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AlphaMoist

Creative Wizard
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Posts posted by AlphaMoist

  1. 4 hours ago, Luciloo said:

     

    🤔

     

     

     

     

     

     

     

    2 hours ago, Ug said:

     

    Just because a spell can be used for combat doesn’t mean it’s combat focused. For example, darkform needs to be pumped full of emotes before it becomes viable in combat, and even then, you’re better off using normal armor since gold won’t cut through it like butter.
     

    Furthermore, every single vision instills more flavor roleplay than anything. Just because they can be used in combat doesn’t mean it gives a combative advantage. None of them even do any physical harm at all.

     

    1 hour ago, BrandNewKitten said:

    It’s funny, my magic gets slapped as being an “everything” magic but all these shade Rewrites & additions are literally an everything magic. 

    Shade is a 4 slot, with the CAs 5 slot, magic. We were told we needed to add more spells, so we added more spells fitting for shade magic. Curses that are affiliated with iblees, a disguise to help decrease the chances of being metagamed, etc. 

  2. P L A Y A B L E  C A

     

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    -- The Twisted Paths (Background) –

    Aknu’gul, the trapped Mother, freed herself from the confines of the Shade Gems through the purloining of the immense power of the Daeva, which allowed her to snap her ancient bindings, and ascend to divinity. However, unbeknownst to her at first, and beyond the scope of the Shades themselves, remained a pool of power unused. The extent of the might of the Daeva was even greater than Arun’Asna, Aknu’gul at the time, understood in her limited sentience, and so their total absorption was unnecessary, but nonetheless was a consequence of her desire for freedom.

     

    As such, the pool of power was eventually realized, and seeing the growth and spread of her children occurring with a newfound lack of direction, missing the calculating obedience of the Foretakers, Arun’Asna saw it fit to bolster her children, as to propel them towards her goals more efficiently. So she brought to life two new states of being, elevated as the Daeva were, but a far, far cry from their extreme power. She split these states into two distinct categories, the Exalted, who would act as the Daeva did, as calculating, obedient leaders, to shepard the Shades towards the pursuit of anarchy, and the Eclipsed, who would bolster the capabilities of their peers, and could utilize the boons of Shade to influence their environments.

     

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    - Exalted -

    Shepherds of the flock, cold and calculating, lifted onto an echelon otherwise unforeseen, beyond the unstable scope of the Shade Fathers, lost in a typhoon of psychosis. Closest to their predecessors, the Exalted undergo the Binding Ritual to achieve their elevated state, transforming their very beings into creatures above the puny limitations of Man. As Dark Messiahs under Arun’Asna, they are provided the tools needed to carry out Her will, to perpetuate the pursuit of anarchy, and the demolition of order and society.

     

    THE BINDING RITUAL

    The Binding Ritual is the process of elevating a Shade Father into the Exalted state, transforming their soul and mind to mirror the whims of Arun’Asna, to make a Shade Father into an obedient shepherd. The ritual utilizes a Shade Gem, and requires the presence of another, or multiple others, of the nature that the Shade Father in question shall be transformed into.

     

    Spoiler

     

    MECHANICS

    • The Shade Father who shall be elevated to Exalted is led into a room with a Shade Gem, alone save for the presence of the Exalted (one or more) who shall be aiding in the ritual. The Shade Father is made to seal their eyes, and kneel before the Shade Gem, while the Exalted moves behind the Shade Gem, or in the case of multiple, circles the Shade Gem and Shade Father. Over the course of six emotes, the Exalted shall place their hands upon the Shade Gem, and shall ease their focus inward on the churning chaos of the Shade Gem, pulling its very essence forth, which appears as a great illumined essence of orange and yellow. Once pulled forth, the chaotic essence is brought before the Shade Father, and, like the process of Parasite Creation, forced into their form, to merge with The Parasite inside them.

     

    REDLINES

    • If there are no living Exalted, an Eclipsed may create one new Exalted in order for a replacement to be made.

    • A Shade Father is required to possess a TA in order to undergo this process.

    • When a player becomes Exalted they MUST agree oocly to the PK clause, else the Binding Ritual will fail. If the Shade Gem they were created at is ever destroyed, they enter into a permanent PK-clause state, meaning that the next time they die, it will be irreversible if they are not rebound to a new gem.

    • There is no limit to the number of Exalted that can exist at one time.

     

     

     

    PHYSICAL AND MENTAL CHANGES

    The moment that the Binding Ritual completes, assuming success, the Shade Father will begin to undergo a series of rapid physical and mental adjustments as the raw chaotic energy of Arun’Asna becomes one with The Parasite, and through The Parasite fundamentally changes their soul. The prime adjustment throughout this process is with The Parasite itself, and the way that it interacts with the Shade Father, now Exalted, who possesses it. As well, the Exalted may take note of the fact that they no longer age, nor do they require traditional sustenance to live, becoming effectively immortal, although susceptible to a new, extremely dangerous, condition.

     

    Spoiler

     

    MECHANICS

    • Foremost, The Parasite will cease its intense, schizophrenic-like harassment of the Shade Father, now Exalted. The Exalted will furthermore be in a state of mind to embrace the madness they gained throughout Shadedom, seeing it as a benefit of Arun’Asna rather than a curse.

      • To reiterate, while the Parasite itself will no longer torment the Shade Father, all insane behaviour, nightmares, and mental trauma that The Exalted experienced as a normal Shade will not go away. The Exalted will instead merely be unable to see the negative effect it has on them, akin to Stockholm Syndrome.

      • Due to the lack of a sentient parasite to harass them, Exalted not only lose the weaknesses to having a parasite, but they also lose all of the mental boons. No longer will they have a natural mental barrier to protect themselves from mental mages, and no longer will they be able to wake up quickly from unconsciousness. Furthermore, they lose the benefits of Passive Caliginous Healing. Without a parasite, they must manually cover their wounds with amber, which will require an extra emote via a connection tell in order to do so. The existence of amber within their system, however, still proves to be an effective tool in warding off disease and sickness.

    • Fundamentally, the Exalted will undergo a shift in their personality. The goals and interests of Arun’Asna will become the pinnacle of importance, and their perpetuation is an unending goal that must be pushed upon all Shades. This is vitally important to an Exalted, who will always seek to perpetuate the bringing about of anarchy via the Shades, or themselves, over civilization and civilized structures, whether by seeking their destruction, or bringing them to a grinding halt, to a state in which they cannot effectively function.

      • Along with the shift in personality, they’ll find that they would take up some characteristics their parasite once had; this is not a complete merge, though the Exalted will still display their own personality and their parasite’s.

    • Physically, an Exalted is ageless, ceasing their aging at the age at which they achieved this state. This prevents an Exalted from dying of old age.

    • Exalted suffer from an aversion and weakness towards light. Like their stygian mother, Arun’Asna, who lives and basks in darkness, they inherit traits associated with this state. Sources of intense light, such as any source of natural light larger than four blocks (a bonfire, a stream of fire from an Azdrazi, evocated fire, et cetera,) will cause the Exalted mental and bodily pain, driving them to flee from the source, remaining at least 5 blocks away lest they suffer these driving pains. Being out in direct sunlight causes a resting state of discomfort for an Exalted.

    • To counter their intense version to light, an Exalted will find that they can see well in total darkness.

     

    REDLINES

    • It is impossible for an Exalted to opt to neglect the driving desire to perpetuate Arun’Asna’s will. They feel an intense, unignorable, natural urge to bring about anarchy, to dismantle order, and to guide the Shades, like a shepherd does their flock, to carry out these goals.

    • The discomfort of being in direct sunlight is not overwhelming, and can, with some effort, be pushed off as to allow travel and interaction within direct sunlight. However, prolonged exposure (1-2 IRL hours) will cause discomfort to build up to such an extent that the Exalted will feel the urge to find shade.

      • It is permitted for “narrative time” to be taken into consideration when an Exalted is roleplaying. Which is to say that if a roleplay scenario began at night, just because the MC sun came up doesn’t mean they’re suddenly uncomfortable.

      • Simply having prosthetic eyes does not exempt and Exalted from feeling the pains of being subjected to bright light. Even if completely blinded, being within the sunlight for too long will still drive an Exalted to, with great difficulty, find shade. 

      • When in total darkness, their vision is not perfect, and instead is akin to being outside under the light of a full moon.

     

     

     

    DARKFORM -- (Combative)

    Darkform is a special state of being capable of being utilized by Exalted, often brought about at moments of intense need, circumstantially specific, to make a point, or turn the side of a bad scene. Those who possess this ability often see this as a close representation of their mother, Arun’Asna, bound to their form to be utilized as a great tool in their efforts. 

     

    Combative

    Spoiler

     

    MECHANICS

    • Darkform is activated by first spending 30 Points of Amber, which, over the course of 5 emotes, appears as their skin turning an ashen black color. Their skin then seems to coagulate, and finally, it turns into amber.

      • The appearance of this form is unique to every Exalted, but most often takes on a grotesque, nightmarish appearance designed to strike fear into one’s foes.

      • Darkform causes a shade’s voice to become ethereal or eldritch in nature, with the exact flair of such being up to the player. Along with this, Darkform can produce an aesthetic glow matching that of a Shade Gem’s, in order to represent the creature’s fine tuned connection to Arun’Asna. Both of these can be toggled on and off, and neither are required.

      • While in Darkform, the aforementioned aesthetic glow can be used as a Shade tell.

    • This amber can be softened back to the density of flesh in one emote.

    • For three emotes, an Exalted can cause this amber to harden to that of wood. An additional emote turns it to iron, and one more emote turns it to steel. It cannot harden further.

      • When hardening Darkform, the amber making up the body will grow bulkier, as if the user is donning armor. At the density of steel, the amber is as bulky as standard plate armor.

        • While clothing and armor can be worn over the standard flesh density of Darkform, clothing will rip and tear upon hardening its density past wood. Wearing armor over Darkform prevents the amber from hardening at all.

        • At the strength of iron and steel, the fingers of Darkform do not form like normal digits, and cannot be modified out of their altered state. Rather, the digits of Darkform form like large, razor sharp claws, as strong as iron or steel, respectively.

    • When Darkform has not been hardened, the fingers of Darkform can be shaped and hardened into large, razor sharp claws, as strong as iron with two emotes, or as strong as steel in three.

    • While Darkform is active, the voice of the Exalted’s parasite returns. However, rather than in a tormenting fashion, it will act as a guiding force, coercing them to commit acts of foul and atrocious design. Along with this, it will don a feminine voice, or whatever voice the Exalted believes would fit their view of Arun’Asna, in order to make him or her believe that it is the Mother speaking with them, and in turn guiding them.

      • Darkform can be sustained for as long as the Exalted would like. However, exposure to natural fire, or direct sunlight, will cause it to immediately revert (deactivate). As well, if the Exalted is knocked unconscious, the form will immediately revert (deactivate). Furthermore, if the Exalted sustains a great amount of damage while in Darkform, such as being stabbed through the torso, or losing a limb, Darkform will revert entirely. Small cuts and scrapes will not be enough for this. All wounds transfer over to the Exalted’s mortal body. 

      • Natural fire, specifically, causes intense damage to an Exalted, should they be in Dark Form. The extent to which fire normally affects a descendent being is compounded two-fold, flesh melting away rapidly, muscle and bone becoming deteriorated or all but destroyed twice as fast as normal. On top of this, natural fire has the same effect as Aurum when used against physical Amber manifested by an Exalted utilizing Dark Form.

    • If an Exalted is missing limbs, Darkform can still be activated in its entirety. However, damage to any new limbs made, such as them being severed or stabbed through, will cause an equal amount of damage to be made to the mortal body, such as an arm stub opening as if it were freshly cut, and it will cause Darkform to deactivate.

     

    REDLINES

    • If at any point during the five emote activation process the Exalted is struck in the head, exposed to natural sunlight, or struck with fire, the process will be stopped, and the Amber will be wasted.

    • Containers (such as large bags and back-satchels) will be forced off of the Exalted during the transformation process.

    • Because of the state of the Exalted’s digits in iron and steel Darkform, they are incapable of wielding weapons or items, and cannot reasonably lift or carry objects without damaging them (respective to the object being carried).

    • All of a Shade Father’s, and normal Exalted’s, abilities may be used whilst Darkform is activated.

      • If Amber Manipulation is utilized while Darkform is active, the strength of the Amber armor will lower from steel to iron (with one limb being manipulated), and will lower from iron to wood (with two limbs being manipulated).

    • So long as Darkform is not denser than flesh, thick robes and clothing can be enough to keep sunlight from reverting it. This is because there is no benefit to Darkform while it is at this state of density, and it only serves as an aesthetic until hardened. Exposure to fire, even while covered, will deactivate Darkform. “Exposure” dictates coming into physical contact with fire.

    • Natural fire, whether created or from an Azdrazi, causes immediate and immense damage to an Exalted while in Dark Form, and their Amber. In mere moments a consistent source of natural fire can obliterate a portion of an Exalted’s body, or totally destroy the Amber affected by it. 

    • The exact size of the fire that will be enough to cause horrible bodily harm to an Exalted is anything the size of an average adult human’s fist. The exact size of the fire that is enough to deactivate darkform is anything larger than that of a match’s head being lit aflame. Small sparks will not cause a full deactivation, but holes will form in darkform where the sparks made contact.

    • While Dark Form reverts the moment fire is made in contact with it, the damage is still conveyed on the body of the Exalted. 

    • A shade tell MUST be present when in Darkform, even if covered. Wisps could leak out of fabric, smog can pour out of a mask’s holes, but a tell must always be present.

    • Darkform cannot be hardened when the user is wearing armor and any attempt to do such will not work. 

    • Five emotes are required for Darkform to be activated.

    • Sexual FTB cannot be done in Darkform.

     

     

     

    Non-Combative

    Spoiler

     

    MECHANICS

    • Darkform is activated by first spending 30 Points of Amber, which, over the course of 5 emotes, appears as their skin turning an ashen black color. Their skin then seems to coagulate, and finally, it turns into amber.

      • The appearance of this form is unique to every Exalted, but most often takes on a grotesque, nightmarish appearance designed to strike fear into one’s foes.

      • Darkform causes a shade’s voice to become ethereal or eldritch in nature, with the exact flair of such being up to the player. Along with this, Darkform can produce an aesthetic glow matching that of a Shade Gem’s, in order to represent the creature’s finely tuned connection to Arun’Asna.

    • When out of combat, the appendages of Darkform are entirely manipulatable, just as normal amber is, for the Exalted. This means the same out of combat flair that can be done with standard amber manipulation applies to the Darkform’s hands and arms as well. Legs cannot be manipulated.

    • While Darkform is active, the voice of the Exalted’s parasite returns. However, rather than in a tormenting fashion, it will act as a guiding force, coercing them to commit acts of foul and atrocious design. Along with this, it will don a feminine voice, or whatever voice the Exalted believes would fit their view of Arun’Asna, in order to make him or her believe that it is the Mother speaking with them, and in turn guiding them.

    • Hardening non-combative Darkform above flesh density causes it to take on the same mechanics and redlines as combative Darkform. 

     

    REDLINES

    • If at any point during the five emote activation process the Exalted is struck in the head, exposed to natural sunlight, or struck with fire, the process will be stopped, and the Amber will be wasted.

    • Containers (such as large bags and back-satchels) will be forced off of the Exalted during the transformation. 

    • Thick robes and clothing can be enough to keep sunlight from reverting Darkform. This is because there is no benefit to Darkform while it is as soft as flesh, and it only serves as an aesthetic until hardened. Exposure to fire, even while covered, will deactivate Darkform.

    • A shade tell MUST be present when in Darkform, even if covered. Wisps could leak out of fabric, smog can pour out of a mask’s holes, but a tell must always be present.

    • Darkform cannot be hardened past flesh when the user is wearing armor and any attempt to do so will fail.

    • Five emotes are required for Darkform to be activated.

    • Sexual FTB cannot be done in Darkform.

     

     

     

    DARKENED LIMBS - (Combative)

    The Exalted may only need a portion of their body to go under Darkform. In this case, they can activate it so it only covers a portion of their body.

     

     

    Spoiler

     

    MECHANICS

    • Darkened Limbs is activated by spending 5 points of amber. The Exalted can then spend three emotes to turn their hand, lower arm and hand, into a portion of Darkform. Hands and arms can be hardened and shaped as could traditional manipulated amber for the same cost of points. Only one limb can be changed at a time.

    • The appendage changed will be as soft as flesh to begin with. An additional emote is used to shape it, then harden it.

    • The appendage cannot be stretched like a normal tendril can, and it can only grow an additional block in size.

    • Damage sustained to the appendage in this state transfers over to the normal body.

    • Significant damage, such as what would equate to the loss of a finger, or what would break an arm, is enough for the state to deactivate.

    • Direct sunlight and exposure to fire will cause the appendage to immediately deactivate.

    • Clothing is enough to hide the form from sunlight so long as it is not denser than flesh.

    • If an Exalted is missing limbs, Darkened limbs can still be activated in its entirety. However, damage to any new limbs made, such as them being severed or stabbed through, will cause an equal amount of damage to be made to the mortal body, such as an arm stub opening as if it were freshly cut, and it will cause Darkform to deactivate.

     

    REDLINES

    • If at any point during the four emote activation process the Exalted is attacked, struck in the head, the appendage is exposed to natural sunlight or struck with fire, the process will be stopped, and the Amber will be wasted.

    • If the Exalted was holding something in a hand that is being changed, the object will be dropped.

    • Thick robes and clothing can be enough to keep sunlight from reverting it so long as it is not denser than flesh.

    • Three emotes are required for Darkened Limbs to be activated.

     

     


     

    VISIONS OF ARUN’ASNA: APOCALYPSE - (Non-Combative)

    By utilizing the close connection of Arun’Asna within their being, an Exalted may give a victim, Shade or not, a vision of malefic design. Cities burning to the ground, children being slaughtered by their parents, images of the world dying by the hands of beings born of chaotic origin, exposure to these visions forces the victim to suffer from the downsides of Shadedom, and prolonged exposure can leave the victim with permanent effects.

     

     

    Spoiler

     

    MECHANICS

    • By spending 20 points of amber, and by first spending three emotes to activate it, an Exalted may, over the course of ten emotes, force a victim to bear witness to visions designed by the Exalted in question.

    • The Exalted must place both hands against a victim’s skull, and after three emotes, the visions begin.

      • As emotes progress, the visions grow darker in nature. What may begin with cities being raided may progress to mass murders, the slaughtering of children, all the way to the world being seen as a hellscape full of dark and hideous creatures torturing descendants in their wake.

    • As emotes progress, the Exalted will transfer the mental downsides of Shadedom onto the target for a period of 1 OOC hour. The amount of emotes used determines the tier strength of the downsides transferred.

      • Specifically, 4 emotes equates to the downside of a Tier 1 Shade, 5 emotes is Tier 2, 6 emotes is Tier 3, 7 emotes is Tier 4, 8 emotes is tier 5, and 9 emotes increases the mental downsides to that of an Eclipsed. 

      • If the victim bears witness to ten emotes worth of visions, they may become heavily or permanently scarred, their mind tattered and broken from what they have seen. This will result in some form of mental disorder plaguing their mind. The disorder in question, be it schizophrenia, shellshock, Generalized Anxiety Disorder, etc, will either last for 1 full OOC week, or if the player so chooses, it could become permanent. 

    • The visions in question do not inherently target or otherwise use the victim’s own personal fears or phobias. They are specifically of the Exalted’s design, based around the chaotic energies of Arun’Asna resting within them.

      • These visions are chaotic and evil in nature, and they share themes of Armageddon and the end of the world. 

    • It should be noted that if an Exalted were to use this spell on a Shade who is not facing punishment, that is to say undeserving, then the Exalted will be breaking a tenet via causing undue mental harm to a fellow Shade.

    • The tell required to cast this spell is a dark red glow appearing somewhere from the Exalted. Where this light appears is up to player choice, however it must be visible and cannot be hidden.

     

    REDLINES

    • The moment contact is ripped away, the spell will finish casting, and it cannot be continued.

    • The visions cannot cause physical harm, only mental harm.

    • For the vision to cause lasting harm, 10 emotes must be done, and OOC consent of the victim’s player must be had.

    • The visions must be dark in nature, and grow more horrific and grotesque as emotes advance.

    • The downsides of a T5 Shade, as defined in lore, include a horrific choir of voices plaguing the mind, each one suggesting the victim to carry out horrible acts of chaotic nature. Sleep will be haunted with night terrors of vile design, and it will be impossible to get more than a few hours of rest at a time, if even that. 

    • This does not grant one a Shade Parasite, and so does not grant anyone the boons of Shade. It solely gives a victim the mental downsides.

    • Mental downsides consists of exactly what is listed under the Mental Downsides section of Shade Magic.

    • If this spell is used on a T5 Shade, their already present downsides increase to that of an Eclipsed.

    • Shades cannot be permanently affected by this spell.

    • This spell may only be used on a specific victim once per week.

    • If all 13 emotes are used, the victim will suffer the mental downsides of an Exalted, and after the hour, the downsides fade and the mental illness the Player chooses to gain will take effect.

    • 13 Emotes are required to cast the spell in total.

     

     

     

    VISIONS OF ARUN’ASNA: PARADISE - (Non-Combative)

    By utilizing the close connection of Arun’Asna within their being, an Exalted may give a victim, Shade or not, a vision of what a Shade would call paradise. Cities ruled under anarchy, rebellion running free, the world prevailing under Sin, prolonged exposure to these visions can leave the victim obsessing over Arun’Asna, possibly to an unhealthy extent.

     

     

     

    Spoiler

     

    MECHANICS

    • By spending 20 points of amber, and by first spending three emotes to activate it, an Exalted may, over the course of ten emotes, force a victim to bear witness to visions designed by the Exalted in question.

    • The Exalted must place both hands against a victim’s skull, and after three emotes, the visions begin.

    • Despite how corrupt and morally unsound these visions may be, the victim will slowly grow a euphoric reaction to what they witness. What may first begin with resistance slowly morphs into acceptance. By the end of the fifth emote, the victim will become obsessed with Arun’Asna for 1 OOC day, and they will feel compelled to act in her name, be it through acting chaotically and inciting anarchy, or by simply spreading her faith to others.

      • If the victim bears witness to ten emotes worth of visions, they may become heavily or permanently scarred, their mind warped and twisted by what they have seen. This will result in a manic, unhealthy obsession with Arun’Asna for one full OOC week, or if the player so chooses, this can become permanent. This could be roleplayed as the victim refusing to eat, bathe, or sleep in favor of spreading anarchy or her faith, or other insane behavior, such as writing ‘Arun’Asna’ over and over again on public buildings or in a diary they once kept close. 

    • These visions are positive in nature, and they share themes of life unending and how a Shade would envision Heaven.

      • No matter what manic behavior the player so chooses to RP, the victim will be in a state of mind to believe that their mania is positive, and they will be unable to see how self destructive they are acting.

    • The tell required to cast this spell is a dark red light appearing somewhere from the Exalted. Where this light appears is up to player choice, however it must be visible and cannot be hidden.

     

    REDLINES

    • The moment contact is ripped away, the spell will finish casting, and it cannot be continued.

    • The visions cannot cause physical harm, only mental harm.

    • For the vision to cause lasting harm, 10 emotes must be done, and OOC consent of the victim’s player must be had.

    • While this spell could be used to assist in convincing a victim to accept a Shade Parasite, it does not inherently on its own bestow a need or desire to have a Parasite.

      • This spell does not force the victim to work with a Shade, nor does it force them to follow orders. 

    • Shades do not gain an obsession due to this spell, however they do feel the euphoria.

    • This spell requires 13 emotes to cast in its entirety.

     

     

     

    VISIONS OF ARUN’ASNA: BENEVOLENCE - (Non-Combative)

    By utilizing the close connection of Arun’Asna within their being, an Exalted may give a victim a vision that washes away mental trauma received from Cognatism, mundane mental illness, or anything in between, other than Shade. It can also be used to reverse the effects of other Visions of Arun’Asna.

     

     

    Spoiler

     

    MECHANICS

    • By spending 10 points of amber, an Exalted may, over the course of ten emotes, lessen any mental illnesses or trauma a victim suffers from for a period of 1 OOC hour. The amount of emotes used determines how effective the illnesses or trauma is suppressed. 

    • For all magics other than shade, including creatures, or mundane illnesses / traumas, think of the mental damage lessened per emote to be percentage based. 2 emotes equates to 20% of the illness or trauma lessened, 6 emotes equates to 100% of the illness or trauma lessened for 1 OOC hour.

    • If the total amount of emotes is used, the permanent effects of other Visions of Arun’Asna may be reversed entirely, and/or the victim’s mundane mental illnesses will be absent for a period of 3 OOC days.

    • This Vision does not grant images and hallucinations in the traditional sense, and can instead be thought of as washing away the victim’s current thoughts and feelings. By the sixth emote, the mind is in a peaceful, quiet state, with the victim’s thoughts being quiet and almost inaudible. By the tenth emote, the victim’s mind will be rendered entirely blank, forcing the victim into an almost vegetative state. After the tenth emote is complete, however, the vision ends, and the victim’s mind returns to how it was before, save for their mental trauma being washed away.

    • The tell for this spell is indicated via a yellow glow, akin to a Shade Gem being activated. The location of this glow is up to the player's choice, however it must be visible.

    • While performing VoA: Benevolance, an Exalted may choose to cast another one of the visions on themselves.

     

    REDLINES

    • The moment contact is ripped away, the spell will finish casting, and it cannot be continued or redone.

    • This spell can only be conducted on a specific victim once per week

    • This does not remove the downsides of a Shade Parasite, or whatever magic is relevant.

    • Magical downsides cannot be lessened for more than 1 OOC hour.

    • Arun’Asna’s Benevolence costs 11 emotes to use in its entirety.

    • If casting another vision on themselves, an Exalted will not bear any negative or positive effects outside of flair, and there is no emote limit. 

     

     

     

     

    ARUN’ASNA’S COMMUNION – (Non-Combative)

    By entering a state of meditation, an Exalted may tap into the inner connection of Arun’Asna within themselves and commune with what they believe to be Her. In reality, their Parasite reawakens, and it converses with the Exalted while acting how the Exalted would perceive her to act. By grouping together, multiple Exalted may share the same experience with one another. 

     

     

    Spoiler

     

    MECHANICS

    • By spending three emotes to tap into the inner connection of Arun’Asna within themselves, an Exalted may enter a state of meditation that allows them to converse with their Parasite, under the guise of Arun’Asna, as a means of gaining advice regarding how to complete a task, how to approach a situation, as a means of prayer, or for any other reason they may have for doing so. This meditation can last however long the Exalted so desires.

    • By grouping together, multiple Exalted may share the same experience, and they may converse with their Parasites in tandem. When this is done, the Parasites within the Exalted will act as one being all together.

    • The Parasite(s) involved in the communion will not act in the hostile fashion they once did during standard Shadedom, and will take on a guiding and influencing presence.

    • The Exalted will be unable to tell they are speaking with a Parasite rather than Arun’Asna.


     

    REDLINES

    • This cannot be used to come up with anything that your character would be unable to find out on their own. I.E. it’s not a meta tool. 

    • The Exalted do not actually speak to Arun’Asna with this spell.

    • While the Exalted, when grouped together, may share hallucinations during the communion, the visions they see are inside their heads, and are not actually real.

    • The Parasites communed with will never act in a way that would reveal themselves to not be Arun’Asna.

     

     

     


     

    5zWGT-NIf1JS8PU9IwWwxppMdx767TU8N-z5rOAw-Fsksd4NvI2enYv7h7jQaZxZv9Y7qaq5I7FOWhhau1NyOQrjz4mKTLEXkEQoK-xzwaX7K-p5HH3tAaQTuKSsKjeucCRhIFm9

     

    - Eclipsed -

    A corrupted tenebrific essence flows through the veins of those who become one with the Parasite. Their blood, once life-fueling and free flowing, transforms into a thick, frothing substance composed of nearly pure amber, Resin. Shade Fathers who choose to subject themselves to the Permuting Ritual bring themselves nearer the mana corrupting substance they have come to know, and as such the insanity that its proximity entails. Their bond with the parasite grows further than ever before, unlike the Exalted and their straying away of the parasite, The Eclipsed are those who become more like the parasite. They are those who opt not to shepard, but opt to heightened the powers of Shade, to more significantly influence the world around them, and their fellow Shades.

     

    THE PERMUTING RITUAL

    The Permuting Ritual is the process of elevating a Shade Father into the Eclipsed state, transforming their soul and mind to further encompass the capabilities of Shade, lifting their spells, powers, and abilities into a new realm of use, expanding primarily their effects on the environment around the Eclipsed.

     

    Spoiler

     

    MECHANICS

    • The Shade Father who shall be being elevated to Eclipsed is led into a room with a Shade Gem, alone save for the presence of the Eclipsed (one or more) who shall be aiding in the ritual. Over the course of six emotes, the Shade Father is made to stand before the Shade Gem while their hands, wrists, forearms, and upper arms are cut in multiple places, such that there is a steady, tricking stream of blood moving down the Shade Father’s arms. Then, the Eclipsed will pull forth Amber from within themselves, forming it into a complex web to cover the numerous, bleeding openings along the Shade Father’s Arms. Once this web is established, the Eclipsed will sever the connection to their Amber, clotting the many openings. After which, the Shade Father will be made to place their hands upon the Shade Gem, allowing its chaotic essence to sense the presence of the amber and the blood, allowing the energies to shift out and into the form of the Shade Father, bringing the amber in to mix with the Shade Fathers blood, not only changing the constitution of that sanguine essence, but as well the energies of Arun’Asna merging with The Parasite, fundamentally affecting the Shade Father’s soul.

     

    REDLINES

    • If there are no living Eclipsed, an Exalted may create one new Eclipsed, in order to make a replacement.

    • A Shade Father is required to possess a TA in order to undergo this process.

    • When a player becomes Eclipsed they MUST agree oocly to the PK clause, else the Permuting Ritual will fail. If the Shade Gem they were created at is ever destroyed, they enter into a permanent PK-clause state, meaning that the next time they die, it will be irreversible.

    • There is no limit to the number of Eclipsed that can exist at one time.

     

     

     

    PHYSICAL AND MENTAL CHANGES

    The moment that the Permuting Ritual completes, assuming success, the Eclipsed will begin to undergo a series of rapid physical and mental adjustments as the raw chaotic energy of Arun’Asna becomes one with The Parasite, and through The Parasite fundamentally changes their soul. The most notable change is in the quality and experience of the Eclipses blood, which becomes like a thick, nearly black frothing substance, new altogether, a strange mixture of raw Amber and blood.

     

    Spoiler

     

    MECHANICS

    • The presence of extra Amber within an Eclipse’s system is capable of being pulled from to fuel the spells and abilities of Shade. The Points of Amber maximum for an Eclipsed increases from 50 to 65.

    • All along the hands, wrists, and arms of an Eclipsed will form a series of intricate tattoo-like markings, appearing in a dark black hue like Amber. These tattoos are permanent, and are incapable of being removed.

    • Mentally, an Eclipsed suffers at a heightened level compared to that experienced by a Tier 5 Shade, normally.

      • Eclipsed are encouraged to consider the writing under Tier 5 of the Mental Weaknesses section of the Magic Lore, and simply take every facet up a notch.

     

    REDLINES

    • The thickness and alien composition of Resin makes it impossible for clean, clear blood flow to occur throughout an Eclipsed form. As such, intense physical activity (climbing, running, extended combat, et cetera) will cause an Eclipsed to become tired far faster than normal, losing the energy to continue at twice the standard rate.

     

     

     

     

     

    PARASITIC BOND -- (Non-Combative)

    Along with the physical and mental changes, the Eclipsed will undergo a type of metamorphosis. The body and parasite become linked even further as they become warped with amber, physically changing their appearance. In this state the amount of dread that emanates from their being is exponential, far more potent than their passive Aura of Dread. Their body can shift and grow amber-like mutations that would seemingly be a representation of the parasite’s physical form.

     

     

    Spoiler

     

    MECHANICS

    • The metamorphosis the Eclipsed go under isn’t restricted to one appearance or list of mutations. Their looks can range anywhere from lovecraftian to demonic, but aren’t limited to such.

      • Some mutations examples include, but are not limited to, growing extra limbs or body parts, (eyes, fingers, arms, etc.) Darkened, scaly or leather-like skin, amber protrusions (horns, claws, etc)

    • Due to their amber-warped being, their surroundings will naturally corrupt with amber, once the Eclipsed leaves the area, it’ll quickly return to normal.

      • Physical contact with an object will speed up the corruption, though decays at the same rate once contact is broken.

    • An Eclipsed can revert back to their Descendant form if they feed three times on top of the normal three, a total of six times. This will last them two weeks before they are returned to their parasitic form, unless they feed again.

      • Assuming they overfed, Eclipsed may switch between their Descendant and Eclipsed form, taking three emotes to complete with no use of amber points.

     

    REDLINES

    • Mutations cannot give any combative use, and otherwise are useless in combat.

    • The range of their passive corruption is four blocks in every direction, excluding the block they stand on. The lowest it may be is two meters, optional to the roleplayer.

      • The corruption isn’t strong enough to affect those with superior souls, but those with lesser souls will find their mana pool being slowly corrupted until the area is left.

     

     

     

    ENHANCED PASSIVE ABILITIES -- (Combative)

    The elevated presence of Amber flowing through a Shade’s body further bolsters their passive capabilities. At the height of an Eclipsed passive capabilities, mentalists and those specializing in mind altering magics will find it nearly impossible to penetrate the mind of the Shade, their attempts thwarted by the new-found intensity of the being’s strength. Only the most apt of Mental Mages could hope to break down or protect themselves from the overbearing impact of the Parasite. In addition to this, Passive Caliginous Healing now becomes extremely rapid in its effect, clotting around open wounds such that even once mortal wounds now become livable by the sheer speed alone at which the amber responds.

     

    Spoiler

     

    MECHANICS

    • Passive Caliginous Healing clots open wounds instantly, rather than requiring one, or two, emotes to occur. The Point(s) of Amber cost remain the same.

    • By spending 4 Points of Amber, an Eclipsed can allow the Amber utilized in Passive Caliginous Healing to set broken bones, fill fractures, and realign dislocated limbs, over the course of two emotes. The adjustments are permanent, flaking away once the damage heals naturally. Once the Amber has fulfilled its purpose (after the two emotes) the pain caused by the damage will be severely numbed, allowing it to be effectively disregarded.

    • The Eclipsed Shade becomes highly resistant to alcohol and drugs, doubling the amount of the substance required in order to render an Eclipsed intoxicated, or high. 

      • In addition to their resistance to alcohol and drugs, they have complete immunity to poisons, and due to such, alchemy as a whole, also has no effect, be they positive or negative.

    • Attempts to breach the mind of an Eclipsed are met with an intensity of harassment so great, beyond that which occurs within normal Shade, that a Mentalist, or other magi capable of such feats, will be unable to focus their casting within the head of an Eclipsed.

     

    REDLINES

    • What is meant by ‘instant’ is that in the response emote to receiving damage, a Shade would also emote, assuming they haven’t toggled off the healing, the wound becoming clotted within seconds (nearly instantaneous).

    • This clotting is still limited in its extent, and as such will not save a Shade from grievous wounds (lost limbs, being stabbed, large gashes, et cetera), damaged organs, and other life-threatening situations.

    • The caliginous healing ability may only be used out of combat.

     

     

     

     

    RESIN OBELISKS -- (Non-Combative)

    Unlike Mana obelisks corrupted with Amber, corrupting a Mana obelisk with Resin-Amber results in a more potent effect. The corruption process is unique to that which is conducted via standard Mana corruption, as the Eclipsed has to pull the Resin from their bloodstream in addition to the Amber from within their corrupted Mana pool. Once this process is complete the obelisk will start to shift in its appearance, becoming fully enveloped in darkness as the Amber spreads from the point at which it was touched. Over the course of several hours thereafter, the obelisk will become splattered with dark red blotches of colour that shift and move about the pillar on their own accord. 

     

    Spoiler

     

    MECHANICS

    • Corrupting the Mana within an Obelisk with Resin-Amber follows the same standard process of Mana Corruption, however the Eclipsed simply needs to spend an additional two emotes drawing the Resin from their system to be added to the Amber being pumped into the Mana Obelisk, using 15 Points of Amber.

    • Resin Obelisks lasts for two weeks. During this time the environment about the obelisk, whether natural or man-made, will become corrupted by the influence of the Resin imbued pillar, warping the land into a dark and desolate place. All natural life, such as grass, shrubs, trees and so on will become corrupted, taking on darker appearances and amber aesthetics.

      • Once a non-Shade enters the corrupted area, they will, over the course of a three emotes, build up and become affected with a feeling of intense Dread (impending doom, paranoia, nihilism) that will persist until they leave the area. If they remain in the area for an additional 5 emotes, they will also begin to experience auditory hallucinations of distant, distracting whispers.

    • Over the course of 1 IRL day, a 15 block wide circle of corrupt land will form around the Resin Obelisk upon finishing the imbuement.

     

    REDLINES

    • The Resin Obelisk needs to be refueled (repeat the creation process) every 2 IRL weeks, or, over the course of 3 IRL days, the corrupted circle will shrink and disappear.

    • Unlike standard Mana Corruption of a Mana Obelisk, Resin Obelisks do not act as batteries from which to draw Amber.

    • Region Owner consent is required in order to create this corrupted zone via use of Resin Obelisks.

     

     

     

    RESIN MARKING -- (Non-Combative)

    Unlike the Amber standard, Resin Marking utilizes the subtle deific chaotic energies of the Resin within an Eclipsed system to broaden the scope of the capabilities of Marking into three distinct categories. While holding the same appearance from mark to mark, the intent of the Eclipsed is what is important, for the purpose behind their marking will determine the effects of the sigil upon the person affected.

     

    Spoiler

     

    MECHANICS

    • Application of a Resin Mark functions in the same was as the standard Shade ability, Marking. However, Resin Marking has two key differences. Firstly, the Eclipsed must spend two additional emotes, on top of the standard four, to pull the Resin from their system to combine with the Amber utilized in the mark. Secondly, the Eclipse must formulate the structure of the Resin in accordance with the mark they seek to apply, following one of three key patterns to achieve the desired outcome.

     

    Mark of Resilience

    • The pattern of the Resin for Resilience is a triangle, applied to the Amber and then placed upon the intended target. 

    • Possessing the Mark of Resilience makes the individual utterly immune to Dread (impending doom, paranoia, nihilism) effects caused by Shade’s Aura of Dread ability. Both the passive and active variations of the ability will have no effect whatsoever.

    • Shades who possess the mark will also find that their parasite is slightly dampened, its mental assault and constant battering on the host quiet.

    • This mark lasts for 1 IRL week before fading automatically, needing to be reapplied.

    • An Eclipsed can have a limitless number of active Resilience marks at once.

     

    Mark of Creation

    • The pattern of Resin for Creation is a ‘V’, applied to the Amber and then placed upon the intended target.

    • Possessing the Mark of Creation will allow the affected individual to create a prosthetic limb out of raw Amber. In order for this to occur, the Eclipsed gifting this mark has to pass over an additional amount of their own Amber for the marked person’s utilization.

      • Prosthetic eyes: 24 additional Points of Amber, or, 12 for a single eye.

      • Prosthetic leg (includes feet and toes): 15 additional Points of Amber.

      • Prosthetic arm (includes hands and fingers): 10 additional Points of Amber.

      • Prosthetic hand/foot (includes fingers or toes): 5 additional Points of Amber.

      • Prosthetic finger/toe: 2 additional Points of Amber.

      • Prosthetic tongue: 1 additional Points of Amber

    • These prosthetic limbs are not perfect, and do not cope seamlessly with the body they are attached to. Prosthetic legs will not function without err, inducing some minor piercing pain around the area they are attached to, thereby causing the affected individual to limp. Prosthetic arms may twitch to shift of their own volition, making their use in combat or for acute tasks like rolling the dice. Prosthetic hands or feet will cause similar piercing pain as a prosthetic leg does, but more minimally, such that it is hardly noticeable. Prosthetic fingers and toes function normally.

    • This mark lasts for 1 IRL week before fading automatically, needing to be reapplied.

    • An Eclipsed can have a limitless number of active Creation marks at once.

    • When the Mark of Creation is used on an Exalted, if one week passes and the prosthetic remains intact, the appendage will become a normal limb.

     

    Mark of Tumult

    • The pattern of Resin for Tumult is a ‘W’, applied to the Amber and then placed upon the intended target.

    • Possessing the Mark of Tumult will cause a subtle shift in the personality, and thought processes, of the affected individual. They will begin to adopt more anarchic, libertarian, or generally independent viewpoints concerning the world and its aspects. They may find disagreements with law codes and restrictions where previously they were content, they may desire freedom from social expectations or relationships where previously they were comfortable, or any other subtly chaotic shifts.

    • This mark lasts for 1 IRL week before fading automatically, needing to be reapplied.

    • An Eclipsed can have a limitless number of active Tumult marks at once.

     

    REDLINES

    Mark of Resilience 

    • # The triangular formation of the pattern with the Resin onto the Amber must be clearly emoted throughout the process of its application.

    • # Dread (impending doom, paranoia, nihilism) effects caused by other aspects of Shade (corrupted Mana pool, Resin Obelisk, et cetera) are not blockaded.

    • # Four emotes are required to use this mark.

     

    Mark of Creation

    • The ‘V’ formation of the pattern with the Resin onto the Amber must be clearly emoted throughout the process of its application.

    • The limitations/side effects of the prosthetics must be roleplayed as they are described. Perfectly functioning Amber limbs are impossible (save for fingers/toes).

    • The Resin-Amber limbs cannot be manipulated, drawn from, or otherwise utilized by a Shade as a fuel for their casting.

    • For the Resin-Amber eyes, their vision is achromatic, and they see things that aren’t truly there, including but not limited to, shadows, monsters, inanimate objects moving, the rest can be up to the user if it sticks with the theme of the lore.

    • Once the prosthetic used on an Exalted becomes a normal limb, it will mirror exactly how that limb looked and functioned before it was lost. 

    • Four emotes are required to use this mark.

     

    Mark of Tumult

    • The ‘W’ formation of the pattern with the Resin onto the Amber must be clearly emoted throughout the process of its application.

    • By no means is this a major, serious, or otherwise an impactful shift in the personality of the affected individual. It is subtle, small, and minute. At the end of the day, it is up to the affected individual to take it further, as they are not forced to. This mark is specifically designed to try and promote roleplay and character development by making slight adjustments to the way a character views the world.

    • Four emotes are required to use this mark.

     

     

     

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    IMMORTALITY 

    Once successfully completing the Binding or Permuting Ritual, the risen Exalted or Eclipsed will find that their body is capable of sustaining itself solely on amber alone. Sleep, hunger, hydration, and aging will no longer be matters of importance. They will also discover that their bodies store their consumable amber storage in a reservoir separate from the amber they can manipulate for their spells.

     

     

    Spoiler

     

    MECHANICS

    • Exalted and Eclipsed no longer need to eat, drink, or sleep in order to stay healthy, and they no longer age physically.

    • Physically, Exalted and Eclipsed are ageless, ceasing their aging at the age at which they achieved this state. This prevents them both from dying of old age.

    • Should an Exalted or Eclipsed perish in combat, they will fall under the exact same rules as Monk Revival, save for the fact that it is Arun’Asna who preserves their life. 

    • Immediately following revival, Exalted have their mental anguish from Shadedom return to them for the rest of the OOC day. Eclipsed will be missing 15 points of amber for the rest of the OOC day. 

    • Exalted and Eclipsed must be bound to a Shade Gem. If this gem breaks, they must PK upon their next death, and they must be bound to a new Shade Gem should they wish to avoid a PK.

     

    REDLINES

    • An Exalted or Eclipsed cannot PK upon death. Exceptions include staff intervention and ET related events where the PK is officiated by lore. Spirit walks are included in this.

    • Exalted and Eclipsed are entered into a PK-clause when they are created, tied in directly with the Shade Gem they were connected to. So long as the Shade Gem they were connected to exists, an Exalted or Eclipsed will be unable to be PK’d, simply reforming at Cloud Temple each time they are killed.

      • If the Shade Gem the Exalted or Eclipsed was formed at is ever destroyed, they will be immediately entered into a PK-clause state. This means that the next time they’re killed, they will be forced to PK.

        • If the Shade Gem the Exalted or Eclipsed was formed at is destroyed, and thus they are under threat of PK, the Exalted or Eclipsed may be re-bound to a new Shade Gem by connecting themselves as they would do to a Shadeling.

        • The Exalted or Eclipsed will be consumed by a feeling of despair and violent anxiety the moment their Shade Gem is broken, and this feeling will grow until they are rebound to a new Shade Gem.

     

     

     

     

     

     

    CALIGINOUS FEEDING -- (Combative)

    Exalted and Eclipsed parasites are unable to recreate consumable amber passively, so the Exalted or Eclipsed will be forced to convert another being’s mana into consumable amber themselves.

    This is done by casting a lesser version of Caliginous Flame onto a victim, and as the lesser Parasite of Rancour feasts upon the victim’s mana, passively converting it into amber, the Exalted or Eclipsed will rip the parasite away and proceed to ingest both it and the amber it had collected. 

     

     

    Spoiler

     

    MECHANICS

    • By spending 10 Points of Amber, an Exalted or Eclipsed can, over the course of 3 emotes, summon a lesser Shade Parasite, and cast it at a target. The parasite will stick to the first surface it touches, whether living or not, and will remain there until dissipating naturally, or being snuffed out.

    • If the parasite comes into contact with a living descendant that possesses a Mana pool, it will begin to drain their Mana over time. Over the course of 3 emotes, it will drain all the mana it can from a person’s Mana pool, and the Exalted or Eclipsed can then rip the Parasite away from the target, and proceed to ingest it. Alternatively, if it was thrown onto a mundane surface, it will remain there for 3 emotes before naturally dissipating. 

    • Parasites created with Caliginous Feeding can be ripped out by anyone with minimum effort (one full emote). If the Parasite is not ingested by an Exalted or Eclipsed within 2 emotes of it being ripped out, the Parasite will dissipate.

    • A target struck with Caliginous Feeding will be met with a sudden trigger of their fight or flight response as their mana is drained and corrupted into amber. The target would begin to suffer under strong dread effects.

     

    REDLINES

    • An Exalted or Eclipsed must use this spell to feed every two weeks. Failing to do so will lead to the inability to cast any spells aside from Caliginous Feeding.

    • If the Parasite does not consume 3 emotes worth of mana, it can still be ingested by an Exalted or Eclipsed. However, 3 emotes worth of mana must be ingested every two weeks.

    • The parasite created is not corporeal, and is merely an illusion. After 2 emotes of being ripped from a target, it will fade away if not ingested, leaving nothing behind but a light lingering feeling of dread.

    • “Suffering from strong dread effects” is to say that the target would be sent into a state of extreme nervousness, anxiety, sickness, or, if the player decides, they could be thrown into a full on panic attack. How this strong dread impacts a character is up to player choice, but some indication that their mana has been corrupted with amber must be present.

    • Caliginous Feeding will never kill or incapacitate a target on its own, unlike Caliginous Flame. 

    • Only 3 emotes worth of mana may be consumed and corrupted by a lesser parasite at a time.

    • Caliginous Feeding cannot be used on other Shades.

     

     

     

    Disconnection 

    Should an Exalted or Eclipsed no longer be deemed worthy in the eyes of Arun’Asna, a ritual can be conducted to relieve the Transgressor of Arun’Asna’s boons. The ritual requires two Shade CAs to be involved in the process, and it leads to the permanent death of the Transgressor.

     

     

    Spoiler

     

    MECHANICS

    • This allows a ritual to be performed which forces a Shade CA, hereby dubbed “transgressor” to be disconnected from the CA and Shadedom, and as a result become PK’d.

    • The ritual in question requires two Shade CAs, the transgressor, a Shade Gem, and an Amber Imbued aurum blade.

    • Over the course of six emotes, one CA shall place a hand upon the Shade Gem, and the second CA will hold the Transgressor down. The first CA shall ease their focus inward on the churning chaos within the Shade gem, pulling its very essence forth, which appears as a great illuminated essence of orange and yellow. The second CA will recite the reason why they believe the Transgressor is unfit for the CA, and the Shade Gem will glow a bright red. The Shade Gem will begin to funnel a beam of red energy into the Transgressor. The Transgressor begins to feel weakened as the energy strips them of their immortality, and the second CA finishes the ritual by slitting the Transgressor’s throat with the Amber Imbued aurum blade.

     

    REDLINES

    • The moment the ritual is completed successfully, the Transgressor shall be PK’d.

    • The Transgressor must be labeled as such due to rp happenstance. Reasoning obtained through Meta-Gaming is invalid, along with OOC reasoning, unless for some reason the Transgressor is consenting.

     

     

     

     

    P U R P O S E  &  C I T A T I O N S


     

    After implementation, it was decided that Exalted and Resin were not up to standards in regards to what they could and should have been written as. They had a lot of potential, but their execution was poor. After collecting feedback from various players, both in and outside the shade community, along with taking note of our own gripes, we wildly fleshed out both CAs while making them efficiently balanced nonetheless. We continued to stray from the circlejerk combat-focused endgames that were seen in shade within the past, instead focusing on roleplay potential and aesthetic. Exalted’s Darkform was drab, boring, and wildly useless in the vast majority of scenarios. Resin was uninteresting and forgettable. They both fell short of expectations, which Lackless and I decided to try and meet with a second take. Exalted is now a creature far more focused around Arun’Asna, with its abilities being centered around the patron, as it should have been the first time. Resin, renamed Eclipsed, is now more eye popping and aesthetically pleasing. Both have revamped abilities entirely, creating far more possibilities regarding roleplay potential than before. Now that the Creatures have been made in the way we thought they should have been written before, along with the recent revisions being implemented, we hope to flesh out our community’s roleplay as a whole and get things back on the right track for us.


     

    CREDIT

    Exalted Writer: TheAlphaMoist

    Consultation: DumbBlondeElf, DragonofTaters, Elenanananananore, Lackless, Liz, FuryFire, Frott, Sam, Squak, Shade Community

     

    Eclipsed Writer: Lackless

    Consultation: TheAlphaMoist, Shade Community

     

  3. SHADE ADDITIONS

     

    CURSES OF RANCOUR -- (Combative)

    The Curses Iblees had set upon Descendant Kind still rest within their very souls. As creatures that originated from Iblees himself, Shades may tap into the power of their parasite to instill their own variety of curses upon the Descendants. 

     

     

    SpoilerMECHANICS

     

    MECHANICS

    • By spending 20 points of Amber, and keeping physical contact with a victim over the course of 4 emotes, a Shade may inflict a curse onto a descendant, the effects of it being dependent on their race.

     

    • Curse of Malin

      • The curse that may be bestowed upon Mali’kind causes their racial blessing to become nullified. Mali’, no matter the age, will be forced to have their aging exemplified to the point where their hair grows thin and grey, their skin becomes loose and wrinkly, and their bones become soft and brittle. This elderly appearance lasts for 1 ooc day, and it reverts at the start of the next day.

     

    • Curse of Horen

      • The curse that may be bestowed upon Mankind interacts with their heirs after birth. The first child to be conceived and born after their parent receives the curse will be born extremely weak and sickly, causing them to die shortly after birth.

     

    • Curse of Krug

      • The curse that may be bestowed upon Orckind turns their brutish nature against them. An Orc inflicted with the curse loses their violent, bloodthirsty ways and becomes cowardly pacifistic for a period of 1 ooc day, and it reverts at the start of the next day.

     

    • Curse of Urguan

      • The curse that may be bestowed upon Dwarfkind causes their greed and lust for more to overwhelm them. A Dwarf with the curse cannot help but hoard various items they deem to be treasures. At first these items will be practical, such as coins or ores, but as time goes on, the Dwarf’s greed will grow and grow, to the point where they will begin to collect useless items, or begin to grow gluttonous and overeat. The exact aesthetic is up to player choice, but negatively impactful greed most occur. This lasts for a period of 3 ooc days.

     

    REDLINES

    •  Elves affected by the Curse of Malin will have their bodies reverted back to exactly how they were just before being affected by the curse once it wears off.
    • Only the child conceived after the Curse of Horen has been inflicted upon the parent will die. If a child was already conceived before the curse was inflicted, they will be unaffected.

    •  Orcs may still defend themselves when affected by the Curse of Krug. However, if the option to avoid a confrontation is available, they should take it, nor should they be the instigators of conflict.

    • Dwarves affected by the Curse of Urguan must roleplay their hoarding behavior increasing over the course of the three day period. Ignoring such, or just rping their curse normally, is powergaming. 

    • Mixed races suffer all curses relevant. I.E a half breed between an elf and a human will have both the Curse of Malin and the Curse of Horen.

    • If used against a nondescendant, such as a Kha, a roll of 4 will be done. 1 being Malin, 2 being Horen, 3 being Krug, and 4 being Urguan. The end result of the dice roll shall determine which curse is inflicted.

    • Direct contact with the chest of the victim is required. If contact is lost, even for a moment, then the spell must be restarted.

     

     

     

    SHADOW MIMIC -- (Non-Combative) 

    The Parasite is able to split away from its host, similar to how the Shade may split the parasite for a very short period of time by splitting up a fraction of its being, allowing for it to come out but in a shadow-like form, its appearance being that of a dark smog, mirroring the hosts own appearance but with its own parasitic mimic.

     

     

    SpoilerMECHANICS

     

    MECHANICS

    • The Parasite cannot act with the world around it, though it can move in a 4 block radius away from the host.

      • Only the host can be interacted with, and the parasite can do anything to them. Some possibilities include but aren’t limited to: straightening up their garb, punching them in the face, and stitching a wound. 

    • The smog takes features of the host's general appearance, although the parasite grows its own monster-like mutations. 

    • Some interactions with the mimic are things like:

      • If it passes through someone, they will feel dread and receive a single hallucination that lasts for a moment. (E.g a figure in the corner of their eye, a flash of the world changing around them, etc.)

      • In a six block radius around the host, the area feels like if Aura of Dread was activated, without the paralysis being included.

      • Along with the dread-zone the mimic produces, it’ll slowly corrupt the objects within the radius, though once the mimic is back inside the host, the objects lose their imbuement. 

    • The mimic may speak for whatever reason, though, it copies the hosts own voice but with a far deeper, and scratchy inhuman tone, though isn’t limited to such and creativity is recommended.

     

    REDLINES

    • The host’s body will become frozen in place, whether they are standing, sleeping, and so on. 

    • The ability can never happen on a whim, only during a very powerful takeover where the host is mentally vulnerable, allowing the parasite to take its fullest control.

      • If some sort of inner agreement is made between the host and parasite, the Shade can allow the parasite to mimic itself at will.

    • The Parasite is sucked back in if it attempts to kill or maim its host, though, the parasite does not feel any pain it inflicts on the hosts when it resides back into them.

    • The ability may not be used in combat.

    • This ability cannot be used by Exalted.

     

     

     

    LESSER PARASITE CREATION -- (Non-Combative)

    Through the creation of a Lesser Parasite, a Shade Father may curse a victim with a Parasite that will not fully mature to a point where they can harness the boons of Shadedom. These Lesser Shades will progress similarly in tier as a standard Shade would, however their growth is stunted until their Parasite can be elevated to a state where utilizing its boons is possible.

     

     

    SpoilerMECHANICS

     

    MECHANICS

    • By creating a Parasite with a fraction of the power a standard Parasite is created, a Shade may force a victim into Lesser Shadedom.

    • Lesser Shades pass through tiers normally until hitting T3, to which their growth is halted. Before anything else can occur, they must become a Greater Shade. 

    • A Lesser Shade may become a Greater Shade if the Shade Father who originally cursed them gives them another Lesser Parasite. The two Lesser Parasites will fuse together, a process that takes one entire OOC week to complete.

    • After one week of becoming a Greater Shade, the Shade in question can begin learning the magic and harness its abilities. 

     

    REDLINES

    • Lesser Parasite Creation follows the same 4 emote process as normal Parasite Creation.

    • Lesser Parasite Creation does not require OOC Consent from the victim.

    • Lesser Shades can be purged by holy magics and the like without OOC Consent.

    • Lesser Shades must indicate their Lesser Shade status on their MA, and they must inform a Lore Moderator if they become a Greater Shade.

    • Lesser Shades do not take up Magic Slots. 

    • A Shade Father cannot promote a Lesser Shade to Greater Shade status if they do not have Magic Slots to take another student.

    • The Shade Father who created the Lesser Shade must be the Shade Father who elevates them to Greater Shade status.

    • Lesser Shades cannot have Takeovers.

     

     

     

    PARASITIC FAMILIARS - Mixed (Non-Combative/Combative)

    Through splitting their Parasite and granting it to an animal, as is done with a new Shadeling, the Parasite will almost fully consume the animal, covering it in Amber. These lesser beings will follow the command of their Shade Father loyally, seeing the original Parasite and its host as its superior.

     

     

    SpoilerMECHANICS

     

    MECHANICS

    • A Shade Father may use Parasite Creation, akin to Shades the parasite will latch onto the creature’s soul, bonding with it as would with a normal descendant. Afterwards it will then ‘consume’ the physical body of the animal, replacing its entirety with amber.

      • This bond affects the creature’s appearance. The changes might make the familiar species unrecognizable after the conversion. 

        •  Common noises the animals make will become gravelly, grotesque, squealy and screechy.
        • They may develop mutations (e.g. a second tail, a third eye, a third arm.) Amber might also cause built up tumors and additional extensions to the body.
        • The amber will turn their entire exterior and interior black, entirely made up of Amber.
    • The split piece of the Parasite always considers its origin its superior, meaning the Shade will always bear control of the accursed familiar. 

      • Commands are parasite-specific, meaning that only its creator can order them around. It understands its creator in any language used.

    • The familiar can be called in, and out of their creator in form of a marking, requiring three emotes and utilizing 5 Points of Amber.

      • Aesthetically, the mark would look like a tattoo of the animal prior to its consumption, with only some parasitic-like additions that were chosen during the original creation of the familiar (e.g. a second tail, a third eye, a third arm.).

     

    REDLINES

    • The familiar doesn’t need to eat or drink to sustain itself. It runs off of its supply of amber and is essentially a parasite bonded with an animal soul.

      • The familiar cannot utilize any spells from Shade.

    • The familiars are able to die from normal means and do not have any ability to regrow body parts. Gold is able to cut away much easier due to its properties against amber.

      • Upon death, a familiar’s body will flake away into nothingness, and would be summoned back onto the Shade Father’s body in the form of its mark, being able to be summoned back after 3 OOC days. 

        • To summon the familiar after death once it’s been 3 days, the Shade Father must do three emotes and spend 5 Points of Amber.

      • If purging of any sort is attempted on a familiar, it will instinctively return to their creators body and be in an incapacitated state for 3 OOC days.

    • The familiar may be used in combat. All standard combat rules set by LT regarding familiars apply.

      • It being a parasite, and structurally made of amber does not grant any advantage in combat, and is as strong/durable as it would be prior to consumption.

    • Familiars may be purged by their creators by removing their mark whilst it is on the body, requiring three emotes and 10 Points of Amber

      • Shade Fathers can only remove their own familiars and not others.

    • Druids cannot commune with familiars.

    • Once this ability is passed, all former animals that held Shade parasites will die. 

     

     

     

    RANCOUR’S SHADOW – Mixed (Non-Combative/Combative)

    In a fashion similar to Blanket of Darkness, a Shade may emit an abundant amount of amber from within their body which grows to cover the entirety of their being. While covered, their body takes the appearance of a gaunt, androgynous figure that is either two inches taller or shorter than their original form. While this basic transformation looks the same for all Shades, some may begin to grow amber growths along their body, similar to the Eclipsed. However, these growth would seem to be childish and immature, akin to how a growing animal will have, for example, short, stubby horns compared to their fully grown adult counterpart.

     

     

    SpoilerMECHANICS

     

    MECHANICS

    • A shade, by casting an altered version of Blanket of Darkness, may focus the expulsion of amber to cover their body rather than ejecting it to the area around them, at the cost of 15 points of amber and 3 emotes.

    • After the amber has set, the disguise will appear to be either 2 inches taller or shorter than the Shade’s original height.

    • This disguise effectively masks the shade’s voice, causing it to sound similar to a single parasite’s whisper within someone’s head.

    • The disguise looks exactly alike for all shades who cast it, the only exception being minor growths of amber, similar to tumors, that may form against their body. This could include anything between spines against their back, scale-like skin, and even premature horn growths against their skull. 

    • A Shade may stay within this form for as long as they like.

     

    REDLINES

    • Descendants cannot grow taller or shorter than their race’s set limitation.

    • This ability affects only how a Shade looks and sounds. No other benefit can be made from it. It does not make them easier to hide in the dark, it does not affect how their amber is cast. 

    • Ambered growths cannot have viable combat use. Talons cannot be made, growths cannot be manipulated after creation (and they cannot dissipate either, unless the disguise is turned off), and “scaly skin” as described upwards cannot make penetrating flesh any more difficult.

    • The disguise can be removed after one emote.

    • Sunlight, fire, etc does not revert the disguise. The only thing that can revert the disguise is the Shade who created it.

    • Shades cannot distinguish disguises, however Shade Fathers will be able to tell apart their own, personally created Shadelings. This means Shadelings who were given Parasites split from that specific Shade Father’s Parasite; it does not translate to Adopted Shadelings.

    • Aurum affects Rancour’s Shadow just as it affects any other form of amber.

     

     

     

    CREDIT

    Writers: Lackless, TheAlphaMoist

    Consultation: DumbBlondeElf, DragonOfTaters, Liz, Squak, Shade Community,  Various Others

  4. SHADE REVISIONS

    Listed in the order of the lore sections.


     

    MENTAL CHANGES

    Spoiler

     

    Edit Mechanic

    Tier 3

     

    • Once a Shade reaches Tier 3, the voices will again pick up in their intensity, and the Shade may begin to experience more than one voice, which will occasionally overlap and increase in volume. In addition to being generally degrading, the voices will also seek to try and drive the Shade to commit foul actions, whether pushing for the Shade to kick that puppy, or trip that passing woman, or otherwise commit any randomly chaotic action that will further degrade the social standing of the Shade. The nightmares that the Shade experiences will start to mirror the Shade’s deepest secrets, bottled guilt, and regrets, bringing up highly emotional memories to be toyed with, making them appear far worse than they may have actually been. Sleep at this stage may become difficult due to the intensity of some of the nightmares.

    TO

    Tier 3

     

    • Once a Shade reaches Tier 3, the voices will again pick up in their intensity, and the Shade may begin to experience more than one voice, which will occasionally overlap and increase in volume. In addition to being generally degrading, the voices will also seek to try and drive the Shade to commit foul actions, whether pushing for the Shade to kick that puppy, or trip that passing woman, or otherwise commit any randomly chaotic action that will further degrade the social standing of the Shade. The nightmares that the Shade experiences will start to mirror the Shade’s deepest secrets, bottled guilt, and regrets, bringing up highly emotional memories to be toyed with, making them appear far worse than they may have actually been. Sleep at this stage may become difficult due to the intensity of some of the nightmares. Furthermore, a Shade who has reached T3 will begin to find uncontrollable enjoyment upon tormenting the lives of those not inflicted with Shadedom. Generally speaking, a Shade thrives upon being surrounded by the negative emotions of the non-Shades around them. This enjoyment can range from mild satisfaction to great euphoria.

     

     

     

    MANA CORRUPTION

    SpoilerEdit/Add Mechanic

     

    Edit/Add Mechanic

    • Actively, a Shade can corrupt the pool of a Mana Gem or Mana Obelisk. This requires the Shade to be touching the item for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the item’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote. For Mana Gems, the Shade can emote at max three times (6 total Points of Amber created). 

     

    TO

     

    • A Shade, by using Mana Corruption, can corrupt the Mana resting within a gem over the course of 3 to 5 emotes. Through this, a Shade may store an amount of Amber Points at a rate of 2 points per emote within the gem, beginning with the 3rd emote. This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained. The Shade can emote at max three times (6 total Points of Amber created). 

    • A Shade, upon coming into contact with an Amber Gem, may siphon the Amber resting within the gem to refill his or her points. This is done via the same emote process as creating a gem, however rather than corrupting Mana, one is absorbing Amber.

    • Aside from acting as batteries of Amber, Amber Gems also possess aesthetic capabilities that can be passed through other objects via Amber’s latent corrupting abilities. While nowhere near as fluid as Amber Imbuement, a sword with an Amber Gem embedded within its hilt may come to possess a black miasma flicking off of the blade, or an animal with an Amber Gem embedded within its collar may grow more violent and feral Should an Amber Gem be struck with sufficient force, the gem will break, causing a small explosion of Amber to burst from the gem.

    • This explosion is not large, and cannot be used to break objects or hurt bystanders in any sort of capacity.

    Add Redlines

    • A shade may only replenish their Amber using an Amber Gem once per combat encounter.

    • The Aesthetic properties are limited to light wisps, quiet whisperings, and or a change in the color of the item the Amber Gem is attached to.

    • When an Amber Gem is broken, the inevitable explosion cannot harm anyone nearby unless that player oocly chooses to be harmed by it.

    • The explosion cannot break objects.

    • The gemstone that makes up an Amber Gem has no bearing in how much Amber it can hold.

     

     

     

    MANA CORRUPTION

    SpoilerEdit/Add Mechanic

     

    Edit/Add Mechanic

    • For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained.

    TO

    • For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained.

    • A Shade, upon coming into contact with an Amber Obelisk, may siphon the Amber resting within the Obelisk to refill his or her points. This is done via the same emote process as creating an Obelisk, however rather than corrupting Mana, one is absorbing Amber.

    • A four by four area around the Amber Obelisk will be tainted with amber.

    Add Redlines

    • A shade may only replenish their Amber using an Amber Obelisk once per combat encounter.

    • The Aesthetic properties that come with amber corruption around the 4x4 area are limited to light wisps, quiet whisperings, and or a change in the color of the environment surrounding the Obelisk.

     

     

    AMBER MANIPULATION

    SpoilerEdit Mechanic

     

    Edit Mechanic

    • At Tiers 1 to 2, the strength of Amber Manipulation is slightly weaker than a fully grown human in terms of grabbing, throwing, stabbing, and other motions. At Tiers 3 and 4, this strength is increased to that of a regular fully grown human with the maximum number of tendrils possible, or slightly stronger than a human with one less tendril. At Tier 5, this strength is increased to slightly stronger than a human’s arm for the maximum number of tendrils, slightly weaker than an orc with one less than the maximum, or as strong as an orc with half the maximum. With just one tendril, the strength can be as strong as an olog arm.

    TO

    • At Tiers 1 to 2, the strength of Amber Manipulation is as strong as a small child in terms of  grabbing, throwing, stabbing, and other motions. At Tiers 3 and 4, this strength is increased to that of a regular fully grown human with the maximum number of tendrils possible, or slightly stronger than a human adult with half the maximum. At Tier 5, this strength is as strong as a human’s arm for the maximum number of tendrils (four), slightly weaker than an orc with two tendrils, or as strong as an orc with only one tendril being used.

    Add Redline

    • Shades cannot sexually FTB while casting Amber Manipulation, or while connected to their magic in general.

     

     

     

    PASSIVE CALIGINOUS HEALING

    SpoilerEdit Fluff

     

    Edit Fluff

    • Contradictory to the consistent harassment and mental degradation inflicted upon the host as consequence of The Parasite’s nature, it understands that it could not exist without the Shade, and therefore has a vested interest in protecting the life of the Shade. The presence of Amber in the Shade’s Mana pool can be utilized by The Parasite, which will act of its own accord at the first sign of bodily damage, to clot open wounds, slowing and eventually stopping bleeding. While this is by no means a way to avoid death, especially from gaping and grievous injuries, it very well may prove to be a vital time extension necessary to get a Shade to someone capable of providing proper medical care.

    TO

    • Contradictory to the consistent harassment and mental degradation inflicted upon the host as a consequence of The Parasite’s nature, it understands that it could not exist without the Shade, and therefore has a vested interest in protecting the life of the Shade. The Amber within the Host wards off disease and other biological miasmas, rendering the Host difficult to strike ill, and the presence of Amber in the Shade’s Mana pool can be utilized by The Parasite, which will act on its own accord at the first sign of bodily damage, to clot open wounds, slowing and eventually stopping bleeding. While this is by no means a way to avoid death, especially from gaping and grievous injuries, it very well may prove to be a vital time extension necessary to get a Shade to someone capable of providing proper medical care.

    Add Mechanic

    • While Shades are resistant to most illnesses, they also have some resistance to alcohol, drugs, and things alike. This goes for both things harmful and beneficial.

     

     

     

    BLANKET OF DARKNESS

    Remove

     

    AURA OF DREAD

    SpoilerEdit Redline 

     

    Edit Redline

    • Three emotes are required to cast Aura of Dread. 

    TO

    • Three emotes are required to cast Aura of Dread on and off.

    Add Mechanic

    • After activating Aura of Dread, those caught within its radius, visually dictated by a series of faint, black wisps surrounding / filling its border, will be paralyzed by fear for one full emote. This paralysis is easily overcome with adrenaline, however, so the moment someone makes a move to attack them, they will snap out of their fear and be able to retaliate / defend as normal.

    Add Redlines

    • This Paralysis does not physically freeze them in place. It merely causes those victims trapped within its radius to stop what they are doing and panic like a deer caught in headlights. Alternatively, they could flee from the radius.

    • Any movement directed towards the victim that could be interpreted as causing immediate harm will cause them to snap out of the paralysis.

    • The Paralysis effect of Aura of Dread lasts only three emotes, beginning once it is cast.

    • Those entering the Aura during the three emotes it lasts will be met with the same paralysis effect unless they have already experienced it within the combat encounter.

    • Shades at a lower tier than the casting Shade will be affected by its use.

    • Aura of Dread can only be used once per combat encounter.

     

     

     

    MARKING

    SpoilerAdd Mechanics

     

    Add Mechanics

    • There is no set limit for variations of marks a Shade can make.

    • If three emotes are performed, the Shade is able to think of a specific person with their mark, and then ‘recall’ it so it disappears, utilizing 5 Points of Amber.

    Add Redline 

    • The passive version of Aura of Dread is Shade specific and does not work all across the board. 

      • If one Shade applies a mark to someone, that Shade’s presence will be the only one blocked unless another Shade chooses to mark said person.

     

     

     

    PARASITE CREATION

    SpoilerAdd Mechanics

     

    Add Mechanics

    • Shading someone who does not qualify for Shade Magic, but qualifies for Lesser Shade Magic, results in them being granted a Lesser Parasite.

    • Should someone not consent to receiving a Shade Parasite, the Parasite will weaken and become a Lesser Parasite.

    • Children who are given a Parasite at the ages of 8-15 will become Lesser Shades with Lesser Parasites, however they cannot progress past T2 until they are 16.

     

    Remove Redline

    • OOC Consent must be given in order to Shade someone, though IC consent is not required.

     

    Add Redlines

    • OOC Consent is not required to curse someone with a Shade Parasite.

    • Shading someone without OOC Consent results in them becoming a Lesser Shade.

    • Children who are given a Shade Parasite and are under the age of 8 will die. 

     

     

     

    CALIGINOUS FLAME

    SpoilerEdit Redline 

     

    Edit Redline

    • If the fire comes into contact with a living target that possesses a Mana pool, it will begin to drain their Mana over time. Over the course of twelve emotes, it will completely drain a person’s Mana pool, and will then naturally dissipate. Alternatively, if it was thrown onto a mundane surface, it will remain there for twelve emotes before naturally dissipating.

    TO

    • If the fire comes into contact with a living target that possesses a Mana pool, it will begin to drain their Mana over time. Over the course of ten emotes, it will completely drain a person’s Mana pool, and will then naturally dissipate. Alternatively, if it was thrown onto a mundane surface, it will remain there for ten emotes before naturally dissipating.

     

     

     

    CURING SHADE

    SpoilerAdd Redline 

     

    Add Redline

    • Exalted and Eclipsed cannot be cured of Shade, except through deific or spiritual intervention, and sealing will only last one IRL day. Burn marks are present upon a sealed Exalted or Eclipsed once sealed, and these burns heal over once the sealing has worn off.

    • Deific or Spiritual intervention means a deity or greater spirit themselves, or any other being able to change the soul at a fundamental level, are the only ones able to remove a shade’s CA, outside of LT intervention, of course.

     

     

     

    CREDIT

    Writers: Lackless, TheAlphaMoist

    Consultation: Lore Staff, the Shade Community, Various Others

  5. Trespassers of

    The Covenant of Gehenna

     

    Definitions

    Entity: A person, creature, construct or animal.

    Trespasser: An entity who is on Estate grounds and has not been invited on the property by an entity with established permission from the Lord of the Estate, or who has been banished from the Estate.

    Visitor: An entity who is on Estate grounds and has been invited on the property by an entity with established permission from the Lord of the Estate.

    Acolyte: A Resident who has been given permission from the Estate Lord to defend the Visitors, Guests, Residents, and the Estate itself from foreign and domestic threats.

    Inquisitorious: A recognized member of the Inquisitor Council.

    Inquisitor Council: A council, led by the Lord of the Estate, that is in charge of investigating issues between visitors, guests, and residents of the Covenant of Gehenna.

    Estate Lord: The sole owner of the Estate and final arbiter on all decisions.

    Estate: The land around and including the Gehenna Mansion.

    Banish: The act of permanently entitling an entity as a Trespasser until the title is revoked.

     

    General Regulations

    1. Trespassers afford absolutely no rights while on Estate grounds.

    2. Trespassers can be removed from Estate grounds by any means necessary and by anyone with Inquisitorious or higher approval.

    3. Trespassers are not afforded any sort of right of safety or self defense while on Estate grounds, except in the event that they have been invited on the grounds by the Estate Lord himself.

    4. Trespassers are temporarily afforded the rights of Visitors during the duration of their stay at the Estate so long as the Estate Lord has invited them on the premises. 

    5. A Trespasser’s temporary Visitor Rights expire the moment they leave Estate grounds.

    6. A Trespasser’s temporary Visitor Rights expire the moment they violate any rule or regulation of the Estate.

    7. Temporary Visitor Rights can be requested by any Trespasser by sending a letter to the Estate Lord. 

    8. The Estate Lord reserves the right to deny or accept any temporary Visitor Rights request for any reason.

    9. The Estate Lord reserves the right to revoke a Trespasser’s temporary Visitor Rights for any reason.

    10. The Estate Lord reserves the right to label any entity as a Trespasser. 

    11. The Estate Lord reserves the right to revoke the label of Trespasser from any entity.

    12. The Estate Lord reserves the right to banish any entity.

    13. Trespassers must be formally informed of their banished status either by word of mouth or letter before they lose the right of safety when visiting Estate grounds.

    14. The Estate Lord and any Inquisitorious afford the right to formally inform an entity of their banished status.

    15. In the event that an organization is banished, it is the responsibility of the organization’s leadership to inform its individual members of their status as Trespassers.

    16. In the event that an organization is banished, a list of accepted individuals will be made if applicable. 

    17. Accepted Individuals afford the rights of Visitors, Guests, and Residents.

    18. Banishments may be repealed by scheduling a meeting with the Estate Lord.

    19. For a full list of the rules and regulations of the Gehenna Estate, please see the Rules and Regulations of the Covenant of Gehenna document.

     

    Formats

         Banished Organizations and Individuals

         Name (aliases denoted by quotations)

         Reason for Banishment

         Affiliated Organization(s)

         Length of Banishment

         Notes (if applicable)

     

    Accepted Individuals

         Name (aliases denoted by quotations)

         Affiliated Organization(s)

         Reason for their Exception

         Notes (if applicable)

     

    Banished Organizations

         The Haelunor Council, Past and Present Members

         Child Abuse, Hypocrisy, Murder

         Indefinite

     

         The Paladins of Xan

         Abuse of Trust, Crimes of Morality, Hypocrisy, Kidnapping, Murder, Slander

         Indefinite

     

    Banished Individuals 

         Earnest

         Crimes of Morality, Kidnapping, Slander

         N/A

         Indefinite

     

         Eryn

         Harassment, Kidnapping

         The Druidic Order

         Indefinite

     

         Izier Vincrute

         Child Abuse

         The Paladins of Xan

         Indefinite

         Notes: Immediately inform the Estate Lord if seen, Do Not Approach.

     

         Lefkos Glowsbane “Lefkos Amethil”

         Abuse of Trust, Hypocrisy, Slander

         Paladins of Xan

         Indefinite

     

         Llenn Songbird, “Fiil‘Yar”

         Harassment, Slavery

         N/A

         Expires upon meeting the agreed upon terms with the Estate Lord

         Notes: To be treated with respect and care, severe reprimanding to be done if she is harmed while on Estate grounds. Self defense is an exception, though she is not known to be violent.

     

         Lothric Vihael

         Abuse of Trust, Assault and Battery, Attempted Assassination, Attempted Murder, Child Abuse, Crimes of Morality, Espionage, Hypocrisy, Kidnapping, Slander, Theft, Torture, Treason, Vigilantism 

         Paladins of Xan

         Indefinite

         Notes: Supposedly deceased, banishment still active, Kill On Sight.

     

         Maya

         Abuse of Trust, Child Abuse, Espionage, Hypocrisy, Slander, Treason

         The Coven of Frost Witches, Haelunor, Paladins of Xan, Sutica

         Indefinite

         Notes: Immediately imprison if seen on Estate grounds. The power to do so has been given to Acolytes and higher as formally established by the Estate Lord.

     

         Mhel

         Abuse of Trust, Hypocrisy, Kidnapping, Slander

         Paladins of Xan

         Indefinite

     

         Raewynn Vihael

         Abuse of Trust, Assault and Battery, Attempted Murder, Child Abuse, Crimes of Morality, Espionage, Kidnapping, Slander, Theft, Torture, Treason, Vigilantism 

         N/A

         Indefinite

         Notes: Supposedly deceased, banishment still active, Kill On Sight.

         

         Xavis Ashwood

         Harassment

         Sutica

         Indefinite

         Notes: Supposedly deceased, banishment still active. 

     

    Accepted Individuals

         Caestella

         Haelunor Council, Past Member

         Acknowledgement of Crimes, No Further Incidents, Shows Signs of Genuine Remorse

         Notes: Apology accepted.

     

         Nelgauth

         Haelunor Council, Current Membership Status Unknown

         Not Guilty of Crimes Associated

         Notes: Welcome on Estate grounds with open arms


     

    Signed, Salvare

     

    Ooc: this document is not public knowledge to those outside the Estate. 

  6. Rules and Regulations of 

    The Covenant of Gehenna

    ---

    Definitions

    Entity: A person, creature, construct or animal.

    Trespasser: An entity who is on Estate grounds and has not been invited on the property by an entity with established permission from the Lord of the Estate, or who has been banished from the Estate.

    Visitor: An entity who is on Estate grounds and has been invited on the property by an entity with established permission from the Lord of the Estate.

    Guest: A regular visitor who visits the Estate often, however does not live within a private room.

    Resident: A permanent guest of the Estate living in a private room.

    Acolyte: A Resident who has been given permission from the Estate Lord to defend the Visitors, Guests, Residents, and the Estate itself from foreign and domestic threats.

    Inquisitorious: A recognized member of the Inquisitor Council.

    Inquisitor Council: A council, led by the Lord of the Estate, that is in charge of investigating issues between visitors, guests, and residents of the Covenant of Gehenna.

    Seedy Individual: An Undead, Otherworldly, or Dark entity.

    Holy Individual: An entity, magical or not, who aligns themselves with a moral code that revolves around the hunting or punishing of seedy individuals.

    Estate Lord: The sole owner of the Estate and final arbiter on all decisions.

    Estate Heir: The Entity who is next in line for ownership of the Estate.

    Estate: The land around and including the Gehenna Mansion.

     

    General Regulations

    1. Trespassers afford absolutely no rights while on Estate grounds.
    2. Trespassers can be removed from state grounds by any means necessary and by anyone with Inquisitorious or higher approval.
    3. Visitors and Guests reserve the same rights as Residents.
    4. Assault or battery of visitors, guests, and residents is prohibited.
    5. Theft or robbery of visitors, guests, and residents is prohibited.
    6. Neglecting to report important information to the Inquisitor Council is prohibited.
    7. Unjustified slander of visitors, guests, and residents is prohibited.
    8. Inquisitors reserve the right to give final verdicts on all raised issues.
    9. The Estate Lord reserves the right to overturn or modify all given verdicts.

     

    Magical Regulations

    1. Use of magic of any kind must be non-combative lest done in self defense.
    2. Use of magic resulting in the physical or mental harm of a visitor, guest, or resident is prohibited.
    3. Use of Mental Magic of any kind is prohibited.
    4. Seedy Individuals are permitted onto the grounds of the Estate under the expectation of their adherence to the rules and regulations.
    5. Holy Individuals are permitted onto the grounds of the Estate under the expectation that they do not harm individuals of a seedy nature. 

     

    Resident Expectations and Rights

    1. Visitors, Guests, and Residents are afforded the right of privacy on Estate grounds.
    2. Visitors, Guests, and Residents are afforded the right to trade, gamble, and conduct business freely on Estate grounds.
    3. Visitors, Guests, and Residents are afforded the right of religious freedom on Estate grounds.
    4. Visitors, Guests, and Residents are afforded the right of self defense from other Visitors, Guests, and Residents. 
    5.  Visitors, Guests, and Residents are afforded the right of personal expression.
    6. Slavery of any kind, including bringing a personal slave onto Estate grounds, is prohibited.
    7. Guild or organizational recruitment on Estate grounds is prohibited unless permission is granted from the Estate Lord.

     

    Housing Regulations

    1. Construction beyond the confines of one’s room as a Resident of the Estate is prohibited without approval.
    2. Residents of the Estate are expected to defend the Estate and its Visitors and Guests in the event that the Estate is attacked.
    3. Squatting of any kind is prohibited.

     

    Granted Powers of the Inquisitor Council

    1. Inquisitors may investigate any and all issues within the Estate.
    2. Inquisitors may settle disputes between Visitors, Guests, and Residents when asked, or when said Inquisitor(s) have determined the dispute is negatively affecting other Visitors, Guests, and Residents.
    3. Inquisitors may entitle a Visitor, Guest, or Resident with the title of “Trespasser” in the event the Trespasser has broken any of the defined rules and regulations listed herein under the premise that the Estate Lord is not readily present or available to handle a situation himself.
    4. Inquisitors may command Acolytes to assist them in dealing with any foreign or domestic threat.
    5. In the event the Estate Lord is absent for longer than one Elven Week, the Inquisitor Council may administer Emergency Powers to act as the Estate Lord so long as each decision made is unanimous.
    6. While Emergency Powers are active for the Inquisitor Council, they are excluded from the power to establish or decommission new Inquisitors or alter this document in any way, even under unanimous vote.
    7. Emergency Powers for the Inquisitor Council expire the exact moment the Estate Lord returns from his hiatus.

     

    Granted Powers of the Estate Lord and Establishing a Replacement

    1. The Estate Lord reserves the right to label any and all entities as “Trespassers” for any reason.
    2. The Estate Lord reserves the right to establish and decommission Inquisitors on the Inquisitor Council. 
    3. The Estate Lord reserves the right to name an Estate Heir.
    4. The Estate Lord reserves the right to violate any entity’s right of privacy so long as it is under the means of eviction or for a formal investigation under suspicion that said entity has violated one or        more of the rules and regulations listed herein.
    5. The Estate Lord reserves the right to alter this document at any moment.
    6. The Estate Lord’s word trumps all rules and regulations listed herein unless otherwise stated.
    7. Should the Estate Lord be absent for one continuous Elven Month, or 30 Elven Days, the Estate Heir will be granted the title of Estate Lord until the Estate Lord’s return.
    8. Upon the return of the previous Estate Lord, their title will return to them, and any and all rule and regulation changes and additions will be rendered null and void. The new Estate Lord will be given the title of Estate Heir unless otherwise stated by the Estate Lord.
    9. The only exception to Article 8 of this section is under the basis of an Estate Lord willingly, under a state of sound mind and body, handing over the title of Estate Lord to the Estate Heir using a written Volunteer Release of Power document.
    10. Once a Volunteer Release of Power document has been written and signed by both parties, the former Estate Lord will have any and all powers relinquished in their entirety, and they will be immediately granted the title of Resident, unless otherwise stated by the new Estate Lord.
    11. Any tampering of the Volunteer Release of Power document done by anyone other than the Estate Lord will render the document absolutely and irrefutably Null and Void, and upon this discovery, the former Estate Lord’s title will be returned to them immediately, with the new Estate Lord being given the title of Estate Heir. 
    12. Articles 9, 10, 11, and 12 cannot be overridden by any Estate Lord by any means, including but not limited to: the removal of these articles from records, the lack of including them within a new Rules and Regulations document, or any other means to remove Articles 9, 10, 11, and 12


     

    Former Estate Lord: Lockezi Vallel

     

    Current Estate Lord: Salvare

     

    Current Inquisitor Council: TBA

  7. 8 hours ago, Luciloo said:

    Raw Effect(s):

    Depending on how the moss is prepared, the raw effect is one of three outcomes. Oil pressed from a healthy section of moss stimulates hair follicles, thus encouraging hair growth. This can promote a faster growth of already-established hair, or can even grow new patches of hair from underlying hair follicles. 

    beardmancy here I come

  8. Patron Lore - Arun’Asna, Patron of Iblees

     

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    Origin/Backstory

     

    Aknu’Gul began existence as a creation of Iblees, starting life as a being with no freewill nor intelligence. Imprisoned within the confines of the first Shade Gem, it acted as a conduit for Iblees to funnel his eldritch power into, and it distributed said power evenly throughout his Shades. It was with this turbulent power that sparked the first sliver of sentience within the creature and began to slowly learn and understand its purpose. This was, however, not fully achieved alone.

     

    Two elder shades, Aliyard and Lorien, discovered the long lost Shade Gem within a great and mighty chasm, and it beckoned them closer and closer. The two Shade Fathers used archaic magics long forgotten, and with their assistance, Aknu’Gul became truly aware of its circumstance, and it looked amongst the flock that the Shades had become throughout the centuries.

     

    Growing a megalomaniac desire, it beckoned Iblees a furtherance of power, and with the power provided, Aknu’Gul elevated the most learned Shades into what would be known as Daeva. With this great feat realized, it became satisfied with resting, and Aknu’Gul fell silent for several more years to come.

     

    As time went on, things within the various Shade Covens grew stale, and Aknu’Gul realized the power it was receiving from Iblees had begun to wane. The Chained Mother called for Iblees’ assistance, however its voice fell on deaf ears. The great Arch-Daemon had met His defeat within the lands of Aegis, and cursed to the sleep within the Nether was He. 

     

    Aknu’Gul became enraged, tired of its confinement, tired of being only a tool. Realizing how detrimental the reality of Iblees’ lessening power was, Aknu’Gul took action. In an aggressive, singular motion, Aknu’Gul sapped the great amount of power that had been used to create the Daeva, and with no Arch-Daemon for it to be called back to, it surged into Aknu’Gul. 

     

    With this immense amount of energy, Aknu’Gul broke free from her bindings, and she ascended far beyond her original limitations within the Shade Gem. What remained thereafter was an elevated being, whose moniker would never again be the Chained Mother. She was no longer Aknu’Gul, a slave to the first Gem, she was free and in possession of clarity previously unimagined. 

     

    She became Arun’Asna, the Mother of Shades.

      

    Personality

     

    Arun’Asna possesses a laissez-faire attitude. She prefers to allow things to happen naturally, and on their own occurrence. She allows her Shades to spread her desires of anarchy for her, and she is more than content at just watching them commit their foul deeds and act in their clandestine ways. She has a high amount of patience, and she is more than willing to wait even centuries to see her plans come to fruition. However, when she has reached her limit she is easy to enrage, and she will just as soon smite one of her followers for growing stagnant and complacent, just as easily as she will bestow her blessings to an individual who she deems worthy. That is to say, she will have one of her followers carry out the act for her.

     

     

    Goals

     

    Arun’Asna’s goals are as follows: she seeks an end to civilization as Descendants currently know it. She wishes for empires to fall to ruin, for sons to turn on their fathers, and she wishes to hear the sounds of riot and revolution echo from city streets and dark alleyways. She revels in all acts of chaos, and she has no better view than from the eyes of her Shades. 

     

    Abilities

     

    Arun’Asna possesses minor omnipotence in regards to the affairs of her Shades, as through the Parasites of Rancour, she is able to perceive and experience everything her Shades do. She exists as the sole power source for Shade Magic, and without her, Rancour would cease to function, and it would die along with all boons and banes that come along with it. Along with this, she is able to communicate with her Shades telepathically and through the summoning of a phantasmal image of herself, however neither has to occur for the other to. 

     

    When speaking telepathically, her voice dons the tone of a feminine voice emanating from a Shade’s inner being, as if the potential for this voice to arise has always been present.

     

    When manifesting her avatar, a taxing ability on what remaining power she has left, a Shade’s vision slowly fades to black, and they perceive her as a titanic mass of swirling blackness that encompasses one’s entire field of vision. Situated at the apex of this mass is an appropriately sized head boasting two tall and thin horns. Within this cranium, where a humanoid entity’s eyes would normally be, are two minuscule stark white dots that serve as apparent representations of what would permit her sight.

     

    Torrvurkat

     

    Arun’Asna holds a realm within the confines of each Shade Gem. An island amidst a sea of perpetual darkness, Torrvurkat is seemingly lifeless at first glance, boasting a rugged terrain composed of deserts and mountainous plateaus. Ruins of ancient civilizations, most mimicking those that were once found on the mortal plane long ago, dot and litter the expansive, apocalyptic island.

     

    The sky is full of dark clouds, and the land is lit with a dull red hue that emanates from a red, lustrous orb in the center of the sky. This is all that makes up any physical form of Arun’asna, and small, red beams of light connect her to large, floating black crystals, which could be compared to giant Shade Gems. These monoliths link her with the Parasites of Rancour, and their shared knowledge and experiences are thus shared with her, giving her a semblance of omnipotence through her Shades.

     

    Beneath these floating monoliths are large, glorious gothic temples that the inhabitants of her plane of existence use to continue her worship after death. In order to power her mock-divinity, Arun’Asna recalls the Parasites, and in sense the energy used to create them, of those Shades whose lives meet their end within the mortal plane back into the Shade Gems they were connected to. In doing so, she also drags the souls attached to such Parasites into the Gems as well. Deemed to have been “purified” by the Night Mother, these former Shades exist within her realm in celebration of the chaos they sewed throughout their mortal or immortal lives. 

     

    Current Location

     

    Arun’Asna, as an entity, does not possess any form of physical location. She lives within every Shade Gem, and she lives within every Shade. So long as the Shade Gems remain activated and the Parasites of Rancour continue to exist, so shall she.

     

    Purpose (OOC)

     

    Due to the recent voiding of Iblees’ death, I have had to rewrite Arun’Asna again. This version should conform to the current Pantheon Rewrite’s expectations, and hopefully this will be the final time she needs to be rewritten.


     

    Art used is by Chris Cold

     

    CREDIT

    Writer: TheAlphaMoist

    Consultation: Riftblade, The Shade Community

  9. Sometimes it’s hard to remember that the people behind these forum profiles and minecraft accounts are actual living breathing human beings, and I think everyone could use a reminder that we’re all going through the same kind of bullshit every now and then.

  10. T H E  C O V E N S  O F  A R U N ‘ A S N A

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    SOCIAL COVENS

    Hiding within mountains, lurking within rundown cities, the Cabals that make up the inner workings of Shadedom exist to tear down the fabric of civilization and offer protection to Arun’Asna’s followers. Ran by the Mothers and Fathers of Shadedom, Covens operate as a place where Shades may work together so their long term goals can reach fruition. They are where Shadelings are raised, they are where Fathers are born. A Shade without a Coven is a Shade destined for hardship. 

     

     

    Spoiler

     

    MECHANICS

    • A Shade Coven is defined as a group of Shades who work closely together and more often than not live within the same house, city, nation, or lair together who also follow the leadership of the same Shade Father or council of Shade Fathers. 

    • For a Shade Coven to be recognized as official, there must be at least one Shade Father and three Shades, or, alternatively, one Shade Father, one Shade, and three Coven Affiliates.

    • “Coven Affiliate” is defined as someone who knowingly operates under a Shade Coven as if they were a Shade themselves. They may not be privy to the inner workings of the Coven, but they still follow the same criteria within the first bullet point, save for not being a Shade themselves.

    • “Coven Affiliate” does not refer to prisoners or persons who are living with / operating under a Shade Coven against their will. However, this does not prevent them from becoming an Affiliate in the future.

    • Once a player applies for a Shade MA, they will list the Coven they belong to directly next to their teacher’s RP name. For example: Saint Joan [Coven of the Arc].

    • Should a Shade switch Coven allegiance, they will alert a Lore Manager of the change. This change does not need to be immediately reflected on their Shade MA until one OOC month has passed, in order to prevent Metagaming.

     

    REDLINES

    • “Social Covens” refer to individual Shade Communities. “Arun’Asna’s Coven” refers to the entirety of the Shade Community, as it always has.

    • A Shade must inform a Lore Manager of their allegiance change within a few days of such occurring. Otherwise, this constitutes as Powergaming.

    • A Shade can only be officially affiliated with one Coven at a time. 

    • A Shade cannot go back and forth repeatedly between one Coven or the other. Be sensible.

    • A Coven Affiliate may be affiliated with more than one Coven at a time, so long as they spend a decent amount of time between both Covens.

    • Upon this Lore’s implementation, every Shade has one month to inform the LT of the Coven they will be calling their allegiance to. Should this period be missed, they will be labeled as Rogue Shades, outlined in the section below. 

     

     

     

     

    ROGUE SHADES

    2 Shades who have abandoned their Coven or become lost are formally known as Rogue Shades. These Shades simply do not belong to any Coven in particular, and thus cannot utilize the boons of being within a Shade Coven. Rogue Shades may prefer isolation, however, so the term “rogue” should not be held with a negative connotation. 

     

     

    Spoiler

     

    MECHANICS

    • A Rogue Shade is simply a Shade who lacks allegiance to any sort of Shade Coven. They may be friendly or hostile towards other Covens, such doesn’t matter. To qualify as a Rogue Shade, a Shade must not live under a formal Social Coven, and they must operate alone or with other Rogue Shades. Being a neutral entity towards multiple Covens is allowed, and assisting such Covens with their plots is also okay. It is when a Rogue Shade begins to exclusively surround themselves with a single Coven and begins to operate under their rules and assist exclusively with their plots and schemes that a Rogue Shade must inform a Lore Manager of their change in allegiance. 

    • Rogue Shades simply do not qualify for Shade Gem creation. This is all that separates them mechanically from Shades belonging to Social Covens.

     

    REDLINES

    • Once the conditions to be considered a part of a Social Coven have been met, a Rogue Shade must inform a Lore Manager of their change in allegiance within a few days.

    • A Rogue Shade cannot label themselves as Rogue and continuously work for a single Coven. You are either Rogue, or you are not.

    • If a group of Rogue Shades working together spark the conditions necessary to be labeled a Social Coven, the new Coven’s existence must be made aware to the Lore Team so they may keep track of its members.

     

     

    ADOPTED STUDENTS

    Shadelings who have been abandoned by their Shade Fathers and were forced to become Rogue may find themselves in search of a new Father to guide them through the path of Shadedom. Once a Father formally agrees to take in the new Shadeling, the Shadeling will be known as an Adopted Student.

     

     

    Spoiler

     

    MECHANICS

    • Adopted Students are merely Shadelings who have been dropped by their current Teacher.

    • Once a student has been Adopted, the TA holder and the student will inform a member of the Lore Team so this may be recorded on the Teacher’s TA. 

    • Shadelings adopted from T0-T2 will require a full Student Slot in order to adopt.

    • Shadelings adopted from T3 onwards will not require a Student Slot.

     

    REDLINES

    • Lore Team policies and procedures trump lore posts, unless the Lore Team agrees otherwise.

    • There is no limit to the amount of students a Shade Father may adopt.

    • An adopted Shadeling must align with the same Coven as their Father.

     


     P U R P O S E  &  C I T A T I O N S

     

    This inclusion of Kiaus’ Shade spam seeks to define exactly what makes a Shade Coven a Shade Coven, since this definition has been the key topic of great bickering. Now, Shade Covens have their own mechanics, policies, and regulations, however I’ve attempted to keep them as loose as possible to keep the restrictions to a minimum. Hopefully this piece will allow for different Shade cultures to spring up, thus opening up further paths for roleplay and, in essence, make the dynamic between different Shade Covens become more interesting. The only mechanical aspects of Shade Magic that are affected by Social Covens is the way Shade Gems operate and how one of the Tenets function. I’ve also finally made an official answer for the question of “what do I do if I lose my Teacher.”

     

    CREDIT

    Writer: TheAlphaMoist

    Consultation: Riftblade, The Shade Community

     

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