to redirect their Mana Stream. This is excused for subsequent uses of Stream Control, until the Mana Stream is reconnected to the aura. Many abilities can be cast on a sliding scale of power determined by tier. This will impact mana cost and overall effect, but not emote count. A tier [5] casting a spell at the intensity of tier [3] may still abide by tier [5] emote count rules, and so forth. Personal mana is expended in order to direct the mana sourced from one’s Mana Stream and to control their Celestial Aura. Red Lines: Passive Effects & Misc: Due to their strange and intimate connection to the Void, Celestialists experience a number of passive effects that influence both them and those around them. Celestial Aura: A trait already touched on many times, the most obvious and defining trait of a Celestialist is their aura. This aura may appear as a simple glow, as a slight fog or even a flickering fire-like energy, changeable at the Celestialist’s whim, and retains the color of their natural aura. This aura makes the presence of a Celestialist extremely obvious to anyone who sees them, mage or otherwise. Broadly speaking, the Celestial Aura of a novice will be less vibrant than that of a master, due to its lower mana density. In addition, a Celestialist’s Celestial Aura conveys to those within its radius a sense of their emotional state, which generally translates to providing others with a sense of clear-headedness and calm, though this can change if the Celestialist loses their composure or feels a different intense emotion. Voidal Static: A trait only notable by other magi, a Celestialist at all times carries with their presence a distinct hum, buzz, or static of sorts that will alert other magi to their presence. This cannot be hidden or quieted, and though magi may not be able to pick out the specific source of the sound or sensation, it will always be evident to them that one is nearby. Though usually a sound, Voidal Static can also be represented as a subtle vibrating sensation. Overflow: Enchantments or entities fueled by mana that linger in the presence of a Celestialist will be passively subject to the leakage of their Mana Stream. Enchanted items kept in their possession will gradually be topped up, and while entities like atronachs will not be buffed in any way, they will experience a pleasant ‘lively’ sensation from lingering nearby. Flawed Soul: Due to the damage caused to their spirit in the act of becoming a Celestialist and obtaining a Breach, the souls of these magi are extra susceptible to other magics which might negatively impact them. They are also rejected by the Aenguls, and cannot regain the magic slot dedicated to Celestialism. Meditation: The ‘misc’ part of this section, Meditation is a vital part of every Celestialist’s lifestyle, and is distinct in practice and effect from standard meditation. By drawing their focus to the flow of their Mana Stream, a Celestialist may enter a trance-like state wherein they will be able to recover both mana and from physical exhaustion. The aesthetic details of this spell vary, from changes in Celestial Aura shape, to floating a foot or so off of the floor, to even a subtle hum lingering in the air around a Celestialist. A notable part of the experience of a Celestialist’s Meditation is the awareness of Celestials gathering to their Celestial Aura within the Void. This is perceived as the dim sense of being watched, not unsettling but notable, as well as the perception of subtle, flickering lights somewhere at the fringes of their awareness. Later on, one can perform Undertow to drag out one such light to bring a Celestial to the material world. Aura Control: As the name suggests, this category focuses on the manipulation of one’s Celestial Aura to a variety of defensive, offensive, and artistic effects. The pinnacles of this category are the abilities to patch the Breach of another Celestialist, as well as create dome shields and surround oneself in a hail of arcane projectiles. Aura Control has no specific tell, as all spells will be evident simply by the movement of the Celestialist’s Celestial Aura. Rebound: The first and most basic offensive ability of a Celestialist. It is performed by having the Celestialist draw their aura inwards and work to stem the leakage of mana from it, causing tension to build as it struggles to expand once more. After sufficient tension is built, this control is released to create a concussive effect within the Celestial Aura’s usual range. As a Celestialist reaches higher skill levels, it can even deflect spells and projectiles. Shield: By directing their Celestial Aura to a single spot, a Celestialist may condense it into a barrier of size and solidity dependent upon tier. This is done by first ‘gathering’ one’s aura to a location, condensing and shaping it, and finally solidifying. The destruction of this shield causes a Celestialist’s Celestial Aura to disperse back to its regular state. Flourish: Through the infusion of extra mana from one’s Mana Stream into their aura, it can be made to shine with significant levels of brightness, able to light the way in a dark passage, or even disorient those around the Celestialist. Encompass: The only spell which allows Celestialists to expand their Celestial Aura, Encompass requires a Celestialist to be of a journeyman level before it can be used, and involves them entering a Meditative state and focusing the entirety of their attention on their Celestial Aura. While in this state, the Celestial Aura’s range increases vastly, within which they can will it to create all manner of artistic display or demonstration. These arcane structures can be semi-solid but will do no harm, and cannot stand up to any amount of weight or stress, nor are they able to take textures or appearances beyond that of colored glass, fluid, fog or light. One could feel a surface, but not lean or push on it. Barrier: Celestialists of significant strength can solidify their Celestial Aura on the borders of its range, creating a dome-like shield for them any anyone else in the vicinity. Patch: The ability to temporarily and haphazardly seal the Breach of another willing Celestialist. This is necessary in instances where a fellow Celestialist has lost their composure to a great and lasting extreme, such as in instances of deep depression or grief, lest they be rendered comatose with a perpetually near-empty mana pool. Though it does not require their waking approval, their spirit must not resist the act. This is also how a Celestialist may free themselves from the risks of having a Mana Stream, and effectively give up the magic and all it entails. However, they remain afflicted with the Flawed Soul passive. Stream Control: Self-evidently, Stream Control is the manipulation of one’s Mana Stream to a variety of supportive and utilitarian effects. The pinnacles of this category are the abilities to create Breaches in new Celestialists, as well as summon Celestials. Stream Control spells are always preceded by [1] starting emote to redirect the Mana Stream, resulting in one’s Celestial Aura vanishing while in use. This is only avoided if one has already done so for a previous Stream Control spell, and is casting another without reconnecting the Mana Stream to their aura. Though not accounted for in emote counts, this must be taken into account for them if relevant. Tributary: The first, most basic and selfless spell involving the control of one’s Mana Stream, Tributary allows the Celestialist to link their Mana Stream to a single mage and decrease the cost of their spells, allowing them to syphon off part of the Mana Stream’s energy for their use. Disperse: By carefully limiting the flow of their Mana Stream and directing it away from their own mana pool, a Celestialist may conceal their Celestial Aura to better blend in. Undertow: Upon reaching a level of near mastery over Stream Control, a Celestialist may draw out one of the many Celestials gathered to the Celestial Aura exuded on the other side of their Breach. This creature becomes their constant companion, though has no functional value. Rend: Finally, with complete mastery over Stream Control, a Celestialist becomes capable of inflicting a Breach upon the souls of other magi to turn them into a Celestialist. General Red Lines: Tier Progression: Tier 1: At tier [1], a Celestialist has just been awakened and is still adjusting to their newfound powers. They have been informed of the Four Studies and do their best to adhere, but will frequently falter in their practice of these concepts. Their control over their Celestial Aura and Mana Stream is rough at best. This stage lasts [2] OOC weeks. Spells Gained: Tier 2: At tier [2], a Celestialist has become more familiar with the nature of their power. They have learned to more effectively keep a low level of focus to avoid accidental mana loss, though are still prone to failure relatively often. Their control over their Celestial Aura and Mana Stream is still imprecise, but significantly improved. This stage lasts [3] OOC weeks. Spells Gained: Tier 3: At tier [3], a Celestialist is now significantly adept with the powers of Celestialism. The Four Studies are near becoming second nature to adhere to, and interruptions to their focus or composure are only occasional. Their control over their Celestial Aura and Mana Stream now comes somewhat naturally. This stage lasts [5] OOC weeks. Spells Gained: Tier 4: At tier [4], a Celestialist is near mastering their Breach and its results. They can easily maintain a consistent passive focus to prevent mana loss, and have by now likely gained greater mastery over their emotions. Their control over their Celestial Aura and Mana Stream is now adept, coming with ease. This stage lasts [6] OOC weeks. Spells Gained: Tier 5: At tier [5], a Celestialist is a master of their nature. The Four Studies come as easily as breathing, and only extreme circumstances or injury will cause them to falter on any front. Their control over their Celestial Aura and Mana Stream is second nature, as natural as breathing. This is the final stage. Spells Gained: Compatibility: Celestialism is compatible with: Celestialism is incompatible with: Celestials: ”He is a strange beast, but I suppose that says more of me than him.” Introduction: Creatures born within the Void as but wisps of ill-defined light, Horrors of the lowest rung in the scales of power within that strange space. Terrorized and victimized in the place of their birth, these sorry beings are drawn to the light of Celestialists where it is reflected in the Void, their Celestial Aura shining through the Breach in their souls. They take comfort in the balanced and disciplined minds of Celestialists, taking refuge in that oasis of calm and light amidst the chaos and dark. Celestials are a presence that every Celestialist becomes aware of upon their first meditation, their existence sensed on the very edges of a budding Celestialist’s consciousness, like flickering lights at the very corners of their vision, a silent audience to their luminous power. Through practice and discipline, a Celestialist may bring forth one of these creatures as a personal familiar, inadvertently giving them form and nature in the process. Behaviour: The behaviour of Celestials varies wildly from individual to individual, only three reliable traits being notable. As with most Voidal Horrors, a common trait shared by Celestials is curiosity- they are compelled to learn and experience more of this strange, material realm, and tend to be very inquisitive and nosey. The next factor is intelligence. Celestials are possessed of fully formed minds and are capable of detailed communication with their Celestialist, though this takes place through a mental link, leaving their exchanges unheard by others. Finally, the final trademark of Celestial behaviour is that they are fearful and cautious, unwilling to engage in any manner of direct combat. Beyond these traits, the demeanor and personality of a Celestial is determined largely by what ‘rubs off’ on them through the process of being brought into the material world, drawn from the unconscious mind of their summoner. This does not mean that a Celestial will always be of similar disposition to the Celestialist, indeed they could end up quite the opposite of the one who brings them into the material realm, but generally their disposition will be one that tends to endear the Celestialist to their presence. Celestials will never stray far from their Celestialist, as they share an ethereal connection with them that both sustains their physical form and grants them significant comfort through the influence of the summoner’s Celestial Aura. Red Lines: Physiology: As with their behaviour, the physical qualities of a Celestial are extremely unpredictable. Their bodies are sustained by something of an ‘umbilical cord’ that connects them to the Celestialist’s Mana Stream, a passive section of its flow that sustains their physical manifestation, but otherwise has no impact upon the magic at large. Due to this Celestials cannot be given away as pets, or even left at home- a Celestial is always at its Celestialist’s side. Due to this necessity and the fact that their physical form is drawn from the Celesetialist’s subconscious the same way that their behaviour is, Celestials tend to be small in stature. Though not a rule, and capable of reaching sizes up to that of a large dog, the vast majority of Celestials will manifest at sizes capable of being carried or held somewhere on the Celestialist’s person, such that they are not disruptive to day-to-day life. Celestials are physically weak and lack any means to cause harm to anyone whatsoever, lacking the strength to even bite or scratch to any meaningful effect. Though they look and feel like physical entities, the composition of a Celestial is purely mana-based. This is easily noticed when lifting such a creature, as they weigh far less than a real animal of equivalent size might, even capable of floating regardless of whether or not they have the body parts to do so. This also means they lack significant strength to lift anything heavier than [1] pound. Their unique composition is also notable should they be injured. Injury, Death & Banishment Celestials lack any sort of internal physiology, their general appearance essentially equating to a shell that encompasses a core of undefined mana, which will leak out like steam should they be injured. Sufficient injury will result in their complete destabilization, causing the Celestial to return to the Void where it can be left in favor of bringing out a new one, or resummoned with the same qualities. A Celestial will also be banished if it is taken more than [20] meters from a Celestialist, or if a Celestialist intentionally severs the ‘umbilical cord’ that connects them to their Mana Stream. The process of resummining a Celestial is identical to that of bringing forth a new one through casting Undertow, the only difference is intent. Once banished or destroyed, a Celestial will always seek out their summoner’s Celestial Aura’s projection in the void, in hopes of being brought back to their side. Red Lines: General Red Lines: Purpose (OOC): The purpose of this rewrite is to both reimagine Arcanism whilst merging it with and bringing back Celestialism. The reason for this is due to Arcanism’s current place as a ‘better evocation’, and because while current Arcanism is very freeform, more could be done to have it become a flavorful addition to a character. A few rewrites have come through that essentially repackage the old lore, but I am of the opinion that Arcanism and Celestialism both deserve a revamp, not a rehash. I have given it the unique cost of permanently removing a magic slot, even if dropped, and permanently locking characters out of deity magics. This is to avoid it becoming a ‘must-have’ magic due to its supportive benefits and the enhanced aesthetics. It also cannot be self-taught for this same reason. However, I want to clarify that while the removal of a magic slot and lockout of deity magic is permanent for the life of this lore, should it be shelved for any reason, these limitations are to be lifted. Due to the dissimilarity to previous incarnations (completely different basis of logic, new effects, changes to carry-overs), significant cost to characters possessing it (permanent removal of a magic slot and access to deity / dark magic), and behavioural requirements of said characters (adherence to the Four Studies, most notably Composure), I will be instituting an MA and TA wipe for Arcanism alongside this rewrite should it be accepted. An MA and TA wipe is, I will be very clear, completely vital in my opinion. This is not due to any ill-will I hold against the Arcanism community, it is simply a necessity due to the nature of this lore piece as explained above. I will be using the grandfathering system to ensure that the magic is accessible to the server at large, and that it is not taken from places where it is of cultural significance. If desired, I will happily allow other ST to handle that process in my stead. Credits, Citations & Changelog: Credits: Kalehart (Writing and Concept) Etan__ (Consultation) Iaac__ (Consultation) BrandNewKitten (Original Lore) Citations: https://www.lordofthecraft.net/forums/topic/136255-magic-lore-revision-arcanism-formerly-arcane-evocation-and-shielding/ https://www.lordofthecraft.net/forums/topic/151990-%E2%9C%93-magic-addition-celestialism-reiteration-~~~-the-masters-of-arcanism/ Changelog: Reworked emote counts across the board for combat and defensive abilities. They now have two separate guidelines for casting at-tier and above-tier. Tier [4] and tier [5] spells are now significantly more emote intensive. Removed the spell Barrage due to balance concerns and the fact that it has more offensive utility than I intend to give this magic. [2020 / 07 / 05 Edits] Reduced knockback effect of Rebound, it can now only causee bone fractures with impacts to vertical surfaces rather than breaks at tier [5], and cannot cause bone damage at tier [4]. Reduced duration of Shields, increased tier [5] scale emote count, made tier [2] able to cover a [1x2] area. Reduced Flourish disorientation range, removed the ability for a full-emote stun at tier [2], specified that a Celestialist must close their eyes to avoid their own Flourish, leaving them momentarily open. Reduced Barrier duration by one emote per tier. Patching can now be undone by anyone with the ability, not just the one who performed it initially Tributary now reduces the target’s spell cost by half.
  18. I recently started a character for whom I’ve been keeping a diary of every RP session I do on him. It’s proved quite interesting and very useful, since my memory for RP interactions isn’t the best. Being able to look back in my entries and reference the people he’s met and whatnot is really handy. I’ve realized after reading this though that I’ve been writing it more as an OOC tool than an IC document, using it to keep track of events rather than give my character a more defined internal monologue. I’ll have to try and adjust my approach to do more development, as I write it going forwards.
  19. It’s mostly just a necessary update to the rather old previous lore, meant to serve as a starting point for a general revamp of all Phantom related lore, to be followed by a Mysticism rewrite that will be along soon (tm). Graven are currently shelved, and I believe ghosts are soft-shelved meaning no new ones can be created.
  20. That is definitely a much more open area for innovation. Just be certain that you read up on all of the relevant lore before having a go at it, and again I would suggest waiting a while until you’ve taken longer to get familiar with the server. It would be nice to be able to just study everything you need to know, but ultimately the kind of in-depth grasp you need comes with time and experience. It’s best not to write a magic for its own sake, give yourself that time to come up with something really special and unique To start I would suggest reading everything void and plane related here. The Void is a bit of a vague concept, hence why I say you need time to fully grasp it. Learning about it in RP is the best way. And then I would advise you to browse all of the magics here and here. I’d also suggest checking the deity and dark magic sections too, just to be safe. And be sure to see what has already been submitted as an idea here in the main area, as well as in pending, under review, loremag, and lore games submissions.
  21. It looks like you’re relatively new to the server, and I can certainly appreciate the enthusiasm to contribute your ideas to the community, but I do think some patience is necessary for this kind of thing. The server’s lore can be quite convoluted at times and difficult to grasp, and it requires a lot of time and experience, or effort, in order to properly balance your lore and make it slot neatly into the preexisting framework. I would suggest that you spend a little more time immersing yourself in the server, reading the current lore and getting a strong grip on other types of magic and the like, before trying for a submission like this. Again I respect the effort, but this submission simply speaks to a lack of knowledge on both the server’s current lore, and how to format and develop new ideas to fit in with it. To be straight-forward, here are the broad issues I see: Here are some notes on individual spells, to give you a slightly better idea of how to write them in the future: That’s about all I have to say. Again I encourage your enthusiasm and am glad you have put in the effort to make this, but I would advise you to spend more time reading up on the lore of the server, and spend more time exploring and learning about things in-game as well, before trying to create a proposal of your own. Honestly I really do respect your enthusiasm, and if you stick around long enough to learn the ropes, I’m sure you could create a lore piece that would be a great addition to the server. Try not to be discouraged by all my criticism here, I made similar mistakes when I first joined. I hope to see more lore from you in the future.
  22. I understand the thinking behind removing the signs and making roads necessary again, but I personally don’t agree with it. The warp signs are definitely a huge quality of life improvement- especially for new players who are trying to find where the roleplay is at. The displeasure with their removal should speak enough to the fact that it’s better to have them than not, in my opinion, since if a decision actively disappoints and inconveniences the community it’s probably the wrong call. Road RP is rare even when they’re in use, and often it’s not really a good experience either. In years of playing the server, I have had no memorable encounters on the road, and any I’ve had were likely skewing into being irritating since I was probably trying to get somewhere for something. It just isn’t a valuable enough experience to justify the headache that having to travel to and find cities is. Very few people want to waste ten minutes sprint jumping and burning through food just to get to a place where they can do what they’re on the server to do in the first place. Bring warps back, add a mina cost to their use if you must, but the server is better with them than without. Just for fun, here’s a pros and cons list: The positives of warps are: -Promotes activity in smaller or more far-flung settlements. -Aids new players in locating roleplay and picking a spot they want to establish themselves. -Avoids drama and inconvenience often associated with road roleplay. -Lets people do what they’re here for, roleplay (not running and jumping), faster and more easily. -Encourages exploration of different settlements, promoting character growth and diminishing clique-like mentality. -Broadly, makes more players happier. The negatives of warps are: -Makes the world feel smaller. -Means that the roads are abandoned, which is admittedly a huge chunk of the world map essentially made obsolete. -Discourages bandit roleplay and other road-based interactions. -Probably some other stuff but I can’t think of it. Anywho, I think the value comparison is pretty straight-forwards. I personally had a great experience with the warps, it allowed me to interact with a lot of characters I never otherwise would have, because I don’t want to waste hours trying to navigate to small settlements and far-flung cities. If warps are viewed negatively by the administration, I would suggest that map size needs to be adjusted next time, so that it’s less of a hassle to get to the roleplay we’re all here for. All of that said, I do commend the fixing of the chunk load issue, that’s a nice improvement to see. Again I understand the logic of wanting to remove warps, I simply don’t think it’s in the best interest of the community. It’s a fine idea in concept, but in practice it is simply a detriment to player experience. I can imagine that the administration is personally a bit skewed in their perception of this issue, because I would wager that more often than not you choose to warp where you need to go. Admins are not required to put up with travel times the same way regular players are (though you might, I’d just be surprised) and thus perhaps don’t quite grasp the sheer tedium of it. Though at times the administration may know what is best for the community when the community does not, this is not one of those scenarios. Please listen to the feedback people are giving against this decision, as it is the players whom are most heavily impacted by it, and most intimately familiar with the implications of it one way or the other.
  23. * Read the preface for information regarding applications * PHANTOMS “Peering down to her loyal hound, the girl wondered; where did everybody go?” Background When the cold creeps in and death’s rattle escapes, the first place a passing soul finds itself is the Elysian Wastes, not a plane but a bridge between the mortal realm and the Soul Stream, where they are immaterial and watch as helpless bystanders to reality. Those too stubborn to relinquish their life may linger here, and are known as stagnant spirits, forced to scream at the deaf and be trampled by the living so long as they refuse to pass. Those who release their hold to life drift into the Soul Stream and filter through Ebrietaes, the colossal plane of death lying beneath the worlds, and funnel into the golden Relative Center. There they are sent to their appropriate fate, be it the Seven Skies, a deity’s realm such as Val’Garis or the Fae Realm, or another resting place. However, not all make it into the Relative Center, for a judgement pervades the land of the dead and by decree of the Caretaker Aeriel, are the wicked, black, and corrupted souls exiled from eternal rest. Here upon Ebrietaes are those consumed by darkness or marked by it, languishing in the weary dreamscape of churning sorrow and biting, screaming trauma. These deadmen wail and thrash in a boundless ocean of turbulent despair and blindly battle one another in heaping swarms, doomed to suffer eternally in death. Above them stomp and sweep greater, more terrifying beings, the pinnacle of ravened death; titans, galvanized and heinous Apparitions. Some souls do not pass so easily, be it from a violently traumatic demise, woesome and tragic circumstances, or sheer resolute willpower these souls of the dead may rise again not long after they perish, as Revenants, the newborn of ghost-kind. Once they realize they are dead, the risen Revenant may find peace with their lost life and foster benevolence as a white ghost, or become unhinged before the jaws of death and bleed with harrowing anguish as a black ghost. Even the ancient of secret-hoarding liches and the castaways of Rivel themselves do not know why mortals have such potential. Scant tomes speculate it is the design of the Creator, a flaw or unintended product of soul fundamentals, or perhaps a universal curse. Whatever the reason, Phantoms have always permeated history and linger still... The Nature of Ectoplasm All spectral creatures, whether they be fresh revenants or timeless specters, are completely composed of a metaphysical substance known as Ectoplasm; a strange meld between life force and mana. This allows phantoms to appear as anything from a gooey liquid, dense gas, or even a cold flame, ranging in a variety of hues and tones. The nature of this ectoplasm allows them to influence it by sheer force of will, permitting them feats of telekinesis, changing their forms to that of a spectral animal, and even turning invisible. However, ectoplasm is also intangible, rarely interacting with mundane items, as most regular substances and materials will pass through the phantom harmlessly. As they lack true biology, composed entirely of this ephemeral substance, all phantoms are bereft of any mortal needs such as requirement for sleep or sustenance. They do not bleed, and any non-fatal injury caused to them will be largely inconsequential in the long term. The way that phantoms experience and react to pain varies depending on the variety, detailed in their respective sections. Phantom Weaknesses The way that Phantoms experience and react to pain varies depending on the variety, and so too does the rate at which they regenerate from non-fatal injury. As they are dead and lack a true body, phantoms have a more muted sense of pain than that of regular mortals, and such would generally feel more as an sharp but indistinct discomfort, generally causing the spirit to recoil and writhe. Of course, different phantom types may react to damage differently, with revenants being the most susceptible, specters moderately so, and poltergeists the least, as expanded in their respective sections. A great deterrent to phantoms is the sun itself; direct sunlight is an uncomfortable heat to most phantoms, which builds into a burning ache the longer they stay in it. While not lethal, it often persuades them to cling to shade and the night. As the realm is not overrun by phantoms from everyday deaths, they are kept in line by various elements such as a similarly ill-understood property of a common metal: aurum. Aurum is unique in that it can conduct ethereal energies such as lifeforce, a component of ectoplasm. Aurum weaponry can shear through a phantom as though it were physical and is a vital tool to ward off these intangible creatures. Additionally, lines of solid aurum will act as an impassable barrier for ghosts, whilst more hastily applied lines of aurum shavings or dust will cause pain if crossed, and force them out of invisibility. In a similar manner void magics and objects enchanted by them may interact with phantoms as though they were physical as another component of ectoplasm is mana. Should a ghost be cut down by aurum or smote by voidal magic they demanifest, very akin to dying. Death and Reformation In the event that a Phantom demanifests, they are temporarily banished from the realm, unable to assume a form within the mortal plane for a short while, wherein their drifting soul settles back down somewhere within the material realm and slowly rejuvenates its store of ectoplasm. However, ghosts may only manifest a set number of times before their spirits are severely destabilized; cast entirely into the Elysian Wastes for a period of time to gather itself back into a functional state. Mental State of Phantoms The nature of their existence is a great burden, and Phantoms typically suffer from severe mental illness as a result. All Phantoms are depressed and asocial at heart no matter their other qualities, for their core experience is a distinct and all-encompassing distance from the world in which they once belonged, and are now so thoroughly estranged from. The mental maladies that plague these undead vary wildly from spirit to spirit and type to type, with some varieties of Phantom prone to more severe states of psychological illness and some lesser. Whilst depression and a certain adversity to socializing permeate all sorts, beyond these basic traits they may suffer from a wide variety of other disorders. Most Phantoms tend to be prone to only one particular illness, but some may experience several at a time, particularly in the case of Poltergeists. Shifting Polarity Though remarkably rare, it is possible for the two developed varieties of incorporeal Phantom, Poltergeists and Specters, to switch the polarity of their mental state. If a Poltergeist is somehow quelled to a great extreme, it is possible that they may find peace within themselves and with the reality of their demise, and transition into the state of a Specter. Conversely, if a Specter suffers some great trauma in their undeath, and becomes consumed by violent emotion or denial, they may devolve and warp into a twisted Poltergeist. REVENANTS “She awoke in a stupor. What had happened? Why did she feel so cold?” Origin Revenants are grey spirits, Phantoms who have only just woken from their often violent, premature, unexpected or broadly unfortunate demise, or indeed simply through sheer willpower not to pass on. These ghosts are as yet unattuned to the nature of their existence, their minds shrouded with confusion and marked by the mental maladies inflicted by undeath. An infant stage of development, to be a Revenant is a temporary state, one overcome once they realize or are confronted by what has become of them. Physical Description Revenants are bound by the shared nature of all Phantoms, incorporeal and malleable, but lack the same fine control over their physicality that more advanced states possess. These somber entities have not yet reached comprehension of their death, and as such reflect this lack of mental clarity in their manifested state; greyscale and unstable, often changing their level of transparency without intention and becoming more or less clear in visual definition at random. They are recognizable as their former selves, but not as readily as Specters. Though they do not yet understand it, their spirit is still marked by the circumstances of their death, displaying a representation of the wounds they suffered to various extents. A Revenant who died through blood loss may display sunken features or tightened ‘skin’, or one who suffered a grievous wound may wear attire that is torn or damaged in the area, stained with color representative of blood. Usually this visual trait is not too gruesome or striking, but lingers nonetheless. The voices of these entities are shallow and distant, lacking in much inflection and at times sounding as if they are speaking from a great distance. As they are yet unfamiliar with their new state of being, Revenants struggle to interact with the material world and are broadly confined to serve as observers to its goings-on. Mental Description Revenants are unattuned to the nature of their existence, lingering in a state of muddled confusion and misery as they struggle to come to grips with the reality that has befallen them. These ghosts are aloof and hesitant, struggling through the motions of unlife as if slogging through a fever dream from which they cannot wake. They are prone to frustration and bouts of sadness or anger as their minds adjust to this change, so muddled are they that many may not even be certain of who they once were, only having rough sensations and hints to go off of. With such seemingly insurmountable struggle comes a pervasive feeling of helplessness and despair, leading them to avoid conflict and seek solitude. They are disconnected from the living, viewing them almost the same way a mortal may view the Revenant, strange and disconnected from their reality and experience. As with all Phantoms, Revenants suffer from a large array of mental illnesses caused by the mentally corrosive influence of death itself. With little else of their own personality or nature clear, these beings tend to be largely consumed by whatever affliction they have developed, acting largely as it dictates until they reach a point of self-realization. A common compulsion of these fledgling spirits is the need to discover the knowledge that they have lost, to learn about who they once were and what became of them. It is this compulsion, this desire for clarity, that in time allows a Revenant to move past this muddled state and into a more clearly defined one as a more advanced Phantom. How they will develop depends on their reaction to the knowledge eventually gain, but once the nature of their own demise and incorporeal nature sets in it cannot be ignored. Revenants have only begun their journey in unlife, and as such have a long path ahead of them in order to pass from their state of limbo and into the Soulstream. Pain Response & Regeneration Revenants are the most vulnerable of all Phantoms, as their ectoplasmic bodies and minds alike are yet to stabilize. Revenants will generally react severely to damage by aurum, voidal magic, and other relevant sources. Not only does it fend them off as it does their more advanced counterparts, but it is likely to completely destabilize their fragile minds for a short time, inducing a severe episode of their token mental illness, or sheer panic. Some Revenants may be more stable than others, but their reactions to pain can be equated somewhat to that of a child, having very low tolerance. By way of regeneration from non-fatal wounds, Revenants take slightly longer than Specters and Poltergeists, requiring [2] OOC days. Abilities While in their fledgling state, a Revenant possesses only a small number of abilities which they may use at their disposal. The learning of these abilities takes time and effort, something that the Revenant will develop as they come closer and closer to the full realization of their situation. Phantasmal As incorporeal undead, a Revenant possesses a myriad of qualities linked to their state of being, whether that be their intangible nature, or their lack of respiratory system, their traits are a clear distinction between them and the living. Invisibility As they are still bound to the physical realm, yet also hold some footing within the Elysian, Revenants may bring themselves closer towards the Elysian, albeit not entirely, lowering their presence within the Material Realm and thus hide themselves from the gaze of mortals. Weak Grasp Revenants have a feeble ability to interact with the world, allowing them to form a rather weak, ethereal hold upon some objects. Geistreach Death is extremely traumatic and shocking, especially for those who have passed. Having the lowest mental fortitude of other phantom types, revenants are made incredibly distraught upon discovering the nature of their death, retreating to some secluded location and sapping mortals who near it of their spiritual essence. General Red Lines - Revenants require a valid creature application order to be played. - Revenants possess a lingering aura of somberness and cold that trails around them in a two-meter radius, felt by all mortals in that area to no mechanical/RP detriment. - Revenants are incorporeal and cannot wear armor of any kind, nor wield weapons. - By comparison to Wights, Eidola, and Apparitions, when interacting physically with them, all regular Phantom types are notably physically weaker. - Revenants struggle to manipulate their ectoplasm prior to being awakened. This means that ghosts may not yet manifest corporeally unless forced to. - Revenants do not possess the ability to possess a vessel or morph their ectoplasmic body into beasts, weapons, or any other form. - Revenants receive no benefit from medicine, alchemical concoctions, etc. - Revenants cannot become other creatures unless stated otherwise. - Revenants are explicitly incompatible and unable to pick up all forms of magic or feats (voidal evo, alchemy, etc,) with the notable exception of Mysticism related augmentation, enchantments on items, and so forth. POLTERGEISTS “Her beautiful white dress… Ruined! How could this be? It had to be a nightmare, and so… It was.” Origin Poltergeists are black spirits who have come to deny and reject the nature of their demise, and become absorbed by the trauma of it. They are unhinged and feral, driven into the deepest depths of mental illness and unrest by the unbearable stress of death. Unable to be at peace with their new state, the mind itself wars with reality, and makes them deeply unstable and miserable beyond imagination. Though not necessarily evil, Poltergeists are a dangerous and violent variety of Phantom. Physical Description Sharing the traits of incorporeality and often subtly shifting appearance held by Revenants, Poltergeists are rendered in a far more gruesome fashion than their newborn predecessors. Having become tormented and bitter upon the realization and subsequent denial of their death, Poltergeists take on an appearance reflective of this intense negative emotion; tinged most often in shades of red or black, and marked vividly by the cause of their demise. Where a Revenant may display hints to the nature of their end, Poltergeists adopt it as a visceral core feature of their appearance. A Poltergeist who died by drowning may appear bloated and swollen, half-rotten, and one killed in combat may still hold gruesome wounds that gape and weep an ectoplasmic effigy of blood. In many cases these spirits have become so feral that they take on almost animalistic traits; claw-like fingers, withdrawn lips and sharpened teeth, predatory eyes. Their voices tend to be characterized by grating hisses, growls, wails, rasps and any other manner of broadly unpleasant or unsettling tone. Each of these Phantoms is unique in the representation of their woe, but all make plain to the world the horror of their existence. Unlike Revenants, Poltergeists have become attuned enough, albeit begrudgingly, to their spectral state to have greater physical influence on the world; becoming an active and rather unpleasant participant, rather than a passive observer. Mental Description The mind of a Poltergeist is one truly lost to the turbulence of undeath. Their psyche is ravaged by whatever disorder began to manifest in their first stage of unlife, and now demonstrate it to a great extreme. What empathy they once held for the living and their fellow spirits has been worn away, leaving almost nothing but a volatile reactivity drawn from their emotional turmoil. These spirits have chosen to reject their nature, and have done so with a violent and unhinged fervor; they know what they are, and the knowledge torments them. It is a terrible reality that they live, but cannot truly accept. This denial is what characterizes a black spirit. Though some features and characteristics of the individuals they once were may remain, far buried memories and distant, fleeting sensations, they are merely shadows of their former selves. Some traits can make it through the noise; core aspects of personality that are inseparable from the spirit, but little else endures. This could be anything from maintaining some empathy for specific individuals or groups, to affinities for particular locations, or deeply seeded emotional reactions to particular situations. Not necessarily malevolent by nature, Poltergeists can often best be equated to predatory animals; acting on instinct and emotion, quick to violence and at times opportunistic, and hostile when perceiving a challenge to their dominance. There are, of course, some Poltergeists that are outright cruel in nature, but it is not a necessity. It takes a great deal to inspire these troubled souls to move on to the Soulstream, as in order for their spirits to find rest they must move beyond the denial they exist in, and find peace in what they have become. While possible, it is extremely difficult for them to break through the chaotic fog that shrouds their minds and find such peace. Pain Response & Regeneration Poltergeists have the least pronounced response to pain out of all Phantom types, as they exist in such a state of chaos that the introduction of yet more sensation is somewhat a proverbial drop in the bucket. This is not to say that they are immune to pain or cannot be fended off by threat of injury, but it is less likely to cause them to flee or reliably withdraw than other Phantom types; instead tending to cause aggressive responses. Still, sufficiently negative and unpleasant stimulus is likely to make most eventually reconsider sticking around. Poltergeists, along with Specters, require only [1] OOC day to regenerate from injury. Abilities While Revenants struggled to control the realm around them, a Poltergeist’s immense rage and negativity boosts their manipulation over the physical realm, fueling their powers with hate and disdain for all. This is what makes Poltergeists so much more dangerous, as they typically use their powers in almost animalistic and emotion-driven ways. Phantasmal As incorporeal undead, a Poltergeist possesses a myriad of qualities linked to their state of being, whether that be their intangible nature, or their lack of respiratory system, their traits are a clear distinction between them and the living. Controlled Corporeality By pulling their forms closer towards the mortal realm than the Elysian Wastes, a Poltergeist can effectively manifest a physical presence which they may use to interact better with the world around them. Invisibility As they are still bound to the physical realm, yet also hold some footing within the Elysian, Poltergeists may bring themselves closer towards the Elysian, albeit not entirely, lowering their presence within the Material Realm and thus hide themselves from the gaze of mortals. Shift Form By manipulating their own ectoplasm, a Poltergeist can change their own form into that of a predatory or scavenging animal, or a more monstrous representation of themselves. Influence By channeling their ectoplasm around a mundane object, or multiple, a Poltergeist can manipulate said objects via minor telekinetic abilities. Instill Unease Poltergeists create a passive aura of negative emotion around them which can be felt by descendants nearby. Possession By shifting their ectoplasm into a foreign corpse, mind, or other vessel, a Poltergeist can effectively manipulate it with ill-intent, essentially puppeteering it as if it were their own body. Poltergeist Haunts By choosing a specific location, a Poltergeist can surrender their ability to leave it but greatly increase their influence within, allowing a limited amount of omnipresence. General Red Lines - Poltergeists cannot learn, use, or teach magic, alchemy, etc. - Poltergeists require a valid creature application order to be played. - Poltergeists possess a lingering aura of anxiety and unease around them in a five-meter radius, felt by all mortals in that area to no mechanical/RP detriment. - This effect is amplified within their sanctuary, to no detriment/benefit. - Poltergeists are incorporeal and cannot wear armor of any kind, nor wield weapons. - For purposes of combatting other spectres, poltergeists exist in a “physical state” equivalent to whatever they had held in life - no greater than that of a human knight. - By comparison to Wights, Eidola, and Apparitions, when interacting physically with them, all regular Phantom types are notably physically weaker. - Poltergeists receive no benefit from medicine, alchemical concoctions, etc. - Poltergeists cannot become other creatures unless stated otherwise. - Poltergeists are explicitly incompatible and unable to pick up all forms of magic or feats (voidal evo, alchemy, etc,) with the notable exception of Mysticism related augmentation, enchantments on items, and so forth. SPECTERS “As she wept, her tears wiped clear his mind. In realization, he suffered, yet… For her, he would be strong.” Origin Specters are white spirits, ghosts who have come to acknowledge and accept their demise and the trauma surrounding it. They embrace the circumstances of their life and its end, and have come to foster a certain benevolence in light of this inner peace, though the trials of undeath and their passing still weigh upon them. Physical Description Specters share the same basic visual nature and immaterial of other Phantoms, but have come to accept the nature of their demise and in some ways moved past the trauma of it. This semblance of peace is reflected in their appearance, generally colored in shades of white, blue or yellow, and bearing no mark to denote their cause of death. Specters are manifest as an ethereal reflection of the person they once were. Though this effigy of their mortal self is not perfect, and may have traits that could be considered unsettling by some; eyes without pupils or irises, skin that appears porcelain and without flaw, they are far less intimidating than their dark counterparts, and more well-defined than the fledgling Revenants. The voice of a Specter is a soft and melodic hum, calm and at times absent-minded in tone, but generally pleasing to the ear; often possessed of an echoing quality. As with Poltergeists, Specters are better attuned to their nature and afforded a greater level of physical interaction with the world than Revenants. Unlike other Phantoms, Specters are capable of tolerating the presence of direct sunlight. It will inflict considerable discomfort, but will not outright harm them for lingering in its presence. Mental Description Specters have come to terms with the nature of their death and their rebirth as a ghost. Though still prone to depression and sorrow, they are not nearly as unstable as Poltergeists, nor confused and detached as Revenants. These gentle spirits tend towards a benevolent and kind demeanor, often behaving selflessly and for the benefit of others, or at worst airing on the side of playful mischief. It is this characteristic of acceptance that makes them what they are. This variety of Phantom can be shy and elusive, at times wary of mortals and their reactions to the undead, though some may be less timid than others. A Specter is not prone to fighting, and will avoid conflict wherever possible, unless acting in their better nature to assist a fellow ghost or even a mortal. All in all, Specters most closely resemble the personality of their previous selves, but are not a perfect representation. Though memories may be more tangible and their overall personality better preserved, they are distant and with time may move beyond their previous life; becoming distant and even forgetting large portions. The oldest Specters may even become detached from reality itself, left as odd, pleasant but schizophrenic beings. Due to their more balanced emotional state and the peace they have found in undeath, Specters rarely linger in the mortal realm for as long as other ghost types, usually coming to a point where they are content to pass on into the Soulstream not too long after they are realized as white spirits. Some, however, do linger longer if they feel they can still provide something of value to the world they once knew, or simply because they lack the desire to move on. Pain Response & Regeneration Specters respond to pain in a very mortal manner, lacking the violent and wrathful tendencies of a Poltergeist or the mental instability of a Revenant. The amount of tolerance they have broadly depends on the amount of motivation they have to remain in a threatening situation. This said, sources inflicting such pain as aurum would be very difficult to tolerate, for the sheer level of agony involved. Being non-combative by nature means that unless they have a good reason to endure such treatment, they are likely to disengage. A Specter is about as likely to remain somewhere with risk of being damaged as such as a person is to remain somewhere at risk of being maimed; if it is in their nature to face such danger, they may, but others may not. Specters, like Poltergeists, require a [1] OOC day to regenerate from injury. Abilities Holding similar abilities to Poltergeists, Specters often use their powers for benevolent purposes, or for their own protection. Their powers over the physical realm, while not as great as a Poltergeist’s, are still much more refined than that of a Revenant. Their inner peace also permits them to be more clarified in combat as well. Phantasmal As incorporeal undead, a Specter possesses a myriad of qualities linked to their state of being, whether that be their intangible nature, or their lack of respiratory system, their traits are a clear distinction between them and the living. Controlled Corporeality By pulling their forms closer towards the mortal realm than the Elysian Wastes, a Specter can effectively manifest a physical presence which they may use to interact better with the world around them. Unlike Poltergeists, Specters may utilize this ability while exposed to light, but are weaker overall. Invisibility As they are still bound to the physical realm, yet also hold some footing within the Elysian, Specters may bring themselves closer towards the Elysian, albeit not entirely, lowering their presence within the Material Realm and thus hide themselves from the gaze of mortals. Shift Form By manipulating their own ectoplasm, a Specter can change their own form into that of an animal, usually a herbivore or otherwise docile or tame variety. Influence By channeling their ectoplasm around a mundane object, or multiple, a Specter can manipulate said objects via minor telekinetic abilities. Instill Peace Specters create a passive aura of positive emotion around them which can be felt by descendants nearby. Possess By shifting their ectoplasm into a foreign vessel, a Specter can effectively manipulate it. They cannot, however, manipulate minds or corpses in the manner that a Poltergeist might. Sanctuary By choosing a specific location, a Specter can surrender their ability to leave it but greatly increase their influence within, allowing a limited amount of omnipresence. General Red Lines - Specters cannot learn, use, or teach magic, alchemy, etc. - Specters require a valid creature application order to be played. - Specters possess a lingering aura of somberness and ease that trails around them in a five-meter radius, felt by all mortals in that area to no mechanical/RP detriment. - This effect is amplified within their sanctuary, to no detriment/benefit. - Specters are incorporeal and cannot wear armor of any kind, nor wield weapons. - For purposes of combatting other spectres, specters exist in a “physical state” equivalent to whatever they had held in life - no greater than that of a human knight. - By comparison to Wights, Eidola, and Apparitions, when interacting physically with them, all regular Phantom types are notably physically weaker. - Specters receive no benefit from medicine, alchemical concoctions, etc. - Specters cannot become other creatures unless stated otherwise. - Specters are explicitly incompatible and unable to pick up all forms of magic or feats (voidal evo, alchemy, etc,) with the notable exception of Mysticism related augmentation, enchantments on items, and so forth. PHANTOM BEASTS “Without her, he was alone. She could not bear to leave her master unguarded, and thus, she remained.” Origin Born of circumstances similar to that which creates mortal Phantoms, beasts may find themselves held back from rest to continue wandering the land of the living, be it through sudden or violent death, or through a purpose they are yet unprepared to surrender. Physical Description Akin to the descendant Phantoms which wander the realm, Phantom Beasts hold the same characteristics in terms of physical traits. These creatures are incorporeal as most phantom forms, having a wispy, translucent body along with a faint, though distinct glow. Unlike descendant spirits, animal Phantoms do not tend to vary much in terms of how they manage their demise, and take physical traits reflective of their state in life, rather than any particular reaction to death. Their colors and physical traits vary, more so than any other type of spirit, in ways entirely dependent upon their temperament. The ghost of a docile sheep would likely appear akin to a Specter, colored in cool, pastel shades with little to differentiate it from its physical appearance in life, whereas a man-eating bear of hostile demeanor would be more likely to represent themselves like a Poltergeist, in vibrant warm tones and perhaps unusually frightful in appearance. This is not to say that an animal that was docile in life may necessarily appear so in death, as it is quite possible that the trauma of such an event could create a broad shift in their perspective or temperament. It is rather simply, that a Phantom Beast’s form is based upon self-image and inherent nature, not anything more complex. Phantom Beasts cannot manifest physically, but may exert momentary physical presences in ways akin to Poltergeists, discussed further in the Abilities section below. Mental Description As touched on previously, Phantom Beasts are of simpler mind, predictably, than mortal Phantoms. In the vast majority of cases, particularly with simpler animals such as fish, insects, or reptiles, they will likely fail to comprehend any difference in their nature from when they were alive, and continue with what behaviours one might expect from a living specimen. The impact of death varies from animal to animal, and can at times be more severe than others, however. It is quite possible for the demise of such a more complex creature to leave it warped in one direction or another, allowing for some potentially strange entities to emerge; rabbits that seem to have gone rabid after death, deathly and fearsome like a poltergeist- though of comparatively miniscule threat. Or indeed, a wolf freed from its hunger and bereft of its pack, left as little more than a docile hound seeking purpose. However, Phantom Beasts gradually change with age- the older a one is, the more detached they become from what they once were, losing their instincts to hunt or take shelter, or engage in any behaviours no longer necessary in their current state. Sadly, some lose all distinction entirely, becoming little more than wisps, ill-defined entities possessed of a mind that has lost its purpose and direction. This is largely only prone to occuring to animals that are isolated by nature, and can be staved off by any manner of interaction with mortals or other creatures that reinforces what they are, or were. Notably, Phantom Beasts are still susceptible to Druidic Communion, and though they cannot be directed or controlled, can be communicated with or calmed, and even guided through their state of half-life into death proper. A Druid with vested interest may even restore the mind of a beast that has lost its way and become a so-called wisp, reuniting them with their nature. Abilities Phantom Beasts are simpler in nature than other varieties of Phantom, and as such lack any complex suite of capabilities. Nonetheless, they possess a few inherent to their state and controlled simply by instinct and intent. Phantasmal Phantoms, due to their ghostly undead nature, have a variety of characteristics and traits that distinguish them from their living counterparts. Beast Fade Phantom Beasts may rapidly fade out of the mortal realm and hide within the Elysian Wastes, becoming invisible to mortal eyes for a moderate period of time. Partial Corporeality Simply through intent, a Phantom Beast may become partially corporeal, allowing them to lash out at aggressors, hunt, or play. General Red Lines - Players possessing a Phantom Beast companion must have a corresponding in-game item signed by the LT with a suitable description of the creature. - Phantom Beasts can only serve as companions when their creature type is tameable or domesticated in life. - Phantom Beasts made from Event Creatures cannot be roleplayed by players. - Phantom Beasts may only be used offensively when roleplayed by ET for the purposes of an event. Players cannot have Phantom Beasts fight for them. APPARITIONS “In the aftermath of the massacre, amidst the rot and decay, something heinous began to take form...” Origin Apparitions are a variety of Phantom that is truly without equal. Though manifesting as individual entities, they are in reality more akin to a riot given terrific form, arising from circumstances of mass death; battlefields, great fires or floods, and places of sacrifice, to name a few. The minimum number of souls needed to facilitate the creation of an Apparition is twenty, but there is no known upper boundary on the number they may contain. For an Apparition to form naturally, these deaths must occur at nearly the same time, within one narrative day of each other. Physical Description Apparitions are ectoplasmic entities that dwarf the scope of any other Phantom, as within them lingers not one soul, but tens or hundreds. With such concentrations of ectoplasm, the substance’s usual limitations become somewhat irrelevant, allowing Apparitions to be as physical or as insubstantial as they desire at any given moment, able to mount physical assaults that can shred metal and topple stone, or sink into the ether and become untouchable to all but the arcane, light, fire and aurum. These beings are bound to the location in which they are formed, and may only leave it at night unless they are among the more potent of their kind. The appearance of Apparitions can in technicality vary wildly, but minds consumed by such chaos tend to adhere to relatively simplistic representations of their state. Comprised of blackened ectoplasm that may manifest akin to smog, sludge, or even flame, and with eyes often alight with a radiant crimson, Apparitions may represent themselves at the size of a man, or many times larger. It is not unheard of for some order to arise from the madness in their minds by sheer chance, and allow a form of differing entirely from this description, but it is rare; and if it does occur, one would be wise to take great caution indeed. An Apparition experiencing the illusion of sanity is a beast of almost unequaled threat. Their voices generally resound in an ill-aligned choir, but may appear more orderly if experiencing the aforementioned moment of sanity. The power of any particular Apparition depends upon the number of souls comprising them. One formed from a mere ten may pose a substantial threat, but could be bested by a group of well-prepared individuals. One amalgamated from dozens may require the collaboration of multiple groups to subdue, and one formed from hundreds could demand a nation’s best efforts to overcome. Mental Description The mind of an Apparition is an ineffable thing, an amalgam of many personalities all vying to exert their will over the titanic whole. Whilst Poltergeists are unstable and warped, an Apparition is a creature truly without any hint of sense. They cannot be reliably bargained with, and will only rarely even show an interest or capability for conversation. Insanity is without doubt the truest term to describe the state in which they exist. It is this flawed mind that serves as both an Apparition’s biggest weakness, and the factor that makes them so treacherous a foe. They are not creatures prone to schemes or complex plans, and act almost entirely out of instinct and impulse at any given moment, with no meaningful consistency. Methods of combat may switch without warning, they may become depressive or violent simply by the imperceptible shifting of internal balance. This means that combating an Apparition is an exercise in adaptability, requiring constant adjustment of tactic, and quick reactions. One must expect the unexpected, and avoid becoming too confident that they know what will happen next. Many adventurers have felt as if they’ve recognized a pattern, only for it to break and doom them for their folly. The only reliable trait of an Apparition is a pervasive negativity; they are not pleasant, kind, or reasonable in this basic state of chaos. At best they may become so dejected that they lose the will to defend themselves, and at worst they may become so violently enraged that they seek to destroy everything and everyone around them, perhaps even themselves. Self-preservation is as fleeting a whim as any other, to an Apparition. As with all things that are in essence random, there is always the chance, however slim, that some order will emerge amidst the chaos. It has been known for Apparitions to experience an illusion of sanity from time to time, adapting distinct personalities and behaviours that persist for anywhere from moments or decades. Even in this state however, it is important to remember that every spirit trapped within these beings is suffering, and any personality will at most simply be disguising that fact. They are not benevolent, though they may wear that facade to some other sinister end. It is in this state of temporary balance that an Apparition can be at its most dangerous, for in this illusion of sanity is found the means to plan, and to wield their powers with even greater expertise. An Apparition who is behaving as such is potentially a creature of threat exceeded only by greater dragons, as the combination of a functioning mind and such obscene power is truly monstrous. Abilities & Power Apparitions are beings of immense power, putting to shame all abilities of both mortals and phantoms alike. These creatures have at their disposal numerous tricks, from conjuring short lived spirits of their own ectoplasm to swarm their opponents, to shapeshifting, to controlling a vast area of influence which permits them to do virtually anything they desire. An apparition’s power may be amplified primarily depending on the number of souls which comprise it, or which it consumes. Beings of near omnipotence have been the result of too many souls being forged into such abominations, such as the penultimate of all Apparitions known as the Living Synod, Mthyul Tlan, so potent as to be all but a deity. Others such as the dreadful Kalimbror have risen as well, a beast so formidable that it required the cooperation of multiple dark covens of various disciplines to subdue. In short, there are four qualities that influence the relative strength of an Apparition: Potency The number of souls which comprises an Apparition is the core of what determines their power, their rage and misery working in tandem to bolster the Apparition’s capability. All Apparitions are threats to be truly feared, but an Apparition wrought of a house fire and one arising from the field of a great and bloody battle are not equivalent. Age Over time, Apparitions naturally become more potent and threatening in nature, due to the gradual increase in cohesion between the spirits that comprise them. The longer they exist, the more ‘complete’ they become as an entity. Older Apparitions have a greater tendency towards the next factor. Sanity The core weakness of Apparitions is their inability to plan, scheme or behave tactically. As such, when an Apparition is in a temporary state of sanity, and this weakness is overcome, they are a vastly greater threat. What were once random, uncalculated acts of power, the lashing and flailing of a maddened thing, become measured and lethal expressions of tremendous influence. Area of Influence Within the area of their birth, Apparitions are far more powerful. They are aware of all that occurs within this space, and may be essentially omnipotent within it. This area cannot be expanded, but the more powerful an Apparition becomes the more freely they may venture out of it, and the less potency they lose in so doing. Purpose The purpose of this Lore is to bring back a large part of LOTC’s canon undead, that being Phantoms. While many characters find themselves unable to prolong their life through magical means, some players may want to prolong their character’s legacy nonetheless, making Phantoms an excellent method of achieving such. This lore also promotes more soul oriented roleplay by allowing more open interaction with the Elysian, creating opportunities for Mystics, religious, and other holy characters, as well as the Phantoms themselves. “I could go all day” ~ Zarsies Citations & Credits Kalehart - Lead Writer Sorcerio - Writer Zarsies - Background + Outline Dardonas - Consultation + Format Fury_Fire – Consultation Zidoax - Consultation Gallic - Consultation Vivification Ghosts Graven Currently shelved/unaccepted pieces referenced in this lore will be ignored until those pieces become accepted. If those pieces so desire they may have their references in this lore be removed upon acceptance.
  24. Would be nice if we could remove the persona swap timer. Just hit the wrong button and now people who got on to rp with me have to wait 30 minutes. Really irritating.

    1. Show previous comments  1 more
    2. Ducklingator

      Ducklingator

      just pay a hundred dollars to this adminless server bro... its simple B)

    3. Yaldabaoth

      Yaldabaoth

      This really shouldn't be a vip perk, though this brings up another issue; Why should people buy vip at this point.. its essentially paying so you are slightly less unnecessarily screwed over than other people.

    4. Banned

      Banned

      6 hours ago, Mojo said:

      This really shouldn't be a vip perk, though this brings up another issue; Why should people buy vip at this point.. its essentially paying so you are slightly less unnecessarily screwed over than other people.

      THANK YOU

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