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It is Ambrodas, 21st of the Month of Cinder, in the year 95

New Horizons:
Unique Slots

Uniques

(Special Slots)

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Special Slot Conduct Rules

Higher Standard Conduct Rules

Due to the nature of some characters in the game world, specifically those who occupy a limited slot, they have a greater need placed upon them to act both IC and OOCly to a higher standard.

 

These slots, Aether, Demons and monsters are just as much a responsibility as they are extra fun to play as.

 

As such, players in these slots who are caught engaging in behaviour that is considered corrosive to the system we have established or failing to adhere to higher standards are at a greater risk of their slot being pulled for not maintaining a higher standard.

 

It is worth remembering these slots are entrusted to players and there is no requirement on the Creationists or Reports to ensure these slots are filled.

Behaviour considered corrosive to the system

  • Gamifying the system in such a way it becomes exploitative.

  • Exploiting ambiguity in such a way as to avoid undesirable but reasonable outcomes due to the character's actions.

  • Breaking the rules we already have in place.

  • Adopting the Play to Win mentality (We can identify the pattern of behaviour).

Behaviour considered failure to uphold higher standard

  • Acting like a child

  • Being a dick in OOC chatter or tickets (Emotions can flare up. Take a step back for a moment!)

  • Spreading Bad Faith (Try to trust others, or simply chill out)

  • Breaking rules we already have in place

  • Not giving Oakbug smooches

Open a Creationist Ticket to see if any Special Slots are available.

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Aether Attuned

Aether Attuned is a term is generally used to cover a range of individuals who can sense and manipulate the Aether. These people are rare in most societies and are generally not welcomed. They are often seen as having capricious natures and deadly consequences if left to their own devices.

 

Much of the unpredictability of the Aether Attuned comes from their childhoods and adolescence; when Aether Madness can set in to warp their ability to comprehend reality or, more rarely, allow in something that has no intention of leaving. The latter of which is known to very few.

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If they have survived at a young age, then they will grow up relatively normal. Albeit with the potential of powers and abilities unlike any other. Most Aether-Attuned individuals who receive mentorship or teaching with their abilities will be able to use this power to enhance their own bodies to superhuman heights. Their minds' ability can be expanded to such an extent that they are able to invade the thoughts of others, alter their feelings and even push people out of the way with a flick of the wrist.

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Play As...

 

When playing as an Aether user, you agree to adhere to the Special Slot Conduct rules that you can see at the top of this page and in the discord under the Rules category.

Aether is regarded differently all over the world; and in many areas it is not well-studied or understood. When designing an Attuned, you must first consider their cultural upbringing and how that will impact their opinion of, training in, and use of their abilities. Some specific insight into this can be gained from each respective lore page.

 

  • Consider the risk any person faces when dabbling with aether, especially if they know anything about madness. Either sculpt a character that resists, or dives head-first into the potential malevolence.

  • Remain guarded. For most cultures, aether users would be aware that they should keep their abilities concealed for their own safety, and especially for their reputation.

  • Have a good understanding of the character's self-discipline. It is a crucial aspect of the aether, whether they are weak-willed or sternly controlled. This will play in greatly to their progress, be it good or bad.

  • Consider what the character would or would not know - do they know what forms have been trained and learned in the world, or are they self-taught and in a period of discovery? Do they believe they are blessed by the Gods, cursed and burdened, or something righteous all on their own?

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Aether Madness

 

Aether Madness is a term used by scholars to distinguish those who use their abilities to kill and maim. The core idea is that these individuals have been corrupted by access to such power that they lose their sense of humanity and morals. The condition is known as something that can deteriorate further and takes considerable effort to redeem a deeply corrupted individual. 

 

Almost all societal fear regarding Aether stems from the abuses by the corrupt and their willingness to commit astonishingly evil acts with their supernatural abilities. Some societies, however, see this power as something to harness and develop, leading to a dangerous fermenting of powerful aetheric users without moral inhibitions.

Despite the nation of the The Imperium, Dumanon has little regard to entertain those nobles stricken by the madness brought by their own power. Instead, they are most likely to be disposed of for the potential problem and threat they pose when they do not act in benefit of the Imperium or the Cendric.

Emperor Cendric acts as a bulwark against Dumanon's decent into madness, fear of his retribution keeps many of the Imperial nobility in check and on the side of the sane. Though he is rarely regarded as such by any other than a select few composing his kingdom. Many outsiders see the Kingdom rife with madness.

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"Careful with that you hold boy. You'll invite the wrath of the locals."

- A fair warning given to urge caution with the use of Aether

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Scourge

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The Scourge come from the depths of the New World, discovered by Dwarven-kind and since then have threatened their civilisation and later the lands above with each outbreak. Most commonly they are encountered in bands that can number in their dozens, preying upon wandering Dwarves in their Great Roads or ransacking settlements should they reach the surface.

 

Although usually confined to the Great Roads, they have in recent decades frequently managed to breach the surface. In the worst possible outcome, the Dwarves cannot stem the tide of and a full emergence of these creatures spills into the lands above - and they would achieve their apparent goal. It is known, by now, that their fundamental drive is a ravenous need to conquer the lands above. They seem to have an entitlement, inherent to their blood, to all of Awenasa. No scholarly justification is reported, merely a need, and an assumption of complete right. No Scourge diverges from this goal.

 

To the Elves, the Amura and the rest who live above. It is hard to believe in the details the Dwarves would describe of the Scourge, and when a warparty reaches the surface few are ever ready to fight them off. Lacking proper widespread knowledge of them, and of the stories the Dwarves tell of them, their attacks are often misdiagnosed as the result of larger beasts, monsters or even the Banen’Rhûn.

 

Although it is not universally held, many of the Dwarves of the Ancient Kingdoms feel an obligation to fight and eradicate the Scourge as it was their ancestors who had first broken into the vault that kept them sealed away.

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Scourge Warriors

The warriors are becoming an increasingly common sight among the Scourge warbands and are notable for, despite their rusted armour, they have a high tolerance for pain and damage. 

They vary in physical size and intimidation factor, often at least one will serve as a commander for the group. Dwarfs that have encountered them often remark on their propensity to taunt and mock their target's to coax them into an unfavorable engagement.

The most infamous, within the Ancient Kingdoms, among the warrior type is The Harbinger. An elusive commander of the Scourge who has led many warbands but seems impossible to kill.

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Scourge Ambusher

 

Although the Scourge are, by their nature, a terror to behold. The type known as Ambushers have further leaned into this aspect to attacks of shock and awe. An Ambusher cabal is unlike their Warrior and Mauler kin in that they are more willing and ready to work in smaller groups to achieve a particular horrid objective.

Although they are not as dangerous in combat as their relatives, the time when they choose to strike makes them just as deadly if not far worse. Often Dwarven camps are taken by surprise by them due to the sheer audacity they display.

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Scourge Mauler

Maulers often seem like the standard warrior to the unknown eye, those unfamiliar with them are often in for a nasty surprise. The Mauler is named as such for its ability to almost 'leap' at targets and then proceed to viciously attack them. 

They are not as stealthy as Ambushers, or or resilient as Warriors and make up for this in the single-minded ferocity in which they attack. Although veteran Dwarves consider them more manageable than their kin on their own, in the midst of fighting these Scourge become nightmarish to fight on the field while allies are distracted and unable to help. 

 

History

 

The Ancient Dwarves are famous for their ability to build, and grand projects go hand in hand with Dwarven ambitions. One such project, a highway carved under the earth itself to connect the distant Dwarven Kingdoms, stumbled upon a grand vault containing long dormant creatures slumbering in the deep.

 

The story of the discovery by the Ancient Dwarves recounts the expedition being attacked and nearly slaughtered by the reawakened creatures. Those sent down described violence beyond imaging and creatures who screamed death.

 

The Scourge as they were named, broke free from their collapsed rocky prison that the surviving Dwarves hoped would hold them off and flooded the underground highway in a torrent of blood and devastation. Any living thing they came across was killed in an ecstatic frenzy of violence as this fresh brutality was left unchecked. It took the combined efforts of various Dwarven Kingdoms to assemble the soldiers needed to push back this outbreak, but they assuredly did.

 

These forces pushed this horrid foe back to the vault they were found in and the bloodied veterans cut each one down, assured they had defeated them all. Not too long past before Scourge were encountered in smaller and smaller groups, lingering in the tunnels as routine culling became part of the Dwarven way of life.

 

The Second War of the Roads happened less than a decade later and followed much of the same pattern as the first. Seemingly mindless creatures attacking in a frenzy. However, the Dwarves were well prepared for this eventuality and severely blunted the damage it could deal and were put down with great efficiency. Though this size and origin of this attack worried many, the readiness of the Kingdoms dissuaded many doubts.

 

The Third Scourge Outbreak was much worse than the first two, larger in the size of the swarm it brought forward and more ‘developed’ in the creatures it brought to bear. It was in this outbreak that humanoid beasts with far greater intelligence and skill appeared on the enemy side. 

 

The Kingdoms Armies once again managed to beat back the Scourge, though it took a heavy toll to do so. Once they were able to find the origin of this outbreak, they found the first of what they would designate as an ‘Azdai-Amok’. A creature so large it was not able to fit through the tunnels and was trapped in the cavern. Its huge frame, winged back and long tail all proved dire as the creature was hacked apart by a determined Dwarven army. The Kingdoms eventually categorised elements of the horde based on their hierarchy: Amok-Azdai-Amok, Azdai-Evok, and Azdai-Bzok.

 

During the Third War, Ort-Dendarum was annihilated by the Scourge. This event is the single largest loss of life ever recorded by Dwarven kind, with an estimation of over 150,000 souls lost. Various descendants of this great old kingdom still remain, and attempts to repopulate the city have been met with ferocious attacks by the Scourge.

 

The Third War, or The Third Great Roads Outbreak, was three hundred years ago and since then small bands of Scourge are still too common an occurrence in the Great Roads and have become increasingly common upon the world above.

Despite the Great Roads not having an outbreak since, the surface has instead faced an Emergence.

 

Outbreak is a term used by the Dwarves to note a large force of Scourge that is more deadly than the roving bands usually encountered. An Emergence is when such a force breaks free of the Great Roads and begins its slaughter upon the world above. This has happened once so far, 140 years ago in the lands owned by House Tzukyn. 

 

In a war that House Tzukyn has effectively suppressed the knowledge of, owing to their discoveries of the nature of the Scourge, Tzukyn along with the Golden Chorus, a regiment of Custodes, fought against the Scourge and drove them back underground. The Elven House captured many specimens both alive and dead, but the prized possession was the corpse of an Azdai-Amok.

The Harbinger

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Play As...

 

When playing as a Scourge, you agree to adhere to the Special Slot Conduct rules that you can see at the top of this page and in the discord under the Rules category.

The Scourge are, for the most part, mostly unknown outside the Dwarves and the few who have encountered them in the New World. They are, however, a universal antagonist similar to monsters but with the ability to speak and progress in the system. 

  • When deciding to play a Scourge, consider if you can handle the role of a Universal Antagonist. Other characters will generally have reason to hunt you down, and you do not need good reason to antagonise anyone.

  • Be a humble antagonist, IC and OOC, the role you will play with this type of character has the potential to craft great stories, but also to ruin fun for many people!

  • Consider what your intention is to play as the Scourge, is it to rule over Nahas and require tribute? To try and topple the strongest faction in the area? Or are you more specifically trying to hunt down Dwarves for their resistance?

  • Scourge are named after the deeds they have committed. Their original names are lost. They have innate knowledge of the basics of life, reading, writing, and professions once held and oncemore needed. They do not recall learning these things, however, a mystery even to themselves.

"My family has been fighting the Scourge for generations. I'm not about to break tradition."

- Fighting against the Scourge has become a time honoured traditions among some Dwarves

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Djinn

Djinn: Warlocks & Pactmakers

The Djinn are an elusive, highly rare pedigree of creature, of men or women who have made a life-long deal with The Devil, or Kalahti. The two Gods hold dominium over trades and exchanges, and are hellbent on abusing those contracts for their own gain.

Djinn are those who have knowingly entered into this pact. They are ruthlessly ambitious, greedy and typically devout, but most of all vain. They want to be noble, or rich, or just purely powerful, and occasionally thirst after those who were born Aether Attuned. It is through whatever path in life that they take, that they eventually find The Devil or Kalahti, through Elven whispers or shrines in isolated port towns throughout the world - and through pandering to these powerful divines, they are eventually offered a contract.

The contract is conditional. Beauty. Youth. Eternal charisma. They borrow these gift from their God-wives to wield when needed. This of course comes with a price; servitude, and binding. They are bound, forever, to both their chosen Goddess and an empowered phylactery through which She is channelled. Typically, this is a large shell, though not always; it can be a bottle of sand or sea water, a lamp that burns whale oil, pearls upon a string; they are not identical, and are given by the Goddess once the Djinn has signed their soul away.

The destruction of their phylactery will disconnect them from the powers that keep them beautified, without it the world will see their true form. The consequence of their bargain.

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Duty

 

The duty of the Djinn is to perpetrate contracts and deals on behalf of their God-wife. This typically involves becoming a leech to a group for an extended period of time, gradually gaining trust and reverence, before finally offering an exchange or the granting of a wish to their target. The target will, either for a short time or forever, lose something and gain something else - great strength in exchange for losing the ability to make sense of written language ever again. Ground breaking genius, with a crippling of their body. Extreme luck, and a rapid lack of honed skill. Some are small and within the immediate power of the warlock, but others may require intense rituals to achieve. These are the Gods' favourites.


After achieving this, the Djinn will then move along to their next target; likely escaping the wrath of their previous victim after they have realised the extent of the price they have paid. 

Appearance and Behaviour

 

Djinn maintain their appearance from before their deal was struck, though heightened in appearance and it is said that something uncanny becomes of their smiles. A little too wide, teeth a little too bright. Still, they keep their previous cultural traits. They are subtly beautified; a better version of themselves. 

They often adopt a desire to see swaps and changes in other aspects of life, as well. Even mundane deals appeal to them, especially if they’re lopsided and unfair. Typically, they are inhabited by a trickster-joy, often remaining sanguine and motivated regardless of their current situation.

They are capable of attachments to mortals, but face a constant commitment to their chosen God above all else. Kalahti is known to be particularly jealous, and in fact almost never chooses women for these bindings, considering those who sign Her contracts to be Her spouses. Because of this, Djinn are usually wary of getting too close to anyone that might enrage their patron. Other followers or the likeminded are safer, but not assured. 

Perhaps to terrify the Djinn into obedience, they also gain a pact form. Something to remind them of what they will become should their duty not be fulfilled. A body of sickly greyish blue, awash with barnacles and coral fused with their flesh as it constantly weeps waters. This is a monstrous adaptation of their bodies - and a glimpse into the future for many, as bloated corpses in the depths of the Goddess-ruled seas. 

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How To Play

 

When playing as a Djinn, you agree to adhere to the Special Slot Conduct rules that you can see at the top of this page and in the discord under the Rules category.

  • Infiltrate groups and earn trust, whilst frequently provoking instances of chaos whether big or small.

  • Roleplay greed and ambition, whether independent or related to their contract. 

  • Frequently appeal to your patron, either just to keep on Her good side or for your own gains.

"She calls to me, you know. Her voice comes with the wailing gulls and the westerly winds. She loves me. She loves my debt." 

- An old Djinn, musing to a Sasaan scholar about his life's choices after being imprisoned.

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Tlan'us Disease

Tlan'us

The word 'Tlan'us' is a term that refers to a mythological creature of Precursor origins which drains the life essence from those who trespasses in its domain. The Tlan'us disease is mostly mistaken for the Great Plague and few esoteric scholarly circles put stock into it being something else.

'Beguiled by Blood, The Tlan'us Disease.' by Zavis Laiwen, a Tzukyn Scholar, is the only publication relating to the study of the malady. It is criminally short, and lacks the robustness of the standard for medical works in Elven circles. The paper has been roundly criticised for being fabricated and morally dubious; these claims have subsequently ruined the reputation of Zavis Laiwen among prestigious circles.

The publication, if a rare copy can be found, would describe the malady of as 'one who is stricken by the craving for blood.' - The craving, unlike bloodlust, is not relating to the martial glory of defeating an enemy, as the publication noted, but rather the infatuation of the substance itself.

Consuming blood is the hallmark symptom, as noted by Zavis, they would "happily lap it from the stone floor to sate their ailment.", his study further expresses the malady has a preference for the blood of Elves. Though he is uncertain if this is due the infected being Elven. He comes to refer to the infection more as a curse in his writing.

 

Zavis' last major contribution to understanding the disease is noting that all those he has met who were infected, either suffered from the Great Plague or their ancestors did. Along with carrying similar early on-set symptoms which rapidly deviate.

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Behaviour & Life

 

The Great Plague is a well documented sickness whose early onset symptoms are easy to recognise. These alone are enough to quarantine, exile or even kill the infected before it would spread to the rest. Following along the lines of the plague, this aliment will induce strange cravings as well as a morbid fascination of blood which is wholly unsatisfied by animals.

 

The onset of the disease begins within days following initial infection. In addition to their blood cravings, the disease’s early stages face a general diminished state of health; from severe fevers, headaches, nightmares, poor vitality and mood, colour-blindness in some, as well as potential seizures. Many of which mimic the Great Plague.

 

Eventually the victim will either die from catastrophic organ failure, and subsequently be noted as dying from the plague, or unfortunately live to see the diseases become chronic.

 

Ultimately, those afflicted will find their health is in a constantly fluctuating state. Somedays, the afflicted will feel terrible, suffering incredulously within their symptoms. - Other-days, the inverse is true with some infected seeing a renewed strength and sensation far-greater, and yet this isn’t without its downsides; the blood cravings being constant.
 

Blood cravings are a persistent and lifelong affliction, eventually they will find that the inundation and routine drinking of a living person’s blood will satiate their poor vitality and health.

 

The indulging of blood, something that often disgusts them initially and can make them expel the contents of their stomach, eventually becomes an acquired taste for those that live through the nightmare. If they do not find reason to end their own misery, they become accustomed to blood granting relief from the curse. Albeit temporarily. - Those suffering from the worst stages of 'dehydration' will find blood as pleasant as wine, satisfying to taste.

Meanwhile those who are well will find the opposite true. Blood-drinking being not that pleasant, if not sometimes disturbing; and yet, the drinking will be habitual and addictive.

Whilst they can drink the blood of animals or creatures, or a person’s blood preserved, they will find that taste is altogether unsatisfying; the nourishment being little.

How To Play

 

When playing as an infected, you agree to adhere to the Special Slot Conduct rules that you can see at the top of this page and in the discord under the Rules category.

Whilst Tlan'us are heavily inspired by vampires- their lust for blood can easily be compared, it is important to note their differences. They do not have fangs and are not pale, they are not nocturnal nor adverse to sunlight, and many attempt to resist their baser impulses. 

They can be of any origin, but not an Aether Attuned nor a Demon.

When making an infected, consider,

  • How did they contract the malady? Was it spread through contact with a Tlan'us? Or by chance?

  • Do they desire to resist the disease and seek a cure, or do they view it as a strength, and indulge in the blood of others?

  •  Will they seclude themselves for fear of discovery? Or will they attempt to hide the symptoms from those around them?

Author: Hokan

Contributions by: Oakbug, Afric & Not Him

Page Created by: Hokan

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