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The King Of The Moon

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  1. A black scroll marked with silver ink was penned and copied, dispensed across many elfish settlements and dropped into any scholarly hands which sought it. Each bore the same emblem; an old House's crest which had hung from no banner since the fall of Asulon. Those who cared to read it, discovered thus: Elson Zidar The Home of the Dark Elves Elson Zidar, now translated as ‘Free City’ in Vel’luah, was the first dark elfish settlement known to have formed under the Aegisian Diaspora. It is important to recognise such may not have been the categorical first city of Maehr the world over, however; many believe that title belongs to the Kingdom of Magara'lin (the mythic birthplace of the Maehr upon on the Isle of Ceru). Founded and ruled by the once royal House of Thyone initially upon Aegis before being formalised on Asulon in 1364, it is noteworthy not only due to its status as the earliest home of malyker, but also as the first elfish state to have splintered away from the then-unified Nation of Malinor, where the remnant dark elves concurrently lived as third-class citizens under the segregated wood elfish and high elfish majorities. Elson Zidar remained unique as an independent subracial state of elves for some decades, until Malinor’s schism and the founding of Haelun’or in the early days of Asulon. Due both to its age and the many controversies surrounding its populus, there is very little known of day to day life in Elson Zidar. This is in no small part worsened by efforts made by Ker’norian and later Shamanistic dark elves to erase Elson Zidar from the historic record, likely due to its incompatibility with their own contemporary state myths. What is known is that the city was for almost its full duration led by the Matriarch, Princess Keziah Thyone. She ruled alongside her supporting royals Bayde Thyone, Uldrivt Thyone, Sprat Thyone, Kvothe Thyone as well as a handful of adoptive non-maehr family. Though military and financial management remained the exclusive domain of the Monarchy, it is also understood that Elson Zidar was loosely democratic. There is said to have been a Council of common maehr responsible for the general management of the city’s population, trade and wellbeing atop what little law and order the city observed. Beyond the aforementioned the city was largely anarchistic. Composed of a malyker majority alongside a small human minority, much of the citizenry was made up of veteran members of the Black Hand (whom served the Betrayer during the Second War) and it is also believed the infamous Dark Brotherhood was integral to the city’s economy as well as security. As such, life in Elson Zidar appears barbaric through a modern lens; there remain accounts of slavery, murder, excessive violence and even cannibalism linked to the city’s inhabitants. It is possible that later generations seeking to defame Elson Zidar intentionally spread - or even forged - such records whilst destroying others (which might have depicted the city and culture in a more favourable light) to further their contemporary agendas, though this cannot be proven. We have no concrete record of Elson Zidar’s dominant religion. It is a common misconception that the dark elves of the past had always worshipped their ancestors and the same spirits as the orcs (as many modern dark elves do), though there is simply no evidence to support this in Elson Zidar’s case. We do know that House Thyone retained cordial relations with the Teutonic Order and had been housed by them before and since, suggesting the city was likely accepting of the humans’ “True Faith” (proto-Canonism), though it is highly unlikely any maehr subscribed to their said religion. Given its Black Hand influenced populus, Iblees worship was a more likely practice at the time. Though this heavily contrasts the ill-remembered teachings of the Yyrul Coth - a Velulaeya centred philosophy pertaining to dark elfish worship of the Moon and resistance to moral and spiritual corruption, or, ‘Derangement’ - which traces its origins to later members of the House of Thyone. It is unclear as to whether this philosophy was popular in Elson Zidar’s heyday, or if it came after. The exact date of or cause for the dissolution of Elson Zidar is unclear. Historians tend to agree that some time toward the end, Princess Keziah Thyone disappeared from public life and left a vacuum which her successor, Prince Bayde Thyone, was never able to fill. Though it is unknown if this is the sole reason for Elson Zidar’s collapse; the rise of the neighbouring human kingdom of Renatus, growing racism and resentment toward dark elves and Asulon’s political climate at large likely all had a part to play in the nation’s downfall. Author's Note: As so few, if not zero paper records remain of its Elson Zidar, oral accounts remain the sole source for answers to such questions. Therefore, the author does humbly request any ancient elves who had once lived in the free city to seek out the remaining descendants of House Thyone for their accounts to be put to paper.
  2. Because this just got implemented and in the prior lore there was no app so now a handful of pre-existing characters doing their paperwork
  3. The Herald of Embers stirred, warbling in the deep. Perhaps it meant to sob.
  4. "TESTING!?!?! Gyuh! But- I DIDN'T STUDY!" a vampire lord lamented at the news, his plans to enter Nor'asath foiled!
  5. Upon the bark of four trees and across the faces of four stones in the westerly forests of Almaris, beyond the perimeter of Amathea's destruction, an obscure dark elven myth was carved for all to see. The lament was written in Vel’lua. Aez Helunel a’vallu Rentu uhv’velul mayh a’tom a’tynahn Moryum keenu uhv’velul taeleh Kerel a’garn uhv’velul tahel ((Translations are for OOC convenience. Characters who cannot read Vel’lua would require a translator)) The First Mother wept For her wisdom was lost Madness plagued her mind The Dark gnawed her heart Dunr gel a’tom amulel Aeth uhv’velul urezd, Zanunder Kyorl aeth uhv’urada szir, ohk bo Kerel Ygne a’kehel su’uz, zy ura yhrl maga Valunule bo barael akaeleel Such too was the fate Of her brother, Zanunder Afraid of his kin, safe in the Dark War raged above and he hid below Wailing away in the bowels of the world Dunr Velulaeiya a’valun hru aylko bo kerael Velulaeyael a’baga uhv’velul vallumzh Xabyth Ythur a’aher velul thet’uzhel kix Velul onnyzh a’yx a’ake zy uhv’sha mayh a’akyn So Velulaeiya wept like a beast in the night The Moon kissed her tears Pale Light gave her peace Her children were healed and their wisdom restored Maehrel a’yx vaex, zimaru lu Velulaeyael A’hyle me uhv’zeb Ythur, a’aehg vol azt vou Ulyth vyn bo kerael, axan Zanunder Durn verbhk hru nahgel, aza a’tynahn bo megeel The Maehr were renewed, tranquil with the Moon Saved by its Light, made whole once more All rejoiced in the night, spare Zanunder Grey skinned like the rest, but lost in the deep Ura a’uvad syex uhv’Velulaeyael baga; uhv’urada taeleh atish a’hexe Megeyr ura a’ukh, b’al uhv’Nemysae nemy-volry Vel a’nork uhv’urada enro zy mebe a’nork uhv’urada tayna Zy uhno lyhn a’vaen bo ux uhd’nemys magara He felt not the Moon’s kiss; his mind remained stained On deeper he went, into Nemiisae’s web She took his blood for her own and then took his life And a new race was born in that spider’s cave Sha a’yx Moryel, a’ygnere me Ythurel Zkor onnyzh aeth Ker; sha a’yento syex Velulaeyael Maehrel sha a’adry, norkule voon ben rothezh Ylu’um my Mory’kuessyrel. Sha ern syex tom a’hyle They were the Deranged, burned by the Light True children of Dark; they knew not the Moon The Maehr they loathed, taking many as slaves Woe to the Mori’quessir. They cannot be saved
  6. ((Full language doc available in spoiler)) Vel’luah Vel’luah, sometimes called Night Elven, Vulgar Drow, Greyspeak or Moontongue is a modern language of the dark elves, derived from the race’s mother and holy tongues, Ancient Elven and Old Blah respectively, as well as sparse corruptions and loaned words from the vile verbiages of Mori’quessir and even - rarer still - sterilized mortal iterations of Al’tahrn-Durngo. Vel’luah is no mere dialect of the aforementioned, however; as the official language of many clans and cultures across the broader dark elven diaspora (including those with no reverence for the Spirits nor historic subjugation at the hands of the mori’quessir), contemporary vel’luah speakers retain only a modicum of lexical similarity with the aforementioned. That is to say, as a distinct neo-elven language in its own right, the average Vel’luah speaker would not be conversationally understood by another that knew only Ancient Elven or Old Blah; nor would a monolinguistic Vel’luah speaker possess the ability to comprehend these without conscious efforts made to learn them from scratch. Alphabet Unlike the longer Common alphabet, Vel’luah only utilizes 19 letters consistently, and it also does not contain any diacritics. However inappropriate for Vel’luah words themselves, it is not unheard of for some dark elves to source additional letters from other tongues for their forenames and occasionally even family names. This remains controversial to some clans. Vel’luah also utilizes its own script derived from Flexio, though many amongst the younger generations of dark elves tend to use it interchangeably with its Common alphabet equivalents. There is no concept of uppercase nor lowercase in the Vel’luah script, though Flexio letters obey the same capitalisation rules as Common. ɱ չ ȶ ʊ ɮ ɠ ɛ ʅ ӄ M Z T U B G E L K ð ψ ᵲ α ᛪ ʋ ɦ ¤ ռ ʂ D Y R A X V H O N S -’X’ and ‘Z’ are interchangeable in spellings, though ‘X’ is typically reserved for nouns and names intended to appear formal and/or spiritually significant. -Like Common and unlike most other descendant languages, Vel’luah occasionally pairs ‘T’ and ‘H’ to form dental fricatives, the likes of which may be heard in Common words like ‘there’ and Vel’luah words like ‘kathir’. Numbers Vel’luah has no numerical symbols. Instead, the names of numbers and equations are always written as full words: 0 - sly 1 - az 6 - vho 2 - nyt 7 - reu 3 - hek 8 - xyn 4 - zag 9 - bex 5 - kru 10 - unz Number factors are determined by suffixing them accordingly: 10s -ah 100s -ee 1000s -he 100,000s -yhk 100,000,000s -ux When described figuratively, these factors are written as if beginning with 1, and are suffixed again as plurals. A dark elf exaggerating with the word ‘hundreds’ would say ‘azahzh’. Unlike the Qalasheen Numerals used in Common, Vel’luah’s 0 (‘sly’) is never used to indicate a decimal place. It is less a number and more an indication of nothing; “less than one”. Each factor is written in descending order, connected with hyphens. For example, 99 is ‘bexah-bex’. 1,203 is ‘azhe-nytee-hek’ (notably NOT ‘azhe-nytee-sly-hek’) Grammar -Suffixes and prefixes immediately latch onto the word they correspond to. -The predicate comes after the subject. -Adjectives and adverbs are attached to the back of the word they describe with a hyphen -Plural is denoted by adding a –zh to the back of the noun -Articles attach themselves to the backs of words they affect, after any suffixes. For example, ‘the dark elves’ includes a noun [maehr] that is plural [zh] with ‘the’ as an article [el], so it translates to ‘maehrzhel’. -Past tense is denoted by adding an a' to the front of the verb, before prefixes. -Future tense is denoted by adding an e' to the front of the verb, before prefixes. -Present tense is defaulted to without either prefix. -Possession is denoted by prefixing uhv’ to a pronoun or noun. For instance yours or your is ‘uhv’laht’ -Apostrophes are only grammatically relevant to the above tense and possession prefixes. All other uses merely denote a short pause in that word’s pronunciation. -Compound words are always hyphenated. There are no open or closed compounds. For example, the open compound word ‘full moon’ in this case combines the adjective [vyl] and the noun [velulaeya], so it translates to ‘vyl-velulaeya’. Prefixes: a-, an-, in- (without) be- ante- (before) lui- anti- (against) uby- arch-, extra-, hyper-, omni-(high, ruler, more, over, all-encompassing) [masculine only] ulath- auto- (self) shadar- bi- (two) ny- co-, inter- (with, between) yl- dec- (ten) un- dis-, -ill (not) bar- en- (put into) shyl- ennea- (nine) be- ex- (out of) zuul- hept- (seven) re- hex- (six) vo- in- (into) zaal- macro- (large) ulth- micro- (small) yeo- mono- (one) az- oct- (eight) xy- penta- (five) ku- post- (after) mab- re- (back/again) xae- sub- (under) mor- tetra- (four) zag- tri- (three) he- un-, de- (not, down, away from) num- Suffixes: -acy (state or quality) -eth -al (act or process of) -ethe -ance, -ence (state or quality of) -rax -arch, -est (highest, most) [feminine only] -ana -dom (place or state of being) -uk -ist, -er, -or (one who) -yr -ism (doctrine or belief) -za -ness (state of being) -um -self (personal) -shah -ship (position held) -vot -sion, -tion, -ful, -esque (state of being, notable for, reminiscent of) -kon -ate (become) -trak -ify, -fy (to make) -yg -able, -ible (capable of being) -uth -al (pertaining to) -ley -ious, -ous, -ish (characterized by, having the quality of) -yl -ly (like) -eb -y (characterized by) -az -ive (having the nature of) -yb -less (without) -bea -ed (make nouns into adjectives) -hk -ing (action of) -ule -ling (smaller version) -ye Adverbs Anyway - roa’bub Forever - myxzu **** - zkyr Maybe/perhaps - zoba Most - ulot Must - tesso Next - ytamy No - xye Not - syex Now - nyn Once - azt Shall - tezu Soon - theen Then - mebe Together - layeh Too/ also - gel Very - l’yth Well -kah Will - lo Yes - zar Verbs Are/is - yx Become - toomah Can - ern Can’t - er’sye Could/would/should - belk May - zob Might - beel Seem - akeer Pronouns I - yto You - laht Yourself - labah He - ura She - vel Him - urada Her - velul We - lye You all - lyht They/Them - sha Me - ra It - zeb Us - lug Our - uhv’lye Which - shalyu Any - roan Question words Who/what - mirz When - mukh Where - vat Why - heyah How - mol Conjunctions As/ Like - hru And - zy Because - dhurz Or - myl But - aza If - sau So - dunr Though - reeky While - thoak Whilst - veel As - ben Articles The - el a - o An - ga This - ax That - ux Useful Phrases Maehr How many dark elves self-identify. Though the words 'maly' meaning 'elf' and 'ker' meaning 'dark' are both loaned from ancient elven and 'malyker' is still used at times, 'maehr' is a less literal label reserved for "proper" dark elves. Vraz An informal greeting, ‘hi’ or ‘hello’. Literally translates to ‘good’. Be’a-velulael Used in sunlight hours similarly to ‘good day’, though with less cheerful connotations; roughly translating to ‘without the moon’. Kerayal An informal greeting, though more intimate than ‘vraz’. Though derived from the ancient elven’s ‘good evening’, it may be used at any time of day. Vrax A ceremonious greeting meant for superiors. Always accompanied by a salute, bow or other respectful bodylanguage. Also at times a holy word used by spiritual teachers to disciples. Vrax-maehr A formal greeting exclusive to dark elves, denoting respect or familial love. It would be inappropriate to greet a non dark elf this way, and insultingly taboo for a non-dark elf to greet anyone this way. Karin-ye Reserved for the morning, this can be both a neutral greeting and an observation that dawn has come. It literally translates to ‘little sun’. Throm-kah Derived from old blah, interpreted as ‘be well’ as well as ‘well met’; doubles as a greeting or farewell in context. Vanayal A corruption of ancient elven’s ‘farewell’. Ukh lu velulael A fond farewell blessing, translating to ‘go with the moon’. Ahernyn An informal ‘thanks’. Derived from ancient elven, Ynx labah mabas A sincere way of giving thanks, typically reserved for significant gifts or favours. Literally translating to ‘bless yourself after’. Yo’ros There is no Vel’luah equivalent to asking ‘please?’. Yo’ros is the closest term, though it denotes the act of begging - loaned from the mori’quessir’s ‘joros’ meaning ‘to ask’ - and is tainted with humiliating connotations. It is a decidedly desperate plea. Ukh bo bashuk A dismissal, translating to ‘go in shame’. ‘Bashuk’, loaned from the mori’quessir word for ‘honour’, is a hurtful term not used lightly. Ukh ‘Go’, as a dismissal. Lye ukh ‘Let’s go [together]’. Literally translating to ‘we go’. Ska’at tul ‘come here’. ‘Ska’at’ can be used alone to simply mean ‘come’. Velulaeyael kee The issuance of a formal challenge, such as a duel, contest or dispute. Literally translating to ‘the moon calls’; ‘the moon pulls’. Yyrel vex! The acceptance of a challenge. Literally translating to ‘the ocean pushes [back]!’; ‘the sea answers!’. Thet’uzhel kix The refusal/ dismissal of a challenge. Literally translating to ‘the tide sleeps’ or ‘the waves sleep’. This phrase can also be used by a third party as an attempted diffusal, as well as finding positive use in recognition of peace and placidity. Lo laht malar la? ‘Will you fight me?’ Lo laht malar lu la? ‘Will you fight with me? [on my side]’ Helun-velulaeya hon laht/ Helun-velulaeya tom uhv’lye honyr ‘Mother moon guide you/ Mother moon be our guide.’ Xabyth-exan A sacred word with no common language equivalent, describing when the moon is visible during daylight. It literally translates to ‘pale day’, albeit always spelled with holy ‘x’s instead of the 'z’s used when writing the words individually (‘zabyth’ and ‘ezan’ respectively). Many dark elves also use the term to describe days of religious observation regardless of if the moon is actually visible, in a similar fashion to the common ‘sabbath’. Xabyth-thet’uxh A sacred word with no common language equivalent, describing when the moon sets over the ocean. It literally translates to ‘pale tide’ or ‘pale waves’, albeit always spelled with holy ‘x’s instead of the 'z’s used when writing the words individually (‘zabyth’ and ‘thet’uzh’ respectively). Many dark elves believe that witnessing such is a grand omen, if not a direct blessing from their ancestral patrons. Ythaen Another term without a common language equivalent, ythaen describes a righteous warrior pledged to the preservation of an ideal. The term can also be used to describe a city guard, paladin or templar, albeit only when said individual is themselves a dark elf. It is a neutral term, without negative nor positive connotations. Ythael Another term without a common language equivalent, ythael describes a tenacious warrior who fights only for their own passions and pragmatism. The term can also be used to describe a mercenary, bandit or assassin, albeit only when said individual is themselves a dark elf. It is a neutral term, without negative nor positive connotations. Velel Literally meaning ‘lunar’, the word is also used to describe a full cycle of the moon and forms compounds with numbers to describe the passage of months ((OOC days)). For instance ‘az-velel’ would be ‘one month’ ((one IRL day)). Velelana Literally meaning ‘high lunar’, the word describes one set of seven cycles of the moon and forms compounds with numbers to describe the passage of years ((OOC weeks)). For instance ‘az-velelana’ would be ‘one year’ ((one IRL week)).
  7. [Spell [Combat]] - Limb Lag Alongside their masteries of Melding the inanimate and unfeeling , an amputee scion may push the limits of their arcane a step further to form a temporary replacement for long absent limbs. A scion who is missing an arm, leg, hand, foot or any number of digits may pair their Melding and Soul Lag abilities to uniquely compensate in battle. In [2] emotes [1 Connect + 1 Cast] during which the scion must stand completely still, one may form a temporary extension to an amputation site which is not freshly injured or already home to an artificial prosthetic. This replacement limb, spectral and arcane, manifests in accordance with the scion's anatomy and whilst their "Shadow" will noticeably now lack these body parts, rendered incapable of executing Soul Lag actions that require them. Limb Lags (of which a scion may create no more than two) are temporary, strenuous expressions of a scion's mana and fractured soul. Whilst having no effect on a scion's stamina or spellcasting in the moment, the spiritual strain a Limb Lag places on a scion's fractured soul makes them impossible to maintain permanently. Whilst they cannot feel pain from mundane means, a Limb Lag is always physical and tangible, mirroring the strength, speed and dexterity of the scion's organic limbs. The arcane itself is no more dense than flesh and bone would be and, if damaged to any extent that would disable a mundane limb, will de-manifest in its entirety, requiring the ability to be re-cast. Though the limb cannot be abjured, other magic-disrupting blows such as from thanhium, null arcana or auric oil treated weapons will also cause the Scion to feel the same pain as if struck in their physical flesh before de-manifesting it as normal. Limb Lag will always appear inherently 'magical', radiating the scion's aura about a translucent and untextured cast of their lost limb, though its aesthetic may be uniquely styled to fit the scion's arcane specialisations should they so choose: -Illusionists are capable of recolouring their limbs as they please, as well as turning them opaque and dull or radiant and fractal. A limb cannot be disguised nor camouflaged this way, however. Nor may it be made to appear mundane. -Transfigurers are capable of touching a mundane material and absorbing its texture into their limb. For instance, by touching iron and making their limb appear rusted and metallic. This has no functional impact on a limb's actual composition or utility, . -Translocators may have gaps in space along the length of their limb, where an elbow might disappear into one rift whilst a forearm re-emerges from another. These rifts may be no more than three inches apart. The volume of the limb will lessen and adjust its structure to accommodate for these rifts, meaning its overall size and shape will remain the same as if it were mundane. -Elemental Evokers may retexture and animate their limb with their chosen element. Flaming limbs will give off light and be warm to the touch. Frozen limbs will be reflective and cold to the touch. Earthen limbs will be jagged and coarse. Air limbs will howl and chime when moved and billow at the touch. These effects may vary with different expressions of said evocations, though will never reach combat relevant extremes (E.G. flaming limbs never be hot enough to burn someone). -Conjurers are capable of forming fleshy circulatory networks beneath the translucent surface of their Limb Lag. All other attempts to augment their limbs would fail, however, as they are forced to instead utilise their jing ability as normal. -Limb Lags are strictly temporary, and cannot be permanently manifested. They will last the full duration of a combat encounter as needed and will always be conjurable when required in life or death scenarios based on instinct, though without immediate threat/ out of combat the limb can only be retained for one OOC hour at a time. -Limb Lag cannot be used on fresh wounds nor internal organs. To create a replacement, a severed limb must have had time to stabilise and scar. That is to say Limb Lag could not be used to replace a limb cut off in the same combat encounter, nor could it be used to 'heal' or bandage a scion in any way. -scions who are simultaneously Amputated mystics or possess any form of prosthetic on their desired limb (animii, golemancy, et cetera) cannot utilise Limb Lag in tandem. That is to say this ability is reserved for scions which choose to forego a limb in their day to day lives, only manifesting one when it is crucially needed. -Limb Lags share all of the vulnerabilities of the scion's remaining Soul Shadow. For instance, if a Limb Lag is burnt with malflame, the Scion would be stunned and interrupted, causing the limb to de-manifest and afflict the scion with double the pain usually experienced by said magic. -Whilst a Limb Lag cannot feel pain outside of the aforementioned, it can still feel strain and fatigue like any other limb. Limb Lags are only as strong, capable and hardy as the scion's physique would allow their natural limbs to be. -Limb Lags cannot be conjured in space, and must be attached to the site of a prior removed finger, toe, hand, foot, arm or leg in accordance with the scion's anatomy. Only two 'major' portions of a Limb Lag may be created at a time, such as a replacement arm (any proportion), full hand, leg (any proportion) or full foot. Any amount of 'minor' proportions of a Limb Lag can be created such as fingers and toes as well as strictly aesthetic 'filling in' of scar tissue, missing ears, eyes, noses et cetera. Only the aforementioned fingers, toes, hands, feet, arms and legs created by Limb Lag may be functional; a replacement eye could be conjured with Limb Lag for aesthetic purposes, but a scion would never be able to see with it, for example. -Instantaneous changes to Limb Lag made by the scion's other voidal magics are intended as strictly aesthetic, and will have no bearing on a limb's strength, endurance or density nor provide any combat relevant benefits. -Tier 3
  8. "I KNEW IT! THEY RUN EVERYTHING!" Declared the Prophet of Iblees.
  9. Corcitori do not have darkvision. That is correct. Corcitori can however see other camoflauged corcitori, as well as siliti who can see camoflaged corcitori using their darkvision ability. Sorry the wording wasn't so clear. Corcitori and siliti have always had signates. If you're a corcitoră who is not a current blood mage, however, then it has no use to you other than providing it to someone else who is one or a silit.
  10. I would like for them to be fasttracked to whatever makes sense with when their app was accepted, as if this progression had always been in place. That said I'd urge the ST to offer Corcitori who wish to be cured amnesty for a short period around implementation (since this lore will render the curse permanent at T3 and there are many corcitori who have likely had it long enough for that to be the case), which has been the norm with changes like this in the past. Chiefly because the lore they signed up for is now crucially different with regards to its permanence. The issue isn't exclusively that the feat is punishing. The real problem lies in how it pushes people over the edge. If someone isn't enjoying their roleplay then they still have three months to change their mind and get cured. I think it's safe to assume if someone chooses to go through the motions of drinking people's blood on a regular basis for all of 90 days, however, then having leaving them with an eject button after they've been given the best toys for doing so feels somewhat cheap. Corcitori shouldn't be treating the feat like a void magic to pick up and drop as they please. It is still a fundamentally character defining experience and to endure such a length only to have a paladin, shaman or alchemist waft the problem away when they get bored - in favour of the option specified in this lore as taking on a far more significant change of character like a CA - feels silly.
  11. FOREWORD All boons and banes listed are inherent to charactfers with the Silit Creature Application or Corcitoră Feat Application respectively. They are not 'taught spells' nor optional burdens. The following addition would be added under Physical Description of silit lore after the Appearance, Feeding, and Blood Loss sections. The corcitura addition would be added to corcitura lore under Explanation after the Feeding section. The vast majority of this piece revolves around the quirks of pre-existing features in siliti and corcitori lore, which are essential to an understanding of what this addition means to change. Both are linked in the 'citations' section below. I would urge any unfamiliar with the aforementioned to read such before continuing on with this submission, as this piece offers only a very surface level explanation of how relevant abilities, physical traits and weaknesses already function in both pieces. SILITI Age As genus is life, raw and potent, so too does it mature. Marrows are the grandest expression of this power and in their intangible roiling they grow with the time, distinguishing vampires between the likes of fledglings and formidable elders. As a silit feeds they rejuvenate and strengthen their ethereal bodies, their maturity lending to strengths developing. They are measured in weeks since the posting of the CA. All boons and banes will be retained in perpetuity from the tier they were acquired onwards. For instance, all boons and banes gained at Tier 2 will still apply to siliti of Tier 5. CORCITURI Age In the likeness of their higher race, corcituri solidify in power over time and gain traits through maturity albeit paling to their kin. They are measured in weeks since the posting of the FA. All boons and banes will be retained in perpetuity from the tier they were acquired onwards. For instance, all boons and banes gained at Tier 2 will still apply to corcitori of Tier 3. Purpose On Siliti The primary underlying reason for this addition is to alter the way in which vampires conceptually perceive themselves, and in turn are perceived. In the case of siliti this is sought not through devastating power and ability but through the far softer - and, in my opinion more interesting to RP - touch that is mental, performative and emotional expressions of monstrosity, otherworldliness, vanity and above all else inhumanity which I personally feel is criminally unexplored by many with this CA. When most people think 'vampires' they consider - through our modern understanding - creatures that are malicious, cunning, spiteful, and above all else evil. They can and should also come across as strong and fearsome, yes, and I believe the noncombative additions in this piece equip silit players with the means of conveying that, though ultimately combat roleplay is something which occurs so rarely and rarer still is it carried out in good faith between all parties. I am of the opinion siliti are - for the mostpart - on par with descendant characters in terms of actual lethality. Which is fine. Inconsequential, even. The root aim of this piece isn't to alter siliti's power, therefore, but their portrayal. Whilst there can and absolutely should be distinctions between the personalities of different siliti, there are underlying aspects which - whilst I do feel we attempted to make clear in the initial 'Mental State' section of the lore - should be universal yet rarely become visible in RP. A silit is vampire; not a human, elf, dwarf or orc which just so happens to have a CA. The identity of a silit should be understood by the player behind the character (and expressed as often as possible) as that of the wicked creature that character has evolved into, not an immortal variant of the race that character once was. That is to say, siliti are - for all intents and purposes - monsters. Creatures which require ordinary people to suffer to sustain their unnatural existence can never truly be good. They may have personal beliefs of what their morality defines as good and evil, as all characters do, but these can never realistically align with the basic emotional nor physical needs of day-to-day people. Siliti drink people's blood. Siliti outlive people. Siliti hurt people and prey on people and fundamentally are not themselves people. They are creatures of mystique, malice and whimsy. They are not heroic. To humans, whilst they may certainly act the part to infiltrate society, they are no more friendly than is necessary for the advancement of their schemes. Just as a farmer is no more friendly than necessary to the pig he intends to slaughter. They are not nurturing. They are not romantic. They are cold blooded, calculated parasites. It is for all these reasons and more that this addition means to place much harsher social restrictions on silit characters. It is also for these same reasons that more intense, folklore-rooted weaknesses have been brought to light (no pun intended) to urge silit characters into the inevitable frictions all should feel amongst descendant societies unwilling to tolerate their kind. The silit CA was added back in 2020. In a few months it'll have been three years since it was accepted, and in that time so far thirty-four siliti have been (and many continue to be) played. We hope this number will only continue to grow, and we are very pleased with that figure when compared with other dark arts groups. Though numbers alone aren't everything. We hope this piece is well received and not simply misread as a list of new spells to powercreep our CA, but rather as a box of tools (mostly to the encumbrance of characters which are expressed more as 'people' than 'vampires') which will encourage these players and those to come to act in a way more aligned with the vision of siliti lore. One which we hope will be for the betterment of the server as a whole with an antagonistic player-driven force urged ahead by more than exceptional circumstance and good faith alone. On Corcitori The most punishing feat on the server by far, corcitori in many ways suffer the inverse problem of siliti. That being many approach a feat intended to be an accessible gateway towards all the sought after themes and aesthetics that come along with playing a vampire, though (at least I intended) without the same level of strife and commitment required of siliti. Given time to rise and fall in the same activity cycles most accessible LoTC apps, a sadly consistent pattern has emerged wherein many players (often new to dark arts RP) find the experience far too punishing to justify without much tangible reward that could not be achieved through far less resistant paths. Therefore the trend seems to have for a long time been for many players to acquire the Feat, mess around for a few weeks then get bored and seek out a cure. A behaviour whilst I don't personally agree with I can't necessarily fault many for pursuing, especially when considering the in-character reality of their grim situation. The intent here therefore was to give corcitori an incentive to stick it out and weather the storm for the longhaul, with changes to the feeding system making the feat as a whole far less punishing to the average player as well as the addition of a unique ability serving as both an aesthetic and functional enhancement to those who intend to commit their character fully to the feat and its associated lifestyle whilst still keeping in the spirit of what limited potential a 'feat' in LoTC ought to offer (as opposed to a magic or creature application). Citations Siliti Corcitură Credits Mordu Zarsies
  12. @Eddywilson2do /seen mordu for me rq

    1. Borin

      Borin

      my lord high high pontiff mordu *kneels

      the church is at ur command

    2. alexmagus

      alexmagus

      14 days.. We miss you..

    3. exogens

      exogens

      Where is my Silit green pass, sir?

  13. "The Cloudbreaker is Azdromoth! Azdromoth belongs to Iblees! Hail the Black God!" A deluded zealot actively misinforms.
  14. "Blessed be the Black God!" cries an eternal zealot.
  15. I would like for the following redline to be added to the current Rite of Restraints (enthrallment) lore: -A silit cannot FTB nor romantically engage with any individual presently enthralled beyond Stage 1, regardless of if they are enthralled by themselves or any other silit. This was an oversight on our part when siliti lore was originally written. As it stands in the current lore, the redlines (spoilered below) safeguard against enthrallment being used for unsavoury interactions that might bring the likes of Terms of Service into question, though do not account for what in my view appears to be a loophole in the lore which - 'tasteful' or not - can be used in a bad faith fashion that I do not believe any healthy roleplay can arise from. That is to say, as it stands in current lore the redlines at present do not fully insure against oddities that may spawn from a silit having another silit enthrall a love interest on their behalf. Even if as written that individual couldn't directly coax a thrall into FTBing, when dealing with someone who is mentally enslaved by the peer of a potential love interest obviously the lines become blurred when bigger questions like in character consent are brought up. This is not something I think we can accept in our community. I should add that at first glance this redline may evoke the question 'how is a silit meant to know someone is a thrall and steer clear?' To which I should reaffirm that siliti are already capable of passively sensing thralls belonging both to themselves and other siliti with the current lore (spoilered below).
  16. Smoggers was actually originally an animiii crafting addition. The two were under a single FA for some time. The problem is, Animii Crafters people at the time (myself included, sure) were antsy about spreading it en masse whereas Smoggers was intentionally designed for widespread use. The two were split because ultimately Smoggers are far simpler than Animii Crafting. Making a car with legs - whilst in real terms clunky and unnecessary complex - can and should be far easier than creating a sentient humanoid using only clock parts and a protein shake. My hope in splitting them apart was to democratise Smoggers as many players were annoyed that the concept of 'tinkering' was gatekept by Animii Crafters when realistically it shouldn't have been. Personally, I don't think we lose anything by keeping them under two separate apps. Nor do I think we could gain anything from merging them. Though ultimately I'm indifferent. The only issue I can fathom coming from such is the creation of two TAs instead of one... But with the current TA system I don't see that as as much of a problem as it would've been in the past. They're both feats of further alchemy and therefore don't consume magic slots. They're just different ends of the 'tinkering' paradigm, and with apps being a realistically OOC tracking mechanic I don't see how them being apart or together would ever really impact anyone's roleplay. The main reason Smoggers is underused currently is it has no real tangible benefit to most players beyond relatively offscreen mechanics like modreqing for a building to be moved (and sometimes still having to pay mina for a 'paste' as I encountered) and emoting your MC horse as being something far cooler. Neither of which I really intended to be its be-all-end-all, and I hope those rewriting it take my suggestions for how that might be improved onboard. This lack of use was made infinitely worse when for some godforsaken reason ST management decided to make the Red Oil recipe painfully expensive when it in reality does very very very little for day to day RP and nothing for CRP. A decision I at the time argued about when I discovered the change had already been made but to no avail. This was compounded with the fact that around this same time ST released guidelines for steam powered contraptions (see: everything the dwarves make) which required no such applications, OOC or understandings of alchemy, ST approval or above all else prerequisite RP yet as it currently stands any player can realistically replicate most of Smoggers' aesthetic in a build justified as 'steam engine' with current techlock verdicts effectively making the FA redundant. Whilst I'm glad to see Animii Crafting is now being spread much further than in those days and the post-loregames climate has seen its core concepts expressed in more objective, RP friendly words instead of going mostly off of good faith with a vague theme as the old lore did, I can't really see how merging it again with Smoggers will make Smoggers themselves used more. Yes, it will be encompassed by more people's apps since nowadays having an app in something almost always equals knowing every possible application for that thing once the countdown to Tier 5 ends, but I still don't think we'll see more Smoggers out in the world as a consequence of that. Further, Animii Crafting is something that is still coveted by many players and adding that baggage to Smoggers will surely only curb the enfranchisement intended by the original separation. As it stands I feel once players find a Smoggers teacher they have to jump through far less hoops than an Animii Crafter might request whilst dangling that FA over their head. I will admit though my perspective is coloured far more by the way things were circa 2019 as opposed to how they might be now. Further, there are characters (like mine) which only have Smoggers and not Animii Crafting. There's also likely others who have the inverse. I don't know how at all this integration would be handled in terms of tracking and grandfathering, but ultimately that's a bridge that could be crossed with enough thought should we come to it.
  17. "Shouldn't it be Balianian?" asks the Magistrate of Adria. "Like Orenian or... I don't know. Not Balianese."
  18. Wfe-MHdY8It7fKPRAPHSaIgVPsi44-_kP_kVqxIttywZXtI2eKj9HbHAwDF-0CMUk3S5A2Ti4Cv9A8AU-UaADVlY4meIpg3fg19jDBd5zoDlmeLxODO9zY0IASw1YVXe9o66APxPTOPrBkX6zVLQwwZggStZbCLIKgda7YUW0hVUtstlcV5aWDIDWfjmGg
    I had strings but now I'm free
    There are no strings on me

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