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    Randall Wick
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  1. Garagrim sets down his smithing hammer, nodding at the news of another dead wig-bearer. “Yemekar’s balance always finds a way.”
  2. Counting the minutes until the Blue Tag Gestapo comes to silence you for your insolence. A shame this happens once more, until the server raises its age to 16+ and stops harboring content for children, this entire server is a mixing pot of degenerates, pedos and underage adults. The issue of having underage players needs to be tackled, before the FBI starts doing it for us.
  3. Garagrim Starbreaker melts down another ingot of steel, pouring it into its molded cask. Taking a moment away from the forge he heaves a breath, “Ah pray t’is blade will scalp ah few wigs. Is ‘et even scalping if ‘et’s ah fake set o’ hair?”
  4. From tombs long clandestine, within the twisting depths of the blighted arcades toiled a fleshless thing. A mirror, ancient and greater than any in the land cast a pallid beacon of waning sapphire light, illuminating the sunken features of a skull; hollow, and deathless. Souls passed the face of shattered glass harbored by the soothsayer, coaxing the spirits’ path. Some told of the checkered King, others whispered the sleeping Prince, familiar and alien crossed his endless sight. A particular few languished words unspoken of one kin to Carrion, of Rh’thor, One of Man returned to the eternity, absolution. One never did cross the harrowed looking glass, for the wastes could never take a soul so black and twisted.
  5. NECROTIC SIMULACRA - DARKSTALKERS AND DRAUGARS Beckoned are those poor souls, far beyond the soulstream where great knights of renown are called upon to serve a Lord once more. Clandestine from the reaches of mortality, beyond the abilities which sow dread and grief within the hearts of man lie the greatest feats of necromancy- to revive the damned to walk the plane forever more. Fully aware of their demise and the life they once lived, the hollow shell that they inhabit is but a grim reminder of the totality of eternity, and its uncaring vice. Simulacra, the undead slaves of the Rh’thorean necromancers are but a mimicry of their former selves, granted great feats of strength and sorcery to aid in the accursed rites that the Gravelords command. The land of Rh’thor lays in isolation, far beyond the lands of Almaris on the cusp of a river which stagnancy prevents the resoluteness of death. The art of necromancy was sacrilege, its damned touch was believed to have spawned the very ocean of entropy that crossed the lands of East-meets-West. Cast out to the lands of the unknowing descendants, the covens of necromancers quickly adapted, fashioning their own legion of the undeath. It was not long until the once isolated rituals were tainted and molded by the mortal hand, advancing the art beyond what even the Old Lords had achieved. Usage of scrapped and forgotten sacraments were combined with the ancient knowledge of Rh’thor, forging not only the blackest of souls, but a resurgence of the Resonant Knights and Arcane Draugars that Almaris had yet to witness. ARISEN AD AETERNUM The enslaved undead risen by necromancers require Sacraments that are taught and learned by teachers. Such Sacraments must explicitly be taught, and cannot be learned by simply participating in the ritual. Sacrament of the Usurer Ageless, from a time of yore the fabled days of Devirad, lived endless knights of Xion caught between the stagnant realm of life and death. Forged by only the most elder of necromancers, creation of a darkstalker is one of careful preparation, with knowledge of such only to be found in the most clandestine of tomes. Purposed to be the puppets and undead slaves of the coven, so is their forging one of deception and dread- as who would willingly give themselves to such a grim existence. A vessel that is worthy to house a resonant knight must be found, whether living or not. The unwilling soul must be bound and shackled to the realm, making the cadaver it inhabits its prison. This is done by inscribing runes and glyphs in the black tongue upon the body, and applying the needed reagents to prime the corpse for a new soul. A whole descendant is needed, culled to drain their life essence into the primed cadaver as their own soul is used to beckon another. Should a heinous coven opt to use a living person as the vessel for a darkstalker, they must simply carve the runes and hexes into the skin and muscle of the living. Requiring a scar of Heith-Hedran to weaken the barrier of life and death, the rite must be done near an active rift as to allow free passage of potential souls. With the corpse fully prepared, an elder necromancer and three of his acolytes must draw forth their lifeforce, funneling it into the soon-to-be darkstalker. The body is forced into faux-life, as the soul clambers from the depths of Heith-Hedran to rejoin its mortal vessel- tricking the damned. As the darkstalker is first awakened, a trinket of their life must be shown and presented, enwreathed in lifeforce to cauterize itself spiritually as a grim reminder of a life once had. Redlines Four necromancers in total are needed in the ritual, one being T4. A scar of Heith-Hedran must be utilized, and within range. One descendant’s worth of lifeforce must be drained into the primed corpse- or, the living sacrifice itself is used as the vessel. This will then either be used to house the alien soul, or the soul of the very sacrifice if they are so unlucky. A momento mori must be chosen and made in the darkstalker’s awakening. Memento Mori For those whose soul has been returned to the mortal realm, the tool of their resurrection acts as the method of their subjugation: the memento mori. It is a grim reminder of mortality, something they will never be able to experience again. They exist in variety, no two are alike, for these trinkets were personal affections that signified something close to them in life. They can be in the form of a portrait, a necklace, a ring or anything else that a person could conceivably fathom to hold dearness to. For when the reanimated are exposed unto this item, they are overwhelmed with emotions and feelings they cannot grasp—the mortality that they once possessed. The act of such incomprehensible memories causes grave mental duress and agony. Until the item is destroyed, a Darkstalker is forever at the mercy of its wielder. Redlines The memento mori is chosen by the Darkstalker OOCly when their CA is posted. This item is specific to the Darkstalker it creates and will not function on another. The memento mori must be Story Team signed. The memento mori is not a phylactery, and ultimately the goal is for the undead attached to it to have the item destroyed to forever be free of its presence. Orders cannot be issued without the object within the presence of the Darkstalker. Merely averting the gaze from a memento mori will not detract from its agonizing presence. Using the memento mori as a tool for subjugation requires it to be exposed to open air and for the Darkstalker to be within its presence. These orders do not have to be strictly followed as this tool is merely a form of pain compliance. Sacrament of the Thaumaturge The art of necromancy is not without sacrifice, as the soul of a weaver is forever black. Locked away from pursuing a multitude of magics, the Rh’thorean coven lacked the unknowable chaos of the Void. With a need to forge their own sorcerers from ages past has the ancient art of trapping souls within a phylactery been born anew. Coaxing a soul of a long dead mage, or using a renowned arcanist is the Draugur born by a mix of deception and the mortal fear of death, as few would give up their soul to the twisted maniacism that is prone among such vile creatures. For in an instance of blind rage may these massive lifegems which occupy the soul be shattered, and with it, the poor magi cast to the Ebrietáel tides forever more. The raising of a Draugar differs greatly from that of their resonant knight counterpart. Created in essence by a botched darkstalker ritual, the souls of once great wizards are sealed by the earth-rendering will of Heith-Hedran. First, the body of the mage or whatever remains of it is to be found prior to the ritual. If the body of the mage is lost to the ages, or their corpse somehow obliterated, a living sacrifice is needed to rip the magi’s own soul out of the soulstream. Such a sacrifice would be killed just before the ritual commences, acting as the vessel and its beacon. Secondly, a phylactery is needed to act as a prison for the soul, branding Draugars as soulless husks. In a similar fashion to darkstalkers, notations and inscriptions are placed- yet with gold shavings in patterns on the ground, not the body. Aurum dust is traced in a circle around both the body and phylactery, preventing any ethereal escape. The corpse is then covered in the shavings, preventing the soul from reuniting with its own vessel. In the midst of a scar of Heith-Hedran, the ritual is set to commence. Requiring at least one elder weaver, four necromancers fuel the corpse with an excess of lifeforce as the soul is beckoned from its slumber. In a horrid display is an endless miasma ripped from the scar, pouring a constant thread into the phylactery as the soul is ripped from its slumber. When the tail of the tenebrous mass is finally consumed, the phylactery radiates with the aura of its captive, the very husk beneath it awakening for its last time. Redlines The ritual to raise a draugar requires four necromancers in total, one being T4. The corpse of the mage is needed, otherwise requiring a living sacrifice to beckon the magi’s soul forth. A phylactery must be forged before the ritual commences. The intended vessel must be covered in aurum shavings. Phylacteries These massive lifegems, or anything crafted to store large reserves of lifeforce, are formed in one of two ways- first, by crafting a reservoir such as a huge urn, chest, sarcophagus, or etc. Whatever container is chosen, it must be composed mainly of aurum, that which will not allow for the soul to escape. After this, it must be primed by draining a total of three units of lifeforce into the object, with two continuous drainings leading to death for a descendant. This means two or three people may be used, depending. The other method to forge a phylactery is by constructing a lifegem. Lifegems are created by pouring three counts of liquid lifeforce into a bubbling cauldron, where it is heated to a boil. A mold fashioned out of blown glass, jade, crystal, or any gemstone is crafted to fit the massive reserves of lifeforce, with phylacteries often ranging from beach ball sized crystal balls to boulder sized diamonds that have been masterfully hollowed out. The liquid life essence is then poured into its cask, where it’s allowed to settle before the ritual. Phylacteries are brittle, even with those composed of gold taking only a slight battering to collapse, and the soul with it. Lifegems will break if they fall from any median height, are hit with any blunt force weapons, or are otherwise brute forced. No matter the make of the phylactery, all share the same brittleness akin to stone. A lifegem would only take two hits from a sword before shattering, and one from a warhammer or mace. These strikes are shared with the reservoirs, with urns or chests harboring the same brittleness. Item phylacteries are freeform, and may be compromised of anything within reason that can “hold” something as long as they are forged mostly of gold. Lifegems may take on a range of shapes and sizes, and simply require three counts of liquid lifeforce which is harnessed from the rite of draining. All phylacteries must be at least one cubic meter large to harbor the required lifeforce, unable to be put in chests. This means that all Draugar phylacteries are built in game, and must be represented appropriately. Redlines Phylacteries are used to house the soul of a draugar within. Should the phylactery ever shatter or take major damage, the soul is forever lost to the Ebrietaes. Phylacteries are either lifegems, or aurum constructs such as a massive urn or chest. All phylacteries, no matter their make, are as brittle as stone. One would simply need to tip the massive thing over, or directly hit it with a bludgeoning weapon to shatter it. Aurum phylacteries must be composed of mostly gold, but may have details and other materials in its composition. Lifegems are created by pooling three counts of liquid lifeforce into a cauldron, before pouring it all into a glass or crystalline molding. Aurum phylacteries are created by tether draining three counts of lifeforce into the vessel. Phylacteries must be at least a cubic meter in total size, capping at three cubic meters maximum. For this reason, phylacteries are unable to be hidden within chests. Phylacteries must have a physical build and be marked by an ST sign. Due to the size of phylacteries, two players are needed to move or haul the thing, with only ologs and large constructs able to do it solo. Darkstalkers Resonant knights with souls as black as night, woe to the darkstalker which harbors great feats of strength at the cost of sanity and flesh. Often risen against their will, these skeletal foes are the prize guards and knights of the necromancer covens, many having been heroes or veterans in their past life. With an altered form and a weary mind, these servants of weavers are prone to lapse into the extremes of emotion, while others hold a strange resoluteness in the face of undeath. Each darkstalker varies in their visage and psyche, yet one thing binds them all in their Order - a black soul. The Darkstalker Existence Entropic and all consuming is the ravaged soul of a darkstalker. While the souls of the living may emit energy in the form of mana or auras, the black soul of a darkstalker is instead an inward drain of lifeforce and energy, craving constant nourishment that feeds off the prey and environment of the knight. This self-cannibalism is largely due to its traumatic and unnatural creation, dooming the knight to forever hunger for that which nevers satisfies. A mark akin to the stagnant abyss itself is embellished, twisting the soul which urges the corpse to shamble on, while also being the very cause for their visceral urge to feed. Ironically enough, this entropic soul is what grants the darkstalker their knightly strength, as the lifeforce within them is constantly consumed and recycled to strengthen the otherwise brittle bones of the skeleton. Physical Description Bearing a deathly visage, all darkstalkers are clearly identifiable as undead whether they are mummified corpses or fleshless skeletons. The stench of rot and decay may often linger about their cadaver, enticing some to fill their empty cavities with bundles of sage and incense to little avail. Few can recognize what once was, as who may stare into the empty sockets of a skull and find familiarity. Darkstalkers harbor limitless endurance, never to tire or falter, meaning they can spar for days if not weeks until their bodies succumb to the destruction of battle. Their height and stature are the same as they were in life, viable to change under the keen eye of a necromancer who wishes to fleshsmith the guard to their liking. Their strength is comparable to the peak of their living race, bearing an unnatural aptitude for combat and knightly prowess. The resolute nature of the darkstalker is largely due to the excess lifeforce present, strengthening the body far past an average corpse. The durability and resilience of their body is likewise increased, making slashing and piercing weapons rather benign against the undead, save for crucial ligaments. One well placed hit from a greatsword may sever or crush a limb, offering a more precise attack to their frames. Their bones may be cut, maimed, or broken, with blunt force trauma often bringing about the most damage to their structures. This entices the undead to equip armor, adding some resilience to their otherwise brittle disposition. When unburdened by excess weight, darkstalkers are spry and quick, easily capable of outrunning encumbered mortals and even some elves. Capable of bearing plate armor and not much more, darkstalkers do not tire- yet they are burdened by armor all the same at the cost of skill and rotational movement. Undead constructs such as these have no ability to sleep, breathe, burn, etc. With no blood they cannot be poisoned or used as a source of genus, and feel no pain- or anything physical for that matter. Only sunlight and holy magic may bring about pain to these otherwise unfeeling foes, with sunlight offering a burning sensation to uncovered undead. This burning sensation turns from benign to the feeling of outright immolation over a few minutes, forcing most to don cloaks or skulk within shadows. It should be noted that destroying the body will not kill the darkstalker, as their skull will continue to live on. Only by smashing or obliterating the skull will a darkstalker finally succumb to death- no matter how temporary it is. Should the skull be forcefully rendered from the body, it will simply fall inert and crumble until the skull is set back into place. Redlines Darkstalkers are visibly undead when unveiled, with sunken and tepid flesh hanging from their structures. Only with the flesh facade spell is this correctable. Darkstalkers are undead with no muscles, meaning they have limitless endurance and may run or stay in combat for longened periods of time. Only the wear and tear of such activities may hinder them. With a lack of weight, they are fast and spry. Even with armor they are still quick, yet cumbersome with the constricted movement plate armor gives. Darkstalker bones are strengthened by the residual lifeforce they garner from draining, making their structures less brittle and tougher. A well placed sword hit may crack some bone, but blunt weaponry will achieve better results. Darkstalkers are susceptible to bludgeoning weapons like warhammers and maces. Darkstalkers may only be killed by their skull being crushed in. Fractures and cracks from crossbow bolts and arrows will require multiple shots. They are not harmed by poison, fire, drowning, etc. as there are no lungs to drown or blood to clot. Only sunlight and holy healing brings pain. Direct sunlight will bring about a burning sensation, feeling as though their entire body is on fire with enough exposure. Holy healing includes paladinism, and any other magic that directly attacks dark beings. They need not eat, sleep, and have dulled if not completely benign senses. Knights are as strong as their peak, living descendant counterparts and are unable to grow physically stronger. Any darkstalker that does not harbor a natural skeleton, or is larger than a descendant requires an Mart; i.e. a swarm of insects, an olog, or a serpentine abomination. Darkstalkers require a valid CA to play, and must be properly raised by the Sacrament of the Usurer. Mind of the Damned Darkstalkers exist with a sliver of their humanity remaining, with emotions such as empathy and love lost to the void of nearly all sensation. Without touch, taste, or smell, they may often act cold or bitter, appearing as apathetic to the warm blooded. Some may never come to grasp their unlife, with few darkstalkers growing sadistic and mad in their eternal torment which was forced upon them. For the constant gnawing hunger of both flesh and lifeforce, it is not uncommon for them to lapse into their bestial nature, to satiate their unending appetite. Their moods may swing with the day, apt to change under the fleeting emotions that remain in the skeletal vessel. The few times they seem lighthearted may come after inflicting grief upon a poor soul, or with the euphoria that comes with draining. Outcasts in consequence to their unnatural existence, however dreary they may appear, the personality of a Darkstalker is not always grim, but rather twisted and derived from their original selves. Their mental state deteriorates the longer they are deprived of their lifeforce feedings, also possessing an Achilles' Heel towards their memento mori. That Which Hungers The constant vacuum of entropy that is a darkstalker soul requires fuel to keep the knight resolute, both physically and mentally. Every two OOC weeks, a darkstalker must drain one unit of lifeforce from a living being, requiring at least a descendant’s sum of energy in total. Should they refuse or are rather unable, their body will begin to weaken to the strength of a scholar, as armor becomes more unwieldy to don. Not only are they more frail and bones grow more brittle, their mentality turns to that of a starved lunatic. They may appear ghoul-like, frantic to find their next meal as to even tear the flesh from their victims in pleading hunger. Redlines Should a darkstalker go two OOC weeks without feeding, they grow enfeebled as their bones weaken. Enfeebled darkstalkers are incapable of Flesh Facade, conjuring Abyssal Flame, and from participating in rituals when Paramount (all detailed below.) Feeding is done by draining one unit of lifeforce from a living descendant. For reference, descendants hold two counts, dying upon being drained a second time. Armor becomes cumbersome to don. Their mentality grows closer to a ghoullike insanity until they feast once again. THE RUNGS OF UNDEATH The eternal life of a darkstalker is not only a miserable existence of stagnation; likewise to the living, they may climb and clamber to higher aspirations. Awakening The undead has only just been awoken and pulled back into life from their terrible slumber. A state of confusion, guilt and regret, undead of this tier are prone to emotional outbursts and other mental ailments characteristic of an unstable, tormented mind. Nascent Darkening A relic spell that had been passed down through eras, first from the Old Lords and before them an obscure source of power lost to time. Perverting the teachings of Rh'thor, a darkstalker is capable of conjuring an abyssal aura upon one hand and stealing the victim’s lifeforce, inducing painful necrotic disease equivalent to being doused in fire, intensifying the longer the touch is maintained. Consumption To escape and climb the rungs of death, a freshly born darkstalker must fuel their twisted soul with the life of others. Over a narrative four years, three counts of lifeforce must be drained to fuel their ascension, wherein on the final day of their first year, they may strengthen their ties with Heith-Hedran and become Regressed. Mechanics and Redlines Longing Having grown accustomed to their damned existence, undead of this progression possess a better temperance of their bestial tendencies and depravities by virtue of the proverbial equilibrium they have reached between life and true death. Regressed Flesh Facade A corpse may be utilized as a husk, sometimes matched to mimic the living vessel which requires the aid of a necromancer. Such is achieved through a specific variant of fleshsmithing where, after the process is initiated, the malleable vessel (forged of whatever corpse or meat scraps are within reach) miraculously “aligns'' itself with the darkstalker’s soul to restore their original appearance, albeit pale, uncanny and deathly. This process becomes less and less perfect as an Undead becomes less mentally sound, and wears off much quicker under the duress of battle. Consumer of Consumed A grand rite of “ascension” with the aid of at least three necromancers and two living sacrifices is required for a Darkstalker to achieve Paramount through ritual. Consuming the soul of the sacrifice, the resonant knight is brought to the lead of their orders, gaining knowledge and power rarely seen by the enslaved undead. Mechanics and Redlines Totality Apotheosis of undeath, only Darkstalkers possess the resilience to withstand the ritual for this state, and rarely do they truly obtain the means to do so. Their hunger grows more ravenous than before yet they are also endowed with more boons, glimpsing further into the powers of necromancy and gaining a mastery of mortal will unparalleled amongst the living, and even the dead. Paramount Abyssfire The soul is but an image of mortal will, a force of change and synonymous with the ravenous and bestial desire to consume by all things dark. So does its flame possess no temperature, nor does it emit light beyond a pale moonlight glow; only force that pushes and gnaws. Harkened of the black sea that tapers endlessly from the shores of Rh’thor, ascension brings forth echoes of the Abyss. Khôr Blades Black blades, a sign of merit sworn to each darkstalker that achieves the apotheosis of their existence. Carrying an aura of entropy and ruin, khôr blades are forged for the sole purpose of inflicting heinous wounds upon mortal Man, harrowing them with abyssal blight. Mechanics and Redlines Draugars Rekindled are the flames of the once called “voidal-lich” the lesser of its Rh’Thorean counterpart. Aptly named are these once dead Draugars, a coy play on words of Dragur, collectors of both knowledge and wisdom. They are mummified corpses which are risen to act as the mages of the coven, swept into servitude by no fault of their own. Capable of practicing void magic among some dark magics, these wretched undead bear a heavy burden that no mortal should bear. Their soul is forever trapped within a phylactery, held under the whim of whichever cruel master holds it within their vice. Physicality Trapped within a limbo between life and death, the faux-undead is attributed its odd disposition due to the soul being kept outside of the corpse. Draugar appearances range from one another, though one unifying trait is they hold some semblance of life. They appear often as they did while living, yet with horrid aberrations such as fetid flesh, or ravaged skin that has been torn apart. Whether a mummified body or a rotting corpse, wrinkled and treated skin clings to the frame of every Draugar as a mark of their imperfection, their complexion the pallid image of rigor mortis. Even if all flesh is burned off or flayed, upon reforming from death, they will be born anew with skin forged by their phylactery. Acting as a patchwork, the flesh would stitch and mend itself about the horrid cadaver in most vital areas, notably the head and torso. Though it needn’t cover the entire body, the flesh of the dead mage is always there to some degree- with some sorcerers donning the flayed skin of their enemies, or using the aid of necromantic fleshsmithing to alter their appearance. Clear undeath sits within their eyes, or a lack thereof, with some harboring a misty and endless gaze, while others deal with insects boring through their skull. These undead are ghoulish in image, clearly identifiable if not by their looks, by their reeking stench of molding flesh. Cast out from society due to their lifeless visage, these craven few find refuge in the hearts of covens. A draugar retains the same height and general appearance as when they were alive, though such may be subject to change under a necromancer’s expertise. Their strength is scholarly at best, with all undead sorcerers damned to the strength and resoluteness of a void mage should they take on magic. An upside is the loss of exhaustion and endurance many mages face, with a draugar never tiring due to their undead nature. Their muscles are atrophied, requiring tendon and muscle for locomotion; something that is unusual for most undead. This means that they may be stopped physically by burning off their muscle, or by simply rending it from the bone. Unable to properly wield a sword or lift heavy objects, a draugar is meek compared to their knightly counterpart, relying on spells within battle. Brittle are their bones which may easily be rendered with a well placed sword swing, or collapsed with a heaving warhammer. The sensations of touch, smell, and taste are numbed, if not completely riddanced from the undead. Only in the presence of gold and sunlight will a once dull sense rebirth, as pain wracks the point of contact. The means to kill and inhibit these imperfect, half dead creatures comes in two ways. First is by simply crushing the skull of the draugar with a bludgeoning weapon, shattering easily with any direct force it comes into contact with. Bludgeoning weapons only take a single direct hit to crush the skull, with bladed weapons and projectiles typically requiring two. As soon as the skull is shattered, the draugar is dead and reforms at their phylactery after 30 minutes. The other means to purge these creatures comes from ancient practices used by hexers and witchhunters alike. Burning or eviscerating their rotting corpse will temporarily hinder the draugar, as they are unable to move without the machinations of muscle and sinew. Should they be left alive after having their body immolated, or otherwise hacked and slashed to pieces, it will require the aid of a necromancer to fleshsmith the draugar a suitable body. The skull must be kept intact, and should the skull lack the sustenance of lifeforce for more than a week whilst lacking a body, the draugar dies and reforms at their phylactery after 30 minutes. This works the same if a draugar is decapitated, unless the body is kept in range and intact. If the body is still capable of locomotion after combat, it will slowly inch towards the head, placing it back on. The draugar otherwise requires a necromancer to find them a new body before they perish of starvation. If a draugar is to have their skull severed from their body, the corpse will simply turn inert. Once combat is over, it will ever so slowly clamber to return by twitches and spasms. Redlines Draugars are set to the strength of a voidal mage, no matter the magic they know. Draugars require a valid CA to play, their souls bound to a phylactery forged during the Rite of the Thaumaturge. Draugar retain all magic/accepted MAs they had just before death, including feats such as alchemy. Only if the magic is incompatible, detailed below, will it sever its connection. Draugar may learn new magic just as any other, with the same five magic slots to spend. Should they have no magic, their strength is scholarly, meaning they are simply bested by trained and knightly opponents. Due to a lack of operational organs, magics that require living operation such as Kani, Bloodmagic, and otherwise are unable to be learned by the draugar. Draugar are unable to learn any holy magic, save for Seer. Draugar are incapable of learning Necromancy, other than the darkening spell. All draugar are similar to a mummified corpse, bearing sickly flesh that may differ from each. Draugar still utilize the muscle and ligaments in their vessel, meaning that stripping their muscles from their appendages will cease movement in such areas. If their entire body is burned away, they remain “alive” but are unable to move. Only by smashing the skull, or by starvation of lifeforce for one week without a body will a draugar die. Draugar do not feel pain with only dulled sensations at best. Only aurum, sunlight, and holy magic are exceedingly painful. Draugar are unable to be poisoned, drown, suffocate, and die by means of the flesh. If a draugar is decapitated and the body still harbors locomotion after combat, it will slowly inch its way to meet the head and place it back on. Draugar require to drain a count of lifeforce once every three works, or else they are unable to use their mask (detailed later) and are further enfeebled. Mentality The mental state of one trapped between an entropic soul and a husk of decay is one damned to the far throes of mental strain. Many are not completely insane, but rather hold manias and phobias, mimicries of their former life which bleed through the veil. An obsession with a pursuit of knowledge is not uncommon, with some sorcerers pledging themselves to an unending destiny of collecting books or procuring relics. Morals may wane depending on who they were in life, with some never coming to grip the hunger for lifeforce that beckons them, or the cruel master which presides over their wretched existence. Undying and undead yet far less bestial in inclinations, the mental workings of a Draugar are one defined by prevailing woes of distant longings dependent on the individual. Often born of a desire for eternity, Draugar will dedicate their static existences to whatever fealties or goals they coveted whilst living. In spite of this it is not uncommon for one to conversely pursue different paths over the course of centuries until one falls to their liking and contentment. Weakness Although their senses are dulled, few vices and mundane pests may cause anguish in the decaying hearts of the things. Most prominent is direct sunlight, with a dull burning sensation felt when they are revealed to broad daylight. The pain shifts from dull to outright excruciating after prolonged exposure, feeling as though their very skin were aflame. Often this requires the draugar to shroud itself under robes and rags, with many opting to do so with their unsightly appearance. Fabled for its utility against darkspawn, aurum brings a grim reminder of agony to draugars, even from afar. When pure gold is pressed against the flesh of a draugar, a searing pain will wrack their body. Aurum dust works to a lesser extent, only bringing a dull sensation save for in large amounts. Even when in the vicinity of gold an unsettling anxiety begins to gnaw at the mind when an ingot’s worth of aurum is within three meters of the undead. Holy magic, that of Paladinism also harms the undead as it would any other. Its effects are typical to that of darkspawn, and will harm draugar. Redlines Direct sunlight will at first cause an uneasy pain, which over the course of minutes will turn to the feeling of agonizing immolation. This is simply mental damage, yet it feels as though their entire body is on fire, pure torture. Wearing a cowl or half plate will suspend this as long as it covers appendages. Aurum in any capacity brings a certain pain to these undead. Gold dust brings a numbing, pin prick pain wherever it is applied. Gold trinkets ranging up to the size of an ingot bring a burning pain akin to touching a hot pan when pressed against the skin, or when stabbed into the draugar. Any amount of aurum at or above an ingot’s worth brings an unsettling anxiety to the mind of the draugar within three meters. Anything larger than an ingot still causes great pain, yet large statues or relics made of aurum increase its range of anxiety to around 10 meters. Paladinism effects draugar as it would any other darkspawn. Crimson Veils Crafted and molded individually for each Draugar, the veil is both a conduit and embodiment of their very soul. Tailored specifically for the undead, no two masks are alike as it takes shape and form based on the imprint of the Draugar’s soul. Their past life and the emotions that most often lead them are likely to express themselves through the shape and imagery on the veil. They may appear in whatever guise is favored by the Draugar, taking on the faint color of their aura. The purpose of the veil comes in its close bind to the trapped undead soul, specifically allowing the draugar to fully utilize their magic. Without it, they are but amateur spellcasters- but with the crimson veil, they may be the very masters of the arcane. So too does it forge a minor illusion, bringing life to the otherwise fetid countenance that rotting corpses bring. By donning their veil, draugar are capable of warping their appearance to one of a living descendant. This “illusion” only affects sight, as if one were to reach out and grace the cheek of the undead sorcerer, the cold chill of death would meet their touch. Should the mask take any major damage, or the draugar utilize draining, the illusion would shatter to reveal the mummified corpse beneath. Minor strikes and scrapes upon the mask instead shimmer and obfuscate the illusion momentarily, allowing for some to see through the cracks. These masks hold the brittleness of stone, no matter their composition, and may never be stronger. Should a mask ever be destroyed, the ritual to create one must once more be commenced. Particularly wroth draugars may have a red veil in the likeness of a bull, or a facade of pure rage. Some don leper masks, others are neolithic ego masks- no two masks are alike, with each crafted and bonded personally to the soul. Mechanics: The mask is necessary for a draugar to go from using tier 3 to tier 5 spells of the magics they once knew, acting as a crutch for their magical abilities. Wearing is not necessary for this magical empowerment, only a constant harbouring in their presence. Should they wear them however, it also doubles as a form of husking, utilizing illusion and lifeforce to fuel their rotted husk, rather than using a true corpse. A draugar may imbue a person's worth of lifeforce to act as a projectable image of their original self, with imperfections similar to a Darkstalker husk. This means that a draugar must be fed to cast the illusion, requiring them to drain a unit of lifeoforce once every three weeks. Casting dark magic or direct disruptions in the form of mask damage will dispel and disrupt this husk. The mask must always be visible for the effects to take place, both for magical empowerment, and for the illusion it must be worn directly on the face. Creation: Garnering a necromancer and the elder draugar, the two must surround a living sacrifice, and have the mask already carved out of a chosen substance. Blood of the victim must be slathered on the veil, hence its crimson moniker. With the draugar donning the mask, the necromancer tethers the sacrifice to the mask, as their essence is drained into the veil. Once the victim is fully drained, their soul is consumed as excess lifeforce pours from the crimson veil, binding itself to the soulless husk of the draugar, acting as a conduit for feats of wizardry. Redlines Crimson veils are created individually for each draugar, and are required to raise their spell casting from T3 to T5. Without a veil, a draugar cannot cast any spell greater than tier 3, for any magic they know. A mask must always be visible when in use, unable to work when hidden. A crimson veil is as brittle as stone, breaking with any hefty strike that is centered to hit. Should a veil be shattered, a new one must be created. The illusion created by the mask is only visual. The illusion would not break, but rather 'glitch' or warble when directly touched, feeling the cold corpse beneath the illusion. If gold touches the draugar, or if they utilize draining, the illusion will break. If the mask takes direct damage of any kind, it will break the illusion. To create a veil, a living sacrifice must have their blood placed onto the mask, before their lifeforce is drained into the object. This ritual requires a necromancer, and the draugar. Purpose & Credits
  6. “What amazing yet lazy art skills this random guard has,” mumbles a passerby, crumpling the missive into a ball.
  7. Vyacheslav prepares his ox and meager carriage, packing wheat for the long journey to Freimark. “Finally, a place wit’ dobry field, and nie an eyesore!”
  8. [!] Tattered and slightly burnt missives flutter through the air of the burning town of Vasiyeva. Each bear the mark of a nine pointed star, and reek of brimstone. That Which Defies Change, Burnt to Ruin WE GAVE THEM THREE YEARS OF PEACE, TO WHICH NONE DARED TO MUSTER BEFORE OUR TOWERS. A CITY IN RUIN, LEFT WITHOUT A TRACE OF THE FOOLS WHO ONCE LAID CLAIM TO ITS BARREN FIELDS. LORD O' FIRE BRINGS CHANGE, REDUCING THE PESTILENCE THAT WAS WROUGHT BY DARK DRUIDS TO ASH. FROM THIS ASH COMES RENEWAL, AND WITH IT, LIFE BORN ANEW. AN ACT OF MERCY, FOR VASIYEVA IS NOW LAID TO ITS ETERNAL REST. THIS WAS NOTHING. A depiction of the razing of Sava, by a Hexicanum artist.
  9. Vyacheslav prepares his best farming clothes for his brother's wedding.
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