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Found 9 results

  1. -Existing Lore: Seer is compatible with: Feats: all Void magics: all Deity magics: paladinism, druidism, shamanism, templars, heraldry Dark magics: necromancy, blood magic, mysticism, naztherak Misc: kani, housemagery And Ologs, kharajyr, hou-zi, azdrazi, epiphytes, frost witches, siliti (so long as they are turned after being a seer), and klones (so long as the inhabited body is blind, a non-blind body makes the feat/magic inaccessible). Seer is incompatible with sorvians, vargs, ghosts/gravens, paleknights, wights, liches, darkstalkers, sprites, atronachs, animii, golems, anthroparions, zevn and zar’ei, musin, wonks, demi-djinn, homunculi, zar’akal, and treelords. -Changed Lore: Seer is compatible with: Feats: all Void magics: all Deity magics: paladinism, druidism, shamanism, templars, heraldry Dark magics: necromancy, blood magic, mysticism, naztherak Misc: kani, housemagery And Ologs, kharajyr, hou-zi, azdrazi, epiphytes, frost witches, siliti (so long as they are turned after being a seer), klones (so long as the inhabited body is blind, a non-blind body makes the feat/magic inaccessible), and machine spirits (so long as they are turned after becoming an MA seer). Seer is incompatible with sorvians, vargs, ghosts/gravens, paleknights, wights, liches, darkstalkers, sprites, atronachs, automations, golems, anthroparions, zevn and zar’ei, musin, wonks, demi-djinn, homunculi, zar’akal, and treelords. -Reasoning This amendment has three ways of rationalizing its existence: One is the lore reasoning of Vassek’s gift being entirely invisible to other deities such as Garumdir the daemon who holds dominion over machine spirit souls. There is already precedent in how seer magic is allowed to be paired with other deity magics already such as templarism or paladinism while other deity magics can not normally be for lack of a better term ‘stacked’ on top of one another. The second is that machine spirits still require sight to see unlike things such as liches, they require a visual module to perceive the world. So a machine spirit without visual modules would act in the same way as a normal blind mortal. The third is unlike automations which lack a soul, machine spirits still have souls as normal and can interact with magic like bardmancy or voidal magics in a way a normal decendant would.
  2. Jaiden had sat atop a hill, looking upon- well, nothing, really. He wept silently. Being born blind, he originally came to accept his condition, but. . . after bullying took place upon him many times. . . he cried out in desperation. "WHY MICH?! WHY DID VY CURSE MICH, GODAN?!" he wept out into the night, pleading, and trying his best to keep his faith, but, for a moment, it faltered. On this recent expedition into the world, he was bullied more than usual, though, he tried to keep his faith. He laid down on his side, whispering as he tried to fall asleep. . . ". . Please. . ." "Why did Godan forsake mich. . ?" "I did niet deserve this. . ." he shook his head. But his problems were not over, - well, not until he fell asleep. A dream befell Jaiden. "Child. . ." a booming voice spoke, as he looked around. He. . . could see! He tried to talk to the voice, but, no words came, as he felt his mouth sewn shut, in horror. "One for another, You shall be granted sight, but nobody shall know." the voice spoke to him, Jaiden's interpretation of God, as his faith renewed. A finger rested upon Jaiden's sewn mouth as he simply dipped his head to the incomprehensible figure. "Good. . ." the voice boomed to the poor child, as the dream began to end. "Cover your eyes, child, and you shall SEE!" the voice intensified as Jaiden woke up in a cold sweat upon the field, tearing a bit of his bandana to turn into a blindfold, and to his surprise. . .
  3. Note: None of the following is public IRP knowledge.
  4. Years of Isolation Does Wonders to the Soul and Mind Knox stands before an inferno. The heat scorches his skin as he staggers backwards. He would stagger around, screaming into a void. The only sound reaching his ears being the flames whipping the air around him. His confusion would grow into anger, and just as he thought he had reached the pinnacle of suffering, his vision would suddenly resurge - if by vision, one the brightness of a thousand suns embalmed directly into one’s pupil. None May Truly be Taught Through Pity The bright light would send the dark elf into a rage as he clawed at his still-empty sockets until, almost like trying to tune a guitar, the light would dim, and brighten until Knox was left with a clear view of a single, floating torch So Let my Spirit Guide me A commanding voice envelops the young elf “What guides you?’’ Knox would try to answer, but as if the world around him was swallowing his words, the echo of silence would overwhelm his reply. Then Shall I See Knox would feel as if his head was being crushed as images started to fly through his eyes, each punctuated by a thunderous No More. A small dark elf showing a dwarven smith a small silver ring - No More. The young elf first learning the complexities of alchemy - No More. A library filled with every study, play, poem, song, and factoid - No More. All That is With a final flash, Knox would awaken, still covered in his blood soaked rags. He would pause for a moment before carefully tearing off what little remained of his once elegant dressing, and carefully placing it over his eyes True
  5. [!] This information is not public IRP knowledge.
  6. [!] This is not public IRP knowledge. [!]
  7. OOC: This info is only available to those that know the location of the Seer’s cave and know their runic dialect. [!] A seer walks into the hidden cave of the order. Damp and dark the only light coming from luminescent mushrooms, lamps scattered throughout the cavern, and crystals which allow the reflection of these light sources. On the walls of the cavern the seer sees carvings of their predecessors, written in their runic dialect hidden from those that are not prepared for its knowledge. The seer is preparing for an event and looks for a particular part of the cavern to refresh their memory of the process. They wander around until they finally find it. The Seer manual’s chapter of the hunt with the depictions that appear alongside its runes. The walls read as such: Seer Manual: The Hunt A hunt is an essential part of forest dwarf society. It integrates both the spiritual and the martial aspects of the community in such a way that it helps keep the social balance of the dwarves of Hefrumm and the balance of Anbella. The roles in the hunt are divided into two: Hunters and seers. Hunters Hunting is not a right nor a privilege, it is a sacred duty of the hefrumm. The forest dwarves must hunt and keep the balance of Anbella to be able to fulfill their more prominent role in keeping Yemekar’s balance. This means that hunters may enjoy the thrill of the hunt but are expected to keep their senses and not fall into barbarism in the process. Hunters are chosen by a seer or various seers for their combat skills and attitude towards nature. Attitude is by far the most important trait in a hunter, as lack of skill only harms the individual in the hunt, while a lack of proper attitude risks the wellbeing of the whole village. Attitude is one of the reasons why forest dwarves at times do not hunt with non-forest dwarves, due to the danger an improper hunt could bring. A hunter is expected to understand that the hunt is a necessary action for the balance of Anbella and acting disrespectfully towards nature will harm this balance. It is of extreme importance that hunters respect the animals they hunt, their spirits, the forest, and all which lives in the realm of Anbella. Failure to do so could lead to retribution from the spirits, and even the Brathmordakin. For this reason when one wants to go for a hunt alone they ask a seer for their blessing, only those dwarves with known skill and believer in forest dwarf morals are given a blessing to hunt alone, as they are not supervised by a seer, which means that the individual is believed by the community to be skilled enough to kill the animal without bringing it suffering. [!] Depiction of a hunter during a solo hunt. It is also expected that the hunters will treat their gains from the hunt with as much respect as possible as not to anger the spirits of the fallen creatures. Respect is shown when every part of the animal is given a use, be it practical, or ceremonial. Hunters can show respect for their slain opponents by wearing their pelts, using the materials they gained from the hunt, and helping with the creature's burial. It is believed that by treating an animal honorably, the slain creature’s spirit will be thankful and guide the Hefrumm. Hunters are entitled to a portion of the hunt; another part goes to the community, another to the tribunal. The heart of the slain creature must be buried so that the spirit of the creature can return to its kin and guide them, this is to be done by a seer. By allowing their dead to return to their kin the hefrumm form a connection not just to the spirits of the dead animals, but also the ones that live. For this reason, when hunting an animal, hunters must try to go for a painless death when possible. If an animal is too injured to fight back or run away, the hunters are not allowed to touch it; instead, they need to enable a seer to sacrifice it ceremonially. [!] Hunters carrying the gains from a hunt. Seers Seers in hunts serve as the diplomatic force between the spirit of the fallen animals and the forest dwarves. For such reason, they are heavily discouraged from partaking in the hunt. Their participation could lead to distrust from the spirits towards the seers which would in turn leave the hunting party and the village to the wrath of angered spirits. Seers are responsible for electing the hunting party, hunters that they know are mentally and physically mature enough to partake in the hunt successfully and respectfully. A failed hunt is as much a fault of the seers that chose the hunters, as is the fault of the hunters. Before the hunt the seers bless the hunters, ensuring there is no interference from vengeful spirits or evil entities. This is usually done by sacrificing an animal to the tribunal, usually one whose qualities would be useful in the hunt, once sacrificed the blood of the animal is used to bless three hunters which will hold the blessings of the tribunal during the hunt. These hunters tend to be the most experienced of the party and are in command of the hunt. [!] Depiction of hunters and a seer during a hunt. During the hunt, they play assisting roles such as medics, trackers, and observants. If the animal cannot fight or flee anymore due to sustaining too many injuries, it is the seer’s job to kill the creature ceremonially. This prevents the fallen’s spirit from becoming vengeful for having suffered such a slow death. Once the animal has been taken down it is the seers that skin it and remove its parts. They ceremoniously remove the heart from the animal and plant it in the earth so as to enable its spirit to return easily to its kin. After a hunt seers can also create records of hunts where something special happened, or where they faced an interesting creature or difficult adversary. These records are usually painted on the walls of the seer’s caves and are said to be a way of communicating with the spirit of that animal when there is a need for its guidance. [!] Seer recording a hunt. Seers are also to intervene if they see that the hunt has failed. A failed hunt happens when the creature has been dishonored and disrespected by the actions of the participants of the hunt. Harming the animal without care for how it dies is enough to consider the hunt a failure. Usually, this would consist of harming the creature so that it cannot fight back or run away. If a seer sees this is the goal of a hunter in the party, they must remove the hunter from the hunt, and if it is multiple hunters, it is the responsibility of the seer to end the hunt and let the animal(s) flee. If it’s too late and the animal is already doomed to death, it is the role of the seer to end its life ceremonially. If the creature has been treated without care and honor by the hunters, then the hunt has failed. Any seer present can call the hunt a failure, which would lead the hunting party to go through a process of forgiveness for their actions. [!] Depiction of a seer communicating with the animal spirits. Failed Hunts Brutality in a hunt is seen as a dishonorable action and an insult towards the natural world; hence, it is on the seer(s) that elected these hunters and the hunting party itself to repent. To repent for such actions, the seer(s) must guide the hunting party to the shrines of the tribunal; this is to say: Anbella, Belka, and Dungrimm. There they are to give away all they have gained from the hunt to the tribunal. Bones to Dungrimm, the hide(s) to Belka, and the meat to Anbella. After this, the hunting party will gather around a fire and shed their blood one by one, praying to the fallen creature and explaining why the actions of the hunting party were reprehensible. If a party member refuses to do this, they will be tainted and not allowed to join hunting parties as they might bring the anger of the spirits and the Brathmordakin upon them and the village. [!] Failed hunts, it is believed, can cause curses, and are the reason for multiple monsters that roam the mortal realm. The Tribunal in the Hunt The tribunal is the group of Brathmordakin associated with the natural balance or Anbella’s balance. They make sure life can flourish and develop. Their roles are easily discerned in the hunt. Anbella helps the mothers and the children to grow, protects them, and does not allow harm to come to them. In such a way, hunters should never target mothers or children as they are primordial for the upkeep of the ecosystem. Belka plays her part in the process of the hunt, the passionate challenge between hunter and prey, with only one winner. Then at the end of the hunt, Dungrimm is in charge, dealing with the creature's death and dividing the soul. The physical soul is shared between Anbella and the community of the hunter; meanwhile, the metaphysical soul is divided between Dungrimm and Belka; Dungrimm takes the soul to his hall to decide its fate after death; meanwhile, Belka’s part goes to guide the kin of the fallen creature so that their fallen can guide them. [!] Depiction of the Tribunal, the duality of Belka on the far left and right, Dungrimm on the left, and Anbella on the right.
  8. The Eye of The East As I lay there in contemplation about the next life I begin to feel a blistering cold creep up my back. I shuffle myself in my death bed and squeal as the pain surges through me. Suddenly my thoughts were no longer mine and the dream became my reality. I close my eyes sadly and embrace my new eternity; The sand was warm, not scorching against my skin. I looked around the vast reach of dunes and stared at the silhouette of a lone figure walking towards me. The figure got closer and I could see that it was the sky, bleak and cloudy. So void of color, just swirls of wheat. As the figure got closer I slowly realized the sky was encompassed by robes that ended and dived into the sand. As this colossal figure bound to both fire and shadow reached me I felt everything that tethered me here take me away once again. Her putrid breath is all that I remember from a time of yore in a land where the living broke bread with dead men. If not for that beast I would still have my sight I thought to myself as I began to stir awake. As I began to traverse above deck from my quarters the sounds of a bustling harbor began to fill my ears as sailors and birds made unintelligible, yet harmonious noise. I hadn’t the slightest of clues on what to do in this new world let alone where to begin. I inhaled sharply and began to disembark from the ship I arrived on. A reverent man of rare grace has taken me as his ward. And, this last year since I last wrote to you I have learned much of myself and this land. I come as the Eye of The East: The Oracle of Yulthar. I have seen he who will bring about the land promised. The divine has been reborn from the ashes to one day again restore his promise of light. Nothing wielding this end will stop. No longer are we fated to wander lost. Within the dunes lies the key and it is there I stand to guide those who might lend an ear. The Infernal is reborn across the crimson seas, it has an errand of fire and ice. The Dragon has awoken from his sleep and if slumber again he will bring the savage pacts of war with him. The King has left his honeyed peace, beyond the feathered shores, to quell a rage barbarous and unforgiving. The Behemoth , gored by hunger and ravage regards your lands as a feast he and his kind might leave. The Oracle will convene the Court of Remembrance, once a year comes this place of pilgrimage but what grave price shall you pay? Dear Reader, I lost my mind. I’ve dreamt again. The sands will swallow these hallowed grounds. From this seed, divinity was born. Divine is He to wield Light. The dunes are without borders and without a throne , but these things have those who argue for them, bringing kingdoms and a sword in the dark. And their battles shall shake the sky and their armies will march against the toil and treasure you covet …. Within the shadows and sands, this is not a place of simple riches, gains, and losses. Survival is required for all. To tread the dunes with breath in your lungs is to be granted mercy amongst mercies. As bold acts or armed conflict risks dry gullets. For each will lead to fate. But fate is per chance and the tide waits for all.
  9. The Artists & Shamblers (A depiction of an Artist's true painting) In all reaches of the world, the Kabalees keep a watchful eye on the events that unfold within the mortal realm. In the mountains and the toiled fields and amidst the deserts of sand and snow they have observed civilisations rise to power and crumble beneath their own weight. It is understood that there is always a threat on the horizon worthy of a watcher. However, the many oceans of the world seldom offer cause for concern. These vast and untamed seas, wholly devoid of intelligent life; save for the fragile Descendant ilk who could not dwell there lest ships bore the weight of their shortcomings. It was here that the Kabalees would conspire. For though decreed to observe all corners of the world, they were not told how to do so, or to what extent. Her Origins Ghorigbulag started life as humble as any natural creature. She was an Octopus of average size and shape. She swam through the seas locating food and safety in equal parts, with little intelligence or ability for anything else. Perhaps it was in her familiar form that the Kabalees saw potential. If one could see them, they would not find it amiss to associate her with their kin. Whatever the case was, it would not be long before they had befouled her of mind and spirit. As if some terrible creature balanced on a fine point between mortal and other she had been born anew. Her form had been warped and changed to suit her new purpose. Her skin had turned immaterial, yet black as her ink when she rose above the waves. Where once suction cups had lined the creatures' tentacles there were now myriad eyes, with which to observe for all eternity. She had the mind of Man and Mer alike, a contemplative imagination that kept her from ever leaving her prison beneath the depths. A prison it was, for the Kabalees had made it so. Even if she had wished to, she could never have explored the surface without being exposed for the abomination she had become. Ghorigbulag would be fit for nout but to explore the oceans, her unlimited life span sustained by the abhorrent energies that pervaded her very essence. Her Children As with all creatures of unnatural origin, it was not long before she began to show unexpected traits. In time it was revealed that she was capable of self-replication, children birthed from the ink she released in moments of panic. The Kabalees had not expected this, yet their curiosity cessated any will to action they might have had. Over the centuries, Ghorigbulag would birth an incredible number of children. They too scoured the oceans with watchful eyes, yet in them was yet another bastardised concoction of mortal and daemon. They were small like their mother, yet they were only capable of growing three or four tentacles, all without eyes or the suction cups that they might have replaced. Their skin was black as the stygian depths they roamed, yet out of the seas they were completely invisible, a stark and intriguing contrast to their mother. They were curious of mind, yet less fearful than their parent or those that had spurned their existence. In their years they came to observe the nature of the Descendants, who would wage wars upon the seas, and ravage the oceans of its inhabitants. Perhaps it was their batardizes nature that set them off the original course the Kabalees had bestowed unto Ghorigbulag, or perhaps it was her quiet plan. Whatever the cause, the children yearned to discover more of the world, and had found in the Descendants a tool through which to satisfy their starving minds. Under the blanket of the night sky the children crawl from the depths, their forms invisible outside of the waters. They most often meander into nearby fishing villages, affixing themselves to the slumbering Men and Elves who appear not to have the luck of sailors. They are also known to leap from beneath the waters on dazzled prey, manipulating their forms to draw attention. However it is that they make their way, it is on the very first touch to the cranium that the children take hold of their hosts. It is already too late. The Artists When a host is claimed, their mind becomes one with the energies that mold the Artists. They can be felt to the touch and exposed with water or holy light, but are otherwise invisible to onlookers; save for the Seers of the world familiar with Vaasek’s touch. In this form the Artists pursue their specific curiosities with diligence. Whether Herbalism, Magical Arts or even Flint Knapping it does not matter. They risk the life and limb of their host for their perverse obsessions, and this is often shown in their actions. As an example, they may ingest poisonous plants to the detriment of their host in order to gain a better understanding of them. In many cases they will even force them upon others with no concept of remorse. Through their keen abilities, they allow their host's personality to spill through into their communication, making them rather difficult to notice with otherwise untoward behaviour. This is a form of passive control that allows them to hide among the Descendants, as any forced communication would convey their unfeeling nature. In the absence of any onlookers, or in the company of other Artists or Seers they recognise, they may speak in their natural, robotic manner. Of course, the stages of the host's corruption will influence how consistent or even possible many of the features listed above are. Stages of Corruption (An Artist of 4 weeks progression) Any Stage The Kabalees do not consider the Artists to be any considerable threat to Vaasek or his nature, and see them as disposable pawns in a larger game. They may approach them in either an antagonistic or helpful nature, and this depends entirely on the event actor playing the Kabalees at the time. An event team member may appear at any moment as a Kabalees, in order to toy with the Artist. They may create any manner of illusion in the area, or may even expose the host’s true appearance to onlookers. They may also assist the Artist in times of duress, maintaining its illusion even when exposed to water or holy light. - Artists will always be felt when touched; either on the head in early forms or the entire body in later stages. They will always be exposed by water, holy light and the vision of Seers; they are not harmed or influenced by aurum. 0 - 2 Weeks At this point, the Artist has taken hold of the host's mind and is coming to terms with how to navigate in the world. Due to this, there are times where the host may break through. For every hour of active RP, a /roll 20 will determine whether or not the host may plead for help. This does not necessarily have to be an obvious message, but any roll below 11 will result in either spurts of random nonsense, or sincere cries for assistance; this depends on how the player wishes to progress with the affliction. Due to the Artist's new connection to the host, they will be unable to use any Magic the host had known/will be incapable of learning or utilising any Magic until their connection is complete at the 6+ week period. During this period, the Artist will have no concept of protective clothing, and will be exposed to the elements. In the case of rain falling upon them, or any water making contact, the area will expose their black skin to onlookers. 2 - 4 Weeks The Artist will have better control over their host's mind, and they will no longer be able to communicate for themselves in moments of anguish. The energies latent to the Artist will begin to corrupt the host, and the lack of sleep and nutrition will begin to show in the body as the bones and muscles weaken, eyes sag and skin turns pale. Additionally, hair will begin to fall out of the host and fingernails will begin to rot. At this point the Artist will become aware of the need for protection and clothing, and will try to cover the host as fully as possible. This is often achieved through sprawling robes, gloves and other materials that do not impede upon the Artist; hosts cannot wear helmets for clear reasons. Generally the Artist will not have the capacity to use illusion of any significance at this stage. The need for clothing serves not only a protective purpose, but also to hide the clear illness and decay of the host while the symbiosis continues. Furthermore, the Artist is capable of recognising the influence of Vaasek in a Seer, and may attempt to communicate with them. They will be able to read any of the writings that Seers use to communicate with one another as well. As the keen perceptions of the Artist develop, they are capable of seeing other clandestine figures in the world, particularly, they may perceive Ghosts and other Spectres. Abilities The Artist will develop the need to create Art and the ink required for such a process. This will be expanded upon in a later section. This ink is used for the express purpose of illusion and does not have the same qualities as the ink produced by 4+ week hosts as detailed below. 4- 6 Weeks As if healed from some terrible sickness, the host will appear healthy to the general population as the Artist has developed the ability to manipulate their host's appearance. In reality, their skin has turned the feel of an Octopus, and their arms have been replaced by horrible tentacles; all of which can clearly be exposed by previously mentioned means. This would have clear implications in the way they interact with the world. If someone were to throw an item at them, they would be unable to catch it and would fumble quite clearly. Such an action would distort the illusion momentarily, and an onlooker would see a blur where the hand would once have been. This level of corruption would mean that the Host would have a constant and faint smelling miasma, one that they could cover with excessive perfumes; however, this level of masking would need to be noted very clearly in RP. Abilities At this point the Host would be capable of producing an ink from their corrupted arms that can temporarily blind the target. This can be fired a distance of three in-game blocks in any direction, but can only be used twice per day. The ink produced at this stage in the hosts development contains some of the latent energies of The Artist they are attached to. It does not have the capacity to fully form into another Artist, nor the ability to produce illusion, but it does have corrupting potential. This ink can seep into the skin of the victim if it is not cleaned within the first 60 minutes. If the ink is absorbed, it will twist and taint them into a creature referred to as a Shambler; this will be mentioned in the following section. Additionally, the Artist may tap into its natural abilities to change the appearance of the host entirely, though this too can be exposed in the same vein as previously mentioned. This is limited to a duration of 30 minutes and cannot be used more than once per day. Late Stage - 6+ Weeks In this final stage of corruption, the host and the Artist have fused completely, to a point that is irreversible. It is here that the hosts hands return to a humanoid appearance, more prehensile than they were in the stage prior. In their palms would sit a beak, similar to the mouth found in an Octopus. This would now become the source of their inky corruption. Strangely it would also serve as a retractable feature, allowing the Artist to ball a fist or hold traditional weaponry if the need should arise. The hosts blood would now turn into an inky substance similar to the Shamblers. Due to the complete symbiosis of host and Artist, this would not cause the creature to slow in movement, but would allow the benefit of not bleeding to death or dying from amputation; aside from cutting off the head. Additionally, the Artist is now capable of using any Magic the host may have had, and may indeed learn new forms of Magic as their connection to the body is now complete. Artists will not be compatible with any Magics that change the physique of the player; such as Vampirism. Shamblers Those unfortunate enough to come across an Artist and suffer an attack may be afflicted by a tainting of the blood, causing them to turn into a Shambler. This heinous debilitation occurs when an Artist of 4+ weeks of progression sprays ink directly onto their skin, which is then absorbed after a period of 60 minutes if not wiped or washed away. This ink and the latent energies within it begin to corrupt the organs of the victim, eventually replacing their blood with a thick, inky substance. Naturally, this darkens the appearance of the Shambler, and causes their movements and thoughts to slow considerably. As their name suggests, they are typically found walking awkwardly and in a languid fashion. When they do attempt to communicate, they do so in a slow and often nonsensical manner. For all intents and purposes they become a mindless husk, their only will inherited from the particular Artist who turned them. This means that they take on the obsession that the Artist has, and in many cases they have been witnessed serving as thrall’s to them. Shamblers cannot be cured by typical means as their corruption is so intrinsically tied to their survival. There is no recovery or respite outside of death, and they can be killed in the same manner as an Artist. Due to their slow and stygian blood however, they are incapable of bleeding to death and can survive most amputations outside of removing the head. If a Descendant suffering from the illness is killed, the Monks are capable of remaking them prior to their affliction. The Art After 2 weeks of corruption, the Artist will feel compelled to produce works of art. It achieves this by painting or writing with the ink that it produces. This ink appears completely as normal to the general population, often as beautiful works of art and poems of intrigue. In reality, however, this ink forms horrible images and sentences that confuse the minds of Descendants and slowly lull them into madness, anxiety, depression or any combination of the three. It is unknown where this compulsion comes from, but the Artists will create at least one piece of work per week, which they will attempt to peddle until it has been passed on. When these paintings or poems/stories are made, they must have their general description or wording, as well as the corrupted form and its ill effects for the purpose of RP. Art that is hung in the home will begin to cast an illusion on the rest of the interior. A home may fall into disrepair and clutter without the inhabitants being aware at all. Eventually the occupants of the home will stare into the paintings during their entire time they are home, only moving or leaving when other duties call for them; working etc. They will often forgo sleep and food when at home, but will be more capable of this outside of the Arts sphere of influence. Seers who look upon the Art will see it for its true nature, and water and holy light will expose it as well. Any writing will begin to enrapture the minds of those who read it. They will find themselves turning back to the book or poem several times over until they begin only to speak in the sentences found on the pages. At first they will speak the typical words, but this will progress into them speaking the tainted language. The tained language merely changes the vowels as listed below, as well as with an example: A - Hest E - Zos I - Ong O - Prak U - Bliir Illusion: The clouds have covered the stars. Actual: Thzos clprakbliirds hhestvzos cprakvzosrzosd thzos sthestrs. Becoming an Artist In order of fairness, I personally believe that the circumstance through which one could be afflicted by an Artist should be dictated by both the event team and an application process. Preceding the affliction that comes with an Artist attaching to a host, the Artist should be played by an approved staff member. It should not be possible for a player to uncover an Artist through their own means, such as scouring the ocean for the possibility of being attacked or sleeping on the coast. In a similar manner to a magic application under tutelage, I believe a player with an approved CA should follow a process of recording their RP and the requirements therein of each stage of corruption before moving onto the next stage. This would mean that a designated member of staff would effectively serve as the teacher. An example of this during weeks 0 - 2 would be proving that they have /rolled 20 and have practiced any subsequent RP that would ensue during a failed check; rolling less than 11. I will provide an application format below that I think would be applicable in the event that an event is experienced by a player: ----------------------------- Name: Joe Bloggs Artist Name: Boe Jloggs IGN: Smawton Artist Obsession: Herbalism Summary of Lore: Octopus guys and such.... Event Actor: Eventguy666 Event: Eventguy666, playing as the Artist, jumped out at my fisherman character and I became a host! ----------------------------- Becoming a Shambler In a similar vein to becoming an Artist, a Shambler is made through a specific set of events. However, in the case of the Shambler this is done through player interaction. I would suggest that it is decided during the application process whether the Shambler in question will become a thrall to the Artist, or an independent body. It is incredibly likely that the lifespan of a Shambler consists of a few hours or days if left to their own devises. Example: ----------------------------- Name: Joe Shambler Creator: Boe Jloggs Dependency: Independent or Thrall; in this case, Thrall Obsession: Herbalism Summary of Lore: Shambolic Lore... Scenario: Boe Jloggs captured Joe Shambler and sprayed him. He did not remove the ink and subsequently became a Thrall to Boe. ----------------------------- Weakness & Red Lines - The Artists are fragile creatures that can be torn from their hosts with considerable force prior to their 6+ week fusion. Their tentacles have a good strength to them, however the creatures themselves can be killed with the ease of any other animal. Pulling them from a host causes them to die within an hour unless they latch onto another host. - Artists will always be felt when touched, either on the head in early forms or the entire body in later stages. Both themselves and their art will always be exposed by water, holy light and the vision of Seers. However, only water and holy light can expose their appearance to others; this includes paintings and writing. - They are not harmed or influenced by aurum. - The Artists are self-sustained and after 4 weeks the hosts too are self-sustained, requiring no food or sleep to function. - All Art must have both their illusionary descriptions/wording AND tainted versions, as well as their ill effects for the purpose of RP. - The Artists’ late stage illusions may only last for a maximum of 30 minutes and cannot be used more than once per day. - In stages 0 -2 weeks, for every hour of active RP, a /roll 20 will determine whether or not the host may plead for help. This does not necessarily have to be an obvious message, but any roll below 11 will result in either spurts of random nonsense, or sincere cries for assistance; this depends on how the player wishes to progress with the affliction. - Artists do not know of the Kabalees or of Vaasek, nor can they perceive the Kabalees. - Any knowledge, memories, skills or magics learned by The Artist do not translate to the host if the Artist is removed, and the Artist cannot transfer magical affinity to another host; they must start again. - Due to the Artist's new connection to the host, they will be unable to use any Magic the host had known/will be incapable of learning or utilising any Magic until their connection is complete at the 6+ week period. - Artists and Shamblers can generally be killed in the same vein as any mortal. Shamblers however are not capable of bleeding, nor Artists of 6+ weeks progression. - Seers are not compatible with Artists and may not become hosts to them. - Seers cannot be corrupted by any art and cannot become Shamblers. - Artists will not be compatible with any Magics that change the physique of the player; such as Vampirism. - Artists cannot create more Artists. Sources & References:
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