Difference between revisions of "Ghouls"

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Ghouls are creations of necromancy magic. They seem almost autonomous, zombie like, with hunger for life-force that keep them moving. This hunger keeps them working for the necromancers, and overcomes all other emotions it might have.
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{{shelved}}
  
== From a notebook from a necromancer ==
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{| class="wikitable" style="float:right; margin-left: 10px;"
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{| style="border:10px background:#FFFFFF; float:left;" width="50px"
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|- style="height:5px; text-align:center"
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|- style="vertical-align:middle;"
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[[File:Ghoul.jpg|200px|center]]
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|- style="color:grey; text-align:center; vertical-align:center;"
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| ''<span style="font-size:x-small;">Artwork by B3ast_mod</span>''
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|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"
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|'''Ghouls'''
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|-
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| '''Area''': Anywhere
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|-
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| '''Diet:''': Lifeforce
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|-
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| '''Size''': Depends on previous race
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|-
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| '''Hostility''' High
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|-
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| '''Tameable?''': Somewhat
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|- class="wikitable" style="background:#ffcc00; text-align:center; margin-left: 10px;"
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| '''Note: This creature can only be played by Event Team-Members.'''
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|}
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|-
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|}
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==Overview==
  
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The Morghuul, similarly to soul shadow-bearing spectrals, are something of a “second-second chance”; they are the shell left behind either after death or the transcendence of the soul that once inhabited the body. For example - if a process transpires where a [[Necromancy|Necromancer]] or [[Mysticism|Mystic]] become a [[Wraiths|Wraith]] or [[Wights|Wight]], or that when a knight becomes a [[Dread Knights|Dreadknight]], that the body is left behind through said process, and is therein preserved, the player has two chances to continue their character—they already take one by cheating death through these godless mediums, but when that accursed life perishes and the true soul ascends to the Soul Stream, the body is left behind. Through Necromancy, the body can be raised as Morghuul - soulless, nameless beings whom walk as corpses; phantoms of their past lives. That which enables their flawed mindfulness, the soul shadows, are not truly souls, so they are incapable of the feats actual souls may achieve, such as casting or practicing magic. Therefore, Morghuul must resort to alchemy to satiate their magical curiosities, and for those whom practiced heavier martial arts, they must resort to lighter armaments.
  
It is with strange fancy that I have stumbled upon such creation, I write with such curiosity at the meaning and possibility. In arts and crafts of the dark and foul I have stumbled upon creation that would shock thee most profound scholars in this art.
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==Behavior==
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Morghuul feed upon lifeforce; it is what satiates their decayed forms and stabilizes their soul shadows, keeping their minds intact. Failure to feed upon lifeforce will send Morghuul into a bout of madness and physical degradation until they satiate their cravings. Primarily, this is by devouring living beings; by gnawing on fresh flesh to passively absorb the remaining lifeforce within these carcasses. Alternatively, a Morghuul may lower themselves to that of a Necromancers’ servant if they so dearly pine for the relief of lifeforce.  
  
I call this new breed of the nonliving Ghouls, I've named them after such idle fairy tales that farmers and wives give to the sounds outside their pig squabble of a home. But! Mark these etched words upon parchments skins that these are no fairy tales. It all started in the midst of one unforgettable night, there I was in my element in the graves of forgotten soldiers. No one would see me that night, the shadows were long and the light of a crescent moon only peaking through the mysterious clouds. I had my assistant with me, a short bulbous man with a hooked nose and a hunched back, his feature were grim but I trusted him.
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Morghuul, as beings without souls, do not depend on the Monks to return to life—instead, they full well know the nature of their undeath, and are not subject the fears that it may bring for them—for when they are cut down, they come back to life a time later, with no discernable reason as to how their revival transpired. This is considered a double-edged sword; both a curse and a blessing. Their revival does not permit the retaining of memory alluding to their deaths, however, and Morghuul are therefore forced to forget what felled them.  
  
We thrust deep within the grounds loins, heaving and pushing mud and gravel alike, until meeting with the box that most men dread and deny, I and my companion thought of it like a present a gift! We were giddy to open and see what ‘treasure’ lay inside. A well preserved man inside, oh what joy filled me and my companion, Caloo Calay! What a wonder to say, but in my absent mindedness I attracted a passer, he yelled out something along the lines of this “What’s all that noise!”.
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Morghuul are remnants, but they are simply that - remnants. They may seek the pursuits of their past lives, but they are forever a hollow shell; their flame of life has eroded to cinders. Thus, Morghuul may suffer lapses in thought, an emptiness in personality, and an ever-worsening mental condition as per their life-hungering affliction.
  
Only one thing to do I supposed, I raised that damned body with my power and might showing that man true fright! Oh how he ran oh how he fled, it made me laugh! At his dread. But after dawns crown steadily approached and all my strength left the body something * happened the thing rose and attacked my companion, I didn't tell it to, it was running off its own mind o-r what was left of it. But lucky for my companion it seemed to show respect to I! It seemed odd, it followed me, I took it back to our hallowed halls.
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==Abilities==
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*Morghuul are soulless undead, but they may roam indefinitely, in theory, if their yearning for lifeforce is consistently succumbed to; allowing Morghuul to simply exist forever.  
  
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*Morghuul, as beings without souls, do not depend on the Monks to return to life—instead, they full well know the nature of their undeath, and are not subject the fears that it may bring for them—for when they are cut down, they come back to life a time later, with no discernable reason as to how their revival transpired. This is considered a double-edged sword; both a curse and a blessing. Their revival does not permit the retaining of memory alluding to their deaths, however, and Morghuul are therefore forced to forget what felled them.
  
== Experiments ==
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*The usual traumas of mortals are not for the Morghuul to share, for when they are arisen by whatever means, they are arisen quite literally as corpses; thus, they hold a greater tolerance to pain, and do not succumb to some wounds like normal mortal beings. This is not to be taken for granted, however—a Morghuul may survive the severing of his arms, but not decapitation or the splitting of his body in two; and he may suffer intense heat or cold, but he cannot survive being charred by flame or drowning in water.
  
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*Morghuul have a greater threshold of endurance, but moreso in the manner where they do not perceive exhaustion like mortal folk do. Morghuul are frailer beings, but combat will tire them little, as well as other acts of physical expenditure.
  
Test one concludes that they seem to obey the necromancer, reasons unknown more tests need to be concluded. The creature often seems to sob in my presence, and seems very docile as well.
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==Weaknesses==
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*Morghuul are lethargic, dejective beings, and while they may be a threat in combat, the decayed status of their unliving forms prevents them from arming themselves heavily. They are forced to become the rogue, the swordsman, the alchemist; for the roles of the knight, the heavy warrior and the strongman are unable to be tolerated by the frail form of the Morghuul. At most, they may adorn chainmail-oriented armaments, and wield a heavy longsword; but they cannot heft greatswords or massive axes, they cannot wear plate armor, and they cannot achieve greater feats of mortal strength. In truth, Morghuul are equal to other mortal folk, but in different mannerisms that make them better, but make them lesser. As a result of their weakness, Morghuul may only wear chainmail armor and wield iron weapons.  
  
Test two concludes through draining and passing life force through the ghoul you can make the thing more peaceful or stark raving mad. My companion would approach the cage the Ghoul would lash out, my presence didn't seem to affect its attitude in fact it seemed more like a trained dog towards me. The nails seem very large now, and they lash out farther out of its cage every passing night as if reaching for something.
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*Gold acts as a lesser bane against the Morghuul; while it isn’t able to destroy them outright, the wounds that gold weaponry inflicts brings them a great deal of pain - much unlike that of usual weaponry, which is dulled by their undeath. Gold makes dispatching Morghuul an easier feat.  
  
Test three concludes it prefers to attack sentient life, bringing animal and my companion near the cage the creature will always go reach out for him even if the animal is closer.
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*Holy magic acts as the primary bane of the Morghuul; and in it’s presence (Paladinism, Clercism, and Ascended, in specific), the Morghuul’s likeliness of defeat becomes high. Therefore, it is logical to these beings of false life to flee, lest they be decimated by the wrath of gods.  
  
Test Three concludes that by feeding live animals the creature it gains life force, note sentient life has not been tested but most likely it would give the creature more, concluding the reason why is prefer sentient over animal.
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==Redlines==
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*As soulless beings, Morghuul cannot cast magic.
  
Conclusion, my mind is set upon the idea of rare and uncanny resurrection. The creature is independent of the necromancer seeking life force on its own accord, necromancers seem to have control over the creatures, reason unknown but thought being that they may think if they do good the necromancer will reward them with such, but it is still an unknown.
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==Mechanics==
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Ghouls receive the Necrolyte Nexus race.
  
 
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==References==
=== OOC creation and things to note ===
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*[https://www.lordofthecraft.net/forums/topic/150590-morghuul-ghoul-revision/ Most recent lore]
 
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<noinclude>[[Category:Races]]</noinclude>
Once a Ghoul is killed that Ghoul will be encouraged to permakill. This system is more of a reincarnation system, if a player's ghoul dies, he may become a different ghoul.
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[[Category:Necrolytes]]
 
 
The privileges as a Ghoul player can be removed if problems are caused, but there will be a talk with the representative player before hand.
 
 
 
Ghouls seem to obey necromancers due to their creation and the hope that they’ll supply them with more life-force.
 
 
 
If a necromancer attacks a Ghoul, the Ghoul can defend itself.
 
 
 
Ghouls can take on various sizes and forms, they're self sustaining cadavers or patch-work monsters.
 
 
 
They may be of any animal or sentient creature (within reason) As of now, when a ghoul is killed they are to wait 6 hours before playing said ghoul again, or they may be PK'd.
 
 
 
== Behavior ==
 
 
 
Their minds are broken shells of major memories that loiter their psyche, often sending them to go places in which they used to live and surround themselves in past memories to alleviate these feelings of constant nostalgia.
 
 
 
The souls of these beings are damaged but not broken, because of this they can express emotions such as sadness, remorse, and even love from people of their past. However, this does not mean that a ghoul will not attack someone they have deep feelings for, their need for life-force trumps their humanity, turning him on the one’s they once cared for.
 
 
 
== Weaknesses ==
 
 
 
* Ghouls are Undead, they receive all weakness of that respective group of creatures
 
 
 
* Weakness to gold
 
 
 
* Weakness to Holy magic
 
 
 
* Sluggish due to rot
 
 
 
* Fire
 
 
 
* Damage to the head or neck
 
 
 
== Red Lines ==
 
 
 
Friendly Ghouls. Ghouls can’t be integrated into society but can be commanded by necromancers. And or others through training and torture.
 
 
 
Ghouls are in constant hunger for life-force, this hunger is able to suppress any other feelings they might have. If you however, do not RP this constant craving for life-force then it would be considered as power-gaming.
 
<noinclude>[[Category:Race]]</noinclude>
 

Latest revision as of 14:23, 21 August 2021

This lore has been shelved and is not used on the server anymore. This page exists purely for archival reasons.


Ghoul.jpg
Artwork by B3ast_mod
Ghouls
Area: Anywhere
Diet:: Lifeforce
Size: Depends on previous race
Hostility High
Tameable?: Somewhat
Note: This creature can only be played by Event Team-Members.

Overview

The Morghuul, similarly to soul shadow-bearing spectrals, are something of a “second-second chance”; they are the shell left behind either after death or the transcendence of the soul that once inhabited the body. For example - if a process transpires where a Necromancer or Mystic become a Wraith or Wight, or that when a knight becomes a Dreadknight, that the body is left behind through said process, and is therein preserved, the player has two chances to continue their character—they already take one by cheating death through these godless mediums, but when that accursed life perishes and the true soul ascends to the Soul Stream, the body is left behind. Through Necromancy, the body can be raised as Morghuul - soulless, nameless beings whom walk as corpses; phantoms of their past lives. That which enables their flawed mindfulness, the soul shadows, are not truly souls, so they are incapable of the feats actual souls may achieve, such as casting or practicing magic. Therefore, Morghuul must resort to alchemy to satiate their magical curiosities, and for those whom practiced heavier martial arts, they must resort to lighter armaments.

Behavior

Morghuul feed upon lifeforce; it is what satiates their decayed forms and stabilizes their soul shadows, keeping their minds intact. Failure to feed upon lifeforce will send Morghuul into a bout of madness and physical degradation until they satiate their cravings. Primarily, this is by devouring living beings; by gnawing on fresh flesh to passively absorb the remaining lifeforce within these carcasses. Alternatively, a Morghuul may lower themselves to that of a Necromancers’ servant if they so dearly pine for the relief of lifeforce.

Morghuul, as beings without souls, do not depend on the Monks to return to life—instead, they full well know the nature of their undeath, and are not subject the fears that it may bring for them—for when they are cut down, they come back to life a time later, with no discernable reason as to how their revival transpired. This is considered a double-edged sword; both a curse and a blessing. Their revival does not permit the retaining of memory alluding to their deaths, however, and Morghuul are therefore forced to forget what felled them.

Morghuul are remnants, but they are simply that - remnants. They may seek the pursuits of their past lives, but they are forever a hollow shell; their flame of life has eroded to cinders. Thus, Morghuul may suffer lapses in thought, an emptiness in personality, and an ever-worsening mental condition as per their life-hungering affliction.

Abilities

  • Morghuul are soulless undead, but they may roam indefinitely, in theory, if their yearning for lifeforce is consistently succumbed to; allowing Morghuul to simply exist forever.
  • Morghuul, as beings without souls, do not depend on the Monks to return to life—instead, they full well know the nature of their undeath, and are not subject the fears that it may bring for them—for when they are cut down, they come back to life a time later, with no discernable reason as to how their revival transpired. This is considered a double-edged sword; both a curse and a blessing. Their revival does not permit the retaining of memory alluding to their deaths, however, and Morghuul are therefore forced to forget what felled them.
  • The usual traumas of mortals are not for the Morghuul to share, for when they are arisen by whatever means, they are arisen quite literally as corpses; thus, they hold a greater tolerance to pain, and do not succumb to some wounds like normal mortal beings. This is not to be taken for granted, however—a Morghuul may survive the severing of his arms, but not decapitation or the splitting of his body in two; and he may suffer intense heat or cold, but he cannot survive being charred by flame or drowning in water.
  • Morghuul have a greater threshold of endurance, but moreso in the manner where they do not perceive exhaustion like mortal folk do. Morghuul are frailer beings, but combat will tire them little, as well as other acts of physical expenditure.

Weaknesses

  • Morghuul are lethargic, dejective beings, and while they may be a threat in combat, the decayed status of their unliving forms prevents them from arming themselves heavily. They are forced to become the rogue, the swordsman, the alchemist; for the roles of the knight, the heavy warrior and the strongman are unable to be tolerated by the frail form of the Morghuul. At most, they may adorn chainmail-oriented armaments, and wield a heavy longsword; but they cannot heft greatswords or massive axes, they cannot wear plate armor, and they cannot achieve greater feats of mortal strength. In truth, Morghuul are equal to other mortal folk, but in different mannerisms that make them better, but make them lesser. As a result of their weakness, Morghuul may only wear chainmail armor and wield iron weapons.
  • Gold acts as a lesser bane against the Morghuul; while it isn’t able to destroy them outright, the wounds that gold weaponry inflicts brings them a great deal of pain - much unlike that of usual weaponry, which is dulled by their undeath. Gold makes dispatching Morghuul an easier feat.
  • Holy magic acts as the primary bane of the Morghuul; and in it’s presence (Paladinism, Clercism, and Ascended, in specific), the Morghuul’s likeliness of defeat becomes high. Therefore, it is logical to these beings of false life to flee, lest they be decimated by the wrath of gods.

Redlines

  • As soulless beings, Morghuul cannot cast magic.

Mechanics

Ghouls receive the Necrolyte Nexus race.

References