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  1. Thallassos Or Ketomancy The Songs of Sea Beasts “Come, ye wild things and the waves that come with ye-- Come, sea and swell, salt and brine, o tumultuous storm-- Come crash upon shores and let your children crawl forth-- The tide is high and the voice of Nerea calls to you!” -The Hymn of Okanus, translated from Ancient Crataein In an age long past and a land long forgotten by time, the vastness of the primordial world was ruled by the King of the Oceans and his people. They came to conquer the sea by the will of the depthless Fathoms themselves, for the sea is deep and dark and strange things dwell within. Before the great kingdoms of Man, the stalwart groves of the Elves, the bottomless riches of the Dwarves and the mighty reign of the Orcs, the Mother of the Sea and her children ruled. Her name was Dresdrasil: she was an Old One, an elder Goddess of yore. It is said that Dresdrasil first came from the sky. Her children and worshippers murmur that she once sat among the thrones that the Lords of Ruin, Knowledge, Companionship, and other burning mortal desires reign the world from but grew dissatisfied with simply looking down on the earth. Life was her charge, and the sea her cradle, but to be so far from one’s heart is a draining thing, Goddess or mortal alike, so the Mother of the Sea let herself fall from the skies and plunge into its waters. It was there that she settled herself at the very bottom of the Depths, making the unfathomable blackness of the deep her home and the birthplace of her children: Cephos, the King of the Ocean and a mighty many-limbed conqueror: Kavous, the Warlord of the Ocean’s armies and a hard-shelled warrior himself: Thetis, the Siren Princess, a beautiful yet deceitful creature: and the youngest, Nerea, the Sea Witch whom this story is about. Nerea was born under different circumstances than the rest. Her mother took a mortal form and wandered the shores for some time until she grew enamored with one of Malin’s very first folk. From their brief but impassioned love was born Nerea, a physical union of the land and the sea-- bearing the grace and form of a land-treader from the waist-upward but her family’s affinity for the ocean’s depths beneath that. Nerea’s demigodhood granted her a natural inclination towards magickal arts her mother was capable of, but without the boundless power. Scorned by her siblings for her dirtied heritage and abnormal appearance, she took to her studies and practiced the sorceries of the sea in isolation, only occasionally surfacing to gather audiences of mortal seafarers for her eldritch experimentation. Through years of careful research and practice she learned of the nature of flesh and the powers it bears: lifeforce, the brick and mortar of organic life. The Sea was brimming with its own life. Nerea’s mother had populated it with innumerable schools of fish and aquatic creatures, and they dwelled within a perpetual and natural cycle just as the hairy beasts upon the shore did. She came to realize the two were not so different, and saw this in the next fishing boat she dragged to her trench. Flesh could be shaped, and while she may not have her mother’s gift for making it anew, she could certainly change it. So her brood grew: twisted unisons of the earth and the sea, just as she was. All were welcome within her family, though not many were given a choice. She cared for each and every one as if they were her own children, however, and with enough time spent with her in the darkness of her watery abyss they came to love her in turn. Eventually their numbers grew large enough for Nerea to turn her sights to the coasts, and they marched until they came ashore at what is the present-day Blackwald. An army, amassed of a tangle of tentacles, claws, and gnashing jaws came crashing into a small fishing village built upon the base of the morass there, and the swamp was soaked with blood in a matter of hours. The few survivors were taken captive and brought to Nerea herself, who subjected them to her brightest innovation yet: from the lifeforce latent in her own flesh and blood, and a piece of coral from the reef that sheltered her home, she fashioned the very first Pelagia, a membraneous, pulsating organism vaguely resembling a bestial heart adorned with wriggling cilia and protruding coral. The village’s last surviving warrior had his beating heart wrenched from his chest and the cavity filled, flesh sutured shut by Nerea’s seawater. Within hours the parasite had bonded with his body and he was breathing once more, albeit an entirely changed person. The first being a glowing success, Nerea then had the rest of the survivors brought under her sway, one by one, until the first generation of the Thallassians were born, ready to sing their mother’s songs. “Splish splash, the great waves crash They grab you tight and pull you down Splish splash, the deep teeth nash A lord fit for the ocean’s crown” -Old Crataein children’s rhyme Thallassos-- the Art of Ketomancy Nerea’s school of magick is known to her and its practicers as Thallassos, and considered a sacred gift among them and the Ancient Crataeins whose history is chronicled elsewhere. To the common scholar of things magickal and eldritch, Thallassos might be more simply called Ketomancy, or the magick of sea beasts: deriving from the Crataein prefix Keto-. Brine The fundamental capabilities of Thallassos are all accomplished through the use of an ichorous seawater-like substance known as Brine. Brine is produced by the Pelagia within the caster, which feeds off of the lifeforce found within flesh of all kinds though much prefers the lifeforce flowing within the mage’s blood because for ease of access and its abundance. Brine is similar to warm seawater aside from a somewhat palpable density akin to lukewarm, loose gelatin and a vibrant glow running through it whose color can range from teal to shades of blue and blue-green. It is released from the host’s body through through holes and wounds in the flesh that give access to their veins, or orally-- though vomiting the substance is a weary and uncomfortable thing. The first bit of Brine must be produced from the body, though it is capable of reproducing and creating more of itself by feeding upon fresh flesh and blood outside of the body and growing. Naturally, the more lifeforce within a body is devoured, the larger the mass of Brine is allowed to grow. The Pelagia is capable of producing 5 gallons of Brine from the blood’s lifeforce before the fatigue becomes debilitating. This is enough to use for most rituals, curses, and basic combat skills; the lifeforce of an animal’s (or a mortal’s) corpse is recommended for maximum combative effectiveness, however. Brine is manipulated and maneuvered through a variety of songs called Hymns that are given power by the Pelagia within them, sung in a long-dead language called Crataein. The Thallassian’s vocal chords are transformed by it, allowing the caster to expend mana in order to weave eldritch song. This being said, Brine is at its most powerful when allowed into a body of water: it is capable of acclimating the water temporarily and turning it into a massive font from which to draw forth more Brine. Of course, the larger the body of water, the more can be pulled from it, and the longer it takes to be acclimated. Small sources (ponds, small sections of rivers) are affected in about a minute, medium sources (smaller lakes and larger sections of rivers) take about 5 minutes, and the largest sources (big lakes) take about ten minutes. Patches of oceans and seas, however, are almost immediately acclimated because they are ancient things: Dresdrasil’s descendants have lived and died for millenia within them and they are the place a Thallassian feels most at home. Thallassians, their Brine, and the accompanying Hymns are capable of a broad variety of abilities, most easily reduced to: - Manifestation. The Brine still truly originates from the sea, and can emulate phantasmal limbs and body parts of sea creatures. Acclimated water is a useful source for this. - Sea-calling. Aquatic animals and even the darker beasts of the ocean can be communed with and controlled quite like a Druid does with most plants and animals. The Thallassian’s Philios is found and bound to them with this. - Cursing. Brine can be forcefully ingested into beings of flesh in order to afflict them with a variety of ailments, like constant choking upon seawater. - Mending. Flesh can be sutured shut with Brine. - Anagennos. Commonly seen as ‘flesh-smithing’, Anagennos is capable of temporarily (and sometimes permanently) twisting limbs and body parts into marine shapes. As applies with Manifestation, the limits are only the caster’s creativity and how accurate to aquatic life the mutation is. The most experienced are able to shape and create sea-horrors called Ektromas. Brine Red Lines -Brine must emerge from a wound in the caster’s body first, no matter how little of it is created. You cannot use blood, a corpse, or acclimated water as a starting source. -Physical damage does not interrupt casting and manipulation of Brine. The Pelagia must be damaged. -Brine must remain within a proximity of 20 feet of the caster before it turns back into seawater. Thusly it can be contained and carried, but must be held nearby. -The amount of additional Brine created when it devours flesh is directly proportional to the flesh devoured. A small animal = 3 gallons. A medium animal = 5 gallons. A mortal corpse = 10 gallons. A large mortal corpse = 13 gallons. A large animal = 15 gallons. Manifestation “The sea is ripe for battle.” Hymn: Polemus, a rough, tumultuous melody. The caster’s Brine can be shaped into a variety of forums by this hymn, all in tune with the spirit of the ocean. Most common and utilitarian are the kraken’s limbs: long, prehensile tentacles which are effective at a variety of sizes and skill levels, and alone or in numbers. The most inexperienced of Thallassians are only capable of creating a tendril a meter in height and a tree branch in width, while the most practiced can shape tentacles the size of large trees-- provided they have the necessary Brine to do so. The amount of tentacles or other moving limbs and shapes they can concentrate on manipulating directly correlates to their tier. One, two, three, and so on. The shapes also must be made in emulation of a sea creature-- if it dwells in the ocean, then the Thallassian can imitate it with a manifestation. While the shapes created can never be entirely solid, a density similar to living flesh can be accomplished for brief periods of time to maximize the blunt force impact of the caster’s manifested limbs. -There isn’t much of a limit upon the size of a manifestation, aside from the necessity for more Brine to make it. The strict limits are their number. One for Tier 1 casters, two for Tier 2 casters, and so on. -A limb cannot be made solid enough to grapple a person for longer than thirty seconds. Anything beyond that will become rapidly depleting upon the caster’s stamina and their ability to sustain the manifestation. -If it’s a sea creature and your character is likely to have encountered it, your manifestation can mimic it. Entire animals cannot be created and controlled, only limbs/parts. Sea-Calling “Sing so loudly that even the deepest of things hear your song.” Hymn: Kano, an alluring and inviting melody. In line with their affinity for the sea and the things that dwell within it, a Thallassian is capable of a feat known as Sea-calling. It is mostly used to commune with and direct fish and other aquatic life, though it is capable of speaking to much greater things and is a key ritual in a Thallassian’s learning. Kano is a hymn that when sung draws the attention of nearby marine animals and brings them close to the source. Once brought, they can be questioned and spoken with. ((To be roleplayed by LT/Knowledgeable ET.)) Beyond simple communion with fish, however, is the bond a Thallassian makes with their Philios. The Philios is a large, unique sea beast directly tied to the Thallassian, for it is born of the heart that Nerea takes from them when their Pelagia is planted within their body which she sings apocrypha to before casting it to the waves. At the first tier, the creature is small, and as the Thallassian’s powers grow so does their Philios. Each is entirely different from the other and their shape and the sea creature they resemble is somewhat affected by the Thallassian themselves. A warrior may have a crab-like Philios, or one more inclined towards destruction may have something resembling a great kraken. The Philios is summonable at any coastal area so long as there is seawater, as it follows the intrinsic bond it has with its owner and stays as close as it can-- so long as it is still within the ocean. The Philios is able to be communed with like any other fish, though it is much more intelligent-- nearing a Descendant, even if it is naive like a child is at first. They are also capable of aiding the Thallassian in combat, which regular fish and creatures are not. -Sea-calling cannot be used to metagame information, so you cannot roleplay the creature you are speaking to. You must contact a member of the LT or an ET who knows the lore to roleplay as it. -Even if one is speaking to something like a shark, it cannot be directed into combat- only the Philios can. -The Philios gets no larger than a large minibus, size varying with form (within reason). Cursing “Drown, wretch.” Hymn: Katra, a haunting and frightening melody. A Thallassian is able to place a debilitating curse (these type of songs are known specifically as Katra) upon any who ingest their Brine-- voluntarily, accidentally, or even forcefully. The more Brine swallowed, the more severe the curse’s effects are upon the afflicted individual. There are three possible Katras, each one learned at tiers 1, 3, and 5, and each the same melody-- though with different words. Myxa- A person cursed with Myxa will find their body producing an irregular and discomforting amount of mucus from the skin’s pores with the telltale reek of low tide. Severity doesn’t vary much, aside from the amount of slime produced by the curse. Pnigomai- One afflicted with this Katra will find themselves periodically choking on an overwhelming amount of seawater to the point where drowning is a hazard if not attended to properly. Severity ranges from hourly bouts of suffocation to seawater flooding the lungs nonstop. Physoma- The final Katra learned by a Thallassian, and the most devastating upon another. Once Physoma is induced upon the body, it begins a gradual degeneration into rotting seaweed. It begins with the extremities and consumes the heart and brain last. The afflicted doesn’t feel much pain, the nerves being numbed and vanishing as they are transformed. The curse’s speed is increased by the amount of Brine swallowed before the Thallassian curses them. All Katras fade after either killing the afflicted or enough time passes. The Thallassian is able to prematurely withdraw the curse from the afflicted, resulting in a possible tool for interrogation, blackmail, or other reasons for torture. The magic of Tahariae’s clerics is capable of expunging them from a body, and Aeriel’s Ascended are able to take the curse upon themselves for the remainder of its duration. -A curse expires after the character it inhabits dies, the caster or its Pelagia dies, the caster withdraws it, it is healed away, or 2 OOC days pass. -The severity of a curse that can be applied reaches its maximum after 3 gallons of brine or the rough equivalency has been swallowed. Mending “The ocean is brimming with resplendent life, old and new.” Hymn: Epoulos, a soothing and gentle melody. Brine does have minor healing capabilities when applied to wounds in the flesh. With concentration and intent of the caster, and the right song, both flesh and muscle can be sutured shut gradually. While it is incapable of replacing material like bone and organs, gashes, rending, and rips in the body are easily sewn and restored by expending the lifeforce within the Brine used to heal the wound. The healing isn’t a terribly long process, and can be accomplished in a matter of half a minute, give or take more depending on the severity of the wound. -Limbs cannot be sewn back on. -Broken bones cannot be mended. -Missing body parts cannot be replaced. Anagennos “The Drowned Lady welcomes all to her family.” Hymn: Poiesis, a complex and tonally varying melody. The last hymn and the most difficult to execute of all a Thallassian’s repertoire, the ritual of Anagennos involves the shifting and creation of new flesh with Brine and a song to direct it. It is a closely-guarded secret taught only to the most trusted and experienced of Thallassians by Nerea, and reserved usually for executing her will. It makes the caster capable of inserting their Brine into a concentrated portion of a body, theirs or another’s, and then shaping it in a similar manner as their Manifestations and the hymn of Polemus. Similarly, they can only transform flesh in mimicry of aquatic life: cephalopod tentacles, crustacean claws, fins, teeth, and anything else imaginable. Gills can even be given to breathe underwater. These mutations are agonizing and permanently scarring if not executed properly, often resulting in flesh sloughing away and the need for amputation. They are also temporary and the affected body parts return to normal in about an Elven Day’s time through another bout of painful twisting. The initial warping occurs over a several-minute hymn from the caster. Despite the above, there is a single method of making Anagennos permanent in a body, and that is the creation of an Ektroma. They are akin to Nerea’s first children, the unfortunate sailors she dragged into the ocean and shaped at her will: an eldritch union of land and sea, mortal and monster, and a part of the Drowned Lady’s ‘family’. The ritual requires two Thallassians with knowledge of Anagennos, the presence of Nerea herself, and the unfortunate (or fortunate, if one accepts such a grisly fate) mortal who will be brought into the ocean’s fold. The mortal is bathed in the united Brine of both Thallassians while they sing the hymn until they drown within it and their body is consumed entirely, the Brine becoming saturated with their lifeforce. Nerea then draws their malleable soul from the pool and warps it to a new form of her choosing. The shapes she chooses for her new children are stitchings of aquatic creatures and Descendants: an elf with the legs of a squid and the spines of a venomous fish, or perhaps a human with the claws and shell of a crab and the jaws of a shark. Her dark mind and the imagination within it is the only boundary, and she often chooses mixtures she will see as assets. Once she has made her choice, she plants the soul within a heart of coral and submerges it in the pool of Brine where the Thallassians shape it into flesh to match the newly-fastened soul. The creature emerges with hazy memory of its past life and a new affinity for the ocean and its ‘mother’, ready to be sent into the world. However, Nerea and her followers are capable of using a body and soul ‘mulched’ this way to summon an Ektroma Colossa, a towering beast of the sea and one of Nerea’s oldest children. This requires the aid of an additional Thallassian present to break down the body, and then all three must partake with Nerea in a sea-calling to beckon forth the leviathan from the ancient depths of the world. -Anagennos mutations last only for 1 day OOC, or until the character is killed. -Mutated mortals and Ektroma are weak to both Ascended and Cleric magic. -A player’s OOC consent is required to make them into an Ektroma, whether they are willing or unwilling ICly. They must also create a creature app-- the underlying race for an Ektroma is ‘Necrolyte’. -An Ektroma Colossa can only be played by an ET/LT and its actions must be approved by whoever is in present control of Nerea. Amendment (As approved by the LT): Being and Roleplaying a Thallassian This section is mostly OOC information relating to proper emoting and roleplay. -All Hymns necessitate one emote’s time before their effects start to take hold. The wound can be opened in the caster’s body and the Hymn started in the same emote, but a Manifestation/Calling/Curse/Mending cannot begin in that emote. -Specify the name of the Hymn you are channeling in your emote. While this shouldn’t be IC information to anyone who hasn’t learned Thallassos, it is still necessary for legitimizing your roleplay and making sure you aren’t powergaming or metagaming by making it clear what spell you are preparing. -Manifestations require two full emotes to form themselves, regardless of their size or shape-- this is to reflect the corresponding and growing prowess of the Thallassian making them. -The density of a manifestation must be specified when it is created or when it changes. -While it is unreasonable to stay entirely mathematically accurate when it comes to the gallon sizes of Brine specified in the redlines, they must be adhered to within reasons, and are moreso ‘guidelines’. You can’t create a massive manifestation without the aid of a large amount of flesh and blood or a large body of water, etc. -Brine takes one emote to consume a small animal whole, two to consume a medium animal or a person’s corpse, and three to consume a large animal or a large corpse. The flesh and blood is dissolved and devoured quite like acid does to organic matter. -The Pelagia protrudes slightly as a bump in the flesh where the heart normally is, and does emit light in heartbeat-like pulsations. The color of the light matches the caster’s chosen Brine color. -The Pelagia and the vocal cords are the sources of the Thallassian’s power-- if either are damaged beyond use their magic no longer has a source. Their magic will not continue posthumously, for as soon as the caster dies or the Pelagia is destroyed the Brine loses all magical capability and becomes simple seawater upon the spot. -Thallassians are weak to Clerical magic, seeing as the organic intrusion of the Pelagia in their body makes them an impurity. -Being a Thallassian does not weaken your body, aside from the staminal drain of expending your mana for the hymns. One can wear armor and wield weaponry normally. -Your Philios’ shape is mostly up to you and your teacher: get creative with it as it grows and takes shape. When summoning it to a coast, after the Hymn emote, a Philios takes 3 emotes to arrive. -If things get confusing when combat roleplaying as your Philios, kindly request an ET/LT roleplay it for you if you’d like, and direct them to your MA if necessary for proof. -Don’t use your sea-calling to metagame information from fish and water creatures. The ET/LT playing them should do their best to avoid this, but don’t take advantage of them. -Don’t powergame your experience and capabilities beyond your tier. If you ever need to check in on what tier you should be at, speak with your teacher. -Don’t hinge your manifestations and mutations upon bizarre loopholes within animalia. The general rule to abide by is ‘if it lives in a sea or the ocean and people are able to encounter it, you can mimic it’. If you’re ever unsure about the legitimacy of your manifestation, ask your teacher. -Don’t roleplay an Ektroma without a CA. -There is no going back from becoming an Ektroma.
  2. So, I was browsing along the forums and saw this creative lore that hadn't really been put to use even though it was greatly thought of and written and I believe someone should develop from it. I give full props to these people of Lotc that were able to get this passed and create it and I wish to expand on that lore and a magic for those of the tainted, the blind (Scourge born, eyes cut out, regularly blind), disorded mentally and ones of an already evil background. (Not just one dealing with taking a pie from Little Suzy but I mean devilish and truly evil in mind) http://www.lordofthecraft.net/topic/91106-creature-lore-the-dark-ones-wip/ ~Dark'um Magic~ Dark Ones Relations As said in the lore for the Dark Ones, they are said to be visiting the realm of what is Anthos just to be on an academic quest for knowledge including materials, specimens, and why not mortals of the lands, roaming about with a vast brain of different collections of info that may be collected by these dark creatures. Some of the Dark Ones are more dedicated to this search for pure knowledge and even wish to dwell in this place even longer if that is what it takes. There attempts to speak and interact with mortals only seem to end in failure as their devilish and mysterious appearance begins to scare the mortals or their emotions start to engulf their logic as someone dares to gaze right upon them. Once and then, they are said to be some of the most deadly creatures to descend upon this world but not many are to have seen one without being killed within seconds. From the various encounters and incidents with them, there is a few that are not so scared as other... ones of a rather odd origin that don't seem to intake such a death defying image from them; the ones of the blind, twisted logic, and the devilish. These people are the ones most ignorant of one of the most savage enemies upon their presence yet have nothing more than likeness towards them. The Scourge Born, the ones born with disorders for mental thinking problems, corrupted, and the ones of the most twisted thinking are the only ones capable of looking mindlessly into the eyes of the Dark Ones in such an odd way, only accepted by the Dark Ones' ways. The Dark Ones are to have seen these mortals as advanced creatures as themselves, gazing to where eyes showing of intent to bring emotion and good to the world would be most in existent, only viewing of a soul-less creature that is stuck into this realm. The Dark Ones seem to take liking upon these people but it is rather rare for this to been seen since a smaller amount are only to be coming to this realm and tend to be secluded to themselves in their quests. Their awe in such "advanced" creatures in this realm captivates their self sufficient minds and brings them to try to create a relationship with these creatures (mortals) so that they may start to connect with them mentally. These mortals of this special up taking must accept their inviting request through the Dark Ones' communication. This is conjured up with a darker embrace within either contact our an "air hug" around such a mortal as runes along the skin of the Dark One would begin to glow a deep purple. Light waves would start to bend in a rather odd way around mortal's head which would appear as a blurring in light to others if they were to watch but an image of two purple, iridescent eyes would form into their thoughts which would appear as a vision to them. A dreary scream would then start to fill the air of the realm that would seem ear piercing and almost deadly to hear that would start to emit from the Dark One only to those not in its embrace of thinking. A voice of a respectable, weary sounding presence of an indication of high intelligence from its tone would start to fill the person's mind, in front of their conscience that would say something of such: ~Creature of the Advanced, thee of such of my kind left in such a realm should not have to scoundrel with such an intelligence without beholding it to me... others among me. Let us venture into our true advanced realm of such that no mortal may ever be revealed upon; dedication will be accounted on thee upon such but it is thy will to belong logically, in one with such creations. Thy is willing to behold what may lie ahead, for us?~ This correspondence in thinking to the Dark One's mind would be expanded for only a brief amount of time, giving not time for logic but for impulse of the creature (mortals) to respond in mind with a clear "Yes" or "No". In that moment, if to have said no, the creature would immediately attack such a mortal with this chance with their rage, viewing that they are not what they appear to be but another regular mortal, only scared of what the real logical development may be. The Acceptance In response of a mental "Yes", the creature (mortal) would begin to see a dark haze of what the mortal world appears to be... a smaller radius of what any other regular mortal would see and as if a dark smog would start to drift around. The Dark One would then begin to take upon the creature to be still in such a way to preserve their body for the Dark One. In this time, the Dark one would begin to touch the body of the creature at central nerve areas along the body that convey messages to their brain. The contact with the Dark One's mass to the creatures body would start to form a rune like piercing of the skin that would permanently embed itself into the creature's skin and would begin to connect to the creatures thinking and nervous system, beginning to give them enhancements to what senses they have. After this immediate process, the Dark One would begin to be able to constantly communicate with the other creature in a different way than what is usual with others of their kind, logical communication. The relationship of this connection between the creature and the Dark One would start develop if the creature would allow so by daily calling to them in a way of using their conscience, signalling to the Dark One to become a part of their realm (come back to Anthos) or to teleport themselves to the creature. These two would begin to enlighten each other upon what they both have come and soon to know. In this, the Dark One would begin to behold them more abilities and senses that would start to actually advance them to such a creation as itself. In equal to this, the mortal would begin to explain things of society, specimens, and even concepts to the Dark One to start to collect and return with. (Sub Topic) Runes Runes along the skin connecting to the central nervous system would only appear black (looking as a tatoo) to anyone that were to view them. But in cases of touching, these runes are extremely sensitive to touch and may cause something a burn to anything of a living mass (flesh, plant fiber, etc.) touching them due to their vast amount of dark energy supplied into them. When using their specialized senses or powers, these runes would begin to glow a purple shade with a bit of static appearance since Dark Ones bend light to communicate and this would be signalling the Dark One that the use of their Dark Energy would either be given to under case of respect and appreciation to the creature (mortal) or a denial (for not expressing gratitude and knowledge to the Dark One) that would end this experience, suddenly coming to an end with a loss of energy. Magical Attunement and Abilities As said in the Sub Topic (Runes) above, their magical abilities are only gained along the Dark One's favor. This would be related with RP with the Dark One and activity online (OOCly) with their connections and transferring of information. If being active and RPing with the Dark One, this would be giving favor to them which would enable them In game to use the magic. If being more inactive or not playing a character with such abilities, they would begin to lessen in the relationship with the Dark One and in which asking for approval of power use, it would be denied and make rather interesting RP for other players as well if this were to happen. This magic is still in use of mana from the void but concentrating it into a different way that would convert itself into dark pulses into the creature's body and nervous system (mortal). As the relationship of these two start to embark in time, as of thought, they would begin to grow in power and availability to other magic spells/abilities. Spells: Rift Walk: In concentration of dark pulses and bending of light waves to move through, the user would be able to teleport a distance of blocks that would grow as their progression would increase. This is used as communication actually for the Dark Ones in their usual realm but it is used for emergency and sense of fear in the realm of Anthos. It would begin to grow in amount of uses within the months (OOCly to come) and at the most powerful progression, they would be able to cast this a max of 3 times (needed mana converted to dark pulse would increase each time) and all 3 times would almost render them useless in battle, unless more dark pulses were gifted directly from the Dark One (A roll would be used) to the user which this may only be used once in such an instance. In addition, the user would begin to gain a headache of each use, all 3 uses may cause a stroke or someone to become unconsciousness if already using a great amount of energy. Null Sphere: A concentrated amount of Dark Energy would begin to be form a circular appearance that would appear 2D to any mortal and would be actually 3D to any creature (user) or Dark One due to their intensified senses. It would then be able to be sent out at a normal speed as a fireball would and would eat away any material it were to touch and it would increase in strength in amount of time known. It is not as nearly strong against nonliving materials such as iron and is very useful against living materials. The user's fingertips would feel a fire pain from this seeing that this is regular flesh and not a dense amount of Dark Energy that the Dark Ones are composed of. Unbound: Changing the basics of gravity from what is told in their realm, they are able to change what is usually know in the regular realm as "Gravity" into a form of "Anti-gravity" which they are able to concentrate to an extent. Then, they would be able to force these items within their radius at forceful speed at anything beyond them (to a reasonable distance, don't use that bad PG). After the use of this spell, the amount of dark pulses centered in their arms would weaken them and render them useless in their upper limbs from the numbing of nerves for a time depending on how powerfully they use this spell. This is only able to be used once in a situation, seeing it is extremely powerful. Indention: This is the conversion of dark pulses expelling outward around the user's body that would form them into a dreadful and extremely unnatural appearance that would be cause almost immediate fear. They would be able to model what is a Dark One but in a mortal way that is unappealing to the eyes. This may be used to scare someone off, show their "true form to someone" or even just for fun that could cause someone a heart attack. This wouldn't cause an alteration inside the user's body but an outside effect that would start to alter regular air particles into a more destructive gas from the damaging of their chemical composition. This could be inhaled by others around or even the user which could cause coughing and if consumed greatly, choking. The image would be of a mangled skull with a darkened aura, unnaturally unhinging its jaw with an abyssal stare, giving nothing but raw fear when seen. Senses and Changes As the senses of the Dark Ones are heightened, the senses of the user start to become slightly heightened as well with their progression in power and knowledge. The only reason these users are not given such high senses and advancement is like a racial curses; they belong to a flesh body with regular senses while starting to gain advantages from the Dark Ones' which evens out. The eyes of any user of this magic (if having eyes) would begin to turn a bright or darker purple depending on what happens in their reaction (You can roll for it or just choose). The user's eyesight would begin to lift from being totally disabled to being partially disabled (if having eyes) which they would only really be able to see in a 6 block radius and it would look as if smog was around them, slightly smearing what would be clearly seen by a regular mortal (clarity wise, not distance). The user's nerves in their thumbs and fingers would start to numb and basically be useless except for gripping something, loosing something that most wish to have. The user's hearing would actually be increased, starting to sense the slightest things that would be able to harm them if not accounted for. In addition, emotions would begin to alter into a scale of neutral feelings, rage, fear, and curiosity. Many of Dark'um users tend to have a problem with disclosing their magic from other people's views due to their sensitivity around things which starts to make them appear as something unnatural to regular mortals. (Suddenly twitching due to someone walking near or odd reflexes to someone going to give them a kind pat on the back). Transformation Not just a regular mortal gets to stay as they regularly are when accepting this offer, changes of body and their own future must occur. The process is called the "Transformation" which occurs when the user begins to evolve into a Dark One itself and it would loose all rational thinking and would be sent home to its home realm. This would mean there would be no returning to the creator nor being teleported back to this realm as they regularly were. As I stated from all the alterations above that occur, right before the complete transformation will start to proceed, the user's skin would change shades to a darker gray over the next few months and their thinking would begin to tip the scale of four total emotions to being neutral or enraged. As what usually happens, the user would shut themselves off from the real world and begin to overlook and comprehend what all they had collected and done within their life. This transformation process isn't able to be stopped by regular occurrences except for a large blessing/ritual done by the monks that could easily end up killing the user (Roll) or only by committing suicide would this end (Pk). There were about 20 images that really did a great job outlining this whole thing but it disabled them from being in this post so if you wish to see them, PM! Conclusion and Overview ·This magic may only be learned by those of the blind, mortals with disorders, and ones of pure corruption/taint. (Scourge Born or either corrupted for a rather long time) ·The only way to have a chance to have a chance for this would be for your character to see one ingame (I mean just an actual enderman) and either to /modreq it and take a screenshot as well to show proof since this chance should be as rare as even seeing one so. Then there would be the actual RP part that a GM would play as (The Dark One) and your character would communicate and choose the decision. ·Dark pulses would be used in a quick conversion of mana for this magic; it is mana for such abilities of the Dark Ones which gives them their iridescent bright color of purple and appears as nerve pulses. ·The body and mainly the nervous system would begin to diminish in strength while learning this. Although hearing and sense of fear/death is highly extended; this doesn't mean they are able to dodge ever attack randomly but for a logical reason. I would suggest rolling if someone is personally trying to sneak up on them since they do have that heightened sense. ·RPing as with this magic needs to be those dedicated to the RP, practiced in Magic RP, and ones that have usually been here in the server for a good amount of time. Not saying this shouldn't be a chance for newer players but I really do wish for this magic to bring another more evil and odd aspect to RP situations, literature, and myths ingame. ·Runes should be RPly added to the user's skin and included into the description so this distinctive thing can be recognized by others ingame. ·None of these forms of spells are any other sorts of magic. It may appear as if Unbound is a telekinesis magic but it isn't at all, this magic is uncontrollable and rather more sudden than synthesized than telekinesis. ·The main goal of Dark Ones is to collect and gain more knowledge as that will also become a main goal of the user, surely hoping they would RP as having interest in anything unknown to them. ·Rift walk is a teleportation spell and done by reflexes rather than on control. This would leave the user out of breath for a few moments in time right after this since it would take out quite a bit of energy from them. ·Lastly in the magic conclusions, this smaller range of spells isn't the max of the creativity you can have; go along and create more interest spells using this magic but try to ask the creator (bulldogsoccer8) of this magic lore if it is actually related and reasonable to this magic or ask a GM/Admin if this idea of yours is acceptable at all (Whether it could cause PG/MG problems or just too unreal) ·The transformation ending would basically be the end of the character, nothing more and nothing less to do other than be content with the RP you have conducted! ·I wish to create more lore for the ones none as the trash and unusable of Lotc, lets have something more for those less fortunate of RP causes. In addition, I wish for this to be another Dark Arts Magic/Lore proposal to where you do not have to be a necromancer since they are so closed off, leaving little chance for others that do not have the chance to become a necromancer. ·Open to suggestions and tips of what I have messed up on in this. Have written quite a lot of words, about 3,000 (more or less), so please don't be make the troll posts or really rude comments including sarcasm (Craycray should be allowed to :D). I ask this since I do not wish to deal with such and I wish for this to be a clean, nice proposal. And Lago, I am still pushing for this to be accepted either now or in 4.0 so. ·Since the user's are mortal (have flesh), they do not take the elements as more of a harm than usual and I also inlcude the sunlight in this. A lot of users tend not to be as fond of the sunlight so it is their choice whether or not to be; I recommend you do to give off a mysterious or knowledgeable looking presence that could even add to RP conversation. · PM me ingame or on the forums for any more questions!
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