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Posts posted by Xx_BloodStalk_xX
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PROSPECTIVE BACHELOR FORM
IGN: Remeron
Name: Crumena of Kamees
Age: 800
Place of residency: N/A
Bank account balance: Xan's Light (world admin, btw)
Hobbies: Xan, finding a fertile wife, finding a fertile wife that's high elven, finding a fertile wife that's a high elven female.
One interesting fact about yourself: Life is a never-ending torture for a pained soul such as I. The thread beckons my presence, its loop offering me an escape to this tiny, tiny life of mine. Yet, my duty stands above my selfish proclamations of suffering - self-sacrifice will hopefully be the key to my happiness, and once I perish He in the Seven Skies will thank me for my service to Him.
Why should Tatiana choose you?: I'm really old and rich in pride so once I die you can claim my inheritance.
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It begins. It is time to wrong the rights of the past.
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In some unknown area, lost to the Descendants, a certain Dark Lord carried himself across the emerald plains - multicolored leaves crunching beneath his feet. The animals below him followed, tipping a barrel topped with feed into a long wooden trough. An assortment of hens and chickens soon collected around him, their necks raising over the feeder before a red-feathered Bokolo went to scoop a few handfuls into its beak.
"Peace in our time, right?" One would mistake him talking to the large creature as a hand went to pet the feathers on its neck. "I'll be seeing you soon."6 -
A disgruntled expression was met with the missive in his hands as he wandered down the path from Elvenesse, having snagged a missive upon his travels nearby. The thing that bewildered him the most was the matriarch's report on the Red Coyote's pelt, a slight grimace being brought upon his features. He soon rolled the missive up between both hands, keeping it within a tight grasp. The Dark Lord was neither humbled nor offered pity to those involved, only feeling something futile.
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Spoiler
Looks neat tox
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Reading this was rather hard due to the unnecessary fluff used in the lore as well as the simple things you outline in your abilities for example. I think someone in the thread already made a good comment on what could be done differently - so all I really have to say is that while I think you did a fair attempt at trying to circumvent powergaming and metagaming, it still is extremely possible. Players will always find new ways to abuse lore in ways you'll never anticipate.
(A personal note from me, making everything a bright white text makes it harder to read in my opinion, perhaps using the default text color for the main paragraphs is fine.)1 -
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For the first time in a long time, a certain Dark Lord smiles, now that Buck has returned.
Finally, he'd think to himself, a reliable source of news.1 -
Will the compass also be pointing players to pre-existing Settlements such as Yong Ping in the future? I imagine this won't be the case because I can see how settlements can be hard to manage with plugins.
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4 hours ago, SoulReapingWolf said:
Honestly, like this lore a lot. But I hope we don't see 60 Djinn CA apps if it gets accepted. I feel this would be an epic thing that should not be tainted by having it be something super common.
That's the plan yeah, I'm going to try to make sure that it doesn't become extremely watered down if it gets accepted. Instead subtle and not every RP interaction becoming an Aladdin Fan-fiction.1 -
Just now, aiden0023 said:
Denied, compromised to be put into C tier unless bribed to do otherwise.
yea that's fair1 -
MC Name: Xx_BloodStalk_xX
Current Tier: N/A
Desired Tier: A
Reason to be Moved: This isn't even my final form.
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5 hours ago, Carson said:
how would appearances work for half-races? Would they be a mix of two things?
I'd say yeah, I'll go ahead and add that.5 hours ago, Aengoth said:I would imagine optimal player count for this would be 3-5
Nah this is 100% true and we're aware of it, but not everyone is always active and to play the CA right you need to be willing to be active in multiple communities.
5 hours ago, Aengoth said:[Cursed even less if you do not ingrain yourself into another]
The purpose of the Cursed Djinn system is to offer more roleplay to creed-breaking rather than just pking someone outright for not playing the CA right (kind of like how reincarnation doesnt hand your character immortality on a silver platter), so the survivability of it wasn't our main priority - simply of how we can make it as interesting as possible in the short amount of time they have left.
5 hours ago, Aengoth said:I think the biggest difficulty that would come w/ playing such a creature is obtaining consistent roleplay if you're a player that typically bounces from place to place
I agree. It's definitely a high-risk/high-reward type niche, but I wanted to write it nevertheless just to see what'd happen.
5 hours ago, Aengoth said:One thing I would recommend is
I think that this is a really interesting take on the Zakhrifas. The reason why I didn't bother offering more to any of the current systems you see right now is because (and I'll be honest here) Demi-Djinn is already way too long and fairly complicated if this is someone's first. I wanted to make sure it was as easy as possible to understand but still offered enough to give sufficient, long-lasting roleplay.
I'll definitely be thinking more about it and don't be afraid to approach me while we're in VCs together if you want to talk about it more bro
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10 hours ago, Qctho McAntoine said:
Kha
Basically the reason why Kha aren't specified is because Kha cannot become Djinn. This is because Demi-Djinn must be Descendants. Kha, while indeed having greater souls, aren't Descendants.
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- Popular Post
- Popular Post
Art by Karl Simon
Demi-Djinn
The Beginning
The Jinn and the Wiseman
حكيم وشيطان
In our realm of magical creatures, sights and oddities- there existed rumors and legends of yore concerning those who have ventured to seek the existence of such spirits. Many tales have been told about these creatures, yet most served as no more than honeyed words for the sake of telling children something to help them sleep at night. They say these spirits had the forms of unholy nature and that their faces were ever-changing; the sign of an avid shifter of forms. Their alignment seemingly neutral, their origins are obscured - history unknown to the common man. They could only be known as الجن, or Jinns. These Jinns were most commonly said to be half-beast, half-men; their appearance mainly humanoid with the malformed heads and limbs of atrocious horrors. Whilst carrying a dreadful visage, they were believed to hold the vigor of a radiant essence, albeit cunning and mischievous in nature as stated by many chroniclers. Despite this, very few have been able to say that they’ve gone face-to-face with a real Jinn. Though, there was one man who had.
Long ago, in the times of old, a Farfolk named Solomon was born. Though relatively average for a commoner of his status- he found that he had the undying need to travel, to explore. Soon after growing into an adult, Solomon set out on his journey to see the world before his pale eyes. Sometime throughout his venture, Solomon was said to have come into contact with a Jinn. This creature promptly introduced himself to be Ifrit, a spirit that bore the head of a snake and the build of a large crimson man- larger than any the curious Solomon had ever seen before in his days. Although the Jinn had approached Solomon with ill intent- and yet, no fear was fostered within the man’s heart. This intrigued the beastman, this behavior being unheard of at that time, though this was simply due to Solomon’s curiosity. As time continued, the spirit found himself warming up to this young man; they had become allies, after mere moments of discussion. Something that lowered Ifrit’s status amongst his kin- the fact that the pride of a Jinn was above all, and yet he stood as tall as the mortal did. Solomon became a great traveler, Ifrit always remaining by his side as the two of them ventured into the unknown, meeting new people and discovering new cultures- ancient and recent alike. Through that long and fulfilling epic, their bond was akin to a braided knot- though it was unbreakable nor yielded to stress, there’d come a day where it - too - would wither away. Ifrit was granted pause before Solomon’s graying hand and with it, the grim realization; where time, itself, stopped for no-one. Not mortals, and not even a Jinn. There, a simple choice was granted; either wither away, where all but a bed of flowers will be the mark of his existence and below it, him. A lonely pile of bones. And the other choice, should Solomon wills it - a new body, unlike his own. Strip away his identity and self to become something more. And from there, the page turned. Their story was still to be told, the ending laid further ahead as it awaited to be written. The deal was taken, the choice settled and from it did the withered hand grow crooked. He awoke, eyes glazed over himself - he was himself, whole and anew. And yet, differences laid. The man was a charred reflection of himself; bearing similarities to what he once was, yet bearing enough differences to be called something else. The pigment of his skin had turned a brilliant aquamarine, and his vigor was restored from its decrepit state. Though- from the many changes that occurred, there was always a price. The bargain was made and forgotten, thus from it, Ifrit had become no more than a mere memory for the man.The Demi-Djinn
It was said that after Solomon had become adjusted to his new lifestyle as a Demi-Djinn, he went off to somewhere unknown, but not before bestowing his powers to another- and another after that. Soon, the Demi-Djinn had grown, but their fate remained not with another. They split up and scattered across the land, their different goals and contrasting views guiding their paths to cross again one day. Why Solomon bestowed his powers to others is unknown, but the reason is most likely that the wise man had felt the need to spread his new-found gift to others- perhaps to atone or to remember. Now, the Demi-Djinn scour the lands, offering the same gifts and choices that Ifrit once did. Their purpose for doing so may vary from person to person, but one thing is the same within all of them- they are Solomon’s chosen and Ifrit’s legacy. They do not worship him, but instead respect his memory as their superior, their idol, their muse. So therefore, they must respect Solomon’s Shackles.
Five-Fingered Creeds
The Shackles of Solomon
العقيدةGranted upon them by Solomon’s own will and ideals, each Demi-Djinn would find their true forms equipped with braces. The braces are worn on the wrists of every Demi-Djinn- some are short like bracelets, while some large enough to cover half of the forearm. Once a new Demi-Djinn is born, their braces take on a look unique to their own spirit. This cannot be changed after becoming one and cannot be designed for combative purposes. The Braces are made similar to the standard, thin jewelry it resembles however each one holds one similarity; if a Demi-Djinn peers down upon their braces, they are reminded of their Shackles.
Their Shackles are:
- Demi-Djinn cannot kill or harm anything with an untainted soul such as a Descendant unless they pose an undeniable and immediate threat to their own wellbeing, another Djinn, or the recipient of a Contract. The Djinn must be aware to their altered soul and cannot act as an accomplice to murder.
- Demi-Djinn cannot use their abilities to acute wealth and glory for themselves, such as blessing themselves or other Demi-Djinn. Their blessings are unable to be used outside of contracts.
- The Demi-Djinn may not act out on their contractor with the intent to kill or maim, unless given permission by the contractor themselves.
- A Demi-Djinn have free will, therefore they may do with their own talents how they see fit. Bestow your boons out of the selfless need to give, rather than having it be traded in exchange for something else, such as currency or out of the sake of nepotism.
- A Demi-Djinn must carry out the request of whoever holds their Zakhrifa to the best of their abilities, so long as it does not go against the limitations of their abilities or defile any of the aforementioned creeds.SpoilerOOC Explanation
1. Demi-Djinn cannot kill other players unless they need to fight in order to survive. Killing animals and beings without sentience are fine, but creatures like Descendants or Kha cannot be killed unless they need to defend themselves, another Demi-Djinn, or their contractor. Being an accomplice to murder is also not acceptable. Demi-Djinn do not break their creeds if they kill something that holds an altered soul or something that holds no soul at all. (Examples: Azdrazi, Vargs, Frost Witches, etc.)
2. Demi-Djinn cannot do contracts for themselves or other Demi-Djinn, and boons cannot be used outside of these contracts.3. Demi-Djinn cannot approach their contractor with the intent to kill or maim unless its for the sake of self-defense, or unless they're given permission to in a sparring scenario. This does not mean they are able to kill their contractor without breaking the first Shackle.
4. While Demi-Djinn may play riddles, tricks, and even share a mutual interest with their contractors - but they are never to solely offer their powers to their family members or friends, or sell their gifts in exchange for currency.
5. Demi-Djinn must fulfill whatever the contractor wishes once a contract is made, as long as they are not pushing themselves over their limit or breaking any of the five Creeds doing so.
Tells
The tells of a Djinn's ability are relatively simple, usually originating as a glow from their shackles. Their tells are unicolored, and they may change the color of such at any point in time. From minor to major, a Djinn's tells are: Glows, Glimmers, Glitter, Embers, Wisps, Vapors, Smoke, Steam, Mist, Smog, and Fog.
Physical and Mental Effects
The Body of the Wiseman
الجسمLike a shadow that clings onto their forms, the creed that rested behind all of Ifrit’s actions; the Jinn seemingly always feel the need to offer boons to a seeker once a pact has been made- their need to serve accompanied by the connection of their kind, as the more powerful a Demi-Djinn becomes, the differences between themselves and Solomon begin to blur. Many choose to foray into more mischievous tendencies however, sometimes wishing the mortal to answer a riddle, or perhaps a trick. Some even grow bitter and rotten, their mind slowly dwindling after the ages and will despise the fact that they have to bestow gifts - but cannot resist such in the end, seeing it as something akin to a guilty pleasure. Other than this peculiar ailment, Demi-Djinn do not innately suffer from any mental illnesses during their transformation, but they are not immune to such a development.
While on the physical side of things, Demi-Djinns take on different colors for their skin and eyes depending on their base descendent race. A dwarf would always have red skin, black eyes, and black hair. Elves will possess green skin, yellow eyes, and white hair. Orcs have purple skin with white eyes and black hair. Humans take after Solomon in which they have blue skin, red eyes, and dark blue hair. Descendants who are born from a fusion of two races can pick and choose which colors from their parental races their inherit. Colors can vary depending on the race of the Descendant. For example, a high elf would have light green skin, while a dark elf would have dark green skin. The same applies for other variations of races. Those without a Descendant’s soul are unable to take upon the form of a Demi-Djinn as their souls are too weak to hold the knowledge of Solomon’s prowess. For good reason, their blood is enchanted. Their genus counts are higher depending on what phase they're in and hold an affinity to mana detection. If someone is attempting to detect their mana a Djinn in their Second/Third phase can choose how mana is shaped within their bodies, ranging from things like their bodies being coated in mana or mana running through their forms like veins, but they won't be able to hide the mana concentrated upon their wrists; i.e. their shackles.
Not only this, but these creatures would find themselves no longer immune to the effects of Aurum when in the likeness of a Jinn. While the material is disrupting their blood flow, they’d find themselves unable to cast - as if the element acted as a sort of ward to their abilities. It does not innately harm them just from a single touch, but it still disrupts their magic nevertheless if they were harmed by a solid weapon made from the material. Thanhium offers a different effect. A Demi-Djinn holds a special weakness towards Thanhium. Should Thanhium impale them and disrupt their bloodstream as Aurum would, they are unable to cast. If they are struck for a second time their bodies would be sucked into the Thanhium causing it to gain a strange new color and shape and the creature may be seen in the reflection of the metal - trapped within. If the Thanhium breaks or the wielder of the weapon thrusts/wills them out of the Thanhium, the Djinn will be set free. While it is relatively easy to avoid the touch of Aurum, there is another ailment that the Djinn suffer due to their unique souls; the trial of malflame. A Jinn’s essence is bound to the core of their being, and due to this any ailment that harms their soul discombobulates them and shakes their foundations. Furthermore, if a Djinn's Zakhrifa is broken, they become unable to cast for 24 OOC hours. If they are in their Third Phase when this occurs, they revert back to their Second Phase. Finally, if a Djinn's shackles are broken, they revert back to their Second Phase even if in the Third Phase. Afterwards, their unique skin color is replaced with that of a Descendant's, turning into a mortal version of that form they're in for 24 OOC hours, becoming unable to cast.
SpoilerGeneral Redlines
- When a Djinn of any kind is wounded, they bleed just like any normal Descendant. This in fact does mean that they hold genus at a normal amount.
- Touching Aurum will not harm the Demi-Djinn but being stabbed by an Aurum weapon disrupts the ethereal casting of a Demi-Djinn when they are in their Second and Third Phases.
- Ailments that harm the soul have a greater effect on the Demi-Djinn, with malfame in particular not only harming the Demi-Djinn's soul but disrupting their casting. For aesthetic choice, the Demi-Djinn may choose on if this kicks them back into their First Phase; this is optional however.
- Only Descendants can become Demi-Djinn.- Half-race Demi-Djinn continue to inherit their curses just like any other Descendant.
- If a Djinn's Zakhrifa breaks, they become unable to cast for 24 OOC hours. If they are in the Third Phase when it breaks they go back into the Second Phase.
- Djinns, even in the Third Phase, revert back to the Second Phase when their shackles are broken. They then become a mortal version of their Second Phase, becoming unable to cast.
- Demi-Djinns in their second phase have a genus count of five, whilst in their Third Phase they have seven units of genus.
- Djinns cannot warp the Thanhium they're trapped inside of to garner an edge in combat.
- Whilst trapped in Thanhium Demi-Djinns must follow IRP prisoner rules.The Three Phases
Forms of the Demi-Djinn
الجسمIn their efforts to reject their finite holds- to become something more- the acolytes of the Wiseman sought at the end of their path something new; artificial frames wrought from the birth of their growing potential and the will of a vagabond hermit. The Demi-Djinn’s prowess found them shifting into creatures birthed behind closed walls and occluded windows- a form to which the operations of such a being could perform their tasks in a secluded manner. Their bodies had become pliable and easily shaped, like a ball of colored clay; a simple rearrangement of their features had caused them to become different people, wearing a mask of hidden truths.
Formed from the supernatural energy derived from their soul, the spiritual beings created three forms using their innate polymorphism, each driving them closer to the visage of a true Jinn. Many Demi-Djinns have different names and titles for their incarnations, however the most common name was obtained via their known respected seniors, masters of their craft; these forms were thus dubbed Phases.The First Phase: Origin
Acquired through their natural state, their first form begins with their natural vessel- their mortal form. This form is no different from the body inherited by a descendant. Their soul is still synergized with the aura of the Wiseman, however no abilities or added strengths are granted to this vessel- they are simply their own person- their braces nowhere to be found. The prowess of the Demi-Djinn reveals itself within their other phases.
SpoilerGeneral Redlines
- The weakness to Aurum is rendered null in the First Phase and the weakness to Malflame shifts back to its normal effects on a common Descendant.
The Second Phase: Form In-between
The body in which a Demi-Djinn’s prowess begins to reveal itself. This form is crafted from within the image of a race within the mortals’ understanding- that is, the race they were born as. Their skin color remains stagnant however, linked to that of their true Djinn form. To achieve this form, the image of their body must be crafted from within the psyche of the Demi-Djinn, and the morphing process begins. Shifting into the Second Phase from the First Phase requires two emotes; Following the rather uncomfortable shaping of their bodies their braces appear over their wrists, albeit the colors of such baring a colorless hue to that of which it would normally be. This body is linked to the soul of its vessel, therefore it will inherit all of its respective curses and unavoidable traits- that primarily being their gender and race. Furthermore, they may age their bodies to look young or old in only a matter of one emote, the process of shapeshifting happening in real time- though the amount of effort they may put into this can strain their bodies. The minimum they may age themselves down to is the adolescent age of five. If a Demi-Djinn lowers the age of their vessel under that of ten years old, they’d find that this act of de-aging themselves so low has resulted in the loss of their abilities. To age themselves too old, however, they would find themselves in the development of a frail vessel - one ridden with the aches and rheumatism pains of the elderly; the most they can age their vessels up to is somewhere around the age of an 80 year-old human, an elderly elf, etc. The Demi-Djinn may also summon armor upon themselves in non-combative environments. If they are in an combative environment, summoning armor takes two emotes. Should the Djinn desire to add cosmetics upon their forms to aid their aesthetic, they may turn illusion into reality and add minor alterations to their physical forms such as horns, tails, antannae, etc.
SpoilerGeneral Redlines
- Demi-Djinn cannot shapeshift into pre-existing characters.
- Shapeshifting does not give them added strength or any enhancements in their reflexes.
- Demi-Djinn cannot shapeshift into anything outside of its race (i.e. a human Djinn cannot shapeshift into an elf).- Second Phase Djinn cannot FTB, and they also lack genitalia.
- Summoning armor takes one emote out of combat, otherwise it takes two.
- Phases do not inherit deformities or detriments. So therefore, if a djinn in their Second Phase loses a limb they will have that limb back in their First Phase, and vice versa. Prosthetics do not inherit between forms.
- Cosmetics applied to a Djinn's form such as horns may not be used to aid them in combat, however they may be targeted by people in combat. These are minor aesthetics; things like another set of arms are not allowed.The Third Phase: The Demi-Jinn
The true form of a Demi-Djinn is where their abilities are most potent and their body has become perfectly in-tune with their supernatural abilities. This form may only be accessed during the activation of a contract or in the presence of their fellow kin. Their true name - a name etched onto their shackles in the lost language of a Jinn - must be stated by their contractor’s or by another Demi-Djinn. Following the utterance of their chosen moniker, the name brought with their shackles, they may shift into their true form in only a matter of one emote. If brought upon while in their Second Phase, their bodies would come to resemble that of their Third Phase, their shackles gaining color.
Not only do Demi-Jinns have access to their aforementioned abilities, but they also are able to cast a unique set of spells based on their mastery; that being their blessings. After the contractive meeting has concluded, the Demi-Jinn reverts back into their Second Phase. Attempting to activate the Third Phase in any other way would result in a fruitless ignition of their own mana, steadily taking a toll upon their stamina to the point where after two or three emotes their own legs may not be able to support their weight and further ignition of mana will result in their untimely demise; a fruitless effort, essentially.
The reason this state cannot be held for long periods of time is because it is an unstable form, holding the memories of all past and current incarnations of the Demi-Djinn within. When their time in this phase has concluded, they will lose the memories of such soon after with not even a hint of déja vu. Due to this ailment, a Demi-Jinn becomes more and more unfamiliar to the mortal’s body with each incarnation it passes through, becoming a chimera of multiple personalities after each lifetime.
This form holds a unique appearance instinctually crafted within their inner-psyche once they enter the Third Phase for the first time; this form cannot change even through their reincarnations once it has been conceptualized, nor can they shapeshift within this phase. It will gain some likeness to their First Phase in their weight and height however.
One thing remains within these hybrids; once a Demi-Jinn has been summoned, the first thing to notice about one is their head. Like the creatures told within legend, the Jinn were known for being half-beast, half-men, and the Third Phase is the closest a Demi-Djinn will ever get to them. As such, their mortal heads are garbed in a sort of helmet or mask wrought from flesh or fur as well as a thin layer bone, an outer shell resembling that of an animal that harks their soul. This ‘mask’ is an extension of their own features, their beastly eyes will work like their original and they may hear from whatever they now use for ears. This is the minimum of what they inherit from a Jinn’s appearance, being able to garner more animalistic features, albeit they remain humanoid and are grafted over the Demi-Jinn’s descendant-like body. However, the mask is extremely fragile, the bone masking their face as brittle as wood. Therefore if their second head were to become broken somehow, their second head would be revealed underneath. Any blow to this would result in their fog-like aura leaking out, evaporating any blood that would escape instantly. Any damage dealt to any part of this head would then be transferred onto their original body as long as the head remains. A blow to their eyes would temporarily leave them blind, plugging their nose would make them unable to breathe. That is not to say that the head cannot be removed. As stated before, the Demi-Jinn’s head remains underneath, but removing their second head would be extremely painful - not much different from ripping off their own flesh. Should the Djinn desire to add cosmetics upon their forms to aid their aesthetic, they may turn illusion into reality and add minor alterations to their physical forms such as horns, tails, antannae, etc.SpoilerGeneral Redlines
- Demi-Jinn can only appear during contracts or in the presence of other Demi-Djinn
- The animalistic heads of a Demi-Jinn may not be used in combat, and are only to be used for cosmetic purposes.- Third Phase Djinn cannot FTB, and they also lack genitalia.
- Phases do not inherit deformities or detriments. So therefore, if a djinn in their Second Phase loses a limb they will have that limb back in their First Phase, and vice versa. Prosthetics do not inherit between forms.
- Cosmetics applied to a Djinn's form such as horns may not be used to aid them in combat, however they may be targeted by people in combat. These are minor aesthetics; things like another set of arms are not allowed.Contracts
The Sage’s Pact
حكم الراغبينSince their rise in days of old, Solomon was a benevolent spirit that was able to grant the favors of others out of his own free will. It’s common for folks living within Farfolkian territory to know ancient stories of spirits that granted wishes to those who were able to find them. These stories were also spread amongst the people of the desert by Solomon himself, and perhaps even the Demi-Djinn of old. Through their magical prowess, the Demi-Djinn are able to form an advanced bond between themselves and a mortal able to comprehend such- primarily Descendants in this case. This ‘bond’ is an advanced link between the الروح, or ‘Spirit’ - powerful enough to force both parties to fulfill a certain task with every fiber of their being. The one being given the contract, whoever it may be, will find that the Demi-Djinn would offer them such through the form of a special ability; the Contract.
Contract Creation
[Non-Combat]
[1 Emote Spell]When the Demi-Djinn finds someone worth forming a pact with, they typically scout them out from the sidelines within their mortal forms until the time is right. Once this time comes, it is typical of them to approach their chosen one within their true form, in whatever area that they deem private, where they gain access to the ability to form a Contract with them.
SpoilerThe Contract is not just a verbal agreement, but rather a linkage between the souls of their chosen and themselves- therefore, they must tap into their inner-strength. In doing so, they’d find that their hand would begin to become engulfed within their own aura, visible enough for their chosen to view. Once they shake hands, the pact has been made, and the Demi-Djinn is now bound to their chosen. The Demi-Djinn may use their aptitude in conjuration to summon anything to help them with this, such as a long contract, a quill and an ink pot.
- Must require an OOC and IC agreement between the player and the Demi-Djinn.
- Only three contracts with three different individuals may be made at a time.- Only a Demi-Djinn may unbind a contract.
- A contract may be made through any aesthetic choice, such as the shake of a hand or the signing of an actual contract, but this may not aid them in any combat scenario whatsoever. Any items summoned must be mundane, and disappears once the contract is made.
Contract Removal
[Non-Combat]
[1 Emote Spell]To end a contract is incredibly simple, and does not require the presence of the contractor. All that must be done is for the Demi-Djinn to recast their spell, their smoking aura clad amongst their hands- and once the spell has been cast, their aura would crackle and dissipate, the Demi-Djinn and their chosen alike now feeling as though they no longer share a bond between each other. If the chosen was not in the presence of the Demi-Djinn at this time, they’d still receive the feeling that the Demi-Djinn has abandoned them- for they’d no longer hold a Djinn's Zakhrifa - their Holy Vessel.
The Ancient Tool
Zakhrifa, the Holy Vessels
زخرفةAfter a Contract is made, it’s extremely important and a necessity for a Demi-Djinn to bestow upon their chosen contractee a special vessel bound to their true form- known to the Demi-Djinn as a Zakhrifa. The Zakhrifa is an artifact that the Demi-Djinn are able to summon for the purpose of communication for when the contractor and Demi-Djinn are not in the same place. The Zakhrifa takes two forms based on the mastery of the Demi-Djinn’s abilities; lesser Demi-Djinns find themselves able to summon a ring of their choice, while those with more experience are able to form multiple pieces of jewelry- such as earrings or a necklace; and a Demi-Djinn that has completely mastered Solomon’s form can summon the first Demi-Djinn’s personal Zakhrifa- an oil lamp. Zakhrifas are magical items that are able to change its form like the creature that made them. Therefore wearable zakhrifa can adjust to fit the user's body type, so a ring for example might shrink or expand to fit comfortably upon a contractor's finger
Zakhrifa Creation
[Non-Combat]
[1 Emote Summon, 1 Emote Cast; 2 Emote Spell]The Demi-Djinn is always the one to offer their contractor a Holy Vessel, typically directly after a Contract is made. During this process, their shackles would begin to emit their smokey aura, allowing it to condense in front of them into the shape of their chosen Zakhrifa- and in the next and final action, their Zakhrifa has been made. Only one Zakhrifa can exist at a time for each contractor, and if it is broken or destroyed, a new one must be made by the Demi-Djinn. However, if it is lost or stolen, the Demi-Djinn cannot make another one until the Holy Vessel has been lost for 72 OOC hours. Any of the Djinn's own Zakhrifas may be recalled to their location in case they are lost or the Djinn wishes to end their tenure under their contractor. This is done in two emotes with the Zakhrifa re-appearing onto their person. The Zakhrifa is of mysterious nature, the origin of how the first one was made or why it was conceived by the Wiseman being unknown. Is it however, a useful and important tool for Demi-Djinns who wish not to keep a close eye on their contractors- making it so they can be contacted at any time, any place.
To call their Demi-Djinn, the owner of the Zakhrifa must be told how to do so by the Demi-Djinn themselves. This process is simple, and remains constant for all Zakhrifas. First, the contractor must gaze upon their Zakhrifa- following this action by offering it a gentle rub, to where the Demi-Djinn would sense that their contractor is calling upon them. A contractor holds power in their Djinn's Zakhrifa, for in a matter of two emotes they're able to banish their Djinn within its own vessel even if it is against their will.
Those with a novice’s experience (Tier One) in the powers of Solomon would find that the gemstone or idol of their choice would be embedded upon their band, making it so that whenever the chosen contractor whispers the name of the Demi-Djinn towards the band, the Demi-Djinn would receive a tingling feeling upon the back of their necks- an odd feeling that a fledgling must get used to; nevertheless, this feeling would signal that their chosen contractor is in need of a favor. This functions the same way as a bird, and must be emoted by the contractor through three different emotes.
Furthermore, a Demi-Djinn with mundane knowledge (Tier Two-Tier Three) of the Wiseman’s techniques would find that the contractor is now able to send a message towards the Demi-Djinn, though this verbal missive is completely one-sided, as the Demi-Djinn is not able to respond directly to the contractor until they meet face-to-face. This, again, also functions the same way as sending a bird, and must be emoted by the contractor through three different emotes.
The final Zakhrifa- the Wiseman’s Holy Vessel- is one that is summoned by those who have completely mirrored Solomon’s Will (Tier Three-Tier Four), and functions the same way as any of the other Holy Vessels. However, once every 24 hours, the oil lamp’s cover may be lifted by the contractor, allowing the Demi-Djinn to appear to their chosen in the form of an illusion that is able to converse with those who they had made a pact with- this is the Holy Manifestation.
After a certain point in their mastery (Tier Five), A Demi-Djinn may choose any mundane container or gemstone and enchant it with their shackle’s energy in the same emotive process to enchant it. This would allow them to make such a container their own unique Zakhrifa. However, they follow the exact same redlines as a normal Zakhrifa.SpoilerGeneral Redlines
- Zakhrifas cannot be locked
- Zakhrifas cannot be used in combative situations, meaning that it will not work if the contractor is attempting to use it while captured or for any other reason other than making a request of the Demi-Djinn
- A Demi-Djinn’s Zakhrifa can’t be larger than any mundane item of its kind
- Zakhrifas may not be enchanted with any other magic
- Custom Zakhrifas can only be made at Tier Five, and only mundane containers such as lanterns or flasks may be enchanted.
- Custom Zakhrifas follow all previous redlines- Zakhrifas may be used by any contractor to banish their Djinn against their will after two emotes
The Wiseman’s Form: Holy Manifestation
[Non-Combat]
[3 Emote Cast]To those who seek their favor granted by the Demi-Djinns who have become the most elite of their kind- they are granted a special Zakhrifa that mirrors that of Solomon’s own Holy Vessel. This oil lamp mirrors the Demi-Djinn’s essence, like all other Zakhrifas, and cannot be changed in that same regard after an appearance has been chosen for it. After a set of three emotes (like sending a bird) is completed by the contractor- their Demi-Djinn is released.
SpoilerOnce called, the Demi-Djinn must begin a process of meditation. The benefit to this way of summoning is that the Demi-Djinn does not have to be in its true form for this to work, for it will manifest as such once out of their Holy Vessel. In order to start meditating- serenity must first be achieved. Closing their eyes, the Demi-Djinn can now begin to connect to their Holy Vessel, entering a state of meditation while they do so- if their focus is disrupted, then so will the connection to their artifact. This can happen if the creature is hurt to the point where their focus is disrupted - anything more than a simple blow to their chin being enough to kick them out of such. Next, the Demi-Djinn must cloud itself within their own aura, causing them to emit a thin layer of smoke from their body. And finally, the Demi-Djinn can now connect to their Zakhrifa. Should the Demi-Djinn open their eyes at this point, their eyes would be fully white, and they’d not be able to use their five senses (touch, vision, etc.) until the meeting is over with their contractor.
Over a 3x3x3 radius, a spectral illusion is cast to those in this area: The Demi-Djinn’s smoke would continuously pour from out of the lamp’s spout, forming into the Djinn’s own form- save for its legs, which would remain as a smokey trail connected to its own Zakhrifa. The spirit would find itself having become nearly twice its own size, almost always a foot off such a mark- its form visible to those within its area of effect and their smog-like figure becoming too hazy to make out to anyone out of the aforementioned radius; anything the contractor says to the Demi-Djinn could still be heard by those in range to listen to such.
The Zakhrifa must remain open, and if the contractor willed such- the Demi-Djinn could be banished back inside within an action of two emotes, their essence condensing back into the spout or gemstone of their holy vessel. Furthermore, any consistent damage to the Zakhrifa would cause the Demi-Djinn’s ethereal visage to disappear. The Demi-Djinn may not and is not able to use this form for combat, as it’s simply a form made out of a harmless mist that only serves as a way to grant a single blessing to their contractor.General Redlines
- A custom Zakhrifa can be used with the Holy Manifestation
- Holy Manifestation follows all redlines for current lore regarding birding, which means no information may be given via third party platforms such as Discord, the LOTC Forums, Skype, etc.The Guiding Hand
Blessings of the Demi-Djinn
فخم. ترفIfrit, the guiding soul of the wiseman, gave way for an experience unlike any other. Whether it was out of good will or simply the subtle way of motioning for the cogs of fate to continue turning, this beastman’s boons offered a second path to those that attempted to do something more. The abilities of a Jinn are supernatural luxuries, bestowed down onto the common folk in order to open alternatives.
It could be said that seldom of their most powerful spells may be used without the presence of a contractor. A Demi-Djinn’s professions mirror their predecessors, with the four schools of magic they are the most proficient in being enchantment, illusion, conjuration, and transmogrification. Power comes not without a cost however, even to the Djinn themselves, their skills are divided into two trees; one that may be used without the presence of a contractor (Abilities) and one that may only be used when in tandem with a contract (Boons).Abilities
Kin-Sense
[Non-Combat]
[Passive]
It is not like the Demi-Djinn to remain close together, always straying far apart from each other to claim their own contracts. This is not an impossibility however, as there are times when Demi-Djinn find the need to band together for specific purposes.SpoilerBeing creatures originating from one wayward soul, they hold the affinity to sense and hide each other’s presence. In order to do so however, one must first make eye-contact with the person they are attempting to sense. In most cases, this is accidental. They also hold the ability to hide their presence from any stray eyes as some Demi-Djinn value their privacy above all else. Furthermore they are able to see if a player is contract-bound to another Djinn, as well as sense other Zakhrifas in their general vicinity and if they're being held by a player.
- Kin-Sense can only be used once OOC permission has been confirmed by both parties.
- Kin-Sense can only be used if the caster emotes looking at the other Demi-Djinn.- This spell's charging emotes can be used in tandem with shapeshifting emotes.
Regeneration
[Non-Combat]
[Passive]
To one such as these shapeshifting creatures, they must retain many features across their forms. Therefore they have developed the ability to heal. Djinn can erase scars, as well as regrow limbs and facial features outside of combat.Spoiler- Regeneration cannot be used in combat, or in the First Phase.
- Cannot be used to major wounds (such as stab wounds) or internal wounds (such as damage to their organs).
- Broken bones cannot be healed immediately, but their aptitude for healing is increased and the bones will be mended near the end of a 24 OOC hour window.Magic Mirror
[Non-Combat]
[Passive]
Once five blocks in range of a mirror or painting, the Djinn may enter them, being free to control what they wish within from the outside or the inside. They can move across adjacent mirrors/paintings if in the same five block radius.SpoilerWhen applying themselves to a mirror or painting, they must be aware of it in the room. It may happen subconsciously at times, this.
- The Djinn will be kicked out of a mirror if it's shattered and a painting if it's burnt, or their form is disrupted within either.
Eyes of the Wiseman
[Non-Combat]
[1 Emote Spell]
Jinn have always had the attribute to associate themselves with mortals with ease - language only serving as a fickle obstruction between two entities. With a Jinn’s eyes, the Demi-Djinn house the ability to understand any language that meets their spectral gaze.SpoilerConnected by mind to the prowess of a natural Jinn, the eyes of a Demi-Djinn are able to draw forth a latent power that allows them to understand foreign texts for the purpose of understanding any of all mortals that wish to form a contract with them. Everything has its limitations- just as a Demi-Djinn views something that is beyond their own comprehension, such as a magical text that avoids their own wisdom.
- The Eyes of the Wiseman ability can only be used to read languages that the Demi-Djinn themselves do not understand, so using it in a verbal conversation is out of the question.
- Cultural languages derived from Descendants (Thuadian, Elven common, Illatian) can be deciphered but not texts proposed in magical languages can be deciphered (Ilzakarn, Al'tarhn). In the case of an event language however, the ST in question may decide on whether or not the language can be deciphered.- This spell's charging emotes can be used in tandem with shapeshifting emotes.
Cloud Walker
[Non-Combat]
[1 Emote Spell]
Wrought from the vigor within, the body of a Demi-Djinn can take the form of weightless smoke so that they may travel great distances faster. Colored mist escapes from the seams of their clothes before fully enveloping them within its embrace, and their body begins to disappear with it- the cloud of that mist travelling to the destination within their mind; the trip in-between is nothing but a blur however, no memories gained due to a loss of sensory functions - a side effect of the transformation.SpoilerThis spell offers an alternative to the soulstone system, as well as a way to leave roleplay with an extra bit of flavor. It offers nothing in terms of roleplay between two parties save for the last emote of an encounter. The color of the cloud can be personalized by the Demi-Djinn themselves, but must abide to one solid color. They may also enchant an item such as a broomstick, chariot, carpet, shoes, etc. with their fog so that they may use it to fly. An aesthetic alternative to becoming a cloud.
- This spell can only be used once per encounter, and only following the consensual departure of the Demi-Djinn’s player, to where they can emote being sent off before using their soulstone.
- Cloud Walker cannot be used to gain information during flight due to the loss of sense one experiences while adrift, nor can it be used to gain or lose anything in general. It is a moment void of roleplay in any sense, corresponding with the soulstone process.
- The ethereal fog summoned by Cloud Walker cannot be used in combat, as it can only be used to leave roleplay once given the go-ahead by all participating parties.- This spell's charging emotes can be used in tandem with shapeshifting emotes.
Ghost Legs
[Non-Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]
The act of transmogrification is no simple act but it is not a feat unknown to the Demi-Djinn. They hold the ability to manipulate their bodies in such a way that one could argue that it may be linked to the mastery of soul a Jinn has over its own coil. Among these abilities is something commonly used by these spirits, a niche spell that allows them to comfortably float in the air while discussing the topic of contracts.SpoilerThe Demi-Djinn’s legs are able to morph into a trail of muddled fog, connecting to the ground below them as they hover comfortably- giving them the rather relaxing feeling of sitting upon air itself. The amount of space they may be able to take up exactly matches their legs, and cannot be extended or retracted; therefore they retain the same height. Any and all limitations to this power are rather simple, as it cannot be used if the Jinn is in water or above the ground. Should the smoke be disrupted by something- say, a blade - no harm would come to the Demi-Djinn’s legs, but they would find themselves losing their balance and inevitably tumbling as their lower half swiftly returns to its original shape.
Similar to Cloud Walker, a Djinn is able to enchant an item with their fog so that it may fly (such as a broomstick, chariot, carpet, their shoes, etc.). It takes two emotes. Furthermore, they're able to emit a gust of fog that sends them four blocks forward once per encounter but only if the spell is already active. Finally, a Djinn may swallow any steed they're riding into their bodies from their legs, allowing them to become as fast as that animal until the spell is uncast, in which they resume riding their steed.
- Cannot be used to lose nor gain height or weight- as well as aiding them in the instance of reaching what would normally be unreachable, such as elevating themselves.
- The Djinn may hover over water but the spell cannot be used underwater, or if there is no ground to be found below the Demi-Djinn.- This spell's charging emotes can be used in tandem with shapeshifting emotes.
- Boosting themselves forward four blocks may only occur once per encounter.
Chameleon's Cloak
[Non-Combat]
[1 Emote Spell]
One of more familiar subsets of magic to a Demi-Djinn is the art of modifying their own bodies, and upon the discovery of this spell they find their proficiency in shifting the pigments of their skin. With this, they’re able to change portions of their body- most Demi-Djinn using this ability to form tattoos upon the mystical bodies they shift between.SpoilerUpon charging the energies within themselves, the Demi-Djinn can allow the pigment of their skin to change. This spell can be draining to use if used too much throughout the day, mostly serving as a way to give a bit of flare onto their new bodies. They may be able to choose where and what the markings may look like with nothing but a thought. In one emote, they may also make their tattoos glow with the intensity of a redstone torch.
- This spell's charging emotes can be used in tandem with shapeshifting emotes.Autopilot
[Combat]
[1 Emote Spell]Possession is an ability not unknown to the Djinn, for they are able to make the bodies of their contractors their temporary home, giving them the abilities of a Djinn.
SpoilerThis comes with a cost, as the Djinn is able to have complete control over their bodies, or as much as they allow their contractor to have. Telepathy within this form to the contractor is apparent, and the tell of this ritual being the shackles appearing over their contractor's wrists. The Djinn may choose when to leave their host's body, but only for a limited time for they cannot hold themselves in a foreign vessel for more than six OOC hours.
- Autopilot cannot be used for more than six OOC hours.
- Requires IC consent.- If the contractor is stabbed with Aurum or Thanhium, harmed with Malflame, the Djinn's Zakhrifa is broken or used to seal them away, the Djinn will be forced from their contractor's body.
Brass Knuckles
[Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]In order to defend themselves, Demi-Djinn have devised a way to employ armor onto their strange and wondrous bodies. For they've able to harden their skin based on how much mana they press onto it.
SpoilerTwo pounds worth of brass alloy may be cast over a specific place on the Djinn's body for the rest of a single encounter. They may concentrate more energy into it to turn it into steel, although it will diminish the spell's longevity.
- Hardening brass to steel with an additional emote causes the spell to only last for three additional emotes before deactivating.
Looming Shadow
[Non-Combat]
[Passive]Not only are the bodies of these strange creatures enchanted, but so is the thing that lingers about them - their shadow. For such a thing is not outside of their reach.
SpoilerThe Djinn may shapeshift their shadow at will, perhaps instinctually even. Its influences reaches outside of its own realm, being able to do things such as open doors or snuff out a candle's flame.
-Cannot be used for anything other than aesthetic.
Rivers of Wind
[Non-Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]When in time of crisis, a Demi-Djinn may have the body of a sickly individual transported to a locational nexus rich in a certain elemental source, where they utilize this portion of naturally occurring matter in tandem with their own radiant essence to purify and restore vitality in wayward souls.
SpoilerShould the Demi-Djinn find the body of a sickly mortal, they hold the ability to take them to a wellspring of elemental abundance. Should the patient be suffering any sickness or disease that is harming their cardiovascular or respiratory systems, they may heal them. For cardiovascular ailments, they may heal them by cleansing their skin in nature's waters. Likewise, they are able to heal any respiratory ailment in any place where the wind blows. Even if the ailments are magical or non-mundane, the Djinn can heal them, but they cannot reverse any fatal damage.
- Cannot be used in combat.
- Can only be used in thematically appropriate areas (gusty/winds mountains, or river/lakes).Crafting Cauldron
[Non-Combat]
[1 Emote Spell]In ancient times, Djinn were once employed by the earliest of breweries to lessen the ease of their craft.
SpoilerThe Djinn may persist as an alchemist's assistant, turning themselves into a cauldron-like container of their make filled with a steaming bubbling liquid. Anything thrown inside, ingredient or no, will be melded together and making something the alchemist wishes. The alchemist may skip any processing through this, although the Djinn may trick them by having the product spawn into something malformed or as something else entirely.
- The cauldron cannot be used in combat.
- Cannot be used for the Djinn to memorize an alchemist's recipes, but if the alchemist knows the recipe, the Djinn should as well.- The cauldron cannot absorb sentient living things such as other players but it can absorb things required for the crafting.
Shifting Body
[Non-Combat]
[1 Emote Spell]
Djinns, who have become well-adjusted to their bodies are able to move certain features of their face across their figure, whether this be used as a fear-tactic or some odd aesthetic - it truly is unsettling to watch.SpoilerThe Demi-Djinn are no different from their former selves in that they have the potential to dabble in the schools of magic a Jinn themselves are most proficient in, such as transmogrification. A branch of this magic allows them to relocate specific parts of their face. These mainly being their eyes, nose, mouth and ears.
Miraculously, they’d find their functions intact, despite the relocation. If harm were to befall the area where that part of their body originated from, that part would still become inflicted. Say, the space where their eye was was cut - the cut would emulate onto their eye even if it were on another part of their body.- Any damage done onto the original place of one part is emulated onto that specific part. This spell is in no means a way to counter any pain or damage.
- The functions of the parts they have moved still work. Their ears can still hear sounds, their eyes can still see, and they can still eat from their mouths; peculiarly so, if they were to eat, they’d find themselves swallowing their meal with their throat anyways.Greater Shifting
[Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]Some say the Demi-Djinn are able to control every inch of their bodies. Not only on the outside, but the inside. Their organs are no different, able to shift them about to avoid internal damage.
SpoilerOnce per encounter, the Demi-Djinn may find themselves able to turn about their very organs. They can shift their internal organs around their torso, able to make certain parts of their body hollow.
- Internal organs cannot move back into place until the end of the counter, and cannot move to a location outside of the torso.
Finger Quill
[Non-Combat]
[1 Emote Spell]
Conjuring the common scribe’s ink from their fingertips, this spell is mainly used to write contracts without the necessity to carry an inkpot and quill around with the Demi-Djinn at all times. This spell has other uses however, depending on how creative the wielder is. The pen is, in some cases, mightier than the sword.SpoilerWith the tips of their fingers glowing a vibrant hue of their choice, the Demi-Djinn’s trace follows with it a trail of mundane black ink. This ink does not have to be on paper, however. Should the Demi-Djinn choose, it can even be used to draw pictures in the air in front of them. Furthermore, the output of ink they sprawl onto a page can be adjusted to their choosing and once per OOC day, a full inkpot’s worth of ink can be sprayed out from their finger- but all the ink they have is gone for the rest of said day. With a bit more vigor, their ink can also be made to quickly fade away following their sprawl, only to reappear if there is no light to be found around it. Furthermore, they may make their ink glow on command. Finally, someone who IC consents may also gain a tattoo on their skin using this spell, the process of how it is done being up to the Djinn.
- A Demi-Djinn’s ink reserves are rendered empty if emptied out in one instance, only to be regenerated after a full OOC day.
- Ink drawn in the air will immediately melt away if not in a 5x5 block radius of the Demi-Djinn; the ink can be melted on command and evaporates soon after hitting the floor.Party Hands
[Non-Combat]
[2 Emote Charge, 1 Emote Cast; 3 Emote Spell]
A spell possible for conjuration is one that is rather unique in its peculiar flashiness - an ability that allows the Demi-Djinn to lighten the mood with décor and sublime performances. In these displays, the palms of their hands summon forth beams of dim vibrant light that furnishes or arranges alluring spectacles.SpoilerWithin charging energy around their hands, their shackles collect forth a vibrant glow in the hue of the Demi-Djinn’s choosing. This glow moves down to their palms following their second charge- to which the final act allows the Demi-Djinn to deliver a beam of light that manifests into illusionary feats of fireworks and sparks - being able to light up the skies in their show. These displays are nothing but mirages however, and cannot be used to damage anything. If at sixteen blocks or more, the Mirage cannot be seen. If fifteen-zero blocks away, the Mirage is as clear as day, and looks indiscernible from reality.
Their hands are not just for summoning illusions, but may also bathe a room in décor- surfacing a peasant’s room with noble silk or instantly furnishing an empty room with a clap of their hands. They may conjure anything that they can comprehend so long as it is not combative. The equivalent of conjuring a small house would result in the Demi-Djinn becoming drained of their stamina.A Demi-Djinn may cast the spell on themselves or another object. In the case of themselves, they're able to become an object or mirage leaking their supposed mist, or any clear tell being that it's a Descendant bound to such, such as their body protruding out of the object. If the object is destroyed or chipped to a significant extent, they revert back to the form in which they casted in. For inanimate objects the Djinn can enchant an already-existing item to make it warp in appearance or action, although it still needs to retain the same base shape.
- A mirage akin to something such as a firework cannot interact with the physical world.
- Decorations cannot be used in combat, only serving to translate roleplay into builds. A Djinn that has turned themselves into a decoration however may be used in combat, but obviously cannot wield themselves since they wouldn't be able to move.- Only one mirage at a time may be summoned.
- A Djinn cannot cast Party Hands on themselves to turn into something complex like a cannon or arbalest, unless it is for an event. A Djinn cannot man their own complex machinery.
- When shapeshifted with Party Hands into the form of a mount, the Djinn gains the speed of a mount in balance-default CRP.
Lesser Transmogrification
[Non-Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]
Transmogrification- the act of change and transformation. It is no question that a Demi-Djinn is a master of their own body, and in their prowess one such creature finds themselves wielding the ability to morph their body in simple, yet strange ways - their coils tensile and malleable.SpoilerThe Demi-Djinn is able to stretch parts of their body- that is, their arms, legs, torso or neck - their bones and muscle pulling forth as if contrived from a more moldable substance. A Demi-Djinn can only extend these parts by three in-game blocks.
- The Demi-Djinn cannot stretch their limbs over their respective radius of effect, that being three in-game blocks.
Greater Transmogrification
[Combat]
[2 Emote Charge, 1 Emote Cast; 3 Emote Spell] [5 Emote Duration]
Another spell within the arsenal of this creature that allows for them to utilize once again the rule they have over their own matter. The Demi-Djinn’s body grows less or more rigid within this shape, the main use of this spell being defense; blocking nearly any blunt or piercing damage that may find the Demi-Djinns’ path, should it not be strong enough to challenge their temporary hide.SpoilerFollowing its cast, the Demi-Djinn will find itself within one of two states.
The first, an elastic state; Their body is now able to carry some sense of momentum- though due to the springy properties their body has taken on any physical force that they attempt to use themselves is rendered near-useless; after all, this spell is mainly used for defense, as it can be used to spring back compact blows. This elastic state does not work against sharp blades as a good slash from a sword is able to cut into the creature like any other slash.Adversely, the Djinn may become the second state, where their skin gains a layer of stone but lowers their movement per emote by half. Their movement in general is also cut in half, making any strike slow and rigid as if they were trying to move within a statue.
This stoneskin state does not work against blunt objects such as a good hit from a hammer that's able to shatter through their magical hide.
Neither state also cannot utilize itself to counter any intense attacks - be it blunt or not. An example of this would be a hard-hitting strike from an Olog or a cannonball shot directly towards the Demi-Djinn; the damage dealt to their internal organs and skeleton would bleed through.
This spell lasts for a total of five emotes, and may only be used once per encounter; as one blow is dealt to their body, the area that has been struck upon will begin to emit a non-combative smog that proves a tell of that specific area beginning to weaken. If that area is hit a second time with any type of force, the motion will serve true and deal damage to the Demi-Djinn.
- The Djinn must choose either one of the two states upon activation, not being able to use both in the same encounter.
- The Demi-Djinn are unable to shape their bodies at will with this spell, the main use being for absorbing impact.
- Height and weight is not changed when in this state, and cannot be used to OOCly reach what would normally be unreachable.
- Can only be used once per encounter.Zakhrifa Room
[Non-Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]
Another spell within the arsenal of this creature that allows for them to cover themselves from any unwanted gaze by being able to retreat into their Zakhrifa. Their body grows incredibly small and frail, allowing them to fit inside the space within their holy vessels - revealing themselves when necessary. This not only allows for concealing themselves, but also for giving them a space to reside in while awaiting for a contract to beckon them.SpoilerA familiar attribute to a Demi-Djinn is their prowess in the realm of modification of their own bodies. To start, their bodies become enveloped within their respective colored mists - the fog then swallowing them in its embrace. Condensing down into a shrunken state, this cloud then retreats into their Zakhrifa. This spell offers the benefit of giving the Demi-Djinn a secluded home in which they remain in a sort of stasis, but also offers its respective risks.
In order to fit into their Zakhrifa, these demi-creatures must grow smaller- sacrificing not only size but strength- leaving them at their most vulnerable. Furthermore, when their vessel is unsealed from the outside by any means, they are forced to come out. This does not mean they cannot exit themselves however, they have the full ability to in one swift action and if they like, they also have the ability to ‘peek’ out of their Zakhrifa by not completely leaving the vessel. Their lower half becoming fog, they are able to exit their Zakhrifa in their full size, their ghostly lower half connected to the opening of their Zakhrifa; if this stream of fog is cut or disrupted while they are doing this, they are immediately banished from their vessel’s hold. Finally, the Demi-Djinn is also able to drag their contractor into their own Zakhrifa, allowing them to leave to their own content.- A Demi-Djinn cannot perform any other actions while casting, as the spell requires their full focus. If the stream of ethereal fog is disrupted, the spell is also disrupted.
- When a Zakhrifa is opened, the Demi-Djinn is forced to immediately exit their Zakhrifa one meter next to it.
- Stasis allows for the Demi-Djinn to not grow weary or hungry while within their Zakhrifa, but they still age normally. They may also choose to hibernate within their Zakhrifa.
- While a Demi-Djinn is able to furnish the inside of their vessel using their abilities, they cannot take anything or remove anything from their Zakhrifa using anything but that.
- When semi-connected to their Zakhrifa, their body regains its strength- but they are bound by their Zakhrifa and cannot move away from it unless completely leaving it.Era Embodiment
[Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]
The ability to reincarnate into a completely new being is an innate trait of not just the Demi-Djinn, but also the Jinn themselves. With each passing life, many slivers of knowledge are implanted into the Djinn’s soul - which is able to be unlocked again through a form that can only be accessed in their Second Phase.SpoilerOOC Explanation
Era Embodiment is a spell that allows the Demi-Djinn to access the techniques and inherit the muscle memory of their past incarnations. The more they've reincarnated, the more they attain; this however does not increase one's strength, speed, or defense. Simple information cannot be inherited either. For a crude example, activating Era Embodiment to play baseball (if they were an expert player in a past life) would allow them to know how to handle the bat but not how to play the game.
During the charging to this mode, the Demi-Djinn must focus the entirety of their energy into their very soul, the core of their prowess. The center of their being would grow hotter and hotter with each passing moment until it all finally releases into one simultaneous burst of energy throughout their body, causing their shackles to emit a constant stream of unicolored mist. This form is achievable once every 24 OOC hours and lasts for an entire encounter. Once the encounter is over, the mist will soon fizzle and evaporate into nothing.
This form is a Demi-Djinn at their ‘strongest’, each of their past incarnations coming together into their current vessel. Their strength and speed doesn’t change, nor does their durability or endurance. Rather, their muscle memory is heightened to the point where they can remember the past techniques and skills of their past lives. While this doesn’t count for any knowledge of some unique process such as crafting or understanding certain languages, this does make it so that a Demi-Djinn can master a technique in an instant if one of their past incarnations have already done so - therefore they have no need to practice a punch or a swift kick if they’ve already done so a thousand times in a past life. The Demi-Djinn's mists may take on multiple colors within this state. Furthermore the air may employ harmless aesthetic illusions in the air around them. Reality itself distorting to their will.- Any knowledge other than combative stances, forms, or techniques is not allowed to be inherited via Era Embodiment. It simply eliminates the need for practice.
- While their inherent skill has increased, Era Embodiment in no way enhances the speed, strength or endurance of a Demi-Djinn. They are essentially the same person they were before, the only thing that has enhanced is their muscle memory and knowledge of how to perform specific techniques.
- Magical knowledge cannot be inherited through Era Embodiment.
- Reality distortion cannot be used to garner an edge in combat.- This spell's charging emotes may be used in tandem with shapeshifting emotes.
Sands of Time
[Non-Combat]
[1 Emote Spell]
A Jinn’s mythology is one crafted from the Farfolk. Therefore, sand is incorporated into the very essence of a Jinn’s being. A Demi-Djinn is no different. They may manipulate it to their heart’s content in order to craft their very own tale, whether this be to serve them well in contracts or not.SpoilerWhile a Demi-Djinn is nearby a collection of sand, whether this be a small bowl of such or the shore of a beach, they’re able to manipulate it to their preferred aesthetics when they deem fit to do so. It can take the form and shape of whatever they imagine, the only limit being the size and range of their cast. That is, a Demi-Djinn can only cast in a 4x4x4 block radius.
On top of this, the Djinn may repair any nonorganic object so long as it fits within that same radius as well as if they have enough sand in the area to fix it. Mundane weapons, armor, and miscellaneous items may be restored to their former glory.
- The sand can only be manipulated if it is mundane sand - anything that isn’t your average collection of sand or anything magical would not be able to be manipulated by the Demi-Djinn. This means that other powders cannot be used.
- Sands of Time is mainly meant used as a flavorful way to tell a story or display something, therefore the sands they use cannot be manipulated with malicious intent; that being said, it cannot be used in a combative scenario in any way, shape or form.- This spell's charging emotes can be used in tandem with shapeshifting emotes.
- Enchanted items and constructs that are beyond a Djinn's understanding cannot be repaired.
- Wounds cannot be healed within Sands of Time, since organic matter cannot be repaired with sand.
Weaving
[Non-Combat]
[1 Emote Spell]
Not everyone is born equal. This fact is self-evident just by those who wander streets littered with peasants and beggars, stricken poor and without jobs, or just too unmotivated to claim their own riches. Although, there are those who are graced with the silver spoon, wandering said streets with their eyes instead of their legs as they look upon these common folk from their ivory towers; their wardrobes filled with the finest silk clothing and threads that lack holes or patches stitched into the seams. A nobleman who dresses nice is presumably wealthy, and people treasure that reputation. The Demi-Djinn is able to magically weave these materials onto their contractors for the purpose of being someone they are not - someone with a reputation, akin to a worthy aristocrat.SpoilerConjured from the magic residing within their ethereal fog, their mists can envelop over a person’s clothing and transform it into something per their own tastes as tattered rags becoming fine fabrics fit for noblemen. While these threads can vary in colors and styles, they cannot be conjured with special properties or anything beyond a Demi-Djinn’s understanding.
- Armor summoned by Weaving cannot be summoned in the midst of combat.
- These silks cannot be conjured out of nothing, and must be transformed from the threads of the contractor.
Fortune Manipulation
[Non-Combat]
[1 Emote Spell]
Descendants possess the natural drive to pave their way to the future, and some take interest in finding what the future holds for them. The Demi-Djinn are able to manipulate their fortunes to their will, giving them visions of the future that may influence the wants of their contractors to benefit the Demi-Djinn.SpoilerWith their hands enveloping that familiar mist, the Demi-Djinn are able to conjure their own unique deck of tarot cards. These cards reveal themselves from their palms, scattering across their hands into an organized stack. The Demi-Djinn have complete control over these cards, as they are technically infused with their essence. This being the case, they have the ability to change how the cards look making it so that the pictures can move in an entertaining spectacle. Fortune can also be manipulated to fit the Demi-Djinns’ agenda, being able to draw any card they want from the deck.
- The cards are always made from mundane paper.
- If the deck is three meters or more away from the Demi-Djinn, it instantly dissipates into a curt mist.MArt Creation
[N/A]
[N/A]
For a Jinn's power is based on the concept of transference, the foggy aura kept within their shackles may be used to infuse artifacts with their power.SpoilerAfter flaring the colored mist from their shackles, they may transfer it into the object of their choice in an attempt to turn it into an MArt. The effects this gives to the item falls under the pre-existing subtypes of their abilities; that being illusion, transmogrification, enchantment, and conjuration.
- Any Magical Artifacts (MArts) constructed from a Demi-Djinn's magic cannot be used by the Demi-Djinn themselves, can only be used by the contractor, and can only be constructed following the signing of a contract that calls for the creation of said MArt.
- Any and all MArts created must go through the standard MArt application process.
- Djinns do not suffer the three month cooldown of MArts, their cooldown being three weeks (CD starts after MArt acceptance, if it is accepted).
- MArts cannot be given consecutively to the same player (this includes if they're involved with the making of the MArt) for 3 months post-acceptance.
BoonsDream Catcher
[Non-Combat]
[1 Emote Spell]A Djinn can travel into the psyche of their contractor to heal any mental scars. This realm is formulated by the contractor themselves, and if the Djinn wishes - they can bring the contractor into their own psyche to peruse any memories or trauma they might've had locked away.
SpoilerIn order to delve deep within the mind of their contractor, first they must focus themselves into a corporeal state and enter their body. If they have come with the Djinn, they must enter a deep state of sleep. The contractor may also ask for the Djinn to remove memories that are painful, or adjust memories within the contractor's psyche to create or change events that never happened.
- Requires IC consent to use, and OOC consent to adjust/remove memories.
- Cannot be used in combat.Blades of Blood
[Non-Combat]
[1 Emote Spell]Legend tells of blades. Weapons that were enchanted by some mysterious force or entity, and locked deep within until their true wielder could bring it out of its scabbard. Indeed, these were most likely the work of Djinn.
SpoilerIf a Djinn thinks of someone's bloodline of noble or worthy blood, they may enchant a weapon or equippable mundane item with the effect that is heavier and/or unbalanced in the hands of someone that is not blood-related to the contractor - whereas someone who is related to them may wield the sword properly. For equippable items like jewelry or instruments the person attempting to wear/use it would find its purpose null. An instrument would never be tuned quite right, and a ring or necklace would always find itself slipping off one's form. Once enchanted, the item may be imbued with some harmless aesthetic or the family crest of the contractor. The item's new-found heaviness or incompatibility cannot be used to garner an edge in combat.
The Djinn may enchant magical items as well. If a weapon is mundane they may add another optional effect. Only someone who is blood-related to the contractor may draw the [mundane] weapon from whatever it is sheathed into. Whether that be a traditional scabbard, or a large rock. The [mundane] weapon would find itself being incredibly heavy, to the point where multiple men must carry it in order to lift it.
- The products of Blades of Blood are player-signed.
Playing Field
[Combat]
[1 Emote Spell]To fell a great beast is no easy task; the contractor may beseech their Djinn, to puppeteer the body of a creature for them to slay.
SpoilerA spell that offers for the Djinn to create beasts (player-ran event creatures) from its smog that the Djinn puppeteers, basically an easy way to link Djinns to player events. They may also control the beast to be intentionally felled by the contractor to cause their grandeur to skyrocket amongst their peers and brothers-in-arms.
- Can only be used if under a contract, cannot be used randomly.
- Cannot be used in PK events, or to PK players.- Cannot be used to intentionally kill people.
- Cannot be used in the middle of normal combative situations or raids for the sake of helping the Demi-Djinn or the contractor, only for the pure sake of doing player-ran events.- If a player emotes their own death outside of the Djinn's control, it's not their burden to bare.
Emotion Manipulation
[Non-Combat]
[1 Emote Spell]
The average mortal carries with them many thoughts. Thoughts of fear, happiness, regret, wrath- feelings that occupy their very being. Depending on the person, the impact of these sensitivities might impact their actions. However, the Demi-Djinn have the attribute to control the motion of one’s soul to change their very personality in a seemingly minute notion.SpoilerBeing a boon, the Demi-Djinn is only able to change the feelings of someone who has made a contract with them, rather than just anyone- they must also require a soul, as the spell requires a connection from the Demi-Djinn’s soul to their own.
Once charged, the Demi-Djinn’s aura will enter the body of the contractor, to which a sudden chill would cause them to become aware of their new change. The change is instantaneous but comes at a cost. For instance, if a Demi-Djinn were to make someone more courageous, they’d find that person becoming more cocky in the process speaking their mind with utmost confidence regardless of who they were speaking to. Furthermore, emotions are not linked to actions in the slightest; the Demi-Djinn cannot force someone to do something just from their thoughts alone therefore they cannot formulate a mindset with this ability. For example, a person cannot be forced into a fist-fight just from the addition of anger alone.- Can only be cast upon the respective contractor, as well as only those who carry a soul.
- This cannot be used to conjure anything other than mundane emotions; making a person fall in love for instance would be prohibited and outside of the control of a Demi-Djinn. This includes using the boon for FTBs.
- This spell cannot be used to sway someone’s actions. It can only sway their thought process into doing so but in the end, it is the contractor’s decision on how to do something. Nevertheless, the correct side-effects must be carried out.
Touch of Midas
[Non-Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]
Before the modern age of Demi-Djinn, there were those who preferred to keep themselves hidden until found by their future contractors. Once upon a more simple time, a hard-working fisherman travels into a dense forest in order to search for a good fishing spot. He eventually finds a pristine blue lake, nestled deep within the verdant summer trees. His hook finds no sign of fish however, causing him to grow rather anxious. Nevertheless, the persistent fisherman casts his hook again, and finds his line reeling an old lantern, covered in mud - something he might be able to sell. In his attempts to rub the grime off of the strange piece, he finds the lantern opening revealing a Demi-Djinn garbed within the smoke of its spiritual form. Rewarding the man for his persistence, the apparition offers him one wish; to which he requested to catch a fish unlike any other. The Demi-Djinn nods, allowing the fisherman to continue trawling; the tired man is surprised to find that nothing has been uncovered but a normal, grey fish. He looks up to the apparition with a bewildered look, asking how this fish was different from any other. In response, the Demi-Djinn simply asks the fisherman to take a second look, and upon looking down the man was surprised to find his catch having taken on a golden hue- the sun’s glare reflecting brilliantly off of its scales! The fisherman departed afterwards, selling the golden fish for a hefty sum to a local trader.SpoilerThe Touch of Midas is a spell that enables the Demi-Djinn to turn an entire object into any inorganic open material, both inside and out. Only mundane objects that are smaller than an Olog may be gilded, and only objects the Demi-Djinn themselves understand. This effect can only be removed if any Demi-Djinn removes it themselves.
- Cannot be cast on anything magical, or something that the Demi-Djinn cannot comprehend - only mundane items.
- Living, intelligent creatures are exempt from the effects of this spell. This includes nonliving player-made characters.
- If the item in question is an mundane item with an ST signature, that item must be resigned by an ST. No enchanted items may be inflicted with the Touch of Midas.- This spell's effects cannot be used in combat.
- Only items given to the Djinn by the contractor may be gilded.
Imaginary Realm[Non-Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]
Whilst sworn to enact the will of mortals who possess their Zakhrifa, the Demi-Djinn can be tricky creatures, weaving fantastical delusions which can mesmerize mortals — thus leaving them susceptible to the delusions of the Demi-Djinn. They may create great and bizarre sights before a mortal, entire worlds wrought of pure belief and imagination, thus making this the greatest tool of these mysterious creatures.SpoilerA Demi-Djinn may perform illusions upon mortals in a collected, non-combative environment. Such may be done for the purpose of making an individual believe in their omnipotence, perhaps nudging them to pick a particular wish they seek to enact, or for some other, often harmless, purpose. This is the most freeform of all the Demi-Djinn’s abilities, for they hold the capability to create illusions with little error or fallacy, allowing them great creative potential which they may use to entice individuals.
- If given OOC consent from all players involved, there can be no emote-count for illusions. It can be used in combat for aesthetic or IRP flavor, not to gain an edge in combat. OOC consent is not needed for two Djinns, as they can use this spell to practice their imagination and combative skills. The Djinns may choose whether or not they were actually harmed in this bout.
- Sentient life cannot be manipulated within the Imaginary Realm, but the Demi-Djinn may manipulate their own forms.
- Illusions cannot manipulate anything such as a person’s emotions, or their ability to feel pain. They can however persuade the five senses (touch, smell, sight, hearing, taste).
- Illusions cannot be used in combat. If combat ensues while the illusion is present, it will fade.
- While the Illusion may be made to appear indistinguishable from reality, an individual within the illusion would still be able to know they were within an illusion should anything unrealistic occur.
- The Imaginary Realm will fade after the meeting between a contractor has concluded.- Imaginary Realm cannot be used in a DC ritual unless clarified with the OOC consent of both parties.
Retainment
[Non-Combat]
[2 Emote Charge, 1 Emote Cast; 3 Emote Spell]
Equivalent exchange; the act of sacrificing one thing to gain another of equal value - for it is this art that allows the lost pieces of one's body to return for a price.SpoilerA Demi-Djinn may directly harm one’s body for the equivalent exchange of restoring something lost to their contractor. A Djinn’s energy is known to manipulate their own bodies; in this case, this twisted curse is able to morph the bodies of others.
First, the Demi-Djinn must make physical contact with their contractor’s affected area. Then, the chosen limb or body part would crumble into sand. Finally, that sand would form into a tight cloud, expanding or condensing until finally taking shape into the new part the contractor would then receive. The only parts the Djinn are able to bring back are as follows:- To regain an arm, one eye must be sacrificed.
- To regain an eye, one hand must be sacrificed.
- To regain a leg, one eye or one hand must be sacrificed.
- To regain an elf’s ears, three fingers must be sacrificed. The contractor can choose which fingers they will lose.
- To regain any other feature of limbs such as fingers or toes, one eye must be sacrificed.
- To regain any other facial feature including a repaired jaw, hair, nose etcetera, three fingers must be sacrificed. The contractor can choose which fingers they will lose.
- OOC and IC consent must be given following the signing of the contract before casting; only organic limbs may be taken/returned.
- Any body part returned to the contractor mirrors their original part, so for instance eye color cannot be changed.
- Curses adhere to normal prosthetics, however any foreign magic or enchantment such as golemic limbs or a Seer’s sight is blocked by the curse.Arming
[Combat]
[1 Emote Cast, 2 Emote Cast; 3 Emote Spell]
Within all mortals rests a deep rooted need for power, some even convinced to think that just because they have gained an inkling of strength they are above others. Contests of strength are usually irrelevant to the Demi-Djinn, although they must maintain their contractors and are obliged to give them the might to stride forward.SpoilerThe Demi-Djinn are able to transform into any melee weapon of mundane origin. When held, they are able to establish a telepathic link to their contractor. Furthermore, if the contractor allowed, the Demi-Djinn may also momentarily possess them through their weapon, their actions becoming one as their senses become fully aligned; this including things such as pain, hearing, sight, etc. If the weapon breaks, the Djinn returns to their Second Phase.
Alternatively, the Djinn may form themselves into a suit of armor that is equipped onto their contractor, or enchant one they are already wearing; the same effects (a telepathic link and/or possession) are able to be applied.
- A Djinn cannot shapeshift into a ranged weapon.
- This spell cannot be used in tandem with the Holy Manifestation.- If the weapon breaks, the Djinn returns to their Second Phase.
- The Djinn may only turn into one weapon.Teaching
Bestowment
مانحThe process of teaching another Demi-Djinn is not a common occurrence. As the actions of these creatures are relatively immortal, there isn’t much point in doing so - but such a variable is of no concern when the thoughts of wisemen of the past are taken into account; Demi-Djinns must not overpopulate the world, but they must not also leave it barren in their art, as the first Wiseman saw it necessary to be there in the first place. This ideal is carried on even today. It is an event that rarely happens - an art that is taught to only the most experienced of these spirits. Nevertheless, it is considered a grand accomplishment for a Demi-Djinn to spread their ancestor’s ideals through another. The trials do not come easily, as one must first become worthy of teaching. Students are primarily found through their contracts with another Demi-Djinn, who the spirit familiarize themselves with before coming to the decision of such a rare contract. If the Djinn is certain in who they wish to teach, the person that wishes to join them must first complete a set of three trials. The first being that the mortal must have an affinity towards Solomon’s ideals from the start, and so they must enter an artificial contract with three other mortals, and must complete the tasks they are given; contracts done without the aid of a Jinn’s power. These acts of fulfillment will not count unless the teacher judges thusly, in the case of an easy wish. After completing their trials, the mortal must then craft their own Shackles. It must be of mundane materials, and must follow the redlines of the shackles themselves. Following this, the teacher will then place the shackles upon their student before sealing it with their mist, a tell of its creation. The shackles cannot be removed at this point, now sealed upon their body- and the change is painless, almost seamless; a new Demi-Djinn has been created.
When teaching their student, the former must first take the latter to a secluded area. There, they’ll pull them into their own Imaginary Realm. The things they show them here are set forth like a play, a screening offered to the student in order to teach them of the Wiseman’s tales. While this appears, the Demi-Djinn will bestow their knowledge of a spell through the form of their own colored mist, enveloping their mentee while they watch. Following this, the student will have learned a new spell.
SpoilerGeneral Redlines
- Only one spell can be taught with each tale/lesson.
- A lesson/tale/story must take place within a minimum of five emotes.
- A tale of Solomon has no correlation to canon Demi-Djinn lore, only serving as a flavorful way to teach one’s student.- If a Demi-Djinn's student becomes a Cursed Djinn (see below), they are to be immediately dropped and their own CA is to specify that they are now a Cursed Djinn by an ST.
Disconnection
Release
قطع الاتصالThe Disconnection Ritual of the Demi-Djinn is passed along with the knowledge to teach other Djinns, so teachers also know how to disconnect Djinn. This is the only known way of disconnecting a Djinn, as only a creature of their likeness may take away their powers - and even then it is not a complete disconnection.
For these creatures to be disconnected first go to the teacher would go to their student and subdue them; either they will it or they must be subdued. Only other Djinns may participate in the force attempting to subdue to disconnect the spirit in question. The Djinn that can release them next has to use their own Zakhrifa to capture the Djinn in a process of two emotes. For a max of 1 OOC hour the Djinn remains in the Zakhrifa, or until it is opened. When they emerge, they will have reverted to their First Phase, and their memories have been altered. The disconnected will have lost their memories of a Djinn's weakness, abilities, and their own forms - and the true identities of other Djinns. They however inherit the memories of the contracts and experiences they had as a Djinn, but can't remember the faces and names of those involved - including the aliases they used as a Djinn.
The Disconnected have not lost the entirety of Solomon's essence, they have merely forgotten how to use their abilities so they cannot transform out of the First Phase, forced into their mortal coil until they die of old age. When this happens, they reincarnate like a normal Djinn, forced into a cycle of mortal reincarnation for eternity - their future incarnations plagued with the dreams of their forlorn past.
The Djinn that has disconnected the CA may reconnect them by unsealing their shackles from their Zakhrifa. Once they are put on once more, the Disconnected will become a Blessed Djinn and revert back to the Tier they were previously in. This process can be repeated.
SpoilerGeneral Redlines
- Only the disconnection ritual of a Djinn may disconnect Djinns. Only a creature of their likeness may take their powers.
- Only a Demi-Djinn in their Third Phase may cast the disconnection ritual.- No OOC/IC consent is required.
- Only other Djinns may participate in the force attempting to subdue to disconnect the spirit in question.- Any Disconnected Djinn must have their disconnection outlined on their CA.
The Price of Freedom
Cursed Djinn
ملعون الجنThe Shackles of Solomon are not just law, but rather the principle of a Demi-Djinn’s very being- their essence. Breaking such a rule would be more than defying the will of a higher power, but rather defying one’s own life. Therefore, once a Shackle is broken, a Demi-Djinn experiences the hell that is freedom- becoming a twisted, hexed version of their own selves; a Cursed Djinn.
The Sons of Solomon
A folklore by most of their species, the Demi-Djinns hold a tale about two students under Solomon - the first descendants of Ifrit under the Wiseman. It’s unknown whether or not they were blood-related, despite them being referred to as the ‘Sons of Solomon’ within their story.
The first student of the Wiseman focused well on his teachings, giving blessings to those indiscriminate of their origin- as this was the will of Ifrit- the will of a true Djinn. The second student used the gifts of a lesser Djinn for their own gain, using their powers for selfish actions, giving his mortal family a noble name, and providing them with riches. The first student saw this, telling his brother student that this was not the will of their forefather - therefore, fearful that they would tell Solomon, the second student struck him down. When the Wiseman inevitably found this out, he lashed out in anger upon his student. However, Solomon was a benevolent teacher- refusing to shed any blood - especially upon one of his students, no matter who they were. Therefore, he cast binding shackles upon his son, telling him that if he had chosen the path of redemption whether he had liked it or not; the Son would be cursed for the rest of his days, and if he were to break his creeds once again then he would be sentenced to eternal damnation. The last Son became stricken with a curse - the shackles binding tight against his wrists - paining him as his body had begun to reject his soul, his form becoming broken and withered over time, until he had finally become something truly horrifying; a beast made of his own pure sin. The last son spent the rest of his remaining days on the mortal world, repenting in agony for his sins against Solomon’s Will.The Last Son, and the First Cursed Djinn
Not known by Demi-Djinn, the Last Son was scripted into a being that was very much real - a Cursed Djinn. As has been decreed, the will of the Wiseman is their very own being. That is to say, it’s possible that one is becoming Solomon as they further fuse with his own essence, and defying such had caused the shackles bound onto him to somewhat halt his own self-destruction, but in-turn made his living days all the more painful, becoming a being that constantly tipped the scales of life and death; a terrible fate. The Last Son found himself within the hold of a beast that lies within his mortal coil, which persisted in his damnation and agony. The Accursed no longer hold the power they once had, becoming hollowed and cracked - both in the figurative and literal sense.
SpoilerOOC Explanation
The Cursed Djinn offer a system for Demi-Djinn that break a Creed/Tenet. When they do, they instantly begin to crack and transform into one of the Accursed. After breaking a Creed/Tenet for a second time, they are PK'd. They are constantly at a single tier (Tier 0) and have all five magic slots filled, having instantly lost the abilities and physical/mental effects of a Demi-Djinn and now hold a set of attributes unique to them.
If a Demi-Djinn's student becomes a Cursed Djinn, they are to be immediately dropped and their own CA is to specify that they are now a Cursed Djinn by an ST.
Physical and Mental Effects
The Shattered Mind
لعنةThe body of such a vile pervasion of the Wiseman’s own form would find itself tarnished with ash and riddled with cracks seeping with agonizing embers - the glowing flames which cause the holder of such a vessel sore and in pain. They’d find their bones creaking and their muscles aching, holding themselves within the vessel of an old and weathered descendant. Their suffering is doubled, anything that would harm them causing them to hurt twofold; any damage that they may take would place more of a lasting effect on them due to their ruined bodies. They’d find their once-vibrant skin dulling and losing its saturation, until it finds itself being a harsh grey color; the features of their original Descendant form returning in their eyes and hair.
For one that is cursed, it is not uncommon for those to have their mental state dwindle over time. This embodies itself within their own paranoia, nightmares, and most of all- hallucinations. These beings of their own insanity serve as constant reminders of their sins, manifesting within the image of a piece of a Demi-Djinn’s broken soul.Mental Effects cont. - The Vices of Ifrit
Mirages crafted from sin, these unsettling creatures appear within the peripheral psyche of cursed Demi-Djinns. Everything about them is unknown, for they are merely a horrid illusion cast out from the shadows of one’s heinous actions, and the rejection of one’s own self. Almost like a mirrored image of what the person has become, the very being of a Demi-Djinn hangs in the balance of Solomon’s own self. Therefore, becoming a Cursed Djinn surely means the rejection of Solomon himself. Without the wisdom of Him to guide their vessel throughout their new path, their fragmented mind and body remain corrupted in the hands of a demon’s ashes, to where only a haunting reflection of themselves remains
These creatures vary in appearance from person to person, but this does not void their chilling appearance; their form is brought from the darkest corners of the sinner’s psyche, and they serve only to mentally torture the false Djinn- whichever path they may take with their new form. The Vices of Ifrit hold no specific name, at least, none known to the Cursed Djinn. They usually hold the form of a twisted and misshapen creature - something familiar, yet withholding a sick deviation of such. The Vices speak no words, yet their vacant stares say enough to the accursed. They may appear anywhere, and at any time- however, they usually appear at the least convenient times. These organisms are not something to be taken lightly, nor are they something that can be understood, their very existence just adds to the mindless torture. At first, it may seem like these ‘harmless’ beings can be ignored, yet at uncertain times they begin to change in the ways they appear. Perhaps they will be there when the accursed open a door, or perhaps they are there when they are not even looking. This endless stream of paranoia slowly but surely corrodes the minds of the Cursed Djinn, their presence halting for a moment’s time only to appear again until even the feeling that something is watching them haunts their very soul- for inevitably they must come to the terms that the Vices are always there, just in their peripherals- or even behind them.
A purpose is something that everything has. Just like their origins, the purpose of these Vices are mostly unknown. A cloud of mystery shrouds them, which only adds to the unsettling feeling that one has when they are in sight. It isn’t until the death of a Cursed Djinn that these Vices fulfill their true purpose. This purpose is the destruction of the accursed, only making themselves known to any and all passerby's when a second shackle is broken. When this happens, ethereal chains made from ghostly light escape their shackles, chaining the Cursed Djinn to the ground before their Vice looks over them - becoming visible but not tangible to those in the area as the Djinn is slowly pulled into a rippled pool of whatever surface is beneath them, not giving them any time or opportunity to escape until they are finally gone without a trace.SpoilerGeneral Redlines
- The Vices of Ifrit are illusions merely for pure aesthetic roleplay meant to show the deteriorating mental state of a Cursed Djinn and cannot be used to grant any sort of advantage to the player in combat roleplay.
- You cannot use the Vices of Ifrit to metagame or foretell anything ‘off’ about a character.
- A Vice cannot interact with the mortal plane, therefore it cannot be used to interact with other characters in any way, shape, or form.
- Breaking a second Shackle fulfills a PK Clause, and after the Cursed Djinn disappears the character is permanently killed.
- The Cursed Djinn are not allowed to do anything as they are being pulled down into the depths of nowhere, being PK’d there on the spot. Their Vice also disappears alongside them following their banishment.The Vengeful, the Redeemers
The Ruined Vessel
فارغةThe Lunar Form
The Cursed Djinn retain their mortal form, though it is inherently sickly and burdened. The First Phase becomes the Lunar Form. It is as if something is constantly ailing them, and they are prone to sickness and aching pains. Each throb a reminder of their sin, each inconvenience a looming shadow.
The Solar Form
Afflicted with the burdens of their creaking bodies, the Accursed find themselves being unable to attain the same ghostly figures they once had, their true forms becoming something more akin to some ghastly demon, the prowess that they had once held now becoming twisted just like their vessels. The Second Phase has become their Solar Form. The Cursed Djinn are forever stagnant in their Second Phase, their mortal form as well as their true form now lost to them.
Deformities
Should a Cursed Djinn attempt to shapeshift into the image of a mortal within their Solar Form, they’d find their cracks momentarily sealing as their ashen skin remained, staining their new figure. Rejecting their previous forms have also caused taboo to twist and disfigure any mortal form, giving their bodies unnatural side-effects; this includes light limping, difficulty breathing or seeing due to their misshapen faces, and impaired limbs. They’d find their usual prowess within the realm of this form of lesser shapeshifting present, albeit hard to maintain due to these disabilities.
SpoilerGeneral Redlines
- The Accursed are permanently stuck in their Second Phase (the second form of Demi-Djinn).
- Every shapeshifted form of a Cursed Djinn must have multiple deformities.
- Cursed Djinn cannot shapeshift into pre-existing characters.
- Shapeshifting does not give them added strength or any enhancements in their reflexes.
- Cursed Djinn cannot shapeshift into anything outside of its race (i.e. a human Djinn cannot shapeshift into an elf).
- While cloth and lesser materials may be shapeshifted along with their bodies, Cursed Djinn cannot make themselves larger while in a suit of armor or in any greater material such as iron or steel and cannot create armor over their bodies.A Demon’s Trade
The Defiled Spirit
الدم الفاسدIn their greed or rejection of self, whatever it may be, the body and mind are not the only things to have been broken and detached from the Accursed. They are no longer worthy to be called Demi-Djinn, their very being cracking at the seams. With their new form, their talents have become malformed and ruined - mirroring their own psyche. In some cases, Cursed Djinns who survive through the agonizing revelation of their new form for long enough are able to manipulate the ravenous side of a Jinn in order to perform forbidden acts, ones that would go against the ideals of their predecessors.
Cursed Zakhrifas
A Cursed Djinn’s new form offers little-to-no advantage, their very core becoming shattered, ever-rotting in their own suffering. Their Zakhrifas almost seem to mirror this, their once holy vessels still being able to work somewhat - although a Cursed Djinn loses the ability of Holy Manifestation. Not only this, but those Demi-Djinns who fell into depravity after advancing in their craft would find their Zakhrifas reverting back to a novice’s ring, rusted and old in its making.
Abilities
The Wiseman’s Form: Unholy Manifestation
[Non-Combat]
[3 Emote Cast]To those who seek their favor granted by the Accursed- they are granted a special Zakhrifa that has been toiled with rust. After a set of three emotes (like sending a bird) is completed by the contractor- their Cursed Djinn is released.
SpoilerOnce called, the Cursed Djinn must begin a process of meditation. In order to start meditating- serenity must first be achieved. Closing their eyes, the Djinn can now begin to connect to their Unholy Vessel, entering a state of meditation while they do so- if their focus is disrupted, then so will the connection to their artifact. This can happen if the creature is hurt to the point where their focus is disrupted - anything more than a simple blow to their chin being enough to kick them out of such. Next, the Djinn must cloud itself within their own aura, causing them to emit a thin layer of black smoke from their body. And finally, the Djinn can now connect to their Zakhrifa. Should the Accursed open their eyes at this point, their eyes would be fully white, and they’d not be able to use their five senses (touch, vision, etc.) until the meeting is over with their contractor.
Over a 3x3x3 radius, a spectral illusion is cast to those in this area: The Cursed Djinn’s black smoke would continuously pour from out of the lamp’s spout, forming into the Djinn’s own form- save for its legs, which would remain as a smokey trail connected to its own Zakhrifa. The spirit would find itself having become nearly twice its own size, almost always a foot off such a mark- its form visible to those within its area of effect and their smog-like figure becoming too hazy to make out to anyone out of the aforementioned radius; anything the contractor says to the Demi-Djinn could still be heard by those in range to listen to such. A deathly scarlet flash of lightning and flames periodically flares throughout this form.
The Zakhrifa must remain open, and if the contractor willed such- the Accursed could be banished back inside within an action of two emotes, their essence condensing back into the gemstone of their unholy vessel. Furthermore, any consistent damage to the Zakhrifa would cause the Accursed ethereal visage to disappear. The Cursed Djinn may not and is not able to use this form for combat, as it’s simply a form made out of a harmless mist that only serves as a way to grant a single blessing to their contractor.General Redlines
- Unholy Manifestation follows all redlines for current lore regarding birding, which means no information may be given via third party platforms such as Discord, the LOTC Forums, Skype, etc.
Shadows of a Vice
[Non-Combat]
[Passive]Not only are the bodies of these strange creatures enchanted, but so is the thing that lingers about them - their shadow. For such a thing is not outside of their reach.
SpoilerThe Djinn may shapeshift their shadow to match the silhouette of their Vice. Its influences reaches outside of its own realm, being able to do things such as open doors or snuff out a candle's flame.
-Cannot be used for anything other than aesthetic.
Cloud Walker
[Non-Combat]
[1 Emote Spell]
Wrought from the vigor within, the body of a Cursed Djinn can take the form of weightless smoke so that they may travel great distances faster. Colored mist escapes from the seams of their clothes before fully enveloping them within its embrace, and their body begins to disappear with it- the cloud of that mist travelling to the destination within their mind; the trip in-between is nothing but a blur however, no memories gained due to a loss of sensory functions - a side effect of the transformation.SpoilerThis spell offers an alternative to the soulstone system, as well as a way to leave roleplay with an extra bit of flavor. It offers nothing in terms of roleplay between two parties save for the last emote of an encounter. The color of the cloud can be personalized by the Cursed Djinn themselves, but must abide to one solid color. They may also enchant an item such as a broomstick, chariot, carpet, shoes, etc. with their fog so that they may use it to fly. An aesthetic alternative to becoming a cloud.
- This spell can only be used once per encounter, and only following the consensual departure of the Cursed Djinn’s player, to where they can emote being sent off before using their soulstone.
- Cloud Walker cannot be used to gain information during flight due to the loss of sense one experiences while adrift, nor can it be used to gain or lose anything in general. It is a moment void of roleplay in any sense, corresponding with the soulstone process.
- The ethereal fog summoned by Cloud Walker cannot be used in combat, as it can only be used to leave roleplay once given the go-ahead by all participating parties.- This spell's charging emotes can be used in tandem with shapeshifting emotes.
Party Hands
[Non-Combat]
[2 Emote Charge, 1 Emote Cast; 3 Emote Spell]
A spell possible for conjuration is one that is rather unique in its peculiar flashiness - an ability that allows the Cursed Djinn to lighten the mood with décor and sublime performances. In these displays, the palms of their hands summon forth beams of dim vibrant light that furnishes or arranges alluring spectacles.SpoilerThe Accused may bathe a room in décor- surfacing a peasant’s room with noble silk or instantly furnishing an empty room with a clap of their hands. They may conjure anything that they can comprehend so long as it is not combative. Although it seems that anything they would summon mirrors a vice, dreadful and dark in design. The equivalent of conjuring a small house would result in the Cursed Djinn becoming drained of their stamina.
- Decorations cannot be used in combat, only serving to translate roleplay into builds. A Djinn that has turned themselves into a decoration however may be used in combat, but obviously cannot wield themselves since they wouldn't be able to move.
Autopilot
[Combat]
[1 Emote Spell]Possession is an ability not unknown to the Djinn, for they are able to make the bodies of their contractors their temporary home, giving them the abilities of a Djinn.
SpoilerThis comes with a cost, as the Djinn is able to have complete control over their bodies, or as much as they allow their contractor to have. Telepathy within this form to the contractor is apparent, and the tell of this ritual being the shackles appearing over their contractor's wrists. The Djinn may choose when to leave their host's body, but only for a limited time for they cannot hold themselves in a foreign vessel for more than six OOC hours.
- Autopilot cannot be used for more than six OOC hours.
- Requires IC consent.- If the contractor is stabbed with Aurum or Thanhium, harmed with Malflame, the Djinn's Zakhrifa is broken or used to seal them away, the Djinn will be forced from their contractor's body.
Lesser Transmogrification
[Non-Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]
Transmogrification- the act of change and transformation. It is no question that a Cursed Djinn is a master of their own body, and in their prowess one such creature finds themselves wielding the ability to morph their body in simple, yet strange ways - their coils tensile and malleable.SpoilerThe Cursed Djinn is able to stretch parts of their body- that is, their arms, legs, torso or neck - their bones and muscle pulling forth as if contrived from a more moldable substance. A Cursed Djinn can only extend these parts by three in-game blocks.
- The Cursed Djinn cannot stretch their limbs over their respective radius of effect, that being three in-game blocks.
Fortune Manipulation
[Non-Combat]
[1 Emote Spell]
Descendants possess the natural drive to pave their way to the future, and some take interest in finding what the future holds for them. The Cursed Djinn are able to manipulate their fortunes to their will, giving them visions of the future that may influence the wants of their contractors to benefit the Accursed.SpoilerWith their hands enveloping that familiar mist, the Cursed Djinn are able to conjure their own unique deck of tarot cards. These cards reveal themselves from their palms, scattering across their hands into an organized stack. The Cursed Djinn have complete control over these cards, as they are technically infused with their essence. This being the case, they have the ability to change how the cards look making it so that the pictures can move in an entertaining spectacle. Fortune can also be manipulated to fit the Cursed Djinns’ agenda, being able to draw any card they want from the deck.
- The cards are always made from mundane paper.
- If the deck is three meters or more away from the Accursed, it instantly dissipates into a curt mist.Regeneration
[Non-Combat]
[Passive]To one such as these shapeshifting creatures, they must retain many features across their forms. Therefore they have developed the ability to heal. Djinn can erase scars, mend their broken bones quicker than any mortal could, as well as regrow limbs and facial features outside of combat.
Spoiler- Regeneration cannot be used in combat, or in the First Phase.
- Cannot be used to major wounds (such as stab wounds) or internal wounds (such as damage to their organs).
- Broken bones cannot be healed immediately, but their aptitude for healing is increased and the bones will be mended near the end of a 24 OOC hour window.Chameleon's Cloak
[Non-Combat]
[1 Emote Spell]
One of more familiar subsets of magic to a Djinn is the art of modifying their own bodies, and upon the discovery of this spell they find their proficiency in shifting the flaring cracks on their black skin. With this, they’re able to change portions of their body- most Accursed using this ability to form ravines of fire upon the mystical bodies they shift between.SpoilerUpon charging the energies within themselves, the Cursed Djinn may control the cracks on their skin. This spell can be draining to use if used too much throughout the day, mostly serving as a way to give a bit of flare onto their horrid bodies. They may be able to choose where and what the markings may look like with nothing but a thought. In one emote, they may also make their cracks glow with the intensity of a redstone torch. Furthermore, they may also give painless brands to those who offers IC consent - the method of which being up to them.
- This spell's charging emotes can be used in tandem with shapeshifting emotes.
Age of Ashes
[Non-Combat]
[1 Emote Spell]
The Accursed are no stranger to the last of one's embers. Therefore, ash is incorporated into the very essence of a Cursed Djinn’s being. They may manipulate it to their heart’s content in order to craft their very own tale, whether this be to serve them well in contracts or not.SpoilerWhile a Cursed Djinn is nearby a collection of ash whether this be a small bowl of such or the remains of a fire, they’re able to manipulate it to their preferred aesthetics when they deem fit to do so. It can take the form and shape of whatever they imagine, the only limit being the size and range of their cast. That is, a Cursed Djinn can only cast in a 4x4x4 block radius.
On top of this, the Djinn may repair any non-organic object so long as it fits within that same radius as well as if they have enough ash in the area to fix it. Mundane weapons, armor, and miscellaneous items may be restored to their former glory.
- The ash can only be manipulated if it is mundane sand - anything that isn’t your average collection of sand or anything magical would not be able to be manipulated by the Cursed Djinn. This means that other powders cannot be used.
- Age of Ashes is mainly meant used as a flavorful way to tell a story or display something, therefore the sands they use cannot be manipulated with malicious intent; that being said, it cannot be used in a combative scenario in any way, shape or form.- This spell's charging emotes can be used in tandem with shapeshifting emotes.
- Enchanted items and constructs that are beyond a Djinn's understanding cannot be repaired.
- Wounds cannot be healed within Age of Ashes, since organic matter cannot be repaired with ashes.
Elemental Wrath
[Non-Combat]
[3 Emote Charge, 1 Emote Cast; 4 Emote Spell]
To confide with an Accursed is either done in haste or without the full context. For usually dealing with these creatures have had many fall to the price. Controlling the elements have often left them subdued by such.SpoilerA contractor may request for a region to be enveloped in a certain type of weather. However, this will usually be overdone, and may cause more harm than good. For example, asking for rain for crops, may lead to devastating floods, or asking for heat, may lead to a forest fire due to the swathe of warmth.
- Requires PRO/RO permission beforehand and can be discussed with them to make Elemental Wrath last longer than an OOC week.
- Requires an ST to emote.
- A post on the forums must be made by the Djinn once this is done, detailing the weather-change and how long it lasts. It cannot last for more than one OOC week.
Flames of Ifrit
[Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]
The flames within these creatures may be tempered by only one who have drowned in them. To become harnessed as weapons.SpoilerFrom the sinful cracks in their once-holy body may come a rusted weapon that has the hardness of steel, weapons of flame the Accused may craft from within their shattered form.
- Only one weapon can be made once per encounter and it must be mundane.
- The weapon cannot be used to melt other weapons but the heat is powerful enough to cause third-degree burns on prolonged exposure with flesh (three emotes of uninterrupted contact).
Beastial Mark
[Non-Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]
The search for power often leads one to find themselves lost in some grievous form. For tales of old and the stories of children tell of a creature that is able to change your very form.SpoilerThrough a contractor's desire for a certain ability, the Cursed Djinn may curse and trick the mortal into the form of an animal for a limited amount of time by marking them with their fog. Should the mortal wish to jump higher for example, the creature may turn them into an animal of similar make, such as a frog that may retain any defining features or clothing the mortal used to bare.
- Only creatures with a soul, altered or not, may be turned into animals.
- The animal cannot be one used in combat such as a dragon or a hippo, it must be a creature smaller than the size of the contractor's original size. Their new form cannot be used to garner an edge in combat (such as a frog's tongue or a kangaroo's kick).
- The Mark can be de-spelled with holy magic or automatically by the Accursed themselves with a set condition that they set on their brand (such as committing a good deed).
- Requires the contractor to have asked the Accursed for a specific ability or for higher power and boons.
- The contractor can only stay in the form of an animal for either a minimum of two OOC days or one OOC week (based on their preference). They still hold the ability to speak in their new prison.
- Should the transformed player wish it, they may keep themselves in the form of an animal until they fulfill the Cursed Djinn's terms
MArt Creation
[N/A]
[N/A]
For a Jinn's power is based on the concept of transference, the foggy aura kept within their shackles may be used to infuse artifacts with their power.SpoilerAfter flaring the colored mist from their shackles, they may transfer it into the object of their choice in an attempt to turn it into an MArt. The effects this gives to the item falls under the pre-existing subtypes of their abilities; that being illusion, transmogrification, enchantment, and conjuration.
- Any Magical Artifacts (MArts) constructed from a Cursed Djinn's magic cannot be used by the Cursed Djinn themselves, can only be used by the contractor, and can only be constructed following the signing of a contract that calls for the creation of said MArt.
- Any and all MArts created must go through the standard MArt application process.
- Djinns do not suffer the three month cooldown of MArts, their cooldown being three weeks (CD starts after MArt acceptance, if it is accepted).
Eyes of the Wiseman
[Non-Combat]
[1 Emote Spell]
Jinn have always had the attribute to associate themselves with mortals with ease - language only serving as a fickle obstruction between two entities. With a Jinn’s eyes, the Djinn house the ability to understand any language that meets their spectral gaze.SpoilerConnected by mind to the prowess of a natural Jinn, the eyes of a Cursed Djinn are able to draw forth a latent power that allows them to understand foreign texts for the purpose of understanding any of all mortals that wish to form a contract with them. Everything has its limitations- just as the Accursed views something that is beyond their own comprehension, such as a magical text that avoids their own wisdom.
- The Eyes of the Wiseman ability can only be used to read languages that the Cursed Djinn themselves do not understand, so using it in a verbal conversation is out of the question.
- Cultural languages derived from Descendants (Thuadian, Elven common, Illatian) can be deciphered but not texts proposed in magical languages can be deciphered (Ilzakarn, Al'tarhn). In the case of an event language however, the ST in question may decide on whether or not the language can be deciphered.- This spell's charging emotes can be used in tandem with shapeshifting emotes.
Shifting Body
[Non-Combat]
[1 Emote Spell]
The Accursed who have become well-adjusted to their decrepit body are able to move certain features of their face across their figure, whether this be used as a fear-tactic or some odd aesthetic - it truly is unsettling to watch.SpoilerThe Cursed Djinn are no different from their former selves in that they have the potential to dabble in the schools of magic a Jinn themselves are most proficient in, such as transmogrification. A branch of this magic allows them to relocate specific parts of their face - sliding them around in the ripples of their ashen skin. These mainly being their eyes, nose, mouth and ears.
Miraculously, they’d find their functions intact, despite the relocation. If harm were to befall the area where that part of their body originated from, that part would still become inflicted. Say, the space where their eye was was cut - the cut would emulate onto their eye even if it were on another part of their body.- Any damage done onto the original place of one part is emulated onto that specific part. This spell is in no means a way to counter any pain or damage.
- The functions of the parts they have moved still work. Their ears can still hear sounds, their eyes can still see, and they can still eat from their mouths; peculiarly so, if they were to eat, they’d find themselves swallowing their meal with their throat anyways.Hardened Skin
[Combat]
[2 Emote Charge, 1 Emote Cast; 3 Emote Spell]The Accursed who’ve devoted themselves to using their abilities in more combative ways will only find themselves being able to harden their skin using their affinity for how they manipulate their bodies. By manipulating their broken figures, they’re able to harden their cracked skin into something like stone once per encounter.
SpoilerUpon the first cast, the cracks adorning the Cursed Djinn’s figure will glow with an intense flare, this of course being just for aesthetic - their skin soon growing goosebumps thereafter. With focus and time, their ashen skin would then gain a grainy texture like rubbing one’s hand against sand, and their skin would soon harden into something like stone. The casting of this spell gradually increases their weight over time, their entire body becoming an animated puppet of stone.
In this new state of rock, they’d find their bodies resistant against most edged attacks such as slashes or stabs. A few drawbacks come at a cost with this of course; their bodies becoming incredibly heavy and their movements becoming nothing more than a hard creaking stagger - leaving them at a disadvantage for swift attacks. Not only this, but as their bodies are now temporarily hardened, heavy blunt damage is able to smash their body to pieces depending on where they are hit. If they are hit with an extremely powerful blow to the shoulder for instance, they’d find their entire arm falling off - this is truly something that must be used wisely, sadly the Accursed of times past have been known for not carrying much wisdom in the first place.- This spell can only be used once per encounter, and can be disabled at any time after casting.
- This spell essentially gives them a pseudo-stoneskin, allowing them to receive at least half the durability of a common golem.
- In this state their bodies must be treated as if it was made of stone, therefore an increased amount of pressure would shatter their skin or at worst chip away an entire section of their body. Any and all effects to their organs for example must be roleplayed - albeit blood will not flow until this spell is disabled. Breaking their head will immediately disable the spell.- While Hardened Skin is active, the amount of blocks a Cursed Djinn can move per emote is reduced by one (so if they may only move four blocks during CRP, they can only move three after casting).
Boons
Imaginary Realm
[Non-Combat]
[1 Emote Charge, 1 Emote Cast; 2 Emote Spell]
Whilst sworn to enact the will of mortals who possess their Zakhrifa, the Cursed Djinn can be tricky creatures, weaving fantastical delusions which can mesmerize mortals — thus leaving them susceptible to the delusions of the Cursed Djinn. They may create great and bizarre sights before a mortal, entire worlds wrought of pure belief and imagination, thus making this the greatest tool of these mysterious creatures.SpoilerA Cursed Djinn retains their ability to perform illusions upon mortals in a collected, non-combative environment. Such may be done for the purpose of making an individual believe in their omnipotence, perhaps nudging them to pick a particular wish they seek to enact, or for some other, often harmless, purpose. This is the most freeform of all the Djinn’s abilities, for they hold the capability to create illusions with little error or fallacy, allowing them great creative potential which they may use to entice individuals.
- If given OOC consent from all players involved, there can be no emote-count for illusions.
- Sentient life cannot be manipulated within the Imaginary Realm, but the Cursed Djinn may manipulate their own forms.
- Illusions cannot manipulate anything such as a person’s emotions, or their ability to feel pain. They can however persuade the five senses (touch, smell, sight, hearing, taste).
- Illusions cannot be used in combat. If combat ensues while the illusion is present, it will fade.
- While the Illusion may be made to appear indistinguishable from reality, an individual within the illusion would still be able to know they were within an illusion should anything unrealistic occur.
- The Imaginary Realm will fade after the meeting between a contractor has concluded.
Retainment
[Non-Combat]
[2 Emote Charge, 1 Emote Cast; 3 Emote Spell]
Losing many of their abilities- new powers have been birthed from the sins of the Accursed. Their rotted souls have deeply affected their contracts, and in doing so have enabled them to perform dreadful acts that directly tampers with the body and soul of those who dare to make a deal with them. It is not a contract that one would proudly boast about being involved in, for the craft of a Cursed Djinn is one more akin to the magic of demons and hellspawn if there was anything similar to it.SpoilerA Cursed Djinn may directly harm one’s body for the equivalent exchange of restoring something lost to their contractor. A Djinn’s energy is known to manipulate their own bodies; in this case, this twisted curse is able to morph the bodies of others. However, the contract must be fulfilled, Demi-Djinn or not - the consequence must be in the consent of the contractor themselves. Therefore the Accursed give and take features in a sort of equivalent exchange to those who seek their power.
To regain something that was lost, a contractor must give their full consent and understand the trial of which they are about to go through. First, the Accursed must make physical contact with their contractor’s affected area. Then, the chosen limb or body part would crumble into grey dust - similar to the skin tone of the Cursed Djinn themselves. Finally, that dust would form into a tight cloud, expanding or condensing until finally taking shape into the new part the contractor would then receive. The only parts the Accursed are able to bring back are as follows:- To regain an arm, one eye must be sacrificed.
- To regain an eye, one hand must be sacrificed.
- To regain a leg, one eye or one hand must be sacrificed.
- To regain an elf’s ears, three fingers must be sacrificed. The contractor can choose which fingers they will lose.
- To regain any other feature of limbs such as fingers or toes, one eye must be sacrificed.
- To regain any other facial feature including a repaired jaw, hair, nose etcetera, three fingers must be sacrificed. The contractor can choose which fingers they will lose.
- OOC and IC consent must be given following the signing of the contract before casting; only organic limbs may be taken/returned.
- Any body part returned to the contractor mirrors their original part, so for instance eye color cannot be changed.
- Curses adhere to normal prosthetics, however any foreign magic or enchantment such as golemic limbs or a Seer’s sight is blocked by the curse.Once Chained, Twice Bound
Blessed Djinn
تنقيةFor it was not sin that led them to be this way, it was their free will. They are a product of something horrible, the rejection and malice against one's own self. Yet they hold and struggle, pulling themselves along bit by bit until it comes again. They are the redeemers, the one who asks not for the hand that feeds, but takes one for themselves. They are the ones who deserve this second chance. For it were five creeds that kept them together, and it shall be five trials that will rejoin their sense of self. Bless yourself, bless others, and prove that you are still worthy for these gifts.
Trialed by Four, Saved by One
After cursing themselves, the Cursed Djinn have become something far beyond for someone else to save. They must pave the path for themselves, to pick up the pieces of their shattered clause and remake what was lost. Accursed can become Demi-Djinn again. The process is relatively simple in concept, but the journey they will take will be long and virtuous. Three contracts must be offered and completed by four different Descendants. One of Krug, one of Urguan, one of Malin, and one of Horen. After granting these gifts, the Cursed Djinn may tempt for the opportunity to relearn what they have forgotten by allowing themselves to fall under the tenure of another Demi-Djinn, and there they will reclaim what was lost. A Blessed Djinn retains everything they had in their past form as a Demi-Djinn, yet lose the abilities they once had when they were a part of the crude versions of themselves; Accursed.
SpoilerOOC Explanation
If a Cursed Djinn completes three contracts for a human, an elf, a dwarf, and an orc (twelve in all) without the use of their magic. Then they may become Blessed Djinn only if a Demi-Djinn will teach them once more.
If a Cursed Djinn becomes a Blessed Djinn, their CA is to say such by an ST.
General Redlines
- A Blessed Djinn will start from wherever they were when they were a Demi-Djinn. If they were Tier 4 or Tier 5, they will start at Tier 3.
- A Cursed Djinn must PK if they use any abilities or boons to complete a contract during their trials.
- The Demi-Djinn that blesses a Blessed Djinn cannot be the same Demi-Djinn that taught them before.
- A Blessed Djinn must PK if they break a creed again after becoming a Demi-Djinn again.
A Wandering Soul
Reincarnation
سامساراWithin the vast expanse, there are a set of rules to which hold true above all else. To put it more simply, there are many truths within our world that cannot be changed, no matter the amount of willpower or prowess one may have. In this instance - nothing lasts forever. A Demi-Djinn is not excluded from this rule. Before their existence as a visitant creature, they were always a descendant, and a Descendant’s soul they have held. Yet, their miraculous souls carried them somewhere else - the energy of a Jinn serving as a compass and to these wayward souls, so that they may find another to hold their essence. To the wilting of their mortal forms, they were met with the revelation of a revenant soul.
Shortly following the death of the Demi-Djinn, its soul is transferred into the body of another. This body, however, must be compatible with the Demi-Djinn’s initial vessel. Meaning, due to the Demi-Djinns’ soul keeping its indigenous hosts’ energy intact, it cannot place itself within the coil of an incompatible host. Gender and race must match, meaning a non-descendant cannot inherit that of a Demi-Djinns’ soul.
The initiation of rebirth is isolated within the aging of a Demi-Djinn’s mortal body or if they fall within their Third Phase, as stated prior. A soul cannot exit the body following any unnatural deaths outside of the Third Phase, as the soul will only find itself autonomously departing should the Demi-Djinn die of old age. The process of rebirth cannot be seen by the naked eye, it being something that cannot be uttered with words. It is merely an event that happens - a stage of life that follows a self-evident cycle. This event cannot be interrupted either, unless the soul were to be somehow tampered with prior.
Regarding the next host of the ethereal soul, the choosing of its body is outside of the choosing of the original Demi-Djinn, as it's an instinctive process that happens in a random fit of chance. They may find themselves having the same hair color as before, or perhaps sporting a larger build. They may find themselves born amongst the stench of peasants, or wearing the silk of wealthy aristocrats - however, one thing remains the same throughout each cycle of a Demi-Djinn’s life; it has begun anew. Should they have reincarnated after falling in their Third Phase, they'd find birthmarks upon their body that signalled the cause of their death. When they are born into the world once again, their deceased counterpart’s soul would have already found a place within their body, occupying such at the beginning of their life. In spite of holding the same soul, the new avatar of such a unique soul would find themselves stumbling through life in ignorant bliss of their birthright until they inherit their abilities soon after reaching their sixteenth year due to the soul becoming fully compatible with the body it is now nestled within. It varies from person to person on how long it will take after their sixteenth winter, but the maximum amount it would take for this spiritual growth to happen is two years following this day - their eighteenth year. This new life is seemingly untouched by their past, their memories locked away. They’d find their abilities coming to them through muscle memory, as if they had already trained in their skills once before; albeit, the coming of some abilities sometimes being clouded in the bewilderment of how they managed to do such given the circumstances.
The epitome of Demi-Djinn rests within their true form, and for reincarnation this is no different; once shifting into their glistening figure, the memories of all of their past lives would begin to connect in one instant. Although, this feeling is less of a sudden snap and more of recommencing on where they had left off and with each reincarnation, the Demi-Djinn’s true self would become less and less like its mortal persona, becoming the true immortal being within its lesser self; all of past memories, however, is lost once they exit their true form.SpoilerOOC Explanation
Reincarnation is a system that allows the T5 Demi-Djinn to come back after dying of old age within a new body. This also takes effect if they die within the Third Phase through any means. Their memories are wiped in this process, but they temporarily regain all of them when doing contracts in their Third Phase. When the Demi-Djinn’s mortal body becomes sixteen, their affinity for their arts comes via muscle memory.
General Redlines
- A reincarnated Djinn's abilities can only return once they become sixteen.
- Only Tier Five (T5) Demi-Djinn may reincarnate; Cursed Djinn cannot reincarnate.
- Reincarnation cannot be used to gain any memories of past lives, as it would be Metagaming.
- Reincarnation can only happen once the Demi-Djinn has died of natural means (old age) or if they die whilst in their Third Phase. For example, if a Demi-Djinn dies from the sword in the Second or First Phases, they cannot reincarnate.
- When a Demi-Djinn reincarnates, they are brought back a tier in their magic. So a Tier 5 Demi-Djinn would revert back to Tier 4, but their spells do not need to be relearned.- Birth marks brought by reincarnation cannot be used to metagame one's cause of death.
- A Demi-Djinn can only reincarnate into a being that shares its original incarnation’s gender and race.
- Playing a reincarnation follows standard server rules, and a reincarnated Demi-Djinn cannot be played until one OOC week after the initial PK (Permanent Death of the character).- Reincarnation is not something that can be brought up in-character by anyone prior to death. Doing so before death will result in a PK (Permanent Death of the character), similar to referencing monk revival before death.
Ascension
Tier Progression
تصاعديTier One
In order to ascend to a true Demi-Djinn, one must first master all of the abilities offered to them by the Wiseman. This is the beginning of their mastery. To attain the powers of a Jinn they must first prove to their teacher in specific trials that they can complete contracts without the use of a Demi-Djinn’s prowess.
- After their trials are completed, they must wait one OOC week before moving onto Tier Two.
Available Spells
Second Phase, Contract Creation, Contract Removal, Zakhrifa Creation, Ghost Legs, Chameleon’s Cloak, Finger Quill, Party Hands, Eyes of the Wiseman, Sands of Time, Lesser Transmogrification, Zakhrifa Room, Fortune Manipulation, Weaving, Magic Mirror, Regeneration, Looming Shadow.Tier Two
The average Demi-Djinn is a novice one, and they only have room for more growth. As they progress further, they’d find themselves being able to mold their form into a multitude of different shapes and sizes.
- It takes a Demi-Djinn two OOC weeks to adjust to their new bodies before moving onto Tier Three.
Available Spells
Autopilot, Cloud Walker, Kin-Sense, Greater Transmogrification, Shifting Body, Crafting Cauldron, Brass Knuckles, Rivers of Wind.
Tier Three
Demi-Djinn that have made it far enough to become a Tier Three Djinn have found themselves lost in the multiple identities that they conduct for their contracts if they are not careful. On top of this, their bond with their enchanted soul has only grown stronger, and they’re slowly becoming another person - one more similar to the Wiseman’s image.
- It takes a Demi-Djinn three OOC weeks to progress onto Tier Four.
Available SpellsThird Phase, Greater Shifting, The Wiseman’s Form: Holy Manifestation, Era Embodiment, Emotion Manipulation, Touch of Midas, Arming, Imaginary Realm, Retainment.
Tier Four
At this late stage of a Demi-Djinn’s tutelage, they no longer feel attached to the mortal realm, only finding themselves taking pleasure in what they do best. Upon this, their Third Phase has become slightly more alien to their original form.
- It takes a Demi-Djinn five OOC weeks to progress onto the final Tier, Tier Five.
Available SpellsMArt Creation, Dream Catcher, Blades of Blood, Playing Field.
Tier Five
A Demi-Djinn at the height of their abilities. They are as close to their predecessor’s image as ever, and now they find themselves surging with power, having conquered every single trial they’ve lived to face and conquered themselves at the cost of their original mind. There is no turning back.
Available Spells
Custom Zakhrifa Creation, Reincarnation.SpoilerGeneral Redlines
- Demi-Djinn takes five slots to learn. Cursed Djinn have all slots taken no matter what.
- Cursed Djinn are constantly at a single Tier, losing the abilities of an average Demi-Djinn.
- It takes a total of 5 OOC weeks to become T5.- Reincarnated Demi-Djinn do not need to relearn spells.
SpoilerFinal Words
OOC Purpose
This CA has been a WIP for almost a year now, and was more or less something to satisfy my writing-itch when I was bored. For LOTC standards, we wanted to make a CA that could be used in player events in unique ways as well as create something that heavily relies on the interactions between players so that people can meet new people.
Citations
Writers: @Xx_BloodStalk_xX, @Sorcerio, @FamilyGuyMoment5
Consultation: @Zacho, @Luciloo, @Witchlore, @Bhased, @Titanium430, @TheTri, @Unwillingly, @devvy, @Wizard of NOZ
A special thank you to @Johannfor allowing us to use his Sensory Illusion lore as a frame of reference for Imaginary Realm:
Change Log
Spoiler- Added Change Log
- Added Magic Slot Count
- Added clarification on Cursed Djinn
- Added clarification on Reincarnation
- Added clarification on half-race Demi-Djinn
- Added MArt Creation as an ability only Demi-Djinns may use
- Added additional redlines to Emotion Manipulation
- Added a redline to Reincarnation, making it non-attainable information ICly
- Added an OOC explanation to Era Embodiment
- Added clarification on the limitations of Eyes of the Wiseman
- Added clarification on Hardened Skin
- Added clarification on Aurum/Malflame weaknesses
- Shackle 4 has been given more leniency, and an OOC explanation has been added
- Added clarification and further redlines on Arming
- Cursed Djinn now have the opportunity to become Blessed Djinn.
- Added clarification on genus.
- Added clarification on when a Djinn can use MArt Creation.
- Implemented amendment.
- Implemented revision to Demi-Djinn and Cursed Djinn.
27/09/2023 - Amendment posted with changes to main lore:- Blades of Blood revised so that its enchantment can be applied to mundane wearable items, not just weapons.
- Regeneration will allow the Djinn to heal minor wounds (cuts/scratches/bruises) outside of combat and repair broken bones faster, but NOT major wounds (stab wounds) or internal damage on their organs (This was added with the intention to better clarify their ability to regenerate, as they were able to fix removed limbs but not minor things like scratches for some reason).
- Rivers of Wind clarification on its description to prevent powergaming. (Its wording implied it can fix any magical ailment when this isn't the case).
- Removed redline for Chameleon Cloak that you can't use it to dye your entire skin.
- Removed redline for Chameleon Cloak that the pigment of ink must be only one color.
- Changed a Djinn's affinity to mana detection (allows the Djinn more customization to how it looks).
- Removed Herobrine- A Djinn may now recall any of their own Zakhrifas to their location.
- Djinn can now shapeshift minor glamors to their characters [NON-COMBATIVE].
- Wearable Zakhrifas now have the ability to automatically adjust to the user's body, so a ring for example would shrink or expand to match the size of their finger.
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8 hours ago, Slorbin said:
make it edible <img src="> <img src="> <img src="> <img src=">
There is actually I reason why I specified Glimmerstone being inedible.
So, giving a tl;dr of the lore Glimmerstone can do three main things without the need for heavy player creativity; lighting paths, added detail to player items and murals amongst the dwarven community, as well as its ability to treat rusted metal.
I thought since Glimmerstone can do so much stuff already, I might as well make it inedible since I know someone is going to try and put it in their mouths.1 -
Glimmerstone
Art by @Spleen
Background
Found mainly in mines with low maintenance, this material was first recorded to have been found by one dwarven miner who had found a patch of them growing along the walls of his family’s private mine- which had been abandoned for years. The material was dubbed ‘Glimmerstone’ due to its texture and its likeness to many other minerals. Another quirk that was evident on first contact upon Glimmerstone was that when in complete darkness it proves specks of colored light across its outermost layer. For a good amount of time, not much was known about this material as many dwarves deemed it bad luck and unnecessary to remove from their mines due to how it lit their paths for them, saving them fossil fuels that they could use for many other uses.
Although this practice had not stayed for long, as it was quickly researched by more curious dwarves. Over the course of a few short years, Glimmerstone was found to not be the stone it had been named, but rather a fungus that only held a likeness to the minerals it looked like at first-glance. Along with this, they had found that the reason it only grew in man-made caves is because it only grows under very specific conditions. When miners use tools made from rusted metal, the particles of rust stick onto the walls of the cave and serve as food for the fungus to grow into its first state, something resembling white mold. It is speculated that the reason why Glimmerstone was not discovered earlier is because miners left their caves at the sight of the mold, or carelessly scraped it off due to the fear that it was bad for their health.Glimmerstone, in its natural state
Description (Raw Form)
In the present, Glimmerstone is known as a plant that bears resemblance to a brittle, brownish-red stone that clings to the walls of mines. It easily crumbles under the pressure of one’s hand, only to briefly release a harmless cloud of smoke, recognizable as its spores. When a few small patches of Glimmerstone have grown, it offers enough light to illuminate a small mine in the dark, the color of these small specks seeming to be random yet always holding one solid color per patch. Originating only from damp and dark environments, this fungi first appears as a white mold that feeds upon the rust it grows from. While it expands and hardens, its mycelium begins to grow outward and sticks to the walls it forms upon. Not long after it gains its hard exterior its outermost layer gains its thin specks of bioluminescent light, always holding a solid color that is bright enough to light a small area of the cave it's in, making it easy to spot. Regarding its size, Glimmerstone can vary from its smallest recorded diameter being 7.4 inches and 14.8 at its largest.
A ring lined with Glimmerstone paint
Applications (Raw Form)
Glimmerstone was first used in its natural and untouched state to light the many mines it inhabits. It has many uses now, although it is mainly used by dwarves due to the amount of time they spend underground. After it was studied however the dwarves found that even after the fungus has ceased to live it still retains its soft speckled glow. Due to this fact many craftsmen incorporate this fungus into their paints and ceramic clay by grinding it into such in order to give their works of art speckles of light, an example of this could be to have the lights of a Glimmerstone reveal its glow in black paint - proving stars in a mural of a night sky. Another use however is its effective property in treating rusted metal. Treating a ferrous weapon with Glimmerstone spores can allow it to restore its material while it grows. Although, if left alone for too long after it has fully grown, the Glimmerstone will damage the metal by eating away at small patches of it after consuming the rust. Fortunately, adding crushed Glimmerstone to a base of paint or water only seems to dull its affinity to eat away at metal and keeps the pattern of its unique glow intact.
SpoilerRed Lines (Raw Form)
- The hue of a single Glimmerstone’s light cannot be multicolored. The only colors that it can be are blue, green, yellow, pink, purple, red, orange, and white.
- The light of a Glimmerstone only carries itself in small specks that is binded to the plant itself, as well as not holding enough per patch to collect a ton of. Therefore, it is impossible to concentrate all of it into a specific area. It cannot replace something like Lunarite's brilliant gleam, or Night Glow's concentrated radiance.
- Glimmerstone cannot dissolve metal, but rather slightly dulls the edge of a blade or its surface after an extended period of time after it has fully grown.
- Glimmerstone is not safe to eat, the fungus producing a horrible stomach ache if consumed due to its terrible taste and heavy texture. This is in no way lethal, and simply acts as a flavorful consequence for someone who attempts to digest it.
- Glimmerstone easily crumbles after being squeezed into the palm of one's hand; it is also about as durable as any other fungus underwater, but under any heavy rapids it breaks apart. It does not wash off easily if it is mixed with any base or paint however.
Harvesting Method
Harvesting Glimmerstone is fairly straightforward, so long as one carries a steady hand and the right tools. To do so, one must first locate the roots spread under the base of the fungus, then must carefully scrape it away from the wall it is clinging to. If the roots are severed then the plant will end up dying, and if the Glimmerstone itself is broken, its spores will be released into the air and it will begin to wilt. These are the most common outcomes for failure. Otherwise if the roots are scraped away from the surface the Glimmerstone is growing upon then it has been successfully harvested.
To grow Glimmerstone from scratch, one must first locate some rust. The most common way of doing this is to take a piece of rusted metal and release the spores of Glimmerstone onto it, all the while having it be somewhere dark and moist for the fungus to grow nicely. After one month (24 OOC hours) the rust will begin to recede into a patch of white mold. The two months will consist of the Glimmerstone reaching adulthood in which the mold will begin to expand and then harden into its more well-known form. In conclusion, it takes three months (72 OOC hours) to grow Glimmerstone.SpoilerHarvesting Red Lines
- Increased pressure upon Glimmerstone will cause the plant to crumble into multiple pieces, forcing it to release its spores. This means that it has also ceased to live.
- Severing the roots from the Glimmerstone will result in the fungus dying, but it will still retain its unique bioluminescence.
- Glimmerstone takes three OOC days to grow from scratch, and a full patch cannot be grown unless from a pre-existing piece of the plant’s spores. The more rust there is, the more Glimmerstone will grow in a single patch.
- Since Glimmerstone is a player-signed material harvesting it is entirely up to a player's individual roleplay.
Item Description
A plant that fits in the palm of one’s hand, resembling a brownish-red stone in both texture and weight. This material is known as Glimmerstone; when in complete darkness, specks of solid light glow from the surface of this fungus to light one’s path.
SpoilerGeneral Red Lines
- Glimmerstone is a player-signed material, and does not require an ST signature.
- Glimmerstone nodes can be represented by generally any light source block to show different colors, such as a magma block.
- Glimmerstone can be represented by any item for the sake of convenience, but the standard are bricks or firework charges with dyes mixed in.
- It is possible for a druid to commune with Glimmerstone, due to it being a fungus. If its spores are released, it can no longer be communed with as it has technically ceased to live.
SpoilerFinal Words
Purpose
We wanted to provide a flavorful way to add onto dwarven architecture and we thought something like Glimmerstone offered enough to subtly add onto that without bringing something completely new to the mix.
Citations
Made by @Titanium430 and @Xx_BloodStalk_xX
Cover Art by @SpleenSpoilerChange Log:
- Changed the General Red Lines due to a copy/paste mistake. Important clarifications now added.- Added clarification on druidic communion.
- Added clarification on pre-existing redlines.
- Added clarification on Glimmerstone's raw form.
- Added clarification on the making of Glimmerstone-lined materials.
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I think it'll be fine so long as you remember how long ago it was you died
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1 hour ago, devvy said:
1) Status updates will be disabled for all users except members of staff. This is to help curve spamming and streamline any staff announcements that don't warrant an entire post.
will these be enforced to be for actual staff announcements rather than the [REDACTED] team spamming memes4 -
Welcome to the server bro, look forward to roleplaying with you sometime.
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awesome skins will
0
The Festival of St. Lucien
in Human Realms & Culture
Posted
The Dark Lord, Ser Dark Dael, straightens the sleeves of his coat. He prepares to attend the festival, after receiving a special (mostly imaginary) invite.