Foolish Ghoul
Missionary Man
"The world is fire and plague, and we are a madness that roams this desolate land like sheep without a shepherd. That’s all we are when it comes down to it, just squabbling cattle, living life in a familiar home turned slaughterhouse. We; the Faceless and Willow Witches alike, wander the rotting carcasses of our once proud civilization, living only because that’s what our primal instinct tells us to do, living in spite of all that has happened…
Of course, things weren't always like this, we weren't always slaves to our own fear and broken minds. We used to have great kingdoms and powerful heroes who fought back the darkness. I was told that at a young age, of course, and I’ll admit I didn’t believe it at first – you probably wouldn’t either if you lived through the shit I have – but when my village was attacked by the Skin Dancers and I began my life as a Faceless vagabond, I saw the signs of it everywhere. Old husks of the great monolithic structures we once built still stand tall to this day, and the massive expanses of tamed wild land they accompany are a welcome sight. I oft seek these structures and rotted cities out, as they are a welcome departure from reality. It’s so easy there, to step from this world to the next. I can close my eyes, for but a moment, and picture myself in the world before the age of Stardust..."
- The Cataclysm
-
It started with a tear in the very fabric of our planar system. When it began it was small, but was still large enough to grab the attention of the Gods. In turn, each of the Celestial Commanders examined the rift, and when none were able to explain it’s existence, they simply wrote it off as an anomaly that would close before the end of the planetary cycle. They were wrong, and they were fools…
As that cycle passed, and the proposed hypothesis proved false, one of the gods – a master of logic and law – decided to traverse the tear in search of answers and discovery as to what may lay on the other side. Sadly, before any of the other’s could testify his rash behavior, he crossed the threshold of the impossible rift, vanishing into the beyond. He did not return, and now he lay nameless and unworshipped.
Another cycle passed, and the tear still lay open, its unwavering shape taunting the Gods with malice and the promise of death. In panic, the Celestial Commanders sealed the divine bridges that connected their planes from the others, shutting the material planes out.
Cycles passed and the rift still lay open and ever impossible. Many Gods became paranoid, fearing what this rift might mean and what might happen next. However, in time it lay ignored and undisturbed. It posed no visible threat as long as it lay unmolested, and so for a time there was solace. Or so, they thought.
Twelve cycles passed, and finally the prophet of doom emerged. Cathael, mother of the Skin Dancers, first Emergent from the Plane of Stardust, devourer of Gods. She was alien and bizarre, an exotic creature of captivating beauty. She danced an astral dance that promised ruin and death, and slew two Gods with in moments of her arrival, consuming their forms. They now lay forgotten and unworshipped.
Cathael left the celestial planes and passed the divine bridges with ease, venturing towards the Prime Material Plane, home of the God’s creations. She made landing in Tu’thull, first city of Emoreale, and dug deep into the soils. From there she made her nest, and birthed the first of the Skin Dancers; abominations of unspeakable horror that lurk inside men, controlling their bodies like simple puppets.
Before the Gods could react to the sudden devastation Cathael had wrought, a slew of rifts emerged within the planar system, spewing forth the abominations that had been lurking just beyond the void for so long. Gods below were they hungry.
I would hesitate to label the ensuing battles a war, as slaughter seems to be a more appropriate title. Most of the Gods now lay forgotten and unworshiped, and the few that live went into hiding so that they may sleep off their wounds. - The Three Gifts
-
Truly we hang on by a thread, and things seem grim if not certain, but there is some glimmer of hope still. You see, the Gods did not forsake us entirely in their death. Upon their departure they gave us three last gifts
- Willow Witches
-
First were the Willow Witches. Creatures much like that of the humans, but with certain talents useful in fighting the abominations from the Plane of Stardust. They protect the few remaining cities and towns of Emoreale, and when those inevitably fall, they join the Faceless and wander the world in search of purpose.
Willow Witch Characters:
Born from a willow tree, these holy warrior's first thoughts are of their purpose; protect. They slide out of their trees fully grown, and walk to the town or city they have been summoned to guard. A Willow Witch guardian will do anything they can to keep their chosen land safe, even at the expense of their own life.
Sometimes a Willow Witch is born to a town or city that has already been destroyed, or the guardian fails to protect their mark and lives on despite the destruction. In these rare cases, the Willow Witch becomes a wanderer and a hunter, traveling the world until they die fighting the beasts they were meant to destroy. In some cases, a wandering Willow Witch will find a group of traveling Faceless and join their ranks.
Holy Physicality:
As a Willow Witch you are naturally stronger and faster than the Faceless. You have been given this strength to combat the Skin Dancers and other denizens from the Plane of Stardust. Because of this, weapons that might feel cumbersome to a Faceless are simple for you to wield.
Solar Powered:
The warming touch of the sun's rays fills you with vigor and energy. When exposed to sunlight, you heal wounds faster and are imbued with holy strength beyond compare.
Rune Writers:
Willow Witches are born with the understanding of the ancient runic language known as celestial. They come with full understanding of the Wards of Eld and a few of the much more rare Attack Runes. A Willow Witch should also have a greater understanding of about three Wards of Eld, allowing them to use them as utility in combat.
- Star Iron
-
The second gift, Star Iron, is a metal that repels the touch of Skin Dancers. Unfortunately, humanity is in short supply of Star Iron and there hasn’t been a pure Star Iron helm made in the last hundred years or so.
During the pinnacle of the calamity, Star Iron rained from the sky, alight in holy fire set by the gods. When the holy metal struck down, it bore itself deep into the earth waiting ready for those of in need of it's protective properties.
- Wards of Eld
-
Finally, there is the third gift; the Wards of Eld. Ancient writings that only the Willow Witches understand and can write. This is the only reason any town or city goes unmolested, as these wards repel naked Skin Dancers.
For the most part, Wards of Eld are very delicate. In order to work, they need to be linked together within a delicate and specific fashion, even the slightest error can cause the magic to wither away.
Specialization:
When a Willow Witch works with Eld Wards, they eventually gain a scholarly understanding of about three wards. When this mental ability becomes thoroughly practiced, a Willow Witch will find that they can write these wards in the air, activating them on command.
Wards of Eld available for specialization:
A'Tea: Ward of displacement
Cur'Ar: Ward of disruption
Doch: Ward of healing
Gea: Ward of defense
Kel: Ward of locating
Siel: Ward of silence
Ule: Ward of binding
Teh: Ward of shielding
Attack Rune Families:
Aliel: Runes of air
Bliel: Runes of shadow
Pesin: Runes of water
Resin: Runes of earth
Teine: Runes of fire
Ter: Runes of lightning
- Faceless
-
The Faceless are humans existing now in the age of Stardust, they wallow in filth and plague, and hide behind helms of iron, cowering from the abysmal creatures that seek their destruction. It is because humans wear these helms that they have taken on the name "Faceless". They don't show their face, they don't mark their towns or cities on maps and they quietly accept their fate.
Faceless Characters:
Playing a Faceless character means that you have a terribly tragic history. Most likely you were born in a town or city, behind the comfort of the Eld Wards until – at some point – that town/city was brought to ruin. Whether it be because of plague, a Skin Dancer infestation, other various monsters, starvation, cultists, etc., that place no longer exists, and most likely nobody even noticed.
You now live life as a wanderer, doing your best to survive the harsh world. You may have found companions along the way, traveling in groups is usually the safest way to travel, but no matter how many friends you surround yourself with, you will eventually die out here.
Mutation:
Though not all Faceless suffer from this, you might.
The material planes and the Plane of Stardust were never meant to be connected, their building blocks are just too different. Because of this connection, the Plane of Stardust has warped Emoreale and the creatures that inhabit it. Mutation isn't common, and it's effects can be disastrous, but there are some who have learned how to tame it's effects and even use the mutation to their advantage. Through the use of mutagens (substances that can be harvested from creatures of the Plane of Stardust) a Faceless can enhance their own physical abilities.
Magic Specialist:
Though Faceless may not be able to wield runes such as the Willow Witches, Faceless do posses their own magics. When it comes to wielding the arcane arts, there isn't anyone better than the Faceless.
Namers:
The power of names is only available to Faceless.
- Helms
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A helm – simply put – is any covering for ones face. Originally, back when the calamity was at it's zenith, helms were made entirely of Star Iron, but since most of the world's supply has been used up and lost to the piles of plague infested corpses, Blacksmith's have to make do with regular Bold Iron, or a mix of the two. In some towns, the populace has had to resort to more common materials.
Sample List of Materials Used for Helms:
- Arcanite - Rare
- Bold Iron - Common
- Cloth - Common
- Flesh - Rare
- Leather - Common
- Pure Star Iron - Legendary (impossible)
- Silver - Uncommon
- Star Iron/Bold Iron mix - Rare
- Relics
-
Relics are strange and mysterious items that come from before the age of Stardust, either during the calamity or during the age of Gods. Relics are scattered throughout this desolate world, buried underneath the rot and decay of what once was a mighty civilization.
There is much mystery shrouding the discovery of these items, but their usefulness is without question.
In order to discover a Relic, a Relic must want you to find it. This is a strange anomaly that many wanders have come across, as it seems that certain types of Relics will tend to only be discovered by a creature they deem worthy of their discovery. For instance, if one is to lead a life of violence and war, blazing a path of destruction upon their travels, they are more likely to find a Relic that's use is befitting a life of violence. Alternatively, if one lives life in the shadows, avoiding detection and slinking past their enemies, a Relic used for stealth may appear.
- Cathael
-
Not Much is known of Cathael. She is one of the many gods that descended upon the Prime Material realm, and seems to have the most influence. Her nest is said to be in the lost city of Tu'thull, but the information on that location is no longer available. She is a mystery and a horror one does not want to encounter.
- Skin Dancers
-
"...I have been following the two Skin Dancers for sometime now, and it seems I have managed to go undetected, though how much longer before they take notice of me is unclear.
...Getting as close as I have, I have begun sketching these creature's terrible visages and taking thorough notes on their behavioral patterns...
...Peculiar, It seems that even after a Skin Dancer's suite dies, they continue to wear it's corpse, almost as if their collecting the rotting remains of the poor souls they have bested. It is to be assumed, of course, that this is due to the terrible solar affliction all Skin Dancers poses, but I can't help and wonder if Dancers collect suits for sentimental value, or possibly, even as symbols of status. Just morbid curiosity of course.
It also appears that my two specimens have some sort of bony projections protruding from their heads, horns or antlers of some sort it seems. I ponder the possible uses for such growths, but find I can only hypothesize...
...I continue to follow my two specimens, and find that they do not seem to require sustenance, or at least I have not bared witness to any sort of consumption. Perhaps the rotting corpses they reside in provide nourishment."
Skin Dancers appeared hundreds of years ago, birthed forth from the god Cathael. They are terrible creatures of deception and corruption, and were the main force behind humanity's annihilation.
- The Power of Names
-
Names are strange and powerful things, and to have a name is wonderous.
At birth, a Faceless is given a name by their parents. While a Faceless' birth name does have some power (if a person calls your name, you turn your head to see who is calling you, they were able to make you act with the power of your name) it is miniscule in comparison to the power of a true name. A true name is that person's very being, it is what defines them. It is said that that when a Skin Dancer enters a body, they learn that person's true name, and that is why they have full control over them.
Naming is a discipline where one perceives the true name of a person, place or thing, and through that understanding gains absolute control over the subject. This power can be used by a Faceless in a variety of ways. For example, natural forces like the wind can be called upon to do the Namer's bidding, solid rock can be commanded to crumble into dust, and living beings and people can be forced to do whatever the Namer desires. That being said, learning a name, truly understanding it, is a long and difficult process.
How It Works (Sort Of)
Oh I'm sorry, does this not make any sense? Well fuck you! You try and explain literal magic.
So the True Name of things is admittedly a very hard subject to explain. To know the True Name of something means you understand that thing to its very core. This might seem impossible to you, after all how could one ever hope to understand something that is forever shifting, such as wind or light, even wood or fire? These things are always changing, and therefore their names are never the same from this moment to the next, it should be impossible to understand them absolutely, right? Surprisingly, it isn't. You see, this understanding doesn't come from your conscious mind, the thing that you normally use to comprehend or analyze the world, the thing you're using right now to try and understand this complex concept. The understanding of a thing to the point of knowing its True Name comes from a subconscious portion of the mind – we'll call it the Sleeping Mind – that awakens briefly to become aware of the True Name of something.
"How does the Sleeping Mind work?", I hear you ask. Think of it like this:
Let's say you and me were in a room. In my hand is a stone. If I showed you this rock, and told you I was going to toss it, could you tell me right now where it was going to land with absolute certainty? Go ahead tell me. Picture that room in your mind. Picture you and me, no more than ten feet apart, a smooth skipping stone in my hand. Take as much time as you need, draw it out if you would like, and then have that answer in mind.
***
Have your answer? Yes? Well are you certain you know that's exactly where it's going to land?
No. Of course not. You could never tell me for certain where that stone would land. First of all, I didn't give you the rock, so its mass is a mystery to you. For all you know I was lying and it's not a rock at all, simply papermachette painted to look like a rock. You don't even have tools to measure the wind speed or atmospheric pressure of the room. Second of all, even if you did have all that information, I never told you which direction I was going to throw the stone. In short, there's no way you could figure that problem out.
Now picture that room again. Me and you, stone in my hand. I've just asked you this seemingly impossible question, for which you can not provide a definite answer. I then call my little brother into the room. He's six years old. Without a word, I toss the stone in a high arc towards his direction, and he snatches it from the air before it impacts the ground. Holding it in his hand, he examines the stone confused. I excuse him from the room and he leaves.
I turn back to you, smug grin on my face. How could my six year old brother, in mere seconds, figure out where that stone would impact, before it impacted, when you could not do it with your more experienced and intelligent mind in however much time you needed or wanted? How could my six year old brother calculate the distance that stone would travel, and how much time it would take to get there, when you could not?
Though not a perfect analogy, that is essentially how the Sleeping Mind and Naming works. A Faceless has the ability to awaken their Sleeping Mind for brief periods of time, so they might fully understand something to the point of learning it's true name at that exact moment (most things are in a constant state of change or decay, so a True Name is never the same from what it was seconds ago).
- Magic
-
There are eight types of magic. They are as follows:
Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
Divination: Spells that reveal information. A divination specialist is called a diviner.
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
- Religion Now
-
After the gods were slain, or chased into hiding, religion had died out almost completely. However, there are some who still seek out the gods to this day. They travel Emoreale in search of answers as to where the remaining deities may have fled to, in hopes that they may provide aid.
Any remaining religions are generally cults worshiping one of the Astral deities from the Plane of Stardust. It is said that there are even some worshippers of Cathael who willingly allow Skin Dancers to wear them. These cults tend to form in areas that have lost all sight of hope and have nothing no other option but to worship. These cults can be problematic for many obvious reasons, but also have been known to destroy the Eld Wards of a town purposefully.
"Civilization lays buried under the corpses of it’s own creators, the ashes of our ruin blanket this world and we wither and squirm until death takes us. We cling to life so pitifully, our cold hands gripping the cloistered veins of vitality, and for what?"
C.DEX
Berries
dragonsfire
Napoleone the Kiwi
zenguardian
@Rapbit
Blank Pages
Colie
Cinderlily
tremblelance
FrazzledFox
Balfnaught1
The Gunrunner
DatGuyWelbz
darth
Darth Tangent
Moritz
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Faint sunlight glints through the tree canopy, stray beams catching the fringes of the frost covered ground, slowly thawing out the surrounding area. The earth was cold, frozen and stiff, and as he came out of his sleep, Abel would find his muscles felt par for the course. It seems the night had cast the land into the hem of winter’s maw, but like the frozen earth, Abel would find the sun's rays would eventually thaw his stiff body.
The fire – which Abel would have needed to get through the night – seems to have died out recently, though the blackened wood still radiates some warmth, leaving a small area around the extinguished fire untouched by the frost.
Despite the tree’s canopy guarding against most of the sun's light, Abel would be able to tell that dawn had only just begun, giving him plenty of time to travel before night fell once again. It also seemed a very low fog had settled in the area, though it would probably burn off along with the chill by mid day.
Surrounding Abel is a dense forest of pine trees and the usual scattered remnants of the old world – a few crumbling stone structures covered in ivy, skeletal bodies and various corpses strewn about the forest floor. Even though these things would have become a familiar sight at this point and were to be expected, there were a few stranger landmarks as well.
First of the peculiarities were the trees. While at initial glance they seemed like nothing too terribly unusual, closer inspection would reveal corpses either trampled and obscured by the tree roots or absorbed into the bark and wood. Most of the corpses in this state are entirely skeletal at this point, featureless and yellowed with rot, while some still have remnants of their flesh clinging tightly to the bone.
The second oddity amongst this clearing is a much fresher – though still considerably old – looking corpse hanging from a tree not fifty feet from where Abel had decided to set up for the night. The clothing from the body had been stripped, though the true gender of the corpse will forever remain a mystery as the flesh has been made into a mangled mess. In fact, it seems the body had been mutilated to the point that it is barely even distinguishable as a corpse. There are appendages to the side of the main mass that could have been arms at one point, and cradled in the loop of the rope suspending the corpse there seems to be a cranial structure, but outside of the those familiar features, the torn rotting mass is indistinguishable. If Abel wished to inspect the body further, he would have to get closer.
The final peculiar piece that Abel would find as he came to, is the silence. The night before, this forest had been a hive of activity. Abel would remember animals crashing through the underbrush as he passed, birds shrieking as if they were being assailed by an unseen force, and the wind that had been howling as if it were a living entity feeling a deep and terrible pain. Now there was nothing. Outside of the writhing fog coating the forest floor, nothing moved, and not a sound could be heard. There was, however, the fishy scent of the sea thick in the air, but if a beach was nearby, it too had fallen silent.
C.DEX
***
Farther to the east, at the base of the Stormswel Mountains – one of the few landmarks that still holds its name – another group of vagabonds find themselves rousing from the grips of sleep. Bayan and Lutolf, though not the most likely of companions, had traveled these rolling plains for the past few days without attracting the attention of any harmful entity, and would find their sleep to have been comfortable and uninterrupted by any outside force.
Roughly a week ago the two ran into another traveler passing through the area, bringing news of a town cradled in the Stormswel. The woman had offered a rough description of how to get there – should they feel the need to briefly join society again – and some trade.
So, for the past week, Bayan and Lutolf have found themselves drawing closer and closer to the Stormswel. At first, they had to trek through a particularly overgrown forest, which proved to hide a few unsavory beasts, but before long, they eventually stumbled across the miles and miles of open plains they have awoken in today, and past that, the Stormswel.
When originally seeing these plains, one would think this to be a gentle and peaceful land, easily traversed and maneuvered, and while that may be mostly true, the dark history of these plains quickly revealed itself to Bayan and Lutolf.
The land, though still easier than most terrains, was rough and scarred. There were craters and deep cuts that had been carved into the earth long ago, despite the land seeming almost completely flat from a distance. These strange geographical anomalies would have remained a mystery if it weren't for the overabundance of dead knights scattering the plain. It didn’t take a genius to figure out that this had once been the home of some great and bloody battle, a scourge and a testament to the Cataclysm.
The scarred earth could probably be attributed to the powerful magics and great technology that faceless once possessed, and the corpses were clearly the work of the denizens of the Plane of Stardust. Gods bellow, there were a lot of corpses. As it turned out, of the few hills that Bayan and Lutolf had seen, almost all of them were merely large piles of Faceless corpses. It would be unsettling to most, and a terrible omen to the more superstitious folk.
Granted, that was behind Bayan and Lutolf now. Ahead of them, the Stormswel mountains stood defiant against the sky, promising them soft beds and warm meals could they make it up the treacherous trail. To the North, a dense forest could be seen, and an unfamiliar plume of grey smoke rising from the canopy. That was… odd. There hadn’t been smoke there before.
The Gunrunner Moritz
***
The noise of something crashing through the woods, followed by an earsplitting squeal shattered the morning silence, yanking Diana from her sleep. She had found the shell of an old stone building to set up camp for the night, and though it had no roof, and only two walls thick with moss, it eliminated two possible points she had to defend. Of course, this was little comfort to someone suddenly thrust to the waking realm by the distressing sounds of an approaching beast.
Whatever it was that was screaming was getting closer, it would be out of the woods soon. Another shriek cracked like thunder. Soon it would be in the same clearing as Diana.
Luckily for the Faceless, the approaching entity – when exiting the woods – would have its vision of Diana blocked by one of the stone walls. If it had decided to come out of the woods on the right side of this clearing, chances are it would have been able to see her immediately, but from the sound of it, that would not be the case. It wasn't much, but the cover the wall provided gave Diana a small advantage.
It was closer now. Feet pounding on hard packed earth, a body tearing through the lush and dense foliage. Closer still. Another bestial shriek, louder this time. It echoes through the clearing. Suddenly the sound of snapping branches stops. It’s broken through the forest. Feet pound upon the grass, the charging creature eventually slows to a stop. Ragged breathing, the sounds of exhaustion, panting. No movement. Stillness.
FrazzledFox
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