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Archipelego

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  1. The Mortal Fears Est timor — Fear Few things are felt so acutely to mortals as fear. It cuts through and affects other emotions, tainting them with strands of terror. In many ways, fear is the natural state of mortals and, unlike other emotions, has a direct influence on the soul. Fear actively inflames and agitates the souls of descendants, causing an abundance of excess soul essence to be produced. This excess soul essence is tainted by the fear felt by the descendant. Over millennia of mortal habitation, this soul essence grouped together into several coagulations of soul energy, with no blueprint or structure beyond one thing; the fear they were manifested from. It is from this soul essence that the Fears themselves first formed. — The Shape of Terror The Mortal Fears (also known as the Fears or Avatars) are simple, mindless entities that have existed for as long as mortals have. They were created by large concentrations of mortal fear, and will subsist so long as the fear remains. When the mortals are gone, so will the Fears be. They have taken many forms throughout the years. Many names, mantles, and titles. Yet, behind all such ploys are the same faces of the Fears, ultimately after only more fear to fuel themselves. The Fears are largely mindless and mechanical, with no true understanding of mortals or their society. There is only one thing that the Fears understand, and that is sheer, gut-clenching terror. This leads to strange, warped creations and machinations from these Avatars of fear, tormenting descendants with malformed and impossible constructions of the world based solely on fear. They are driven not by any internal malice, but simply to fuel and grow what they are further. They reside in some thin grey space between the veil and the mortal realm, almost spectral entities with no true form. As such, they will on occasion exert control over some distant location, warping it and sometimes the inhabitants of the area to its perception of the world. This often results in horrible, destitute locations that do not follow normal laws of reality. By terrorizing mortals, the Fears can feed on their terror. This gives them some added energy, some extra vitality that they endlessly crave. The true extent of what they can do is largely unknown, though they almost never interact with the world directly. They have no capability for such, instead corrupting the natural world and mortal occupants to do their work for them. It is not unheard of for mortals to fall for their ploys of power and feasts of fear, these people becoming Serfs of the Fear that has chosen them. This traditionally comes with some small boons, though the cost tends to be great. This is an ET tool, and becoming a Serf cannot be done outside of events interacting with the Fears. In times of antiquity, the Avatars were once more active in the realm, bringing terror and dread to a young mortal world, with ancient mortals sometimes worshipping or revering these forces that seemed unstoppable in their world. The influence of external deities and forces have largely driven back the so-called Gods of Mortal Fear to the fringes of the world however, away from major population centres and mortal inhabitants. Now, they reside quietly, festering and feasting where they can. — The Avatars These ten Avatars of Fear have taken many names, faces, and titles over the years. Sometimes they serve as unwilling and unwitting tools of larger, stronger, Aengudaemons. Other times they have pretended to be of Aengudaemonica themselves, a farce to grow mortal influence. Below the surface however, they are all grinding machines of terror, and each takes on the mantle of some deep-seated, integral fear to the mortal experience. It is this fear that makes up what they are and the actions they take. ● The Drowned Rusalka, Nuckelavee, He Who Waits In The Depths The Drowned is among the more influential and powerful Fears. An unfathomable horror of the depths, Nuckelavee has beguiled and wormed its way to a position of memory and prominence. It is because of this, and the fear that constantly feeds it, that it can be considered the strongest of the Fears. Commonly known as Rusalka or Nuckelavee, this Avatar stands as a monument to that which is inconceivable below the depths. Life and structures entirely alien to mortals, horrible wretched creatures that will never see the light of day, and of inescapable suffocating death. Given that the fear of the ocean and what lurks in it is a common one, Rusalka remains quite influential even as its active involvement fades. Primarily feeding on those far out at sea or occasionally those on some miserable, damp coast, The Drowned has easy pickings. Many encounters with sea monsters and horrendous black water floods are directly caused by The Drowned, and there is little to no limit on what Nuckelavee seems capable of doing to create fear in his territory of the sea. Locations of power for Nuckelavee are always in the ocean or on the coast, and can take the form of swampy, black flood waters or incredibly dangerous patches of the sea. Deep below the ocean, the true domain of Rusalka is more extensive, however mortals tend to interact with only the surface of these vast realms and the intrusive force of dangerous sea creatures and rising waters. Serfs of Nuckelavee tend to be drowned individuals, with no heartbeat or life beyond their own animation and awareness. They are dead bodies, full of water and brine, that carry out additional action in locations of power to bring about terror. ● The Entombed Antrum, Eternal Depths, He Who Lures And Traps The Entombed is a simple, slow, and methodical Avatar. It is the fear of burial, of being trapped deep below the surface in tight dark spaces that Antrum pursues. Above all else, The Entombed seeks out those who feel claustrophobia particularly keenly. It rarely births creatures to serve it or to stalk the ground above, instead laying in wait to trap those who may wander into its clutches. Deep dark caverns, tight earth-packed crevices, and twisting slick ravines are the territory of Antrum. Locations of power for The Entombed are virtually always caverns and caves. These locations seem innocent enough on the surface, almost mundane. The entries appear as if they were typically safe places to explore, but cave-ins are often and the deeper you go the more twisting and unnatural the caverns grow. Many travellers become lost in locations of power for Antrum, individuals trapped below the surface in dark, tight caves with no exit. The Entombed feeds on these fears up until the point that these individuals eventually perish. Serfs of The Entombed are smooth, fleshy things with nubbed limbs and tiny eyes. They are twisted into a lesser form almost reminiscent of that of a worm, pitiful creatures to squirm and crawl through the endless tunnels of Antrum’s domain. ● The Intruder Noppera-bō, Lazarice, The Near Man The Intruder is a powerful and active Avatar, though largely unknown. In days of antiquity, The Intruder and his creations were known as Lazarice. To the easterners, the children of Lazarice are known as Noppera-bō, faceless men and part of its mythos. Beyond these general labels however, there is no true name or identity to The Intruder. It is the fear of the unknown and the unknowable that feeds Lazarice, and as such it and its creatures retain anonymity in all things. Twisting, mutilated forms that are almost mortal. Strange buildings with proportions that do not fit within the bounds of reality. A stranger, knocking on your door and asking in a toneless voice if you would like to come play. All of these things and more fall under the domain of The Intruder, a near-mortal Avatar that takes particular pleasure in terrorizing simpler minds such as children and fools. Large-scale or group encounters with The Intruder are rare, as it tends to target individuals personally. Impersonating loved ones but with hollowed eyes, whispering pleas from long dead relatives, etc. Locations of power for The Intruder tend to be sporadic and varied. From abandoned structures, to extremely populated cities, the only unifying thread is the fact that these locations are always uncomfortable or require some sort of social pressure. Whether it is a massive party or an abandoned schoolhouse, both put an individual mortal out of their comfort zone. It is in these strange zones that make individuals uncomfortable that Lazarice makes its domain. Serfs of Lazarice become anonymous and faceless. Creatures of sporadic fits of emotion and prone to wearing masks, they represent the social aspect of fear and misunderstanding that The Intruder seeks and feeds upon. ● The Boundless Ex Altiora, Apol, The Endless Plunge The Boundless is an Avatar of the fear of falling, of the endless plunge. Among the lesser known of the Mortal Fears, Apol is still prolific in the fear it garners. It revels in the depth of the fall, the churning feeling in one's gut as the ground grows nearer. Virtually every encounter with The Boundless is a fall in some sense, and the more prevalent the fear of heights, the better. Twisted, winged creatures with beaks of human bone and flesh tend to be the creatures of choice for Apol, things that will pick up and carry high some unsuspecting mortal, dropping them and leaving them to plunge(often to their death) from some unfathomable height. The Boundless seems to target and prefer victims who have some existing fear of heights, sometimes outright ignoring those with a lesser fear for such drops. Those with little fear of heights, particularly those who may even enjoy that sensation of falling, tend to be key candidates for Serfdom. Locations of power for Ex Altiora are mountain tops and cliff faces. These domains are always precipices from which mortals may fall. The twisted, winged creatures of Apol tend to congregate in these locations, ready to prey on unsuspecting climbers and travellers. While in these locations influenced by Apol, the distance can be warped and stretched to an extreme extent to create impossibly long falls. Serfs of Apol largely retain their humanoid structure, but become taller, more pale, and gain sharper features. They lose virtually all interest in day to day life, becoming obsessed with great heights and the sensation of vertigo. They may lure others into the domain of Apol, and on occasion cause falls for their Lord. They have some small immunity to falls, their boon from the Avatar they serve. ● The Passing Mortim, Death, The Inevitable Fate The Passing is perhaps the most silent of all the Avatars. The Passing creates very little ruckus, festering and feeding on those who feel the largest dread of all: inevitability. Everyone knows that they will die, one day, but those with a more direct certainty; a man trapped in a cave dying of thirst and hunger, a woman wandering a desert with no water or food for miles, the slow creep of gradual illness and cancers. These things are the domain of The Passing, which passively feeds on the decay and inevitable dying of mortals. It is not the death that The Passing feeds on. Rather, it is the fear of that death, the fear of that massive inevitability. The creatures and Serfs of Death are eternal, an ironic counterpart to the business of The Passing. Decayed yet everlasting creatures of bones, shadows, and taut flesh. They often act as the only direct implements of The Passing, occasionally culling those who pester or try and direct The Passing to do as they wish. Any mortal who attempts such is most often quickly dispatched by these grim-faced entities, and most end up being raised to join them in their endless vigil. On occasion, Mortim and its servants have been known to interact with the necromancers of the realm, usually in conflict and in a struggle to own death in the mortal realm. Locations of power for Mortim are places reminiscent of death and destruction. Graveyards, shipwrecks, burned villages, and any other location of mass death and disaster. It is from these locations, like spores, that Mortim will extend its influence and interact with the world around it to cause more death and strife. Serfs of Death are often unwilling and unwitting, those that attempt to intone the power of Death to make themselves immortal. Death will grant this wish, but by binding the mortal to themselves as their creature and their Serf. The creatures of Mortim and the Serfs of Mortim are one in the same, tall and bony skeletal things that seek to bring more death to the realm. ● The Dark Nox, Belial, He Who Is Comfort The Dark is an eternal, strong fear. Most people to some degree have a fear of the darkness, and Belial makes full use of that. Many encounters of true black darkness where there should be none can be traced back to Belial, luring in unwary travelers and keeping them lost in its shadows forever. Though none of the Mortal Fears are inherently malicious, Belial perhaps seems the most actively so, often personally targeting and harassing individuals to an extreme. At the height of her strength, Arun’asna made active use of Belial to harass mortals and spread pain and darkness through the realm. It was during this time that Belial was the most active its ever been, and when it began to gain its almost malignant streak, something that was previously not present. It can be assumed that it was the influence of Arun’asna that gave Belial such spite. Locations of power for Nox are places that would already be somewhat dark and unseeable. Deep forests, overhangs, and caves. These locations, while naturally dark, will gain an intense and extensive darkness that no light can penetrate. Serfs and creatures of Belial are weak, lithe entities who lurk in shadow and drag in the unwary. Although retaining most of their mortal features, they become pale and slight creatures of The Dark. In return however, they are granted the boon of true sight in all darkness. ● The Flesh The Sculptor, Atasaiah, The Perfect One The Flesh is a being with no sanctity for the mortal form. This is the fear of being hacked up, bled out, and used. Cannibalism, horrible flesh sculpting, and amalgams of bone and soft sinew. The Flesh is perhaps the most aggressive of the Mortal Fears, seeking to antagonize and dismember mortals for their fear. It creates abominations of limbs and bones of all shapes and sizes, some alive and some stillborn. The strange mix of mortal and animalistic ideas make up what Atasaiah does. Creatures of Atasaiah will often prowl locations of power for the Avatar, grabbing and cruelly dismembering mortals and using their parts for other abominations. Such creatures have been given the moniker of ‘skinwalker’ in specific parts of folklore. Locations of power for The Flesh are usually battlefields or other locations of mass death and flesh, places where the many ruined bodies can be harvested and used for the creation of many varied abominations. These locations, already horrible, will be made much worse by the influence of The Sculptor. Serfs of Atasaiah often partake in cannibalism and typically lose regard for their own bodies, sculpting and ruining them in some twisted pursuit of what they see as bodily ‘perfection’. Although granted the boon of uruk level strength, Serfs of The Flesh are miserable and putrid creatures with virtually no hint of mortality left to them. ● The Hunt Gwyn Ap Nudd, Venari, He Who Scratches And Claws The Hunt seeks one of the simplest, most natural fears to mortals: the fear of being prey, of being hunted and sought out. The Hunt will, paradoxically, almost seem to let its prey slip from the grasping claws of its Serfs and creatures, only to prolong the chase and create more dread in the heart of its prey. The creatures in service to Venari are incredibly fast and incredibly strong, and it is rare for a mortal to survive an encounter with The Hunt. On occasion however, The Hunt will underestimate its prey. It may be possible to escape, should Gwyn Ap Nudd allow you to slip free to continue the chase. Creatures of Venari are animalistic and fierce, but never anything natural. False abominations reminiscent of bears and wolves, yet never looking exactly like either. They may exhibit any number of unnatural and strange qualities. From human eyes, hair, pale skin, and far too many teeth. Locations of power for Gwyn Ap Nudd tend to be unsafe and wild locations. Deep forest, the jungle, and sometimes even the back alley streets of some crime infested town. Anywhere unsafe and where hunting can begin, Venari may stake its claim. It will exert an influence over these areas, twisting those in it to hunt or be hunted for its amusement and hunger. To The Hunt, there are two kinds of mortals: those who hunt and those who are hunted. The majority fall into the latter category, but on the occasion that Venari finds an individual who is a hunter, they may become a Serf. Serfs of Gwyn Ap Nudd are fierce and animalistic, physiology twisted into animalistic and false caricatures of the beasts of the wilderness, things to instill fear in other mortals. They will largely lose their own perception of the world, learning to focus on one thing only: the hunt. ● The Corruption Penual, Desecration, The Cloying Rot The Corruption is a foul, odorful thing. Historically known as “Poison”, Penual takes the idea of warping and twisting the mortal realm to fulfill its hunger to its natural extreme, actively creating and releasing sicknesses and infections throughout the world. Plagues which have infected entire towns, fungal infections that create massive growths, horrible clouds of insects where there should be none. Where Penual goes, only plague and ruin follows. While not the most active of the Avatars of fear, when it does choose to interact with the world, it does so in insidious and incredibly dangerous ways. The creatures of The Corruption tend to be insects, either massive and bloated or small and in massive numbers. Large swarms of mosquitoes and giant bloated flies are two more common examples, though there seems to be no true limit to the horror capable of being created by The Corruption. Locations of power for Penual are often places that are sick to begin with. Dark cloying swamps and towns suffering from illness are common locations for Penual’s influence. Even as bad as things may naturally be in these locations, Penual will worsen them considerably until virtually every surface and living thing is covered in fungus, infection, and parasites. On the rare occasion that The Cloying Rot wishes to be more subtle, it will make use of its Serfs. The Serfs of The Corruption, though immune to growing weaker from sickness, are covered in horrendous painful lesions and are infected to the bone with no shortage of illnesses. Should these poor souls stop serving The Corruption, they will quickly succumb to the many infections that have made their home in their body. ● The Sightseer Oculus, Everlasting Sentinel, The Endless Stare The Sightseer is perhaps the most passive of the Mortal Fears, but in this way, it is also among the most insidious. Its many eyes, metaphorical and physical, wish only to watch all things. Should something draw its attention, by walking through a location of power for Oculus or by interacting with the Mortal Fears in some other fashion, it will turn its wretched gaze towards that thing. An individual seen by the Everlasting Sentinel will gain the constant, never abating sense of being watched. They will see eyes and patterns of eyes where there are none, and be woken up in the middle of the night by the sensation of someone standing over them. Yet, there will always be no one. This sensation will last anywhere from a number of months to the full life of the individual, depending on how much the Sightseer wishes to see them and own them. The creatures of the Sightseer are silent, but covered in a near infinitude of eyes. They float silently in the few domains where Oculus makes its influence particularly known, seeing and knowing all around it but never acting. These things have no interest in attacking or pursuing, only seeing and knowing. Locations of power for Oculus tend to be places of education and learning. Archives, collections of information, and places where history is recorded. Its influence in these places will be more subtle, however. Oculus will only make itself particularly known in isolated and lonely locations, such as abandoned libraries or ruined temples where it can observe without interruption. Such locations of power will have a never fading sense of being watched, so long as Oculus retains its interest in such locations. The Serfs of the Everlasting Sentinel will be observed by it forever, the sensation of observation never leaving them. While never outright harming an individual, many people are eventually driven to rash action or self harm by the never ceasing presence of Oculus. Serfs of Oculus will be granted some small ability to see and know things that Oculus wishes to grant them, in small bits and pieces of knowledge in order to ensure their servitude. This information can be quite clear or extremely obscure and incomprehensible. — Locations of Power Locations of power are spots on the mortal realm where different Avatars have twisted the landscape to reflect the nightmarish dreamstate they wish to instill in mortals. These locations break the laws of reality and twist the world in any number of impossible ways. These locations will always benefit the fear of the Avatar in question, such as an unnaturally dark cave with shadows that almost seem to choke you for The Dark. Joint domains are not unheard of, such as a location of both twisted arms of The Flesh and corrupt sickness of The Corruption however, you’ll never find more than two Avatars in one domain. Locations of power are intended to be created and used as event sites. It is at these places that any real interaction with the Mortal Fears can happen, and even that through proxy. Locations of power can be created, destroyed, or changed through adequate roleplay in approved ST events. — Serfdom Serfdom is subservience to an Avatar, a truly wretched state for a mortal to find themselves in. They will be bent to the will of their Avatar, with barely any self control when it comes to fulfilling the tasks of their Fear. This could be dragging people, including their own loved ones, into a location of power for their Avatar to feed on. This could also be any number of other states or things. Serfdom is an umbrella term for becoming a mortal servant for an Avatar, and what that means varies from Fear to Fear. ‘Serfdom’ can be considered event magic, and can be granted to players via ST approved events. This should never be a large number of people, and although Serfdom is relatively open ended, should not be a significant power boost. It should be, at most, one or two small boons granted by their Avatar in return for endless service and no small amount of banes. Some Serfs will undergo great physical change, such as a Serf of The Flesh or The Corruption. Other Serfs will largely retain their physical appearance with minor changes, such as a Serf of The Dark growing lithe, weak, and pale. It is up to the ET in question the exact parameters of Serfdom, but it should be considered at maximum at ‘feat’ magic level, and nothing more. Each Fear has the most basic framework for how Serfs should function, and if you create Serfs in an event you are expected to follow those guidelines in good faith. — Purpose I wanted to try my hand at creating a sort of 'lesser patron' inherent to the mortal realm, based on horror roleplay and fear. Horror as a genre is something I've only recently been exploring, and that is a large influence for this piece. Ultimately, it is an ST resource for event purposes and future lore pieces, and an attempt to create a new and standalone concept. — Citation Written by Archipelego. No small amount of ideas taken and adapted from The Magnus Archives. Grammar critique by Nivndil
  2. Boggarts Troublesome Houseguests ✯ The Boggart The Boggart is a strange creature, a spectral being with no discernable origin. They can be considered pseudo-phantoms, yet are creatures that have suffered no death. They originated in their current state, as a result of stagnant lifeforce and collected remnants of souls throughout the realm. The Boggarts are born from the inevitable soul refuse of the realm, reforming and creating a spectral creature with no discernable mortal past. This results in strange and alien behavior, without any of the familiar life-mimicking behavior of traditional phantoms. In many ways, they more resemble animals in their behavior, with a strong fight or flight instinct and a tendency towards spaces that are largely unoccupied. A Boggart is an invisible and barely perceptible presence in the wild, flitting between trees with the wind and imperceptible to even those who can witness invisible spectral creatures. The Boggart is a soul without a body or other method to keep its structure, so it floats and wanders through the mortal realm. During this time, the Boggart is searching for a location or structure to settle. ✯ Hauntings Boggarts are nothing without a location to haunt. The location they eventually settle into becomes the structure for their soul, their ‘body’ in a certain sense. Upon settling into a location, the power and visibility of a Boggart increases significantly. It allows them order and control over their movements and actions, which can sometimes bring the creatures into conflict with the descendants of the realm. Boggarts prefer to haunt empty or abandoned spaces, and you'll never find two Boggarts inhabiting the same structure, no matter the size. The life and sounds of descendant life disturbs them greatly, so you won’t find a Boggart inhabiting any tavern or other building full of bustling life. This is not to say however, that Boggarts avoid inhabited spaces altogether. Quieter locations, such as libraries, offices, and even some homes can be excellent locations for a Boggart. This can include places such as caves, but is usually some abandoned or scarcely populated Descendant structure. This is where certain urban reputations for Boggarts come from, labelling them as pests or threats to a home. This can be true enough however, the intention of a Boggart is not to antagonize, but to simply live quietly in its space. The trouble arises when loud noises, fights, or other large disturbances rock a location that a Boggart is haunting. It is only in these situations that a Boggart will usually make itself known, and will often try to dissuade further noises or disturbances. From flinging a teacup against a wall, to banging cabinets and turning door handles, Boggarts can cause many petty household disturbances. Otherwise they seem incapable of outright hurting any individual in a significant way, only influencing the space around them. This is not to say that a Boggart will always bring negative things onto the space that they haunt. It is entirely reflective of the nature of the environment and how fond they are of it. For example, take a Boggart haunting a library. The library, being a quiet and dark space with little in the way of disturbances even with the descendants in the area, is an excellent space for a Boggart. A Boggart, when in this pacified state, seems capable of unsolicited acts of kindness. A Boggart can as easily light a candle for someone as blow the candle out, keep a cup of tea warm or make it cold instantly, or make a seat more or less comfortable. Traditionally speaking, the longer a Boggart has been in a location and the more comfortable it is, the more accommodating it is for the people around it. ✯ Interactions The influence of a Boggart is, however, limited to the structure it inhabits. The creature has some degree of control over small objects and other intractable items within the space, but as soon as those items exit the confines of the building, the Boggart loses any and all control or ability to observe them. Its entire world becomes consumed by the space it’s haunting, the domain it has chosen. The haunting of a Boggart can be self-roleplayed, but the actual actions of the Boggart are intended to be roleplayed by the owner or proprietor of the building. The owner of a house would emote the actions of the Boggart using environmental emotes, for example. The individual roleplaying the Boggart is intended to follow all guidelines above for how a Boggart behaves, and normal LotC roleplay standards apply. Boggarts can also be roleplayed by Story Team members for event purposes, given that they are world lore. A Boggart can fling cups, smash ceramic, and cause other disturbances when agitated; however, a Boggart cannot be used in combat. Even a particularly friendly Boggart is a skittish creature, and you could never ‘tame’ the creature to such an extent to attack another individual. Additionally no damage caused by a Boggart can seriously injure an individual beyond small scrapes and other surface wounds. They cannot be used, in any situation, as a weapon or advantage. They are as likely to mildly bruise an attacker as to scrape the owner of an establishment they are familiar with. Should any true combat begin within a space, the Boggart will immediately flee, and demanifest should it be manifested at the time. The structure will lose all hints that a Boggart presides there (besides the orange tint visible to those who can see spectres) as the creature hides through the conflict, only slinking back out and returning to open behavior long after the conflict is over. A Boggart cannot be self-roleplayed or roleplayed at all during a combative encounter, with the only exception of this being for Story Team purposes. ✯ Manifestation A Boggart is usually invisible to the naked eye. Those who can see spectral creatures can see a structure inhabited by a Boggart by a faint orange tint that seems to emanate from the location. The actual Boggart can be seen as a hazy orange presence that slinks through the structure, moving between the items the creature interacts with. However, unlike other phantoms, the Boggart cannot choose to manifest in this form to be visible to normal Descendants. There is a secondary form of manifestation however, which seems to be unique to Boggarts. Within their space, a particularly comfortable Boggart can manifest as a large house cat, roughly the size of a large Maine Coon. The coloration, species, and sex of the cat varies, though each Boggart can only manifest in one of these forms, seemingly only having one form it can manifest in. The normal Boggart has a tendency towards fat, orange tabby cats, however. This cat will emanate the orange haze of a Boggart to those who are capable of perceiving invisible phantoms, but otherwise seems completely mundane to a normal Descendant. This cat can and will still cause strange happenings around it, much in the same way a Boggart that is not manifested will. Given that a Boggart can only manifest like this when quite comfortable however, the effects they cause will probably be pleasant. Making a fire warmer on a cold night, et cetera. Otherwise, the Boggart will act as a normal house cat would. Slightly aloof, though sometimes craving affection from very common visitors or inhabitants to the structure. The Boggart will never manifest like this around strangers or during tense situations, disappearing in an instant should conflict or combat begin. ✯ Exorcisms A Boggart is an incredibly stubborn creature, and while originally seeking what they think is a quiet space, will tend to stay in a space even after it becomes active. This can be a problem, as this brings out aggressive behavior from the Boggart and can result in a desire to remove the Boggart from the location. While Boggarts are welcome in some structures, they are generally regarded as pests. As such, some people go to great lengths to remove them from a space. This can be done in a number of ways, mundane or arcane. A Mystic can use the Rite of Scrubbing to essentially instantly banish a Boggart, sending it speeding away. Alternatively a normal Descendant can accomplish this with a great deal of aurum, sunlight, and salt. Those three things are all uncomfortable for a Boggart, and a man sprinkling salt around in broad daylight while waving an aurum dagger around is enough to cause the Boggart to cut its losses and leave. The Boggart will always leave through the front door of the structure, or whatever the equivalent is. It will speed out like a very fast and sudden wind, forcing the door open and attempting to return to the open air. The Boggart may be captured in this brief moment as it forces its way out. A jar, lined with aurum, can be used to capture the presence of the Boggart. This must be done quickly, as the creature accidentally flies into the jar. It then must be forced shut, with an aurum lined lid to prevent the Boggart from tampering with it. The Boggart will be incredibly uncomfortable with this arrangement, intensely disliking those who caused it to be in this state. Because of the aurum lining however, the Boggart will be incapable of breaking out or opening the lid, forced to keep its presence controlled and in the center of the jar. From here, one of two things can be done: the Boggart can be kept in the jar as some sort of morally questionable prize, or let out at some other location. Should the Boggart be released in a structure, it will immediately begin inhabiting that space, assuming that the location is not too busy. This can be used to relocate the creature to another specific location, or to punish another individual by granting them what is now a rather irritable Boggart. Doing this process requires adequate roleplay, and an item should be made. However, this jar item can be player signed and does not require ST signing or intervention. ✯ Redlines - Boggarts are virtually imperceivable when not haunting a structure. However, when they do settle into a structure, those who can see spectral entities will see a faint orange glow emanating from that structure. Additionally, they will be able to see the Boggart itself as a hazy, orange presence that moves through the haunt. - Boggarts cannot be controlled or beguiled, and will simply do whatever it is they wish. This can help or hinder the individual, but in no way can be controlled by them. A relaxed Boggart that is at peace may make a cold house warmer, make a chair more comfortable, etc. However, this is never a conscious decision by a person in the house, and is always an unexpected and unasked gesture from the Boggart. Additionally, a Boggart is just as likely to do the negative, causing tea to go cold suddenly, or making sure you can never sit comfortably in a chair. - Boggart hauntings can be self roleplayed. - Mystics can exorcise Boggarts via the Rite of Scrubbing. - Roleplay should be done for capturing a Boggart, and an item should be made. However, this item does not require ST oversight or signage. - Boggarts can always choose to manifest as large, Maine Coon sized cats. However, they will only do this when particularly comfortable and settled into their chosen structure, and it must be quite quiet and peaceful. This cat form will also emanate an orange essence, visible to those who can see spectres. - Boggarts can in no way be used in CRP, as a tool or weapon or anything else. In case of CRP, PVP, or any other form of combat, the Boggart will immediately flee the scene and disappear until it is over. - While Boggarts are capable of causing minor surface wounds for the sake of noncombative roleplay, these wounds can never seriously wound, harm, or kill anyone. Additionally, these cannot be targeted attacks; an aggressive Boggarts is as likely to attack a long time guest as a new intruder when agitated. Purpose Boggarts are a cool part of fantasy, and I was surprised LotC didn’t have some iteration as it is. So I thought I’d write a cute little piece on them, and allow some people to roleplay some cute house stuff as world lore, as well as supply the event sect of the Story Team with more resources for events and storytelling. ✯ Citation Written by Archipelego. Vaguely influenced by the Boggarts of the ‘Spooks’ or ‘Seventh Son’ series.
  3. feeling like a shrigma male

  4. pretty cool dude. our circles dont mix much but from what ive seen you're solid bro very good roleplay, very glad i happened to be there only netflix show ive watched recently is castlevania, which was pretty good
  5. i was trying to find my own way there, but it was gallic who guided me to the grove i couldnt find FISHING YEAAH I WANT MY GRAPPLING HOOK BACK hard to come up with a favorite moment. the end of axios was really iconic though absolutely
  6. cool and all, but rp drive is no excuse for avoiding consequences. and, unless i missed it somewhere, attuned darasvira can still unattune mortal druids. so you should see the issue there, where you're essentially creating an elite group of druids that cannot be influenced by the establishment. no matter the lore sense, that spells trouble. and it's not like getting unattuned stops them from being darasvira. like the lore reads, attunement is separate and optional. so it should be entirely within the realm of plausibility to have normal unattunement, or to even have the two groups unable to unattune one another. either way you do it, having equal grounds for that is incredibly important. ive seen my fair share of disconnection wars and conflict, and by giving darasvira invulnerability to any sort of risk or conflict with OTHER DRUIDS, i see that spiralling into issues none of us want. overall, though, i like the lore. this is just one major judgement call i would recommend making. sorry for not seeing this in dms earlier, i must have looked right past it when you asked for my thoughts cheers
  7. dont care didnt ask plus you're a void mage
  8. would be great if i became a famous minecraft youtuber but since that probably wont happen, something to do with writing. journalism is the broad term for that. id also like to write a novel or two was looking for minecraft roleplay i could do and all the other options sucked i write stories. i have a few novel drafts, i write a few short stories, etc. nothing too good since im still improving but its nice we decide on a mod/map/whatever and just go for it, improv'ing the bits as we go along. then i spend 10 man hours editing it
  9. treshure is a cool guy but i dont really wanna do lotc centric content. ever. i would die. but id gladly help with any sort of project, since i have the means and skill for basic video production I WANT AXIOS BACK PLEASE :( also felsen was popping builds are hard because my memory is a bit ****. memorable ones though, 1. i ******* LOOOVED the nenzing build last map 2. bertha, the druid turtle grove in axios. not the most effective build, far too big, but very pretty and very nostalgic for me 3. the cute little building for my organization i finished the other day :) to be entirely honest i probably would have left lotc and never come back if it hadnt been for the vampire rp. im such a... SUCKER. for it that it keeps me engaged. i just like putting on some edgy brooding music and walking around. its very good **** i would give up many things for the duty and pleasure of destroying ronald reagan. life, love, liberty, happiness C&P is a socioeconomic movement that started in 2018 lore team with me and the other very smallbrained people entertaining ourselves. It has sustained to this day, like an epidemic, infecting others i wear sneakers if i go anywhere. except like a wedding or a funeral. going to the store? sneakers. going to a restaurant? sneakers. going golfing (im white)? sneakers. works for most every occasion going to be a senior next year, and after that i want to get my communications degree. get into journalism, maybe. comms degree can do a lot, though, so there will be doors open for me ty for the questions zarsies mans has gotten like 6 million subs in the time it took for me to get 40. it might be a while. i give it two years Bubby_64, i think. at least, he's the first i remember. good lad you are definitely a unique guy on this server glad. unique opinions, and while we dont always agree, i always value your honesty and opinions. ive also always enjoyed the roleplay we've done together. i was, but not really now. not anymore. ive realized how inefficient lotc is as a primary hobby, when i could work on something like video production that is a skill that can also result in money. yes minecraft mod bc easy content honestly any funky vampire stuff im doing atm might be my favorite **** ive ever done on lotc. besides a handful of very fun cute druid **** over the years, nothing really compares to being a cute boy with fangs ty for the questions glad
  10. easy hobby while i have the free time to blow on summer. lotc is a shithole but its a shithole that i like enough to play when i dont have better things to do
  11. why does it never end six years now ive been here for more than half of lotc's existence but i still feel new time is weird ask me anything
  12. Hey Isaac told me to upvote this so here you go. Not as cool as mordus but it's probably OK I havent read it
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