|Please note: The following information is scarcely known, so do not meta-game to know this information unless directly informed in character.|
Tales are often told by fireside or tavern table of the dangers present to travelers out on the road. Some brave or foolish creatures even risking to hunt within towns. Frost Witches that will consume a man whole, Undead that will drain the very life from you, even Wights that will take your soul to join their ghostly servants. Of these encounters however, tales of the Izkuthii stand out as it is their ‘victims’ which make it home at the end of the day and hold no permanent damage. Many do not even know they've bumped into an Izkuthii until it is too late as the creatures have mastered using both shapeshifting and illusions to blend in their prey. Should you be having a normal day when suddenly something goes amiss you may have just stepped into a trickster's trap.
- 1 Llahir’s Will - A Trickster’s Code
- 2 The Curse and Hierarchy
- 3 Forms
- 4 Rituals
- 5 Abilities
- 6 PK Clause
- 7 Creation and Disconnection
- 8 Misc.
- 9 Death
- 10 Redlines/Restrictions
- 11 Full Lore
- 12 Links
Llahir’s Will - A Trickster’s Code
The Izkuthii are servants of the Daemon known as Llahir, former Descendants turned into his tricksters. Most Izkuthii, however, don't even know Llahir's name, merely the Trickster's Code that he left with his creatures. All Izkuthii must follow these rules just as other Aengudaemonic followers follow their own tenets and strictures. So long as the Code is followed then the Izkuthii are otherwise given free will to do most anything else they may desire.
- The dead are unable to appreciate our tricks, so one must not kill outside of self-defense unless absolutely necessary.
- Do not needlessly harm those who have done no harm to you, as it brings unwanted attention.
- Hindering a devout follower, whether it be through violence or through deceit or other means, without an objectively just reason will only cause harm to both sides and is prohibited.
- Do not needlessly spill our secrets to outsiders, as information is best kept close to the heart.
- Do not needlessly steal from the poor. Should something of value be needed from them, use your wit to get it and ensure they receive something of equal value.
- Do not pass up the opportunity to trick and steal, unless it conflicts with another part of the Code.
Should an Izkuthii find themselves unable to avoid aiding, or directly, killing a Descendant they will find that they are unable to access their Izkuthii powers. None of their spells or abilities will work and so they must seek out one of their Ancients known as the Judge. Once the Judge has been contacted the Izkuthii must present their case, explain why they they had a hand in death, and if their reasoning is found to be just then the Judge will restore the fallen.
The Curse and Hierarchy
The curse of the Izkuthii requires a soul's emotions to sustain themselves otherwise the Izkuthii will lose control of their power, overwhelming their form over time and killing them. The feeding however is not so simple as merely converting the emotions into energy for the creature. The strongest emotion that the drained 'victim' is feeling at the time of feeding will pass on to the Izkuthii, overriding their mood and having such revolve around that singular emotion for a few IRL days. This happens to the Izkuthii even if they only took one or two emotions.
Curse: At first the curse acts similarly to a deific connection with no actual changes made to the Fledgling soul. The state used as a test to see if the chosen is truly willing to devote themselves and because of that they do not receive many boons. Unlike their older, proven kin, the Fledgling is not granted their quasi-immortality yet still must feed. The Fledgling is the only Izkuthii capable of being disconnected which leaves a tear upon their soul. This tear will cause their emotions to violently change, unable to stay constant for long periods of time.
Boon: A Fledgling Izkuthii may utilize the basic Izkuthii abilities (Camouflage, Illusionary World, Draining, and Hibernation) after being taught them. However, the more advanced abilities stay unavailable until the Fledgling has proven themselves and been changed into the Adult state. Fledglings are not harmed by clerical or paladin magic.
Curse: Once a Fledgling is deemed ready they may undergo a short ritual to become an Adult Izkuthii. Along with unlocking new abilities however, their curse also advances. Now fully integrated with their soul it changes the Izkuthii so that they are no longer a Descendant. In exchange for their regular feeding the Adult Izkuthii now receives quasi-immortality. Should they go too long without feeding they will meet their final death. At this state the curse is now too far along to be removed from the Izkuthii. Instead an Adult Izkuthii may be stripped of their power, leaving them in a weakened and near helpless state until having said power re-established. Adult Izkuthiis feel a need to pull tricks on non-followers of Llahir. A small nagging in the back of their head that grows until they can no longer ignore it after a few IRL days.
Boon: Adult Izkuthii are capable of being taught the entirety of their abilities, now handling their energy with more finess along with unlocking their True Unmasked form.
Curse: More extreme than the other Izkuthii, the curse of an Ancient requires them to feed twice as much while also placing the expectation upon the individuals to guide the other Izkuthii. The Ancients are responsible for ensuring the Code is followed and that none stray. Should an Ancient not adhere to this duty, Llahir will count them a betrayer and tear their soul asunder. Ancients live with emotions so heightened that in a way they are unstable. The sheer amount of daemonic energies meaning they cannot utilize the Void at all.
Boon: Due to their increased energy an Ancient Izkuthii is capable of extending their Illusionary World further than normal Izkuthii can and may even utilize a form of illusion magic outside this zone similar to Sensory Illusion. An Ancient is more in-tune with the emotions of others, capable of sensing what a person is feeling upon physical contact. Of the Ancient trinity each also has their own distinguishing mark added to their Unmasked form along with a unique ability.
Of the Izkuthii this Ancient is the closest to Llahir and and his will. The Izkuthii who carries this title is responsible with enforcing the Trickster's Code and punishing any who do not follow it. Upon entering their Unmasked form the Judge is identified by a helix-encircled eye marked on either of their palms and the Code itself upon their back.
Unique Ability: Llahir's Sight
While in their Unmasked form, the Judge may place their hands upon a person and use their daemonic energy to establish a connection with the chosen's mind. This connection allows the Judge to bring up memories and thoughts, one at a time, of the person's greatest fears, sins, happiest memories, and deepest desires. Should the physical contact be broken the spell will end and OOC consent is needed for the process.
The Matron has two main responsibilities, the first ensuring that all Izkuthii are properly taught and the second being to work with the Judge, reporting any noticed misdeeds. In their Unmasked form the Matron is identified by a scroll marked on either arm, the word "Knowledge" etched within in Flexio.
Unique Ability: Llahir’s Wisdom
To aid with teaching younger Izkuthii, the Matron is capable of manipulating the Illusionary World of both Fledglings and Adults. Temporary control of the Matron's own World is also able to be bestowed upon another Izkuthii.
As the title hints, the Aide only need to assist the Judge and Matron in their duties but otherwise is granted the most freedom of the trinity. When Unmasked the Aide has a third horn just above their forehead, between the two other Izkuthii have.
Unique Ability: Llahir’s Luck
Every so often the Aide is able to improve their own luck, in certain situations providing them with quite the boost!
While an Izkuthii wears their mask, somewhere upon their head, their powers are held at bay and trapped within. However, there are differences between an Izkuthii and a normale Descendant. Surrounding the Masked Izkuthii is noticeable energy leaking both from their body and mask, causing their form to appear to warp and twist occasionally. While these can be hidden with their Camouflage ability, should the disguise be broken the energy is revealed. Only Camouflage may be cast while Masked.
Should the mask be removed, or broken, the Fledgling will appear similar to their older brethren but without physical changes. Upon their forehead they will bear what appears to be a tattoo of an eye within a helix, dimly glowing and pulsating whenever their magic is utilized. Even more energy pools around the Fledgling, ready to be manipulated.
Should an Adult's mask be removed, or broken, it dissipates and the energy enters the Adult's body. This causes both a shifting of their soul, similar to the hybrid souls of Daeva or Archons, and body. The Izkuthii's true form is revealed as two horns sprout from their forehead with a helix marking between them. In the center of the helix some Izkuthii still hold the eye marking from their Fledgling state while with others an actual third eye may form. These features serve as homage to their current patron, Llahir. Internally the Izkuthii's entire body is changed as the deific energy charges their blood to make it daemonic. Their internal organs and other components dissipate, giving way to this new form, with only their bones and blood remaining. Now instead of utilizing an illusory disguise the Izkuthii may shift their body to form what they wish (within reason). However, these changes do not grant additional power. Shapeshifting into a bird does not allow the Izkuthii to fly for example, and they are restricted to staying within a certain range of their natural aspects (such as height). The larger the change the longer it takes for the Izkuthii to create.
Due to a lack of internal organs, Unmasked Izkuthii are not require to eat, breath, drink, etc. Should they consume something (assuming such was edible) it will merely dissolve in the daemonic energy over time. As such, poisons and things of that nature have no effect on an Unmasked Izkuthii. Their composition also allows for a heightened regeneration ability should one become injured.
- Small cuts/bruises. 1 emote in combat.
- Long cuts/big bruises. 2 emotes in combat.
- Gashes/deep cuts. 3 emotes in combat.
- Broken bone. 4 emotes in combat.
- Limb loss (the limb will dissipate and reform on the Izkuthii’s body). 5 emotes in combat.
- Neither Unmasked form is capable of using outside/Non-Izkuthii magic.
- Decapitation or destruction of the brain results in death.
- Gold will temporarily delay regeneration, the length of the delay dependent upon the severity of the wound.
- Clerical and Paladin magic will do damage to an Adult or Ancient in their Unmasked form however the amount of damage is lessened greatly for the most part unless caused by a manifested or blessed weapon. Wounds caused by such weapons must be restored at the Pools of Llahir instead of regenerated.
- Regeneration is not automatic, the Izkuthii must stop what they are doing and concentrate upon it.
- Adult and Ancient Izkuthii in their Unmasked form cannot be healed by any magical or alchemical means, only their regeneration.
- An injured Izkuthii cannot revert to their Masked form until they've healed.
- Should an Izkuthii kill or aid in killing someone they will be unable to access this form and instead will find themselves turned into the Fledgling's Unmasked form.
- While in the Adult's Unmasked for an Izkuthii will still feel pain but dulled to an extent due to their abnormal body. Regardless of the pain reduction a normally disruptive blow will still break the Izkuthii's concentration.
- Only Izkuthii magic can be used in the Adult's Unmasked form.
- Decapitation or brain destruction is death. Gold weapons cause slower regeneration time. Wounds from clerical or paladin blessed/manifested weapons cannot be regenerated.
- No form of alchemy or healing magic works on Unmasked Izkuthii past the Fledgling stage.
- Izkuthii cannot change to the Masked form while injured.
- An Izkuthii caught within a Fi' field or SotA nullification spell cannot use their powers or regenerate.
- Izkuthii retain the strength of their mortal form and strength does not change with alterations to height.
- The Fledgling Camouflage are illusions based around visuals and sounds but cannot be used to overwhelm someone in combat. Similarly, disguising as something doesn't grant extra powers (no turning into an electrical creature and trying to actually shock someone).
- Adults who've shapeshifted do not adapt to the actual properties of what they've turned into. Thus trying to turn a hand into a knife won't make it metal and at best it will be as sharp/sturdy as bone.
- Only Adults may turn into the true form, which is considered a necrolyte. Fledglings do not receive this.
Re-forging of the Mask
Should an Izkuthii's mask be broken they may pour a vast majority of their power into re-creating it. This will cause them to be unable to create their Illusionary World for one IRL day and in order to power this creation they must have fed recently. They'll need to feed soon after recovering as well due to the energy lost.
The Izkuthii curse allows for the creatures to create illusions that differ greatly from Sensory Illusion. In order to begin the Izkuthii must do a small ritual to establish this zone where the illusions take place. For an Adult Izkuthii the 'World' is a 5x5x5 radius and takes 3 emotes to establish.
If times turn dire an Izkuthii is able to perform a small ritual which causes their need to feed to halt. However, this ritual puts the creature into a stasis, unable to do anything for an extended period of time. During this time the Izkuthii is fragile and any moderate damage will cause the hibernation to shatter and kill the Izkuthii.
Illusionary World Manipulation
Within their World an Izkuthii is able to bring to life anything they may imagine. However, this cannot be utilized in combat at all. The only way to see through the illusions, no matter how unrealistic it may be, would be with the use of some outside force. Each time an illusion is created the Izkuthii's mask (for Fledglings) or third eye (for Adults and Ancients) will glow. If the mask is broken or the Izkuthii sustains damage then all illusions come undone.
OOC Consent: Should the Izkuthii player ask for, and receive, OOC consent then the Illusionary World may be utilized in a much more fluid state. No longer having to charge up the new illusions.
Illusionary World Drain
Once an Izkuthii has decided that those within the Illusionary World have been brought to a strong enough emotion they can establish a connection between themselves and a chosen victim. Fledglings may only drain one at a time while Adults can handle two and Ancients even may drain three at once. For a light snack Adult and Ancient Izkuthii can choose to drain only select emotions but cannot live off of this alone.
Those who have been drained experience a sort of hysteria due to the sudden lack of emotions. As the emotions begin to come back to the person their mind is in a disarray trying to cope with it all and thus every few seconds shifting between: ecstasy, vigilance, admiration, terror, amazement, grief, loathing, and rage.
The initial effects last for fifteen IRL minutes but OOC consent can be given where an Izkuthii is able to strip a person of their emotions for a more extended period of time, up to 3 IRL days.
A Masked Izkuthii is able to perform powerful illusions upon themselves, seemingly giving their mortal form a new look but in reality merely using an illusion to hide themself. Should the Izkuthii take sufficient damage the Camouflage can be broken revealing their Masked form.
Once per encounter an Izkuthii may try to escape harm by performing what appears to be a large slight of hand trick with their form. Upon activating the ability the Izkuthii will begin to glow and upon sustaining any moderate damage they will burst into a blinding light for a moment. As the light fades away the Izkuthii will appear six blocks away in the direction of their choosing (so long as this didn't bypass any solid obstacles such as a wall).
Similar to translocation an Izkuthii is capable of storing tools away into a pocket within Llahir's realm. The main restriction being that only tools meant for thieving are accepted by this pocket. Large or enchanted objects along with complex potions are also rejected and only one direct weapon may be stored. Non-traditional thievery tools may be stored but must not be combative and must remain small in size.
Should an Izkuthii be feeling lucky they may form a connection with another willing challenger and take part in a gambling match. Once the stakes, and punishment, have been figured out and agreed upon the Izkuthii must shake hands with their challenger which causes a marking of a lock to appear on their arms. Once this is in place the game must be played until there is a winner or one forfeits.
Once the game is completed the lock fades from the victor and the lore will feel a large presence weighing on their mind, urging them to fulfill the agreed terms. Should said terms not be met by the end of whatever time period was agreed upon then the punishment comes into place. The punishment may only be something to do with the loser's body. Punishments can not be healed as they change the soul's blueprint.
OOC consent is required for any permanent punishments or punishments that last longer than a day.
- OOC consent is required for any punishment, no matter the type or form, that lasts longer than one day or has a permanent change.
- You cannot force the connection onto someone, they must RPly be willing and have agreed to the terms.
Imbument - Passive Drain
Izkuthii may weave their magic into a small object so that it passively drains the emotions of someone over the course of 3 IRL days so long as they keep contact with it. Once that time has passed the object will be full and will need to be drained by an Izkuthii before it will have an effect again.
While being worn the wearer will have their emotions dampened, lessened but not removed.
- Only effective for three IRL days.
- Does not remove emotions, merely lessens them.
- Imbuement is exhausting and can only be done a few times a day for Adults.
Imbument - Llahir's Tampering
Izkuthii may imbue a pre-determined illusion into an object, making it so that when wielded for a short amount of time it causes the wielder to see whatever illusion was implanted. The 'victim' in this case may simply drop the object to leave the illusion but the effect is constant so long as contact is kept. To recharge itself the object will slowly consume emotions from the holder and Izkuthii may not take these drained energies from the item.
- Only affects the person who has physical contact with the object.
- Causes no physical harm.
- Releasing the object halts the illusion from being seen.
Izkuthii must feed once every two weeks, Ancients requiring two feedings in that same timeframe, or else they will gradually become physically weak and erratic. The effect worsening the longer they wait to feed until it kills them.
Entering hibernation is the only exception to this.
Creation and Disconnection
If someone has been chosen to join the Izkuthii then the Ancients gather together and pool their energies to form a special mask. This mask is placed upon the chosen where it curses them, turning them into a Fledgling. OOC consent is required to change a character. Creating this special mask is similar to reforging the individual's mask. The Ancients find themselves drained of energy and weakened for two IRL days.
Should the Ancients decide that a Fledgling has failed in their devotion they may disconnect the young Izkuthii. Only one Ancient is needed for this as they pour their energy into the Izkuthii and pull the curse free from their soul. Heavily taxing on the Ancient this will weaken them for two IRL days. The method of removal is not perfect and leaves a scar upon the disconnected soul. This scarring causing their emotions to fluctuate, growing even to unmanageable levels, while other times feeling utterly devoid of some yet never devoid of all (pain is not an emotion).
Disconnecting an Izkuthii involves an Ancient pouring their energy into another Izkuthii and pulling free the curse from their soul.
Adults may be stripped of their power, stuck in their Unmasked form and unable to use their abilities.
- Being an Izkuthii takes up a magic slot.
- Abilities must be taught, especially the imbuements as those are reserved for ones who have proven themselves.
- Once a Fledgling has lasted an IRL month with the magic, should an Ancient believe them to be ready, a small ritual is done to forcibly change the Izkuthii into an Adult.
- Izkuthii are able to detect if someone is another Izkuthii but not who among their kin it is. Ancients, however, are able to see through all Izkuthii disguises.
The Pools of Llahir
The Ancients may gather to create a pool of liquid, imbued with Izkuthii energy similar to their daemonic blood. Only one may exist at any time but upon death an Izkuthii will reform within the pool's waters making it rather important to the creatures. When the pool is formed the ritual leaves behind a link to Llahir so that even if the pool is destroyed the Ancients will be able to spawn at that link and recreate it.
Izkuthii may visit the pool and upon resting within it for an hour will find all their wounds healed if they were in their Unmasked Adult form. Wounds taken in Masked for do not heal from the waters.
- Izkuthii can not use their Illusionary World for any combat related reasons and OOC consent is required for quick-casting of illusions within the zone.
- Illusionary World ends no matter what once the Izkuthii's mask has been destroyed (for Fledglings) or upon taking moderate damage (for Adults and Ancients).
- Fledgling Izkuthii using Camouflage will have their form revealed upon being sufficiently injured, hit by Strength of The Abyss, and/or Fi' magic.
- Camouflage requires four or five emotes each time it is applied and can never be instant casted.
- If an Izkuthii fails to feed enough within the two week timeframe they are PK'd unless hibernating.
- Fancy Escape can only be used once per encounter.
- Izkuthii cannot ignore physical traits (horns, markings, eyes) in their undisguised form.
- Only Ancients can create and disconnect Izkuthii.
- Draining a single emotion is not enough to count as feeding. Lust/Love can not be manipulated nor can this be used for any sort of FTB scenario.
- Izkuthii may only use outside magic while Masked. When Unmasked they may only use Izkuthii magic.
- Due to the changes placed on an Izkuthii's soul they may not pursue deity magics, if said magic has a deific connection.
| Izkuthii, servants to Llahir, are former descendants turned trickster. Their curse, originating from Veist, has retained the same base, while being altered in other ways by the Daemon. Leaving them with what is known as the Trickster’s Code, the Izkuthii are left to their own devices for the most part. As with both their curse and the Code, the Izkuthii are driven to commit acts that Llahir finds pleasure in, mainly revolving around trickery and thievery.
A list of rules that the Izkuthii must follow in their service to Llahir, similar to the Clerical Tenets or other Aengudaemonic follower rules.
With the Izkuthii being brought under Llahir, their curse was altered a bit. The main similiarity is that it still requires a soul’s emotions to sustain it. If not sustained, the person will lose control of their power which will overwhelm their form and kill them. Llahir also changed how emotions affect an Izkuthii, giving them more meaning to the creature. Per feeding, the strongest emotion that the person is feeling at the time will pass on to the Izkuthii, changing their mood and having it revolve around that emotion for a few IRL days. Similarly, individual emotions that are taken will cause the Izkuthii to feel that way.
The Judge is the Izkuthii closest to Llahir and his will. The person that carries this title is responsible with enforcing the Trickster’s Code and punishing the Izkuthii who do not follow it. You can identify the Judge when they are in their Unmasked state by an eye/helix on either of their palms (non-functional, aesthetic tattoo-esque thing), along with bearing the Trickster’s Code on their back.
The Matron is the Izkuthii responsible with ensuring that all the Izkuthii are taught, along with working with the Judge to report if they have noticed any misdeeds. The Matron can be identified by a scroll on either of their arms, etched with the word “Knowledge” in Flexio. Unique Ability: Llahir’s Wisdom - The Matron is capable of manipulating the Illusionary World of a Fledgling/Adult, along with bestowing an Izkuthii with the ability of temporarily manipulating the Matron’s own World.
The Aide is the Izkuthii with no specific responsibility aside from assisting the Judge and Matron in their duties. Other than that, the Aide is the most free of the three Ancients. The Aide can be identified by a third horn that they have, which grows above their forehead, in-between the two regular horns.
Note: On unmasked forms they are incapable of casting ANY outside magic.
Re-forging of the Mask
Illusionary World Manipulation
Illusionary World Drain
Imbument - Passive Drain
Imbument - Llahir's Tampering
An Izkuthii must feed once every two weeks. Ancient Izkuthii must feed twice every two weeks, they will become physically weak and slowly go become erratic if they leave feeding to the last minute.
The Ancients must get together and pool their energies together to form a special Mask. This Mask is placed upon a chosen person, where it curses them and turns them into an Izkuthii. OOC consent is required to change a person. Creating this Mask, just like forging a normal one, drains the Izkuthii of much of its energy, causing them to weaken for 2 months (2 IRL days).
Disconnecting an Izkuthii involves an Ancient pouring their energy into another Izkuthii and pulling free the curse from their soul. This is heavily taxing on the knowledgeable Izkuthii and will weaken them for 2 months (2 IRL days). This method is not perfect and will leave a scar on the disconnected one’s soul. Due to this scarring, the disconnected one will suffer through heavy periods where their emotions fluctuate. More often than not, they will experience certain emotions growing to unmanageable levels, while occasionally feeling devoid of certain ones. They will never feel devoid of all emotions though. Pain does not factor in here and emoting that they no longer feel pain due to this is powergaming. Only Fledglings may be disconnected.
Adults may be stripped of their power, leaving them incapable of utilizing any of their Izkuthii abilities while stuck in their Unmasked form.
The Pools of Llahir
Reviewed by LM: ~~~~