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  1. ❀✿==------------------------------==✿❀ ❀✿==--------------- ---------------==✿❀ Source It is said that beneath the light of a full and pale moon, the border between the realm of the fae and the mortal world is at its thinnest. During these twilight hours, a faint spore or seed might slip through a fae ring, the contact points of these realms, and out into the mortal world. These journeymen of the fae will seek to root, and grow, and thrive in this new world. Yet they stand alone and vulnerable, so they seek out a host to bond with. Descendants, bearers of superior souls, are the perfect hosts for this transformation. The plant, upon its full growth, shall reach out and draw in a soul which it finds most suitable with melodic calls that the descendant will find intensely difficult to reject. Should the descendant be brought before the otherworldly plant, they will be bid to rest and let their body be devoured. In this act, the plant will bind its soul to that of the descendant, before fundamentally remaking their new companion’s body from the very fibers of the plant’s own form. Leaves for hair, heartwood for bones, all will be changed until not even the divine recognizes the cursed as a child of the four. Redlines ❀✿==------------------------------==✿❀ The Fae Plant ❀✿==--------------- ---------------==✿❀ Source Within the Fae Realm, truly magical and wondrous plantlife is even more common than their mundane cousins in the material world. While ordinary amongst their own kind, in the mortal realm they are often outlandish spires of luminescence or abnormal size. To the epiphyte, the fae plant is like a beloved friend and favored child all at once. Even should an epiphyte experience the most traumatic of transformations and despise their own cursed existence, they will still find the plant utterly faultless in their eyes. For in truth, the plant warps body, mind, and soul alike, ensuring their bonded soul is as suited for the fae’s needs as possible. The needs of their plant, especially should it come into danger, will come before all else. To reject the needs of the fae plant is a feat of extreme willpower. Wounds upon the fae plant will also mirror, to a minor degree, upon the epiphyte after some time. For instance, should an axe be chopped into the side of an epiphyte's tree, a scrape or shallow cut might appear on the body of the epiphyte. Should the plant’s body die entirely, a sense of despair and horrific pain will soon overwhelm the epiphyte until they replant their kin. Fae plants are similar to but not exact replicas of their mundane counterparts. A fae oak might have pink leaves which glow softly in the night air, while a toadstool might grow to a tremendous size and bear multiple fruiting bodies. The number and variety of these traits is rather extensive, but a plant will always present at least one of the following: Abnormal Size: A fae plant might be significantly larger than its mundane counterpart, though never larger than an oak tree. For instance, a mere dandelion might possess a flower that blooms to the size of a large pumpkin. Mana Luminescence: All fae plants bear potent ‘fae energy’ which can sometimes radiate off of the plant from specific sections of the body. This color will sometimes, but not always, correlate with their epiphyte’s aura color. These lights can sometimes even branch off from the plant, floating about it like fireflies or similar. Variant Coloration: Colors which stray from those of their natural counterparts. For instance, a rose bush epiphyte might possess pearly white bark and flowers of a deep black. Demifae Menagerie: Occasionally, small critters might be caught or pass within the range of the fae plant’s roots, brought back in a similar manner to the epiphyte themselves. For instance, a moth around a fae flytrap might bear wings made of the plant’s maw. Irregular Growth: Fae plants will often be shaped in a noticeably different way from their counterparts in the mundane realm. A pine tree could curve into a crook or spiral for instance, or a fungi could possess multiple fruiting bodies. Kuila Formations: In rare circumstances, often manifesting in the fae plants of druids, formations of kuila crystal might begin to encrust the plant. A giant fae pumpkin might bristle with evergreen kuila crystal, for instance. Redlines ❀✿==------------------------------==✿❀ The Epiphyte ❀✿==--------------- ---------------==✿❀ Source Epiphytes exist essentially as a collection of plant material which bears a close resemblance to their original self. Despite this similar appearance, not one part of their body is of their old descendant self, all fundamentally remade out of the same material as their fae plant. Their existence is that of a demifae, not born as a fae but sharing many of the same properties and weaknesses of their eternal cousins. While the descendant a fae plant chooses seems random, the correlation between the plant and the traits of said descendant suggests the fae plant may purposefully lure souls which resonate with it the best to ensure a strong bond. Epiphytes come in three varieties. Dryophytes, those traditionally called dryads, are epiphytes bound to a fae tree of some variety. Bryophytes are epiphytes bound to a herbaceous, non-tree plant, while saprophytes are epiphytes bound to fungal organisms. These different kinds might possess minor differences depending on their type. A bryophyte bound to a fly trap might be purely carnivorous and require consistent light exposure, while a saprophyte can often eat even decomposing material and will grow sick when in the light for too long. In order to properly move, the plant material composing an epiphyte is softened to a degree that is at best equivalent to that of a descendant. This means the bark skin of a dryophyte will be no tougher than ordinary descendant skin. Epiphytes retain the same lifespan of their original descendant race as well, as well as retaining the curses from said race upon themselves. Epiphytes bear several strengths and weaknesses associated with their plant-based demifae nature: Strengths Natural: Being demifae composed of natural material, druidic blight healing will bear an effect upon them. Additionally, they can go within areas of extreme fae influence, such as a fae ring, as if they were a druid. Living plant matter set against their form will also be maintained, allowing an epiphyte to occasionally have such things growing against them. Environmental: Epiphytes inherit the environmental tolerance of their plant. For instance, the epiphyte of a cactus will find themselves much more suited to a dry and hot environment. This only applies to circumstantial environmental effects and nothing else. A tree resistant to fire will not make the epiphyte any more resistant to fire than the average descendant. Weaknesses Corruptive Magics: Epiphytes have a natural disdain for voidal magic and dark magics natural to all of their fae cousins. The casting of a dark or void spell within 10 meters of them will cause the epiphyte to grow somewhat nauseous. This nausea becomes too debilitating to focus within the range of a proper voidal influence, such as a voidstalker, voidal obelisk, or voidal tear. Greater sources of these, or spells which corrupt specifically, might blight the epiphyte akin to a tree lord. When blighted (which takes at most 2 weeks after exposure) the epiphyte will become a feral and violent husk of their former selves until cured by druidic means. Holy Magics: As beings with altered souls, holy magics such as paladinism will grant no succor to an epiphyte. No healing, bolstering, or beneficial effects can be bestowed on the epiphyte even as collateral. Azhl: The bane of all fae, azhl will afflict the epiphyte with a blight that fully corrupts them within 10 emotes of a wound upon flesh. Their body grows withered and rotten, the effects of azhl anemia fully setting in until cured by druidic or other means. Epiphytes so innately despise the metal that even seeing it will cause a great surge of hatred to well up towards the metal. Thanhium: Thanhic poisoning will, along with disabling all of the epiphyte's abilities, cause their connection with the fae plant to become disrupted, no longer able to tell where their plant is innately. This will send the epiphyte into a wild, panicked frenzy until they are able to confirm the safety of their plant. Fire: Being made of floral material, epiphytes are somewhat easier to burn than most descendants. Burns will increase by one degree from what they would yield normal. This applies to all forms of fire, both magical and mundane, including dragonsflame and malflame. Aurum: Due to their connection to a plane beyond the material, aurum will afflict a searing pain should it strike into their flesh. The pain is proportional to the size of the wound inflicted, with a pin prick being barely noticeable and a full slash being debilitating. General Epiphyte Redlines ❀✿==------------------------------==✿❀ The Cycle of Rebirth ❀✿ ✿❀ Source The natural world is a thing of constant cycles. Things grow only to recede and grow again, like the wax and wane of the pale moon. Being brought within nature’s grasp is no excuse to forgo participation in this cycle. The bodies of epiphytes are made from a material which is not designed to handle the strain of decades of movement, and so they must constantly be reborn again and again. In 10 to 50 year cycles, the epiphyte will experience a passage of seasons, their body growing more vibrant only to fade and shrivel away. A new body will be born from the fae plant, fully developed though often lost and confused. Memories slowly will return to them or, in rare cases, not at all. Epiphytes undergo this process in four loose “seasons:’ The Season of Youth, Spring: After their first transformation, or after each rebirth, epiphytes will find themselves like a youthful sprout, often with floral features which have not fully developed or bloomed. Sometimes epiphytes in this stage will experience a flux in personality due to the uncertainty of their changing life. Epiphytes of this stage appear youthful but never childlike, akin to elves. The Season of Vibrance, Summer: The ‘default’ state of most epiphytes, and often the longest season of their cycle. By this stage, the turmoil of transformation has usually passed, especially after future rebirths, allowing them to be a more accurate depiction of their true selves. The Season of Wisdom, Autumn: As their next rebirth approaches, epiphytes will begin to show graceful signs of ‘aging’ as their body wears down. Slight wrinkles where there were none, autumnal colors, slight fungal growths across the skin, and many other things are possible in this state. The Season of Dimming, Winter: The final stage which foretells the approach of a rebirth, epiphytes in their winter season will often display full browning, decay, or shedding of their foliage. Their bodies often become more and more withered and ragged the closer they get to their rebirth. Emotions will often flux during this stage, sometimes leading to foreboding despair but other times to relieved acceptance. Each rebirth can result in a shift in appearance, the form drifting more and more from that of the original descendant. Feet might become collections of roots, hair foliage might become more inflexible and inhuman, growths might sprout from their limbs, and in the cases of plants which have had animal corpses left in their roots animalistic features such as horns or cloven hooves might present themselves. These changes are progressive rather than happening instantly, growing more notable with each rebirth. The connection between souls will grow between each rebirth, growing too strong for even the aspects to sever by the sixth rebirth. At the six rebirth at the latest, the souls will be so entwined that the epiphytes will be pulled with the plant on their final death, fated to be reborn as a great fae plant and produce more seeds, continuing the eternal cycle. Redlines ❀✿==------------------------------==✿❀ Abilities ❀✿==--------------- ---------------==✿❀ Source Connection [Non Combative] [Passive] Innate to all epiphytes is the connection to the fae plant. Epiphytes are constantly aware of where their fae plant is, able to feel the sensations it experiences, and even able to empathically communicate with them should they be close enough. This communication is something deeper and more emotional than anything possible with the mortal tongue, or even druidic communion. Additionally, epiphytes may manifest their connection in the form of animated plant material of their fae plant. This can be something such as a bird made of swirling petals, a spider of fungal mycelium, or merely a very lively clump of leaves. These manifestations bear the personality of the fae plant, though it is not truly the plant in the flesh. Sowing [Combative] Epiphytes, being fundamentally kin to the plant which created them, can produce seeds of the mundane variety of their plant continuously. While this has no application in a combative situation on its own, these seeds can be used by druids for the growth spell in combat as any mundane seed could. Performing sowing in a combative situation requires at least [1] emote to perform, scattering seeds over a 1 meter by 1 meter section of ground. Out of combat, should a fae plant die or be in an area of extreme danger such as within the radius of a voidal tear, an epiphyte may produce a single fae seed with a great deal of pain and effort. Producing this seed will immediately cause the fae plant to shrivel and die, its soul transferring over when the new plant has been put into the earth. Budding [Combative] To all fae plants, the ability to mimic organic matter with their own floral material is an inherent quality, one that the epiphyte is themselves able to reproduce to a minor degree. In [2] emotes in combative situations, an epiphyte can cause a floral item to sprout from their body. This floral item is made of the same material as them but mimics the properties of the herb or plant from which it was copied. This herb may then be cut from their body and used, or left to remain on their body. Should an epiphyte understand perfectly how to process a herb, they may instead cause a salve or liquid to seep from a finger, possessing the properties of that processed herb. Uniquely, only the beneficial properties of herbs are copied this way. Regrowing [Non Combative] [Passive] Being floral beings, the way an epiphyte’s body regenerates is fundamentally different and more potent than a descendant. Out of combat, minor wounds such as scrapes and such will heal within at most a narrative hour without intervention. Moderate wounds, such as fractured bones, shallow wounds, second degree or lesser burns or similar will require a narrative day to heal, and only sometimes require medical attention. Major wounds, such as deep wounds, punctured organs of most kinds, broken bones, or third degree burns and similar, require medical action to be performed before then lest it become infected or the epiphyte bleed out in most cases, though they will fully heal after an ooc day. Extreme wounds, such as severed limbs, lost eyes, brain injuries, or similar will require an ooc week to fully recover, and will almost always require some form of immediate medical treatment. Quaking [Non Combative] Epiphytes, much like the slumbering kin of the weald, possess a minor ability to ‘awaken’ their body to produce various effects when not under strain. Be this moving their floral hair, producing and manipulating clouds of leaves or petals, changing coloration, causing parts of their body to glow or shimmer, project seeds at annoying individuals, or any other other harmless flavorful action which the epiphyte might produce, using their floral material and floral items they have consumed. Unlike quaking, budding cannot make permanent creations or alterations. All uses of quaking take at least [1] emote to perform. ❀✿==------------------------------==✿❀ (OOC) ❀✿==------------------------------==✿❀ ❀✿==------------------------------==✿❀ Source
  2. Side Effects For the Voidal Attuned When one has been connected to the void for such a long time, practicing arts with the use of it, most will find that the void can be seen as an extension of themselves. Connection can be similar to a reflex, happening suddenly and on accident as an involuntary act to the mage. A skilled earth evocationist might cough out some sand, and a fire evocation might sneeze out sparks. These occurrences are simple, and seem to correlate with whatever subtype a mage practices. The connection to the void is an unnatural thing, but after some years of constant use, the mind will be used to this connection and deem it as a natural occurrence that happens often. There grows the reflex to suddenly connect. These sudden sneezes, hiccups, and other things can be surprising, but have no adverse, or beneficial effects to them. One cannot be injured by these sudden quirks. (OOC and Redlines) Essentially just an aesthetic thing, and give more opportunities for RP, all for simple fun. It can be to spice up some slice-of-life, or let it slip that your character is a mage. Just some nice and fun fluff stuff. Redlines: - Only applies to voidal magics. - Effects are harmless, one cannot be burned by a fiery sneeze. - Subtype needs to be mastered, must be T5. -Must be in reason, nothing crazy or too out there.
  3. -=-=- Shades, Wielders of the Tenebrous -=-=- ---==---==---+---==---==[~]==---==---+---==---==--- ---==---==---+---==---==[~]==---==---+---==---==--- [Atmospheric Music] -==- Key Words: 'Corrupted section/part/piece/etc': The part of the Shade's soul that is cursed by the Shade Gem and thus made darker. 'Amber': The substance used by Shades for their magic. 'Original': The soul as it was before being corrupted. 'Convert': The act of corrupting and warping normal mana to create the useful Amber. 'Aknu'gul': The Shade Gem. 'Daeva': The Foretakers of Aknu'gul and Masters of the Shades. 'Imbuing': Casting with Amber latching on, creating unique effects. -==- Shades. Hailing from Aegis, these corrupt and twisted souls have featured in both bedtime stories and real life horrors. Hosting a demonic alter ego, their unpredictable and oftentimes violent ways have made both enemies and friends alike fear them. Each of these accursed beings wields an arsenal of corrupted dark, poised to strike, maul and tear any and all who dare oppose them. And yet... they, too, suffer. Power comes at a cost. As a moth’s wings burn when they near the flames, so too do the Shades bear the burdens of greed. It is said there is no rest for the wicked, though few know the origin of this saying better than the Shades themselves, for both their waking and slumbering lives are plagued with voices and nightmares too cruel and horrid to ever recount. The origins of these fiends goes far back. A man named Rilath, versed in the arcane arts and seeking greater power and knowledge, would chance upon a gem - forged by Iblees itself - that would corrupt his soul to his very core. Arguably the first Shade, this creature was never tormented for it was never anything but a Shade. Unbeknownst to Rilath, a series of events were already set in motion, and the First Father would roam the world for many more years until he found a way to spread his twisted legacy. What was once one could now become two. By then, fate had long been decided, and the indisputable die of time had been cast. The rest, as they say, is history. -=-=- The Shade Itself; a Veritable Demon -=-=- ---==---==---+---==---==[~]==---==---+---==---==--- ---==---==---+---==---==[~]==---==---+---==---==--- Many, if not all, who hear of the creatures named ‘Shades’ would wrongly believe that they are merely one being. For those that do, a far darker truth lays just below their innocent assumption. Each ‘Shade’ is cursed with a corrupted section of their very soul, existing in tandem with theirs. Acting as a twisted mirror of their own self, this Corrupted reflection is what provides the Shades with both their powers and their curse; an entirely new presence. This new presence would continuously funnel a blackened substance called 'Amber' from the Shade Gem it is bound to, allowing the Shades to manipulate it with their own mana. Additionally, Shades may convert small amounts of mana around them into this Amber in much the same way their Gem does, but at a far lower rate. Over time, this being grows, being able to create (slightly more) and hold (far more) Amber as it becomes more powerful. Generally, the more the Corrupted section has grown (over time), the more Amber they can create and hold, with holding more becoming easier and greater with practice. Time dictates the maximum amount held, but a limit is involuntarily placed on the size of the pool of Amber. This is because the Shade is unable to hold more Amber than they are able to use with their current mana pool. Older Shades, therefor, have far more Amber to use than younger ones, but not unlimited amounts. After the Corrupted part has grown enough, it becomes almost permanently bound to the Original being, and neither may part from the other as both will have spread roots too deep to be separable. Trapped within the same body, these polar beings are often found fighting for control. Being the first holder of the mortal frame, the Original Soul shall have the upper hand for the majority of the time, though the separate consciousness of the Corrupted region would continuously strive to weaken the resolve of the Original. This is typically done by sowing doubt in the Original’s mind, making them see, hear and feel things that are not present, as well as plaguing their sleep with nightmares too horrid to imagine. Most Shades (as they are collectively called) forgo sleep almost entirely because of this, preferring exhaustion over the terrors of the night. This, however, forms a vicious cycle; the demonic influence is able to press more convincing sights and whispers which the Original accepts as true due to being too exhausted to drown them all out. This then causes them further mental exhaustion, which leads to less sleep which continues on until the twisted reflection of the Original soul is able to take over the much coveted body. As if trapped in a never-ending, personal torture, Shades are almost unable to bring themselves to suicide, either. Though it is possible to end their lives, it may not be doable. When in a situation where they would simply end their life, their fragile state of mind allows the Corrupt being to take control and prevent the action, and may even lead to the complete take over of the Original person, as their mind may be unwilling to continue, anyway, and simply not struggle against the Corrupt part's advances. Another effect of this is the Shade taking over when the Original is in grave danger or when grave wounds are inflicted upon them, for the Corrupt being does not ever wish to die but thrive. This has lead to seemingly knocked-out Shades rising a moment later, the being within them forcing the body to awaken. Red lines: Shades, whilst capable of being healed by holy magic, are pained by such. It is a burning sensation that can be unbearable. The corruption on a Shade’s soul is such that those connected to a deity (Druids, Paladins, etc) are incapable of hosting it, as their souls are preserved by the veil. Disconnection is required BEFORE becoming a Shade. The downsides/sleeplessness/etc of having a Shade MUST be RPed. It’s almost never that you will find a springy, wide-awake Shade. A Shade can be purged from a person via Holy Magics, but it requires the OOC consent of the player AND an appropriate amount of Holy power. A Shadeling needs less holy magic to purge their Shade than a Shade Father needs, for example. Shades do NOT feed off or use ANY of Iblees' power any more. It is all internal, now. Thusly, Iblees can't control them as it was assumed could be done last time Iblees came into power. Though a knocked-out Shade may be awaken by being taken over, this does not allow them to do so instantly. It must follow REALISTIC knock-out times (which, in reality, is extremely short; research if in doubt), though they could be a tinge faster. Additionally, the Shade cannot suddenly wake up from sleep if danger nears, since they would have no means of detecting it. -=-=- The Boon; Power Over the Caliginous -=-=- ---==---==---+---==---==[~]==---==---+---==---==--- ---==---==---+---==---==[~]==---==---+---==---==--- As if a side-effect of their corruption, Shades are given the power to manipulate their twisted Amber, as well as the ability to further create more Amber. As their corrupted counterpart funnels Amber, the Shade as a whole is capable of using this substance. Doing so draws upon the corrupted ‘reflection’, bringing their capabilities to the surface so that the Shade may manipulate the Amber to their whim. Though this puts them at a position of weakness in terms of resisting the opposing presence, it allows them to use the boon as a whole. Manipulation of Amber The first ability a Shade possesses is the prerequisite to using the second. The manipulation of Amber allows the Shade to create shapes and forms, as well as create limb-like extensions called ‘tendrils’. With enough practice, this magic becomes second nature; as easy to perform as moving one’s own body. Each Shade is capable of honing their Amber to a razor edge, and can alter the density so it is similar to steel of all sorts. Doing so requires more effort, and thus it is usually only applied to end parts of tendrils or weapons. Additionally, the temperature of the Amber may be manipulated, allowing it to grow as hot as fire or as cold as ice, however doing so could affect the Shade as much as the intended target, considering the corrupt substance is connected to them. Other than limbs and solid shapes, Shades can form liquid and even gaseous forms, changing the density and temperature of their Amber at will and even having the capability of adding additional effects, such forming a strand of thin blackness that sticks to objects, or a slipping spill on the floor that holds almost no friction. As long as it is somehow connected to the Shade’s form (be it via a tendril or by some other, direct method), the Amber is under their command, though manipulating distant forms is more strenuous than nearer forms. If the manipulated Amber were to break away from the Shade, it begins to fade away in a dark mist, though it can be reclaimed if re-attached. Holy magics are able to further push back these unholy tendrils and formations, though a common blade may serve just as efficient at disconnecting the corruption from the Shade, thus severing their control over it. Wards and anti-magic (should the users of either understand Shade magic well enough to disrupt it) do not send the Amber or spell to the void, but instead forces the Shade to reclaim it, or cause the Amber to become limp/lose control. This is because the Amber is inherently bound to the Shade, and yanking it away into the void by conventional means is not possible. Holy magics catered toward such corruption are capable of pushing back the vicious tendrils of shades, too. Odd is the fact, then, that Amber is not entirely physical, and is capable of cutting and affecting spectral beings such as ghosts. Though it is no way near as powerful as aurum in this regard, it is more capable than mundane items in interacting with these spectral things. Red lines: Tendrils and other creations MUST connect back to the Shade controlling them. If they don’t, the Shade no longer has control over them. Once disconnected from a the Shade, Amber begins to fade away in flakes of blackness. Summoned things are only as malleable as their density, hardness and temperature allows. You can’t have an entire tendril as hard as solid steel bending and flexing like rubber. Whilst tendrils have no technical limit in how strong they can be, the stronger a tendril is made the more mana is used up. It is more difficult to make denser creations. Thusly - for most shades - only the area near the tip of a tendril can be fully hard, with the rest ranging in strength. The further away from a Shade, the harder the magic is to manipulate and control. At greater than twenty meters away, it is not manipulatable enough for most combat uses. They are far easier to cut with holy magics and weapons with wards. Using the magic is akin to physical exercise; when performed, it can be sustained for long, but after doing so, one becomes exhausted. Additionally, line of sight and mobility aren't required for Shade magic to be done. Though using Shade Magic requires a tell, it needn't be 'Black Eyes'. It must be present and visible, however. If used against spectral beings, it does some damage, but not nearly as much damage as aurum. Conversion of External Mana into Amber The second ability is the corrupting of mana outside of the Shade’s own pool and converting it to Amber in much the same way the Shade Gem does (but at a far lesser rate and quantity). This simply requires the Shade to make their own, corrupted Amber touch with the mana they wish to convert, and the process of conversion occurs, with Amber gradually converting mana to more Amber. Some Amber may remain in the target of the conversion, but the organism that hosts the mana would eventually reject it, burning it away as dark flakes and replacing it with harmless, normal mana. Converting the mana of any organism causes it to feel a sense of impending doom, as well as a terrible feeling of dread and fear. Some other quirks of Shade magic may appear, such as hearing voices or even seeing flashes of their greatest fears or having them appear in the corners of their vision. The duration of this effect depends on how much of the target's mana has been converted, and can even be permanent (if the target OOCly chooses for it to be), though this is a more technically difficult event. For inanimate or lesser sources of mana, Amber may be forced to remain, capable of leaving black patterns on rocks or even imbuing markings upon skin. It may even manifest as small shapes and physical, three-dimensional protrusions, but these are purely aesthetic. Red lines: It takes more time to convert more mana. The more mana converted, the more time it takes to dispel. The target of the mana conversion DOESN'T gain or inherit Shadedom via this method. Creatures with souls will always have more mana than things without. Any protrusions made are functionally useless. They are for aesthetics only. Imbuing Spells with Amber The third use of Shade magic would be utilisation of Amber in conjunction with normal spellcasting. Though the mage is perfectly capable of using their mana without imbuing it with Amber, they may instead choose otherwise. It would apply Shade-like effects to the magic used, ranging from making illusions darker and more nightmare-like to creating dark flames. Though the benefits and uses of imbuing spells is obvious, the drawback would be the weakness to Holy magics that cater to corruption. Red lines: Imbuing magic with Amber does not make it any more powerful. When spells convert the mana of those they hit, it cannot be used by the Shade. Instead, the described effect occurs. The spells can’t go beyond the limits set by the ‘Magical Alterations’ section (found below). Ambercrafting; Dark Terrain The fourth and final application of Amber would be the binding of it to inanimate sources of mana. This means that a Shade may create structures and forms with their darkened substance and ‘anchor’ it, so to speak, by connecting them to a source of mana (such as thanhium or a mana obelisk) and allowing the structures to convert this mana into Amber. This way, organic-like structures can be crafted and kept in place by a Shade, provided they supply a source of mana to the creation, allowing them to forge their own domains of writhing tendrils and blackened constructions. Additionally, Ambercrafts can be formed without any sources of mana nearby IF it is near the Shade Gem, being provide Amber directly from that, instead. It is also capable of being bound to more portable sources of mana, should the Shade choose to do so. Red lines: These structures, whilst appearing ‘alive’ and capable of movement, are neither sentient nor capable of aggressively defending an area on their own (i.e. actively attacking intruders). These formations are merely for aesthetic and tool-based purposes (i.e. to serve as a 'dark throne', 'black door' or 'dark sword'). The source of mana is not altered in any way by this, and could run out (e.g. if it is a mana obelisk). -=-=- Magical Alterations -=-=- ---==---==---+---==---==[~]==---==---+---==---==--- ---==---==---+---==---==[~]==---==---+---==---==--- Upon imbuing the magic with Amber, the following changes occur to the Shade’s magic: Arcane Alteration: Transfiguration: Shade magic can be enchanted into things, though it would not be at the control of the enchanter. Altering the properties of objects can give them shade-like traits, such as causing a rock to turn black or a metal ball to melt into a dark, hot sludge. Wards are simply made blacker and translucent. Translocation: Objects that have had some of their mana converted to Amber become easier to store, can be stored for longer and can be withdrawn more easily. Shifting: Shades are able to carry their Amber with them as they shift, due to it being counted as ‘part’ of them. Additionally, shifting causes a black aura to permeate where the Shade has left. Telekinesis: Levitated objects gain a darkened shimmer around them. Arcane Illusion: Sensory Illusion: Capable of pressing darker and more dreadful illusions, the Shade can draw upon their reams of realistic Nightmares to create horrendous tricks of the senses. Mental Magic: Serving as a complete mind of its own, the corrupt section of the Original soul can provide a resilient barrier to entry, should it wish to cooperate. This allows the user to both shield their minds and attack forth at the same time. Additionally, two minds may be used to attack the target instead of one, thusly making overpowering a slightly easier affair. The drawback, however, is the likely situation where the corrupt creature seeks to sow chaos instead of work with the caster, occasionally going so far as to aid an attacker of the Original’s mind. A double edged sword, truly. This basically means that, when performing mental magic, the Shade could just take this as an advantage to ruin things. In fact, it likely will, unless the user can temporarily suppress the Shade. And if they suppress the Shade, they don't get the extra benefit of having 'another mind'. Cognatism: A Cognist that hosts a Shade would suffer from a terrible trinity of minds, making the magic far more difficult to perform. Feedback loops are incredibly likely and, considering the maliciousness of the creature within them, potentially life-ending. The benefit - should the Original manage to make the Corrupt bit of their soul obey - is a triad of minds that could ostensibly work together toward a revelation, creating more powerful though potentially more twisted discoveries. It is more likely than not that a Shade attempting to achieve a revelation is revealed something that would bring great depression to them. It is highly unlikely, however, that a Shade is able to perform revelations, and more scrutiny must be put upon these than are usual revelations. Arcane Evocation: Fire: The flames are capable of slightly converting the mana of what it hits, fueling it in a similar way that normal objects fuel a flame. This also means that the blackened fire imbued with Amber cannot ignite anything that doesn't have mana, making it less useful than commonly evoked fire. These flames are dark and cruel, burning low with rapid flickers. Water: Evoked water can slightly convert the normal mana of all it touches. Ice, water and vapour are all darker in colour, appearing ink-like. Oddly enough, this evoked water is unable to conduct average electricity, nor do things dissolve particularly well in it. Air: Not appearing any different, this air is instead far less predictable. Inhaling this evoked air will not cause it to immediately disappear (though it can't be used to breath where one would otherwise not be able to breath), instead causing a choking and drowning sensation. Earth: The created earth is dark and dry, and black crystals similar to the Shade Gem in look can be formed (even producing odd whispers when held). Electrical: Sources of mana act as conductors for this lightless electricity, causing it to leap towards them without mercy. The caster, however, is just as likely to be targeted, and missing one’s target for a nearby tree is even more common, due to the mana found in those, too. Metal does not conduct the lightning anymore, and nor does average water, so neither prove to be suitable re-directors of this electricity. Conjuration: Conjured creatures are stygian black even though they never were when studied. They bleed a dark ichor, and their bites convert portions of mana with every mouthful. A terrible aura of black follows their movements, and they seem to hold a bizarre disobedience in them . Indeed, they can just as likely turn against the conjurer as they are to obey them, depending on the mental state of the Shade. Arcanism: Arcanism is made darker and more opaque, though not much else changes. Holy/Deity: Shamanism: Spirits can see the darkness in the Shade’s spirit, and thus normal spirits will avoid them like the plague. The older and larger the corruption on the soul, the greater the blemish on the Shaman's spirit. Xan Paladins: Incompatible. Ascended: Incompatible. Tahariae Clerics: Incompatible. Druidism: Incompatible. Runesmithing: Elements created may have the same effects applied to them as Evocation elements. Dark Magics: Necromancy: Lifeforce may be imbued with Amber to give its typical, dread-causing effects. Risen creations leave a flaking, dark trail in their wake, and they cause the same, fear-inducing effect on the targets they touch. Frost Witches: Manipulated ice may grow dark and ominous, and mana that touches this ice is slightly converted into Amber, causing the typical effects. Mysticism: Ectoplasm imbued with Amber becomes darker than usual, and all things that deal with this darkened Amber release the same, dread-causing effect. Blood Magic: Magics enhanced by blood magic are also affected by the Shade effects (if Amber is imbued). Soul Puppetry: The Shade is capable of applying effects onto their target that exactly mimic those the Shade suffers, as well as converting the mana of the individual from afar. Puppets can be manipulated by tendrils and targets can have tendril-like effects applied upon them. -=-=- The Shade Gem; A Demon’s Catalyst -=-=- ---==---==---+---==---==[~]==---==---+---==---==--- ---==---==---+---==---==[~]==---==---+---==---==--- The Shade Gem is a sinister object akin to a pool of unrelenting blight, unable to be fractured; only destroyable with enough relentless force. A Gem forged from the chaotic forefathers of Shades, the Shade Fathers, can only be made possible with two, and contains enough corruption to stain the minds of others in frightful terrors. Should one wield the Gem long enough they will come to fear it, and their soul will be rooted upon by a Shade born from the Gem itself. Forging a Gem is no easy feat, with the two Fathers taking three days of consistent preparation before the process may begin. The catalyst to creating the Gem would be an object produced from the implosion of a Void Node, the ‘Ore’ which is a clean crystal with the ability to produce mana; how this mana is produced is uncertain. Then, the Shade Father would draw forth their corruption and imbue the Ore with their corruption, encompassing it in a frightful display of shade blight. The ritual from hereon could go either way, resulting in a dreadful explosion with the possibility of maiming, if not slaughtering the two Fathers, or they successfully forge the Shade Gem which pertains an immense power akin to Rilath’s Shade Gem. Should they fail, it is entirely possible that a breach tears open into the fabric of reality, a gateway between the void and mortal realm which permits voidal horrors and their ill-minded ilk to roam freely without the hinderance of the eternal abyss. Should they succeed, the Gem has been forged and is even portable albeit cannot be carried like one could a phylactery; the Gem emanates a transparent, corrupted aura that is capable of lulling those nearby into a temporary state of madness akin to an ancient Shade that has succumbed to the terrors of its shadow. Creatures and beings that are not Shades would begin to lose their will to do any activity, be it sleep, eat, drink or even move very much. Wise would be the man to keep the Gem safely locked, and hidden away. The Gem’s power is equivalent to that of Rilath’s original Shade Gem albeit is weak at first, the Gem continuously produces the twisted mana which the empowered blight feasts upon, warping it into a corrupt substance named 'Amber'. With a voracious appetite, any mana that enters the area of influence of the Shade Gem is gradually converted into more Amber. This Amber is then sent to each and every Shade via the link their souls share to the Gem, filling their own, personal sources of Amber over time. ------------------------------------------------------------------------------------------------------------- Essentially to forge a Shade Gem you must have two Shade Fathers, or the equivalent to two ‘Tier’ Five Shades which are capable of producing other Shades, and the volatile material called ‘Ore’ which is produced from the implosion of a Void Node.. This can go two ways, failure will result in a mass explosion and a tear in reality manifests from the voidal realm to ours, permitting voidal horrors and its ilk to freely flow into this realm (providing the opportunity for a plethora of events should this transpire) Succeeding will result in a semi-portable Gem and must be handled with significant care. This revision will bring about the removal of any previous Shade Gems prior to this revision, its power would’ve simply faded away whereas this revision will permit any future forged Gems to retain a consistent flow, anchored by the now extremely corrupted, and un-cleansable Shade Gem. Much like the Gem of ages past, Shade Gems forged by the aforementioned methods contain the power to instil or remove Shades from the souls of descendants. If in the possession of a Shade Father, the gem significantly increases the power they wield. This, however, will prove fatal for the average Shade Father, resulting in a temporary, if not permanent Shade which has mutated further, and consumed the soul to the point that going back is no longer an option. To the conquered Shade it serves as a temporary funnel, eliciting the pre-existing Shade’s whispers for a short period of time until the Gem is no longer in their possession. Red lines: The Gem cannot be consistently carried, and must be stowed away in a secure location. Any creation of a Gem must be approved via the LT, or they must be notified of a Gem’s creation. This revision will mean that any pre-existing Gems will simply fade away due to the lack of a surplus power fuelling it. The Gem, is not a pet, and cannot be treated as such; it can be mounted upon a stave and temporarily used to boon one's power albeit significantly increases the curse temporarily, if not permanently. (for conquered Shades it has a chance of fracturing the soul to the extent that the pre-existing Shade can sluggishly seep out, igniting the curse once more. This, however, is an extremely low chance, and is only permit-table if the Gem is power gamed, and abused.) Shades are fuelled by the Amber given to them by the Shade Gem. If the Amber is no longer sent, they cannot use their magic. -=-=- The Shade’s Catalyst; A demon’s Evolution -=-=- “Long have the Shade gone unruled, to flee the might of their forefathers albeit troubles us no more; Aknu’gul will preserve the way of the Shade, to ensure our future ‘pon this desolate realm. Need I say, a Shadow that disobeys their Father shall not go unpunished, and from hereon forth our Coven shall become whole once more.” Aknu’gul, the shadowed abyss, the absolute epitome of that which is unholy; a blemish that can scorch the realm in an unrelenting blight as it matched the power of Rilath’s Gem; the now corrupt albeit still volatile material expunged its mass amount of blight and power in an abhorrent display, however, albeit was Vorroch who had been studying the crystal intently, the weapon he sought to forge for roughly a decade had finally come to its climax and thus was, the creation of Aknu’gul. The Shade Gem. Upon the mantle to which the Gem lays rests a plethora of scarlet runes that each thrum a different shade of crimson, casting a dull light from the center of the Shade Gem; whereas a set of boots struck hard against the stone as Vorroch traversed the cavern with an ebony elfess following after; the two had descended in privacy as the Blood Mage sought to experiment on the lone gem; having arrived the two’s facial expression contorted in both fear and disgust as they were battered with the whispers of the eldritch Gem, Vorroch more so the elfess. Nevertheless the two drew closer to the fabled crystal as the Blood Mages’ head twists to utter a few words to the Mali’ker, and she bobbed her head in absolute obedience -- her figure trembling in pure fright as she stood naught but five feet from the mantle. Sliding a dirk from her robes she would promptly slice down the length of her arm, to which, Vorroch would hover his left palm over the wound with a scarlet mist starting to excrete from the droplets of blood whereas his gaze pooled black with an opaque blackness cascading around his visage akin to the one that encircled the crystal. With his spare arm lifted the emaciated elf muttered a few short words beneath his breath as he sought to conjoin the two eldritch arts; the scarlet mist flowing freely toward his spare palm as an ebony mist manifests before his digits, flowing down to form around his palm. Once more, the gem would thrum.. A low ringing resonating throughout the halls of the seemingly abandoned ruin as the ritual was underway; the crimson runes emanating a lighter hue now -- as the two mists brewed before his right palm as it hovered above the crystal. The conjoined mists would flow down in a flurry akin to a wild waterfall in the pitch black night. The curse cannot be shattered, nor the effects entirely negated; a Shade will always live on in the abhorrent nightmares of his past even when conquered -- The Shades’ might’ve been unruly however they had family. An ethereal bond that tethered them to one another - the blight that roots upon their soul. - The Shade was a shadow unlike any other; it cannot be forgotten, it is the anchor to their brethren. And that anchor became reality in the form of Aknu’gul; as the conjoined power between Blood Mage and Shade battered the crystal, the power it consumed far, Vorroch could not stop as the crystal latched unto his prowess albeit could not pry free the conquered shadow so easily; his torso craned over the length of the crystal as it rumbled upon the mantle with the elfess fleeing back to one side of the cavern in absolute horror, the eldritch crystal abruptly paused.. Shortly after, a knock-on effect transpired with several pulses bellowing forth from the crystal which rumbled along the continent of Vailor unknown to all except those who were bound to their deities, and the Shades themselves -- it enacted as an anchor in the literal sense as it developed a transparent albeit ethereal attachment to each and every Shade upon the realm -- a viable method of self-moderation amidst the Shades. Both Vorroch and the elfess lay slumped, unconscious till he awoke to peer onward toward the ebony crystal that wafted a light scarlet hue amidst the blight and he would eagerly withdraw, heaving slightly with the odd rib cracked and bruised, tugging the elfess with him. It wouldn’t be until later that Vorroch had discovered his failed ritual had pried open a new possibility; a new age dawned for Shade ilk alike. ------------------------------------------------------------------------------------------------------------- This lore will provide a viable method for Shade Fathers to moderate the Shades, primarily the inactive Shades to provide other players with a chance to become a Shade and prevent a buildup of stagnancy. The Gem will essentially enact as a Nexus to the Shades, a mainframe to the remainder of the Shades. It is the source of their power, and it has latched a tether of sorts onto each and every Shade, future or past, fuelling them with Amber. If this fuel of Amber is halted, a Shade shall be unable to use their magic, though the downsides of their curse remains, and they can still be taken over. It opens up more viable ways for other players to experience the shade-esque side of magic whilst also preventing a build up in numbers. The Shade Gem will pertain its weaknesses and strengths -- however, it’s a more knock on effect to the Shades should the Gem ever be destroyed, causing a great deal of disorder amidst the coven; only those versed in manipulating the Gem is capable of removing other Shades with it. -=-=- Shade Fathers; Masters of the Abyss -=-=- ---==---==---+---==---==[~]==---==---+---==---==--- ---==---==---+---==---==[~]==---==---+---==---==--- When the fabled Gem, Aknu'gul, came into creation at the hands of Lorien and Adorellan it was initially a means of empowering the Shade inhabiting their souls. This volatile creature is the epitome of unholy, with the power of two Shades fused into one, bewildering being; a blemish upon all that is living, confined to an ebon crystal. Dubbed “Aknu’gul” by its creators, it was severely underestimated, believed to be a controllable force of the Dark. When experimented upon by a Blood Mage, the Gem was mistakenly linked to every living Shade, binding them to its very core. Even the Fathers, the creators and rightful Masters of Aknu'gul, became bound to the crystal, and inevitably this fortuitous event provided the crystal with a means of branching out its power. Its innate power grow substantially, and eventually grew powerful enough to severe the tether of Amber supplied to any Shade, therefore providing a viable method of moderating their ilk should they flee from the coven, or otherwise fade from existence. This proved to be an invaluable resource and the more it was used, the stronger the bonds between Aknu’gul and the mortal coil of her brethren became. The Father’s of the Crystal, Lorien and Adorellan, eventually divulged a ways of conversing with the Gem or practicing its innate power, and the more she consumed her fallen brethren the more her core expunged raw energy; the feared became the fearless, stupidly so. Adorellan and Lorien both manipulated Aknu’gul, lacking any care for possible consequence. Then, on a relatively calm eve, the twisted Gem clutched taut the souls of the Fathers, abruptly severing the spell that enabled them to pass on their corruption. In one fell swoop, the Shades were brought down to their knees, at the mercy of Aknu’gul’s unpredictable power, for it had forced them to rely upon it and it alone to spread their curse. Indeed, Aknu’gul became the new means of continuing their ilk, and her motive was now definite to both Lorien and Adorellan-- to ensure the survival and existence of the Shades through her. She (Aknu’gul, the Abyssal Wraith, the Nexus of the Shadows) was now pivotal to their existence. For a new Shade to be made, now, they must be brought before this abnormality and exposed to the unfiltered corruption it exudes, allowing their soul to be marked by its dark touch. The Shade Fathers are the Masters of the Shade Gem, and it is they and only they who hold power over it. Bound by soul to their Nexus, both the approval of the Gem itself and the knowledge of how to manipulate Aknu’gul is required to hold power over this creation. Thusly, Aknu’gul binds herself firmly to the souls of each and every Shade Father, lending them a portion of her power and ensuring they have strength over the coven, as well as allowing them to sense their respective 'children' no matter what form they take or where they are. The Masters of the Shade Gem are also capable of sending ‘messages’ of sorts via the corruption that links all Shades, allowing for gatherings to be called in private, or for a resistance to be made should the Gem be in danger. In addition to this, it is also plausible for a Father to betray or duly remove the innate connection of another Father, severing their ability to manipulate Aknu’gul and create another Shade. Red lines: Though the Shade Fathers are more powerful due to their connection to the Gem, they are not able to circumvent the red lines of Shade Magic. For any new Shade Fathers to be created, they must be approved by the current Shade Fathers. Sufficient RP must occur for a Shade Father to be stripped of their abilities and connection to the Gem. The Gem must be interacted with to send the ‘messages’ to all Shades, and it cannot be used as a means to meta-game. Though there is no theoretical limit to the number of Fathers, the gem will not host more than five at a time. -=-=- Daeva; the Foretakers of the Abyss -=-=- ---==---==---+---==---==[~]==---==---+---==---==--- ---==---==---+---==---==[~]==---==---+---==---==--- Cursed, Shades are, and cursed ‘till the end of days shall most be. Suffering the endless torment of their corruption, they are reminded daily - nae, hourly - that Power comes at a cost, no matter how hard you fight to resist it. And yet, as is typically the nature of Shades, they try, still, to avoid the pain brought to their lives. There came one such Father, eager to rid himself of his tortured days, that thought to use the Shade Gem to his advantage. Approaching it with greed and glory in his mind, he made an offer; servitude, for the ridding of his torment. Unaware of the Gem’s mephistophelian ways - perhaps due to a temporary lust for power - he did not question its motives when asked to approach. So he did. With every step the Warlock took towards the twisted Nexus of shadows, his soul neared its doom. By the time he was close enough to touch it, it had been stolen. Aknu’gul had torn his soul away, yet it did not break either side of the accursed deal. Awakening many hours later, the man would find himself still in his ‘own’ body. The suffering he was put through was gone - no longer did he feel the torment of his corruption - yet he had paid a bigger price than before… Thus rose the first Daeva. ------------------------------------------------------------------------------------------------------------- Becoming a Daeva is the ‘final’ step that a Shade can take towards the plummeting dark that lies just beneath their feet. Fathers and Masters of the Shade Gem may take it, yet many choose a life of true freedom over this one of servitude. The Daeva are beings that have given up their soul to the Shade Gem, allowing it complete control over their very being. It may even whisper directly to them, capable of urging them to undertake certain tasks no matter where they are. The Gem sees, feels and participates in their every action, albeit in silence and from afar. This comes with the benefit of having their minds as their own, as the corruption is kept at bay by Aknu’gul, and allows them certain other benefits. They are bound to the Gem, and can thus sense the presence of any Shade irrespective of their original Father, even being able to feel it through illusions, guises and over any distance. Additionally, their souls are preserved by the Gem, meaning they cannot perish by conventional means or by the withering of time. If killed, they break away in flakes of darkness, only to reform from the Shade Gem, the memory of their death forgotten, yet the feeling of perishing all too clear. Capable of complete control over their corruption, they may even manipulate the fraction found in their soul, allowing it to fully contaminate their very being. By doing so, a Daeva’s blueprint can be entirely changed on a whim. Their soul, once containing only a slight blemish of the Abyss, is entirely blackened, causing their very being to change as a result. They become the physical incarnation of a Shade’s soul, turning into stygian figures of corruption. In this state they are without definite form, yet they are capable of manipulating their makeup to form a body of sorts, made of anything from twisting tendrils to a sickly slurry. Conventional weapons may break apart their formed body as they would slice at tendrils, but otherwise do not deal as much damage as aurum would. Furthermore, the Daeva are able to passively convert the mana around them into Amber in much the same way the Shade Gem does (albeit in a far less powerful manner). Thusly, their senses are attuned to the mana, allowing them to feel it in some sort of sixth-sense. Finally, Daeva are capable of carrying and holding the Shade Gem without losing themselves to their Shade, but this forces them into the dark form and exhausts them considerably over time. Because of this, this ability is only ever used when changing the location of the gem. As well as being vulnerable to aurum, Daeva suffer from a weakness to Holy magics and, most distinctly, light that is capable of dispelling shadows. Whilst Holy Light can affect them even more effectively, any source of light that is capable of dispelling shadows in a region is powerful enough to meddle with a Daeva. It interacts harshly with the corrupt nature of their beings, dispelling the darkness that overtakes their soul and forcing them back to their ‘purer’, Descendant forms. This is always going to be a preserved version of the form they had before losing their soul to Aknu’gul, though it is not necessarily devoid of change; scars, loss of limbs and the debilitations of magic can still adversely affect them, though it is to a far lesser extent. In their Descendant form, they are not harmed by aurum and, whilst holy magic still pains them, they are capable of being healed by it. The true limitation of being a Daeva is being unable to escape Aknu’gul’s will. Bound to ensure the survival and existence of the Shades, they must lead them continuously and correctly or face the consequences. Making a decision that put the Shades at risk, neglecting their duties as leaders or even removing a Shade's Amber supply from an active member of the coven are amongst the offenses one can make, with the Shade Gem showing no mercy to the breakers of this rule. If they stray from their path of servitude, their souls are torn away from their being, enclosed by Aknu’gul as their bodies remain, fueled by Soul-Shadows and becoming Morghuul-like beings, though this fate may be avoided if the Daeva in question begs for release of their soul, and reclaims it. Due to the fickle nature of Aknu'gul's power, it is only ever capable of making three Daeva at a time, and can only make one by itself when no other Daeva are bound to it. Thusly, new Daeva require the collective aid of other Daeva to be made, where their soul is aided into the Shade Gem by the corruption of the others. Notes on Daeva: Only Fathers/Masters of the Shade Gem may become Daeva; it is a prerequisite to becoming a Father. Upon dying, they reform at the Shade Gem, adhering to normal death mechanics. They can switch between their original, Descendant forms, and their dark forms at will, unless they are in light. The amount of their body that is changed is up to the Daeva; only the hand could be changed, the entire body up to the head, or the body entirely. The 'darkened' part, however, MUST have the weaknesses described below (in red writing). In the darkened form, a Daeva does not need to have any organs. Slicing their head off is as effective as removing an arm, in this sense. If a Daeva is connected to a soul puppet, corrupting their soul effectively breaks the link, since the soul changes completely. The Gem is capable of talking to a Daeva no matter where they are, often doing so to guide or instruct them, or even summon them to serve. The Daeva may, in return, communicate with the Gem. Light causes any lit part of their dark form to dispel and turn back into the descendant form. For example, if a Daeva is fully in their darkened form and puts their darkened hand into a beam of light, their hand will be forced back into descendant form. Two personas are required to play this creature; one for their original Descendant form, another for their Spectre form. For the sake of sense in RP, the time in which the Daeva 'begins' RP with an individual is the time of day for the rest of the RP, until all parties agree to progress the time forward. This is because of the tiny amount of time it takes for a day to pass in MC. Daeva can physically transport the Shade Gem, though this is reserved for occurrences such as map changes or base movements. This is because it is exhausting to do so, and thus makes it useless to actively bring into combat. They can only be made by a currently existing Daeva. If none exist, Aknu'gul chooses a new one. If one Daeva exists, it takes one Daeva to make a second one. If two Daeva exist, it takes both to make the third. Only three may exist at any time. Thusly, the first Daeva will be capable of removing the second and third Daeva from the Gem, and the second Daeva may remove the third with the aid of the first. Daeva in their dark form have no blood. Daeva have no lifeforce immediately present in them, and they are fed it by Aknu'gul when it is needed (examples of when it is needed are things such as being in their descendant form or using necromancy in either form). The same rule above applies to mana. Strengths: They no longer suffer from the 'second presence' of the Shade. Though it is still present, Aknu'gul controls is fully, ensuring it is not hostile. It can still drive someone insane, however; having a second presence in your mind could be strenuous, even if it remains mostly silent. Can assume a darkened form. This can be given ‘physical’ properties, with this form abiding to the rules of Amber manipulation. Therefor, the Daeva's density, shape, temperature, speed, strength and more all abide to the use of Amber, and cannot break the red lines of it. The manipulation of their body, however, does not require mana, like the manipulation of external Amber (aka tendrils) does. Amber, mana and lifeforce pools are much larger. The ability to passively convert the mana around them into Amber, much like the Shade Gem (but less powerful). This converted Amber is the exactly the same as the Amber made by the Shade Gem. Mana can be ‘sensed’ as some sort of sixth-sense in the incorporeal form. Immortal creatures that cannot be conventionally killed. Weaknesses: Shadow-dispelling light will force the part of their body in this light out of its dark form and into its far more vulnerable Descendant form. Even torches can count as ‘shadow-dispelling’ as long as they are close enough. Illusioned light, purely voidal fire and other voidal lights, however, do NOT dispel their form, for some odd reason. It would seem only natural and holy light can dispel them. They are sensitive to light in general, and it is unpleasant (can be painful) to look at, even if it isn’t dispelling their blackened form. They could, ostensibly, have their manifest forms disconnected from Aknu'gul, which causes them to physically die and reform as per usual. Aurum cuts at Daeva's dark form as a normal blade would cut at flesh, meaning the Daeva cannot reform that sliced piece of their body. Holy magic is effective against them in their dark forms. They cannot cross aurum barriers in Daeva form. Should Aknu'gul will it, a Daeva can be made completely unable to use both mana and lifeforce. Daeva are bound to serve Aknu’gul’s goals or suffer the consequences, becoming Morghuul-like creatures which cannot use magics and host only a soul-shadow. Credits: Mephistophelian/me: Conception of idea, bulk of the writing. Tsuyose: Discussion of ideas, proposal of ideas, Shade Gem lore, bulk of Shade Father writing, a lot of other stuff. Benbo/Wretched: For the awesome atmospheric music! Chriscold: All the art used (bar that of the Shade Gem) was from there... He's good: http://chriscold.deviantart.com/
  4. Contract Magic Contract magic is the art of binding someone to a written contract signed in their blood, by doing so the signer is forced into doing whatever they signed for, at the expense of role-play consequences if not followed through, or broken. Contract magic was a lost art, reason to me unknown, but I believe it had amazing potential and never got to really express that. I submit this 'rewrite' of sorts to see how the community feels about bringing back the magic and to set a basis for the magic if it is to be brought back, or at least given a trial-period. The most common ways the magic would be used would be for things such as Okars, promising loyalty to a group, promising to fulfill a task for someone, as a punishment promising not to do the said act again, etc. The possibilities are mostly up to you, and if accepted please feel free to message a Lore Team member or one of the teachers if you are unsure of a contract. To be taught the magic the student signs a contract under their teacher agreeing to follow under them as a pupil and to be loyal to them, not a servant however to person still has free will over their own actions. If the signer is to break this bond with their teacher the consequences would be loss of their writing hand (hand in which they signed the contract however this is not common knowledge and will most likely not be shared with the student prior to signing) and loss of the magic. The only time this is not set in place is when the teacher knowingly puts the student at risk of death or the student now is able to teach the magic on their own. The only way to end a contract is to fulfill the contract, bring the written original copy (which will be represented by an RP item which will be GM approved) to a holy arts user (Xan Paladin or Cleric. I am unsure if Druids or Ascended posses the power to destroy dark art presence but if so they would be included in this as well), or the signer is killed. Contracts must be approved OOCly by the signer and contractor, under no circumstance can someone sign a PK clause nor can a dark arts user be forced to teach anyone, more will be added however at this current moment that is all I can think of. The magic will be implemented through means of rediscovery in which I will propose my idea to the lore team, however I do not plan to have this magic keep it’s original small ‘circle-jerk’ status, I wish for it to be a magic that is equally accessible for everyone. This category will still be listed under dark arts. I would like to add that this magic would not be taking up a slot of the five available magics a mage can learn. Some examples of common contract ideas that were brought to me are listed below: Student Contract – This is mainly for students learning the magic, they promise to keep loyalty to their teacher and to keep the fact that their teacher and they themselves are practicers of the magic a secret. If not followed the consequences are listed above. Liar Contract – This is a contract binding someone to tell the truth, if not followed through role-play consequences are enforced by the signer, however but be stated at the signing. Promise Contract – This is a contract binding someone to their word in a specific amount of time, if not followed through role-play consequences are enforced by the signer, however but be stated at the signing. Soul Binding Contract – The art of binding two souls together, a signer can’t sign their soul away with another. Imagine Okar magic. Life Contract – This contract forces someone to do any one task for them that can be redeemed at any point in the signer’s life, if not followed through role-play consequences are enforced by the signer, however but be stated at the signing. Some other positive uses of the contract magic would be; peace treaties, war documents, a vow of silence, knight-ship. All of these were suggested by Jistuma, the original creator of the magic. Implementation (Addition as of 5/5/2016) This magic would have be recreated by an ex-soul puppeteer who had used her knowledge of the soul binding on puppets, except with parchment and contracts. She would've then practiced this art on her own for a while before showing it to close magical associates that she could then feel confident enough to spread the magic herself. This magic would also be reacted to the same way by Holy Arts as Blood Magic is seeing as it is a magic that lies on the border of good and evil, all is in the caster. Despite what I stated above, with further examination I do understand the similarities and I believe that Soul Contract could easily be a break off of Soul Puppetry, however one is not needed to use the other and are both their own individual magics. This magic would also not be taking up a slot in the mage's five magic allowance, exactly like Golemancy however I understand opposition to this. This magic also would have its own progression system working in the form of how many contracts a contractor could have running at on time. Tier 1 - The mage would be able to hold one contract, and would not be able to progress to forming any other contracts for exactly two weeks after obtaining the magic and signing their magic learning contract with their master. Tier 2 - The mage would be able to hold roughly three contracts, and would not be able to progress to forming any other contracts for exactly two weeks from then. Tier 3 - The mage at this point can balance up to five contracts at a time, another two weeks from this point is when they would reach tier 4. Tier 4 - The mage is able to balance up to seven contracts at this point and is able to, if accepted, self-teach Soul Puppetry and create a TA of their own, breaking them from their loyalty bond with their teacher. Tier 5 - The mage has reached the peak of this magical journey and will not be able to hold up to ten magical contracts and even form contracts linking their own soul with someone else, such as making an Okar link for themselves, and would be able to obviously hold a TA. Drawbacks of Using the Magic 1-2 Contracts Open - Slight physical deterioration. 3-4 Contracts Open - More physical deterioration. 5-6 Contracts Open - Hard time sleeping, more physical deterioration. 7-8 Contracts Open - Shaky hands, Insomnia, and intense physical deterioration. 9-10 Contracts Open - Very shaky body, Unable to sleep, Weight loss, and intense physical deterioration. With every contract written the contractor will begin to develop worse and worse hemophilia, that will not reset after losing contracts, voiding a contract also does no undo the damage done by this side effect. This is implemented because to have the contract work both parties must sign, if the contractor is unable to stop bleeding, there is a problem. Soul Puppetry vs Soul Contract Even though the magics do originate from the same art of using souls and manipulating someone's soul, the magics are VERY different in their purposes and in their level and skill progression. Soul Puppetry is a magic with the intent to harm someone else, correct me if I'm wrong, as the magic is in a sense Voodoo. With Contract magic the user really has a lot at their hands for good or evil. The contractor could use their contracts to better others and help others, or to benefit themselves and put others in pain. The line where a magic becomes a dark art is very prominent with Soul Puppetry, where with Contract magic it can be seen more as a 'Grey Art'. Soul Puppetry really doesn't have any uses in which it can bring well-being to another person. Along with that I feel that the two magics do not have ENOUGH in common to simply be sub-types of one another or one to the other. They may have the same basis of using souls but they do NOT have any sort of morality and humanity similarities nor do they have progression similarities or actual role-play influencing similarities. Along with this, Soul Puppetry progresses with how much damage can be down to the puppet that is cushioned to you. Contract progresses with how many contracts you can hold at a given time. They do not stack up and in my eyes I don't see them fit to be under the same magical heading. The point of this paragraph is to dismiss any reasoning that the two magics should be merged. Red Lines Once you OOCly and ICly agree to the contract there is no voiding the roleplay, unless subject by GM or LM. A mage can't hold more contracts than allotted for their tier, if caught doing so will result in magic being revoked. Contract Magic can't be used on players of less than 2 months experience on the server, as the contracts are virtually unvoidable. Contracts can't be made without OOC permission from all directly affected parties. As time goes on and I receive more and more feedback there are bound to be more redlines, however the ones stated above all remain.
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