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dard

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  1. isn’t it three emotes to send off birds and not four?
  2. dard

    So long LOTC

    as an ET who gets many modreqs answered promptly by Xalid good luck out there
  3. just scrap the whole magic and start over
  4. Preface: The Phantom Compendium: 2nd Edition [https://www.youtube.com/watch?v=eTa1jHk1Lxc] “Nameless; faceless; formless.” The Spectral State There are those who had experienced death worse than others; those that were shocked by its traumas and broken harder by its cold grip. So severe were their horrors that soul parted from body and remained anchored to the earth — because the nature of their expiration was so wretched, so malformative, that it was capable of piercing the spirit and pinning it to limbo like a shackle. These woes are bound to the roots of the world. When men perish in great anguish, something dark stirs within them that manifests as a refusal to pass on. They become shadows of themselves while their once warm vessel rots atop, or within, the forsaken earth — a spectre, the spiritual undead. Spectral beings do not arise from any dead alone, but those who have experienced great trauma — whether it be grave betrayals, inhumane deaths, or a deep emotional scarring — though to no certain rule. Detailed by the proto-Mystics of the First Synod in the Grimoire of Phantoms and studied at length by their inheritors, the spectral state of undeath exists in several different categories to no pertinent rule though each possess general likeness. Ectoplasm Within the makeup of spectral undead and those attuned to use it is the curious ethereal substance known as ectoplasm. Ectoplasm exists as an inbetween of lifeforce and mana, a primal substance yielded in the soul itself rather than the flesh. This quasi-gelatinous substance compose all ghosts, gravens, wights, apparitions, or any other likewise similar spectral entity. Typically, only capable of being seen within those capable of wielding it, it ranges from a paleness of sickly verdant green or ghastly cobalt, and those insidious shades in between. Ectoplasm in the material world is a bewildering substance. Outside of spectres and Mystics, it has little potential to exist on its own and is of no discernable consequence or use. When it does manifest, it largely exists as an intangible and invisible substance, though has been known to be visible in what some can only describe as a murky, impermeable fog. Though generally incorporeal in its composition, ectoplasm itself holds the potential to exist in solid states. These solid forms, like the ethereal variants, exist in no particular color, ranging from the spectrum of visibility of ghastly blues and smoggy grays to appearing incomprehensible. Affinities The nature of any and all spectres varies from being to being. To no hard rule will an Apparition or Black Spirit be inherently evil, nor do the seemingly benign White Spirits follow a perfect moral compass. The affinity of spectral beings is as wild and ranging as the mortal souls they are composed of. Rather, spectres are classified into the nature of how they came into existence and their capabilities rather than any attempt to arbitrarily define their morality. Overview of Spectrals Most, if not all, phantoms follow a particular set of rules and shared characteristics due to their shared makeup of ectoplasm. Unless otherwise specified, spectres all share the following traits, abilities, and drawbacks. Demanifestation True Sight Incorporality Gleaming The Preterite Often just dubbed “ghosts,” newly risen phantoms are remnants of a mortal churned into incorporeal shape as a result of traumatic demise, the terrible events surrounding them, or because the victim was the vessel of so much willpower that they rose again to finish what they could not in life. Though they initially take shape as the ailing Gray Spirit, they may make use of their new immaterial capabilities to either follow the path of redemption as a White Spirit, or forsake their second chance by succumbing to the innate darkness of mortalkind — to become a Black Spirit, a scourge upon mortality that echoes relation to the forsaken geists of Ebrietaes. Gray Spirits To transition from the realm of the living to the purgatory of spectrality means to become an entity that is disconnected from the physical world in a manner where they cannot rightly influence it. Gray Spirits linger some form of unnamed plane between the material world and Ebrietaes, hampered by some unseen shackle that completely deprives them of interaction with the corporeal realm, but prevents them the release of death. Physical Characteristics Distinct from any other spectre, a Gray Spirit is as the name suggests: gray. A Gray Spirit will typically appear similarly as they did in life or before their death, though shaded in depressing grayscale hues. There is no certain rule as to what age a Gray Spirit chooses to don as their primary appearance, though this usually favors the form they felt most confident with in life. Notably, they bear the same proficiencies as the ghosts of yore: incorporeality. Gray Spirits are immune to most mundane forms of attack; for instance, trying to cut them with a ferrum sword will simply pass through them and leave their bodies unharmed. Equally so, these beings possess limited way to interact with the world around them beyond small feats of strength such as opening and closing a door or pressing switches. The exception to this being that Gray Spirits are extremely vulnerable to even the slightest amount of aurum — moderate sums of gold dust or lines of gold will prevent ghosts from crossing less they risk hasty demanifestation. Unlike how ghosts once functioned, any sort of raw energy — be it arcanism, electric evocation, holy fire, or the raw flame — also run the risk of destroying these entities. However, magic that utilizes a physical component to try and harm these spectres will often be shirked off with ease, such as druidic manipulation of vines or telekinetic weapons. Mental Characteristics Upon coming to undeath, a Gray Spirit does not inherently realize they are dead. Many of these entities will helplessly wander the remnants of their old life, going about their former tasks as if they were still alive. These delusions of life tend to continue unabated; ghosts of a farmer past will attempt to till their fields and live at home with their widowed wife until they come to the shocking realization of what they are. When a Gray Spirit does reach an awareness of their new existence it can cause them to lash out in an unpredictable nature. As such, one can expect a Gray Spirit to become increasingly unstable as they adjust to their new state. While dubbed “gray” in reference to their form, these spirits exist in that way in more than color; they carry a potential to shift from friendly to malicious in an instant. Every Gray Spirit passively siphons the emotional vigor of those they are around and are largely influenced by this. For this reason, these “newborn” spectres are largely impressionable by those who either choose to lash out at their presence or guide them. And like all undead, Gray Spirits experience a numbness to life itself. They cannot feel pain or warmth — instead they feel a disembodied chill constantly lingering within them, as some have described, which aches them onto madness that seeks to pull them towards a dark, insatiable hunger. Abilities Lesser Wraithreach Lesser Telekinesis Invisibility General Redlines The Redemptive Path Beginning down a journey of redemption, a path of serenity and peace of mind — a Gray Spirit must turn away from the debase hunger for mortal essence and focus on a purer existence. Rather than turn away from the humanity that made them, a Gray Spirit embraces the legacy of death and the person they once were. When they were confronted with the allure of darkness and violence, they chose restraint over vice. Gray Spirits who have chosen honor the mortality they once bore, those who have idealized sainthood and refrain from dark desires, bear some resemblance of the beings they once were or that they had once aspired to be. White Spirits Tales of the White Spirits speak of their magical grace and zealous nature; of saints who rose from death not to forsake, but to guide man toward righteousness, and suppress the darkness of curses hexed upon their souls. Such is the way of the White Spirit, and though they are bound to the shadow of undeath, the fire of justice and virtue burns within an ethereal hearts. Physical Characteristics Though not necessarily white in color, a White Spirit’s form bears color to its ectoplasm and subsequently its passive appearance — soft, bleached shades of cerulean and blue. White Spirits, having had at least a full year to grow accomodated to their new form, control their appearance to greater degrees than their weaker predecessors, bearing the ability to morph their body into different variants of their pre-death racial form or even into smaller forms of fauna. Like the Gray Spirit it is yielded from, a White Spirit possesses full incorporeality with its form, to no greater degree. Despite being more proficient with the capabilities of their ectoplasmic bodies, the nature of ectoplasm itself does not change for these entities as it does for other variants of phantoms — a White Spirit still is as vulnerable to fire, raw energies, and aurum in any quantity. Mental Characteristics The hunger that once lured the Gray Spirits towards the Ravening Path is something that White Spirits have grown to suppress and even ignore the negative gnawing at their mind. What is left is a sort of mental clarity, a conciseness — wholeness. Upon transitioning from a Gray Spirit into a White Spirit, these beings have trouble differentiating themselves from the mortal life they desperately linger away from. White Spirits often congregate in towns and civilization, yearning to be a part of life that rejects them. Abilities White Wraithreach Greater Telekinesis Shapeshifting Invisibility Haunting General Redlines Revenants Those who have been born of the blade seldom find solace in anything but. Once knights, crusaders, fallen clerics and paladins, a Revenant is the result of a spirit who has chosen to continue their righteous path when damned with the insufferable fate of undeath. To no rule, these spectres are bound to a code of chivalry. Unlike their kin of the Redemptive Path, the White Spirits, Revenants have forsaken the weaving of ectoplasm for dredging forth in damnation the martial prowess to harness the sword and shield. Physical Characteristics Whereas spiritual beings are found lacking in prominence of their form, a Revenant is whole, in the physical sense. This wholeness takes the color of milky white to bleached blue hued “skin,” glowing vibrantly with an otherworldly aura to the eye. Unlike both the Gray and White Spirit, a Revenant finds themselves lacking in the traditional capabilities of the ghostly types of beings. Instead, Revenants are fully capable of wearing protective armor and wielding swords like they once did in mortal fashion. For the cost of their physical strength, Revenants find themselves weakened to all forms of mundane weaponry as mortalkind would. Though a Revenant cannot bleed, limbs can be severed without causing a mortal wound. Only by delivering a mortal strike to the skull of a Revenant or stabbing it in its chest where a heart would be can end such a thing, until it later reforms and rises again. Mental Characteristics To no rule, Revenants are kindred souls and warriors who have found themselves scorned with undeath. Many of these creatures were once the fervent and zealous holy soldier who found themselves afraid of death or simply wish to enact the last will of their God upon the earth. Subsequently, many Revenants find themselves conflicted with the duality of their existence: an undead abomination yet a soldier of their Holy ways. The hunger that had once plagued the nature of the Gray Spirit no longer ails those who have become Revenant; they have made some peace with their new undeath and work towards their own self-righteous goals. Yet, as all spectres before them, a Revenant finds themselves unable to connect, to fully empathize, or experience a lover’s touch. Instead, they feel the constant chill of death, a constant, frigid coldness in each limb and in their minds, aching. Abilities White Wraithreach Martial Spectrality Staring General Redlines The Ravening Path Peering into the oblivion of death does not bode well for those forever out of the graces of light. Beyond the shadow of redemption, there exists a hunger, a thirst, a lust in darkness and amoral fiber of mortalkind to violence and debauchery — the Ravening Path. When faced with a path of fortitude, charity and semblance of virtue, not all Gray Spirits are capable of passing through unscathed. Falling to the ravenous hunger and corrosiveness of power, these beings of terrible disposition find themselves addicted to feasting on the mortality they were once a part of. Black Spirits Likened to the mischievous and tortured Geists of Ebrietaes, these soulsucking, maddened spectres who have given into addictive hunger and vice of the Ravening Path, a Black Spirit exists as a ghost who has moved on from forms of restraint to indulging in vice. Often violent, cruel, and sadistic, Black Spirits have perverted their undeath into the hunger that had consumed them, making use of their twisted composition and ectoplasm to fuel their will. Physical Characteristics Unable to experience the peaceful slumber of death, Black Spirits take on a vindictive appearance typically as unrestful as they were in their last moments: mangled corpses holding their decapitated heads, heinous bodies oozing tar-like blood and the grotesqueness of a gore ridden face shown to the bone. Unlike the typically more benign White Spirit, Black Spirits range in color from bloody reds to deathly blacks, and anything in between. Just as its spiritual cousins, the Black Spirit exists in a state of incorporeality and are unable to be struck with more mundane attacks. However, they are just as susceptible to aurum alloys, fire, and energy-based magic attacks. Mental Characteristics A Black Spirit is largely defined by their lack of restraint rather than the makeup of their color. They have found no solace and peace in their undeath, often turning to vengeance towards the living for the unjustness of their demise. Unlike those who have managed to quench their thirst for life and blood, Black Spirits know no such boundaries. Instead, they crave the milk of life itself, desperate and addicted to it in their addled, broken state. These beings are not inherently evil, nor do they exist hellbent on seeing the world burn. Despite how Black Spirits have earned a name as vengeful, murderous amalgamations of death, many exist with convictions and a semblance of morality. It is not unheard of for former mothers as Black Spirits to engage in saving children or women, though it is often the case that they would needlessly kill and sacrifice other innocents to achieve their cause. Abilities Black Wraithreach Greater Telekinesis Shapeshifting Invisibility Haunting General Redlines Witch Wraiths Spoken only in the hushed whispers of folklore, banshees, faceless brigands, and the result of the fallen depravity of a spirit, wraiths exist as a spectre unlike their redeemed counterpart. Within the torment and suffering of all mortalkind, there has always been a form of wraithdom to emerge as the pinnacle of all ire and hatred. Unlike the wraiths of necromancy or the Abyss, the Witch Wraith exists as a lesser kindred soul, but one of much equal demented mind. Physical Characteristics Donning wispy cloaks of black and eldritch fabrics, twisted black metal designs, the faceless Witch Wraiths exist nearly identical to the disposition they had in yore. Wraiths exist without any definitive true shape beyond a shadow of what they were in life; instead, they bind themselves in cloaks of blackened death and maintain their uncanny, nameless visage. Strictly, the Witch Wraiths are bound in darkness that permeates any and everything that they wear. Color, unnaturally so, is drained from every garment, gauntlet, cloak, and cowl. Outside of this attire, Wraiths exist as shadowy figures and amorphous clouds of ectoplasm that only somewhat bear humanoid semblance and corporeality that allows them to enact the twisted depravity of their mind. Unlike any other form of spectre, a Witch Wraith’s voice is characteristically limited to speaking in incessant shrieking and heinous, grating whispers. Mental Characteristics Volatile, angry, and irrational hatred — all these are characteristics of wraiths of past and present. The ectoplasmic variant, the Witch Wraith, is no different in this regard. Within the minds and torment of the Witch Wraith, these spectres are damned. Their minds are doomed with the prospect of never being able to touch, to love, to feel, or be at peace — for their mind always stirs with murderous intent and delusions of grandeur. Most wraiths tend to be former kings and nobility that have been scorned, assassinated, and driven into exile by politics and the facade of kinship. Such prospects of working with others or banding together seldom happens, even among wraiths themselves: for they find something to loathe in every creature, both living and dead. Abilities Black Wraithreach Martial Spectrality Wailing General Redlines The Path of Perdition There are those who have been damned by unspeakable magics, those who have been cursed for a fate beyond the sanity of a simple undeath. These beings live in perdition, a place far outside the stretches of the mind; beings who have been marked to live out the remainder their deaths in the furthest, deepest reaches and innermost circles of Ebrietaes. Some manage to claw their way out, though most have the mantle of the damned thrust upon them. Gravens Inside of the realm of the occult and supernatural, there exist beings who have been cursed in such fashion in their mortal life that they are damned to carry out an eternal task for the remainder of their existence. These beings, outside of the realm of normal spectres, are classified as Gravens. Eternal scholars left to ruinous citadels, the lost gravekeepers in the unbidden planes of Asulon, forsaken sailors in empty ships — any manner of a Graven’s task is bound is their life, death, and damnation. Physical Characteristics Gravens are as numerous in form as the many races that exist; they abide to no specific shape and standard, and many more lack any distinct rule for how they appear presently compared to their final moments in death: a slayed king with a spear protruding out of his torso; a scholar with decapitated head and in hand; a sacrificed virgin whose skin appears smoldered and charred. Additionally, their bodies are distinctly shades of roughed over cobalt and moldy greens, bearing some affliction regarding the manner in which they were killed. All Gravens are distinctly uniform in one manner: corporeality. Similar to the Revenants and Witch Wraiths, Gravens possess an innate physical manifestation of their ectoplasm. They bear an uncanny resilience that their brethren lack, a fortitude and capacity to bear and weather much more damage than any other spectre, lest their curse be short lived in the event of a merciful stranger. Mental Characteristics Gravens are consumed with only one thing: the task they have been cursed to complete. Gravens do not reason, nor do they think in the degree to which a Descendant can. Such things only exist to reason whether something will help them towards their task and or hinder it. Many Gravens have existed for upwards of hundreds of years, their minds have corroded away and they feel a constant yearning and pain to complete their task sherely for the reason that it will release them from their curse. Most Gravens lack an affinity towards direct violence. Many, instead, opt to carry out their task peacefully and without any regard for the nearby living or dead. The tasks a Graven can range from and many and far between distinct from more aggressive and dark acts, such as being a bookkeeper, fisherman, or librarian — though it is not unheard of for a Graven to be cursed with a task of defending a bridge until they die, or searching for the most honorable fight, for instance. Abilities Cursed Wraithreach Greater Physical Spectrality The Graven Stare General Redlines Apparitions Fallen legions, crews, rioters — all in death shared. The vast plains of the realm are littered with the scourge of mass casualties, some deserving and some innocent, those who swelled in such shared horror and misery that all became both the one and many: an Apparition. They come to be where souls have been bound together with foul magic or a shared angst. Most often, this is the shape of an eerie obelisk known as a “menhir” — an ominous, discolored phallic spire. Apparitions are twisted amalgamations of souls, warped in mind, appearance, and nature — holding malice and hatred for those who disturb whatever semblance of eternal rest they can manage in the world that has forsaken them. Physical Characteristics As the Gravens, ghosts, wraiths and every manner in between, the shape and skew of Apparitions range from shadowy denizens to damned, lost children. An Apparition holds no true shape, mainly settling on a form that the many melded souls have agreed upon, one that is ever shifting like the tides with the moods, the deigns and desires that the entity feels at the time. Apparitions appear as smokey silhouettes and amalgamated black smog and tar, only roughly humanoid in shape. Though most tend to vary, Apparitions all speak in a multitude of combined voices, a chorus of the many that they once were all as the one they have become. They hold access to control each and every woeful spirit that formed them; their characteristics, their shape, their memories of loved ones and their voices, and it is not unheard of for these unfortunate beings to mimic and pretend to be the meekest among them. Apparitions themselves hold a selective incorporeality, able to choose when and if they wish to have a physical presence in the realm. With the prominence of their ectoplasmic shape, they find themselves wholly adverse to the nature of aurum alloys, fire, and energy-based magics. Unlike their ghostly kin, an Apparition exists in the world as a behemoth, titan-esque fortified souls; where a torch could demanifest a Gray Spirit, much more is required for those who have a special place in Ebrietaes. Mental Characteristics Apparitions themselves exist in a predominantly conflicted state due to the makeup of the souls that compromise them, however shared their death, and the individuality that comes with them. An Apparition exists as anything but a sane being, often many recluses in woe and depression, keeping isolated from the world as they feel the slow lingering chill of undeath. Other grow resentment for the very thing that they have become, though the most worrysome is when an Apparition is united in purpose and a common threat. Though not all bound to pillars and menhirs, the longest lasting and eldermost of the Apparitions are have had their minds and purposes weathered away like the sands upon a shore. It is for this reason that the most conflicted Apparitions are among the youngest, where the eldermost ones were bound to some forsaken obelisk in the ruins of a long lost catacomb with a semblance of sanity and total mastery over their form. The foremost objective of an Apparition is the defense of the land or place they were formed in, as many wish to slumber than to be reminded of the horrors of their now past life, many resorting acts of malevolence. Though, it has been known for the eldermost of these creatures to seek ambitions of their own. Abilities Ominous Wraithreach Advanced Telekinesis Greater Invisibility Advanced Haunting Primal Mysticism Selectively Incorporeal General Redlines Omens Most every spectre possesses the means of blessing or cursing mortal souls. From unnamed ghosts to Apparitions, phantoms can imbibe the ephemeral essence of a person’s very soul, leaving behind a residue that can be either beneficial or detrimental. The nature of what is bestowed is dependent on the strength of a ghost and its affinity to subsume positive or negative esoteric vitality. White Omens For a period of three narrative days, a victim will find themselves stricken with a positive emotion of the user’s choosing. The afflicted feel an affinity towards this emotion, sometimes connected to a past trauma or a cherished memory, and it slowly consumes them. Typically, this comes in the form of the afflicted experiencing the voices of past loved ones, flashback to cherished moments, and otherwise an event that the victim looks back on with a smile. The most generic use of this ability feeds a person boons of confidence, respite from depression or sadness, or an overall calmness. Generic White Omens have no bearing on combat. Black Omens For a period of three narrative days, a victim will find themselves stricken with a negative emotion of the user’s choosing. The afflicted feel an affinity towards this emotion, sometimes connected to a past trauma or a long-forgotten memory, and it slowly consumes them. Typically, this comes in the form of the afflicted experiencing the screams of past loved ones, flashbacks to warfare and torture, and otherwise an event that the victim looks back on with disgust. The most generic use of this ability stokes a person with fear, anger, and spite onwards to depression and sadness. Generic Black Omens have no bearing on combat. Advanced Omens Though the above are the most generic forms of uses of Omens, it has been known far outside of the scape of phantoms to discover their own unique variants of these blessings and curses, using them as a sort of “calling card” and symbol of notoriety. General Redlines Citations Links Mysticism lore Phantom Compendium People Dardonas - Writing Zarsies - Original lore writer/4th Generation Necromancy Kalehart - Consultation Gallic – Consultation Mystic and Ghost community - Feedback
  5. i had this doc saved for a rainy day, if I fail this war is yours
  6. The Remnants of the Abyss [https://www.youtube.com/watch?v=t3yxnD9Lflw] The abyss is all around us; it is our darkest thoughts, our greatest ambitions, our deadliest sins. It has made us, molded us. We are it, and it is us, inseparable. Upon the sundering of the mortal arts in the mid-1600s, the manifestations of the abyss — scars upon light itself — became beacons for the nameless and unnamable. Taking root upon the land Arcas, both artifacts and entities depraved became commonplace as outlets of the Abyss’s influence and the countless wounds it shares with mankind. These conduits, manifestations, and memories tortured the landscape and its inhabitants. They are spawns of Abyssal influence remain with a likeness of the damned Resonant Knights and the Abyss Wraiths that came before — though as the devilish things that mankind is told would come after. Once proclaimed the “roamers” by the Judges of Xion, long forgotten in their days of self-proclaimed righteousness as actors of deliberation, these nameless beings of craven nature are drawn like locusts to areas where the lifebanks had grown stagnant. They are manifestations of negative mortal emotion, and surely where there is torment and suffering they would come. Invisible and intangible, they exist creeping in the slightest movement of shadows, as noises in the sleepless nights—just out of sight or invariably enough to cause the sanest of men to question the very threads of nature. Honing to the that which is marked with darkness, these nameless beings come seeking to torment, to consume, and to instigate fear in the meek. Mindless and incomprehensible, there are none who quite understand the nature of the nameless fiends and their beacons, some spouting them as the curse of Malkaathe, a last spiteful act against deeds both terrible and degenerate. Lesser Roamers You’ve felt them too haven’t you? We musn’t stir the light— Greater Roamers Do not trust the whispers of the dead; Do not trust the children screaming; Do not trust the shadows in your eyes; Do not trust the tidings of your mind. Seeds of the Abyss My little seed, my little seed… Even now, my darkest deeds germinate within me. Purpose: Citations: Writing – Dardonas Abyss Lore - Swgrclan Inferis Lore – Helfiaz and Swgrclan Resonant Knight Lore – Swgrclan Resonant Knight Lore Amendment - Swgrclan and Dardonas
  7. yeah but how many gallons of astra do your spells require?
  8. It’s in black and white, wdym make it more vibrant?
  9. Yeah I suppose that makes some reasonable amount of sense in addition to your comment on being immune to your own malflame as inferis. I’ll get around to adding that caveat in and fixing the old references since that seems to be the big point of contention.
  10. I don’t agree with that in terms of references in the lore or just as a straight balance issue. Bob the demon immolating himself with his own Bob-colored Malflame and going to do a linebacker charge into a crowd of poorly dressed druids sounds a bit busted.
  11. I imagine you probably don’t when there is an entire section devoted to clarifying that inferis cannot be uwu demons that can run on all fours the at the speed of cheetahs. It doesn’t matter whether or not you trust his word on it or not, the fact of the matter remains that because this very argument is being had there are clarifications to be had. This is my interpretation of what should be done to be a healthy step forward for making Naztherak magic more concise, and there is absolutely no reason why inferis would not be effected by malflame. Having Inferis immune to malflame just nullifies the complete entire reason as to why Malflame exists in this magic in the first place: to subdue demons. Malflame is objectively a bad combat magic compared to something like Electric Evocation. Its one purpose is to offer some offense and to help shackle demons, ergo, it has to effect demons, ergo, it burns them.
  12. Except for the fact that the primary way to subjugate an Inferis exists by using a spell called shackles which utilize burning chains of malflame? “ Instead, Malflame directly attacks the soul; it ignites the portion of the soul blueprint where upon it struck the victim, and then inflicts agonizing pain that wracks the body at that point and ebbs at the flesh leaving it blackened, sickly and burning with the Flame’s afterglow. ” “Under normal circumstances, the Malflame would also burn and rot the hand used to draw it from the page’s notation but Princes are able to etch a sigil into the back of their casting-hand using the Rakir that provides protection from its destructive effects on the body.” Malflame is stated to burn the soul. Just like it doesn’t say directly for inferis, it also doesn’t specifically state it burns Santa Claus’s soul either so I guess Naztherak are weakest during Christmas season. This is why this amendment exists: this magic is a mess and need clarifications on how it interacts with its own creatures. You aren’t immune to malflame just because you’re an inferis. The way spells are within the lore and with how things have been roleplayed, the lore indirectly supports the notion that inferis can be burned by not only their own malflame as Naztherak can, and also that it in general burns inferic souls like it would any other soul.
  13. Would you like to share them with the rest of us? The two noteworthy issues you pointed out that were in the original magic or an LT verdict/amendment that I could have possibly “patched” are malflame and Zar’kiel having TAs. Firstly, a core part of the magic that exists called malflame, which burns the soul when it comes in contact with flesh. Zar’akal, which you took issue with being able to burn itself, has as one of its perks in the original Naztherak lore that they can burn their own flesh with malflame for maleus and have limitless supplies of rakir. What is even more glaring is the fact that you clearly have not read the entirety of this amendment because if you did, you would have saw this caveat: As quirks, cantrips, or minor combative purposes, a Zar’akal, Zar’ei, or Zar’kiel may utilize minor amounts of malflame without burning themselves. An example of a minor cantrip would be a Zar’akal belching malflame in a small harmless wisp. A minor combative purpose would be an inferis can breathing malflame in certain breath attacks without igniting their skull in agonizing fire. Huh, guess I did patch that. On the second issue you had, and as I commented above in regards to, there is a lore amendment to prevent people from being enslaved to teach people against their will as well as prevent a Zar’kiel’s master from essentially having 3 more teaching slots. I shouldn’t have to explain that people being forced to teach students they may not want to teach is a bad idea, and I also shouldn’t have to explain that there was a reason why teaching slots were reduced from 5 to 3 per TA. It doesn’t requiring fixing, that is the fix — it’s already been done.
  14. I apologize that I can’t hop in my time machine and go post this short patchwork style amendment three months ago. Also, isn’t all lore made and written with the assumption it’ll pass? What’s the point of writing lore that you think won’t pass? For whatever reason, you’re looking at this amendment like its aiming to usurp Dunstan’s and Zarsies’ post — which I actually helped consult on — when really they’d probably both pass and exist fine together after some minor tweaks as demanded by the LT. The stuff in this post isn’t dependent on Dunstan’s stuff, nor is his dependent on mine, neither are they aren’t mutually exclusive. As I’ve stated in the comments and in the preface: rewrites take precedent over this amendment. I’m hoping Dunstan’s Inferis rewrite is passed because I prefer their system and want something new. On top of that, it’d make things much easier if it passes first because I’ll have time to eject my Inferis proposals in this post and just keep the Naztherak and Red Prince clarifications which this entire amendment focuses on clarifying to a much greater extent. If you read what is written, Inferis guidelines are a tiny part of this piece that just looks to existing lore and clarify vagueness and more of the glaring offenses seem to be in the actual Naztherak magic. While I am looking to fixing things, it seems you are taking issue with many things that are in current inferis lore, which you would know if you had took the time to know the lore before getting upset at me for what already exists.
  15. They should be more careful then because its whats currently in the current lore and it also prevents kamikaze malflame divers. This is a supplemental amendment, not a rewrite. Overhauls on how Zar’ei function is not my intention, I don’t have time for that. Dunstan and Zarsies have an Inferis rewrite at the moment that this amendment isn’t attempting to cuck. Instead, when theirs is passed (regardless of if it does before or after this amendment), then – as I stated in the preface – Inferis will be replaced by their system and not this system designed to simply act as a “patch” and fix issues with current lore. It’s pretty clear in the wording to every other person. There shouldn’t be balrogs running around in suits of impermeable spirit smithed bloodsteel and carbarum horn plating. Originally I was gonna say no armor, but I figured custom rokodra would be a good way to settle on that. Christ relax dude. Current lore states that Zar’kiel can’t make a TA in an amendment. Last I recall it was due to logistics reasons since these guys are enslaved. Do you want to be forced to teach people if you had a TA? Or just the fact that it adds more TA slots to your owner. Unfortunately, that’s something that could happen without that provision. Yep. It would be too over complicated to start specifying a whole new system for forging gear beyond one rokodra LT signed item = one rokodra LT signed MC armament. Nobody wants to keep track of “rokodra tennis shoes, your rokodra shorts, your rokodra kilt, your rokodra ballcap, your rokodra shirt, rokodra pauldrons, rokodra armguards, rokodra vambraces, rokodra gauntlets.” This isn’t World of Warcraft. One item will do. It would be “You have not seemed to have read this through much considering the spelling and grammar.”
  16. Preface: Naztherak General Malflame Clarifications: Spellcasting System: Malice Clarifications: Grimoire Clarification: Inferis General Inferis Clarifications: Zar’ei Clarifications: Zar’kiel Clarifications: Zar’akal Clarifications: Zentherak Clarifications: Red Prince Addition Rokodra Clarifications: Bane of Infernal Mutation Clarifications: Credits: Dardonas — Writer Mordu – Writing and Consultation Lockezi – Consultation Hexe – Writing and Consultation Deer – Consultation Post Citation: Inferis Naztherak Red Prince Addition
  17. Hidden lore is bad and if the LT don’t demand that the lore is submitted wholly to this document they should be ashamed. Prevent metagaming by tracking who ICly knows the weaknesses and don’t tell people if they seem like the kind of person who is going to go write a “How to Kill a Striga” book and submit it to the Library of Dragur. i swear to god if I start seeing “rawr rawr *shows fangs* x3” half-vampires as frequently as im starting to see succubus children doing uwu roleplay i will personally hold you accountable mordu
  18. yes but do they fuel LotC’s carbon emissions like wraiths?
  19. The First Dark Hollow In the Lands of Yemos many winters and moons beyond the ages of kings and men, beyond the times of soldiers and sons, and fathers and warriors—in the times where the knowledge of the First Fires were traded—in the times where the waters merely met where North crosses into South, in the times where the only corruption to walk the earth deigns from mortal hearts—in the times before the Old Lords were old and yet still young and seldom having felt the earth beneath their feet—did mankind roam free. In what was was deemed the First Age of Man, where strength of body was valued over unimagined prospects of the void and illconcieved Aengudaemons. The men were wild and ferocious, their minds had seldom concieved words yet prospects of brothership and fraternity had transcended literary bonds in the social cues of the wildmen. These free men bent no knee, they wore no crown, they took many wives who bore only the strongest’s children—all strength to spur in more strength. In such an age of Men and Darkness, the feeble and weakest of the wildspawn were drowned in lightless pits of what would become known as the First Abyss, where the Second True Darkness emerged after the First Flames which kept men alive had been lost to the chasm, cursed to watch their brethren rape and plunder their lessers soon after fall to the temptations of the Betrayer. For the folly of man was within mankind itself; they were untouched by heavens or hells. From the beginning, they were impure, unjust, unrighteous and barborous. It was the doings of savages and lawless fiends capable of nothing but the most perverse lusts and mechanations known to man itself: mortality. In the lands of Yemos, there was no place for the enrichment of doubts or skepticism—and so those who did were cast to the shores of exile or drowned themselves within the True Darkness of the First Abyss. It was the most skorned among them who became cast aside in the bottoms of the First Abyss, in the darkest hollows of mankind, where he would take the mantle, the title: Y’ngore dak’Holwrah—in the primitive tongue “of the Dark Hollow.” For in the First Abyss, in a land without fire or sun, did Y’ngore come to see the truth in the wrongness of all men through stone and earth and time. It was in the First Abyss that Y’ngore watched mankind plead the very Gods who spurned them curses for more and more, yielding afflictions and shackles in the disguise of blessings. Tyrants, he called them—but not the Gods. Tyrants—Tyrants he called the Men, the men who would stand upon pedestals and wear crowns placed upon them by weakness and demanded their fellow’s proud knees to bend. For while Y’ngore recognized the truth of the Gods—the truth that the first Xionists would come to reach in the dealings of Malkaathe and Dhurzumkal and Brandh and the Nameless One and the Fifth One Who Was To Be—he recognized something that they did not see. Rotted cankorous dungeons of bones and flesh and the fettered corpses of newborn, in the pits of the First Abyss in Yemos, did Y’ngore come to a realization: that the crown and shackles of men were more imposing from the men than they were Gods. That mankind itself preferred itself in chains and in heirarchy, that men would prefer to be ruled over than to be free and they did so much freely to mankind itself—and so the Gods heeded them and gave them their own downfall by fashioning the First Crown, and the First Slave. These were beings who were weaker than all the strength of all the men, of all the strength of the Abyss, of all the strength of those who came before, and of all the strength to come after—and so they divided mankind, cursed them, blighted them, spurned them forth at one and then at the other. Man’s doing came by man’s hands. It was in this age that Y’ngore came to name not after the gods, but after the who began to bend the knee: The Second Age of Man. The stains of darkness and ire within the abyss—much like the Old Lord of Umbrage did in the many aeons to follow—would begin to gnaw at the mind of Y’ngore and those who followed him from the darkest recesses of the deepest chasms. Sanity, morality, the orderliness of the mind became but obstacles in the way of progress for who would become known as the First Necromancer of Men. Y’ngore’s disappointment and hatred for the Manslaves—what he branded his ilk and as a mockery of how Xionists began their faith for their hatred of Godslaves—would bore so deep within his mind, within his flesh, within his soul, that the darkness itself would spurn forth the First Darkhollow. No amount of bone or flesh or skin could fill the void that began to consume Y’ngore, and he began to become a slave himself to his emotions and depravity—fueling the sickness that dwelled within him in an endles cycle. The countless aeons that Y’ngore fed from the corpses and the half-dead living cast within the pits, did the men who wore their gold and crowns forget about the darkness of the First Abyss. Mankind would begin to draw hearth around fires and luxuries, jails for the damned, or a swift death for the unworthy. For long after the agency of life was picked clean by Y’ngore, there was nothing. He became the last of the Second Men to dwell in that chasm, consuming the rest from skin to hair to bone to fill the void within the Darkhollow he cursed himself with. And so, for a countless number of Aeons in the forgetted recession of the First Abyss, Y’ngore starved and withered—unable to the release of death or the damnation of Ebrietaes. It was in his stagnation that the curious nature of Yemos would emerge: stagnant lifeforce. It was not from the remnants of bone, or soul, or man—it came from within himself, and from without. The pit itself radiated with the hatred Y’ngore bore, and land itself began to hate with Y’ngore. Cyclic in nature, it fed him and he fed it. He loathed it as it loathed him and the man began to consume himself physically and spiritually until his arms could no longer reach his gut, until his legs could not carry his weight. In the darkness, he spoke to it, and returned its call in lowly whispers of gutteral half-hushed murmurs: Self-consuming… ...The oroborous. Self-consuming... ...The oroborous. Self-consuming… —The oroborous... The darkness granted Y’ngore enlightenment. It granted him power. He was one with the evilness of all men, the man that he was, the man that is is—for he is no different. From the evil of bones and madness, he climbed each rung of root. Each clasping darkness that consumed his body as it consumed his mind reached in turn to help him and yet devour him in the process. It was at the top did the Second Man, Y’ngore, cease to be a man, but the very thing that consumed him: dak’Holwrah—Dark Hollow. The first dakgul. The nameless wraith took no name so that he might not bind himself to the meaningless covenants of mankind, so that he may free himself from the shackles of the First Men who came before and have since fallen after. He wore a crown of bones, a robe of flesh, and a title stolen from the kings of men. Lordship. Shackles. Chains. Collars. These became the tools he needed to subjugate those to his will, the Oroborous, so that he too may become one with the self-consuming nature of Mankind, the curse that he or any other shall never escape, and so upon learning necromancy he gave himself another darkhollow to continually help the other consume itself. Strength of the Abyss II This magic is intended to overwrite necromancy, paladinism, Strength of the Abyss, Xionism, Mordu’s past and future lore posts, and force a rewrite for any future Aengudaemonic magic so that it can accomadate the spells laid out in this guide and magic lore post. This lore does not require a vote because it is already written into lore. Much like the oroborous, it exists to self -re-accept itself in any event it is shelved. Denying this lore piece will result in Swgrclan returning to the server, joining the LT, and returning LotC to its natural roots in the Dark Souls franchise. General: This magic does not function off of mana or lifeforce, but through mortal essence. When one begins to learn this magic—which they can only do under the caveat that they were once a Tier 5 necromancer—they are turned into a wraith over the course of several paragraph long emotes. This is left generally to player imagination, though it should fall into the standards of the Loreholder. If the user of the magic was once a wielder of holy magic, they must properly PK and make a new character. This new character then should eat the corpse of the old PK’d player, to which then they are granted wraithdom and all of the spells that go with this magic. This magic only has one spell, darkening, which may be interpreted how one pleases provided its used within the spirit of this lore. Darkening may be also used besides how it is written below in the following scenarios: raising undead, putting a second dark hollow in a necromancer, creating lore for the Black Nexus, and (with ET supervision) may be used to kill Iblees. Wraiths have come back, again, to offer necromancers and powerful circles of dark mages a chance at powercreep. While wraiths can be destroyed, they cannot technically be PK’d, hurt, stabbed, shot (in the event of any future gun lore), and more detailed below. Also, I have asked the LT to hide the related clotting/disconnection lore to this post to prevent metagaming. Even I do not know it—I had someone else write it for me—and I cannot risk other people finding it themselves and knowing it so it was hidden, renamed something else, and placed deep within the archives where no sane LT dare tread. Darkening: Spurning from both the Old Lords and the New Lord, Y’ngore, this spell utilizes the hatred of all mankind that is manifested within the darkhollow. Any being who is granted this additional darkhollow, deemed the Second Darkhollow, is granted the inherent knowledge of Xionism as well as the revelation of Y’ngore (above). The corruptive nature of darkening yields all men to the power of this truth, whether they are a sentient or inanimate object. By taking hold of another magical item, artifact, or Aengudaemon, one may begin the ancient process of darkening. Over the course of 3 emotes that span the size of several paragraphs a piece, one must being to convince the magic that it is a pawn of the Gods. This is done through channelling the powers of the Old Lords themselves, though no actual connection is made. Using this spell prevents the use of nearby birds and negates any emotes under a wordcount of 200 words. Any magic that falls under the arbitrary holy category may not be cast within the general vicinity of this magic, as darkening utilizes the powers of the dark hollow to suck in God magic and stagnant lifeforce that Strength of the Abyss used to explain anti-holy capabilities (please refer to the older, denied lore post that will not be linked because finding things builds character). Though not directly capable of being used in combat, one may channel their dark hollow so that darkening expands the use of this lore to justify things that don’t make sense. Additionally, more spell guidlines are listed above in the short lore segment on how darkhollows came to be. While chanelling this spell, one is required to think back on the life decisions that led them to this moment as their tell. This tell emote must be emoted in addition to the normal emote count in the form of three additional emotes. Because it is not a combat scenario to use a tell, one may simply fire their emotes in rapid succession. Emote guide: Because the Story Team requires this section in all lore posts, this section is here. However, as lorewriter, I abstain from giving an emote guide because creativity cannot be shackled by OOC forces. Redlines: This spell may be utilized in combat. Instead of emote counts, the spell is measured in word counts that cannot be less than a 400 word minimum, spell checked and perfectly punctuated. The effects of the spell do not begin until the minimum word count is reached. There is no required words per minute, so players are recommended to use this time to google a thesaurus and swap words out for words they don’t fully know. If this spell is used on an Aengudaemon, the player may absorb its power and turn any magics connected to that Aengudaemon into Strength of the Abyss II. Druids cannot dodge this attack because stagnant lifeforce specifically singles out Druidism. Darkening can also be used to explain any future magic or creature rewrite so that it fits the backstory the lorewriter wants to take it down. Denying lore that uses darkening is powergaming, a bannable offense. While this spell is being used, the wielder cannot be killed, PvP’d, or banned. At no time is the use of OOC permitted except to link a Beserk Movie soundtrack for people to listen while waiting. Darkeninging may be used on anyone, even another person with Darkening. One a person is darkened, they exist as a slave to the Darkener for one IRL year, in which time they must enact every command (non sexual in nature) that the Darkener commands them to do. If the Darkener is Darkened by another Darkener, the darkened person and all their darkened people are forced to follow the commands of the independent Darkener. Should a darkened person disobey, they are forced to abide by a PK clause hidden deep within the redlines. Though unrelated, any use of the word “Astral” may not be used in any lore. ScreamingDingo is granetd a lore approved copyright claim on this term, and may deny any lore that utilizes it—past, present, or future. Tier Progression: Tier 1: One may perform Darkening in 1000 words or more. Tier 2: One may perform Darkening in 800 words or more. Tier 3: One may perform Darkening in 600 words or more. Tier 4: One may perform Darkening in 400 words or more. Tier 5: The only way to become Tier 5 is to be loreholder and you still have to write Darkening emotes over 400 words. Tier Five is also the tier you become Wraithlord II in, allowing you to give Angmarzku a leadership role to create new wraith CAs and have him take it only to refuse to make more wraiths and go inactive while Geoboy and Parkins work on the next necromancy rewrite. If loreholder is passed on to a new person, they ascend to Tier Five after posting a five page research paper emoting the use of darkening on someone else’s lore to darken it for themselves. To verify authenticity, this must be handwritten and signed, mailed to Tythus LTD which will require a two week waiting period before the LT vote on it several times in two separate lore mags. The Dargul, Wraiths II Wraiths exist as the Darkwraith and Nazgul abomination of Tolkien and Dark Souls lore. Not only do players not know that fire can easily harm a wraith, a wraith can probably just jump in water anyways. Wraiths are darkhollows in human form, living, walking, and talking—perpetuating a cloud of stagnant lifeforce because they are also the Abyss itself. General: Wraiths II, which are variants of the four or five other wraith rewrites, are now the cannonical term for all future wraiths. Wraiths II derive their name from the second darkhollow they have within them, allowing them to perform spells from Strength of the Abyss II (notably Darkening). Wraiths came to being several times before, but this time Wraiths II are better and stronger than all the other variants. For future characters, it should just be common knowledge that wraiths disappeared because once before because without a second darkhollow, they are not able to stay manifested. Guidlines: Wraiths II must be specifically called their new names. Older variants of wraiths should not be mentioned, nor or are they much referred to in this lore due to the fact that the LT just shelves things without a canonic explanation so players are left in roleplay as former Tier 5 Gravelord Liches now as 16 year old children wondering how in the hell we got here from where we were. Wraiths can never be rewritten again after this, and Dardonas is the loreholder forever, even when he quits for months on end after one of his events goes bad and he has an episode causing him to be, or nearly be, staff blacklisted. Physical Description: Wraiths II are no different looking than previous wraiths, except they have two darkhollows which are only visible metaphysically. Wraiths are gaseous forms of darkhollows made to exude stagnant lifeforce outwards with twice as powerful emissions as before. They must always wear black robes and combinations of that with armor because this is the aesthetic that wraiths have always done. Wraiths are constantly draining things around them with carbon emissions. Eventually, when wraiths reach a playerbase beyond 5 CAs, the current map will undergo global warming and the future cataclysm event for all LotC maps will be a generic flood to prevent any future callbacks to the Beast of Mordskov and September Prince. Mental Description: Wraiths II are free from the mental insanity that bogged down their old coutnerparts. This is due largely to the fact that darkhollows used to cause mental instability, but with two of them they sort of cancel out. Wraiths are also immune to insanity by any other future magics because the second darkhollow slurps that up. Redlines: Although technically wraiths are perfectly sane, they may pretend to have mental illnesses to help undergame this lore so that it is not shelved when the LT actually come to read what is written despite them having passed it. Abilities Wraiths get two abilities: they can learn dark magic that is written by an OOCly person vouched for by a collective council of current Gravelords. Holy magic is not allowed to be learned unless it has been rewritten and darkened. Wraiths can also use husking, which allows them to walk around in a corpse. They still smell like a rotting corpse, and they can be forced out by destroying the body. The darkhollows, however, will prevent the body from rotting further so you can keep using the same skin. Redlines: Wraiths but inside of bodies. They can do everything else they did before, except now their carbon emissions have dropped by over half. Slice of life RP is permitted but frowned upon by the loreholder because spooks are meant to be villains. Credits: His Cameron Cloneship, Dardonas Swgrclan for writing original dark souls inspired SotA lore and darkhollow lore and necromancy lore and old lords lore and abyss lore and mordring lore and malghourne events and being a being a living LotC dark souls legend Phil for doubting my capacity to shitpost Necromancy Rewrite drama Lore Team being a bit of a meme at times and FlamboyantRage for being the consumer of lore
  20. So this caveat you linked is technically still lore, but most people do not roleplay ghosts in this manner anymore. Whether that is considered powergaming or not technically, at this point it has been mostly done away with in how people roleplay so I wouldn’t stand by keeping it. One of the big issues with invisibility nowadays is that it can be done instantly to avoid consequences and spy on roleplay. I think its a good step to introduce emote count to this, but I would suggest it as 3 emotes across the board. This is a bit vague. Ghosts are already limited in power in the first place and things don’t always break evenly. I would opt just to make it straight up demanifest a ghost if their host is destroyed. This is a bit of a buff. 50KG is quite heavy, all considering a ghost lacks a weightless form. While ghosts do need some more flavorful things to do besides be invisible and watch roleplay, putting them forth with the capacity of an average telekinesis wielding mage would is making a ghost more combative of a creature. Overall, I don’t think its a bad idea to start getting ideas for where to take ghosts, but I think that your rewrite needs more fleshing out and more development into some of the abilities, background and redlines since it largely seems to just take existing lore and update it with some pretty large buffs. While I listed some of the things that stuck out to me, there are a few other things such as the weaknesses to only aurum or an aversion to holy mages. One of the things the LT have been moving away from in regards to Holy magic versus Dark magic is making Holy magic and gold the only ways to take out dark creatures, so it would be something to consider tweaking if you move forward. As well, another issue I had—though not particularly that every piece needs this element—was a lack of background lore and history "fluff." Not having that sort of thing probably wouldn't outright get a piece of lore denied, but it's something that nice to include. Beyond that, I would make mention that gravens should be worked on alongside ghosts. Just some thoughts an opinions on your submission, I hope I don't come across as too critical.
  21. Viruses and DNA research are microbiology discoveries that well date after the techlock. In a fantasy setting, despite whether or not such a virus makes sense on paper (you seem to focus on the science behind it?), it’s much more farfetched and out of place. You’re better off coining it off as an alchemical serum or generic plague and writing up a history about it.
  22. aw **** I done goofed and thought you were keefy
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