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Sorcerio

Creative Wizard
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  1. I can better define the detriments. Basically they may be more easily damaged by said forces. For example, abjuring or using a Kani attack directly on an Eidola would feel like fire inside them, whereas Xannic mists would similarly burn. Apologies for the lack of clarification, will update shortly.
  2. THE PALEKNIGHT Eidolons of the Synod Born a bastardization of life, they are the pure children of a twisted parentage - what was once animate bound to a wretched husk of what is neither living nor dead. With their minds and bodies cleansed through being strained by the Veil, these are the ultimate offspring of the occult arts, bearing no value by utility, but the sheer notion of their existence - a triumph of undeath arguably more impressive than the Wight Barrowlords themselves. Through the convergence of two Mystics, each knowing the direct creation of one such creature, and one of whom has undergone occult amputation, might together perform this most loathsome rite. By means of taking what were once a living descendant or some stagnant soul, and twisting and moulding them, they might secure for the spirit a new embodiment—as a Paleknight; what were once despondent beings now granted stone flesh, and a fresh perspective. The Living Menhir (Creation / Manifestation) Forged of Menhir Stone, Paleknights are moulded in false mimicry of the mortal body; sculpted as living statues with carved features rarely more detailed than some crude outline. Their surface is yielded of finely cobbled stone, taking on tones of grey, pale shades of blue, sickly green, or even at times an eerie violet. This rough surface is made to feel smooth by a constant layer of water seeping out and in at every divot, providing a subtle dampness to the creature at all times. This dampness originates from their hollow, water-filled center - a core which runs through their very embodiment, from their torso to arms, and legs. Yet this water bears to itself perplexing properties, sewn with occult magic and latent with ectoplasm, being made the vital fluid of an Eidola which permits them function. And it is this water which houses the very soul which has been bound to that pitible creature. Though the outer shell of menhir stone is quite durable for its relative thickness, comparable to strong gemstone in terms of durability, as opposed to metal; near impervious to slashing blows or low-impact thrusts, though nonetheless capable of being chipped, cracked, and easily shattered by things such as picks, axes, and hammers. Any acute breach in the stone would pose critical risk to the Eidola, their essence gushing forth from the wound. This is the most grave and effective means by which an Eidola may be slain, as once a sufficient amount of their water has been lost, the spirit will no longer be capable of maintaining itself within the stone, and thus the creature would crumble away. Eidola lack a detailed sense of touch, and thus may be considered somewhat clumsy when handling things with refined precision. They are, however, capable of perceiving pressure and impact, and though otherwise immune to most forms of pain, they are also able to note when they have been damaged enough so that they would be placed in a critical condition. Otherwise, these creatures have no need to eat, sleep, nor do they suffer the duress of time and fatigue, though they must soak in water every two to three Provident’s Day, lest the construct simply dry up and be rendered as dust. In regards to strength, Eidola exceed peak examples of their mortal size equivalents only marginally exceeding the proportion of their size, if at all; an orc-side Eidola would have only orc strength. Eidola also may not surpass the pace of a jog, as they weigh a great deal for their relative size due to the water-and-stone composition. Though Eidola are strong in order to compensate for this, they are not such that they would be totally unhindered by their natural heft. As a consequence, a fall from anything over seven meters could potentially breach or even shatter the Eidola - and if their water supplies are low, they are subject to the unsteadiness of it sloshing from side-to-side when disturbed. Eidola may be modeled after any race, and though this shape may be determined simply by the soul’s former race, it is also entirely possible for Eidola to take a shape that is not the same as what they were in life - most often tending towards human or elvish features when the soul has lost attachment to its former self or lacks preference. The Eidola’s relative size would often correspond to their strength; an orc sized Eidola might bear strength slightly superior to that of an Uruk, though still not meeting that of a golem or olog, for example. Regardless of size, they may move at a light jogging pace at the most. The Stone and the Soul (Mindset and Morality) Set among the legions of the dead, the Eidola is stricken by many great mental afflictions, having willingly, or otherwise unwillingly, been cast from the shadows of Ebrietaes into the living world in an immaculate vessel of stone - which betrays truth despite its seeming beauty. How their affliction might manifest varies from each to another, though often they are of harsh severity and leave the Paleknight stricken by endless throes of misery. Though they retain their own personality to an extent, over time, they become more dissociated from the living, and forgo much of their humanity as a result, making it difficult to sympathize with and interpret emotions even after a short span of years. Overall, Paleknights are prone to dreary, gloomy, and disgruntled dispositions, and it is a core task for these creatures to find what brings them appeasement - by which some may discover to be through vanguarding a personally significant location, meditating underwater, or even murder. Though granted the liberty of their own mind, however unsound it may be, the Eidola is nonetheless bound to the word of whomever it is that had brought them about; their spirit forever subject to their sole command. No matter how much the Eidola might despise or loathe their maker, they would be left to their beckons still - oft leading to insanity and mania as a result, if not woe. Though the company and counsel of other undead and occultists, whether they be macabre constructs or some twisted revenant, might provide a bedrock for the Eidolon to be temporarily relieved of their mental afflictions; due to the fell and twisted understanding of many who have undertaken those dark paths, it is more common for the Eidola to shun such entities, and seek solace in their maker. Rarely would Eidola find any sort of comfort amongst the living alone, and are instead left miserable and tragic creatures, often coming off as on edge, bitter, or generally annoyed when they have gone long stints without achieving some respite from their woe; thuis making compassionate, child-cradling eidola impossible. The exact emotional response is not a constant to the individual personality and emotion of a knight. An unwilling eidolon may find themself acting against their better judgement and cursing their very existence, while a willing one may be obliged and even become stressed at failure. No matter how it is received it is an impulse and the knight must at least attempt to follow it. The Gifts of the Paleknight (Abilities and Interactions) Left among their own, Eidola are no longer infants cradled by their mother, the Synod - thus permitted greater interaction with the world around them. Still, as children of Mysticism they hold to it infallible ties, inherited as a product of their nature as phantoms bound to husks of stone. Though immune to direct subjugation by means of Handling or Anchoring as other phantoms may be, Eidola are still disposed to the weavings of the Occult—for it was what birthed them. True Sight (Passive) Walking as one of the dead among the living, the Paleknight is endowed with an inherent gift to spy upon and interact with the Elysian Wastes. With this, a phantom is able to see through manifestations of Mystical illusion and distortion, including deadbreath, gleaming, and fading. Essentially, any conjuration or deception that derives itself from ectoplasm or the Elysian is rendered inert by the True Sight of the Eidola. However, this does not mean that they are entirely incapable of seeing the effect taking place, rather, they are simply able to clearly discern reality beneath it; whether an occultist obscured within a shroud of deadbreath, or a Wight husked within a suit of armor. And the more the Paleknight accustoms themself to this sight, the more treacherous the sight becomes. Upon being made an Eidola, the player may submit a Vivification Feat App, following in accordance with its current lore. Handling (Interaction) Binding does not work directly on an eidolon. Instead, it must be performed upon the Paleknight’s respective Menhir pillar, permanently binding the creature to their will as opposed to what would normally be expected of such a liturgy - that is, temporary binding. Multiple people performing the spell at a time will bind it to every participant. They are impulsive to follow the commands of their specific creators or whoever has most recently bound them. However, orders fade and fail. After thirty Provident’s Days, an order is made null. For regular interaction must be made in order to sustain the relationship between a mystic and their eidolon. An eidolon will not find itself following an absent leader and a mystic will be unable to subjugate servants that are not interacted with. Feeding (Interaction) Alike to other phantom creatures, Paleknights are capable of having their precious ectoplasm restored by means of it being fed to them by mystics, and even other spectral creatures. When granted this ectoplasm, within the Eidola may spark some semblance of the natural emotion their nature deprives them of - bestowing upon the construct a fleeting window in which they may rouse their feelings, and experience the world as they had in life. This may be overwhelming and overpowering for some, or perhaps reprieving and ecstatic for others - granting the Paleknight both clarity of mind and bolstering their physical performance, thus permitting them to move at a swifter jogging pace and inherit greater physical prowess (up to a tier greater) for up to eight turns after successfully fed. Draining (Interaction) As a more grim prospect of Mystical interaction, the very thing which grants them reprieve might also destroy them. For by being drained by another Mystic, the Eidolon’s spirit water may be drained of its precious ectoplasm, torn from them in immense quantities. Upon completion of this fell osmosis, the construct’s emotion would all but fade, leaving them as a desolate husk. Should the Eidolon be drained three times in succession, however, they would be quickly compromised by weakness and frailty, even so much to allow even an aurum blade to chip away at small layers of their stone shell in contrast to the material’s softness. And at the fifth and final draining, an Eidola would be rendered near-entirely inert, any volatile strike capable of battering and puncturing their forms, the water within gushing forth before the enduring eidolon is made to crumble away into dust and rubble. Menhir Items (Combative) The primary ability given to each Eidola is a unique interaction with their host Menhir, one which renders its surface like clay in their hands; meaning that they may use parts of it to form weaponry, armor, or whatever else they may think to have it shape. These created items share the same nature as the Eidola’s own form, being quite heavy and durable alike that to gemstone, though they do not have the internal supply of water the Eidola does; instead drawing that moisture from them, and increasing the frequency with which the Paleknight must soak to replenish themselves. To manifest the item, depending upon its size, the creature must take two emotes to draw forth their weapon, whether it be a shield, a sword, a mace, or even armor of a sorts. Out of the Eidola’s grasp, these objects swiftly dry and become brittle, ultimately dissolving if not recovered within one quarter of an elven hour. No more than two of these items can be made per menhir, though they can be returned to the menhir in order to remould them into something new if the Eidola so wishes (though not during combat). These objects require ST signing in order to be valid, and may be mechanically soulbound. Engorging (Paleknight Ascension) All children must grow with time, even children wrought of the mystical. By the consumption of an immense amalgamation of tormented souls, a Paleknight who has fully enhanced themselves might be granted the ability to break free from its occult bondage, and ascend to higher potential. Alike to a Mystic becoming one with the their phantom by means of conjoinment by a Wight, those who have undergone amputation might perform a similar ritual upon a Paleknight who they would deem worthy, allowing the Eidola’s spirit to be merged with a phantom to grant them higher receptance to the occult; namely the expansion of their abilities in relation to Mysticism. At the presence of the Eidola’s Menhir, and with some unfettered phantom or graven, the amputee may wretch the Elysian spirit into the Eidola’s soul pillar, and meld the two alike to the Mystic themselves. This would grant the Paleknight receptance to augmentation slots - granted one per phantom melded; numbering up to three. Limits of the Stone (Redlines and Limitations) THE PALE LORD The Greater Eidolon Unmoving stonewalls in the shape of men, these stoic lords are the perfection of the spirit, holding great dominion over the occult by means of their own legions of Paleknights - wrought forth as the humanoid embodiment of siege weaponry. The Pale Lord is an Eidolon who had engorged upon an apparition, melded with their Menhir and unbound from the Synod to zealously pathe a path of their own. Though still of stone, they no longer bear the frailties of their lesser brethren, and are granted proficiency in the occult far superior to any mere zealot of Mysticism. The Stone Zenith (Creation / Manifestation) To assume the role of a Lord is great, particularly those who claim lordship over the dead. As the aspiring occultist might draw to the rank of Barrowlord by the consumption of an apparition, a Paleknight who has proved their mettle and dedication to occultism may foster the ability to be assumed to the rank of Pale Lord; by means of consuming a writhing amalgamation of souls. With the binding of the apparition to the Menhir pillar of an Eidola who has engorged three times, and upon casting the vessel to the monolith, a Paleknight would be made one with the pillar. The Perfected Vessel (Altered Description) To be ushered forth as a Pale Lord is an immense task undertaken, fashioning for the Paleknight a form befitting of their title. Though not especially divergent from the former state of the Paleknight, there are some key alterations that would take place upon their stone form. Upon being merged with their Menhir and the apparition, the Paleknight, now Pale Lord, would take on a subtle gleaming form, alike to a transcendent Wight or occultist; ragged and worn by time and the toil of the wastes. Unlike Wights, however, Pale Lords are still corporeal and still sustain ectoplasmic waters within their vessel. With this, their voice would meld with the wayward spirits within them, no longer sounding distinct as one, but instead as a multitude - standing testament to the loss of identity which the Lord suffers upon achieving their transcendence. Still, any who take on this role would find themselves to be made completely separate from the other bound Eidolons, yet their own spiritual manifestation would fade amidst the agglomeration of souls which it embodies. Wounding the creature, and thus causing its waters to pour out, would release a stream of wails and moans which gush forth from the stone. Pale Lords also tend to take on a more dignified manifestation as well, assuming a more imposing presence than the stone-wrought Eidolons beneath them. Their armor, now wrought of Menhir stone, would appear more refined, though as well more aged and antiquated; a common effect of such things that are to be touched by the Elysian. Some Pale Eidolons have been reported to scale up to ten feet in height - rivaling even ologs in terms of proportion - and their strength typically may scale upwards by about an additional half of what would be that of a regular Eidola. Though granted superior resistance, the Lord is made somewhat slower, akin to a casual stride in terms of self automation. This nature does, alas, bring about one great flaw to which all Pale Lords are bound. For as they are made one with their Menhir, and their Menhir made one with them, they bear no true bond that would anchor them to the Mortal Plane should their stone vessel fail. Should the Pale Lord come to meet such a devastating fate as for their form to be obliterated, they would be left with but the sliver of their soul to be torn from the plane and into the Elysian Wastes, where they would endure an eternity of torment. Only by having a fragment of their former form be restored by a Mystical Rite would they be made capable of returning to their full potential - endowed a stone embodiment once more. Powers of the Pale Lord (Abilities and Interactions) Now unfettered, the Pale Lord has ascended above the ranks of phantom wanderers and stone servants which the Mystical and the occult have so bound. They no longer may be forced to conform to a single will, and may go about their own doings, by which they might foster their own rites and rituals to a far greater degree than any could have imagined when bound to but stone and soul. Unanchored Vessel (Interaction) Made one with their Menhir, the Pale Lord is granted an ascendancy unlike other phantoms; and even the Wight Barrowlords are no exception. With this, those who have taken up Pale Lordship are rendered immune to the effects of Mysticism Handling and Anchoring, bound by no mind but their own; tethered to the Mortal Plane by will and stone. This does, however, come at great detriment, which forbades the Lord from reassuming their form upon obliteration, left to stagnate and fester in the Wastes should they come to perish. Only by the aid of three Mystics gathered in brotherhood, assembling about an empty occult spire, and with a shard of the Lord’s former vessel, may they be returned to roam among the living. Such a task is immense, and would oft be thought as folly to recarve from stone what was lost; though the might and will of the Pale Lord is not to be withdoubted. Greater Hindering (Non-Combative) By virtue of their ascended form, the Pale Lord is capable of weaving their ectoplasm in a more complex fashion, sewing it within a pillar of stone to create a Menhir as had the occultist lords of old; a necessary catalyst in liturgies and rites of Mysticism, and the fashioning of Eidola. Though on their own the Pale Lord may not perform any rites of Mysticism without the aid of an augment or other occultists present, they are granted the ability to funnel their ectoplasm into a Menhir, and thus bolster phantoms nearby as they would any other. See “Menhir Creation” in Mysticism Sacraments. Servitude of Stone (Eidola Creation) Achieving superiority over their Paleknight brethren, the Pale Lords are made capable of fashioning their own servants of stone that would enact on behalf of the Lord. By forging a Menhir, and pulling forth a ghost or phantom from the Elysian, they might bind the creature to the spire and mould it into a shape fitting of the spirit. This is an immense task, and one so coveted not only by the Pale Lords, but by the Mystics and Barrowlords themselves - allowing them to bring forth Eidola as their own. The Lord may achieve this by means alike to the Mystic ritual from which such entities are derived; sacrificing a spirit or soul before a sprawling Menhir, or drawing one to the pillar and binding it hence. At this, the Menhir stone would warp and mould, kneading over each other as some sodden agglomeration of rock and ectoplasm, and hence birthing the Eidola in servitude to the Pale Lord. By this means, a coven of Paleknights may theoretically exist on their own should a Lord Wish. Restraint of the Lords (Redlines and Limitations) Refinement of Pale (Paleknight Augmentation) Though made perfect through stone, the Paleknight may be made more perfect still. By engorging upon a ghost or phantom, an Eidola may be granted a new ability befitting their role amongst the ranks of the Synod, thus allowing them to choose an augmentation by merit of the phantom consumed. These augmentations are not interchangeable and become a core aspect of the Eidola, allowing them to interact more quickly with those who roam the Elysian, as well as the Synod they serve. Soul Dominion (Combative) Paleknights may be granted the ability to perform an inferior form of binding upon ghosts and phantoms, and with a greater success rate. This may be done similarly to how a Mystic would, albeit that the Paleknight must instead take three emotes to surround their hand in Ectoplasm, and must grapple the phantom physically as opposed to simply casting a projectile. The Eidola may succeed with a roll of five or higher, and should they manage to bind the phantom, it would be forced to adhere to the Eidola’s commands for up to one narrative hour, or eight emotes in combat; whichever comes first. Do note that these abilities may not be performed upon other Eidola, only other ghosts/phantoms. Spirit Core (Combative) Paleknights may be granted the ability to perform conduit feeding and draining upon other phantom creatures, Mystics, and even other Eidola. However, unlike their occult superiors, the Paleknight is limited to a direct application, whether by means of their open stone palm; requiring two emotes to perform the ability with direct touch proceeding its charge. Upon grappling a foe, they must maintain the grip for another two emotes before they may drain a single unit of Ectoplasm from the entity. As they do not need to maintain a projectile as Mystics do, the Eidola does not consume an ectoplasm slot when performing conduit draining. Inversely, the Eidola may perform conduit feeding upon another phantom creature within seven meters of them over the course of three emotes, granting the target the boons of their respective creature type that they would gain from feeding. Shroud of Elysian (Combative) Paleknights may be granted the ability to perform fading similarly to phantoms and Mystic blades, concealing themselves in a veil of ectoplasm. Over the course of three emotes, the Eidola would be consumed in a veil of fog or ‘deadbreath’ which would render them virtually invisible upon the final emote; only revealing a very subtle outline of their form when in bright light. Should they remain immersed within shadow or water, they would be left completely invisible, and for a longer period of time than any mere mortal due to them not needing to rest or breathe. However, the duration of this spell would only last for up to five emotes following the spell’s charge, before they would need to consume another ectoplasm slot or drop the illusion. While invisible, the Paleknight is made incapable of attacking or charing/casting any other spell or ability - their movement reduced to a slow crawl. Phantom Waters (Combative) Paleknights may be granted the ability to perform deadbreath similarly to Mystics. Over the course of three emotes, the Eidola may channel the ectoplasm from their waters to the pores and crevices in their armor, expelling the Deadbreath as an impenetrable veil of thick fog which enshrouds a seven block area around the Paleknight, reducing the vision of all non-phantoms and mystics to a single meter in-front of them; essentially their arm’s length. The shroud may still be dispersed by tier five air evocation, holy light, or a powerful force of natural air; otherwise lingering for four emotes. Ghost Lantern (Passive) Paleknights may be granted a passive ability similar to Scrubbing, wherein nearby phantom creatures are warded and weakened by the Eidola’s presence. Should they harbor this augment, any ghostly or phantom entity that comes within five meters of the Eidola would be made visible (not tangible), whereas coming within a two meter radius of the Eidola would be weakened to the degree of a freshly formed revenant creature - essentially made as a feeble old man when attempting to manifest corporeally. Though the effects of this augment upon Wights, apparitions, and other Eidola are fairly harmless, it may still bear usefulness in the hunting of rogue geists. Menhircraft (Non-Combative) Paleknights may be granted the ability to forge additional, functional limbs to their body formed directly from their menhir pillar in non-combat; spreading their physical strength and pathetic dexterity proportionally. Having more than a total of four limbs causes them to be too clumsy and unstable to hold objects to any degree of competency. With a usual Paleknight, they may lift 75% of their weight per arm; though at three arms, each may lift 50% of their weight; and at four arms each may lift 37.5%, their weight wherein the pattern continues per additional arm. With each additional arm more weight is distributed outwardly and the joint which holds the limb is made progressively weaker; a four-armed Paleknight may have its arms detached from itself with a single, well placed strike of a greathammer or maul above or under the shoulder joint to dislodge it. Ebrietael Bulwark (Combative) Paleknights may be granted the ability to perform Mystic Walling alike to an amputated occultist; a powerful defensive tool that conjured a nigh impenetrable barrier of ectoplasm. With this augmentation, the Eidola’s arm would become more alike to sea stone or aquatic prismarine, glowing with a vague translucent aura as they may manifest the shield over the course of three emotes; consuming two units of ectoplasm in the process. This barrier may remain for up to eight emotes, assuming it is not shattered by excessive blunt force beforehand. Should the Eidola move or their resolve be broken, or otherwise disturbed, the wall would quickly splinter and dissolve. Aurum and holy magic may both tear through the barrier with about three successful hits, though anything else would require five or more emotes of continuous blunt or drilling force to successfully disperse the barrier. The barrier may take the form of a bubble which surrounds the Eidola in a 3x3x3 block area; though its shape may not be changed.
  3. Me: *wants to post lore

    Forums: "no"

    1. 1_Language_1

      1_Language_1

      PRAISE BE THE OLD BACKGROUND RETURNS

  4. Please give posts a solid background again, I beg you. I can't format on transparency 😩

    1. 1_Language_1

      1_Language_1

      i want everything to go back to the old brown

    2. rukio

      rukio

      same language

  5. I'll never be able to format another lore post again...

  6. THE BALLOT ((MC name: Hollowgeist )) Name: Olrin Hildinyr Vote for Sohaer: ( XX ) Arelyn Iyathir ( ) Nuala Telperion
  7. "Finally, reason seems to ring among the dissonance which the liberal Mali'ata stir." Olrin Hildinyr would remark with a brief sigh of relief, then bringing his thumb and forefingers to tiredly rub his eyes. "Let us hope their ill doings are done away with soon." And so he returns to constructing the acid pits, for they would be needed in the coming days.
  8. Im so happy we finally got it out there Oh this is good too I didn't see this part
  9. I'm sorry... it was not meant to be this way...

  10. Omg... Mordu... so 👉👈 I've never had a magic but 😳 your telekinesis lore is just so good ❤️ would you be willing to give me a grandfather? 🥺 

  11. Foreword Art by Fanat08 THE GRAVEN Echos of the Synod Plagued by dubiety, the dead do not always rest, resisting the sweet embrace of demise which beckons their spirits hither to the Soulstream. Some among them would believe themselves to have a singular, unfinished task which would demand their presence to linger upon the Mortal Plane - remaining restless until that sole task is completed. All other motives are made obsolete, the spirit determined to enact their duty to whatever it is which demands their presence - whether that be the guardianship of a loved one, or some relentless plot of revenge against the foe that slew them. Yet there are some who would not come about solely as a product of will, but instead made as a servant of the damned. Bound Beyond Death (Creation / Manifestation) Though once brought about as souls who persisted in a singular task after death, such extraordinary phenomena have not occurred in an age. There is still one means by which this may be achieved, although such a deviant invocation of occult sorcery is seldom to be had within the realm of Man, and is thus rarely heard of, let alone employed. Still, to even be unfortunate enough as to encounter an occultist alone is a tragic fate, though to be bound to further their will is an even graver one yet. While the direct slaughter of an individual by means of a saturated blade may bring forth a phantom, the more skilled occultist may even be capable of rearranging an existing phantom’s form to be more corporeal. Fallacious Manifestation ("Physical" Description) Gravens are less conventionally thought of as “phantoms” when compared to their more spectral cousins, the ghosts. While reanimated by means of the soul akin to other spectral undead, the Graven harbors a more tangible nature than other phantom creatures, by merit of the occult rite performed upon them which drives them to exist even still. Thus, Gravens are granted a physical form as to better interact with the world as they had in life, lest they be made unable to carry out their task. Remaining as shambles of what once was, the Graven tends to adopt a rather fragmented appearance, conjured of a flaking ectoplasmic where large portions of their general body once were. Though still significantly corporeal, this does often make them a lot more unsightly than one would expect. Their voices may bear an ethereal resemblance to the one they had in life, though often more guttural and perhaps parched, reduced to a echoing rasp which rings distantly; or perhaps a distant drowned mutter. No matter their appearance, the Graven will always be fully corporeal and visible, alike that to any other man, yet without the need to eat, or sleep, or rest. Their strength would be locked at the strength they held prior to their death, unable to be bolstered by exercise or diminish from sloth. However, though they feel no exhaustion or fatigue as mortals do, Gravens are still limited by the strength of their forms, and their vessels may only undergo so much stress before they would be obliterated by the opposing force. Graven’s forms are actually raver fragile and brittle, and may leave them to be rended easily by swords or other sharp objects, often provoking them to wear armor of a sort. And though the Graven no longer bears no true internal organs to uphold, would-be fatal blows to their head or chest may still disperse their forms for a time; and harsh forces like incinerating flame would still rend them as they would any other - for they are banished from death, not from defeat. But the will which prolongs the Graven is great, and were they to falter in their pursuits, they would soon reform themselves whether once, or thrice, or a hundred times - not ceasing until their deed has been met or they have been permanently banished from the mortal realm. Thus, over time, a Graven may slowly regenerate wounds sustained upon their vessel, whether the slashing of a hand or the severing of an entire limb. Should a wound be yielded by means of aurum, the Graven would have a more difficult time manifesting themselves, though inevitably would be capable of reforming such with simply greater strain than had they not been touched by the gilded weapon. TL;DR Upon Troubled Tides (Mindset and Morality) Gravens are the spirit of a Mortal which has been freed from its coil, though has been bound more substantially to the material realm. For the most part, they retain the most critical personality traits of the individual prior to their death, whether that be some obsession with money or poetry, or a disposition to be compassionate to others. However, due to their distance from Man, the phantom inevitably comes to focus solely upon those traits, festering slowly until they eventually manifest into the sole aspect of the Graven’s personality over the course of months, or even years. Though some might maintain their sanity more-so than others, they would find themselves to be cast into greater misery and woe, forced to watch the world around them move on without them, bound forevermore. Hence, Gravens are prone to gloom and depression, their prolonged separation from the living leading them to struggle with the replication of sympathy and positive emotion - lacking the comprehension of mortal feeling As a result, Gravens often manifest cold and distant demeanors, incapable of relating to human feeling and thus often being left confused at great displays of such. Even should they somehow manage to feign an emotion, which itself is an immense feat given their foreign nature, they would more often downcast due to their inability to truly feel said emotion. Gravens who have existed for a particularly long time may even find themselves to grow wrathful and resentful of mankind, lashing out at even the least of sleights. They bear grudges endlessly, and those who find themselves on the wrong side of such a phantom would take well not to forget their ire; for as their spirits are ever enduring, their wrath may seldom be quenched in turn. TL;DR Affinities of the Graven (Capabilities and Passives) Endowed with a second chance to fulfill their innate desire, the Graven is granted new abilities by virtue of their phantom nature, and the will which binds them to exist still. These abilities may be employed actively or passively by the Graven, inherent to their being as spectral undead. Lugubrious Aura (Passive) Gravens are ultimately tragic characters, bound forever to roam the mortal plane in perpetual servitude to their occult masters. And as they tread upon the thin veil between the realm of the living and the dead, the wavering fissure formed would exude a dismal aura, which would leave those in a ten meter radius around it to feel more gloomy and cold, or perhaps even fearful and torn, depending on the Graven’s overall demeanor. Though such an influence is perhaps subtle at first, it would be quick to seed itself within the minds of those around the Graven, pressing at the back of their thought. And it is also not uncommon for Gravens to be accompanied by a thin veil of ectoplasm, like mist. Emote: As [Graven] approached the shopkeeper, a somber air seemed to be carried with him, and those nearby could not help but notice a cold tone linger subtly in the air. Veilstrider (Passive) Walking as one of the dead among the living, the Graven is granted the ability to more tangibly interact with the Elysian Wastes, which they exist partially in. Whilst a faded phantom could easily slip between the fingers of any mortal, to the Graven, they are made utterly tangible, as if they had manifested physically within the material plane. This is not to say that their raw strength against an ethereal spirit would be any greater by means of this ability, merely that a Graven would be capable of interacting with the phantom alike to any regular man interacting with another, even if faded. Emote: [Graven] would reach their hand out towards the incorporeal phantom, attempting to grab them by the throat and bash them into the side of the wall. Persistence (Passive) Bound forever to the mortal plane, the Graven’s desire to persist is absolute. With this, their vessels, even when struck down, will inevitably remanifest upon the mortal plane and mend the damage done to the phantom - thus leaving them to remain still. This occurs passively when a Graven is damaged or destroyed, their Ectoplasm reweaving itself to reform their body depending on the severity of the injury. A lost limb could realistically restore itself after twelve OOC hours, though for a Graven to remanifest fully (after being ‘slain’) requires a full twenty-four OOC hours to complete. As a result, the Graven is made incapable of receiving any benefit from medical aid or alchemic healing. Emote: Not applicable. Phantom Weapon (Combative) When in need, a Graven may weave their ectoplasm to create a weapon of their choosing which may be applied in a variety of ways, though primarily to aid with whatever their goal may be. This may be done over the course of two emotes, in which the Graven manifests their cytoplasm and solidifies it into a tangible weapon. The weapon or tool may be of any variety so long as it is melee, unable to exceed beyond one block in reach in the case of a blade, or one by two blocks in the case of a shield. The weapon or tool will not exceed the durability of common iron, and would be rendered more akin to copper when placed into contact with aurum. These weapons have the ability to make contact with other phantom creatures as if they were tangible, though not to the same degree as aurum might. Emote: [Graven] would extend their hand forward, as thin strands of grey mist began to weave themselves forward along his arm, extending out amidst his palm. Emote: The mists would coalesce into the form of a murky, grey longsword; appearing as if it were made of some obscure phantom glass - which rested in the palm of [Graven]’s hand. Restraints of the Spirit (Redlines and Limitations)
  12. Were desperate for magic but not THAT desperate
  13. I didn't get magic until I bought Gold VIP. I would definitely say there's a conspiracy
  14. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  15. Why are you based? Is it an acquired trait or are you only born with it?
  16. Dreary and low lay the heavens upon that erred autumn eve, the oaks wailing as the biting wind kissed their branches and boughs—the fields rend cold and dead. The farmfolk of the region had all but retired, seeking fellowship within taverns along with halfwits and sots, for the day was nigh done, and the sun had retreated behind the veil of grey cloud. Though much gaiety was to be had in that concourse, not all indulged in such activities of merriment and camaraderie, for some few instead connived to partake of a more decadent enterprise, one which was rooted in sorcery and heretical scrawlings found in pagan temples from which the indwellers of that bourg were barred. Still, fell curiosity had already been seeded within their minds—ergo they stole away to deep nooks within the earth, so that they might evoke their practices away from the gaze of the uncouth peasantry. Now, all convened within the dark alcoves of that sodden crypt, they entreated the dissident invocation before their bound hecatomb, flesh kneading over flesh and strewn across bone. Echoing wails pervaded those sunless caverns, the pleading cries of men resounding in chorus, exhorting the powers of God to descend and offer reprieve—but woe to them, for the angels did not dare harken the beckons to that low and foul place within the earth. At last, there was silence—a dreadful silence. The fallen assembly beheld the fruits of their labor with bewilderment and fear, appalled by the vulgarness of their handiwork; and all that remained of their sacrifice was but an agglomeration of pulp and gore, from the likes of which even God averted his gaze in utter revolt; contemptuous of a creation which he Himself would not have deigned to partake in. It was a putrid and harrowing thing; bearing the sigils of man and the twisted features of a beast, matted with begrimed fur and barring a twisted, bloodied maw. The fiend sneered and whined, writhing at its own abhorrent existence—its spirit plunged into perpetual anguish by this wicked act of occult alchemy, their minds riven and rabid; a testament to calamity. The wicked men laughed and jeered, appraising their vile works against nature; and the beast was instead mocked and aggrieved. And amidst its despondency, it was granted a bestial clarity, a focus of its commingled mind. It sheared down the dilettante sorcerers, their approbation short-lived as the brute clawed flesh and gnawed upon bone, feasting and hunting—for none among that omened flock were absconded from the wrath of the creature. Now, it consumed all that lingered within those catacombs; its channels flowing with fresh blood and ichor, not merely rotting bone. God needn’t deal justice that day, for the devil himself had instead.
  17. A philosopher would gaze to the missive, granting an commending dip of his head as he muttered to another man looking over the bulletin as well. "Certainly, he is a wise man endowed with many graces. I would vouch for his character."
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