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Beordan

Creative Wizard
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Posts posted by Beordan

  1. Show some support or dance on the lore’s grave, don’t really mind either, just wanted to drop this someplace so that the 200+ hours of writing, skinning/rendering, and preemptive lair building could get the post they were eventually intended for. This isn’t trying to be a debate topic or me throwing shade at a particular person, but just a farewell to a decent amount of work. I think I’ll be taking a break of my own, too.

    Formatting is what it is; the forums automatically bolded the pasted text and wouldn’t unbold more than a few characters at a time

     

    Synopsis of the Review Process:

    Read for frustration (who would want that?)

    Spoiler

    So skeletons received all their yes votes from the story team near the end of April, after about four and a half months of waiting. Since late-February the lore had been sitting with all of the edits made, though it took an additional month just for the acting story admin to paste the edits, and another month for it to be reviewed. Without the delays it probably could’ve been accepted by mid-March along with several other pieces (some of which had only waited for a few weeks), but the votes did eventually roll in. Patience had paid off, and the writing was looking like it would’ve all been worthwhile in the end. 

     

    Enter the admin team with its new spin on lore.

     

    Skeletons were shot down during a slow premiere of the Admin Review TV Series (or ARSe), in which various pieces of lore are made subject to a review by the admin team. The post-Flamboyant era has given administrators the power to nullify story team votes and deny any piece of lore by their own reasoning, whether or not that reasoning is considered valid by the story team itself. As for why they sent Skeletons to the shadow realm, the reasons boiled down to being unsure of their purpose, a general distrust of players, and lack of connection to pre-existing lore; none of which were concerns raised by the story team when reviewing the final version of the lore. It’s especially rough considering that the admins only started taking this approach a few weeks ago, and that the piece could have gone through without hiccups had the previous system not been so flawed. The 47 pages of guide might’ve answered some of the admin team’s concerns as well, but that’s all done with and so is this lil bit. Enjoy the skeletons.

     

     

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    Some Jams

    https://youtu.be/HgQ6Cttubto 

     

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    The Skeleton Guide

     

    HsqolGkzat1dHfb8kd_BJXyWI1qOUnBmiAQgBBb8YMFrd7nLUdno0wX13cuHgX4kMa6d5qVZF4TX8gHxujt11W5kB2mpsRjkOcf92wXceKnPk7FFdTDl79wDHTFV41bcqGGsna1h

    All shown skins & skin renders by Beordan

    Written by Beordan 

     

    Skeleton Discord: 

    link now useless

     

    Skeleton Skin Collection:

    https://www.planetminecraft.com/collection/34815/skeletons/

     

    Skeleton Lore Post: 

    https://www.lordofthecraft.net/forums/topic/187785-ca-race-lore-the-skeletons-of-mordtsom

     

    Mordtsom's Lore Post:

    https://www.lordofthecraft.net/forums/topic/187786-patron-lore-mordtsom-patron-of-iblees-heir/ 

     

    - General Info & RP Tips -

    Basics: Skeletons are all antagonists filled with a gaseous essence from their creator, which is the source of their reanimation, consciousness, and limited range of magical abilities. They are all physically weaker and much less durable than their Descendant counterparts.

     

    • Skeletons are villainous by nature, reanimated under the firm grip of a mental state which opposes them to Descendants. They will never try to ally with or act in any way which could be construed as "friendly" towards the living, and neither will they submit themselves to them. All skeletons feel a sense of repulsion and apathy in the presence of live Descendants, with interactions often ending in some form of aggression. Necromancers may attempt to bypass violent behaviors with transfers of life force, but only temporarily.

    • Skeletons are driven primarily by a desire to hoard bones, which is trailed closely by a desire for subtlety and the preservation of fellow risen skeletons. Their purpose is not to kill Descendants; not so long as bones still wait to be recovered from their unguarded catacombs and fields.

    • Skeletons are raised by Mordtsom, a patron to the heir of Iblees. The essence which travels through their bones is conjured by the deity, and is responsible for their animation along with their few magical abilities.

    • When skeletons are raised, they host no memories of their previous life. Basic skills are retained, such as motor skills, reading, writing, speaking (more about that under “Vocalizations”), etc., as well as an understanding of some basic knowledge and concepts (see the section “Mental Changes” for more info).

    • Skeletons are not susceptible to the effects of aging and do not die of old age, though their bones may still wear away and require mending or replacement over time. When killed, the essence animating skeletons is drained away to remanifest in an exposed, unoccupied skeleton someplace safe. As with monk revivals, no memories of the incident are retained. The details of the process may change in accordance with any upcoming revisions to monk resurrection lore. Server rules regarding deaths and PKs still fully apply.

    • It’s encouraged, but not required, that your skeleton’s origin be detached from any previously-played characters. Doing so reduces the potential for metagaming or the appearance of such.

    • The only races which skeletons may be raised from are Descendants and the various subtypes of them that do not require a CA of their own. (e.g., no skeletons of ologs, kha, hou-zi, wonks, etc.)

    • Skeletons of Mordtsom are incapable of harnessing any sorts of magic beyond their own. They boast no souls, and are branded by their Bone Father as creatures belonging exclusively to him.

    • Don't get too attached to your skeleton! Antagonists (and especially ones as weak as these) are bound to fail a lot in order to create an interesting narrative for others. It’s in your best interest to make sure that you’ve fully accepted the concept before engaging in any villainous activities.

     

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    - FAQ - General -

    • Q: The example skins don't feature much clothing. Can skeletons wear it?

      • A: Yes, though doing so will have a noticeable effect on their strength and mobility. If a skeleton wears robes, for instance, they should RP the cloth hindering movements as it’s pinched inside of joints, and how a light breeze threatens to push them off balance due to the additional surface area catching it. You could have the clothing exist solely as an additional weakness for your skeleton if you’d like, though the negative effects should be emoted frequently enough for those nearby.

     

    • Q: A character keeps a diary. As a skeleton, can they read that to learn about who they were?

      • A: No, they cannot. Skeletons have an entirely new consciousness and thus no memories when they’re raised, rendering any records of their previous life meaningless to them. Skeletons have no desire to learn about their Descendant past, and consider the fact that they were once among the living to be a disgusting thing. (It’s also to avoid the metagame-y scenarios which might crop up otherwise)

     

    • Q: Are skeletons able to ally themselves with Descendants?

      • A: No, they are not. While Descendants for their own part might try to establish shaky diplomacy, skeletons will never trust or seek aid from the living. Any Descendants who’d try submitting themselves to skeletons run the risk of being enslaved or killed, if they’re not made into pawns.

     

    • Q: Could a skeleton have bones made from other materials? (E.g. wood, metal, ceramic)

      • A: No, Mordtsom’s skeletons cannot incorporate artificial bones. The only bones which may be attached to a given skeleton are ones of similar size from another Descendant. (See the ability “Essence Condensation” for clear redlines)

     

    • Q: Can skeletons RP underwater?

      • A: No, they cannot. Skeletons can stay underwater for only as long as Descendants, and additional details about this can be found in the Physiology section under “The Essence of Mordtsom”.

     

    • Q: Do skeletons receive any mechanical buffs?

      • A: No, they do not. Though they obviously don’t have the same needs as living creatures, skeletons are mechanically kept on the same footing as everyone else. The hunger stat still applies despite not needing to eat in RP.

     

    • Q: Can skeletons wear armor in RP?

      • A: It varies depending on the armor being referred to. Single plates can be spread across their limbs for some protection, though the extra weight will slow and weaken them, as well as restrict access to certain abilities. The images throughout the guide are a good reference for what’s able to be worn and what is most common. (And of course you can still carry a set of iron in your inventory for PvP; mechanical armor isn’t considered here.)

     

    • Q: Can skeletons train their strength?

      • A: No, they cannot. Skeletons are given strength that’s noticeably weaker than their average Descendant counterpart when raised, and cannot increase this by any means. Moderately heavy objects will always be a burden to them.

     

    • Q: How are skeletons killed?

      • A: Skeletons are killed primarily when their skulls are crushed or pierced to a significant degree. However, they may also be slain by magics capable of manipulating life force and souls. (E.g. necromancers, lutuamen)

     

    • Q: Can skeletons change the color of their essence?

      • A: Yes, they can. The coloration is only for flair and can be changed by the skeleton during any quiet moment. The colors don't hold any lore-backed reflection of the skeleton's personality like voidal auras used to, but you're welcome to come up with your own sorts of symbolism and use them if you'd like.

     

    • Q: Can skeletons RP fitting through thinner gaps than Descendants?

      • A: Nope. Skeletons are on the same footing as everyone else as far as minecraft mechanics go, so no passing through/under city gates, fences, slabs, or doing any things of that nature which regular players would be incapable of.

     

    • Q: So skeletons don't like living things, got it. Would a skeleton be able to use birds or creatures of the sort for delivering messages?

      • A: Yes, skeletons can use messenger birds to the extent that they are allowed by server rules. A skeleton wouldn't think much for the health of the animal though, likely leaving it sickly and undernourished while under its care. Many of them might opt against using birds at all, simply to avoid the loss of time which is associated with tending to the beasts.

     

    • Q: Say that I want an old mage of mine to be brought back as a skeleton. Are their bones still going to be extra fragile when they’re reanimated? 

      • A: Yes, the bones are still going to be weakened. If you choose for your skeleton’s origin to be tied to a character who had any sort of bone-related deficiencies, those deficiencies will still be afflicting the bones even after having been reanimated. The skeleton may try to salvage from inanimate skeletons in order to replace some of its weaker bones, but the skull itself cannot be replaced (as that’s where the skeleton’s mind is kept) and will remain especially fragile. It's up to you if you want that connection in exchange for the permanent weakness, despite skeletons keeping no memories from their old lives.

     

    • Q: Can skeletons disguise themselves as Descendants?

      • A: To any effective extent, no. Clothing feels exceptionally heavy on their bodies and often gets pinched or ripped within their joints. No amount of clothing can effectively hide a skeleton’s shape or the fact that it has no skin, muscle, or fat covering its bones. Suits of armor can’t be worn for similar reasons; the weight and shape of the many plates causes their movements to be slowed to a comical extent, and at times threatens to rip their bones apart.

     

    • Q: Do skeletons have any improved senses?

      • A: Nope, and the summary of their senses is as follows: Their senses of sight and hearing are about as effective as those of Descendants. Their sense of touch is poor however; they can feel some limited amounts of pressure and resistance to movements, but can't distinguish between temperatures or feel pain in most cases.  Skeletons are entirely lacking senses of taste or smell, being the undead that they are.

     

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    A skeleton of Mordtsom, with a cloud of blackened essence occupying its rib cage. Unknown artist

     

    - Lore Summary -

    Mordtsom’s skeletons are chosen by the patron himself. In the frames of unburied dead across the realm, he conjures founts of mystical essence. The essence of the patron develops into a unique consciousness within the skeleton, which is able to order a stream of essence throughout the bones of its vessel. The skeleton is granted control over its body through this, and the process of reanimation is completed. No one knows why Mordtsom follows the pace that he does when it concerns the raising of minions; even his own skeletons are left clueless as to this, leading some to ponder whether his focus is split between the many continents and realms alike.

     

    - The Raising of Skeletons -

    Mordtsom’s gaze travels the realm in a tireless search for unburied skeletons. When a skeleton is chosen by Mordtsom for reanimation, it lays largely unchanged for several days afterwards. The only difference between the chosen skeleton and an unchosen one is the wispy measure of gas tucked within its cranium. This gaseous essence multiplies in volume with each passing day. Like a bacteria in its growth, Mordtsom’s essence rapidly consumes the skeleton if not stamped out in the early stages. A dreaming sort of mind is developed as the essence fills the skeleton.

    The fledgeling consciousness is exposed firstly to images and whispers from Mordtsom himself. During this dream, it is shown visions of ancient history from the perspective of the deity. It sees the four brothers and their descent to the grave. It's whispered to about the weaknesses and failures of the flesh; that Mordtsom's will would bring order and unity to the realm. Moreover, a sense of unwavering loyalty is cultivated inside of its skull; the skeleton hosts a desire to fulfill the wishes of Mordtsom in exchange for his favor.

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    Most skeletons find themselves lacking certain possessions by the time they are risen into Mordtsom’s service. Their corpse would’ve been unburied or otherwise exposed for the deity to have bothered raising them in the first place, and during this decay would’ve been subject to thefts from unscrupulous looters or even tomb robbers. Newly-risen skeletons are often armed with little other than the environment and their wits due to this. To their benefit however, it isn’t uncommon that skeletons previously raised might move to patrol areas strewn with corpses. In these skeletons’ hunt for additional bones to bring into Mordtsom’s hoard, they might easily stumble upon the newest members blessed by the touch of their Bone Father.

     

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    A skeleton with a crown and musty cloak stolen from its barrow.

     

    - Physiology -

    Mordtsom's skeletons appear to be just so when they're risen; they're skeletons without any flesh or once-living tissues remaining. Being undead creatures they create no heat of their own, and feel roughly the same temperature as their environment. The most unique thing to be noticed about them is the murky gas that fills and courses throughout their frame, which is a clear sign that the skeleton has been claimed by Mordtsom. A visible surplus of this essence lingers within the rib cage, while the skull of such a skeleton hosts the most dense clouds of it. The skull is vital to the functions of the skeleton, as it is where essence is produced to be ordered throughout the skeleton’s bones.

    Few abilities beyond undeath are afforded to the skeletons of Mordtsom. By evaporating, condensing, and otherwise manipulating the essence which reanimates their bodies, they discover the full scope of their capabilities. With these simple changes they may feign death, detach and reattach bones, assume control over grasped limbs, produce minor cosmetic changes and mend damages to themselves. 

    Skeletons find themselves constantly lacking in individual strength and speed. Never are they on par with the abilities of trained warriors, and even the average townsperson or village serf may match or best a skeleton in feats of raw potency and fitness. Their lack of strength coupled with the natural frailty of their body makes suits of armor impossible to be worn; only thin, lone plates might be spread across the length of one’s bones, and even then with noticeable effects upon their speed and agility. But in contrast with their lack of strength, skeletons flourish in tests of endurance and intelligence. Sustenance in the form of food, drink, and rest is something unneeded by skeletons. Thus, they can apply themselves tirelessly to pursuits both physical and mental. It should be noted, though, that sorceries will prove impossible to be learned by skeletons. Their undead state and lack of soul shuns all magics beyond what Mordtsom has already gifted them with; such is a limitation that all skeletons must become familiar with.

     

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    A skeleton armed with a light sort of bow for ranged confrontations.

     

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    When RPing the physical attributes of a skeleton, the most important parts to remember are the weaknesses. A lone skeleton can never match the strength of a Descendant warrior, nor can it hope to last long while under attack. Blunt weapons will naturally be more effective against skeletons for their heavier impacts, though blades both swung and thrusted may still cause damage. Weapons made from gold will inflict damage twice that of their mundane counterparts, as well as inflicting sensations of pain that would otherwise be unfelt by the undead. For their own part, skeletons’ bodies are too weak to wield heavier sorts of weapons and armor. Attempts to do so come with the risk of limbs snapping off and joints giving way beneath the burden. With those things in mind, you can focus on their physical strengths.

    Skeletons are encouraged by their weaknesses to act cautiously before instigating conflicts or even undertaking risks. Due to their lack of need for food, rest, sunlight, and even breath, skeletons are creatures best suited for reconnaissance and elaborate plotting. They may plant themselves in whatever places serve best, perhaps pasting mud and foliage onto themselves to assist with camouflage, while others might simply lurk in the shadows. But of course, this is all undertaken with the risk of a confrontation. Some of the creatures might very well submit to their feelings of cowardice and opt to undertake safer tasks.

    In preparation for combat, skeletons are able to harness the fact that their bones feel no pain. To consider things which might be affixed to their bodies, there are numerous sorts of lightweight armors and the plasterings of nature mentioned before. Also available are the various sorts of light weapons and which might be tied and adhered to the faces of stronger bones. 

    Alternatively, the skeleton might make limited adjustments to its own structure. The boney tips of fingers are able to be ground into claws. Appendages may be torn off entirely, for the ends of limbs to be capped haphazardly with whatever tools or weapons the creature might require. Modifications such as these are the most preferable for skeletons on the offense due to their light weight; the swings and thrusts of heavier weapons are far harder on their bodies in comparison, and are especially likely to leave them unbalanced in the middle of a confrontation. A significant number of skeletons are bound to experience their own limbs being torn off from the attempts to swing, thrust, and draw such things. While preparation is useful and may provide some advantage, it can never hope to place skeletons on equal footing with the warriors of the living.

     

    - Details for Skins -

    You probably noticed the link to the collection of skins at the top of the post. The selection of premade skins is admittedly a little limited at the moment, with only six bases available to be recolored or tweaked according to preference. You’re welcome to try a hand at making your own skins if you’d like, so long as they include a few defining details. Consider the following points (as well as the other skin examples and images throughout the guide!) to make sure that your skin fits with the lore:

    • No black voids. When you're designing your skin, you should make sure that the arms and legs fully fill their respective portions of the model (e.g., no 2-pixel wide arms with strips of empty space). Empty spaces in the skin (especially inside of the rib cage) should be filled with essence and shaded so as not to appear like solid blocks of color. If you’re not sure whether the shading is good or not, feel free to share it with people and get some opinions! 

    • Be sparing with armor. I know it’s a tempting thought to just cover the skeleton’s bones and spare yourself some detail work, but you need to be careful about just how far you go with any coverings. Full suits of armor are a no; skeletons will break under the weight. Plates can be worn if they’re light and scattered across the skeleton, but you’ll need to RP the creature seeming much slower as a result (See the image just below this section for an idea of a heavily armored skeleton). Even so, armor does not make the skeleton invulnerable; energy will still travel through plates and potentially snap bones despite any armorings.

    • Go easy on clothing, too. Full outfits are typically a no as well; loose cloth or other materials will get stuck inside of joints and constantly trip up the skeleton. Rags and ornaments can be worn in just the same way as plates can be worn; just keep them scattered across the skeleton and largely kept away from the joints.

    • Keep bone colors realistic. The bones of your skeleton skin should be highly desaturated in color and will likely stick to a grayed yellow-orange palette, with brightness that can vary. See the skins throughout the guide for a good idea of what works, or ask for some feedback!

    • Feel free to explore essence colors! In contrast with the bone colors, a skeleton’s essence can be much more vibrant and cover a far larger range of hues. You could try to align the essence' color with the nature of your skeleton if you'd like (potentially inspired by the old voidal aura colors), though that's not written out or required. Like with bone colors, the essence shouldn't be distractingly saturated or bright to the point where it doesn't mesh with the server’s setting.

     

    With those points in mind, you should be set to try designing your own skins. If you still need help or just need someone to look the final product over, you're welcome to send a message my way.

     

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    A skeleton clad in sparse plates; the heaviest type of armor that might be worn by it, though not without disadvantages. See the sections below for more details.

     

    - The Strength of Skeletons -

    Mordtsom’s skeletons are risen with a fixed amount of strength. The patron endows his soldiers with reasoning minds, that they're able to accomplish his will through means other than costly brute strength. What strength that skeletons do have is intended to allow for the mimicry of most Descendant actions, albeit significantly weaker in their performance. Skeletons are thus able to fight and labor with some amount of effectiveness, though they must constantly be careful of the strain that their many bones and joints are put under. 

    Compared to a given Descendant, all skeletons feature several prominent weaknesses. Their relative lack of mass means that they’re especially vulnerable to being pushed or pulled off balance. They avoid wielding heavier sorts of weapons for this reason, as the swings of such things are likely to topple the creatures or simply rip their limbs apart at the joints. Beyond weaponry, the creatures are also cautious of armors. With every plate that a skeleton straps to its bones, it feels its strength being sapped along with a significant slowing of its limbs. Skeletons will commonly either abstain from armorings entirely or only wear them on their upper limbs, so as to not affect mobility if they might need to flee. Even with small amounts of armor however, there are risks. Metal plating weighs heavily on the bones; any such weight is too great for a skeleton’s essence to drag across the ground, making feigned deaths range from difficult to impossible to be performed. The skeletons wearing such armor may boast some increased amount of protection, but will complicate or altogether forfeit their primary means of escape.

     

    - Scenarios & Example Emotes - Physical -

    Notice the scenarios for how a skeleton would be affected by various occurrences. The combat scenarios titled "Skeleton vs. X" are written with the skeleton being the losing party (demonstrating durability), while other scenarios are the opposite (demonstrating strength, dexterity, speed, endurance).

     

    Skeleton trying to lift too heavy of an object:

    The skeleton paces over to the pallet of bricks with a quiet creaking. Its skull pivots a bit; no fellow skeletons are to be seen. The breeze whistles against the creature's bones as it piles bricks into a nearby wheelbarrow. 

     

    [!] Higher and higher the pile grows, filling the wheelbarrow and building well above the bowl. The skeleton paces to the handles of the tool and begins to pull them upwards, with about 100 pounds of resistance being met. A hissing noise can be heard from the creature's joints.

     

    [!] As the handles of the wheelbarrow are raised, the skeleton's joints continue to protest. The creature takes a few paces to begin wheeling the load along. Suddenly there's a SNAP, and the skeleton's arms are each ripped from their sockets to be planted in the earth. Some bricks spill out as the wheelbarrow falls back to the ground.


     

    Skeleton vs. gold dust & golden weaponry:

    [!] In the center of the chamber lays the skeleton, the bones of its appendages bound thoroughly to a table by steel bands and dried plaster. It tries to lift its skull once, only for the movement to be halted by the bindings around the top of its spine. The sound of approaching footsteps reaches the skeleton.

     

    The skeleton turns its skull slightly and begins to hiss as the two men enter the room. One of them sets a plain wooden box onto a nearby table, which the other man draws a pair of leather gloves and a black vial from. They each don leather aprons from pegs on the walls.

     

    The skeleton attempts to jerk its limbs slightly, to create nothing more than a quiet rattling. Its green irises follow the first of the men--a silver-bearded soul with a small pair of spectacles on his nose--as he draws a scalpel of gold from the box. Still the skeleton continues to create what little amounts of resistance it’s able.

     

    [!] After a glance and a nod sent from the first man to the second, the trials commenced. The golden scalpel was lowered to be driven into the bones of the skeleton’s fingers. No clear response was observed from the skeleton. With that the scalpel was driven into the gap between the bones, earning some additional rustling followed by a pained-seeming hiss as the blade severed--with quite a small amount of force--the end of the finger.

     

    The skeleton's attempts at moving its limbs resume in a reinvigorated state, though the bonds remain strong. When the movements first begin to slow, the first man nods to his colleague. The second of the men uncorks a little bottle and holds it over the skeleton’s rib cage. A golden powder begins floating into the clouded cavity, earning another sharp hiss and multiple additional movements from the creature.

     

    [!] As the gold shavings fall through the creature’s ribs, the cloud of essence begins to disperse. The skeleton’s movements weaken to a noticeable extent. The two men look between each other and whisper about their observations, with quite a few leery glares sent towards the skeleton’s eye sockets.

     

    The skeleton’s skull knocks lightly against the table as it rolls to one side. Its fingers curl as the creature attempts to pull once more at the bindings, still for naught. Eventually the two men walk behind the skeleton’s head with their golden implements. They crouch just beyond the undead’s view and whisper their schemes.

     

    [!] A moment of quiet passes. Suddenly the vial is brought over the eye sockets of the skeleton and tipped, sending golden dust into the spaces. The skeleton hisses, shrieks, and writhes against the steel bindings, only for its movements to slow to a shudder. Against the top of its skull is pressed the golden blade of the first man. A very light amount of force is applied by him, though even this is enough to drive the tip of the instrument a few millimeters into the bone of the skeleton’s cranium.

     

    The skeleton’s limbs continue to suffer from occasional spasms, and its skull continues to hiss in indication of its pained state. With a quick word sent between the two men, additional gold is poured into the skull. It writhes to a much lesser extent and makes far weaker movements in response. Suddenly the golden scalpel is driven fully into the skull and dragged along to cut a circular section of the bone.

     

    [!] From the skeleton’s skull bleeds a stream of essence, of the same color as that which was seen elsewhere on the creature. It oozes out as the cutting begins, only to gush and rapidly disperse in the air as the incision grows. Within moments all of the skeleton’s unlife has been purged; soon only a mundane skeleton is left laying on the table before them.


     

    Skeleton vs. bladed weapon:

    [!] With its escape routes no longer viable, the skeleton retreats into the corner of the tunnel. Before it stands the knight, advancing with his sword mid-swing. Unable to counter the coming strike, the creature simply raises a skeletal forearm with the intention of lessening the impact.

     

    The skeleton’s attempted blocking of the sword does little. As the blade meets the bones of the creature’s arm, it SNAPS the radial bone and plummets into the ulna. The force of the impact then sends the damaged forearm swinging backwards, so that it strikes the front of the skeleton’s skull and causes a staggering of the creature.


     

    Skeleton vs. blunt weapon:

    The skeleton is forced back by the hammer swings of the blacksmith. Several more paces are taken before a town wall is collided with, and the creature is depleted of options. It begins charging towards the smith in a final effort.

     

    [!] As the skeleton runs forth, its timing renders it caught within the arc of the blacksmith’s swinging. The head of the man’s hammer meets the skeleton’s rib cage with a CRACK, as several of the creature’s ribs are sent flying and the hammer becomes lodged within the open space.

     

    The skeleton is promptly unbalanced with the impact of the hammer, and so it begins to fall over. The head of the hammer finds itself caught against the inside of the undead’s sternum. Before the skeleton lands upon a rocky path, the blacksmith heaves the hammer towards himself to rip at the sternum and many of the still-attached ribs.

     

    [!] Battered by the strength of the forge worker, the skeleton collapses upon the ground. The colorful essence which clouded within its rib cage spills upon the gravel, where it dissipates with haste. Slowly the skeleton lifts its sunken gaze to the sky, only to be met with the sight of the workman’s hammer coming down upon itself.


     

    Skeleton vs. arrows:

    [!] Slowly round the skeleton creeps, with its eye sockets set upon the archer. While the creature was able--if only by luck--to topple the fellow’s charging comrade, the time spent doing such had allowed the bowman to nock and draw an arrow.

     

    The skeleton shuffled from one side to another for a while longer. In an instant it began to charge the man, only to be struck in the ribs by an arrow from the villager. SNAP went two ribs affected, with a piece of the skeleton’s sternum flying off with them. Briefly the creature was staggered.

     

    [!] As the skeleton resumed its rushing towards the archer, the man had drawn and nocked another arrow. Swifty the distance grew shorter; ten meters, eight, five, two… Then the second arrow was sent out. It struck the left portion of the skeleton's pelvis, where it split the bone and sent the femur backwards with a CRACK.

     

    The skeleton toppled to the ground with a rattling as its leg was lost. Frantically it clawed at the pathway, in a last-ditch attempt to reach the retreating archer. A few meters were traversed before the man drew another arrow. Just as the skeleton began to lift its gaze, its skull was shattered and pinned to the soil by the bowman's final missile.


     

    Skeleton vs. telekinesis:

    The skeleton assumes a hunched posture as it skirts the edges of the town. A cabin is reached, which the creature descends upon with a little dagger in its grip. A robed figure shuffles in the distance.

     

    [!] As the skeleton arrives at the house, it crouches beneath the sill of a window. One hand is stretched upwards to scrape the glass quite audibly. A movement in the corner of the creature's vision causes the skeleton’s skull to swivel, though it fails to focus upon a specific shape in the darkness.

     

    The skeleton remains still while it scans the fields in front of itself. Slowly the dagger slips back and forth between its hands, to begin being raised as the outline of a figure is made out. The figure raises a hand.

     

    [!] With its cover apparently blown, the skeleton straightens its posture and begins raising its blade with a warning clatter of its jaw. The figure doesn’t seem to react; its hand remains raised up. 

     

    The skeleton stares at the peculiar behavior for a time. With a weak shake of its skull, the creature begins to charge. It travels a few paces before feeling the sense that it’s about to topple over, and quickly halts itself. Yet even standing still on the level soil, the creature feels as though it were about to roll down a hill. Suddenly its blade is pulled skyward from its hand and sent into the grass behind.

     

    [!] Finally realizing the sort of opponent before itself, the skeleton opts to continue the charge. It takes but two steps before collapsing onto the ground. Its knees are forced against the soil, while its arms are eagle-spread by an invisible force. 

     

    The skeleton exerts itself to drag its knees forwards. It fixes its gaze upon the foe, who stands an infinite-seeming few meters away. The mage barks out a word and swings a hand violently backwards, at which point the undead’s arms are torn from their sockets and sent flying either direction.

     

    [!] A brief weakening of the mage’s power is felt by the skeleton. The opportunity is taken by the creature to raise itself onto its feet and close the distance. Yet as it does so, the mage’s hand swings forth and the skeleton’s skull is jerked backwards by a magical force. Further from the mage the creature stumbles, with a clear hissing sound reaching the ears as the vertebrae begin to separate from one another.

     

    The skeleton is sent back onto its knees by the forces acting upon it. Its skull trembles and jerks with its efforts to resist the mage’s power, to no avail. A hissing is heard; the topmost discs of the skeleton’s spine are torn from one another. Another moment, and the skull of the creature flies forth to be caught in the hands of the mage.

     

    The skeleton, now almost entirely helpless, stares upwards. It swings its jaw a couple of times in feeble attempts to bite at the mage, only for a snap of their fingers to order the mandible--the skeleton’s last bastion of resistance--ripped away. The clouds of essence inside of the skull continue to stir as the mage enters the house, keen on studying the accursed bones.


     

    Skeleton vs. magical fire and heat:

    [!] After the swordsman was dispatched by its comrades, the skeleton rose to its feet. It began to scan the scene; peasants were coming from the south, towards which the other undead had charged. Suddenly its gaze was caught by the flickering of a torch into existence, though it wasn’t a torch.

     

    The skeleton hissed and began scrambling towards a short wall of stone. There it hid itself for the moment, with its gaze shifting about the environment for potential weapons. As the skeleton remained in place however, the mage’s fire continued to grow.

     

    [!] Before much longer, the skeleton leapt out from its shelter. It tore a smooth stone from the road and looked out towards the mage, whose robed figure was illuminated by the floating orb of flames. Shapes began to distort as the air was heated.

     

    The skeleton began to charge towards the mage without delay, with its cobble raised well overhead in preparation to be thrown. At the same time charged the flames. They shot forth and engulfed the creature, which hissed as it grew slower in its movements.

     

    [!] As the flames clung to the bones of the skeleton, there came to be a clattering. The left arm of the skeleton fell limply to the ground, as did the fingers of its right hand. Without support the cobblestone fell harmlessly. The skeleton’s body ground to a halt as it succumbed to the heat, flames beginning to burst from its eye sockets.

     

    [!] The remainder of the skeleton’s ligaments had become molten after another moment. Unsupported the creature plummeted to the ground, its skull tumbling forwards, and embers chasing their way into the cranium. The skeleton's mind was burned away as the pyromancer moved to assist the peasants.


     

    Skeleton vs. natural fire and heat:

    The skeleton trudges up the side of the volcano. Its bones scrape and shriek against the igneous rocks underfoot, though soon those noises become muffled by the resonant churnings of the earth. 

     

    [!] Onwards the skeleton marches. It peers over its shoulder, only to spot that the party of orcs has regained the trail and begun bounding up the face of the volcano. The skeleton hastens its movements.

     

    [!] As the creature scales the rocks, the air begins to shimmer all around. Heat continues to build within the air. More and more inhospitable it grows, to no consequence for the skeleton. Not yet, at least.

     

    The skeleton trudges higher along the slopes, motivated by faint glowing of the volcano. As it ascends however, its movements falter. Its limbs fail to respond as quickly or as accurately as they would otherwise. Ignorant of the changes, the skeleton forges on.

     

    [!] Another milestone is reached by the skeleton. It turns to view the slopes which its orcish pursuers were ascending, but sees nothing more than a dense cloud of smoke and ash. As the course is resumed, the skeleton catches a peculiar change; the fingers of its right hand are missing. Similarly, a couple of the toes upon either of its feet have become lost among the coarse igneous rock. A hasty turn is made to begin the descent.

     

    The skeleton scurries and scrapes its way down along the volcanic slope. Its right foot catches a jutting rock. But rather than toppling the skeleton, the foot simply tears away from the creature’s leg. After a clumsy step onto its footless leg, the skeleton loses its balance and begins to flip violently down the incline.

     

    [!] Bones are scattered in each direction with every impact against the rocks. For over half of a minute the skeleton continues to roll and be further dismembered, before finally settling--with only its skull and spine--at the bottom of a ditch. There the skeleton remains, hopelessly crippled until it feels the waves of second death.


     

    Skeleton vs. evoked ice:

    [!] Shuffling slowly from one side to another, the skeleton raises its buckler to chest-level. The mage stands further down along the path. In front of their person floats a large globule of water, which shifts a few degrees to the left and right in order to stay in line with the undead’s movements.

     

    The skeleton seizes the element of surprise to suddenly lurch forwards, with its shield hefted higher to obscure the lower portion of its skull. Into its path is sent the orb of water. The liquid scatters against the creature’s shield and regroups within the sockets of the skeleton’s arms, causing no interference with its movements for the moment.

     

    [!] With the snapping of the mage’s fingers comes a change. The water packed within the skeleton’s sockets immediately turns to ice, the increased volume of which manages to split the skeleton’s arms out from their places and send them flying out to either side. Hastily the creature pauses in its tracks to look down at itself.

     

    [!] As the skeleton stares at the damage with an almost incredulous look, more water begins to gather in the air. The orbs float towards a skeleton only just emerging from a fit of shock, which suddenly gains the awareness needed to attempt fleeing. Its meager speed isn’t nearly enough to escape the evocationist's reach.

     

    The skeleton’s skull flips about as it searches for a path to escape. During the pause however, the water settles around the caps of the femurs and musters a somewhat large volume. A snap from the mage causes a freezing of the water, suddenly breaking the skeleton’s pelvis and sending the creature down to the earth.

     

    [!] Now only a rib cage and a skull, the skeleton realizes its plight. As the mage shuffles closer the ice turns back into water, to float up and pour relentlessly into the eye sockets of the creature. With a snap of the fingers the water freezes, expanding and severely cracking the cranium. The skeleton’s essence--and thus its consciousness also--drains across the ground from these cracks.


     

    Effects of armor on skeletons:

    The skeleton paces further into the swamp, hunched and clutching the haft of a wooden pike. There’s a quiet rattling from the plates scattered across its bones whilst it walks. A couple of shallow puddles are traversed, with the creature’s feet sinking a few inches into the mire.

     

    [!] A shallow-seeming creek is reached by the skeleton. It crosses normally until reaching half-way, at which point the creature’s leg abruptly sinks. With a hissing and a violent splash the skeleton falls into the water, unable to lift itself upright due to the weight of its armor.

     

    [!] Over the course of just a few seconds, the creature is brought fully beneath the creek’s murky surface. The pike floats to the surface of the water and is slowly swept downstream. All the while, the skeleton remains trapped under its iron platings. Slowly it’s drained of its essence and consciousness, and slowly it slips once more into the grave.


     

    Skeleton’s crafting methods:

    [!] The two skeletons scurry about their expanded wing of the catacombs. In the center of the space is an earthen table, upon which sits a trunk brimming with various plants freshly uprooted. 

     

    The skeleton plucks two ceramic bowls from one of the repurposed niches in the wall. It sets this with the trunk of herbs, then returns to the cavity in search for a couple of pestles. The skeleton’s comrade wanders in the meantime, to stop itself at its own nook in the catacomb wall.

     

    [!] Before long, the two creatures reconvene at the table; one with its pestle and the other with a pile of obscure shapes and strings. They look like the lopped-off fingertips of gloves, strung together to keep from being scattered as they’re set onto the table. The first skeleton carefully slips the leather caps onto its digits, ties them securely into place, then drags the first of the mortars closer to itself. The second skeleton does no such thing as it brings its mortar close.

     

    The skeleton bearing the leather-capped fingertips begins to fill its bowl with the dried roots. Whilst keeping a firm hold on the bowl and pestle, it slowly grinds the roots down against the inside of the container. Just down along the table, the second skeleton begins to do likewise. Its boney digits scrape and slide against both the bowl and pestle; much more exertion and caution need to be taken by it in order to keep either of the utensils from slipping sidelong.

     

    ◇◇◇

     

    l18jKMqPUjPD7QpnE9c48VcoRwt5__jzo4qo72zfW07tv0BJnIwt8F2JF2X07SbSwQRe40aS64ebQEjT-2Vg9WIYOg5deH63rg4fyuRSxeYRYRV-ruHq32BHY6elqi44bb_evSLN

    A skeleton missing an opposed leg and arm, with its remaining limbs being used to drag itself across the ground; the frequent result of confrontations with the living.

     

    - The Essence of Mordtsom -

    Planted within the skull of any of Mordtsom’s skeletons is a fount of translucent, gaseous essence. This magical essence flows throughout the bones of the creature and constantly replenishes itself to a certain point. It bears a range of colors which can be viewed most clearly in the cavity of the torso, where a cloud of the surplus essence makes itself manifest. Being magical in nature, the essence within skeletons’ bones is immune to spells of alteration. As it only flows through the marrow of the bones, however, such spells may be projected onto the frame of the skeleton itself. A transfigurationist might apply an understanding of bone properties to weaken a skeleton, or a telekinetic might rip off limbs and send the creature flying away. The fount of essence within a skeleton’s skull serves also as a mind for them, and thus they are vulnerable to the spells of illusionists.

    Mordtsom’s essence is incorporated at other points throughout the frames of his skeletons. As creatures long dead, they lack the tissues which would otherwise bind their bones to one another. By condensing the essence generated within themselves, they’re able to create mimicries of such things. Tendons, cartilage, and ligaments are all spun this way, with each of them exerting forces designed to bind the skeleton together. All of these things can be unraveled, either by the will of the creature or by the application of outside forces. 

    Whether they’re mages or otherwise, there are numerous methods that people might use to disable skeletons’ limbs. Direct applications of heat from fire evocationists or elementalists--or even more common things such as hot tar and flaming liquids--are capable of causing the condensed essence of the joints to liquify. As well as damaging any weapons and equipment being carried by the undead, the weakened connection between their bones can reduce their threat significantly. Ice and earth may also be evoked. The presence of solids within the joints of skeletons has the ability to severely limit movement and potentially sever limbs, making the mages and other evocators of these things an indispensable tool.

     

    - Summary of temperature’s effects -

     

    Under temperatures of 100°C (212°F), the false joints of skeletons will begin to soften and cause additional resistance to movements. After reaching and exceeding a sustained 200°C (392°F), a temperature often obtained in cooking, the ligaments will steadily melt away and cause the skeleton to collapse. Sustained temperatures exceeding 550°C (about 1000°F, easily obtained by pyromancies or burning oil) may cause the skeleton's gaseous essence to combust, swiftly destroying the creature.

     

    • TL;DR: Boiling water or similar temperatures will soften joints; hot oil or weak flames will melt joints; burning oil or focused flames (especially on the rib cage and skull) may kill the skeleton. If you’re not sure where the temperature of something would end up within those ranges, it’s safe to presume that the more damaging effect takes place. You don’t have to be precise about judging temperatures; just keep the values and conditions in mind. That way you can give an appropriate response with minimal arguing whenever your creature is exposed to a source of above-average heat.

     

    ◇◇◇

     

    - Vocalizations -

    Skeletons are capable of speech and various other vocalizations to much of the same extent as Descendants. In their speech, they begin by formulating the words within their skull and projecting the thoughts to their maw. A trail of essence follows the will of the skeleton into the space, where it swiftly condenses. The gathered cloud remains within that space unless willed otherwise, and typically grows no larger than the skeleton’s jaw. As sounds are ordered to be emitted, the essence rapidly burns away and does just such; it creates a voice. The voices of skeletons are unnatural-sounding ones albeit, but they are more than enough to allow for communication. Beyond voices, skeletons are capable of ordering the production of other sounds. They can attempt to mimic the calls of mammals and birds, the sounds of their environment, and to an extent even the voices of Descendants. Imitations will never be great however; an average ear will notice oddities, and a cautious mind will house a sense of suspicion.

    Unless one is being purposefully imitated, skeletons have no distinct accents of their own. They know no language other than the common tongue when they’re raised. Due to the magical means by which they speak (and the fact that they’re dead), features from their life such as tusks or malformed tongues have no impact on their ability to communicate as a skeleton. A particular way of speaking--or even a full language--could manifest among the groups of already-raised skeletons, though such a thing would need to develop organically and be taught amongst the creatures.


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    A skeleton armed with a longer sort of blade, intended to maintain distance.

     

    - Floating, Swimming, & Drowning -

    You probably realize that skeletons don't have a need for breath and aren't particularly buoyant in water. Racial buffs aren’t available to change that however, and this isn’t a traditional variety of skeletons. So to expound on that, the RP reasoning as for why these skeletons can float and drown is as follows: 

     

    • Floating & Swimming: The essence animating skeletons is gaseous in nature and far less dense than water. The bones of Mordtsom’s skeletons hold streams of this essence inside of their marrow, which alters their density enough to allow for a limited amount of floating and swimming. 

    • Drowning: When skeletons spend prolonged periods submerged in water, the essence responsible for animating them is displaced. As that loss of essence occurs, their strength is gradually reduced. Skeletons may potentially be rendered immobile and "drown" if too much essence is displaced by water in this way. 

     

    As far as any RP of swimming skeletons goes, you should remember their strength compared to Descendants. A skeleton won’t be able to swim as fast as a lightly-encumbered Descendant when considering strength alone. Taking the various gaps between their bones into account as well, there’s an even further limited extent to which skeletons can propel themselves through water. The safest option for the creatures is to prepare a boat or raft if they anticipate needing a watery escape route. Even then, they’d better remember their oars.

     

    ◇◇◇


    3eeGj68TZtFuQUSQKgHo1BW_nmDTLUKdFRcqIBw2qTen3hzCpsO7N5sc3fPiSihG42CDCr3y24741fUcKf7TOsXLNPmFFXfAK7wuZLsfeE88VZb4UUIwP-XJgIwyJPNHFGuForRU

    A skeleton with neither weapons nor armor; the common grunt of Mordtsom.

     

    - Mental Changes -

    When risen, Mordtsom's skeletons are granted an entirely new consciousness. Their memories are lost, so that they have no recollection of their previous selves. Planted within their skulls are keen senses of hatred for all living Descendants. While the influence on the minds of his skeletons is sometimes subtle, it is always present. It's Mordtsom that bestows skeletons with unlife, minds, and their united sense of purpose. Further, it is that purpose which skeletons' consciousnesses always ponder before committing to action. 

    The skeletons of Mordtsom are blessed with a clear purpose and with freedom from Iblees’ curses upon the Four. In their undeath they seek always to act in ways which carry out the will of their Bone Father, which manifests prominently in the hoarding of bones. Altruistic skeletons do not exist beneath Mordtsom’s control; all of his skeletal underlings are engrained with hatred for the living, for it’s their accursed flesh and burial traditions which are responsible for the imprisonment of countless other skeletons. It’s natural that some leniencies are afforded to other undead; but with the signs of interference in their ordained purpose, the skeletons’ loyalty to Mordtsom prevails over their sympathy to fellow cursed ones.

    ◇◇◇

    Concerning mental characteristics, skeletons’ minds are very much based on those of Descendants. As soon as they’re raised they possess intelligence and the ability to learn, typically to the same extent as any adult elf, dwarf, or human. Simple concepts of nature, the common language, and their own origins are already understood by skeletons, aiding greatly in their initial explorations of the realm. In contrast with the minds of Descendants however, skeletons hold a keen sense of apathy towards all living things. They feel no remorse what they might inflict upon any sorts of creatures. The greatest difference, however, is the subtle presence of Mordtsom within each of his skeletons’ skulls.

    Being the force for the accomplishment of Mordtsom's will, skeletons' thoughts are constantly molded by him. From their reanimation onwards, their skulls are filled with the knowledge of who their Bone Father is and his will for them. More subtly, the patron shapes the subconscious of his skeletons. A deep hatred of the living is instilled in all of them, which may manifest itself in different ways. Some skeletons might take it upon themselves to march towards the capitals of Descendant civilization. Others might be moved by this hatred to exile themselves to the uninhabited reaches, where great catacombs might be dug for the skeletons amassed by their brethren.

    Of course, the intelligence of skeletons is lacking when it pertains to the concepts of Descendants. Their Bone Father fails to understand certain concepts created by the living, and thus so do his skeletons. Concepts such as social statuses, cultures, romance, religions, governmental differences, and practices which are based off of such things have no immediate meaning to skeletons. Some of the concepts of Descendants--especially ones such as romance--are in direct conflict with Mordtsom's will and potentially even the rules of the server. Their practice by skeletons would be met with a keen sense of foreboding sent from the Deity, and potentially a forced return by him to a totally inanimate state. 


    Qu5iX5_yRDjo4G48MNxqHhU0zIsJ_-_nIROr9oShbczbRZPJgQor10CaWX4oImYK27ghFtoRQSfBrr8i6JTCKUYCKOXIh2iQ9GNh_zTnA3z3b90_vwe4XGK2rNa_DKKbs9lcc0HE

    A dwarven skeleton, making use of its stout frame to lug cauldrons of bones.

     

    - Emotions & Behavioral Traits -

    Being undead and having skulls filled with the subtle willings of Mordtsom, skeletons' emotions are influenced in various ways. They lack the capacity to sympathize with living things or to develop any loving attachments. Thus, a skeleton will never exert itself to act for the benefit of the living. They feel no sense of pity for the deaths of creatures sentient or otherwise, and would much sooner exploit living things to their extinction than try to craft sustainable systems.

    Of course, Mordtsom holds no perfect grip over the emotions of his creations. It’s his thought that with free will comes strength, akin to the strength which Descendants hold over themselves and the world around them. Thus, each skeleton is allowed the development of its own unique consciousness beneath him. Some of the undead might be bold, while others more cowardly; some might seek their goals alone, while still others rely upon their kin. It’s to no poor consequence that any skeleton develops certain negative traits. As long as these things are no threat upon Mordtsom’s will, they may manifest freely and unchallenged within skeletons.

     

    - Naming Conventions -

    Like the Descendants they’re risen from, skeletons will often fabricate names for themselves with varying levels of creativity. Some might cobble together titles and traits--sometimes with great volumes of irony--to create names. Others might take their names from the cities of Descendants, or perhaps from the inscriptions of tombstones and grave markers. Still others might find the inspiration to create a speech and culture of their own, from which they might form a variety of names and titles. The options are many, and open for the creatures to explore.

    Some example names and titles:

    • Ulbert “Glassbones”

    • Barrowmaker Prasiddhi

    • Samuel "Silvershins"

    • Festrus the Old

    • Sentinel Abdullah

    • Грабахан оф Дизнутс

    As you can see, the names don’t need to be anything that’s really unique; a freshly-raised skeleton won’t have any undead culture to draw from, and is likely to just pick a common name that it heard or saw written out in its first days of consciousness.




    wikWJxeKh12VbN_VTz2V_LTRZNFCxIAtUXWx-awFO68YrlTeMKFUPdxC2QuysW8Weo6AV6jXZoF6teWOjnBEJGJUyZObpOVFyvizFF-7PioXO94dQXLVcYt9Pw9Hba0A_NE9gZxE

    A skeleton without weaponry, bearing only some scattered pieces of armor and a shield for protecting its brethren.

     

    - Scenarios & Example Emotes - Mental -

    See the examples for how skeletons might react to various sorts of thought-provoking occurrences.

     

    Skeleton interacting with smaller non-sentient creatures:

    The skeleton paces slowly through the forest following its reanimation. Its skull constantly flicks about amid the noises of the environment, hoping to catch glimpses of any encroaching threats. The old carcass of a squirrel is eventually spotted at the base of a tree, with flesh largely rotten away to expose the creature's many bones.

     

    [!] Upon reaching the squirrel's carcass, the skeleton lowers itself. It begins to prod cautiously at the lifeless husk of the animal. A while is spent waiting for any signs of reaction, after which the skeleton begins to pry and snap at the squirrel's bones.

     

    [!] In its scavenging for bones, the skeleton eventually rolls the squirrel's corpse to the side. Its gaze is caught by the disturbed wriggling of an earthworm. With a swift motion the skeleton swipes the annelid from the soil.

     

    The skeleton begins by pinning the worm against its femur and dragging the end of a finger against its body, thus splitting the creature open. For a while the filthy innards of the earthworm are examined. Upon sighting no bones however, the skeleton slings the dead worm back into the muck. The undead gathers a handful of the squirrel's bones before rising and continuing on its path.


     

    Skeleton’s interaction with a Descendant attempting to join the cause:

    The skeleton spots a shape moving on the beaten path towards the crypt. A moment passes, after which it becomes clear to the eye that a living Descendant has sought the place out. Slowly the skeleton creeps into the darkness of the tomb.

     

    [!] Following a lengthier pause, some footsteps are heard. Into the crypt descends a human with neither tools nor weapons, garbed as a common laborer. He calls into the darkness to no response. The man travels deeper.

     

    The skeleton paces around a corner much further within the crypt. From behind it wraps its claw-like fingers around the man’s neck, and begins to hiss out an interrogation. “Your purpose in this place… Speak it, ‘lest you be entombed.”

     

    [!] A terse exchange ensues. The man lowers himself to the soil of the crypt. From him is drawn a vow of loyalty to Mordtsom, followed by a trip into the depths of the catacombs. There his will is tested. Fasting, scourging, and defilements are inflicted upon the once-upright man. Slowly he’s morphed into a husk beneath skeletal lords; a tool for the bidding of Mordtsom, his new king.


     

    Skeleton’s grave robbing:

    The skeleton’s trowel scrapes against the snow as it crawls around the village outskirts. Slowly the creature reaches a point of elevation, where it sits to observe the townsfolk. 

     

    [!] After some time spent waiting, the activity of the village moves into a tavern. The skeleton drags itself from its high point to begin on a slow path towards the town’s barrows.

     

    The skeleton continues to crawl and creep for several moments. Without being spotted the creature slips into the walled graveyard, where it slowly straightens its spine.

     

    [!] Having completed its infiltration of the burial grounds, the skeleton slinks along the main path. It frees its trowel from its side and scans the area for any freshly‐turned patches of earth.

     

    The skeleton continues to creep along before eventually freezing in its tracks. It gazes upon a mighty tree in the middle of the yard, around the base of which sits a number of wooden platforms and several more coils of rope. The creature quickly scans the ground again for fresh graves, one of which is spotted near the tree’s base.

     

    The skeleton quickly shuffles over the frost to begin driving its trowel into the grave. Quite some time is spent like this, though the sun’s descent below the horizon serves to obscure the skeleton’s actions from any curious villagers.

     

    [!] After perhaps half an hour spent digging, the skeleton’s trowel jabs into the body of the buried criminal. The creature drags the body out from the soil with a giddy-seeming clatter of the teeth, then begins to tear away the burial wrappings. 

     

    The skeleton’s skull swivels about to look for Descendants wandering the area. With the sunken face of the corpse revealed and examined, the skeleton begins on its path. In the dead of night, the body is dragged from the village grave to its new home within the skeleton’s mountain.


     

    Skeleton being affected by an imbibement (See “Mordtsomic Banes”):

    [!] An eerie sense fills the air as the skeleton paces through the courtyard. The birds’ chirping quickly becomes muffled and seems to echo, as though it were being heard through a long corridor. 

     

    The skeleton rocks its head from one side to another as the effect begins to wash over it. It fixes its gaze on the object set within the center of the space; a ceramic urn with characters inscribed around its surface.

     

    The skeleton continues to pace closer. Its hearing remains muffled and quiet--though incomprehensible--voices seem to whisper, though what’s most prominent is a sense of familiarity tingling in the back of its skull. After a few more steps comes the realization; the spell placed upon the urn is the imbibement of a kinsman.

     

    [!] With the origin of the effect having been revealed, the skeleton resolves not to linger in the space. It presses past, with the impairments slowly fading away as its distance from the urn increases.

     

    ◇◇◇

     

    - Types of Antagonism -

    Obviously, it would get boring to cause only one sort of conflict across the lifespan of your skeleton. The lore is written with a few major sorts of antagonism spelled out, but you have the freedom to branch from those themes and create your own scenarios. You’ll have to recognize, though, that as a skeleton most combat scenarios are going to end with losses. Your character is never going to be as strong or quick as most others physically; just a single blow from a larger weapon has a good chance of incapacitating or even destroying your skeleton. So with that said, the handful of examples written below revolve (mostly) around avoiding combat while still sewing conflict with others.

     

    Conversion

    • Using their banes, skeletons may try to manipulate the minds of Descendants. An imbibed trinket could be placed just outside of someone’s bedroom window in order to fill their dreams with symbols. Or a jinxed shackle could be forced onto someone’s wrist, only able to be removed by a skeleton with its key. There’s obviously no single way of going about this; you can be creative within the bounds of the lore.

     

    Stealth, infiltration

    • While trying to obtain the bones kept within city mausoleums, skeletons might try stealthier methods. A strategy faster and more reliable than banes is the ambushing of Descendants, who might then be coerced into smuggling the undead through the city gates. 

     

    Investigation, scribing

    • The sorts of activities mentioned can be daunting for certain skeletons. Perhaps their bones are weakened by an affliction from the previous body, or perhaps their skeleton is simply too short to be effective against any angered Descendants. Skeletons worried about such things can devote themselves to silently studying the patterns of Descendants and scribing them, for their brethren to use when they go on the hunt.

     

    Crafting, construction

    • Like the scribes mentioned above, some skeletons may find themselves lacking in the attributes needed to defend themselves against foes. They might take a step further back from those scribes and avoid leaving their fortifications altogether. In safety they’re able to focus on honing crafts for their comrades, and dig their safe havens further into the earth.


     

    - Mordtsomic Banes -

    Mordtsomic banes are the product of skeletons’ efforts to harness the powers of Mordtsom’s essence. They revolve around forcing concentrated essence into vessels, akin to an enchanter forcing mana into gems. The essence is instructed by the skeleton to emit an effect felt by the plants and animals nearby, the doing of such slowly burns from the supply. Each bane emits a singular sort of effect, with its capabilities altered based on whether the produced effect is physical or psychological.

    Imbibements are intended to manipulate the thoughts of Descendants by providing a particular sort of sensory input. It might be an object that seems to whisper to those who walk nearby, or one that plants images of people being buried alive in the dreams of those who are sleeping relatively close. Perhaps the person who comes near feels a slight chill, or detects a peculiar stench in the air. The potential effects are up to the skeleton to discover; though there are limits which should be considered. For one, skeletons aren't immune to all of their imbibements. Sensations they're incapable of feeling will remain unfelt, though imbibements which involve the projection of sounds and sights will still affect the creatures. Another limitation is duration; all imbibed objects deplete their supply of essence after seven (7) IRL days, at which point their effects are no longer felt. No imbibement can control Descendant minds or behavior directly, and that the effects of all imbibements may be pushed past with distraction or sufficient willpower. 

    Jinxes, then, are the sorts of banes which alter the physical plane. A large difference between them and imbibements is that they require close proximity and much longer periods of exposure for their effects to be felt. Typically, jinxes are used to cause the development of minor ailments in living things. A Descendant might have a jinxed shackle placed upon them which slowly drains the coloration of their skin, or a relic within their home jinxed to cause cases of rashes and boils. Headstones marked with jinxes could be scattered around a site to cause the withering of plants; a tree could have a jinxed item tucked within its trunk to cause pustulent bloating among the insects nested nearby. Again the variety of jinxes are up to the skeleton’s imagination, but again there are limitations. No jinx is capable of killing a Descendant by its own effects, and the time it takes for any effect to become apparent is far too long to be viable in combat. Items marked with jinxes also consume their essence supply far faster than imbibements, leaving them depleted after three (3) IRL days under ideal conditions. Unlike imbibements, skeletons are immune to jinxes as non-living creatures. They’re able to employ them as they might, with careful thought given to their applications so as to better manipulate Descendants.

     Like enchantments, banes drain from the skeleton creating them. A skeleton can only hope to fill one or two moderately-sized objects with essence per day, though multiple skeletons are capable of contributing essence towards a bane within a larger object. Banes are also found in various states according to the conditions of the objects which house them. The full list of states is as follows:

    Active: 

      • The item housing the bane is fully intact and filled with essence, so that it emits its effect.

    Depleted:

      • The item bearing the bane has depleted its supply of essence and is no longer emitting any effects. It may be refilled to return to an active state.

    Damaged:

      • Enough damage has been caused to the bane-holding item that flaws have begun to manifest in the seal, causing essence to leak out from it in a visible manner. The remaining lifespan of the effect is cut in half, and refillings of the essence supply will have their maximum potential lifespan halved.

    Destroyed:

      • The item has been broken open or pierced to the extent that essence can no longer be held within. None of the bane’s effects are capable of being emitted.

     

    ◇◇◇

     

    - Abilities -

     

    Ability – Feign Death – Combative

    Description The skeleton may suddenly purge all of its essence and dissolve the connections between its bones, to collapse into a disjointed heap. A useful thing when needing to escape certain situations.

    Mechanics It takes 1 emote for the skeleton to feign death, after which it can remain in that state for as long as it may.

    Specific Red Lines

    • The skeleton cannot move of its own accord after feigning death.

    • After feigning death, the skeleton has no control over its bones. The effects of the environment must be roleplayed. (E.g. bones being carried away by the current of a river or rolling down the slope of a hill)

    • Any piercing or crushing of the skull will result in the death of the skeleton, as always.


     

    Ability – Skeletal Reconstruction – Combative

    Description After a feigned death, the skeleton may reattach all of its nearby bones over the course of 6 emotes.

    Mechanics The 1st and 2nd emotes are always a “tell”; they begin the more noticeable stage of pouring essence out from the skull and gathering it for use in reconstruction. Emotes 3 & 4 can contain either a continued gathering of essence in the torso or a slow reaching of the essence towards the bones of the limbs. Emote 5 involves the essence being shot out to the furthest bones within reach and fully reassembling the limbs. After which, emote 6 is the point where the limbs are replaced in their sockets and able to raise the skeleton. Only after emote 6 may the skeleton make any actions other than standing. (See the example emotes below the abilities section for additional info and a reference)

    Specific Red Lines  

    • If the skeleton is surrounded by conditions which would obstruct direct paths between the bones, reconstruction between those bones cannot occur. (E.g. loose clothing falling into the joints, armor weighing on the bones, pieces sinking deep into the terrain, etc.)

    • The skeleton cannot perform any other actions during reconstruction.

    • The reconstruction process is highly noticeable and should be made clear in all emotes.

    • If any bone is laying over a foot away (roughly ⅓ meter) from all other bones, it cannot be reached during reconstruction.

      • If the skull has been moved over a foot away from the rest of the skeleton’s bones, the essence cannot reach and reconstruction cannot occur (does not necessarily mean the skeleton’s death).

    • If the skeleton’s skull is pierced or crushed at any point, reconstruction fails and the skeleton dies.

    • Reconstruction does not repair damaged bones.

    • This ability may only be used after a feigned death.


     

    Ability – Essence Evaporation – Combative

    Description The skeleton may suddenly evaporate the condensed essence at a single point of their body. It may at times be done with swinging motions to send limp skeletal limbs flying outwards, though not at any great speed when accounting for the limited strength of the creatures.

    Mechanics In 1 emote, the skeleton may evaporate the essence holding any two bones together. 

    Specific Red Lines 

    • As soon as a bone or limb is detached (with this ability or from any other cause), the stream of essence is cut off. The skeleton’s control of the bones ceases, and the limb’s components all assume relaxed positions.

    • Bones that are detached will require the use of essence condensation to be reattached.

    • Per emote, only one attachment may be evaporated.

    • Note that the bones will begin to relax immediately after their connection is severed. For instance: If something is held in the hand of a skeleton when the connection is severed, the fingers of the hand will cease to maintain their hold on the object and may ultimately separate from it.


     

    Ability – Essence Stream – Non-Combative

    Description An ability typically used by shorter skeletons in order to reach objects tucked a little too far away. While grasping a detached limb with their hand, the skeleton can push a flow of essence through its palm to grant limited control over the bones. After ending the ability, the limb falls limp.

    Mechanics The first emote involves grabbing the bone if it is not already held, then moving additional essence towards the limb which is holding it. Emote 2 details when essence is first pushed through the new limb, after which control is gained over the appendage.

    Specific Red Lines 

    • The skeleton cannot use this ability in combat or wield weapons with it.

    • Only 1 limb may be manipulated with this ability, which cannot be longer than either of the skeleton’s attached arms.

    • The essence stream continues only for as long as the skeleton is grasping the end of the bone. If the hold is interrupted, the stream will be cut off and the control of the limb lost.

    • The appendage being manipulated has no more strength than the skeleton itself, and will be weaker in its capabilities due to the additional length.

    • The ability only works on skeletal limbs.


     

    Ability – Essence Condensation – Non-Combative

    Description During a moment of calm the skeleton may use the essence within itself to reattach limbs, mend damaged bones, and alter their tone and color to an extent.

    Mechanics Emotes 1-2 involve gathering essence within the torso and moving it towards the bone(s) being mended/altered. Cosmetic repairs and tone changes require 1 additional emote to be performed per bone (for a total of 3 emotes), attachment of limbs requires 2 additional emotes per limb (total of 4), and all sorts of fractures will require 4 or more additional emotes as well as some appropriately-sized cups of bone shavings to be packed into the site per fracture (6+ emotes total).

    Specific Red Lines 

    • Essence condensation may not be used on other skeletons.

    • Essence condensation may not be used during combat, and a loss of focus will interrupt the process.

    • New bones cannot be fabricated with essence condensation.

      • Skeletal essence is designed to condense into tough and flexible solids which mimic ligaments, tendons, and cartilage. Thus, bones cannot be manufactured from the essence.

    • Bones attached to the skeleton must come from Descendants of similar size. No splicing larger bones onto smaller skeletons, and no transfers of skulls from smaller bodies onto larger ones. 

    • Bones repaired by essence condensation are no stronger than they were before, and the ability cannot be used to reinforce bones beyond their original integrity.

    • Bone colors obtained with essence condensation should fit the server’s setting; use common sense here.

    • Condensed essence will begin to soften and deform at 100°C, to melt completely at 200°C. Gaseous essence will combust at 550°C.

     

    Ability – Mordtsomic Bane – Non-Combative

    Description  The skeleton may prepare an item by carving out its interior (if not already done) and tightly sealing the space, so that the essence needed for a bane is able to be stored within. That essence then emits a single sort of effect in a fixed radius, the size of which is determined by the type of effect being emitted rather than by the size of the object. 

    Mechanics Over the course of four (4) or more emotes, the skeleton pours surplus essence into an object prepared for the holding of a Mordtsomic bane. Imbibements entail minor sensory and psychological effects which are felt immediately by all creatures and Descendants who come within a five (5) block radius, while jinxes cause the slow development of minor ailments upon living things which are kept within a one (1) block radius.

     

    Specific Red Lines 

    Banes - General

    • Banes of any sort may not be placed upon items of gold, as the metal will rapidly dissolve any essence placed within close proximity.

    • The date of the bane’s creation (or that of the last replenishing of essence) must be included in the description of the RP item or on a sign(s) where it may readily be seen. If this information is not included, all of the bane’s effects are null.

    • Any one object can hold only one bane, whether it's a jinx or imbibement.

    • A creature may be affected by both jinxes and imbibements, with the maximum set at two of each. (Four banes in total)

    Banes - Jinxes

    • Jinxes act far too slowly to be viable in combat. There is no fixed point at which the effects of a jinx must be RP’d, so that this is left up to the player subjected to it.

    • Jinxes will never kill creatures or Descendants, and cannot bring them close to death.

    • All jinxes are depleted of their essence supply after 3 IRL days. The item ceases exuding its effect at that point, though any changes caused by it will remain until healing naturally or otherwise being reversed.

    • A maximum of two (2) jinxes may affect any living thing at a given time.

    Banes - Imbibements

    • The effects of imbibements are never overpowering, and may be ignored through distraction or conscious effort.

    • Imbibements cannot directly control Descendant behavior 

    • All imbibed objects become depleted of their essence supply after 7 IRL days, at which point they cease emitting their effect.

    • A maximum of two (2) imbibements may be felt by any creature at any given time.


     

    ◇◇◇

     

    Emote Examples

     

    Emotes & Notes – Feigning Death & Skeletal Reconstruction

    The skeleton emits a harsh rattling and a hiss as it is besieged by the adventurers. Another sound is to be heard; this time a sort of wail as the murky gas stored within the creature is purged, and its body suddenly collapses onto the ground with limbs uncoupled. A tiny stream of the fog oozes from the skull’s base afterwards.

     

    ((X amount of emotes pass with inactivity from the skeleton that has feigned death. If anyone examines the skull of the skeleton, then the stream of essence should again be emoted as it continues throughout this stage of the process. The rib cage, vertebrae, or any other bone must be laying within one foot (roughly ⅓ of a meter) of the skull in order to progress to the next emote. Then begins the six emote reconstruction. If the skeleton is concerned with its bones being damaged or scattered too far from a fall at regular height, it can kneel or otherwise bring itself closer to the ground before feigning death.))

     

    ((Alternative to the example below, the emote count can be restructured by gathering a dense cloud of essence over four emotes and then rapidly expelling it towards the limbs over the remaining two (or however you might like to distribute it, adhering to a minimum of six emotes in total). Note that this process will also be highly visible and should be stated clearly in all emotes.))

     

    [!] More of the colored smog begins to pour from crevices of the skull. This gas grows thicker by the moment, and crawls in droves of tendrils towards the skeleton’s ribcage.

     

    [!] Within the cavity gathers a cloud of the macabre smoke. It fills the sockets of the shoulders and snakes its way consciously down the vertebrae of the skeleton, to begin collecting also within the pelvis.

     

    ((Again, the pieces being reached for must each be within one foot of each other. The essence will be unable to reach otherwise.))

    ((Note: Not being able to reach a particular limb(s) doesn't necessarily mean the end of the process. The skeleton could potentially be able to attach an arm or leg first, then drag itself closer to the remaining bones. Nearby bones from other skeletons may also be used, or might be pushed closer by outside forces. Or the skeleton could complete all 6 emotes of reconstruction without ever retrieving some of its limbs, to gather them later and use essence condensation for their reattachment one by one. There’s a bit of flexibility here; just make sure that all emote counts are fully adhered to.))

     

    [!] From the sockets of the scapulae and ilium, the unliving’s essence lurches outwards to grasp the femurs and humeri. Clouds of the essence condense into blackened films near the tops. All the while, the smog crawls further down along the bones to marshal itself once more.

     

    [!] After reaching out and touching the lower bones of the limbs, the effect of the fog upon the skeleton becomes increasingly apparent. All of the bones within the hands and feet have their animation rekindled, as do the pairs of bones within the forearms and shins. With a clattering and a scraping noise the limbs begin to drag themselves back into place, evidently mobilized by the smog.

     

    [!] Murky clouds of the gas pour into the joints of the arms and legs. They continue for a lengthy time before receding, after which the limbs begin to move in an articulated fashion. The clouds snake upwards along the repaired limbs; a murky substance has settled to furbish their heads.

     

    [!] With a distinct CRACK the limbs plunge themselves simultaneously into their sockets. The skeleton moves itself in a slow fashion, full of jerking and sounds of scraping bone, before settling in an erect state. Its skull steadily pivots about as the immediate surroundings are observed.


     

    Example Emote – Essence Evaporation

    [!] With a clattering and an audible rush of air, the skeleton swings its arm underhandedly towards Jon. A sharp hissing noise comes from the bones of its wrist as the arm reaches the furthest point of its arc, at which point the hand is detached and sent flying towards the man at a fairly unremarkable speed. Its impact could be enough to leave some minor cuts and bruises on bare skin, but little more.


     

    Example Emotes – Essence Stream 

    [!] While scurrying about this chamber of the catacombs, the Skeleton realizes that rock salts will be needed in its concoctions. It paces towards one of the precariously-mounted shelves.

     

    The Skeleton reaches not for the shelf, but into an open coffin planted directly below. From the coffin it produces the severed forearm of a lifeless skeleton, which it turns over a couple of times in apparent examination. The joints of the Skeleton’s right arm seem to darken in tone as additional essence is pushed through them.

     

    [!] After another pause, the Skeleton lifts its eye sockets to the shelf. The limb in its grip begins to twitch firstly at the fingers. Soon the entire hand begins to articulate itself, with some volumes of old earth falling from the joints. 

     

    [!] With the stream of essence having fully driven its way through the arm, the Skeleton hoists it into the air. The reach provides the creature with what’s needed to safely grasp the pouch of salts, and so it is done without incident. Immediately after the Skeleton’s purpose for the arm is fulfilled, the stream of essence is cut off. The limb falls limp once more as it’s set within the old coffin.


     

    Example Emotes – Essence Condensation – Fracture Repair

    The skeleton drops itself to its knees with a typical clattering of bones. It curls itself slowly over the severed half of its humerus, and reaches aside. With its one attached hand the skeleton begins to pull closer a bowl of what looks to be an off-colored sort of ashes. Throughout this, the essence within the creature’s rib cage grows increasingly opaque.

     

    [!] With a hissing noise which sounds more akin to grains of sand than ashes, the skeleton’s hand is driven into the bowl. Volumes of the substance are flung into the two faces of the fracture, with a not insignificant amount of it falling from between the hand’s bones and diffusing across the soil.

     

    The skeleton shakes a few of the remaining flecks of white into the bowl. It then takes hold of the severed half of the arm and sets it with the breakage facing skyward, so that the undead is able to force the two halves of the bone against each other. The cloud of essence within the skeleton’s torso continues to darken.

     

    [!] Through the load being forced through the two halves, the bone is kept together. The skeleton reaches its hand back into the bowl to gather more of the white shavings. These are packed carefully into the remaining gap between the bones, up until the point where the space is completely filled.

     

    [!] After a pause, the cloud of essence within the skeleton’s rib cage begins to stir. Its shape morphs towards the socket of the skeleton’s attached arm, and its volume decreases as essence is pulled into the limb. The site of the arm bone’s fracture begins to darken in color.

     

    [!] Gradually, the coloration within the site of the fracture continues to grow. An ichor of the same color as the skeleton’s essence begins to spill out from the sides of the breakage, dissolving the bone shavings into itself as it travels. Suddenly the ichor drains of its color and evaporates. The skeleton shifts itself back and raises its once-broken humerus, its halves fused whole once again.


     

    Example Emotes – Mordtsomic Bane

    See skeletons' reactions to the effects of various banes in the section "Scenarios & Example Emotes - Mental"

     

    The skeleton's bones pierce the soil as it lowers itself to its creation. A ceramic sphere sits in the middle of the chamber, about half a foot in diameter with its surface rough and engraved. A couple of digits begin to scrape against the exterior of the sphere, rolling it so that a hole in the earthenware is raised skyward. The essence of the skeleton's torso darkens in tone.

     

    [!] With its left palm grinding against the opening in the sphere, the skeleton hangs its skull. Swirling inside of its rib cage is the cloud of essence, continually darkening and beginning to deform as portions of its volume are drained into the left arm’s socket.

     

    [!] A quiet rattling is heard; the skeleton’s bones quiver as essence is drained from them. A sloshing sound almost overcomes this noise to reach the ears, where it announces the flow of the skeleton’s ichor into the earthen vessel. The insects within the chamber begin to skitter away from the skeleton and burrow into the earth, feeling the sickly thickening of the air around them.

     

    The skeleton’s entire frame begins to rock as the draining of essence continues. There’s a hissing sort of whisper from the creature, incomprehensible yet piercing to the silence. A few more moments pass, during which the movements and noises of the undead cease. Shakily it raises its digits from the sphere. A final murky cloud settles upon the hole in the vessel, which condenses within an instant to seal it. 

     

    The skeleton smears some mud over the smoother patch in the vessel’s surface. With the area concealed, it drops onto its hands with a rattling. For some time the skeleton remains like that, skull hanging silently in its exhaustion. 

     

    ◇◇◇

     

    FAQ - Abilities

     

    • Q: A few of the skeletons have eyes which seem to glow. Can essence be used as a light source by skeletons?

      • A: Not to any effective extent. Skeletons can pour essence into their eye sockets to give the appearance of slightly-glowing eyes, though they receive no benefit from doing so. They're unable to create the effect at any other point of their bodies.

     

    • Q: Can skeletons use Kani?

      • A: They cannot. Kani requires that the user be able to breathe, and lung-lacking skeletons don’t have that ability. The creatures can try to mimic the various noises and visuals that are associated with breathing, though doing so is a distracting and voluntary thing on their part, which provides them no benefit in the end.

     

    • Q: Say that a skeleton has lost more than one limb, but hasn’t feigned death. Can it use Skeletal Reconstruction to reattach everything at once?

      • A: Without having feigned death first, no. If the skeleton is missing enough bones however, it might be more beneficial for them to feign death first and then reattach everything.

     

    • Q: Can skeletons use condensed essence in crafting, construction, and the like?

      • A: Generally no. The substance needs to be in contact with a source of essence for replenishment, or it will gradually evaporate. The closest thing there is to a “crafting” utility is as a part of banes, where it creates a tight and lasting seal around the essence supply on the inside of the object.

     

    • Q: Can skeletons control their banes? E.g., activating and deactivating them with some command, or draining the essence from them directly?

      • A: Nope. Once a bane is made, the effect continues constantly until it depletes its essence or is destroyed. A skeleton could create a bane that's sealed with a cork or item of the sort however, so that the seal is able to be broken and the bane quickly depleted of essence. Or the object could be made fragile enough to be smashed on the ground. The skeleton has a few options to stop the effects of its banes, but none of them are as simple as an on/off switch.

     

    • Q: Skeletons can’t have magics, but can they have Further Alchemy applications?

      • A: Yes, skeletons can have FAs to demonstrate their proficiencies in alchemy. They cannot use any of the FA processes on themselves, however, and must reserve them for whatever non-skeletal subjects they might get a hold of.

     

    ◇◇◇

     

    Your Creature Application

    In order to play as a skeleton, you'll need to submit a creature application of your own writing. The application demonstrates that you've fully read through and comprehend the lore, so to take your time planning it out! If you're feeling lost on what exactly you ought to include, here are a few points that you might review and touch on (but don’t feel limited to just these!):

    • Origin

    • Strengths and weaknesses

    • Mordtsom's essence

    • Abilities

    • Available armor & weapons

     

    You can also reach me at Beordan#3739 for more info or join the group discord, (link at the top of the post) where you can talk with others who've made skeleton CAs or are planning on doing so. Make sure to check out the PMC link at the top of the post or contact me directly if you need a skin.


     

    Writer's Note

    At the end of the day this is all just something to have a bit of fun with. By writing your CA you get an antagonist with a pre-written purpose, and can provide various events for people while out exploring that purpose. What’s meant to be unique and enjoyable about skeletons is that they aren’t powerful by any stretch. Nearly any character on the server could break the bones of a skeleton, or at least push them off balance in order to flee. And because players/characters don't need any special knowledge or equipment in order to deal with skeletons, it makes them a far safer sort of creature to introduce people to antagonists via. It’s a goal of mine that skeletons could eventually be used in smaller events with CT members, where they’d function as a way to introduce new players to CRP and antagonism using a relatively easy--and thus much less stressful--sort of scenario.

    At the same time, this isn't a creature which can be RP'd with total freedom. Skeletons are villainous by nature and won’t engage positively in their interactions with living characters. Their emotions are limited by the patron who reanimated them, and such emotions may never cause skeletons to betray their purpose. Most cities are going to be made inaccessible for RP that doesn’t quickly turn into conflict, due either to the aggression of Descendants or the disdain which skeletons hold for such places. At the end of the day you're not going to be eligible for much peaceful RP outside of any skeleton lairs. The creation of RP in general will require you taking initiative and starting something, while also accepting the losses which will come from that.

     

    ◇◇◇

    The End.

  2.  

    9 hours ago, howard said:
    11 hours ago, _Jandy_ said:

    where is flambo? it’s so hard to have steady communication with him. he put the loremags into pending and wants edits made but he doesn’t respond afterwards. is he just putting off his responsibilities for the millionth time?

     

     

    Seriously.

     

    @Telanir can you think about demoting this guy? He’s active 90% of 1% of the time. He has no direction for the storyline, still won’t resolve his interminable “lore games,” and has generally made things much worse than the past lore team left it. There are plenty of competent, motivated folks on Story Team who could easily take his spot. Folks who could do his job with panache and enthusiasm and who could maintain a presence on the server. 

     

    along with all this and with the mention of staff downsizing being changed, it’d be good to get more transparency and communication from the lore team. people want to hear what the reviewal processes entail along with why they’re taking so long, and lore writers want to see fixed dates that responses/verdicts on lore can be expected by. if that’s not currently feasible, then the team should look for people who can fill leadership roles and reduce the dependency on one person.

  3. RP Name: The Jester

    MC Username: Beordan

    Discord: Beordan#3739

    What Nation Are You Affliated With?: None

    Why Do You Wish To Come?: To support the morale and chronicle events for future poems.

    What Skills Can You Bring?: Singing, juggling, dancing, and other amusing acts.

  4. 23 hours ago, simatra said:

    P. S. I would like it if there was a specification on whether or not one could have a journal filled with the past to remind their skeleton self, like just their friends, enemies, home, and anything else one might want to remember after death.

     

    @simatra From an OOC perspective, anything along those lines wouldn’t be allowed due to the huge potential for people metagaming info.

    IRP, since the skeletons have their memories erased and are given a new consciousness when raised, the living character’s journal (and most other meaningful items) wouldn’t mean anything to them. They wouldn’t understand any of the names, locations, or emotional attachments, so it’d be like reading a stranger’s writing. If anything they’d probably discard the item immediately or root for the cause of their own death.

    Hope that clears it up ??

  5. 3 hours ago, Dardonas said:

    100% this will lead to the same issues that the morghuul factory had by being an open race.  It got to a point where ghouls no longer felt like ghouls, so if you saw one you shrugged because they were so common and partook in generic slice of life RP.

     

    2 hours ago, Skylez1 said:

    However I think this has a very, very big chance at just becoming what morghuuls became towards the end of the last gen of Necromancy. They were pumped out like some assembly line and most necros had very little, if any standard when it came to who played them. With something like this there isn’t any gate for entry which means everyone and anyone could play one. Devalues the meaning of being undead a fair bit when they are commonplace and will inevitably be accepted in some descendant-based communities.

    fair, but the same loss of identity and acceptance into communities happens with most sorts of player-accessible creatures. As people manage to get ahold of any opportunities for rp they’ll try to do what they like, and push the boundaries as they’re able. Any piece of lore can only do so much to encourage certain behaviors.

    i’d say that ghouls fell as far as they did in part due to being populous, yes; but also because they didn’t have as clear of a purpose and realized just how powerful they were (considering RP abilities as well as the old necrolyte buff). I’ll also point out that many ghouls were able to weasel into Descendant-filled places by slapping on suits of armor and claiming to be human. As for the value of being undead, I feel that’s more of a concept which applies when there’s a small number of necromancers existing. They’d be expected have qualms about raising too many undead and being outed, while a patron cares exclusively about numbers and having their goals accomplished.

     

    1 hour ago, Jentos said:

    Only fools would ever want some kind of devirad 2.0. With the ghouls making out with descendants, and the slice of life. This isn't what its about. This isn't something that can be freely given out, for players to meddle with unchecked. While yes, this is a hub of creativity and creation, allowing everybody to be play sans undertale is going to create a cesspit in roleplay, as well as poor creativity. I trust that some people can assure a great level of role-play... Others however, just be  b o n e  p e o p l e  chilling in Sutica. 

    if people try to label their cities as undead-tolerant then that’s a problem on their end which ought to provoke conflict, similar to what happened with llyria ??‍♂️

    and again that’s not a view unique to skeletons, but a problem with the people who try to push boundaries their way and end up tainting the image of any given lore piece. Those players are going to try to do what they like so long as there’s no quality assurance team poking at them; though their poor conduct shouldn’t end up stifling the people who want to provide good RP, whatever group they’re in.

  6. Patron Lore – Mordtsom, Patron of Iblees’ Heir

    Read the Skeleton lore here

    m2oAVRpHXm_UHjDP3eL8s45Qxe41sBrbdH5mhv4Z11GfAt1It-zK6lkHtLn08z28PsEax932AZxYXlq7CIJWesB5WpZHXJZhPUeCgZFSnUu8se5Jzlb-J4ah3akWY6IPnSkFmtar

    Credit to FromSoftware

    A manifestation taken on by Mordtsom, seen by skeletons during their reanimations and rarely by the Descendants who would try to observe.

     

    Origin/Backstory

        Following Iblees’ retreat from the mortal realm, vast swaths of undead were left upon the Atheran continent without recollection of their past services to the Archdaemon. In their abandoned state they were stripped of the powers which came from being direct patrons to Iblees, so that they no longer bore mastery over his black magics. Like all mortals, the frail and powerless undead were eventually made to succumb to one force or another.

    In the centuries after Iblees’ forsaking of the undead, his patron Mordtsom grew weary. All throughout Drauchreim he wandered, wondering ceaselessly what the purpose was to linger in that realm. There was little else to be done there which would influence the Descendants, yet the Archdaemon remained quiet. No more waiting could be taken. With mind saturated in fervor, Mordtsom abandoned the dying course to begin testing his might. From the highest points of the Drauchreich he sent out whispers of his power; ones which passed unto the realm of the living, and there sought out the strongest vessels for his will. All throughout the continents were found the skeletons. Certainly they were even more numerous than the heads of all living Descendants, yet they were in bondage. The peoples of the realm had sealed away the majority of their dead for one superstition’s sake or another, and thus unknowingly put wrinkles into the patron’s plot.

    Nevertheless, Mordtsom peered into the places which the Descendants hadn't robbed. The years-old battlefields; the unwatched roads; the treacherous heights and depths of nature; these he scoured for the bodies which would house his vision, and from these places came just what was sought. It was within his power to create an army with minds shackled, yet he pondered. Descendants had carved a powerful existence for themselves in spite of the curses from his master. They repelled Iblees' armies; in the face of death they spat time and again, and had always emerged victorious. It was their will, Mordtsom reasoned. Their freedom of thought and the desire to preserve such had spurred the creation of functioning societies. Thus, it would take a free-thinking army to overthrow them.

    Within the skulls of Mordtsom's forgotten skeletons were then forged thinking consciousnesses. They were not perfect; many emotions were not grasped by the patron, and thus neither were they grasped by his anointed ones. They could feel neither pain nor pleasure; neither warmth nor cold; neither taste nor smell. Perhaps Mordtsom realized it was better off if they couldn't know such things, lest they feel remorse for what would be lost in their future conquests. For their purpose, not feeling such things would be a powerful boon. The sun dipped beneath the horizon as these things were pondered. Slowly the chosen dead rose once more, animated by the essence of the patron. 

     

    Personality

    Mordtsom is loyal to the age-old notion of Iblees that the Descendants must be conquered. As a former patron to the Archdaemon himself, he embodies much of the hellish kingdom’s thirst for domination. Of course, it can be said that greed and envy are also as critical to his character as war. It’s his thought that Iblees’ retreat from the mortal realm was weak, and that far more so was the general sense of inaction while he faded away within his citadel. Mordtsom takes it upon himself to accomplish what his powers render him able to do, with particular efforts made to ensure that he’s the one to receive recognition. His skeletons are risen in his name; they marshal themselves for his cause; they are killed for his vision. As long as the will of the Archdaemon is ultimately accomplished, he reasons, it’s no large matter for himself to be the one exalted from it.

    Though he would seem a sort of entity to act before thinking, Mordtsom spends great swaths of time in reflection. His periods of thought beneath Iblees were what birthed his fascination with the durability and ingenuity of Descendants. It was his further thinking on the matter which led to him raising his first skeletal minions, and still it is a subject which he deliberates over as each new skull is revived. Perhaps it makes up part of the reason for his seemingly slow, inconsistent, and detached raising of the creatures. He can hardly decide for himself what the best circumstances to raise the creatures from may be, and fashions new hypotheses with each commitment.

     

    Goals

    Mordtsom's actions all revolve around the amassing of an army. As with the forces which Iblees himself summoned in ages past, the undead are seen to be the unequivocal source of loyalty and might for any such venture. Yet unlike Iblees, Mordtsom bestows greater freedom of will unto his warriors. Over millennia he has witnessed the endurance and might of the Descendants. It is his thought that with their free will comes the potential for greater feats and unknowable brilliance--and so he crafts similar for each of his skeletons. In his unknowable time he anoints his future soldiers by hand; never does he relinquish the secrets of his power to others, lest they attempt to undermine the wills of his creations and subjugate them.

         

    Abilities

    The most notable power of Mordtsom is that of not simply raising the dead, but rekindling them. He cannot bestow the grand sorceries of Iblees, yet his skeletal subjects are given life, unique thoughts, and purpose. They are unhindered in the paths they might take to further his cause. With limited interference in the minds of his people, his consciousness is free to gather power and scry the realm for additional unburied vessels. Of course, his power over minds extends beyond his risen skeletons. Those who wander close to the sites of his reanimations are often filled with a strange sense: their thinking and vision becomes slightly blurred, their breath seems to taste foreign, and their ears are filled with a quiet tune of an origin which they cannot quite place. To the rising skeletons and those who attempt to meditate at the sites, the image is evoked in their heads of a massive skeleton shrouded in darkness. None of it inhibits their ability to react to danger however, and in such cases any rush of adrenaline will far overpower the confusion which the patron is able to sew.

    In Mordtsom’s conversions of the dead, there’s first the selecting of corpses. Rotten-away carcasses from old battlefields are the typical subjects here, though the less fortunate victims of storms and highwaymen are also commonly marked. His process begins with an eerie mist. It seems to pour out from the earth during the twilight hour, and gradually transitions from a darkened achromatic cloud to one bearing a deep hue of one color or another. Over time the mist condenses around the body to begin pouring into the crevices of its skull. After continuing for several hours without disruption, a sort of consciousness is formed within the body. The skeleton begins to scratch and squirm mindlessly to free itself from the vestiges of entrapment, even the clinging remnants of flesh and blood. Adventurers strong in heart might end the unholy mutilation with ease, either by damaging the skull or by parting it from the rest of the body.

     

    Current Location

        Mordtsom’s presence in the realm is manifested chiefly at the sites of his reanimations. As mentioned, Descendants who approach such scenes are filled with a sense of general discomfort. The skeleton being raised may be within sight or obscured, yet the effect persists so long as it remains within a ten meter radius. With how rare it is to witness such occurrences, a handful of opportunities are made available to those observing. As might be done to a ghost, lutuamen are able to purge the false soul as it gathers within the skeleton, thus preventing it from being risen. Mystics may attempt to drain the essence from skeletons being risen as well as those already reanimated, thereby weakening and potentially killing them. Those without magics of any sort (and even those who still wield magics) may attempt to clear their mind to focus on the aura emanating from the scene, that they might ponder what’s meant by it and catch a glimpse of Mordtsom’s manifested form. Or they may quickly break and scatter the bones to bring an end to the unpleasantness. In any event, Mordtsom makes no other direct contact with Descendants or his risen skeletons.

       

    Purpose (OOC)

        The purpose and origin of the skeleton CA piece is directly connected to why this lore would exist, so I recommend reading that first. In fitting with the points mentioned throughout the pieces, this lore would serve to create a variety of skeletons which are risen directly by the NPC patron rather than by players. Of course, the lore doesn’t mean to replace what’s been pitched for necromancy. Its intention is primarily to make a form of undead roleplay and aesthetic accessible to the general community, without the undead being remarkably powerful.

    Mordtsom's influence on the realm is written so that it could also be expanded in the future. His powers involve the creation of consciousnesses and manipulation of empty vessels, which could extend to new creatures and constructs. At this point there’s also some vagueness in the lore; fleshing out needs to be done regarding the connection between Mordtsom and the unwritten replacement for Iblees, but obviously that can’t be done until the lore there is no longer unwritten. Details there and throughout the lore may be subject to changes accordingly, which is part of the reason for keeping this piece so concise.


     

    Citation Spoiler

     

  7. Spoiler

     

     

    CA Race Lore - The Skeletons of Mordtsom

    Grouping A - Starter Creatures

    Read the lore for Mordtsom here

    E53WxLpI7sdnBHTSvAsvTvj7G5jSMWyL__68QSBjn5Lq5zGeCQa-4tPWLuniRCmVu5txs-ICKygSUtAUsgblKqIjYLQHtu2RxQaogfsgTg2vJuP5tUuO4cUDGTI6uBPynTgZRNTO

    All featured skins by Beordan

     

    Origin/Background/Culture

    Spoiler

        Scores of swales marked the fields, as they did so many others. The day was cool enough for liking. Beams of gold between sparse clouds afforded a clear view of the site for perhaps a half mile away. Puffs of wind sent ripples through the grass, the blades of which alternated between dark and light tones as their faces were pushed from the light. Yet an eeriness was nestled there. A malignant stench had clawed its way into the swales, to dangle itself above the bones of age-old warriors. Perhaps out of respect, not a wind of the realm dared try to disperse the stale air.

        By sun’s last light a caravan was cutting through the fields, and it could be seen that a low-hanging cloud had formed within the swales. A good enough thing--any man could see more clearly where the fresh air ended and stifling unpleasantness began. Not that the travellers seemed the types to mind much temporary discomfort. When the last rays were choked beneath the horizon, an illusion promptly-dispelled made the mists seem red as blood. Then when the moon claimed its place, another illusion crawled forth--this time a noise almost like clattering earthenware. A musty smell soon touched the noses of the men, akin to that of decay and of damp earth upturned. The cart pulled onwards.

        Still the odors grew more intense. Perhaps some musks had been spilled? The notion was rejected with a simple glance out behind, but still the worries of the men held greater weight than their sense. Soon the cart had begun to slow. The beasts of burden pulled with their typical exertions, yet the cart listed and jolted as though the grass had given way to an invisible patch of flints. Some of the clattering noises had resumed. Before many more groaning protests from the animals were heard, the men had reached the crown of a hill and come equivocally to a conclusion; the cart needed some sort of inspection. With their descent from the cart, the men saw immediately their plight: surrounding them were the risen frames of soldiers. In droves, the undead shambled forth to claim their first bones for Mordtsom.

     

    -----

     

    Note: It’s realized that Iblees is being phased out through the pantheon revival project, and that the lore for his successor hasn’t yet been written. The announcement of the project occurred a good chunk of the way through the writing of this piece, by which point it was already settled that a new patron of Iblees was ideal for the skeletons. I didn’t want to have the lore sit around unposted for however long while waiting for Iblees’ successor to be written, only for it to take a month after posting--or potentially longer--to hear that the ST is looking at it and just as long to receive a verdict given the current pace of things. Aengudaemon names and purposes can be tweaked fairly easily as the lore for them is posted, as can details of the patron as they relate to the aengudaemon. I'm fully willing to adjust the lore as related pieces are developed and accepted, but at the moment the focus is to minimize the anticipated downtime and be a bit more efficient about all of this.

     

    The singular cause of these skeletons’ reanimation rests with Mordtsom, the Bone Father; a patron to the heir of Iblees. Per his dominant purpose, he wanders across the realm in search of the unsealed frames of Descendants. A lucky few of them are touched--seemingly at random--with echoes of his power. Despite his claims over the risen dead and their professed loyalty to him, his reasons for assuming such a peculiar pace are obscured from their skulls. Nevertheless; each of the vessels he anoints are risen with a refreshed mind and spirit for the cause.

    It should be noted that the primary purpose of Mordtsom’s skeletons is not to kill Descendants. He’s keenly aware of their weaknesses in comparison to the mortal races, and more so of the fact that any campaign against them with fledgling numbers would fail. For his plots of domination, he fills his skeletons first with a keen desire to study the realm. In their own time they collect knowledge, materials, weapons, tools, and even themselves; after which they begin to plot out what sorts of thefts they might safely perform. With the gift of thought, they realize how Mordtsom demonstrates no preference for skeletons hard-obtained or those freed stealthily. A great deal of unnecessary risk might be undertaken to liberate a living Descendant’s bones, when far less could be expended in digging up the mounds of those who are already dead.

     

     

     

    Physical Description

    Spoiler

    Mordtsom’s skeletons are all filled with an opaque, gaseous essence which can be seen as the force animating them and enabling speech. This essence is produced slowly within the skull and stored primarily in the torso of the skeleton, from whence it is made to course constantly through the rest of the bones. During its travels the gas may be willed by the skeleton to condense, thus allowing for the restoration of ligaments and the slow mending of chipped or broken bones. In some cases, the gas also serves to alter bone colors or create vibrant orbs within the eye sockets of the skull. This, however, is merely a cosmetic change serving to instill fear or display identity. Those carefully observing the essence’ flow will surely realize how to put any of Mordtsom’s skeletons to rest.

    Also apparent on skeletons is a general lack of clothing, armor, and heavy weaponry. While durable in their undeath, the creatures are not remarkably strong or fast. Newly risen skeletons might find themselves attempting to swing heavier weapons or draw large bows, only for their bonds to snap and limbs to go flying off pathetically. Others, in attempts to wear heavier clothing and suits of armor, would find their joints and sockets deteriorating at breakneck pace. Putting aside the difficulties of finding armor fitted for a skeleton, the additional weight makes potential reconstructions impossible. Even flimsier leathers and rags must have their shapes pondered; anything too heavy or loose could obstruct mobility at their joints, to say nothing of their ability to feign death and rise again.

    In combat scenarios, one should note that any given skeleton is no larger or stronger than an average member of the Descendant race from which it came. What adventurers need be wary of isn’t the strength of the creatures, but their state of undeath. Skeletons fail to strike rapidly or with great power, but are capable of applying tireless efforts towards their assault. They are not the quickest, but may march for days without exhausting. They are not the keenest, but are able to observe endlessly. For Descendants to avoid being fatigued by the endurance of any skeleton, they need only be quick in wit or strong enough to land a couple of solid blows against the creature. The skeleton cannot feel pain from mundane weapons, but its threat can very swiftly be eliminated with strikes designed to break off limbs and crush bones. Heavier weapons serve best for this purpose, though any might be used with effectiveness--even one’s own fists, should the need arise. 

    Those who carry weapons of gold have less to fear from the skeletons. The holy metal spurns the undead as it strikes them, inflicting sensations of pain that would otherwise be unfelt. Though the glimmering weapons may not carry the durability of steel, they sink into the bones of the skeletons with less effort and far more appreciable effect upon their psyche. Fine powders of gold may even be flung into their skulls and torsos. Being in contact with the multitude of aurum surfaces causes their essence to fade away, which inflicts sensations of burning pain and causes a great draining of their vitality.

    For those having honed a magical art, there too is an opportunity. The essence which animates the skeletons condenses into a solid state at the joints and sockets, where it serves as a mimicry of ligaments and cartilage. Pyromancers and elemental shamans may focus the heat of flames upon skeletons' joints, thus causing the essence to liquify and limbs to fall apart. Water evocationists might conjure volumes of water within the joints and then freeze it, to force the bones apart or severely limit the joints’ movements at the least. Illusionists and mental mages might also affect skeletons with their spells, though it should be noted that pain, smell, taste, many emotions, and even simple economic concepts such as value are foreign to the creatures. Meanwhile, those holding mastery over life force may bypass the needs for conflict and deception altogether. A prudent transfer of the energy will typically placate any skeleton and allow for limited amounts of reasoning with them. If need arises, the exceedingly light weight of skeletons renders them vulnerable even to a frail mage's shoves.

    Though the magical nature of the skeletons' essence renders their joints immune to alterationists' spells, large portions of the creatures’ bodies are still vulnerable. To maintain connection to the cranium and thus maintain a bone's animation, a thin stream of essence courses through the marrow. The greater part of the bone's volume is then left untouched by the essence, leaving plenty of room for mana anchors to be formed. Transfigurationists familiar with the properties of Descendant bones might attempt to weaken their structure, and telekinetics might rip the creatures apart or send them flying away--perhaps both at once.

     

    RzPAKnd.png

     

    Mental Description

    Spoiler

    Mordtsom’s skeletons are bestowed minds and knowledge enough to effectively reason for themselves. They see that their frail bodies can accomplish very little independently, yet also that their reanimator has purchased them their own unique gift. They are slower and weaker than most trained Descendant warriors, but they are numerous and patient. In their liberation from the curses of the Four--yet subjected to one of their own--they are afforded the opportunity to pursue goals as a uniquely-forged collective. To whatever dark ends might be sought out, they each exhibit a desire to seek it alongside their fellow skeletons. Former race holds no bearing; what matters most is the presence of additional undead to bolster the cause, and to champion the strength of Mordtsom.

    Skeletons typically refrain from communication with those who are not undead. Mordtsom’s loathing of Descendants is transferred unto his warriors, who keenly realize the risks of exposure to the living. Even for the few souls who’d profess wanting to aid the skeletons, a cold assessment is the typical first step. Such souls are often placed within bindings and subjected to cruel tests of will, after which only the most cursory of discussions and interactions might be held. There are no negotiations to be held by the living with the undead; they seek only what benefits them and their cause the most. From their hatred of the living stems a tendency to not wear disguises, or even wear clothing abundant enough to obscure the bulk of their skeletal forms. The creatures believe that attempting to hide their nature for the sake of the living is a disgusting thing, and one which shames their mighty reanimator. For those who similarly bear--or at least appear to bear--a curse of undeath, the potential interactions may vary. Whenever a plot might involve the sorts of risen dead which the skeletons are able to empathize with, there’s often a particular effort made to ensure safety and the general alignment of interests.

    With no memory of their previous lives and an urge to hoard bones for their creator, many of Mordtsom’s skeletons undertake a quest to liberate the pale frames of the dead. Some of the undead march into the crypts in attempts to rip open the coffins. Still others--typically those skeletons which have elevated themselves above the rest--find themselves on hunts for musty tomes and diaries, to devour what lore they might before directing future incursions and forms of worship. A rare few of them seek out direct conflict with the living, that they might perform a riskier feat and attempt to rend open the flesh which hides a full kinsman. Whatever their methods, the skeletons bear little sympathy for the lives or emotions of the living. Though Mordtsom’s recognition of their efforts is unknowable to the skeletons, they feel a supreme sense of gratification in having attempted to aid the patron’s cause. Their greatest reward from him is the sight of new bones being risen into the ranks.

    Behavior and craftsmanship amongst skeletons tends to vary, though Descendants are scarce granted the opportunity to note on such things. Many skeletons have little care for the quality or origin of their few belongings, and they’re hardly wrong to think so. They can reliably pilfer items from old battlefields as well as lonesome travelers. There are, however, a few signs of nuance in their ways of thinking. Some skeletons take it upon themselves to fashion implements for various activities, and not uncommonly is it seen that the undead have affixed small shields and quivers to their bodies. Even more often, the skeletons develop senses of position over and amongst themselves. A hidden society of the undead would undoubtedly be possible, and a concept encouraged by their Bone Father at that.

    Despite the general silence of their creator, many skeletons engage in rituals designed--in theory--to capture his attention and prove their worth. Simple shrines are at times made from pilings of mud and stones, around which are leaned the lengthier bones of Descendants. Skulls of all types are often incorporated around of such shrines--and throughout much of the skeletons’ limited architecture--as sacred symbols. When unoccupied by their various plots, the undead are free to plant themselves near to the holy sites and ponder their services to Mordtsom. Uncanny happenings of nature, luck, and coincidence are recounted here and attributed to the patron’s mysterious might, in the absence of nearly all communication from him

    Being creatures detached from most aspects of Descendant life, skeletons place little value on minas as well as many precious metals. It isn’t uncommon for those attacked by skeletons to be left at the scene with their coin purses and other valuables intact, where highwaymen and unscrupulous passersby might easily be able to scavenge leftover goods from the carcass. In more cunning plots the undead might even pile the gold in the entrances of roadside ruins and mausoleums, for a dark--and painfully impartial--surprise to be sprung upon the souls uncouth enough to attempt robbing such places.

     

     

       

    Mental State

    Spoiler

    Skeletons’ minds are for the most part similar to those of Descendants, with a handful of areas lacking. Their emotions are fewer and generally less intense, often ranging from highs of great fervor to lows of deep reflection. They feel guilt whenever their plots fail or go awry, especially so when there’s damage to other skeletons--reanimated or otherwise--but generally pay little mind to losses of life or the reaching consequences of it. Insults directed towards Mordtsom will typically trigger enhanced feelings of contempt. If a Descendant cannot dispense knowledge, power, or some other clear benefit to the skeletons, then they bear no value beyond their bones. Pain, smell, taste, warmth--these and many other sensations are unknown to the creatures, shoring their scornful view of the mortal world. 

     

    The Essence of Mordtsom

    Spoiler

    Mordtsom’s reanimations revolve around founts of translucent, gaseous essence planted within the skulls of skeletons. This magical essence flows throughout the marrow of the bones and constantly replenishes itself to a certain point. It bears a range of colors which can be viewed most clearly in the cavity of the torso, where a cloud of the surplus fog makes itself manifest. Being magical in nature, the essence within skeletons’ bones is immune to spells of alteration. As it only flows through the marrow of the bones, however, such spells may be projected onto the frame of the skeleton itself. A transfigurationist might apply an understanding of bone properties to weaken a skeleton, or a telekinetic might rip off limbs and send the creature flying away. The fount of essence within a skeleton’s skull serves also as a mind for them, and thus they are vulnerable to the spells of illusionists.


    When further harnessed by the skeleton, Mordtsom’s essence provides abilities which go even beyond those immediately apparent. As the skeleton might realize after pondering the essence within itself, the substance is highly flexible in its uses. It already provides a fertile ground for sentience, binds their bones, and fills them with the forces for reanimation. Skeletons may attempt to direct their surplus essence into hollowed relics and even other bones, where it’s able to perform a host of entirely new functions.

     

    Mordtsomic Banes

    Spoiler

    Mordtsomic banes are the product of skeletons’ efforts to harness Mordtsom’s essence for purposes reaching outside of themselves. They revolve around the forcing of skeletal essence into hollowed vessels--seeing as the essence would typically dissipate in the open air long before any effects could be achieved--where it's ordained with a new purpose; to affect the physical plane or the psychological. And to that, there are two types of banes: imbibements and jinxes. 
     

    Imbibements are intended to manipulate the thoughts of Descendants by providing a particular sort of sensory input. It might be an object that seems to whisper to those who walk nearby, or one that plants images of people being buried alive in the dreams of those who are sleeping relatively close. Perhaps the person who comes near feels a slight chill, or detects a peculiar stench in the air. The potential effects are up to the skeleton to discover; though there are limits which should be considered. For one, skeletons aren't immune to all of their imbibements. Sensations they're incapable of feeling will remain unfelt, though imbibements which involve the projection of sounds and sights will still affect the creatures. There's also the fact that no imbibement can control Descendant minds or behavior directly, and that the effects of all imbibements may be pushed past with distraction or sufficient willpower. 
     

    Jinxes, then, are the sorts of banes which alter the physical plane. A large difference between them and imbibements is that they require close proximity and much longer periods of exposure for their effects to be felt. Typically, jinxes are used to cause the development of minor ailments in living things. A Descendant might have a jinxed shackle placed upon them which slowly drains the coloration of their skin, or a relic within their home jinxed to cause cases of rashes and boils. Headstones marked with jinxes could be scattered around a site to cause the withering of plants. A tree could have a jinxed item tucked within its trunk to cause pustulent bloating among the insects nested nearby. Again the variety of jinxes are up to the skeleton’s imagination, but again there are limitations. No jinx is capable of killing a Descendant by its own effects, and the time it takes for the effects to become apparent is far too long to be viable in combat. Items marked with jinxes also consume their essence supply far faster than imbibements, leaving them depleted after three (3) IRL days under ideal conditions. Unlike imbibements, skeletons are immune to jinxes as non-living creatures. They’re able to employ them as they might, with careful thought given to their applications so as to better manipulate Descendants.
     

    Like enchantments, banes drain from the skeleton creating them. A skeleton can only hope to fill one or two moderately-sized objects with essence per day, though multiple skeletons are capable of contributing essence towards a bane within a larger object. Banes are also found in various states according to the conditions of the objects which house them. The full list of states is as follows:
     

    Active
    The item housing the bane is fully intact and filled with essence, so that it emits its effect.

     

    Depleted:
    The item bearing the bane has depleted its supply of essence and is no longer emitting any effects. It may be refilled to return to an active state.

     

    Damaged:
    Enough damage has been caused to the bane-holding item that flaws have begun to manifest in the seal, causing essence to leak out from it in a visible manner. The remaining lifespan of the effect is cut in half, and refillings of the essence supply will have their maximum potential lifespan halved.

     

    Destroyed:
    The item has been broken open or pierced to the extent that essence can no longer be held within, and none of the bane’s effects are capable of being emitted.

     

    NPKimXv.png

     

    Abilities

    Spoiler

    Ability – Feign Death – Combative

     

    Description – The skeleton may suddenly purge all of its essence and dissolve the connections between its bones, to collapse into a disjointed heap.

     

    Mechanics – It takes 1 emote for the skeleton to feign death, after which it can remain in that state for as long as it may.

     

    Specific Red Lines –

    - The skeleton cannot move of its own accord after feigning death.

    - After feigning death, the skeleton has no control over its bones. The effects of the environment must be roleplayed. (E.g. bones being carried away by the current of a river or rolling down the slope of a hill)

    - Any piercing or crushing of the skull will result in the death of the skeleton.


     

    Ability – Skeletal Reconstruction – Combative

       

    Description – After a feigned death, the skeleton may reattach all of its nearby bones over the course of 6 emotes.

     

    Mechanics – The 1st and 2nd emotes are always a “tell”; they begin the more noticeable stage of pouring essence out from the skull and gathering it for use in reconstruction. Emotes 3 & 4 can contain either a continued gathering of essence in the torso or a slow reaching of the essence towards the bones of the limbs. Emote 5 involves the essence being shot out to the furthest bones within reach and fully reassembling the limbs. After which, emote 6 is the point where the limbs are replaced in their sockets and able to raise the skeleton. Only after emote 6 may the skeleton make any actions other than standing. (See the example emotes below the abilities section for additional info)

       

    Specific Red Lines –  

    - If the skeleton is surrounded by conditions which would obstruct direct paths between the bones, reconstruction between those bones cannot occur. (E.g. loose clothing falling into the joints, bones sinking deep into the terrain, etc.)

    - The skeleton cannot perform any other actions during reconstruction.

    - The reconstruction process is highly noticeable and should be made clear in all emotes.

    - If any bone is laying over a foot away (roughly ⅓ meter) from all other bones, it cannot be reached during reconstruction.

    - If the skull has been moved over a foot away from the rest of the skeleton’s bones, the essence cannot reach and reconstruction cannot occur (does not necessarily mean the skeleton’s death).

    - If the skeleton’s skull is pierced or crushed at any point, reconstruction fails and the skeleton dies.

    - Reconstruction does not repair damaged bones.

    - This ability may only be used after a feigned death.

     

    Ability – Mordtsomic Bane – Non-Combative

    Description –     The skeleton may prepare an item by carving out its interior (if not already done) and tightly sealing the space, so that the essence needed for a bane is able to be stored within. That essence then emits a single sort of effect in a fixed radius, the size of which is determined by the type of effect being emitted rather than by the size of the object. 

     

    Mechanics – Over the course of four (4) or more emotes, the skeleton pours surplus essence into an object prepared for the holding of a Mordtsomic bane. Imbibements entail minor sensory and psychological effects which are felt immediately by all creatures and Descendants who come within a five (5) block radius, while jinxes cause the slow development of minor ailments upon living things which are kept within a one (1) block radius.

     

    Specific Red Lines – 
    Banes - General

    • Banes of any sort may not be placed upon items of gold, as the metal will rapidly dissolve any essence placed within close proximity.
    • The date of the bane’s creation (or that of the last replenishing of essence) must be included in the description of the RP item or on a sign(s) where it may readily be seen. If this information is not included, all of the bane’s effects are null.
       
    • Any one object can hold only one bane, whether it's a jinx or imbibement.
    • A creature may be affected by both jinxes and imbibements, with the maximum set at two of each. (Four banes in total)

     

    Banes - Jinxes

    • Jinxes act far too slowly to be viable in combat. There is no fixed point at which the effects of a jinx must be RP’d, so that this is left up to the player subjected to it.
    • Jinxes will never kill creatures or Descendants, and cannot bring them close to death.
    • All jinxes are depleted of their essence supply after 3 IRL days. The item ceases exuding its effect at that point, though any changes caused by it will remain until healing naturally or otherwise being reverted.
    • A maximum of two (2) jinxes may affect any living thing at a given time.

     

    Banes - Imbibements

    • The effects of imbibements are never overpowering, and may be ignored through distraction or conscious effort.
    • Imbibements cannot directly control Descendant behavior 
    • All imbibed objects become depleted of their essence supply after 7 IRL days, at which point they cease emitting their effect.
    • A maximum of two (2) imbibements may be felt by any creature at any given time.


     

    Ability – Essence Evaporation – Combative

     

    Description – The skeleton may suddenly evaporate the condensed essence at a single point of their body. It may at times be done with swinging motions to send limp skeletal limbs flying outwards, though not at any great speed when accounting for the limited strength of the creatures.

     

    Mechanics – In 1 emote, the skeleton may evaporate the essence holding any two bones together. 

     

    Specific Red Lines – 

    - As soon as a bone or limb is detached (with this ability or from any other cause), the stream of essence is cut off. The skeleton’s control of the bones ceases, and the limb’s components all assume relaxed positions.

    - Bones that are detached will require the use of essence condensation to be reattached.


     

    Ability – Essence Stream – Non-Combative

     

    Description – An ability typically used by shorter skeletons in order to reach objects tucked a little too far away. While grasping a detached limb with their hand, the skeleton can push a flow of essence through its palm to grant limited control over the bones. After ending the ability, the limb falls limp.

     

    Mechanics – The first emote involves grabbing the bone if it is not already held, then moving additional essence towards the limb which is holding it. Emote 2 details when essence is first pushed through the new limb, after which control is gained over the appendage.

     

    Specific Red Lines – 

    - The skeleton cannot use this ability in combat or wield weapons with it.

    - Only 1 limb may be manipulated with this ability, which cannot be longer than either of the skeleton’s attached arms.

    - The essence stream continues only for as long as the skeleton is grasping the end of the bone. If the hold is interrupted, the stream will be cut off and the control of the limb lost.

    - The appendage being manipulated has no more strength than the skeleton itself, and will be weaker in its capabilities due to the additional length.

    - The ability only works on skeletal limbs.


     

    Ability – Essence Condensation – Non-Combative

     

    Description – During a moment of calm the skeleton may use the essence within itself to reattach limbs, mend damaged bones, and alter their tone and color to an extent.

     

    Mechanics – Emotes 1-2 involve gathering essence within the torso and moving it towards the bone(s) being mended/altered. Cosmetic repairs and tone changes require 1 additional emote to be performed per bone (for a total of 3 emotes), attachment of limbs requires 2 additional emotes per limb (total of 4), and all sorts of fractures will require 4 or more additional emotes as well as some appropriately-sized cups of bone shavings to be packed into the site per fracture (6+ emotes total).

     

    Specific Red Lines – 

    - Essence condensation may not be used on other skeletons.

    - Essence condensation may not be used during combat, and a loss of focus will interrupt the process.

    - New bones cannot be fabricated with essence condensation.

    - Skeletal essence is designed to condense into tough and flexible solids which mimic ligaments, tendons, and cartilage. Thus, bones cannot be manufactured from the essence.

    - Bones attached to the skeleton must come from Descendants of similar size. No splicing larger bones onto smaller skeletons, and no transfers of skulls from smaller bodies onto larger ones. 

    - Bones repaired by essence condensation are no stronger than they were before, and the ability cannot be used to reinforce bones beyond their original integrity.

    - Bone colors obtained with essence condensation should fit the server’s setting; use common sense here.

     

    quqpbH4.png

     

    Example Emotes & Notes – Feigning Death & Skeletal Reconstruction

    Spoiler

    The skeleton emits a harsh rattling and a hiss as it is besieged by the adventurers. Another sound is to be heard; this time a sort of wail as the murky gas stored within the creature is purged, and its body suddenly collapses onto the ground with limbs uncoupled. A tiny stream of the fog oozes from the skull’s base afterwards.

     

    X amount of emotes pass with inactivity from the fallen skeleton, and the stream of essence continuing throughout. The rib cage or any other bone must be laying within one foot (roughly ⅓ of a meter) of the skull in order to progress to the next emote. Then begins the six emote reconstruction. If the skeleton is concerned with its bones being damaged or scattered too far from a fall at regular height, it can bring itself closer to the ground before feigning death.

    Alternative to the example below, the emote count can be restructured by gathering a dense cloud of essence over four emotes and then rapidly expelling it towards the limbs over the remaining two (or however you might like to distribute it, adhering to a minimum of six emotes in total). Note that this process will also be highly visible and should be stated clearly in all emotes.

     

        [!] More of the colored smog begins to pour from crevices of the skull. This gas grows thicker by the moment, and crawls in droves of tendrils towards the skeleton’s ribcage.

     

        [!] Within the cavity gathers a cloud of the macabre smoke. It fills the sockets of the shoulders and snakes its way consciously down the vertebrae of the skeleton, to begin collecting also within the pelvis.

     

    Again, the pieces being reached for must each be within one foot of each other. The essence will be unable to reach otherwise.

    Note: Not being able to reach a particular limb(s) doesn't necessarily mean the end of the process. The skeleton could potentially be able to attach an arm or leg first, then drag itself closer to the remaining bones. Nearby bones from other skeletons may also be used, or might be pushed closer by outside forces.

     

        [!] From the sockets of the scapulae and ilium, the unliving’s essence lurches outwards to grasp the femurs and humeri. Clouds of the essence condense into blackened films near the tops. All the while, the smog crawls further down along the bones to marshal itself once more.

     

        [!] After reaching out and touching the lower bones of the limbs, the effect of the fog upon the skeleton becomes increasingly apparent. All of the bones within the hands and feet have their animation rekindled, as do the pairs of bones within the forearms and shins. With a clattering and a scraping noise the limbs begin to drag themselves back into place, evidently mobilized by the smog.

     

        [!] Murky clouds of the gas pour into the joints of the arms and legs. They continue for a lengthy time before receding, after which the limbs begin to move in an articulated fashion. The clouds snake upwards along the repaired limbs; a murky substance has settled to furbish their heads.

     

        [!] With a distinct CRACK the limbs plunge themselves simultaneously into their sockets. The skeleton moves itself in a slow fashion, full of jerking and sounds of scraping bone, before settling in an erect state. Its skull steadily pivots about as the immediate surroundings are observed.

       

         

    General Red lines/Restrictions

    Spoiler

    - Skeletons are given an entirely new consciousness when they are raised. They retain no memories of their previous life, share no speech patterns or behavioral habits, and have no emotions for the person they once were.

    - Skeletons resent the living and will not align themselves with, submit to, or willingly aid them without clear benefits for their own cause.

    - Descendants may be forced to assist with the plots of skeletons as seems beneficial to the undead, though they become worthless once their purpose is fulfilled.

    - As the skeletons are risen from dead Descendants, their maximum sizes are tied directly to those of whatever race they came from.

    - Skeletons are always slightly weaker and slower than their average Descendant counterparts.

    - Skeletons cannot learn any magics.

    - Skeletons cannot wear heavy armor, and kinetic energy will travel through whatever they wear.

    - Pertains more to full suits of armor; single plates and other lone lightweight pieces may be worn, though the limb will be noticeably slower in its movements.

    - Skeletons are still vulnerable to bladed weapons, and even more so to all weapons of aurum.

    - Skeletons (obviously) have no reproductive functions or desires. No sexual FTB or related RP involving them.

    - Skeleton CAs may not be made from creatures already requiring their own CAs (kha, hou-zi, ologs, etc.).

    - Skeletons are subject to CT revival rules whenever they are killed, and excessive deaths within short time frames may warrant a PK of the skeleton. Suicide is still a PK.

    - Skeletons may not incorporate any non-Descendant bones or create bones from their essence.

    - When making skeleton CAs, the player should note the population and culture surrounding the race of their skeleton. Orcs should be some of the least common due to fewer numbers; general combat prowess; population of shamans, and hatred of undead. Humans and elves are likely to be the most common varieties of skeletons, as they boast the most populous societies and are most frequently affected by violence from war, raids, and crime.

    - As well, any orcish skeletons will possess strength only slightly greater than human skeletons.

    - Skeletons are not burned by malflame.

    - Skeletons may have their essence drained by mystics, thus weakening and potentially killing them.

    - Lutuamen are capable of purging the essence of skeletons and sending it to Kor, who may PK them or offer a costly bargain for their lives.

     

         

    Purpose (OOC)

    Spoiler

    People want good antagonists for their groups to be developed by, and conveyed to the players has been the idea that they shouldn’t be so dependent upon the server’s event staff for this. I agree. I think that a strong source of antagonism can come from a creature that’s designed specifically for that purpose, and more so from a creature that can act independently of other players. These skeletons aren’t any more powerful--and in fact are designed to be less powerful--than many of the races and creatures that have been available to the general playerbase for years. They have no endgame, no progression (referring to abilities; character development is fine), no magics, no remarkable strength, and no abilities beyond what could naturally be attributed to an undead. They’re already widely understood and a frequent inclusion in fantasy environments. Even then, this lore isn’t a new concept on LotC; roaming skeletons and other undead have existed as sources of conflict on the server since the origins, but have faded away as a side effect of poor writing--for the skeletons as well as Iblees--and the mob spawns being removed over the last few maps. At the very least, this lore might allow for a more fleshed-out variety of skeletons to be used in events.

        It’s expected that some people are going to dislike how unremarkable the skeletons are written out to be, and that others might not like the concept of another skeletal creature being available to players. For the role which these skeletons are fated to fill, I’d argue that it’s better for them to be somewhat weak. The current pitches for undead endgames are designed to be powerful and relatively few in number; it’s their purpose to create scenarios that an average character can’t expect to counter without special knowledge and tools. Mordtsom’s skeletons would create scenarios which are designed to be more commonplace and far more easily dealt with; though it should be noted in both cases that combat is not the sole manifestation of conflict. Concerning the worries of overlap, the primary issue there rests with the skeletons being skeletons. It could be argued with a bit of hyperbole that the aesthetic is similar to the pitches for archliches and darkstalkers--the far more powerful products of a Descendant-held magic--and thus the rest of the content is invalid. But I’ll point out that numerous magics, races, and cultures on LotC have been able to thrive despite such similarities due to their unique origins and themes.

    I know that the reputation and accessibility of undead creatures has also been something thought about by players.  b In order to play even the lowest rank of undead they’d have needed to know someone who plays a necromancer, and then to keep tabs on them in hopes that they might eventually have an opening that isn’t reserved for a friend. In the past there was also a widely-deplored progression system, wherein players of such undead were given the blunt objective of needing to kill Descendants for more strength and their chance at reaching the endgame. This lore would try to bypass such behaviors and issues by giving better purpose to the creatures and not including any progressions of strength to begin with. Conflict is going to happen between undead and Descendants no matter what; so it might as well happen naturally rather than being dictated. As for accessibility, that would be increased with writing designed to fit into CA group A (a roughly Descendant-strength creature which anyone not blacklisted can apply for) rather than group C; the greater strength level which previous undead were written at, and one which would require a player creator.

     

         

    Citation Spoiler

     

    boners LOL

  8. Looks like the problem that people are having with the serf class is that the assessment of their strength is tied to their presumed socioeconomic status. Should they be wearing plate armor? If people want to rp the character’s social status accurately, then probably not. On the other end of things, a noble might be in poorer physical state but still wear a suit of plate due to them having the means to pay for such a thing. Mages could fit into either category, though my biased personal view is that they should be limited to gambesons and leather (at high tiers) to balance out their potential strengths.

    tl;dr: There are a lot more variables to account for in any strength-defining system like this. Not a bad idea overall though.

  9. 3 minutes ago, LaffenOutLoud said:

    I’d like to say that I really loved the ruins and historical landmarks in Atlas. Coming across them immediately made me feel immersed, and I hope to find more of those in our maps. 

    ^ A lot of this

    I appreciate how much shorter the run distances have tended to be on this map compared to Atlas, but the freebuild’s been a bit of a letdown. Being so removed from the rest of the world is painful for the Neanderthals that just want to have a cave in the middle of a forest, yaknow? 

     

  10. Again I’ll bring up the point:

     

    Antagonists are meant to NOT always be the winners.

     

    People who play as bandits should pay attention to the role that such characters have in other games. There was the mention of the random bandit encounters in Skyrim. These things are infrequent and designed to pose no great threat to the character. There’s a scuffle, and the highwayman is often either killed or allowed to flee, only winning infrequently at best. In many of the comments defending bandit rp however, the bandit is consistently assumed to be the victor except in cases of pseudo-rulebreaking interventions. To their credit, the conflict rules had ought to have revisions made to give bandits more of a chance at providing good rp. Yet even then, that wouldn’t resolve the win-at-all-costs attitude that is held by many in the banditing community. 

     

    There’s also the point repeatedly brought up that bandits have no reason to leave victims alive. If they were to, that would only make for trouble further down the line. Putting aside the assumption that the bandit could simply wear a mask and different clothes--Yes. Leaving victims alive could result in consequences for the bandit. It could very easily result in bandits being hunted. But that is what’s meant to happen to villains. They aren’t supposed to be pvp-hungry, nigh-unbeatable memory-erasing menaces, but tangible characters with strong, realistic flaws. I get the urge of people to not want their character to lose--as most everyone else does. But for the sake of longer, more enjoyable roleplay on both sides of the aisle, people need to be able to look at things from a viewpoint that doesn’t revolve around them.

  11. Gonna say outright that if you're playing a character with villainous tendencies like a bandit, you should be prepared to not win all of the time. The purpose of an antagonist like that is to create a struggle that someone else can strive to overcome. By overcoming conflict, characters can develop. When the antagonist in any sort of rp is rushing that conflict just so they can go from words-per-second to clicks-per-second, the others lose all of the value from it.

     

    Part of the issue involves the win-at-all-costs mentality that was brought up some time ago (thanks @Babehab) paired with the loot-based system. Bandit characters often seem cartoonishly one-sided because they aren't played as characters with personal goals, but as a tool to "win" with. They don't have personal codes or any morals which would prevent them from robbing, they're all strong, seasoned fighters, and they act recklessly because they realize that having buddies and being good at pvp means they can kill almost anyone on the roads, wipe their memory, and circumvent most of the rp consequences for it.

  12. Spoiler

     

     

    The following flyer is pasted onto boards and public corners within the cities of Arcas. . .

     

    f6dv9Rn.png

     

    THE ARCASIAN CIRCUS

     

    Greetings, people of Arcas. Do you have a events in need of entertainers? Do you possess skills in acting, singing, or comedy? Can you complete great feats of agility or strength? Do people consider you a physical oddity? Are YOU in search of a greater employment opportunity?

     

    Look no further!

    The Arcasian Circus is searching for unique and talented individuals to perform within its troupe, and is currently travelling between cities like yours!

     

    Wanting to join? Wanting a show? 

    Simply mention your interest to one of our members, or write your name and the address of your preferred aviary in the appropriate column below. As we travel, we’ll contact you with information!

    - The Jester



     

    For Performers

    __________________

    __________________

    __________________

    __________________



     

    For Clients

    __________________

    __________________

    __________________

    __________________

     

    Spoiler

    OOC:

    Join the discord here:
    https://discord.gg/5jwgaTp

     

  13. Spoiler

     

    BRQs5gy.jpg

    The Wild Man as he first appeared to the

    Descendants on Axios, during the early 1600s.

     

    The Wild Man let out a puff of the stale subterranean air. All to be felt by him were the little gusts from his breathing, and the thrum of his own heart. He rumbled and rose to pace the width of the cavern. Its space was painted, decorated even, but empty. Only himself and his child remained to make use of these rocky chambers.

    Thrum.

    There would be another hunt tonight.

    His burdens he left at the mouth of the cave: 

    The skull of his daughter;

    The club carved with stories;

    The necklace to lost kin.

    Thrum.

    He would have no more need for these encumbering things. Into the jungles, the forests, the plains, and the deserts he would go. Surely he would find a creature capable of besting him. Surely he would be struck down. He would reunite with his lost people, and need no longer to paint the stories of his kinsmen dying, time and time again.

    Thrum.

    Before the Wild Man, the path laid open. He spilled the last volumes of Wildling history onto the bonfire’s fading flames, and trudged onwards.

    Thrum.

    When the sun climbed out from beneath the horizon, there was nothing more to be seen of the patriarch. Into the wilderness he’d gone once more, and there he’d meet his long-sought fate.

     

    Thrum.

  14. On ‎2‎/‎8‎/‎2019 at 4:09 PM, Hiebe said:

    Well you can only be dependent if your in a tile next to the nation tile... think it tops out at 4 on the tile map...

    According to the way that the post is worded, a nation could create large strings of dependent charters by waiting the probationary period and then tagging additional dependants onto those once the terms for tile control are met.

    “The charter must be in an adjacent tile that is controlled by the Sponsoring Nation. . . A dependent can only give full control of a tile once the regular criteria for a controlled tile are met and the dependent is no longer in charter probation.”

    Note the word “give”, which implies the sponsor nation controlling the tile and not the dependent, thus allowing for the mentioned strings of dependents

     

    @SeventhCircle @Telanir Also, could this be answered?

    “Looking for clarification here,

    Is it possible for a charter to upgrade to nation status while on a tile shared with unaffiliated charters? If so, what happens to the access of the other charters to the tile? Will it ever be possible for charters to establish themselves in contested/controlled tiles? That last one is directed towards dependants being established in untouched tiles, and how/whether it would instantly cause them to shift to controlled status.”

    Replace that final mention of controlled status with contested status. Thanks for taking a bit of time to look it over ?

  15. Looking for clarification here,

    Is it possible for a charter to upgrade to nation status while on a tile shared with unaffiliated charters? If so, what happens to the access of the other charters to the tile? Will it ever be possible for charters to establish themselves in contested/controlled tiles? That last one is directed towards dependants being established in untouched tiles, and how/whether it would instantly cause them to shift to controlled status.

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