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1319 GodlyAbout Mordhaund

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الكردية الراديكالية
- Birthday 01/01/1998
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Mordhaund
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Guildford
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how do the british people of lotc feel about the name "mingebottom" for the halfling town
personally i love it
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wonder how many massivecraft rpers that used to play on lotc are gonna come back now that massivecraft got blocked by mojang lol
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[Playable CA + Feat Addition] Vargyr
Mordhaund replied to Mordhaund's topic in Lore Criteria + Submissions
Both the Leap in itself and sprinting are reduced to only being able to be used a certain number of times in an encounter. I know exactly what you mean, but the sprint and the leap have two different intentions behind them. The Leap is not meant to necessarily be used as an ability that allows you to cover ground more quickly than other people, but moreso as a surprise attack - you have to prepare, where you stay still, and then leap, an emote which in itself is just covering ground, and then finally emote landing and attacking or defending in that third emote. The amount of ground actually covered in the 12 block leap is identical to the amount of ground you would be able to cover at 4 blocks an emote, since the emote count is 3 emotes, which applies to Vargs in their regular movement, unless they are sprinting. Using the Leap in it's current state requires a bit of thought going into it, and I've intentionally chosen to make it that way since it can only be used twice without any issues pertaining to movement following the action. Meanwhile, the sprint, which is now limited to only being able to be used for 3 emotes per RP encounter, is purely meant for covering ground and Vargs cannot attack or defend in the meantime. It's only meant for catching up to people running away from you, for example if you were chasing a mounted cavalryman, you'd be matching him in speed. Other than this, it'd be used for closing big distances on a larger battlefield, and it's purpose is purely for closing distances, unlike the potential attacking power of The Leap. I hope this clears up any questions about the intentions behind those two abilities, but if you'd like to talk more about this, DM me your discord and we can chat there. -
[Playable CA + Feat Addition] Vargyr
Mordhaund replied to Mordhaund's topic in Lore Criteria + Submissions
Due to the content of the original lore, I wanted to keep as much of our old feeling and keep to the roots of the original lore whilst making sure that issues that were raised by ST were dealt with appropriately. There's unfortunately no way to "cut down" on the length of the lore, and I feel that the lore's depth would be lost by doing that. I've tried my best to make it more digestible to the average player by putting everything into spoilers so it isn't one big scrollfest, meaning people can choose to read it from top to bottom if they'd like, but if they just want to see one specific section, whether that's because they're interacting with the Varg regarding that specific mechanic and want to find out more information, or purely because they might only be interested in reading that one specific section for whatever reason, they can. I'm telling you man, if the forums had the coding in them to allow for people to make a table of contents for their lore, the problem of lore being difficult to read could be made so much easier. Either way, in my opinion, the writing style I've chosen to use for this lore is still very much detailed and rich in it's own kind of complexity, due to the macabre, ebon nature of the subjects detailed, but still on the simpler, easier to understand side so that the lore isn't one big puzzle to decrypt. -
[Playable CA + Feat Addition] Vargyr
Mordhaund replied to Mordhaund's topic in Lore Criteria + Submissions
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Mordhaund started following [Origin Lore] The Birth of the Wretch and [Playable CA + Feat Addition] Vargyr
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[Playable CA + Feat Addition] Vargyr
Mordhaund replied to Mordhaund's topic in Lore Criteria + Submissions
The Sprint was brought in as a "prototype" to see how people would feel about it, and the complaints regarding the Leap itself being rather lacklustre and thus us requiring a sprinting mechanic have come from other players inside the community. After speaking to a few people and speaking to the community members that wanted this mechanic in the first place, I'm going to remove the 12 block sprint, or at least shift it so that it can only be used a certain amount of times per roleplay encounter (3 emotes) -
Vargyr - The Accursed Werbeast Origin In the far oaken canopies, the slobbering drawl of the Vargyr hunts over a blanket of stars. Birthed from blood and vile sacrifices, the son of the Wretch of Laria wandered - a beast-man known only in folklore, or spoken as campfire tales. Written in cursive by illuminators and scribes: besmirched by fur, dragging sharp canines, and feasting on the viscera of torn descendants. As children are damned with nightmares of the werbeast, it lurks not only in thickets of their mind, but also upon their soil; a fiend amongst men, wolfing on gorged mortal flesh. The full Origin lore can be found here: [Origin Lore] Birth of the Wretch. It is recommended to first read the Origin before reading this lore, for the full experience. Physical Nature Mallach The Wretch of Laria, in his quest to resurrect his son, uncovered an antediluvian form of Blood Magic that formed the foundation of his rituals. But in his desperate attempt to cheat death, he committed the ultimate sin of all Blood Mages - attempting to bring the dead back to life. The monstrous abomination he unleashed was deeply profane and twisted, corrupting the very lifeforce of all descendants, known as Genus, into Mallach. The result was a mutated, cancerous form of Genus that gave birth to the eldritch and wild nature of the Vargyr, as well as the plagues and diseases that plagued those who came into contact with Mallach, whether through blood or other bodily fluids. This malignant form of Genus, known as Mallach, completely replaced the original Genus in all Vargs, condemning them to an accursed existence. Their flesh became perverted, warping into their true form - that of a beast. Those bearing the Wretch's Sigil exist in a constant state of torment, forever imbued with Mallach and existing in a profane state of half-Genus, half-Mallach. And while their soul has yet to merge metaphysically with Mallach, the effects upon the soul are catastrophic; verily, the corrupting nature of Mallach causes tortuous effects upon the Sigilled listed within “The Wretch’s Sigil” section. Physiology The Physiology of the Vargyr mirrors the inherent dichotomy that defines them, a tool that serves their purpose to deceive and infiltrate the masses of men, appearing as a harmless lamb in wolf's clothing. In their human guise, they lack any distinguishing marks that would betray their true nature, hiding their innate doom beneath a veneer of humanity. Hunger and Starvation The hunger of Vargyr, that scourge of the north, is a hunger that cannot be sated, a rapacious appetite that drives them beyond all mortal limits. They consume flesh in quantities that would make even the most feral beasts recoil, yet still they crave more, eternally. This hunger is intertwined with the twisted tasks that have become enmeshed with their very identity, woven deep into the fabric of their false faiths and broken cultures. They cling to these rituals, seeking to ward off the damnation that they know awaits them, even as their curse takes hold and the abyss looms ever closer. The Vargyr are cursed, bound to their insatiable hunger for flesh, with a primal urge to transform in the presence of death. They are drawn to the freshly slain, the blood and gore acting as a siren's call, a cacophony of whispers that rouse the curse within them. Even the eldest and most seasoned of Vargyr find it challenging to resist the pull of the battlefield, with its mounds of lifeless bodies and rivers of blood. Yet, while they are compelled to transform in the midst of death, they are equally repulsed by the old dead, a reminder of the futility of their cursed existence. Death Mechanics - Mandatory PK Clause The unyielding grip of Mallach imbues the Vargyr's physical form with an immortality that is forever bound to the mortal coil, and denies them any respite in the afterlife. The malignancy of Mallach has fused with their very essence, infusing their soul throughout their body, granting life to every inch, even if torn asunder. This leaves the Vargyr irrevocably tied to the earth, trapped in a state of half-life and half-death, unable to escape the grasp of their malevolent master. Mentality The Werbeast is stark in contrast from the brethren he once believed himself to associate with, but now stands amongst them, an imposter, a fraud. In truth, the Vargyr is governed above all by one singular notion; his devotion and zealousness in his belief in an Other; a divine being. In the condemnation he bears, borne of the greatest of blunders, it is his own unwillingness to truly recognise his inner self, and his wretched nature, his duality, that the Vargyr seeks out religion and faith. With time, all beasts cave into the delusions that the altered mind, devoid of the logic that humanity is gifted, produces. Physical Abilities Transformation The act of baring one's true form, of unleashing the monstrosity that lies beneath the veneer of the self, is a transformation that exacts a toll, both physical and psychological. The metamorphosis is fraught with agony and anguish, as it entails shedding not only one's skin but also one's sanity. Heightened Skills Amidst the hellish transformation granted by their accursed boon, Vargyr are imbued with unnaturally heightened abilities that surpass the capacity of any mere mortal or beast. Regeneration The baleful Mallach bequeaths Vargyr with the power of perpetual regeneration, hindered solely by temporal constraints, the severity of their injuries, and the prerequisite of satiating their insatiable hunger beforehand. Rites and Rituals In the great search for power that consumed the Wretch of Laria, he happened upon many eldritch rites and rituals, their secrets shrouded in the mists of time. Even now, few remain known to the Vargyr themselves, kept hidden by their own kind as powerful and forbidden knowledge. These dark practices, born of fallacy, can only be entrusted to the eldest and most experienced among their kind, for the cost of their power is nothing less than damnation itself. The Enactment of Enlightenment A path known to only those most blessed by the teachings of the late Wretch is that of indoctrination into the upper echelon of enlightenment, wherein one achieves a total unity with the teachings of the Wretch and his profane wisdom. The Sigil of the Wretch The Wretch, in his unwavering pursuit of his depraved ambitions, sought to subjugate the inhabitants of Istria. But fear is never all-consuming. From the sins of the father comes the knowledge of the son, and so the Wretch's Sigil was born - a despicable form of divination, a loathsome mark that ensnared slaves in a delusion of obedience brought on by the curse. The Creation Ritual “The abyss yawns wide, and the GOD consumes all. Behold; let thine eyes be scorched, thine tongue be silent.” - Jaghari yr Kastafir’ei It was in the age of fable and folklore, the times of the first men, that the covenant between man and the natural forces that lay rest within every facet of nature and the world itself, was broken; not by a wise, nor powerful man, but by a villein, a peasant. It was the weakest of men who gave rise to the most unforgivable of crimes; the greatest of blunders, the birth of the antithesis, the prodigal son, Karzełek, the first of bastards and heretics. In the wake of his rebirth, the order and sanctity of the power innermost to Man’s nature, Genus, did so give rise to Mallach, the foremost symbol of entropy - eldritch, foul. It is through this same crime that he sought to give rise to brethren, kinsmen that would aid in giving rise to the wretched promise his father held in his pact with false gods as fictitious as the fables that long foretold of the Werbeast, the devil borne of the Creation Ritual. The Revival Ritual It is known to few but the descendants of those who escaped the clutches of the Wretch of Laria in his tyrannical reign upon those who became his slaves within the village of Laria the truth of his final act; that being the act, in spite of the heavens and the earth itself, of the revival of his son. The greatest of blunders; for the dead are dead, bound to the divine grasps of the Creator and his judgement, and even the youngest of babes knows that it is impossible to return from insurmountable death. It is in the Revival Ritual that those of the Wretch’s flock, the Vargyr, defy death again and again; not only in their very existence, that which surpasses and will never achieve death, but in the act of revival itself. Plaguecraft of the Werbeast - The Scourge of Man The Mallach, that malignancy that courses through the veins of Vargyr, is a harbinger of pestilence and corruption, a wellspring of disease waiting to be unleashed upon the world. Yet, its vile potential remains latent, requiring a ritual of sacrifice to be brought to fruition. The Vargyr ritualist invokes a symphony of curses, both mundane and supernatural, to desecrate a sanctified item, transmuting it into a nexus for disease, a vector of contagion, and a vessel of corruption. Through the mixture of bodily fluids and the incantation of forbidden words, the Vargyr unleashes a veritable plague upon the world. Plaguecraft of the Sigilled - The Three Made Manifest The afflictions of Mallach are woven into the very fabric of both Sigilled and Vargyr, concealed yet ubiquitous, manifesting in forms that are largely unnoticed. Nonetheless, the primary trio of ailments that Mallach is capable of siring without ritual - known as the Three Made Manifest - remain asymptomatic to these cursed creatures, and their disciples, and yet can still be spread to others. The Doetistic Liturgy A grim exercise in introspection, the Doetistic Liturgy is a tool available to the afflicted folk of the Wretch, a means by which they may find fleeting solace from their endless torment. A meditation foul in its nature, it is an act of self-reflection that delves into the darkest depths of their souls, a ritual of suffering designed to peel back the layers of their being and reveal the twisted abomination within. Vargyr Traits Tracking - Combative 15 block radius of tracking utilising purely olfactory senses. If a Varg is blinded, they can still track people down IF the victim has already been wounded within that roleplay encounter. To prevent a Varg from tracking, one must either deliver a blow to their snout directly, block their olfactory senses via alchemical means or mundane [either with a reagent or potion that is particularly smelly, throwing the beast off the scent, or via a sizeable fire, as smoke will throw a Varg off the scent of blood] As well as this, magically, Wind Magic can be utilised to shift the winds in such a way that the Vargyr is incapable of tracking the scent of blood, and any magic can be utilised to physically block the nose of the Varg, as well as any form of smoke-producing magical fire being able to be used to ward off the senses of the anathema. Say for example someone utilises Flash Powder against a Varg, blinding them temporarily, they’d still be able to sense the presence of someone based off of their blood and follow them if they've already been attacked by the Varg and bloodshed in that encounter. When using this ability, the werbeast in question should contact their target(s) so as to make arrangements for a suitable agreement, avoiding OOC conflict and heightening the sense of enjoyment for both parties. OOC CONSENT IS REQUIRED. The Leap - Combative Vargyr are capable of utilising an ability that allows them to truly utilise their abominable physiology to its highest degree, this being The Leap. Mimicry Vargr are only able to mimic the voices of those who they have devoured the vocal cords of. After 2 OOC weeks, Vargyr lose the ability to mimic the voice of the specific individual they had devoured the vocal cords of. They are able to, within the same combat encounter, eat someone and mimic them. Whilst mimicking, they are restricted to short phrases, or cries of help; they are unable to converse as the individual as though they were them themselves. Within combat encounters, their ability to mimic is restricted to 1 attempt. Other than mimicry, Vargyr are not able to speak within their werbeast form; they are restricted to grunts and growls, howl and screeches, just as they typically are. The vargyr must emote specifically devouring the vocal cords of the victim. Mimicry may be utilised for two [2] OOC weeks after the vocal cords have been devoured, whereafter they lose the ability to mimic the specified voice. Mimicry may only be short phrases or cries of help, and are never to be utilised to carry entire conversations. A vargyr may only use mimicry once per combat encounter, yet may freely utilise the ability outside of combat. A vargyr is unable to speak beyond mimicry while in beast form. One vargyr may never hold two voices at one time; if a new vocal cord is devoured, it is replaced by the old whether the two [2] OOC weeks have ended or not. Cold Resistance Within the bestial form, Vargr are able to reliably withstand cold temperatures. This is entirely mundane, meaning that their cold resistance does not affect the magical or alchemical, and can only be used within their bestial form, leaving them as susceptible to cold temperatures in their human form as much as any descendant. This does not provide them any defence when using Rokodra or when battling a Fjarriauga, given these are unnatural mediums of cold. Unless sufficiently protected against it by not exposing the skin, Vargr in any of their forms are still susceptible to frostbite. Boon of the Elder Upon being slain and devoured by a Vargyr, if the individual does not PK, they permanently gain the Boon of the Elder. The Boon of the Elder exists as a minute amount of Mallach that remains dormant in miniscule quantities in their blood. Physically, it manifests as an odour that other people can smell for the duration of 2 OOC weeks after the victim’s return from death. The victim will smell distinctly musty, and will have an “old person smell” for the duration of these 2 OOC weeks. If a Vargyr, in their beast form, were to encounter an individual marked by the Boon of the Elder, the Varg would smell a foul stench akin to that of a rotting body emanating from the individual, and this can only be identified by Vargyr, due to their distinct Mallach-bearing physiology. As a result of smelling this foul stench, the Vargyr would feel no inclination to attack or hunt the individual, treating them as though they were a being of undeath, as if eating their flesh would provide no satisfaction to the gluttonous hunger of the abomination. The Boon of the Elder is permanent, and cannot be rid of in any shape or form whatsoever, even upon death. Any individual bearing altered physiology capable of passively purging the Boon of the Elder (Siliti, Azdrazi) will be unaffected by the Boon of the Elder, and upon encountering a Varg once more would be attacked all the same. Any individual bearing magick of deific nature (Paladins, Templars, Seers, Heralds, Shamans, Sycophants and Druids, Djinn) would reject the minute quantities of Mallach present, making them unable to be affected by both by Boon of the Elder and the Rapturous Omen. An explanation and justification for the "old person smell" following the formation of the Boon of the Elder is purely that it is for aesthetic purposes and namely to create some suspense around the individual that can create some interesting roleplay, though, of course, this cannot lead to any other people discovering that they were killed by a Vargyr, nor can any conclusions be made (linking the previous death of the victim to a Vargyr) by both the victim themselves or the people around them. This means that if the person were to come in contact with a Vargyr again, the nature of why the Vargyr avoids attacking them remains forever elusive to them, which may lead to other peoples' perception of the victim being changed either positively or negatively depending on the context of the situation itself. Due to the nature of not being able to remember the events leading up to one’s previous deaths, it is impossible for someone to discover that they are marked by the Boon of the Elder, and thus impossible for someone to discover that they were previously killed by a Varg. If someone bearing the Boon of the Elder were to attempt to attack a Vargyr, the Vargyr would not hold back from attacking and killing them in self-defence. However, the Boon of the Elder would still prevent the Vargyr from devouring the individual, purely out of instinct. The Boon of the Elder is represented as a playersigned item provided to the victim by the Varg, indicating the date which the death occurred. This does not necessarily need to be soulbound to the victim's inventory at all times, and can instead be stored in their enderchest and a screenshot of the item itself can be prepared in order to show that they do possess the Boon of the Elder. Rapturous Omen Upon losing a “significant” limb (an arm or a leg) to a Vargyr attack, remnant minute amounts of Mallach would remain in the victim of the abomination’s attack. However, these minute quantities of Mallach are not sufficient in number to form the Boon of the Elder, instead existing in an incomplete form exhibiting entirely different properties. In the case of this occurring, the individual bearing this incomplete Boon of the Elder would bear an odour that, for 1 OOC month, would be distinct to both Vargs in their beast form and other, normal people as a distinctly sweet smell, similar to honey. For the duration of this 1 OOC month, if the same individual were to come into contact with a Vargyr in their beast form, the Vargyr would feel a greater desire to hunt the individual compared to attacking and hunting other people, feeling attracted to the sweet smell produced by the incomplete Boon of the Elder. After this 1 OOC month has come to a close, the individual will no longer bear the incomplete Boon of the Elder, and will no longer exhibit the smell as a result, nor bear the attracting odour that invites the attacks of Vargyr. The Rapturous Omen is represented as a playersigned item provided to the victim by the Varg, indicating the date which the dismembering occurred on as well as the duration of the Rapturous Omen. Weaknesses General: Any form of alchemical, holy or alternative form of medicinal treatment is ineffective for utilisation on Vargyr. However, this cannot be utilised in order to “test” an individual to see if they are a Vargyr, or for any form of spook-testing, as this is classed as metagaming. In the case of this being utilised against a Vargyr, they may use their active regeneration to slowly show positive effects. Any form of alchemical, holy, or otherwise alternative method of medical treatment is rendered ineffective when utilised on the vargyr. This may not be considered solidified proof of the individual being a vargyr, and would be considered metagaming if RP’d as such. Transformation: Vargyr are incapable of transforming whilst clad in any form of armour. If they were to attempt to do this, they would find themselves fettered to an extreme by the metal that has restricted their ability to truly change their physicality. As such, were a Varg to attempt to do this, their time of transformation would take a duration of six total emotes, as they would have to physically remove the armour mid-transformation if they had not already done so prior to the transformation. If they attempted to do this, they would feel extremely strangled in the process. During the four emote process of transformation, the Varg is entirely defenceless, and is incapable of defending themselves from any form of attack. Transformation occurs over the cause of four [4] emotes, wherein the vargyr is left entirely defenceless from any form of assault. If clad in any form of armour, the transformation will occur over the cause of six [6] emotes as the vargyr will find themselves strangled and restricted within the metal plates. These two [2] extra emotes would aesthetically consist of physically removing the armour mid-transformation. Fire: Whilst the vile nature of Mallach manifests the abomination within all men, in human form, all Vargyr are identical anatomically and morphologically to their previous selves prior to enlightenment, and are as weak to fire as any other would be. However, their weakness to fire differs vastly between human and Vargyr form. Whilst present in beast form, the fur and form that they sport are very flammable, and were they to come in direct, extended contact with any form of fire (two emotes or longer), magical or mundane, the hide and fur that covers flesh and bone would rapidly catch fire and cause immense agony to the Vargyr to the extent that they must flee immediately or make an attempt to snuff out the flame, lest it were to kill them entirely. Due to this weakness, Vargyr instinctively bear an immense fear of fire within their beast form, and this cannot be overcome through any form of training. Unless their life is in danger, they will avoid fighting closeby to a sizable fire as much as possible, for fear of the insurmountable pain they would face were they to come into contact with it. As well as this, Vargyr cannot transform around large bodies of exposed fire. If a Vargyr were to catch on fire, whether magical or mundane, for a continuous period of two emotes or longer, the rest of their hide and fur would rapidly catch on fire as well, leading to immense pain and injury, and a threat of death if they cannot snuff the flame out before the effects of being fully aflame set in, leading to eventual death. Should a vargyr be set on fire, they must either flee or seek to snuff out the flame which dons their body. Vargyr are unable to continuously fight in close proximity to larger fires and carry an immense fear of fire while in beast form. They will largely attempt to avoid sizable pyres lest it depends on their very lives. Vargyr are unable to transform into their beast form near large bodies of fire. The fear of fire that Vargyr possess does not extend to their human form, and if conditioned sufficiently, as any other, they can be made to not fear fire, at least in their human form. However, no conditioning will prevent a Vargyr from being afraid of fire in their true, bestial form, and this changes nothing. However, even if a Varg were to condition themselves to hold very little or no fear to fire, at least in their human form, they will still feel uneasy around a Templar of Malchediael's Bonfire all the same in their human form, though they bear no "extra" fear atop of this caused by their fear for fire in their bestial form. Iconophobia: Religious and spiritual symbols of any form, excluding those associated with the Vargyr themselves [i.e. any custom icons they have made to represent their theology or groups], impart a feeling of great fear unto any Vargyr present in beast form. This effect is imparted for 2-3 emotes depending on the quantity of symbols. A Church, for instance, full of religious icons, would impart this fear for 3 emotes, whilst a singular cross would only impart it for 2 emotes. This causes the Vargs to be unable to attack for the duration of this fear, though they are still capable of defending themselves from any immediate attacks. This can only be used against them once per roleplay encounter, as after the first time, they build a tolerance to the fear and overcome it. Religious and spiritual symbols of any form, excluding those associated directly with the Vargyr themselves (i.e. icons made specifically by the vargyr), instils a great sense of fear unto any Vargyr present in beast form. This fear lasts for two [2] to three [3] emotes depending on the quantity of religious symbols present. As an example, churches, wherein a multitude of religious symbols lie, would instil this fear for three [3] emotes, whereas a singular cross would merely cause this fear for two [2] emotes. This is simply a redline explaining how different quantities of religious symbols can make the emote time for the fear differ, and this applies to any and all religious symbols, including things such as the iconography of Paladins and Druids (such as their religious totems), et cetera. Paladin, Druid and any other deific magic's magic does not count as a type of Iconography and as such will not instil fear in a Vargyr in the same way as is caused by the effects of their Iconophobia. Throughout the period of this fear, the Vargyr will be unable to assault any individual present, yet they remain capable of defending themselves from oncoming assaults. This may only be used against the vargyr once per roleplay encounter, as the vargyr begins to build a tolerance towards the symbol after its use. Silver: Weaponry made of pure silver or alloyed with silver at a minimum of 50% bear the ability to easily carve through the hide and thin layer of flesh that stretches over the thick bone that makes up the natural armour of Vargyr, causing a significant amount of pain to the anathema, moreso than that caused by steel weaponry. Due to the natural armour of the Vargyr, they are, however, only effective to the extent of flesh. Silver weaponry is incapable of shattering and fracturing the bones beneath, as this must be accomplished through other means, namely through weapons that convey vast amounts of blunt force, not through the sharpness of swords and knives. However, when Silver is utilised against a Vargyr in their beastly form, it initiates an enraged, bloodcrazed state within the obscene creature, known as Bezerkir. Bezerkir cannot be initiated through utilising silver arrows or anything similar, due to the quantity of silver being present in the tip being insufficient to enrage the beast, and this can only be achieved through utilising it through melee weaponry. In this state, the Vargyr will bear no distinction between friend and foe, and will attack all within sight for the duration of this state. Alongside this, they will no longer bear any care for their own physical state or life, and will effectively fight to the death, regardless of if their own life is at extreme risk. Physically, upon being harmed by silver, this will characterise itself physically as pronounced, elevated black veins that overcrowd the form of the beast, making it extremely apparent the effects. This state lasts for six emotes, within which time the Vargyr will attack anyone in sight, starting with those closest to it, and they bear no inhibition and as such will even attack their own kin, other Vargyr. This state of bloodlust can only be initiated once per roleplay encounter. This weakness, however, does not extend to the human form of Vargyr, as morphologically and anatomically they are effectively human in this form, despite being imbued throughout with Mallach. As such, Silver cannot be utilised to ‘test’ Vargyr within their human form against the foul nature that lies beneath. Vargyr, while in beast form, are extremely sensitive to weapons made of silver or silver-alloy, however alloyed silver must hold a minimum of 50% silver in order to take hold. Silver, unlike other sharpened metals, are capable of easily carving through the hide of the vargyr, yet may never carve through or fracture the bones which lie beneath. Upon being struck by silver, the vargyr will enter a crazed state known as bezerkir; wherein the vargyr will confuse friend and foe, simply existing to assault anyone around them. Bezerkir lasts throughout the following six [6] emotes. Bezekir may not be initiated through silver-arrows, as the quantity of silver is too low. Physically, the vargyr will develop pronounced, elevated black veins that overcrowd the majority of the beast's frame; making the consequence of silver extremely visible. Bezekir may only be initiated through silver once every roleplay encounter, as larger amounts of silver throughout the encounter will lessen its effect massively. Vargyr in human form does not react to silver as they would in beast form, and can therefore not be utilised as a method to test a suspected vargyr. Clarification: Upon entering Bezerkir, the person will attack the person closest to them. However, if the person closest to them were to run away to the point where they can no longer be the closest person to the Vargyr, or if another person were to come closer to the Vargyr than this first person, then the Vargyr would change the person that they were attacking to attacking the one that is closest to them, and would not persist in their attack against the first person, as they are no longer the closest person to them. This is due to the Vargyr's heightened state of confused, mindless rage whilst they are within the state of Bezerkir. Lunarite: Within the beastly form of the Vargyr, the effects of Starsteel, also known as Lunarite, are apparent as they are unique. The blight of Mallach’s nature stands entirely in contrast with the alien properties of the metal, due to its meteorite nature, allowing the two to interact in strange ways. Upon being struck by a weapon wrought of Lunarite, the limb struck will be rendered temporarily numb, for a total period of three emotes. Within this time, whilst no pain can be felt within the limb itself, the limb becomes increasingly sluggish and cannot be utilised for a form of attack for the duration of the numbing effect. Simultaneously, due to the pain-ridding effects of the metal’s interaction with the accursed nature of Mallach, this may grant the Vargyr the ability to sacrifice the integrity of the limb itself as a shield against any attacks it may face. The lack of pain felt means that the beast will maintain the clarity required to effectively counterattack their foe. Bound by the moon itself, vargyr reacts strongly to the contact of Starsteel, or Lunarite. Upon being struck by lunarite, the limb of which the metal struck will be rendered entirely numb for the duration for three [3] emotes, wherein the limb will become increasingly sluggish and unable to be utilised for any form of assault by the vargyr. Throughout this period, no pain can be felt within the limb as well, which may inadvertently allow the vargyr to utilise the limb as a form of defensive sacrifice. OOC Miscellaneous Redlines Vargyr are completely and entirely infertile, and it is forbidden to FTB whilst in beast form. The once-men that they are, Vargyr retain the majority of their humanity upon being accursed eternally through the rite of Creation, aside from what of it that has been stripped from them through continuous suffering as well as the obscure methods of indoctrination utilised by the eldest Vargyr. Aside from this, however, they retain little to no sexual attraction toward anyone, descendant or not, and are entirely infertile, though are still capable of forming relationships built upon romantic attraction. Any and all rites listed under ‘Rites and Rituals’ must be taught through roleplay, either from grandfathered Vargyr or Vargyr who have been taught these rituals through another and have existed as a Varg for 6 OOC months for longer, categorically known as ‘Elder’ Vargyr. Vargyr are not undead, and are, as such, unaffected by aurum, with their material banes being Silver and Lunarite. The terms “Vargyr”, “Varg”, et cetera are not common knowledge and are utilised solely, and infrequently, by the abominations in reference to themselves, and as such these terms cannot be metagamed for use in identifying them. Any Vargyr that has not fed for over four OOC months will immediately enter the temporary PK state, and will require revival upon return. Upon becoming a Sigilled (and, later on, a Vargyr), unless reverted through the necessary means (strictly for Sigilled), the person’s Magic Slots are entirely destroyed and they can only gain knowledge-based feats, as their mana is eradicated in its entirety. Alchemy can be learned, but Vargs are incapable of Kloning. Only knowledge-based feats are accessible to a Varg. Purpose The Vargyr, to me, have always served a breath of fresh air when it comes to the atmosphere of LOTC, as a whole. In truth, it’s always been very much a niche that many don’t find appealing, as players of Vargs are not protagonists in any sense of the word, but rather the opposite - we sacrifice our own characters to ensure that we can create the best story for everyone else that we possibly can. In that sense, I believe that Vargs are the most realistic of the antagonists on this server - forgotten, misguided men that have been turned into beasts corrupt and foul beyond compare, who in an attempt to hide from who and what they truly are, turn to faith and religious zeal in order to grant themselves a delusional belief of the world that will grant them some kind of respite, worshipping a false god that, in truth, does not exist; the futility of their existence is for that reason beautiful, in that it is futile and mistaken beyond compare, and yet they bear the power to spread the falsehoods of their own futility. To incarnate one is to delve truly into the deepest pits of despair and the darkest sides of one’s own mentality and inner psyche, and discover and roam through minds full of thoughts that would make anyone shiver - their psychology, and how they interact with the world around them, is what makes them shine. The purpose of the Vargs is to achieve the failed, wretched desires of the Wretch - not a powerful man in any sense of the world, not born evil, but a simple man, a peasant, who in his fervour to return his wife and child back to life delved into the greatest darkness, and thus departed from his own humanity and became a monster, not physically, but in his devout zeal for falsehoods and delusions that he had conjured. Jentos and Callisto depicted this perfectly - both the mystery at the heart of the Wretch’s nature, and the innate mystery that lies in the Vargyr themselves. And though their lore rests, I have no desire other than to continue to carry the torch, and show to the server the beauty of the terrifying, esoteric nature of the beast - the beast that is not evil by any means, but truly believes himself to be doing what is correct, in the name of his god, however false all of that may be. From the inner psyche that those bearing the curse of the Werbeast must delve into, and how the relationship between their own delusion and the truth itself is extremely unique in every Vargyr, to the interactions of these characters with the world, both in the horrific rites that come to be by their hands and in their interpersonal connections, these abominations, borne of the greatest mistake, have and will give rise to a truly gripping story. I’d like to thank the entire Vargyr community, especially MCVDK, Acostrob, Jentos and Nozoa for lending me their hand in reviewing, giving feedback, aiding in the writing of and giving me their support in this rewrite. I’ve certainly spent way too many hours avoiding procrastinating for my finals by talking to people about this rewrite to not thank the many people that gave me feedback on the rewrite: Christman, Victoria (Songwitch), Unwillingly, Tentoa, Zarsies, GlassySkies, Kujo, Werewolf, Rey, high_fire, creamynoteblock, Diogen, RaiderBlue and many more. Citations: The original Vargyr Lore https://www.lordofthecraft.net/forums/topic/186509-%E2%9C%93-event-creatures-bastards-of-the-wretch-variants-of-the-werbeast/ https://www.lordofthecraft.net/forums/topic/202370-%E2%9C%93-magic-lore-blood-magic/ https://www.lordofthecraft.net/forums/topic/192364-%E2%9C%93-world-lore-lunarite-steel-of-the-stars/ NOTE: Should this rewrite be accepted, all Vargs will remain as Vargs and their CA will remain active, unless they choose to be reverted. All previously Sigilled individuals will have to undergo the Sigilling ritual once more and put up an FA on the forums. Myself (child_neglecter), MCVDK and AzureSlug/sluggobuggo will be grandfathered as the three TA holders. Changelog:
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Evil, as they say, is not a creature of blood nor birth. No, it is a beast that's brewed, one that's shaped and moulded by the hand of fate. The Wretch of Laria, he was naught but a man like any other. Married with a family, living a simple life as a peasant and a man of the cloth. But oh, how the winds of sorrow howled and the tempest of despair raged within him when tragedy struck. His wife and child, his very heart and soul, snuffed out like candles in the wind. And so, the darkness crept in, the darkness that shrouded his mind and twisted his soul until nothing was left but a husk of his former self. The Wretch of Laria, a shadow of a man, a harbinger of darkness and despair. In the hearts of even the most devout, sin lies waiting, fueled by the fires of suffering. And what greater agony for a man than to bear witness to the demise of his beloved wife and child, the very reason for his existence? With their passing, his world crumbles, and the man he once was is lost forever. What happened in the mind of the Wretch of Laria during his darkest hour remains a mystery, but from the depths of his anguish, sprang forth a deluge of wickedness and temptation, tearing apart his sanity until only a shred of his former self remained. From a pious villein, was born a fabled lunatic, driven mad by the torment of his past. None could tell the full scope of his misdeeds, but the wretched man had become a blight upon the land and all its inhabitants. Fueled by a sin born of wrath, he fled his home, leaving the people of Istria free of his wickedness for six long years. But when he returned, their tongues fell silent, for they knew what horrors he was capable of. During his exile, he journeyed far and wide, seeking out the darkest and most forbidden knowledge from mad heretics and deranged outcasts. And so he compiled it all into a single tome, the infamous Wretch's Grimoire, containing secrets of antediluvian Blood Magic and twisted rituals born of his own genus. He knew no bounds in his insatiable hunger for knowledge, delving deep into the secrets of the human flesh and mind, preying upon his own kinsmen, neighbours, and lords alike. His once idyllic home, now a cesspool of depravity and corruption, bore witness to the atrocities he committed. So twisted were his experiments that even the very earth upon which he tread turned against him, the forests withered, and the fields succumbed to a rot that seemed to infect everything he touched with its sickly taint. Many of those who laid witness to the Wretch of Laria and survived may have called him the “Headless Baron”, and the reasons can be speculated upon. Some whispered that he had long lost his head, and that the body that remained was nothing more than an empty shell, animated by some dark force. Others spoke of how he took pleasure in laying his victims to rest in their own beds, the decapitated heads placed on display like grotesque ornaments. But it was his perverse fascination with the human form that set him apart from any other monster. His experiments knew no bounds, for he would take any soul who had the misfortune of crossing his path, be it kin, neighbour, or lord, and subject them to the most heinous of tortures imaginable, all in the pursuit of understanding all he needed to know to achieve his final solution. The lands surrounding his abode had withered under his touch, for even the very soil itself had been tainted by his foul practices, as if the sun dared not shine unto such a place. He seemed to possess a bloody cough, the yellowing of the eyes, and a thinness that indicated a man who did not eat. With the land marred as the result of his work, the Wretch had no choice but to sup upon the blood and marrow of those who he slew. When the firewood ran out, he could no longer cook their flesh, and so he ate it raw. But with his further inclination toward cannibalism, so grew a fondness to it only rivalled by the carnivorous beasts that were far from his lands. The Wretch, in his pursuit of forbidden knowledge, uncovered a method to prolong his miserable existence. Through bloodletting and sacrificial rites, he managed to stave off death, driven by the singular goal of reuniting with his deceased wife and child. Such was his obsession with conquering death that it consumed his every waking moment, leaving little else but a burning desire to achieve the impossible. In time, his tireless efforts bore fruit, and he uncovered a long-lost secret of ancient Blood Magic that promised to resurrect his loved ones from the void of death. This discovery would become his greatest work, his Magnum Opus, and yet, his final curse. On the night of a full moon, the Wretch emerged with his wife and child's decaying remains and a group of three men and three women, all shackled together, to the fields of Istria. Witnesses peered from their windows and saw even the livestock grow restless, sensing something unspeakable. A towering pyre blazed to life amidst the wilted crops, the corpses of the Wretch's loved ones laid out with their arms crossed in prayer. The chained prisoners were compelled to chant incoherent verses along with the Wretch, who recited passages from his infamous tome. Then, as if compelled by some otherworldly force, a man and a woman stepped forth into the flames, their flesh hissing and crackling as they burned, without even a whimper. "NEVERBORN!" did the Wretch of Laria call, his shriek piercing the veil between the highest heavens and the lowest hells. As if compelled by a command unspoken, the remaining four raised their blades and opened their veins, spilling their life's blood into an ancient, pitted cauldron. The gore coiled and churned within, a veritable vortex of raw vitality that soon spiralled out, carried on eddies of air and into the hollowed cavities of the Wretch's dearly departed. "NEVERBORN!" The Wretch of Laria screamed once more, his bloodshot eyes fixed upon the crumbling remains of his family. Blood oozed from his nostrils, staining the barren earth with a thin, red trail that led to his deceased kin. As two more figures walked into the roaring fire, a man and a woman, the flames leapt and crackled with savage hunger, as though eager to consume all that the Wretch had to offer. The corpses stirred. The Wretch fell to his knees, his face a canvas of blood and a smile of decayed teeth. He clutched the tome, his bony fingers flipping through the pages feverishly while the final pair of captives lifted their arms in an incantation. The madman barked at the duo in some unknown tongue, and they took a measured step toward the conflagration. "NEVERBORN!" They chanted, advancing with each repetition until they, too, were swallowed by the hungry flames. Crimson spurted forth from the Wretch's nostrils as the last of his victims perished, his eyes reddening as blood-tears poured down his face. He howled in anguish, only to be silenced by the sound of a newborn's cry. The child had been brought back to life, and the Wretch was delirious with joy. The infant's cry soon turned to laughter, and as the father wiped the blood from his eyes, he saw a cruel mockery of life. The child had bony, unnaturally long and sharp fingers, a snout instead of a nose, and hind legs like some twisted beast. The Wretch breathed his last, his body drained of vitality by the ritual that turned his child's corpse into a creature that stood upright, feasting on his remains. The horrified people of Istria watched from their windows, paralyzed with terror. As the nights wore on, maniacal laughter echoed from the forest, the sound of children's voices filled with an unnatural glee. Days turned into weeks, and the once-vibrant town now lay lifeless and desolate, its inhabitants fled or perished. Starving farm animals were picked apart by crows, and the bones of the Wretch were all that remained as a testament to his madness. And yet, one remained - the Prodigal Son, reborne, Karzełek, who had rapidly aged into a young adult. Karzełek was grateful for his father's sacrifice, but the absence of kin gnawed at his holy yet reviled nature. He was a one-of-a-kind, a being that was both exalted and abhorrent in its own eyes. And so he returned to Istria, the birthplace and grave of his former self, determined to unearth the secrets of his rebirth. Karzełek scoured the decaying hut and cellar where his father had conducted his infernal rituals, where the stench of failure clung to the air like a miasma. His search was long, but fruitful, for he uncovered the Wretch's notes, incomplete and all but legible. With these, Karzełek hoped to perfect the ritual that would give rise to a new kind of man: the Vargr - kinsmen to him. The Varg, firstborn of his kind, devoted himself to the task at hand in the decaying hut of his father. Night after night he toiled over the notes, deciphering and improving upon the incomplete rituals. When he emerged from the cellar, it was to hunt down the weak and helpless that remained in Istria, or to eliminate the foolish looters who dared to scavenge the abandoned town. The Varg's superior speed and strength, bestowed upon him by his father's sacrifice, made his prey easy pickings. No part of them went to waste; their bodies served to fuel his progress and fill his hunger. And at last, after weeks of tireless work, the Varg achieved his goal. He discovered that the primitive sorcery his father had employed was flawed due to the use of unspoiled mortal blood. The true font of power lay in the blood of his own kind, the Anti-Genus, Mallach. Karzełek had captured three unfortunate men, a looter, an elderly fool, and a crippled preacher, and nailed them to chestnut trees to ensure their compliance. After countless attempts and numerous corrections, he had finally achieved his goal. With his own blood and the Mallach it bore, the firstborn began his chant and the ritual commenced. The men writhed in agony, their screams echoing across the land. Their flesh burst open, their bones cracking as a snout grew where their noses once were. Their fingers elongated, their legs growing an extra joint not unlike that of a wolf. The first two easily shattered their wooden prisons, a frenzy setting them loose upon what remained of the village's inhabitants. The third, a preacher missing both legs, appeared too weak to escape. However, Karzełek was merciful, just as his father had been. He watched over his new brother, bringing him scraps of food from what the others had hunted to keep him sustained. It was never enough to satisfy him, but enough to keep him strong and incentivize him to hunt on his own. Like the roots of a twisted tree, new legs sprouted from the Preacher’s stumps, and Karzelek sang and danced in mad glee, for the ritual was a triumph beyond his wildest dreams. Soon, even the weak and maimed brother was made whole, his shattered limbs growing into sharp and powerful legs. They were unleashed upon the world, and the tales of their monstrous existence spread like wildfire, whispers of wolf-men and dog-people that stalked the night. Despite their savage nature, the Vargr were driven by a deep-seated yearning for kinship, and they would stop at nothing to expand their bloodline. They hunted and kidnapped, feeding their victims to Karzełek so that he could create more of their kind. And thus it came to pass that from the greatest of blunders, a monstrous abomination was born. The question still lingers, for though evil is not a thing of blood or birth, it was impossibly crafted in the rebirth of the Prodigal Son, spawning a wretched breed that sought to impose their Creator's twisted beliefs upon the world. Indeed, the Vargyr stands alone as a creature born truly evil.
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Cardinal Armand Allobrogum inclined his head in solemn silence. "Another brother of the Faith, lost. He will join the Almighty in the Skies."
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[PK] The Burial of a Martyred Beast
Mordhaund replied to Callistus's topic in Human Realms & Culture
And so too did rise one such soldier, borne of accursion that did encroach with promises of enlightenment; promises fulfilled, words unforeseen, yet unforgotten. A hand that had seen it's own destruction in flames grasped by the commands of a Greater, the Vicar, and a hand that had been reborn in tumultuous torment borne of repentance and retribution forged in ruin and agony. A hand, that now, held naught; naught but an inkling of hope for a GOD that would not answer. The toll of a knell, for one's death, but a death that could not truly be sanctified as truth. Was it truly to be? To be not?