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Security_

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  • Character Name
    Randall Wick
  • Character Race
    Highlander

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  1. The Witchbound Those who seek to evade the grasp of death are cast with an accursed lot, doomed to be inevitably quelled by the hand of their own craft, for the lifebanks ultimately reclaim all back to itself — and even those who toy with life are no exception. But not all those who toy with death need be zealous scholars dedicating themselves entirely to the darkness, and there are some who seek reassurance in the powers of undeath before fully committing themselves to it. Thus, Rh’thorean necromancers devised a means by which the living may be brought closer to the dead, establishing the Witchbound: mortal men who have been marked for death. Explanation The Witchbound are mortals who crave immortality, so much so that they are willing to forfeit their own soul in order to achieve it. These are descendants who have pacted with a necromancer in exchange for eternal life, albeit at both the cost of their material vessel, and their subservience to the necromancer. Many who are bound as a witch are led to see it as a blessing at first, oblivious to the ill that has befallen them; and it is only the eldest of witches who truly understand the folly they have undergone — that their life is no longer their own. Each time the scion returns to the necromancer, their need for prolongation grows more and more intense, as they are gradually pulled away from the very humanity they had hoped to retain. Witchdom is a Dark Magical feat that acts in conjunction with Rh’thorean Necromancy. It is less so a ‘magic’ and more so considered a blessing of necromancers upon living mortals. To be made a witch requires a necromancer to perform the Rite of Branding as detailed in Necromancy lore. Connecting a witchbound requires OOC consent from the player being turned. Taking on the feat and its boons also obligates the user to capably roleplay all of its traits and weaknesses, as well as understand the clauses that come as a result of dropping the feat. To be made a witch is an atrocious undertaking, wherein a willing individual is bound to the lifebanks through the fissure that lies within a necromancer. This would grant the scion the unprecedented capacity to even evade the clutches of age, albeit at a cost far beyond mortal reckoning. By appearance, the witch seems like any other man; walking as man, walking among them, and yet man he is not. These mortal scions are neither living nor dead — but instead a loathsome in-between still overcome by hunger, thirst, drowning, and fatigue as regular men or women; and yet for their suffering they seldom gain any true token of merit. The scion is prone to many afflictions as a result of their pact, which are stated below: Degeneration This degradation of a witch’s physical body progressively worsens with time, and might even be accelerated should they desire to take up physically taxing arts such as those of the void or the sorceries of malflame. Witchbound who have lived beyond the confines of mortal age eventually reduced to but a mere husk, with rotting flesh clinging desperately to their festering bone. In such a state, the witch is no more living than the very death which they had desired to escape in the first place. Abandonment The thread of lifeforce which binds a witchbound thrall to its necromantic master are relatively thin, and thus may be expelled with relative ease should the witch’s will to remain in their lord’s employ fail. General Abilities Beyond life, beyond death, the Witchbound pride themselves on their ability to supersede the bond which restrains man, allowing them vast expanses of time with which they may weave their twisted creations and serve their nefarious master. Embraced by the occult, the grotesque, and the abominable—be it living or dead—these scions attempt to defy the inevitable fate all must face. Life Feeling Bearing an innate attraction to life essence, those endowed sciondom are granted a particular sensation for it, drawn to it alike to a hound and their prey. Even so much as bringing their decrepit hand to touch a blooming flower would tingle the scion’s fingertips with the ebbing and flowing of lifeforce within. This would grant them a transient sensation, that would attract the scion to the lifeforce and make them crave it. Were the scion to indulge upon the feeling, they would receive a brief euphoria which reminded them of their former self for only a few moments, wherein they may recall a cherished memory or beloved aspect of the life once-lived. Scions can passively ‘feel’ lifeforce when they are near to it. This is limited to touch-based sensory which activates only when the individual is touching the object. Scions cannot ‘see’ lifeforce through walls or ‘smell’ it from afar. Scions cannot ‘feel’ the lifeforce of someone behind them. It is not a ranged sensory. Feeling the touch of lifeforce would be like akin to a smoker’s addiction to nicotine, causing the scion to crave the nearby lifeforce; requiring some effort to quell. Touching a living person’s flesh can cause their skin to crawl if the witch so desired, though this would have absolutely no effect upon combat or harm them at all. Plague Touch By funneling corrupting lifeforce to the palm of their hand, witches may inflict cancerous growths upon an individual, causing them great amounts of disturbance. This requires three emotes of the scion amassing a blackened sludge of lifeforce in the palm of their hand, before making direct physical contact with the target individual upon the third emote. This would cause a searing pain in the region applied, turning the flesh red as bulbous growths fester across the skin. Depending on where the mark was inflicted, it would moderately hamper the typical function of that region; for example, a mark placed upon the forearm or shoulder would make it painful to wield a sword effectively in that hand, a mark placed upon the leg might cause one to stagger or have a limp, etc. These growths fade away over the course of four emotes, though can leave scarring if the wound is not treated promptly afterwards. Alternatively, the wound can be soothed by holy magic or medical/alchemical remedies that would be capable of dispersing disease or cleaning wounds. This ability cannot kill a person no matter where it is placed. It will not paralyze or cripple them entirely, but merely make it more difficult for that area to function. The attack must make contact with direct flesh in order to be effective, though effects can still take place if the flesh is protected by no less than half an inch of cloth. It cannot be delivered via a punch, hit, or other brief motion. The witch must place their hand on the victim’s skin for a solid three to five seconds before retracting it. All damage is external. The attack will not cause internal hemorrhaging, internal growths, etc. and will always disperse upon the fourth emote following its application, leaving only scars. This ability has no effect upon undead, both corporeal and incorporeal (unless husked in flesh). Can be used once per combative encounter. Anathema Like necromancers, the Witchbound are refused by the Monks of Cloud Temple by merit of their usage of lifeforce to extend the span of their own age. As a result, witches, too, are wholly reliant on their inner circle in order to be returned from death. The ritual, though similar to the necromancer’s own Rite of Resurrection, requires only the efforts of two other witches, or a single necromancer. Fallen witches may call out to their masters where scars of Heith-Hedran are thin, soliciting them to perform the ritual and return them to the living — though this cannot be used in any way to acquire details regarding the event of their death. Should a witch be denied return, their soul remains lost to the lifebanks and the character is effectively PK’d. A single T3 necromancer, or two witches, may return one a witch brethren by amassing a corpse-worth of flesh. This may be done up to one OOC day following their death. Witches cannot be resurrected at Cloud Temple and must undergo resurrection by hand. If a witch is refused resurrection, for whatever reason, they must PK. Whispers of dead witches can only inform a necromancer that they are in need of revival, and cannot reveal any information pertaining to the nature of the event of their death. All server rules pertaining to character death (i.e. lacking remembrance of events) still apply. Witches killed by suicide, life starvation, or old age cannot be returned. Life Weaving As scions of the necromancer who marked them, witches are granted the ability to participate in any rite of necromancy labeled as an Intercession, unless stated otherwise. This is limited to participation alone, and requires that a practicing necromancer be present in order to lead the ritual in question. The only rites in which a witch is unable to participate are Revilement and Rite of Heith-Hedran; they also may not replace participants in the performance of Sacraments, which require actively attuned necromancers to perform. Witchbound can participate in most Intercession rituals (unless stated otherwise) as listed under Necromancy Lore, assuming there is a necromancer of the proper tier present to lead it. Witches cannot lead these rituals. Only a fully attuned necromancer of the proper tier who knows the ritual in question may lead it, with the witches only participating. Witches cannot participate in rituals labeled as Sacraments. For the sake of tier effects in rituals, the witch would be equivalent to a T1 necromancer. Witchdom Rituals Though infamous in their ability to persist beyond the confines of mortality, a Witchbound mortal is nothing without the aid of their coven and their necromantic lord. From the creation of relics to damning cities to disease, necromancers and scions are cunning and powerful in groups. Their affinity for working together to achieve great power is only rivaled by the coven politics of hierarchical backstabbery. Below is a list of rituals which witches may come together to perform on their own without the need of a necromancer present, save for the Rite of Rejuvenation. Rite of Rejuvenation In order to cheat death, a witch must periodically return to a necromancer in order to be suffused with life, allowing them to once more take on the guise of youth. The necromancer must first procure a unit of liquid lifeforce, either a pylon, or from a living sacrifice. The aesthetic form if this is relatively open, and may be done in the form of some extravagant ritual, or a mere exchange between the necromancer and their witchbound thrall. Once the lifeforce has been woven from its source it would seep into the witch’s flesh, their youth and health returning for the span of one IRL month until the rite must be performed again. This will foster a terrible addiction to liquid lifeforce as a result of its use in the ritual, a subtle ploy to make the witch even more dependent upon the necromancer than they already were. The purity of liquid lifeforce necessitates that only half of it be used to gain the full effect; thus making it possible to rejuvenate multiple thralls with only a few units. Only a T3 or higher necromancer can perform this ritual assuming they have learned it. This does not need to be done by the necromancer who first made the witch; any necromancer can perform this rite upon any witchbound individual to the same effect. Rite of Tithing Three witches, of their own will or by command, may come together on their own to create one count of liquid lifeforce for a necromancer’s use. This requires the two to apply their meager knowledge of lifeforce manipulation and pool it together — creating the thin, vaporous liquid known as liquid lifeforce, which may then be stored within a suitable vessel, such as a bottle or even a ritual bowl. The effects of this would leave the participant witches weakened and sickly for the remainder of the IRL day as they recover their lost lifeforce, rendering them unable to participate in other rites until they have recuperated. This can only be performed by three willing witches with one another. It cannot be used to force lifeforce from a non-witch, as such falls under the Rite of Darkening. The produced liquid lifeforce must be ST signed. Alternatively they may deposit the lifeforce within a designated pylon if one is available. Purpose & Credits
  2. “An interesting development. Corbin’s writing was prettier,” rattled the neutral skeleton Wick.
  3. Creeping his way through the dead of night, an ancient Wick tacks another missive to his wall. “Stirring the pot as always!” He cackled.
  4. "Another Wick? Are they spawning from some rat swamp left unchecked?" A confused skeletal thing cried aloud.
  5. THE RUINOUS EXPANSE Rolling from the peaks of the eastern mountains of Almaris looms a cloud of tenebrous darkness, clambering and creeping along the land as it paints the earth black. From the shores of Ando it spawns thunderous umbral lightning that bellows from the sky, hissing and cracking through the endless night that permits. The sun is blotted within the malevolent haze that looms over the scarred expanse, unable to sear through the clouds that choke the land. Trees bend and bear fruitless harvest, as grass grows gray, wilting to the blight of nature. The fields once lush grow barren, as death claims all. It did not cease, rather it continued onward west by the command of something sinister, something hidden. This was the Ruinous Expanse.
  6. Time to buy BTC to support my skin addiction +1
  7. An ashen skinned olog within the far reaches of the uruk wildlands rip and tears through the local fauna, continuing his search for the remaining Rams. "LUP'ENROHK," it bellows, awaiting the boon of horns- until struck by the festering stench of rot.
  8. An ancient fiend cackles from the gloomy woods of Dobrov, clapping, amused at the sight of ruin.
  9. “I haf’ nae idea wot some o’ these words mean, but ah can respec’ aneh man preachin’ o’ peace ‘nd harmony,” Bull croaked, turning the paper slightly to the side to read before a fly distracts his attention.
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