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The King Of The Moon

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  1. A learned former naztherak frowns at the missive. "But the Red Prince is Iblees..." "And Iblees is the Archdaemon, second only to the Nameless Creator and rivalled solely by the Archaengul Aeriel. There is no stronger being in the Veil. These are the writings of a deceiver." The late devil seethes into the soulstream, his cries reverberating through nought but cold, deaf stone.
  2. "Blind men will celebrate, having witnessed such tragedy. A mortal beast made food for the Iblees-uruk war machine." A devil murmurs to his disciples, hoping to prepare them for the terrors ahead.
  3. The title is largely self-explanatory, but if people are curious of my motives: As a player who has lingered on LoTC for over 7 years now, I and the majority of players I have interacted with in that time have of course aged with the server. There are many who have been around just as long, and more who have been around even longer. Therefore, I naturally feel my perception of LoTC's modern demographic is warped and filtered by the social bubbles I find myself in. Whilst I feel our player base is generally closer to my own age group, I have no real quantitative basis with which to support or challenge that acumen. I'm sure many others are in the same boat. This isn't intended as a campaign thread to advocate or dissuade staff from manipulating our demographic, it is meant as nothing more than a harmless reality check. Though I find it silly for people to be embarrassed about how many years they have existed for, the results are anonymous simply... because. So, let's all vote honestly: How old are you?
  4. Unfair question. Which oren? There's only been 1.5 renati, there's been like 12 orens (a good 5 of which were better than renatus).
  5. “Men kill monsters. Paladins… write newspapers?” Abdiel scowls upon hearing of his misrepresentation in the journal.
  6. "That's messed up." comments a concerned campaigner for the rights of Phantoms, Evocations, Tawkin and Automatons (PETA).
  7. The Herald of Embers, Abdiel of the Synod, splayed his metal hand over the decayed brow of another severed head. Repeating the same rite he'd already performed nine times since his students had returned with what he sought, the mottled flesh and skull fell into the pool before him. Dark mimicries of raven feathers - his ectoplasm - fanned out through the water, forming a wreath toward oblivion. A window, through which an Ebritean soul could be called. And then he spoke the same tempting words: "Peace was sought. Reason was brought. The orcs cared naught. The rusted 'Iron Horde' has brought violence to our temple. A war that will see us defeated, perhaps, but never destroyed. It is not a conquest they can complete. They are deafened by their whispering shamans, blinded by the false miracles of their demonic Spirits. Mindless savages. Warmongers. Maleficar. They murdered you, dear child. All that you were, all that you could have been... A trophy at the gates they cower behind now. And now you are here. Condemned. This is an offer of salvation. Fight for me until this war is won. Teach your killers fear. Help me show them that even death cannot save them or their false gods. The choice is yours, Soldier of the Synod." ((The aforementioned is the result of RP evidenced below; a seance to be performed once an appropriate time can be arranged with the players behind these severed heads stolen from the gates of capital_krugmar, assuming the characters are now dead. Unfortunately, only the heads of @BobbyWafflesand @Ziggitee retained their usernames whilst the rest of the heads pictured are labelled 'player head' and I am therefore going to have to rely on your abilities to recognise the skins pictured below. If you are tagged or recognise your character above and are interested in potentially having that character resurrected, feel free to shoot me a message: Mordu#0001))
  8. EMBER LAW Foreword: The Way of Embers and the associated ‘free philosophies’ - the Way of Oaks, the Nameless Way, Shorewalking et cetera - are just that. Ideas founded on the principles of liberty for all mortalkind, against immortal threats and maleficar prejudices as well as the threats of mortals that misuse the Voidal and Mortal Arts. They are not, however, anarchistic. As shown by countless prior failed mortal states, the rule of law is an essential component for society with or without respect for free will. Order, as intended by the Creator, is what separates our precarious Veil from the chaos of the Void. Lest we forget the first disruption to this order - the First, Second and Third Sins carried out by Iblees and Ariel - which still haunts all men to this day. The same principles apply to all mortals, living or dead. The rule of Law must guide our actions, lest we be defined by the same savagery we mean to escape. It is mortalkind’s greatest achievement; the liberty in which we may all excel under the protection of an honourable legal system, wherein all are defined not by arbitrary distinction but by their actions alone. The Ember Law is an ideological expansion as well as revision of Ashen Law, in reflection of the aforementioned philosophies. DEFINITIONS The Veil All of creation, as first separated from the Void by the Nameless Creator and ordered by His hand with the primordial tools of Light and Dark. The Mortal Planes, the Soulstream, the Immortal Planes, the Sun, Moon, Stars and so on. The Void That which exists beyond the Veil. Infinite energy, from which the Maker was born, and modern magi draw power today. Mortal A being native to the Mortal Planes: Aos and Eos. Typically understood as Descendants, Hou-Zi, Kharajyr, Dragonkin and so on, as well as variants of the aforementioned whose souls have been returned to or kept in Aos and Eos in defiance of Immortal meddling. Those intended to share our world at the dawn of creation. Immortal A being native to the Immortal Planes: Moz Strimoza and other worlds demonic. The Eternal Forest and other worlds druidic. Star’gush Stroh and the other worlds shamanic. Et cetera. Typically understood as Aenguls, Daemons and beings sculpted by them either from raw power or appropriated and irreparably mutilated mortal souls. Inferi, Fae, Mani, Spirits, Shades et cetera. Those that intended to share the stars at the dawn of creation. Arcane Creature A being native to the Void or created with powers drawn from the Void and/or the mana of mortals with no concern for souls. Typically understood as Voidal Horrors as well as objects and entities animated with magic: Golems, Atronachs, Living Dolls as well as any thinking creatures borne of Enchantment and Conjuration. Mundane Creature A being native to the Mortal Planes or elsewhere, lacking souls borne of nature and mortal ingenuity (often Alchemy). First and foremost are plants and lower animals (which lack sentience and are not entitled to rights), higher animals such as Ratiki, Musin, Merfolk and Wonks followed by Automatons, Homunculi and other alchemic creatures. Mage An umbrella term for beings which practise Voidal or Mortal Arts. The terms Sorcerer and Magician as well as Wizard or Witch (male and female respectively) may be used interchangeably with Mage. Anathema A being whose existence relies upon inflicting physical or spiritual harm on others, regardless of magical origin. They are thus far understood as Vampires, Frost Witches, Feral Ghouls, Feral Apparitions, Shades and Inferi. Maleficar A being which practises an Immortal Art, acting knowingly or not, in accordance with the will of the immortal being their art is sourced from. A Maleficar will always be considered such, regardless of if Voidal or Mortal arts are used in conjunction. Iconoclast A being which practises an Immortal Art, acting knowingly and provably against the will of the immortal being their art is sourced from. First Age Naztherak (extinct warlocks that once stole power from conquered Inferi and Iblees), Dark Shamans (which steal power from the Spirits), Weirhents (which steal power from the Aspects) as well as beings akin to the one called ‘Qard’ (Daeva which have conquered their Shade parasites) are some examples of such. An Iconoclast will always be considered such, regardless of if Voidal or Mortal arts are used in conjunction. Mortal Arts Magical powers that are sourced from the physical and metaphysical energies of mortal bodies, souls and minds. They are thus far understood as Alchemy, Tinkering, Blood Magic, Golemancy, Housemagery, Bardmancy, Rune Smithing, Energy Manipulation, Mysticism, Chi-Manipulation and Necromancy, Invokers of Azdromoth and his Nephilim. Immortal Arts Magical powers that are sourced from Immortals and their planes. They are thus far understood as Aeriel’s Ascended, Xannic Paladins, Clerics of Tahariae, Aspectist Druids, Shamans and Spiritual invokers, Yeu Rthulhu’s Augurs and spellcasters, Templars of Malchediael, Wilven Monks, Shades, Second Age Naztherak (which pact with higher Inferi under Iblees) and the associated Hell-Alchemists and Inferi. Voidal Arts Magical powers that are derived from the infinite energy of the Void. They are thus far understood as Earth, Fire, Air and Water Evocations, Conjuration, Transfiguration (or ‘Enchanting’), Translocation (or ‘Teleporting’), Cognatism, Illusion and the looser defined spells of Voidal Horrors. THE MORTAL BLESSINGS; The Rights of Men Bestowed at the dawn of time by the Creator himself, these rights are infallible principles of existence. To defy them, by hands Immortal or otherwise, is the greatest sacrilege. They are afforded solely to Mortals and sentient Mundane Creatures. The Aurum Rede, as most know it, is the code observed by all who keep Ember Law. An archaic heirloom of the proto-common in which Primeval Man spake, the mantra is thus: 'An it harm none, do as thou wilt.' In modern words the phrase loosely means 'do what you will, so long as it harms none'. In legal terms, the Rede is best defined as three immaculate rights, afforded to all mortals from birth, to death, to undeath. None have the power to revoke these rights but the self, as determined by their own actions and these actions alone. EXISTENCE All mortal and sentient mundane beings are entitled to continued, peaceful existence without unprovoked aggression. To simply exist is not a provocation; this right can only be forfeit by present, past or threats of future actions that would deprive others of their Mortal Blessings. FREE WILL All mortals and sentient mundane beings are entitled to behave, think and debate to their heart's content without permanent magical, physical or divine interference. This right can only be forfeit where one has willingly sacrificed their own agency to become a vessel for immortal or mortal slavery, which would deprive itself and others of their Mortal Blessings. CONTINUITY All mortal and sentient mundane beings are entitled to spread, replicate and prolong their own Existence and Free Will by any means at their disposal. This right can only be forfeit when the means to achieve such are knowingly done at the expense of others’ Mortal Blessings. PROCEDURE AND PUNISHMENT Ember Law is a common policy meant to guide all mortal beings. As such, it is bound to no specific jurisdiction and can be enforced by any observing individual in a lawless setting such as the wilderness or warzones. Where the setting already maintains laws of its own, jurisdiction over and observance of Ember Law falls to the presiding state in a manner it deems fit. State trial procedures may be observed to prove guilt in violation of Ember Law. In the absence of such, adjudicators must review evidence presented by the accused and accuser before passing judgement. FIRST AMMENDMENT Crimes Maleficar and Crimes Anathema can be judged from any jurisdiction, as they are universal. SECOND AMMENDMENT Proven Maleficar and Anathema are afforded no protections under Ember Law. THIRD AMMENDMENT Proven Mortal Artisans of the Necromancer, Mystic and Blood Mage varieties are protected universally by Ember Law and can accuse as victims of crime in any jurisdiction. Only before aforementioned procedures have begun may an individual instead opt for a trial by combat in a formal setting. Victory in such can only absolve individuals of Offences of the Third, Second and First Degree. On Offences The Third Degree, the least severe, an infraction The Second Degree, of moderate severity, a misdemeanour The First Degree, of great severity, a felony The Heinous, of unforgivable severity, a crime against mortality Punishment for each degree of severity is listed and defined for easy reference and quick distribution with no question on what is fair and proper for any specific case and crime. Of the Third Degree, a fine of up to One Thousand Mina, the removal of an entire finger, the removal of two rear teeth, removal of two toes on the same foot, ten years service to the state, four years in prison, branding upon the buttock or chest, a hex or curse lasting no more than one year and a half. Of the Second Degree, a fine up to Two Thousand and Five Hundred Mina, the removal of three fingers of one hand, the removal of the top front teeth and two rear teeth, the blinding of one eye, removal of five assorted toes (three on one, two on the other), branding upon the forehead, a hex or curse to last no more than two years. Of the First Degree, a fine up to Five Thousand Mina, removal of the right arm halfway up the forearm, blinding of both eyes, deafening, removal of the tongue, removal of both feet, a hex or curse lasting no more than fifteen years. Of the punishment concerning Heinous Crimes, the most severe, execution is to be carried out by any means appropriate to the situation and nature of the crime committed. The only alternative to death is the option of indentured servitude, where should the criminal be given the option by the adjudicator, an executed individual may consent to being raised in undeath and stripped of their Free Will for no less than twelve years, after which their Mortal Blessings will be restored should the adjudicator consider the criminal reformed. CRIMES PERSONAL Assault When an individual attacks or injures another which brings about no lasting injury, this is assault of the third degree. When an individual attacks or injures another with lasting injury, or with a weapon, or magicks, this is assault of the second degree. When an individual attacks or injures another with permanent damage, assault of the first degree. When an individual attacks or injures another with the intent of causing fatal harm, this heinous attempted murder. Slavery When an individual strips another of their mortal or mundane right to Free Will through physical means this is slavery of the first degree. When an individual strips another of their mortal right to Free Will through magical means mortal or immortal this is heinous slavery, a crime against mortality. Murder When an individual knowingly takes the life of another with no premeditation and as any reason a person might be coerced or incited to commit a fatal crime, this is murder of the third degree. When an individual knowingly takes the life of another with no premeditation, this is murder of the second degree. When an individual knowingly takes the life of another with clear premeditation and without just cause, this is heinous murder. Manslaughter When an individual takes the life of another without intent or as the result of negligence, this is manslaughter. Mutilation When an individual intentionally or negligently commits the disfigurement or removal of a single toe or finger of another, this is mutilation of the third degree. When an individual intentionally or negligently commits the crippling or lasting disfigurement or removal of a multiple toes and/or fingers of another, this is mutilation of the second degree. When an individual intentionally or negligently commits the dismemberment or permanent removal of a limb, organ, or appendage of another, this is mutilation of the first degree. Torture When an individual, whom is not a sanctioned state official, willingly and knowingly commits acts of permanent or lasting damage to an individual for information or otherwise, this is torture of the second degree. When an individual, whom is not a sanctioned state official, willingly and knowingly commits acts of permanent or incapacitating damage to an individual, including acts described in the crime of first, and second degree mutilation for information or otherwise, this is torture of the first degree. Kidnapping When an individual intentionally abducts, restrains, or confines another individual against their will without physical harm, or endangerment of the victim, this is kidnapping in the second degree. When an individual intentionally abducts, restrains, or confines another individual against their will with unintentional physical harm, or endangerment of the victim, this is kidnapping in the first degree. CRIMES MATERIAL Theft When an individual intentionally removes property without the consent of its owner, and this property totals up to five hundred minas in value, this is theft in the third degree. When an individual intentionally removes property without the consent of its owner, and this property totals greater than five hundred mina, up to two thousand mina in value, this is theft in the second degree. When an individual intentionally removes property without the consent of its owner, and this property totals greater than two thousand mina, up to any amount of mina in value, this is theft in the first degree. Burglary When an individual unlawfully, and without consent of the owner, enters a property with the intent to commit a nonviolent crime, this is burglary of the second degree. When an individual unlawfully, and without consent of the owner, enters a property with the intent to commit a violent crime, this is burglary of the first degree. Banditry When an individual intentionally deprives an owner of his moveable property through violent means or with promise of such, and this property totals up to one hundred fifty minas in value, this is banditry in the third degree. When an individual intentionally deprives an owner of his moveable property through violent means or with promise of such, and this property totals at least one hundred fifty minas, up to one thousand mina in value, this is banditry in the second degree. When an individual intentionally deprives an owner of his moveable property through violent means or with promise of such, and this property totals at least one thousand minas, up to any amount of mina in value, this is banditry in the first degree. Vandalism When an individual unintentionally or through negligence defaces public or private property of a sum equaling one hundred and fifty mina, this is vandalism of the third degree. When an individual intentionally, unintentionally or through negligence defaces public or private property of a sum equaling at least one hundred and fifty mina, up to one thousand mina, this is vandalism of the second degree. When an individual intentionally, unintentionally or through negligence defaces public or private property of a sum equaling at least one thousand mina, up to a sum of any amount of mina, this is vandalism of the first degree. Fraud When an individual unintentionally or negligently fails to abide by the terms of a written or verbal contract, misleads regarding its terms, or fails to meet a deadline of said contract, this is Fraud of the second degree. When an individual intentionally or negligently fails to abide by the terms of a written or verbal contract, misleads regarding its terms, or fails to meet a deadline of said contract, this is Fraud of the first degree. Trespassing When an individual unlawfully and without consent of the owner enters a property considered private, this is trespassing, a misdemeanour. CRIMES MALEFICAR Aiding a Maleficar When an individual unintentionally or through negligence gives aid and succour within the border of the State, it is Aiding a Maleficar in the second degree. When an individual intentionally or through negligence gives aid and succour within the border of the State, it is heinously Aiding a Maleficar. Harbouring a Maleficar When an individual unintentionally or through negligence brings a Maleficar into the borders of a state that observes Ember Law, without intent to turn them over to authorities, is Harbouring a Maleficar in the second degree. When an individual intentionally brings a Maleficar into the borders of a state that observes Ember Law, without intent to turn them over to authorities, is heinously Harbouring a Maleficar. Acting as Maleficar When an individual intentionally seeks to practise magic granted by an Immortal in exchange for their Mortal Blessings or those of others, this is Acting as Maleficar in the second degree. When an individual practices magic granted by an Immortal in exchange for their Mortal Blessings or those of others, this is heinously Acting as Maleficar. CRIMES ANATHEMA Aiding an Anathema When an individual unintentionally or through negligence gives aid and succour within the border of the State, it is Aiding an Anathema in the second degree. When an individual intentionally or through negligence gives aid and succour within the border of the State, it is heinously Aiding an Anathema Harbouring an Anathema When an individual unintentionally or through negligence brings an Anathema into the borders of a state that observes Ember Law, without intent to turn them over to authorities, is Harbouring an Anathema in the second degree. When an individual intentionally brings an Anathema into the borders of a state that observes Ember Law, without intent to turn them over to authorities, is heinously Harbouring an Anathema. Acting as an Anathema When an individual intentionally seeks to practise magic granted by an Immortal in exchange for their Mortal Blessings or those of others, this is Acting as an Anathema in the second degree. When an individual practices magic granted by an Immortal in exchange for their Mortal Blessings or those of others, this is heinously Acting as an Anathema.
  9. All ginger wood elves are descended from my druid through proxy of his only son @Lhindir_ being a fuckboy back in Axios
  10. And whilst I appreciate that and these issues, I feel like this particular piece is so minorly involved in the wider-universe canon concerns that you have that I think you might be venting these frustrations in the wrong place. As the main writer behind Ixris, who did so in consistent contact with management and administration as part of the wider pantheon project, and as co-writer of the Moz Strimoza and the Inferi worldlore piece, I am confident that the interactions with said pieces listed here are consistent with canon. Something that I have ratified with by consulting two loremasters on the topic, one of whom is currently behind Ixris' presence in-game since my departure from the ST. I wholeheartedly feel that this piece is of such minor 'background' or OOC impact that no harm can come of it, whilst the IC ramifications only serve to offer more avenues of RP for the characters involved in a manner leagues better than the current lore which will remain so if this rewrite is nitpicked to death. The same is true for many other misconceptions you seem to have relating to underuse of the language, 'cliques' and so on; whilst it may not be a revolutionary piece (nor does it intend to be) it is a net improvement on all of the aforementioned fronts. Ultimately from my perspective a lot of your critiques boil down to wanting a worldlore piece addressing things only loosely related by what this piece intends based off of precedent (genus, soul lore, Ixris and so on)... And whilst those concerns have a place, they aren't really all too relevant to what this piece was written to achieve, nor could the issues you envision be in any way worsened by this piece's implementation. The crux of my argument here is that this piece is meant for the present and future players of this type of character. It is not by any means meant as a re-imagining of back-facing wordlore, whilst still staying consistent with it. I will say regarding these I think you're missing the point of why mysticism, naztherak and seer are explicitly mentioned in the piece at present. Their purpose is to allow players to discover the fate of 'devils' so as to ICly spread the incentives intended by said fate, through spells already written into their magics which let them directly interact with living souls. I am more than happy to expand the list at present so long as it makes sense in terms of what can currently be achieved by player magics. I'm sure there's a subtype or two of Shamanism with a relevant ability, for instance. If you could point me to which would be most appropriate, I'd gladly edit them in. Though to my knowledge Blood Mages, Alchemists and Necromancers all lack the necessary tools to do so - chiefly spells that actively permit tampering with and clairvoyant study of living souls, similar but not synonymous with some of the same practices that allow player characters to see prophecies - and therefore shouldn't be included in this piece.
  11. You might've missed it, but I intended for this line to cover it. The children of a devil with a regular descendant would be totally ordinary. The lore reason for this is either they are marked or they're not. The 'ooc' reason is simply tracking, and fear of things getting overly convoluted; people pulling a St Patrick's day and claiming they're one eighth demon so should be able to know Ilzakarn. A big motivator for this rewrite was making the creature as it stands much more traceable. Sorry to disappoint!
  12. I don't understand what's led you to this conclusion. You've iterated several times that the mark is somehow invisible, yet the lore clearly states it can be both detected and suppressed by any deity that connects with the character in question, as well as mystics, naztherak and seer - all of whom have their own IC reasons to be able to discover it. If you feel like there should be more magics that permit such I'm open to suggestions? Genus levels are altered based on a creature's exposure to magic. This is a precedent that already exists and has existed in blood magic since its origin on the server. The four brothers being cursed centuries ago is in no way equivocal to the likes of High Elves whose lore explicitly details them inheriting an inclination toward the arcane. In this piece it is used - to no tangible advantage - express that these beings have been directly cursed in their lifetimes and are inherently more 'magical' than the common descendant, even if such is made manifest in such a minor way. Ixris craves power first and foremost, which they gain from the consumption of maleus - mortal souls broken down to what is effectively raw energy when harnessed by infernal creatures. It is for that purpose alone that these creatures are 'marked', signifying through the same apparatus that condemns others to their respective afterlives via the soulstream that they're addressed to him in death. It operates in an identical fashion to how humans are usually destined to the Seven Skies due to how Aeriel has marked them; not something that is consciously maintained and also not perpetually observed. Ixris is not omnipotent. Should a 'devil' make a bond with a divine entity in life then that mark becomes inconsequential, and if they die without being disconnected from that deity then the mark will be erased as the 'claim' of said divine will always take precedent for the same reasons that human paladins end up in Xan's realm instead of the Seven Skies, and dark elven shamans end up in Star'gush Stroh instead of the Eternal Forest. This lore isn't being written for the Naz community. I am not a member of it, nor are any of the currently played 'cursed children' to my knowledge. This lore is for the pre-existing 'cursed child' characters, of which there are mystics, a shaman, animii crafters, a druid and a number of other unaffiliated niches which will only continue to grow because 'cursed children' - whilst originating from the curses of naztherak - are not inherently constrained to demonology RP, nor have they ever been since their addition in 2018, whilst efforts have been made by naztherak players to curse people somewhat at random to give their magic more presence in the world. In fact, this rewrite by design will only further that gap away from whatever 'clique' you think exists, as for the first time it is canonised that two 'devils' can naturally produce more without any involvement from that magic. To reiterate, there is no 'clique' behind this creature. I have yet to RP with @PrinceJose270's character who has existed for almost as long as mine. @tadabug2000 began playing one only weeks ago and has had no prerequisite contact with myself or any other 'devil' player that I am aware of. It isn't some closeknit magic group stroking each other off and, again, all that this lore changes in in-game terms are making it so that more people are capable of playing this creature themselves, without any interaction with a naztherak (OOCly or ICly) necessary. I do not know what you intend with the latter part of this comment, but it looks too esoteric to have much impact on RP. They are not 'the same thing'. Firstly, 'Blackspeech' is a vague term that has both been used to refer to Al'tahrn-Durngo and Old Blah in the past; it is not a standalone language in any capacity. Secondly, Al'tahrn-Durngo is the Ebritean language, the language of the dead. It is believed to have been originated by Iblees. Old Blah is the language of the Spirits (capital 'S'; affiliated with shamanism). Ilzakarn's 'origin' is in Al'tahrn-Durngo and Old Blah in the loosest sense of the word. Due to Ixris' affiliation with Iblees and his Undead left in the Nether until his invasion of Asulon, who were twisted into roughly half of Moz Strimoza's population during the Ixris' rise, the language shares the script and much of the grammer of Al'tarn-Durngo. Due to Ixris' past amongst the spirits, and that of the other half of Moz Strimoza's founding population - primarily orcish souls trapped in the spirit wastes - many words are to this day borrowed from Old Blah. Though, the language has existed (and continued to evolve) for centuries now to the point it is wholly distinct from both. There is no reason for groups not affiliated with demons directly to be able to inherently speak it. For the same reasons that I as an English speaker cannot understand Norse despite countless borrowed words, nor do I understand Latin despite using its alphabet. Claiming '3 of which were made by the Spirits' is not only false but it's a strawman that just doesn't hold up under scrutiny. Ilzakarn is not to be limited only to the creature this lore is about. The language already exists and is already used by naztherak (current and former) and inferi. The purpose of making the language accessible to 'devils' is to make it far more widely available than it currently is. I think you're misinterpreting this piece as adding a limit to the language where there was none before. This is actually the inverse of the reason for Ilzakarn's mention here: current Naztherak lore has the language redlined so that only inferi and naztherak can use it. This was a call made by those that wrote the current Naztherak lore, not me. Having the language become open to a whole host of other magic and CAs (which wouldn't make sense) is a choice to be made by Naztherak's loreholders, not me. As a member of the ST you can actually check the amendment chat to see me a few weeks back arguing to lift this restriction, a request that was rejected by the team. Irrespective of my opinions on such, this lore simply isn't doing what you think it's doing. The mention of Ilzakarn in this piece I've submitted is meant to get around that redline by at the very least opening the language to a loosely affiliated creature, in a traceable way that will respect the boundaries set by Naztherak lore. I have no idea how you came to conclude that these creatures are in any way 'immune to deific clauses'. As far as I can tell I have been clear throughout the piece that they are affected by and able to practice any magic or divine connection in an identical fashion to other descendants, as is already the case in the currently accepted lore.
  13. I am not privy to the progress of the Naztherak rewrite, though given the amount of time it's been being worked on I assumed it was still a way off. Regardless, this piece doesn't touch or change anything in Naztherak lore and I've kept it intentionally ambiguous as to what extent the two concepts touch at all so as to fit with whatever you intend. As with the initial piece that this is a rewrite of, standalone lore that is future-proofed against potential shelfing and rewrites of Naztherak is important, lest we have a repeat of loregames where a handful of players nearly lost their characters outright 'by association' despite seeing no real change being made to their RP when the magic was removed. This piece is far more relevant to said players and the worldlore surrounding Ixris than I can imagine it ever would be to Naztherak. I do hope it doesn't cause any unforseen knock-on issues for your rewrite though.
  14. The ‘Blessed’ Children of Ixris Ra’Liivengor Rutaka za’ra’Rokar Therak Origin Creation A devil can only be born as such. That is to say, pre-existing characters can never be turned into devils. It is not a ‘change’ but an origin, determined before the character’s birth and tracked by a feat application (FA). Creation The historically understood origin of these cursed descendants, wrought by a mark inflicted onto the parent-to-be of a devil by a false prince or greater inferis (ST event characters). The skin colour of those borne of said curse will always reflect the malflame colour of the naztherak or inferis that administered it. -In the magical creation of a devil, the naztherak or event character responsible must be listed as ‘teacher’ in the devil’s FA, ratified by a comment from the naztherak linking their MA or an ST ratifying their consent respectively. -This can only be achieved in accordance with any prerequisites specified in naztherak lore or other hypothetical pieces that add this ability. In the event that naztherak (or other) is shelved as a player magic, or rewritten without the ability to create devils specified, magical creation of new devils becomes impossible. Regardless of creation, all devils inherit the curses and blessings of their closest descendant ancestors with the sole exception of being denied an afterlife in the Seven Skies irrespective of human ancestry. In this regard a devil born to elfish parents will inherit long lives, pointed ears and limited fertility, whilst orcish devils will inherit tusks, bulky frames and short tempers. -For ease of tracking, a devil must be validated by a feat application which lists the source of their curse (cursed parents, naztherak or ST event characters under ‘teacher’) as well as their underlying race. -Devils are subject to the same boons and banes as other members of their underlying descendant race, as well as the boons and banes of mixed couplings, as detailed in racial lore. -Devils cannot be born to non-descendant ancestors such as Kharajyr, Wonks or Hou-zi. -The feat app for the character must be made before they are playable (before age 5). One cannot create an app for a character older than age five. A Blemished Body Whilst aesthetically demonic, devils remain functionally identical to their genetic race; those bearing Ixris’ curse are not truly infernal beings. They do not possess any of the boons or banes of inferi. Their internal physiology remaining unchanged, devils can and should be categorised as normal descendants, differing only in their mutated exteriors as a consequence of malefic meddling. When created through magical tampering, usually naztherak, their skin is forever marked in the colour of their maker’s malflame. Atop this, the cursed lineages of devils are also subject to a variety of unsightly mutations. All devils inherit no less than three of these visible afflictions. Devlish mutations are as follows: -forked tongues -slitted, goatlike, small, large, or entirely absent pupils -coloured or translucent eyeballs -serpentine tails -scaly, snake-like skin which sheds periodically -translucent skin -hair and nails which bleed when cut, alopecia, a lack nails of nails or nails which grow black and pointed -webbed digits -horns of keratin protruding from the head. It is possible for them to connect in the middle, resembling a halo -keratin spikes which jut from the collarbones, shoulders, elbows or knees (or all of the above) -feathers jutting from anywhere on the body -goat, bat, snake or pig-like facial structures and nasal shapes -cloven hooves of keratin in place of feet -pointed, fang-like canines In the rarest of circumstances, some devils have been known to inherit functional wings of either angelic or bat-like shape. So scarce in number, most will go their whole life without witnessing a flying devil. This mutation is strictly reserved for ST event characters. The metaphysical aspects of devils are for the mostpart identical to other descendants. They have ordinary levels of lifeforce and mana, though as a byproduct of their magical origin devils possess marginally altered blood: running black and colourless, devil-blood is of equal genus value to high elves. -All devils have skin tones reminiscent of the malflame colour which cursed their nearest descendant ancestor. -Devilish mutations cannot be used to gain combat advantage beyond what could reasonably (and impractically) be achieved by the likes of horns, pointed nails and so on. -Devils are no more or less resistant to bodily harm, disease or alchemic mutation than other descendants. - Devils cannot use alchemy to hide their devlish mutations. -The mutations a devil is born with are a part of their soul blueprint. -Tawkin klones of devils will always regrow the same mutations as the original unless altered to do otherwise with implemented lore. A Stained Soul Contrary to popular belief, devils are not infernal creatures. They are mortal beings, with full and almost completely ordinary souls that permit them the same mental capacity, morality and magical potency as members of any other descendant race. The sole characteristic that makes devils unique amongst others is the diminutive blemish on their spirit that marks them as claimed by Ixris. Whilst easily suppressed by deific connections in life, or circumvented by undeath, the same fate awaits all devils should this stain on the soul be left unchecked. In death, where a devil has not bonded with a patron to save them, the whole - untarnished - soul of a devil is ferried directly to the High Hells where it is always offered to Ixris himself by whichever zar’rokul was responsible for the pact that caused a devil’s creation. It takes approximately four worldly years - one OOC month - for this forced pilgrimage to reach its conclusion, where the soul is devoured by Ixris and its energies added to his titanic reserves of maleus at the top of the infernal climb. Whilst details specific to Ixris himself and the zar’rokulka’s relationship to him remains obscure without ST approval it is possible for naztherak, mystics and slotted seers of Vaasek to bear witness to this mark on the soul of a devil not under another deity’s protection. Such always allows said magi to glean vague understanding of the fate that awaits them: obliteration. A fact devils who themselves practise the aforementioned arts become inherently aware of, along with the mechanics of divine protection and unholy loopholes they might be able to exploit to avoid this fate. From the moment of a devil’s death, a four year countdown begins until their complete obliteration. In this interim period they could be raised again in undeath by all the usual means of necromancy, mysticism, phantom-kind and so on. The dead character could also be communed with via seance, as detailed in the aforementioned arts and vivification. If not resurrected through valid means within a month after their death, however, the devil is irreversibly annihilated. Fodder for the infernal climb, without thought or emotion; never again capable of being returned or communed with in undeath. Ixris’ unsuppressed mark is not significant enough to affect devils in life in any meaningful ways, with one important exception. Though they possess no inherent understanding of it, marked devils are capable of learning Ilzakarn: the tongue of Moz Strimoza first contrived by Ixris himself. This would require instruction from one already fluent in such hell-speak, being themselves either an inferis, naztherak, former-naztherak or a devil who has already mastered the language. A devil’s ability to speak Ilzakarn (if not a current or former naztherak) is tied directly to the stain on their soul which renders them property of Ixris in death. That is to say, were a devil to learn Ilzakarn in their youth and later become a templar, druid, shaman and so on, they would forget how to understand, speak, read and write it in the instant a connection is formed with the respective aengul, daemon or spirit behind their magic. Such knowledge could only be recovered with the severance of said devil’s deific connection. -The one OOC month countdown to the annihilation of a devil’s soul begins at the exact date and time a devil is killed. If they are not revived within this time period, the character is irrecoverably consumed by Ixris, after which they can never be raised as undead, summoned as zar’ei, contacted via seance et cetera. -This only applies to ‘PK’ deaths, which devils are beholden to in the same capacity as any other character, also factoring in the death clauses and revival mechanics of pieces like Tawkin and Animii Crafting, which devils are not excluded from using. -If a devil dies whilst maintaining a connection with a deity whose followers are given a designated afterlife (Star’gush Stroh, the Eternal Forest, an Observer for Vaasek, Naztherak-turned-inferi et cetera) then they will be spared annihilation at the hands of Ixris. -Knowledge of Ilzakarn is not inherent and must be taught by an already valid speaker through prolonged roleplay and exposure to the language. This must be tracked by a comment on the devil’s app, itself linking to the source of their knowledge (an already confirmed fluent devil’s FA, a current or former naztherak’s MA or an inferis’ CA). -Devils are not inherently aware of Ixris' mark on their soul, and can only be made aware through roleplay with the aforementioned magics. Similarly, the exact nature of Ixris and his machinations cannot be unveiled by the aforementioned magics without ST approval. Otherwise, said practitioners are only given a vague appreciation that the devil's soul is doomed to be annihilated in the Hells without divine intervention or the assurances of undeath. -Ixris' mark cannot be permanently removed until the devil in question has died (PK) either with an active deific connection or after being raised in undeath. The likes of mysticism's unbound fates and other spells intended to heal or cleanse the soul may suppress this metaphysical stain for up to a narrative year (one OOC week) but it will always come back. -Devils are not capable of being connected as Paladins, though may still practice all other deific magics as normal (Seer, Druidism, Shamanism, Templarism, Naztherak, etc). Purpose Art credit: ArtStation - HE XIAOSONG
  15. I only make new characters in the hopes that other people will cry about it.
  16. Purpose As currently written, spiriting is arguably the least practical spell in all of mysticism. A screenshot of the ability as it stands in current mystic blade lore, coupled with an explanation of why this ability is so lacklustre to the point of near uselessness is detailed in the spoiler below. I strongly recommend reading it before the revised version, in order to fully grasp the incentive behind this overhaul as well as the justifications for the buff this amendment intents. Spiriting Ever prepared for their duty as Ebritean knight-errants, a mystic blade is capable of blessing their weapons and, if amputated, even forming solid tools of ectoplasm in a less refined mimicry of Walling. These weapons are corporeal and damaging, readily capable of battling men and phantoms alike. - Mystics may channel one liturgy worth of ectoplasm around a touched weapon or similar object, ‘blessing’ it and allowing it to hold a presence within the Elysian, over the course of two emotes in which movement must be halved and the object uncovered. This would allow the weapon to make physical contact with phantoms even should they be intangible, bearing to it a dim gleam alike to that of a hindered object. The effect will last for ten turns following the blade's imbuement without requiring concentration or touch, not burning the phantom upon contact as aurum does, but only damaging them like a normal weapon damages a mortal. Should a killing blow be struck on an undead creature, spiriting would also allow a mystic blade to either recuperate one liturgy of ectoplasm or one soul fragment (mimicking saturation on living targets) as they prefer. If handled by an amputated limb, these 'blessed' objects ignore the usually restricted strength imposed on ghostly appendages, able to be handled by the mystic blade with the same competence as a limb made of flesh. - Those that bear an amputated limb are able to utilise spiriting to a greater extent, able to funnel one (noncombat) to two (combat) liturgies worth of ectoplasm in their empty grasp to form a spectral tool with the same applications as a ‘blessed’ weapon, over the course of two emotes in which they must keep perfectly still with their phantom limb outstretched. This glassy implement can take the shape of any non-complex solid object, always tangible and of a similar density to ferrum. It cannot be heated, oiled, enchanted or otherwise ‘enhanced’ in any fashion. In that regard complex or flexible mechanisms like crossbows and bows cannot be functionally replicated with spiriting, though sharp or blunt tools and weapons such as knives, swords, hammers and even arrows could be. This object will last for ten turns following the tool’s creation without requiring focus, unless willingly dismissed earlier or hand contact is broken with the object - causing it to disappear after two emotes unless picked up again - or if the tool is shattered by any kinetic blow that would feasibly shatter ferrum. The tool will never become invisible/intangible, only adopting a ghost-like aesthetic or gleam similar to an object that is hindered/saturated. Spiriting can only 'create' temporary objects should the mystic blade have undergone Amputation at the hands of a wight. A weapon blessed or made from spiriting has no effects upon mortals beyond what it would do normally. Whilst there is no minimum size for tools, implements made from spiriting may be of no more mass would be found in a polehammer or similarly sized object that the mystic blade could feasibly wield (objects can be made proportional to the mystic blade's race). Whilst a buckler or kite shield is also possible, tower shields or any form of worn armour or clothing are not; the tool must explicitly stay in-hand lest it dissipate after two emotes from being let go. This also applies to the 'blessing' variant of this spell, which can only be done to held items. Tools made from spiriting weigh the same as their mundane counterparts and obey the laws of physics as normal, thus requiring the strength to wield effectively. Only one tool can be made at a time from spiriting.
  17. Alright mods, it's time I handed myself in. The jig is clearly up. My character has no age at all.

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  18. Arcane Hindering Origin Since the First Synod, an exiled band of Rivel Magi, the art of mysticism has been held in tandem with the arcane. From the hyper-thoughts of cognats who first gleaned the cruel mechanisms of the soul stream to the daring few translocators that prodded the boundaries of Ebrietaes in that dark cave, mystics have been sorcerers. Though not an effect felt by those pioneers who penned the Book of Phantoms - for they could not be crowned and in turn, were not ‘mystics’ in the modern sense of the word - modern generations spawned from Uldrivt’s union with Mthyul Tlan have been subject to hiccups in their spellcasting. With forms host to vast quantities of ectoplasm and ravaged by corruption more than ever in the wake of the Voidal Event, these modern mystic-magi have oft found their spells warped by the latent ghosts within them. In turn, so too are the lines often blurred between the arcane and phantasmal. Abilities Arcane Hindering (Non-Combative) By choosing to gleam alongside their voidal connection (where either both are ‘activated’ in tandem or where arcane spells are thrown in the wake of spent liturgies), a mystic is passively capable of performing a rite known as ‘Arcane Hindering’. Whilst there is little functional difference between the ordinary spellcasting of voidal-mystics and spells which have been hindered, the visual distinction is striking. That is to say this aesthetic overhaul may at best mislead opponents into conflating voidal spellcasting with mystic liturgies, though otherwise will never alter the outcome or power of a spell. Whilst largely freeform, chief examples of Arcane Hindering are as follows: Arcane Scions - the scion’s soul-shadow may take the shape of one of the mystic’s bound phantoms, going so far as to speak through this incorporeal form should the mystic permit it. Fire Evocation - hindered flame may appear pale and ectoplasmic, mimicking the colour and texture of the mystic’s ectoplasm and at times host to shifting images of the dead. Earth Evocation - hindered stone may appear dull and dense, coloured with veins of light to resemble menhir. Water Evocation - hindered water may appear colourful and luminescent, as well as moving in a thick and sludgelike manner akin to raw ectoplasm whilst ice will resemble the light-warping shields of mysticism’s Walling. Within sizable quantities of water or ice the images of the drowned, waterlogged or frostbitten dead may be visible. Air Evocation - hindered air loses its transparency, instead becoming a haunting miasma of pale light, reminiscent of a mystic’s deadbreath albeit far less dense and merely translucent. Life Evocation - flesh, flora and creatures borne of life evocation resemble mundane biomass that has been hindered, their appearances twisted into translucent and ghostly remnants of themselves. Flesh and bone in ‘living’ conjurations must still maintain its structural integrity, however, and will never literally be made from ectoplasm but rather viscous and translucent re-texturing of otherwise opaque matter. Such will always resemble phantasmal undead, as clarified in Phantom as well as Hindering lore. Translocation - when shifting through the void, a mystic translocator may leave behind a shadow; ghostly, incorporeal remnant of themselves that dissipates completely in the emote following the shift. By their freeform natures, Sensory Illusion and Transfiguration are not affected by Arcane Hindering in any meaningful fashion. Nor are Voidal Artificery, Voidal Eminence, Voidstalking or Veil Watching. Redlines -As with ordinary Hindering, spells cast via Arcane Hindering are by no means inherently weaker or stronger, or more or less effective than their usual variants. -Spells cast via Arcane Hindering utilise mana and the void in the same fashion as specified in their respective lore pieces. The miniscule amount of ectoplasm used to apply the hindered aesthetic - as with ordinary use of mystic Hindering - does not cost liturgies. That is to say, hindered spells are still subject to the same potency and detriments as written in their lore, and do not receive any additional boons or banes (For instance they will not cause more harm to ghosts, nor will they be dispelled by aurum or holy magic not designed to counter voidal spells). -Translucency and ‘ghostliness’ applied to spells cannot make them any less visible to the naked eye. -Arcane Hindering cannot be applied to magics not listed above, and would require consultation with the ST to amend in.
  19. Deep in the woods, beneath heaps of rubble and moss, a time worn bed stirs. Tattered sheets tear and the frame creaks as the coffin placed upon it shudders. Rotten wood splinters and cracks beneath the heave-ho of the rising tide within. Rats scurry from their nest below this forgotten shelter, and even the spiders cower in the rafters. The cold tranquility of the bedroom becomes a sudden tempest as the immaculate - ethereally preserved - casket quakes to life in the dark. The low rumble of its host grows louder and louder until clawed hands finally throw the lid open, flooding the forgotten chamber with dust. The Heir of Illia wakes from what he meant to be a century of slumber. Screaming. For even in dreams, he was not safe from the truth. ((Scream ref:))
  20. A message has been painstakingly carved into the wooden rear of a carriage. Left sometime during its last journey through the fractured Orenian remnants, the driver remains ignorant to its origin - having himself mistaken it for little more scuff on the time-worn caboose's vanish. Other onlookers unfamiliar with the Ebretean tongue would likely do the same, finding the chicken-scratch difficult to concentrate on or draw significance from. Those that were, however, along with practicing Seers might entertain the message for what it was.
  21. A B.O.P.O. officer raps his baton on a nearby window. "This is a raid, open up!" He declares, turning yet another peasant shack upside-down in search of the fugitive P.U.P. rabble-rousers.
  22. Could we please have some disambiguity toward voidal machine spirits? I notice you avoid explicitly stating if it's possible or not, though there are some hangovers from the old lore implying it; it may sound silly but a clear cut 'they can be void mages' added into one of the implicit redlines will doubtless save debates and headaches in future. Assuming that is the case, could you please specify what you mean by 'like thick skin' here? Are you saying that machine spirits who practice void magic have the same structure as regular animii, but are covered in leather rather than metal? Or are you saying that the metal covering their bodies literally softens (whilst still being 'metal') to become skin-like? Are they metal on the inside or squishy all the way through? I personally feel this nerf is a bit unnecessary as well as vague and hard to visualise in actual mechanics, especially given they're already as physically weak as descendant mages and require more maintenance. If they're metal, they should just be metal. How would you feel about instead specifying a lack of physical strength and an aether-aligned lifeblood recipe variant for magely machine spirits? Maybe add their joints are too brittle to be well protected, and so have lifeblood vessels naturally exposed? Or perhaps a requirement for the gearheart to be made from a thematic lore material? Seems like a harder creation process could be a much simpler 'balance feature' and encourage more roleplay between animii crafters and wizards (that don't want to add to the dark immortal CA bloat) looking to cheat death. Also entirely unrelated nitpick but just say they have to be humanoid shaped without going overboard. The Creator isn't humanoid shaped, and it'd be weird for animii lore of all things to canonise that lol. Otherwise, happy to see it rewritten with minimal changes! Nice work. The old lore has mostly been unproblematic for the past few years but as we all know wasn't nearly up to modern standards in terms of emote counts, redlines and general clarity.
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