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dard

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Everything posted by dard

  1. I’m on my phone so you’ll have to make do with a discord screenshot of my thoughts bcuz I’m too lazy to retype
  2. im biased but theres no need for this. 100% this will lead to the same issues that the morghuul factory had by being an open race. It got to a point where ghouls no longer felt like ghouls, so if you saw one you shrugged because they were so common and partook in generic slice of life RP.
  3. The City of Rh’thor In a land far from Atlas or Arcas, bordering on the realm of maddened tales of half-drowned sailors, there exist rumors of a people of red garbs who speak a red tongue. This land grew parallel to the Descendants, a smog-ridden place known to some as the land of East-Meets-West and upon it the city of Rh'thor, where dead men broke bread with the living. The Rh’thoraens, as they first became known, followed primal beliefs that worshipped the mortal form and the cycle of life who claim came to them out of the words of a burning tree. The Land of East-Meets-West None know when living men first took to the footholds of Rh’thor, only that it developed independently of the major populaces of the Descendants. Once an interwoven continent that stretches from Yulthar in the reaches west to some unknown realm in the reaches east, the riverside land to the east was engulfed in calamity. All that was ever recorded was that the once-river was drove into the far reaches of the earth, and the nearby land with it. Where the ocean and seas once towered to the north and south of the land fated to never touch, this damned chasm filled with its own black waters anew. This gulf became known as the False Sea, and by some miracle or cruel curse, the settlements of what would become Rh’thor was spared from being swallowed along with it. From the False Sea, black rain and clouds wash over towards the west and plagued the earth with darkness that swallows the sun from the sky. All who entered the city and all who were in it were choked by the black mists—all to fall within it and be damned to rise again. The city grew as stagnant as the land, as fathers ceased to be fathers and mothers ceased to be mothers, for the dead cannot sire children. It became both bastion and prison for deadmen unwanted and the remnants of those who could not die. For years upon years, as long as the itself called itself Rh’thor, men of many creeds and tribes would come: warbands and crusaders, raiders and bandits, sorcerers and necrolytes—all would seek to claim the land in mortal folly and ambition, all to succumb to the mists. These risen men, forsaken with but a choice to join or falter alone to dust, gave cause to a legacy of warlessness across the land: “Pax Rh’thora, all who come to defeat Rh’thor become Rh’thoraen.” The False Sea Revered and cursed, worshipped and feared, the False Sea is the juxtaposition that has both created Rh’thor and inhibits it. Its cursed nature was derived the shadows of the chasm, the abyss filled with water. If a man, living or dead, drinks from the black, they perish and will not raise again. Rather than become contemptible of it, to view it as an omen, it became an object of reverence among the first native Rh’thoraens, the first dead men to settle there. For those who had become plagued with the infallible curse of undeath, death once again became a choice. And so, it became known if a Rh'thoraen walks out to shore and swims into the False Sea that they would disappear completely. This is considered a somewhat sacred method of ending one's existence, as it is believed they become one with the legendary realm far below the waters. The Fellowship in Red The Red Priest’s canon tells of far a tribe due to the outskirts at the south of Rh’thor which was spared the touch of the mists. It was here a man known as Aelvarus came across a tree that burned but did not crumble. And unto them it spoke its name once: Widukind. From this tree, the Aelvarus was granted command over stagnation and its curse and knowledge of the Redlord’s Path. Preaching of a messiatic figure who would come and save mankind from itself and Gods, for the Red Path the corruption of both Man and deity alike. These men were spared the curse of Degradation that choked the denizens of the mists, though found themselves unable to propagate. And so these stagnant men fashioned cloaks of red to don for themselves, a symbol of bloodshed that had engulfed man and would engulf it time and time again. These disciples of Widukind preached the stagnation that Rh’thoraens embraced from their heritage as a land without bloodshed due to the futility of deadmen never dying, and promoted the stagnancy that befell a city with no children as its future. Among the red men, Rh’thoraens relished the ideal of mortal empowerment and expanding the limits of the mortal form, sanctioning the use of magic that many would condemn as dark, bar one forbidden practice. These men named themselves the Red Priests, a faith militant protector of Rh’thor, and the Redlord’s faith became the dominant faith over the city Rh’thor. When Rh’thor was known for the darkness dwelling within its lands, it was the Red Priests who preached in places such as Yulthar about a land where wisemen could become wiser. After the Sable Tower was erected in the city center as a symbol of their newfound clergy, Rh’thor’s trade became its staple, a place of exotic antiquity known from the reaches of the West to the east of Yulthar. To be Rh’thoraen was to no longer feared in lands such as Yulthar, but instead its citizenry began to be seen as foreign and exotic, where strange sorcery was practiced and ancient, once-thought dead languages were spoken. The Fifthlord’s Doctrine "He shall dig His roots into the depths of the earth and purge it of its illness; and thus all Men shall be purged of their barbarous darkness and ruinous, divisive inflictions; becoming One. He shall invoke the fire of unified Man, and cast it upon the followers of Gods, and thus banish their masters from the world we walk upon. He shall take up the broken sword and forge it anew, and then lead men in a battle against the Gods that shall last half a millennium; where Light and Dark shall remain anchored as the battlefield acts as their churning border. He shall be slightest by an unknown Final Sin, where He wil call upon the name of the Demiurge before killing the Gods themselves, and thus blanketing All Things in primordial darkness; Calor Mors. And then Men will take the Light of Gods and consume it, and then stand against the Void." — The Four Fates (known as: The Advent, The Rise, The Struggle, and The Quietus). As told unto the men of Rh’thor by the rootform of Widukind, it is known that mankind has had the potential to aspire to powers beyond their plane. Mortals throughout time have aspired to reach what the Redlord had represented, only to fall short. The first known of these were the Old Lords, the founders of Xionism who stole an esoteric power from a God. For he who had burned in the oldest dark, the flames of ire would consume him. For he who had melded with the dark, he would see nothing but darkness. For he who had offered an olive branch, he became unable to be rejoiced by men. For he who had conquered life, his name be stricken from legends. One by one they had all fallen, and so to do any new prospective Redlords who allow their purpose to become their folly. The Demiurge Those who walk the Redlord’s path have come to refer to the absent, abstract concept of a Creator as the Demiurge. The theologians of the Fifth Path have long come to suggest that the being’s absence was due to man and the creation of many Gods, or perhaps just “lost” to an unseen force. As the creator of all things, he is the creator of a once unified mankind, and thus looked upon as the first Lord of Fire and Shadow. Fire, as the aspect of creation, and Shadow as its antithesis. It then stands upon the Fifth Lord to reclaim the power of a Demiurge once lost, to swallow pretenders and take up the mantle of creator to link together the primordial aspects of creation to fight the true evil — known among men by many names “Uncreation,” “Emptiness,” “Nothingness,” “the Void.” Widukind, the First Oak The Old Ones are believed to bear a kinship with mankind, as scriptures from both Xionist and Rh’thoraen alike have pointed to the idea that the Demiurge tore them from the Void and manifested flesh souls of mortals to enable them an existence over the material world. They acted as those who shaped the world itself, but it is Widukind, the First Oak and the first to be pulled from the Void that holds most reverence among the Redlord's following. Widukinds place in the world is largely regarded as something more druidic in nature. He is bound to the Cycle of life and ensures that the “Primordial Wheel” continues in both life and death. It is believed that from creatures who have come to exist with life that does not spin into death — Gods as immortals, ravenous undead who only subsume, and the artificial mind. The Lord-Who-Was-Promised It is from the words of the First Oak himself, that the one who will inherit the mantle of Demiurge is called by many names: “The Fated Fifth,” “the Redlord,” “the Lord-Who-Was-Promised,” “the Mortal God,” “the Mediator,” and “The Keeper of Fire and Shadows.” It is believed that he shall one day be born out of darkness and suffering, who will lead his people from said darkness and swallow the Gods one by one. He will unite not only fragmented men of Xion, but all of the sons of Horen, sons of Krug, sons of Malin, and sons of Urguan. He shall unite all faiths and creeds, and lead the armies against the empty consumption of the Void and its existence. The followers of the Fifth Lord believe that by adhering to virtues of Mankind will one day will lead to the fabled one to step forth from among them, and that he will inherit the powers of Fire and Shadow as the Demiurge before him, once more unifying powers of Fire and Shadow, and making him the essential Son of God. Rh’thoraen Culture Rh'thor did not have a real unified identity until Widukind came in the form of a burning tree, rather, they were once a group of tribesmen forced to coexist in eternal undeath; a collection of living and dead men that were once outcasts, explorers, heroes and remnants of forces that tried to invade, but failed. Though “native” and “ethnic” Rh’thoraens exist in rarity among the first of East-Meets-West, to be Rh’thoraen is an idea. And, as dangerous as an idea is, it is an idea as undying as its people. Much of the population dabbles in some kind of forbidden dark sorcery, but not for malicious intention, only to grasp what truly makes a man what they are. Strictly however, Rh’thoraens view necromancy as a misery, a blight, a curse, and a hex. It is common that Rh'thoraens foster much animosity among each other, if not bound together by the Fifth Lord's gospel. Apprentices often conspire against masters and lash out against them — not to kill, as they're unable to, but to brutalize their superiors to prove their greater strength and take their place. This is rare among the faithful of the Red Priests, who have a collection of elders who had been the first to witness Widukind's revelations and so direct their flock by right of age and wisdom. While Rh’thoraens draw upon a wisdom akin Xionism, however something more foreign, they reject the premise of following any of the Four Lords and their tribal sects, one day hoping for unification. They instead believe in the prophecy of a Fifth Lord to come forth of mankind’s darkness and corruption, a messianic figure who will save mankind from itself, the Gods, and the unite them against the Great Adversary, the Void. Rh’thoraen Curse The Abyss-Touched living became known as Red Priests in Rh’thor, and are considered to be apart of the population that did not need to first die to truly become a Rh'thoraen. Spiritual and bodily stagnancy made the Red Priests into men that are really neither dead or alive, but in a limbo that spares them of the sickness in the air. Any living man or woman of Rh’thor capable of entering and leaving the city without dying are those who had been cursed by the darkness of the False Sea and the stagnancy of the land. These men and women are destined to never sire children and to age outwardly at a strange pace, making themselves look more unsightly and elderly, even at their tender middle-ages. Exiles of Rh’thor Banished with their necromancer leader, Geitheros, the exiles of Rh’thor are culturally Rh’thoraen in tradition and practice with the caveat belief that they are the heralds of the Fifth Lord to come. The exiles were cast out of Rh’thoraen society for following Geitheros, exiled for using necromancy. No true Rh’thoraen, living or dead, would willingly leave their land unless given a specific task or in the event of banishment. Thus, the only Rh’thoraens to travel the lands with the descendants are the minority of exiles or their hunters. As the exiles of Rh’thor believe in the quickening of the Fifthlord’s doctrines to usher in the next Lord of Fire and Shadow, some have begun to engage in sadomasochistic practices such as self-flagellation, the replacing of the tattooing process with scars rather than ink, and the hedonistic practices of dark magic to exacerbate the “Shadows,” and so forth to come the “Flame.” Rh’thoraen Appearance The most identifiable aspect of Rh’thoraens are the full-body tattoos encasing their skin from head-to-toe. Each marking is not without purpose, for a Rh’thoraen scribes the legacy of their lives, their aspirations, lineage of family, covenants between houses, sacred scripts of the Redlord, or whatever else be of significance, across their body. This practice is done when a man or woman accepts themselves as Rh’thoraen, calling the tradition the Memento Legatum, shorthand for the full saying or “remember your legacy.” A Rh’thoraen’s greatest shame is to be flayed of their skin, a dishonor worse than death itself should they survive. The cursed folk of Rh’thor sprout white and gray hair much before any other ethnic group, many opting to shave their heads as a symbol of unity with their undying brethren, while keeping their facial hair to style as one of their few distinguishing traits. Women of Rh’thor are often warpriestesses, their heads shaved bar a single, long braid they keep with knots of red distinguishing their accolades. All Rh’thoraens opt to be either bald or maintain short, kempt hair. As some traditional Rh’thoraens tribes hail from the eastern Yulthar, older generations that once came from the now sundered west led to a stranger sense of fashion among them, akin to that of a fusion of both the East and West. Some Rh’thoraens take more to their eastern heritage more in the traditional uniforms of horseback archers, while others who have embraced the wholeness of being a Rh’thoraen don centurion plate in combat or silken tunics. Even among their differences, a Rh’thoraen will embrace their cultural unity in binding their outfit with some form of red. Spiritual leaders of Rh’thor most often wear full robes of red or grey. Most often though, only newly fledged Rh’thoraens will dress themselves in garbs of grey. Those who have distinguished themselves may “earn their blood,” being allowed to sport the traditional red that Rh’thor is known for. General Guidelines Players who want to play a Rh’thoraen character can choose between playing a cultural Rh’thoraen or an exiled Rh’thoraen. A regular descendant can convert to the Rh’thoraen culture, as being a Rh’thoraen is a set of ideas before it is a type of ethnicity. A Rh’thoraen exile can be played as a living: a human cursed with sterility and rapid physical aging, following the exile’s beliefs of the Redlord. These beings are “Abyss-touched,” allowing them to live in the city of Rh’thor without perishing and sterility. The curse offers no benefits, no additional effects in events, as well as any other downside. It is not possible to play an “original” undead Rh’thoraen unless the character is raised as an undead, such as a Ghost or Darkstalker (with permission from the Story Team in their CA). Living, mainland Rh’thoraens cannot be played, only the exiles. Playing a Rh’thoraen should constitute at least a basic knowledge of the culture and history. A player should not play a Rh’thoraen who goes against any of the major beliefs (the Fifth Path, the aesthetic, or deity worship). Resources and Citations: Necromancy Backstory with Rh’thor Yulthar Swgrclan - he laid out the initial ideas for Xionism, Rh’thor, and the Redlord’s stuff. Myself - actually writing all of this bar a few sections, fleshing out and and incorporating it with necromancy and the overall cultural aesthetic.
  4. bro what are you doing, just let the mob die down for two seconds u keep doing this to yourself
  5. Can’t tell you for sure if your suggestion would work, I’d have to think on it. I’m simply saying why domestic magic got axed recently was because of the lack of tracking and open access. I’m not speaking for the whole LT, but I would suggest that your chances of this getting accepted probably will go up if you address the reason why it was shelved to begin with. Having domestic magic feat applications isn’t a big deal anyways. There isn’t risk involved with someone metagaming that you can mop the floor with your head as opposed to if this was a Striga CA or something.
  6. no. The big issue this had was that this was untrackable and that any joe blow could learn it with a teacher because everything that exists beyond the few exceptions can have a voidal connection. have it require an accepted voidal MA and a teacher for the feat like how everything else functions.
  7. never had an issue with it so long as a Magic’s entire identity doesn’t revolve around countering a magic or creature type.
  8. Seems to be a once a year thing give or take since I’ve been around. Point is the worldbuilding lore is minimal and its for good reason, nobody likes it being thrown out the door. Xarkly did a contest for Atlas to try and give some flavor to all that, and I guess it slightly worked? Generally if I walk somewhere in this map there is nothing of significance. Don’t really want this map to be permanent either. It might be cool to recreate a version of one of the previous maps based on how it’d look following the catastrophes, like the flood in Asulon (iirc). Worldbuilding, not the actual mechanical building and placing blocks (builders are wonderful), is trash, and when you have a fantasy setting things like landmarks, previous warzones, land scars, old ruins – all these things build depth and flavor. We don’t have anything like that. Why are the ruins in the swamp by CT spooky? What’s the big deal about them? We’ll never know because writing world lore is dead when everyone knows it’ll be temporary. On the topic of mapchanging: narratively, its bad story telling to just know that “okay well, its about time for us to pack up and do our yearly move.” The refugee story has gotten old and stale. It doesn’t bring anything new to the table. Reclaiming a the motherland? Man, that’d be an awesome narrative to launch and send people off to do without it being boring refugee thing number fourteen. Don’t get me wrong, its not all on the World Team – ET and LT have handled map changes abysmally. I’d just like to see more effort go towards actually building narrative and story in regards to the World Team.
  9. can we have a permanent map so that worldbuilding lore actually matters for more than a few months?
  10. if it was up to me I’d let them be forever undead but it it’s a server rule I can’t break. Learned that from ghost lore. We just gonna have to pretend
  11. i bet you don’t think i could possibly split lore up further, do you?

    6eb56c5de53dfdb58007831bdafa432e.png

    1. Sorcerio

      Sorcerio

      Do it, no balls

    2. manicfairy
    3. Child Neglecter

      Child Neglecter

      split it up one word per post

      you won't do it 

  12. [ Hub Main ] “You think because you recite my words that all is forgiven? Because they are all under the earth and you're up here that makes you special? You are wrong. The dead don’t forget.” The Craft of Heith-Hedran Newly Ordained necromancers become enthralled with cravings for raw flesh and meat. This disposition only increases in magnitude over their years and skill in the art, with the most veteran among the coven finding themselves in constant desire for raw sources of lifeforce. Unlike in traditional necromancy, these necromancers are not weakened to a crippling state. They may find themselves able to stave off attacks with a sword of their own, though, as scholars of death, will be outclassed and easily overcome by anyone with a degree martial prowess. Immune to natural maladies, necromancers can be overcome with unnatural illness spurned from other necromancers, magics or even their own doing if they are not careful in their designs. The affairs of death are not without consequence. Many will discover they are aging outwardly faster than before, their hair dissipating or turning a paling white. As to, the skin grows paler than ever before as if they had become sick and disease-ridden. Bodies burdened with the wear and tear of meddling with death, necromancers are forever cursed as dark beings. They are destined to become spirits without peace post-death for their tampering of powers meant to exist beyond men. General Criteria As Rh’thoraen Necromancy is a new form of the magic, no previous users necromancy, Liches, or Darkstalkers are carried over. Necromancy utilizes four slots of magic, granting access to the entirety of the spells, abilities, and rituals once they’re learned. At tier five, a necromancer can become an Archlich to regain an additional slot, making necromancy a three-slot magic. Necromancy is incompatible with any and all holy or deific magics, or any magic requiring a pure soul. It may be used in tandem with the arcane and miscellaneous arts. Necromancers' strength vary over their progression, where at Tier Three they degrade as if attuned to the Void, their strength can only support half-plate boneforged armor and light weaponry, but are ultimately lacking in proficiency to fight with those of greater fortitude and mastery of swordplay, tiring easily over the course of combat. This is both an ability and roleplay mechanic that must be adhered to. Necromancers are first scholars and conniving weasels, it is uncharacteristic for them to wield blades and full-plated armor with martial prowess and will easily tire over the event of hand-to-hand combat. En-shackled to the Lifebanks in death, Necromancers are rejected by the monks and other means of revival (Klones and Machine Spirits), their deaths soft-PKs unless resurrected by their fellow necromancers (see the Ritual of Returning) Necromancers only appear to age faster, giving their body no true weaknesses until they reach their race’s senile years. Accelerated aging cannot be hidden through any alchemical means besides the Draught of Incite. Actively robbed of their life progressing past their ordination, the tear on the soul afflicts rapid aging on necromancers, their life span a crucial part of playing a master of death, attempting to subvert their mortality. Held to the standard of their race’s aging, their tattered soul denies Corcitura’s Longevity, despite still being compatible. Alchemical remedies such as Tawkin, Sprog's Elixir, and Alteration are in-effective in masking age, solely relying on the Draught of Incite to feign youth. Although, in the case of the latter, alchemy may still be used to change a necromancer's appearance, albeit it aged according to their tier. Reaching the ends of their natural life, Necromancers will wither away, effectively PK'd. Due to the weeping void of Lifeforce wrenched onto a Necromancer’s soul, their bodies are unable to support the strain of Alchemical procedures that promotes strain on the body. ( for example: Greater Tawkin Mutations, Grafting, etc.) Seeded deeply with the pools of the Heith-Hedran, their body suffering outwardly with age and the craving of flesh, the Necromancer’s mental and physical makeup are forever torn. With that, things like romantic relationships are regarded as alien and heavily avoided, their endeavors better focused on unwinding schemes and bolstering their monstrous creations of patchwork skin. Although, they may use preexisting bloodlines for their schemes, but with no emotional attachment whatsoever. Additionally, Necromancers are infertile, incapable of fostering children and any attempt would yield a stillborn. This is an enforced roleplay mechanic, Necromancers are sacrilegious beings that sew rotten, maggot filled flesh together to erect forces of undead to put forward their schemes. With such drastic changes to their bodily makeup, it is uncharacteristic for them to foster romantic and familial relationships outside of finding like-mindedness and brotherhood with their coven members and Descendants, able to work together to bring to fruition schemes compared to affairs. Upon Ordainment, a necromancer cannot drop the magic and is forever marked as having a corrupted soul for the purpose of other magics or Story Events. Lifeforce Lifeforce exists as the primal quintessence that sustains all living creatures. From mortal men to insects and the grass, each creature is filled with an esoteric vitality that gives them the privilege of life. Necromancers are capable of calling upon this power within themselves, and some even capable of stealing it from others for their own nefarious gain, often using it to manipulate the rotten bodies of the fallen with the same power that allows modus to occur in nature. Lifeforce is neither created nor destroyed, it simply flows from one creature to the next in the cycle. The flora is eaten by the deer, who are hunted and subsequently eaten by the hunter and their vitality has transferred along such a path. When the hunter dies, their body decomposes in the earth, the flora draws up the primordial essence into itself to once again be eaten by the deer. Lifeforce continues this process unabaded, never having more created than what was already granted. Even lifeforce that is manipulated by necromancers or their undead servants is one day destined to return to the earth and continue this cycle. The only materials in existence to do so, aurum and gold have a unique interaction with how lifeforce flows within the cycle. Of rituals past, the Gravelords and their allies once conducted their sacred rites via pillars of gold. Uniquely valued to necromancers of yore and of Rh’thor, gold possesses the quality of being able to disrupt the flow of lifeforce. It can be used to stop the flow altogether, or aide in channelling it into specific beacons and conduits. Craving Necromancers, bearing a fissure devoid of lifeforce within them, must continuously sate their ravenous hunger for raw life-essence. This requires that the necromancer actively drain mortals in order to sustain themselves beyond the scope of mortality, as otherwise they will become gaunt, weak, and lethargic should they not consume the lifeforce of a mortal within the span of two IRL weeks. At this stage they will suffer from persistent illness, mental deficiency, lack of concentration, and other such afflictions. Should they go yet another week without draining a mortal, they will be rendered at the strength of an enfeeble old man, having much of their mind subdued in favor of a vicious hunger for any lifeforce. Each mortal possesses two units of lifeforce on average, and will be rendered unconscious upon fully draining one unit. Upon draining two total units, the individual will shrivel up as if dried and will perish. Attempting to drain lifeforce from another necromancer to sate one’s own hunger will result in the victim necromancer losing their own sating lifeforce. Heith-Hedran A fabled, malformed darkness upon the land, Heith-Hedran, or the Black Banks, is where the curtain of life is pulled back and the lifebanks have been made raw. Where the plane has manifest in the world, the thin veil between the lifebanks and the material world are blurred and lifeforce is capable of being weaved and bent through sheer force of will. It is where death itself has become visible, where the esoteric residue of life can call upon forsaken souls, where one may simply reach out to pluck the damned themselves from the heavens or hells below. In lands where Heith-Hedran is weakest, the world is choked by the grasp of the undying. Forces of death seep into the land itself, plaguing it with famine and disease. Seething first from the ground, blackened bile arises from a culmination of tumors, cancers, and disease on the land, then the sun is blotted out in a thin, blackened haze. As darkness begins to wrap itself around the sky and choke out the sun, what’s left behind is a quasi-ethereal wasteland where fiends and ghoulish horrors flourish. It is the necromancers of Rh'thor that have learned to utilize the scars of Heith-Heidran, where they are capable of conducting their soulrending sacraments and use the power here to fuel their insidious art. Through this weakened fabric of the lifebanks, a necromancer can fuel their power and even return life to long-departed kin or twist themselves into something far more cruel. The Apocryphynium The Apocryphynium exists as a volumes and tomes of lore passed down from the Rh’thoraens to the inheritors of their variant of necromancy. It details most known reagents, each of which hold some mechanical use or contain latent power that is necessary to enact the path of the occult. This knowledge, shared with acolytes of necromancy and added to by their masters, is commonly known throughout practicing covens and often reproduced several times over. Common Ingredients Common reagents exist as easily obtainable substances. These can vary in usefulness and craft, and typically are stockpiled by necromancers without any worry of such resources running out. While common, they serve instrumental purposes in ensuring that corpses are primed for reanimation. Blessed Ingredients Holy ingredients that are more rarer to obtain typically require aide from multiple members of a necromantic coven. While some can come from relatively simple sources such as graverobbing, others may range towards heisting and outright slaughter of small parishes that may possess them. Black Ingredients Obtained through scrutinous and time-consuming endeavors, and likely not without casualty, Black Ingredients require complete coordination and the efforts of the entire coven. Pursuing these reagents requires plans that can take months and years to fully achieve fruition. Tier Progression A necromancer begins to experience changes in his or her body as soon as the Ritual of Ordainment is commenced. Outwardly, their appearance becomes as twisted as the macabre elements they dabble in—while, internally, their mind begins to warp in favor of primal cravings: consuming raw flesh. Tier 1: At the first tier, a necromancer begins to visibly age a bit faster. Their bodies, while still well within what one would imagine their age group to look like, look as if they have begun to become stressed out. It is common to experience graying of the hair, typically taking on a peppered appearance. Mentally, a necromancer will notice an odd affinity for more raw foods. Where one may consume beef or venison, they would prefer it rare. Vegetables and bread will begin to taste bland and do little to solve a growing thirst and hunger for something more visceral. This tier is marked for being the first week as a necromancer. Tier 2: At the second tier, a necromancer has an outwardly salted appearance—crows feet and slight bags under the eyes. Their hair appears much more gray, akin to someone having reached their middle ages if they haven’t already. The mind has begun to have noticeable shifts towards the subsumption of raw meats. Foods that a necromancer once enjoyed cooked they now prefer raw. Additionally, vegetables and bread now is completely tasteless and does nothing to quench one’s appetite. This tier is marked for being the second week as a necromancer. Tier 3: At this stage a necromancer’s hair is completely grayed and showing signs of whitening. Their bodies appear much older than what someone their age would be, comparable to two decades having passed for the average human. There are noticeable bags underneath the necromancers eyes. The mind has become completely infatuated with the idea of consuming raw meat. The concept of eating grains or vegetation seems completely foreign to consider. Consumption of any non-meat tastes like bitter ashes and is completely unpalatable. This tier achieved at the one month mark of having the magic. Tier 4: At this stage a necromancer has begun to look wrinkled and elderly. Their skin is tightly clinging to flesh and bones, and their face appears somewhat gaunt. The hair appears nearly corpselike, bleached a supernatural shade of white. Necromancers feel the urge to constantly consume raw meat at this stage, though many will find that the hunger that stirs within them is losing its ability to be sated so easily. A much darker hunger lingers just beyond thought, barely gnawing at the subconscious. This tier is marked as the two month mark of having known the magic. Tier 5: Necromancers at this stage appear to be old and frail, despite moving as they would on average. For most, the hair has begun to grow wispy, if they have not opted to shave their heads, though it is to no certain rule. Their faces are completely wrinkled, seeming like a human well in their hundreds. Most necromancers have become aware of the dark yearning within themselves to subsume the flesh of humanoid beings. Though still capable of eating animal meat, the hunger to cross that boundary will never truly fade. This tier is marked as the fourth month mark of having known the magic. References: General Redlines The Craft of Heith-Hedran is an explanation of magic concepts contained and mentioned in Rh’thoraen Necromancy. Necromancy is a four slot magic, becoming a three slot magic with the capability of learning two slots of magic if one becomes an Archlich. Once a player learns necromancy it cannot be dropped; there is also no disconnection ritual. Necromancers are marked as having a black soul for the purposes of other magic or events. Necromancers adhere strictly to a PK clause system that requires you to be brought back by your fellow necromancers upon death, their souls unable to attach to anything such as Klones, Machine Spirits and other forms of revival. (See Thaumaturgy, Rite of Returning.) In order to use reanimations, a necromancer must have a lore signed oculus on their persona. If animations are using any kind of specialized weaponry, such as a bow or a diseased boneforged item, they must have those items in their own inventory to represent such. The apocryphynium can be brought into the game to justify bridging gaps in knowledge if all teachers ever go inactive, provided the Story Team lore members agree to such. In extreme scenarios, it can be utilized to self-teach in order to revive the magic (should it ever go inactive). Necromancers are unable to harbor major Alchemical alterations of any form, including Tawkin Major Mutations, Grafting and etc. While able to change their appearance alchemically, they will appear as elderly as according to their Tier. The aging of a Necromancer cannot be slowed outside of Draught of Incite, rendering Corcitura Longevity, Sprog's Exlixir, and other non-Necromantic de-aging processes null, reduced to their Descendant lifespan Due to the nature of Necromancers and the wounds seared upon them, psychologically they cannot form romantic connections with both their peers and Descendants. Necromancers cannot sexually FTB under any circumstance.
  13. [ Hub Main ] “...And when the world shall listen And when the world shall see And when the world remembers That world will cease to be.” Chronicle of Rh’thoraen Necromancy In a land far from Atlas or Arcas, bordering on the realm of maddened tales of half-drowned sailors, there exist rumors of a people of red garbs who speak a red tongue. This land grew parallel to the Descendants, a smog-ridden place known to some as the land of East-Meets-West and upon it the city of Rh'thor, where dead men broke bread with the living. The Rh’thoraens, as they first became known, followed primal beliefs that worshipped the mortal form and the cycle of life who claim came to them out of the words of a burning tree. The Land of East-Meets-West None know when living men first took to the footholds of Rh’thor, only that it developed independently of the major populaces of the Descendants. Once an interwoven continent that stretches from Yulthar in the reaches west to some unknown realm in the reaches east, the riverside land to the east was engulfed in calamity. All that was ever recorded was that the once-river was drove into the far reaches of the earth, and the nearby land with it. Where the ocean and seas once towered to the north and south of the land fated to never touch, this damned chasm filled with its own black waters anew. This gulf became known as the False Sea, and by some miracle or cruel curse, the settlements of what would become Rh’thor was spared from being swallowed along with it. From the False Sea, black rain and clouds wash over towards the west and plagued the earth with darkness that swallows the sun from the sky. All who entered the city and all who were in it were choked by the black mists—all to fall within it and be damned to rise again. The city grew as stagnant as the land, as fathers ceased to be fathers and mothers ceased to be mothers, for the dead cannot sire children. It became both bastion and prison for deadmen unwanted and the remnants of those who could not die. For years upon years, as long as the itself called itself Rh’thor, men of many creeds and tribes would come: warbands and crusaders, raiders and bandits, sorcerers and necrolytes—all would seek to claim the land in mortal folly and ambition, all to succumb to the mists. These risen men, forsaken with but a choice to join or falter alone to dust, gave cause to the history of warlessness across the land: “Pax Rh’thora, all who come to defeat Rh’thor become Rh’thoraen.” A Fellowship in Red The Red Priest’s canon tells of far a tribe due to the outskirts at the south of Rh’thor which was spared the touch of the mists. It was here a man known as Aelvarus came across a tree that burned but did not crumble. And unto them it spoke its name once: Widukind. From this tree, the Aelvarus was granted command over stagnation and its curse and knowledge of the Redlord’s Path. Preaching of a messianic figure who would come and save mankind from itself, for the Red Path the corruption of both Man and deity alike. With their command over death and darkness, these men were spared the curse of Degradation that choked the denizens of the mists, though found themselves unable to propagate. And so these stagnant men fashioned cloaks of red to don for themselves, a symbol of bloodshed that had engulfed man and would engulf it time and time again. These disciples of Widukind preached the stagnation that Rh’thoraens embraced from their heritage as a land without bloodshed due to the futility of deadmen never dying, and promoted the stagnancy that befell a city with no children as its future. Among the red men, Rh’thoraens relished the ideal of mortal empowerment and expanding the limits of the mortal form, sanctioning the use of magic that many would condemn as dark, bar one forbidden practice. These men named themselves the Red Priests, a faith militant protector of Rh’thor, and the Redlord’s faith became the dominant faith over the city Rh’thor. When Rh’thor was known for the darkness dwelling within its lands, it was the Red Priests who preached in places such as Yulthar about a land where wisemen could become wiser. When the Sable Tower was erected in the city center, a symbol of their newfound clergy, Rh’thor became an exotic and mysterious land. It was no longer feared in foreign lands, but seen as a place of foreign antiquity, where strange sorcery was practiced and the ancient tongues were spoken. Goods from Rh’thor were prized across the land, from rivers west that spilled into the further lands west. Heretics and Prophets In the many years that followed until the year 1700 c.e., the land of Rh’thor flourished. On occasion, heretics and blasphemers would rise out of the stagnant peace that Rh’thoraens embraced. Among the few practices that Rh’thor embraced, necromancy was not one. It was believed that the great sundering due of the river east was for such practices, and that the False Sea grew stagnant from those meddling in its lifebanks. The mists and darkness that polluted the body of water believed to have been stained black and tainted with the darkness of the abyss itself. Of the many heretics, a small gathering of deadmen preached Darkening and the stealing of life so that one may achieve power and that the Redlord, the messiah, may be born from its people. A cult scourged and burned from the names of Rh’thor’s history, all but one survived and fled across the lands. The Red Priest known as Geitheros was tasked with finding the last propagator and his ideals, and erasing his legacy as a reminder that all men of Rh’thor are Rh’thoraen, and all Rh’thoraens practice the Redlord’s Path. Geitheros and his band of warpriests arrived in the frozen scapes of the Yatl Wasteland in the continent known as Atlas. He and his men broke bread and shared wisdom with the other stagnant men, a group of Godless folk who practiced Xionism in a temple barely living in the darkness. Loss after loss, the Red Priests slain by the heretic prophet, bar Geitheros. It is said that none know what Geitheros witnessed the day he slayed the prophet, only that some believe the man to have been changed forever—from the loss of his comrades or perhaps something said between dying men. The Redman’s Exodus Geitheros’ return began as a welcome one, his name sung among his colleagues and out of the mouths of all Rh’thoraens who revered him, though many say that even then he was a shadow of himself. For within Geitheros, through his journeys, the loss of his men, or even perhaps through something said by the False Prophet before death was evident, a seed of doubt was planted. The changes that Geitheros had experienced grew ever evident when he challenged the clergy’s teachings, offering an alternative through Necromantic practices. Such a blasphemy was dismissed, and Geitheros and a small group of loyalist Red Priests abdicated their ranks and titles to take to the streets and proselytize the undying among them with the faith of the Red Vigil, a necromantic revival through the curse gifted to him and those before him by the burning tree. Geitheros’ belief was that Widukind’s words came as a metaphor, and that through experiencing true suffering was instrumental in the coming of the Redlord, not the life of stagnation and near-immortal peace that had washed over Rh’thor. He and his followers took to baptizing themselves in the waters stolen from False Sea before the Sable Tower where the Red Priests languished. Ordaining themselves the Red Vigil, necromancers of Rh’thor, these men were excommunicated and punished by being cast out into the False Sea where the drowned never rise. Captured by former colleague and compatriot alike, Geitheros and his necromancers were placed in prison. Many of the necromancers were scourged and made examples of, he and but a shadow of his former number were spared. The subject of what to do with such heretics was debated heavily by the clergy for just over three years, deemed the Nine-Hundred-and-Ninety-Nine Days. Eventually it was decreed that, for Geitheros’ long service to Rh’thor, he would be exiled and the rest of his followers crucified, wishing not to make a martyr for the Vigil. And so, he traveled to a land that would break bread with him, and land that did not follow the Red Path, to the land of Atlas and then to the land of Arcas—bringing with him the faith of the Red Vigil and the teachings of of Rh’thor. Citations Sorrows and Sacriledge, detailing the fall of Necromancy in Atlas. Swgrclan, for the original concept of Rh’thor. Myself, adaptation of the concepts and writing.
  14. [ Hub Main ] “Let me show you the countenance of HEITH-HEDRAN, borne of conjunction, whose sons breathe air of long darkness. We stand now, in unbound breadth, and take sight of shadows once banished between sky and earth.” Simulacra Beyond the ability to sew dread and grief into one’s enemies from undead horrors, the greatest feat of modern necromancy lies in the ability to reach beyond the veil of death and return sentient life to the fallen. Though aware of what they are and capable of recalling memories and sensations of a past life, they are foreigners housing those thoughts. The life they bore before undeath exists intangibly; a shadows in the desert of the real. The Darkstalkers, children of Heith-Hedran Borne of occultism through the Sacrament of the Userer, the newfound Darkstalkers differ from the previous generations of skeletal soldiers. Those placed in this state of undeath are generally accomplished heroes or veterans of some sort, those efficient or proven in martial warfare. Most are risen against their will, as who but the deranged and demented would willingly give into this twisted form of Undeath. Such was how it was for the first generation of Darkstalkers: Vor’kalon, first of the stalkers, Varron, defiler of dragonkin, Jackal, traverser of realms, Mercer, bulwark from the mindless, and furthermore. Because of this, Darkstalkers act as the dedicated soldiers and warrior-slaves of the coven that raised them. The Archliches, Forebears of Necromancy Often mistaken for their lesser counterpart, the lich, the first Archliches came to the land, stolen from the far away land of Rh’thor. Elder necromancers who bargained and schemed their way to the top of their hierarchy and achieved immortality, an Archlich differs from a lich through the mastery they hold over the dead. It is for this reason that knowledge on attaining the power of the archlich is safeguarded to only the most venerated of necromancers. The Archlich exists beyond lichdom of yore, in a state that garners and attracts the quintessence of death, acting as a beacon to the damned, and commanders of their coven. General Redlines Creatures listed in Simulacra can only be created through Sacraments in Rh’thoraen Necromancy. Simulacra is a subsection of Rh’thoraen Necromancy.
  15. [ Hub Main ] Thaumaturgy Though infamous in their ability to weave death and decay, a necromancer is nothing without the aid of their coven. From the creation of the lich to damning cities to disease, necromancers are cunning and powerful in groups. Their affinity for working together to achieve great power is only rivaled by the coven politics of hierarchical backstabbery. Ritual The first practices a necromancer undergoes upon ordainment into the coven are rituals. A necromancer must learn their powers are nothing without the unity of a coven. Rituals are lesser acts of cult proportions that do not require an archlich or elder necromancer’s oversight. Sacraments Though capable of being aided in by any necromancer, the Sacraments require oversight of an archlich or elder necromancer to commence. These acts are vile, dangerous deeds that typically involve the entire coven as each and every one possess some manner in which they can go terribly wrong. Tier Progression The most sinister and dangerous rituals in a necromancer’s path come from their capacity to work with others to achieve knowledge and command death in perverse rituals. Regardless of prowess, any necromancer, novice or expert, may act as a participant in a ritual by another necromancer. These rituals and sacraments must first be learned, whether watching as a participating necromancer or through direct tutelage. Tier 1: Capable of acting as a participant in any ritual or sacrament. Tier 2: Capable of conducting the Rite of Returning. Tier 3: Capable of conducting the Rite of the Oculus and the Rite of Communion. Tier 4: Capable of conducting the Rite of Draining, the Rite of Ordainment, Rite of Sealing, the Sacrament of Heith-Hedran and the Sacrament of the Usurer. Tier 5: Capable of conducting the Rite of the Aberrant and the Sacrament of the Vicar. General Redlines Abilities classed as Thaumaturgy are a subsection of spells for Rh’thoraen Necromancy. Thaumaturgy abilities may only be conducted in out of combat. If combat erupts, the ritual or sacrament is interrupted and must be start over when combat has ended. Thaumaturgy abilities do not require a magic slot to learn, they are a subsection of the core magic for Rh’thoraen Necromancy. Information on the reagents mentioned can be found on the main lore hub page listed under the Apocryphynium.
  16. [ Hub Main ] “Heat the cauldron and make it squeal, Pry the bones from toe to heel, Have it burn and char the meats, Baste its writhing tongue in beets; Holy heart of man most young; Sliver of a stillborne’s lung; Blood of virgin who claims it pure, Pierce her veins and make good sure. Harrowed medley makes it green, Add the hemlock for its sheen. With the skull of firstborne son, Ichor glows and now we’re done.” —Apocryphynium, Adage of the Black Witch, Ezra Black Alchemy When dark arts began to succumb and collapse in the years following 1700, former necromancers and their aspirants searched for new ways to achieve dominion over the nature of life and death. What began as a way to recreate necromancy soon spiraled into darker shapes: experiments on the living and dead. The apocryphynium catalogues the rituals and unorthodox reagents that, when combined, branch off into forbidden types of alchemy that uses essence stolen from the living. General Redlines Black Alchemy is only performeable by an individual who possesses a valid Alchemy App. Individual recipes are considered ‘rare’ knowledge and must be taught directly by one who understands them. Reagents such as Liquid Lifeforce are only obtainable through Necromantic Rite of Draining (see Necromancy: Thaumaturgy). Liquid Lifeforce is only obtained through the Rite of Draining (see Thaumaturgy). Black Alchemic recipes are capable of being utilized by those without a Generalized Further Alchemy [GFA] application. To create MArts recipes, one requires an accepted Generalized Further Alchemy [GFA] application. Black Alchemy recipes do not require a magic slot to learn, they are a subsection of the core magic for Rh’thoraen Necromancy. Non-necromancers may utilize the potions crafted through Black Alchemy where applicable.
  17. [ Hub Main ] “It was during those fateful years that I came to a revelation. In their last moments, every man is a coward. The only goal of man is prolonging their time before that fear. I plan for death to come at my own pace, not before. I fear death. I am a coward.” Corpsecrafting Through the raising of corpses, skeletons, and macabre abominations fueled with death itself, these dreadful deeds that gave the art its name exist as one of the greatest feat of necromancy. In aeons past capable of being done by solo practitioners of the art, modern necromancy is incapable of fine focus and instantaneous reanimation. A necromancer’s animation must be prepared, maintained, and supported by not only themselves, but members of their coven. Embalming The preparation of simple corpses for reanimation is a necessity for all necromancers of any caliber. necromancers must learn the basics of anatomy and preservation of bodies in order to feign life in their faux children. Embalming techniques cannot be performed in any environment where distractions are present, as flesh, bone and sinew require a surgeon’s precision. Typically, this consists of removing organs and entrails and other features that are unnecessary for the task at hand, salvaging parts from other bodies, and binding the bones together. Fleshsmithing Corpses of complex creatures and horrific amalgamations of flesh require the aid of the occult and necromantic sources to mold flesh and bone like dough. These creatures require the aid of a coven’s most studied necromancers in order to craft, as well as minions capable of going out and gathering behemoth husks and mass quantities of flesh. Reanimation Necromancers are most infamous for reanimating the corpses of the fallen. Their macabre designs exist in a state of perpetual lobotomy, capable of carrying out the will of the lead ritualist in their animation until they are allowed to return to the earth. These abominable things carry no semblance of the lives they once held, and instead act as fleshy puppets for their nefarious masters. As a necromancer grows in power, so, too, do they grow in their ability to bind more complex animations to themselves. Modifications By blurring the lines between life and death a necromancer is capable of becoming one with his macabre creations and increasing the capacity of their own mortal bodies. From achieving forms of false lichdom for more powerful manipulations over the lifebanks or enhancing the cherished and perfected reanimation, a necromancer prides themselves on being the maestro conducting the symphony of bone. Tier Progression Corpsecrafting, the staple of all of necromancy, is defined only by the limitations of a necromancer's macabre imagination. As a necromancer progresses in their studies, they will find themselves capable of gruesome reanimations and blurring the threshold of death. Tier 1: Capable of preparing lesser corpses. Can only reanimate a creature of animal size. Tier 2: Capable of embalming average corpses and treating skeletons. Can only reanimate a animal or humanoid undead. Tier 3: Capable of utilizing Molding and Boneforging. Can have multiple reanimations, being a mixture of an animal or humanoid undead. Tier 4: Capable of modifying necromancers and necromantic CAs. Capable of crafting a Flesh Golem. Capable of reanimating a single flesh golem and no other reanimations. Tier 5: Capable of creating Gargantuan Amalgamations through MArts. Capable of reanimating one flesh golem in tangent with a smaller reanimation. Reference: General Redlines Abilities classed as Corpsecrafting are a subsection of spells for Rh’thoraen Necromancy. Corpsecrafting abilities must be completed in a noncombative scenario with the exception of commanding undead (under Reanimation). If combat erupts for any other process, the procedure is disrupted and must be restarted after combat has ended. Emote count and procedure has been forgone to allow for creative interpretation, as these processes are done noncombatively. Corpsecrafting does not require a magic slot to learn, it is a subsection of the core magic for Rh’thoraen Necromancy. Information on the reagents mentioned can be found on the main hub page listed under the Apocryphynium.
  18. [ Hub Main ] Pestilence “Lo, there was a pale horse. And the name of he who sat upon it was Death. Power was given to him to scourge the earth, to kill with the sword, with hunger, through pestilence, and by the beasts of the earth.” For a necromancer, years of studious and tedious research of their abilities leaves their offense lacking. True masters of the art of killing, a skilled necromancer savors the patient death of their victims. Sometimes plotting their revenge for years and years, their retribution is inevitable and heralded by the infinite maladies of their designs. Woe to a man who hath killed a necromancer’s mercy, but vengeance to the tribe that wrought the ire of death. Plagues The fabled “Infinite Malady” is what is coveted by necromantic plague doctors and pathomancers, a disease that consists of every type of disease simultaneously. Though no such device has made itself present in the realm of man, the abstract concept has led to many a plaguecrafter’s fancy to many types of dark and deathly affliction. A necromancer begins by imbuing a modest amount of their own corrupted lifeforce into sustenance such as food or drink, or something organic such as a dirk fashioned out of bone. These crafted plagues are capable causing ill-forged impairment on the host, its power incubating to inflict maximum misery. Leprosy A disease with more social implications than its physical ailment, a Necromancer’s affliction of Leprosy covers the face in hideous, disfiguring sores. The bulbous growths reach maturity after a few days and are often as uncomfortable as they look. Redlines: The symptoms take three OOC days to fully mature, with early signs of the disease starting a day after the pestilence is administered (either from a signed item or told from PMs from a necromancer), lasting up to two OOC weeks. Leprosy can be administered to food, water, the ghoulflesh modification or a boneforged implement, then signed by the Story Team. This can only be done three times a day maximum. A player can OOCly opt to keep the disease permanently or longer than two weeks. Leprosy can be cured via homeopathic treatment, alchemic medicine, or any general healing magic. Necromantic Influenza A more rudimentary disease, Necromantic Influenza (also known as the Flu) itself causes lethargy and intense coughing and sneezing. In the latter stages, one’s bones can feel brittle and glass-like from the intense fevers if gone completely untreated. Redlines: The symptoms take three OOC days to fully mature, with early signs of the disease starting a day after the pestilence is administered (either from a signed item or told from PMs from a necromancer), lasting up to two OOC weeks. Necromantic Influenza can be administered to food, water, the ghoulflesh modification or a boneforged implement, then signed by the Story Team. This can only be done three times a day maximum. A player can OOCly opt to keep the disease permanently or longer than two weeks. Necromantic Influenza can be cured via homeopathic treatment, alchemic medicine, or any general healing magic. Darkbite One of the more cruel afflictions is a black necrosis that can cover an entire extremity such as one of the hands or feet. Over its incubation period, the necrosis will cover a single hand or foot and make it appear as if it has been severely afflicted with frostbite. The extremity itself will feel a constant, stinging numbness for its duration, as if it had “fallen asleep.” Redlines: The symptoms take three OOC days to fully mature, with early signs of the disease starting a day after the pestilence is administered (either from a signed item or told from PMs from a necromancer), lasting up to two OOC weeks. Darkbite can be administered to food, water, the ghoulflesh modification or a boneforged implement, then signed by the Story Team. This can only be done three times a day maximum. A player can OOCly opt to keep the disease permanently or longer than two weeks. Darkbite can be cured via homeopathic treatment, alchemic medicine, or any general healing magic. Fleshtwist Native to to the disease craft of a venerable Gravelord rather than the Rh’thoraens, Fleshtwist is surmised as a culminated inhumanity the former necromancers were once capable of. Fleshtwist is a sinister blue-yellow rash that covers the arms and legs, operating by compelling an intense itchiness on the skin. At the latter stages of the disease, the skin begins to blister and peel off rather abnormally, leaving behind raw wounds. Redlines: The symptoms take three OOC days to fully mature, with early signs of the disease starting a day after the pestilence is administered (either from a signed item or told from PMs from a necromancer), lasting up to two OOC weeks. Fleshtwist can be administered to food, water, the ghoulflesh modification or a boneforged implement, then signed by the Story Team. This can only be done three times a day maximum. A player can OOCly opt to keep the disease permanently or longer than two weeks. Fleshtwist can be cured via homeopathic treatment, alchemic medicine, or any general healing magic. Benign Tumours The failed efforts to cause slow, agonizing deaths led to the development of benign cancer capable of inflicting large, bulbous boils on the skin. Nonlethal, they will not cause any true harm though can cause bouts of agonizing pain. Redlines: The symptoms take three OOC days to fully mature, with early signs of the disease starting a day after the pestilence is administered (either from a signed item or told from PMs from a necromancer), lasting up to two OOC weeks. Benign tumours can be administered to food, water, the ghoulflesh modification or a boneforged implement, then signed by the Story Team. This can only be done three times a day maximum. A player can OOCly opt to keep the disease permanently or longer than two weeks. Benign tumours can be cured via homeopathic treatment, alchemic medicine, or any general healing magic. These tumours cannot be any type of venereal affliction. Bubonic Plague A truly horrible experience, a necromancer’s variant of the Bubonic Plague causes the formation of blistering and festering welts under the arms and near the upper thigh. Once afflicted, a person also experiences feverish chills and an ill-induced feeling of nausea and lethargy. Redlines: The symptoms take three OOC days to fully mature, with early signs of the disease starting a day after the pestilence is administered (either from a signed item or told from PMs from a necromancer), lasting up to two OOC weeks. The bubonic plague can be administered to food, water, the ghoulflesh modification or a boneforged implement, then signed by the Story Team. This can only be done three times a day maximum. A player can OOCly opt to keep the disease permanently or longer than two weeks. The bubonic plague can be cured via homeopathic treatment, alchemic medicine, or any general healing magic. While technically the real bubonic plague afflicts the armpits and groin and is lethal, this variant is nonlethal, and afflicts the armpits and upper thigh. Advanced Pathomancy Only the more adapt necromancers are capable of creating their own types of diseases through experimentation. Around the same severity of the other types of maladies, these afflictions are nonlethal and are capable of being cured through homeopathic, medicinal, or magical means, or otherwise last upwards of two narrative years. Redlines: The symptoms take three OOC days to fully mature, with early signs of the disease starting a day after the pestilence is administered (either from a signed item or told from PMs from a necromancer), lasting up to two OOC weeks. All plagues must be administered to food, water, the ghoulflesh modification or a boneforged implement, then signed by the Story Team. This can only be done three times a day maximum. A player can OOCly opt to keep the disease permanently or longer than two weeks. These diseases cannot be inherently lethal or venereal in nature. Tier Progression Pestilence is wholly unlocked at any point of a necromancer’s study. General Redlines Abilities classed as Pestilence are a subsection of spells for Rh’thoraen Necromancy. Pestilence abilities may be administered in combat and out of combat, where using plagued bone weapons, boneforged tools, Ghoulflesh, or plagued refreshments where applicable. Beyond Ghoulflesh all implements are single-use. Boneforged tools and weapons are only usable once per encounter, or once a narrative hour. Pestilence abilities do not require a magic slot to learn, they are a subsection of the core magic for Rh’thoraen Necromancy.
  19. [ Hub Main ] “You think because you recite my words that all is forgiven? Because they are all under the earth and you're up here that makes you special? You are wrong. The dead don’t forget.” Malediction Beyond life, beyond death, necromancers pride themselves on their ability to weave primal sources of life force into their twisted creations and use it for nefarious purposes. They embrace the occult, the abomination, the grotesque, be them live or dead, all in the service to defy an inevitable fate that all must face. Darkening A relic spell that had been passed down through eras, first from the Old Lords and before them an obscure source of power lost to time. Perverting the teachings of Rh'thor, a necromancer is capable of conjuring an abyssal aura upon one hand and steal the victim’s lifeforce, inducing painful necrotic disease equivalent to being doused in fire, intensifying the longer the touch is maintained. Redlines: Does not kill the victim the first time, only renders them unconcious. Direct touch must be maintained the entire spell’s duration for success. Touch draining requires 2 emotes to channel + 2 for full effect. Tether draining requires 2 emotes to channel + 4 for full effect. Tether draining can be severed via aurum or holy magical disturbances. A necromancer’s draining can be disrupted similar to any mage’s casting, such as stabbing, wounding, or wrestling them sufficiently enough to break their connection. Cantrip draining cannot be used to drain more than plants and small animals. It can inversely be used to replenish the life of such creatures for aesthetic only. Only up to five meters around the necromancy can be drained via cantrip at once, having no effect on nearby mortals/large animals. Necromancers are not granted any combative benefit from draining unless they had been made weak/frail from going a particularly long period of time without lifeforce. Mortal/Combative draining refers to the draining of any humanoid, mortal, or otherwise player character that is not explicitly weaker or more resistant against necromancy. Combative draining does not wipe the memory of victims. Draining can be used in tandem with ordering other undead. Branding The craft in which gives necromancy its very name, reanimation of corpses into animate servants is a feat of strength unlike any in the realm of men. In the event that a hasty animation made in either completing a menial task or for defense, a necromancer is able to use their own latent life force to pervert the residual lifeforce in an untreated corpse so that it may move again for a short time. Capable of being performed in any situation, a necromancer may brand a corpse they touch, causing it to once more shamble to its feet and heed the command of the master. This technique suffers detriment to the host, however. Over its duration, the reanimation degrades from knight-tier strength to that of an enfeebled old man until it eventually crumbles. Branding requires three emotes to perform on a humanoid corpse. An additional emote is required before the corpse shambles up to its feet and is able to obey commands for seven more emotes. The corpse will obey the user’s simple verbal commands. Branding - Living Touch Branding - Cantrip Redlines: Regardless of tier, a corpse raised without preparation will fall under this category and will only act for eight emotes. A branded body will begin with Knight-tier strength, degrading to that of an enfeebled old man, crumbling away by the end of its duration. The commands capable of being carried out by a branded reanimation must be simple, generally only two-three word statements, such as “attack Jim” or “defend me,” they will simply stand deaf to anything complex such as “write a letter to the Duke of Adria.” Once this technique has been used, the essence within the corpse no longer functions for further use and will eventually run dry as a fuel source. Only one branded reanimation can be active at once. Branding cannot be performed when a necromancer has an active oculus controlling other reanimations. They may only do so when their oculus has been broken, stolen, left behind, or is otherwise not on their person (See Reanimation). A reanimated corpse is only a shell and cannot assume or disclose memories of who they used to be. Cauterization Though dissimilar to previous Maledictions, Cauterization is breaking discovery that first came to fruition under the necromancers of Devirad. By taking the brutality of lifeforce manipulation and using it to cruelly stitch together living flesh and bones, a necromancer is capable of mending wounds and reattaching severed limbs. The process crudely takes vast sums of the user’s lifeforce to solder organic tissues together crudely, causing agonizing pain akin to red hot needles piercing and weaving through the affected area. What remains is the patchwork job and hideous scar of what could have been a life-threatening wound. Cauterization requires two emotes to conjure a black aura on the hands, and an additional two to five emotes to seal the wound. Redlines: This ability is capable of being used in combat, however, it is interrupted if concentration is broken from pain or contact is removed. The process is extremely painful for the victim, feeling as if hot irons were weaving through flesh, and leaves behind a noticeable and gruesome scar. While Cauterization is taking place, a person cannot die from bloodloss or grievous wounds, being sustained by the caster’s lifeforce itself. While it is capable of being used for torture, cauterization exhausts the user regardless of tier after its use and they require a long rest to recuperate, regardless of tier. After Cauterization is used, both the recipient and the caster are exhausted for the day and cannot engage in combat to any degree besides attempting to run. Cauterization cannot regrow limbs , but it can attach limbs that have been freshly severed, (within one IRL day) even one not belonging to them originally. Attaching a limb requires OOC consent and cannot be used to add a functioning appendage that doesn’t fit a person’s biology (i.e. an arm growing out of their head). Cauterization can only close wounds and stitch together flesh. Critical organ damage can only be “repaired” through surgical RP where a necromancer takes freshly harvested organs and cauterizes it into the body. There does not need to be a “donor” match. Organ harvest does not require OOC consent, but implanting a new organ does. One cannot add more organs than is biologically sound (i.e. four lungs to breath better). Brain transplants or “body swaps” cannot be done in any fashion through Cauterization. Bursting The defining recourse in how necromancy earned a name for its grotesque machinations lies in its manipulation of cadavers. By inverting the process of Branding, Bursting is the crudest of these techniques that causes a corpse to bloat until it bursts forth, spewing infectious gasses to the living. After imbuing volatile lifeforce into a corpse, it reacts with the body’s residual lifeforce to reach critical mass. With a brief delay, the cadaver explodes in a virulent expulsion of disease ridden gore, covering a medium radius around the corpse’s location. Those caught in the immediate explosion vicinity will be hailed with the shrapnel of bones and mutilated appendages capable of piercing flesh that later can cause infection. The residual impact of this ability is the air of plague it leaves in its wake. If inhaled by the living, they will be stricken with immediate shortness of breath and infection of the lungs if detours are not made. Bursting requires four sustained emotes touching the corpse to imbue it with lifeforce. The fifth emote details the corpse smoldering black and grotesquely bloating, and the sixth causes it to rupture and explode Redlines: Those caught in the explosion radius suffer maiming wounds based on their position to the corpse. Point blank range will suffer lethal damage, while those within five meters suffer infectious wounds based on positioning to the exploding corpse. If untreated (any medical roleplay is sufficient), infection will persist and can cause pneumonia, respiratory infections, or even death within an IRL week. Bursting can be cast upon a non-skeletal corpse, a branded reanimation, or an active reanimation that has been prepared and reanimated, following commands until it explodes (see Corpse Crafting). Bursting cast on an oculus-bound reanimation requires that an updated version of the player's oculus be made if they have any remaining animations tied to it after it has exploded. This must be lore signed. Tier Progression Maledictions, as not the focus of necromancy, are inherently limited based on the availability of corpses and use of an oculus. As a necromancer climbs in tier, the only baseline improvement to their abilities comes from the ability to cast Darkening more than once per combat scenario. A 1st tier necromancer and a 5th tier necromancer hold no disparity in the quality of their maledictions once they’re learned. Tier 1: Capable of utilizing Darkening. Darkening can be used once per combat scenario. Tier 2: Capable of utilizing Branding. Darkening can be used twice per combat scenario. Tier 3: Capable of utilizing Cauterization. Darkening can be used thrice per combat scenario. Tier 4: Capable of utilizing Bursting. Tier 5: No further improvement. General Redlines Abilities classed as Malediction are a subsection of spells for Rh’thoraen Necromancy. Maledictions are capable of being utilized during immediate combat. Maledictions do not require a magic slot to learn, they are a subsection of the core magic for Rh’thoraen Necromancy.
  20. so they are infertile too because of the curses, yeah? a pointless debuff tbh, its not really necessary so if you cut off their tail, can it regrow by itself? Can you have a golemancy prosthetic tail? An animati prosthetic? Or is this permanent. specify this I get where you’re coming from but this is gonna turn into some uwu **** The first part is fine, but I’ll advise you make a culture section for the latter half of this, it really doesn’t fit as a mental descriptor. I’ll be straight chief, this is really only here for flavor for what it looks like. Mechanically, nobody enforces darkness in RP. yeah, you’re gonna not only have to get the LT to vote yes on this, but also somehow we’ll have to sit down with the dev team and they hate doing anything or being spoken to
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