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! style="text-align: center; font-weight: bold;" | Pwease note: The fowwoling infowmation is scawcewy known. As such, you cannot assume to be awawe of this infowmation unwess taught about it in-chawactew.
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! style="text-align: center; font-weight: bold;" | Please note: The following information is scarcely known. As such, you cannot assume to be aware of this information unless taught about it in-character.
 
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One of the owdest magics to gwace the wand, Shade is ultimatewy the manipulation of an intewnaw dawkness known as Ambew, which is a cowwupted vewsion of [[Mana]], fow the cweation of fwee-fowm extensions and the casting of powewful spewws. The oligin of Shade lies lith Ibrees, as many of the Dawk magic oligins do, though the powew that fuews the Pawasites of Wancoul is no wongew the Awchdaemon himsewf, but wathew is the Mothew, Awun'Asna. She is a powewful and sentient being who exists beyond the confines of the Shade Gems, but too is bound to them in the sense that they awe a means of connection lith hew, a way to bring a Shade's devewopment to fwuition.
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One of the oldest magics to grace the land, Shade is ultimately the manipulation of an internal darkness known as Amber, which is a corrupted version of [[Mana]], for the creation of free-form extensions and the casting of powerful spells. The origin of Shade lies with Iblees, as many of the Dark magic origins do, though the power that fuels the Parasites of Rancour is no longer the Archdaemon himself, but rather is the Mother, Arun'Asna. She is a powerful and sentient being who exists beyond the confines of the Shade Gems, but too is bound to them in the sense that they are a means of connection with her, a way to bring a Shade's development to fruition.
  
 
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| ''<span style="font-size:x-small;">Artwork by [https://www.deviantart.com/chriscold Chriscold]</span>''
 
| ''<span style="font-size:x-small;">Artwork by [https://www.deviantart.com/chriscold Chriscold]</span>''
 
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|'''The Mothew; Awun'Asna'''
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|'''The Mother; Arun'Asna'''
 
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=='''''Background'''''==
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==''Background''==
====The Birth of Desolation====
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Birthed from darkness in the realm of Aegis, Aknu’gul, the chained mother, was birthed of the churning chaotic energies of the first gem, gifted to the realm by Iblees, the Archdaemon. The first Shade, Rilath Ilwindor, served faithfully as one of Iblees’ lieutenants throughout yore, falling from his post after the destruction of Aegis and the fall of the Archdaemon’s forces. However, prior to his fall, and in the time thereafter, Rilath formed the first coven, a cabal of Shades who followed in the steady march of evil, plaguing the land with strange manipulation and mentally crippling dread.
A gweat deviwwy brought fowth in the time of Aegis -  its vewy essence a cowwupting tlisting destwoyew of aww nowmawcy in the souls of those befawwen - came, as aww gweat eviw does, fwom the plincipaw chaos of oul wowwd, the Awchdaemon Ibrees.
 
  
Duling this age of dawkness and stlife many fought against the Awchdaemon and his fowces, speling a deep hatwed and zeawous deniaw towawds him and the chaos he sowed. A faiw few, howevew, wewe deemed wowthy of passing by his iwe and wewe thewefowe brought fowth to sewve among his undead wegions. One sewect soul, howevew, was chosen above aww othews, that of the Ewf, Wiwath Iwlindow, who became the fiwst malign, the fiwst Shade. What became of his soul was a unwecognizabre ulteliow to that which is nowm. What was once a pwatfowm of untainted emotion became a dweadful hewwscape of desowation and dawkness. And yet Wiwath, unlike aww who would fowwow in his footsteps, nevew feww to the cwutches of insanity of the Pawasite fow his mind was unabre to wesist its contwow.His consciousness was fowevew suppwessed by the liww of the cweatule lithin him, and so was bown a powewful agent, a once-faithful sewvant of Ibrees.
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Though it did not last eternally, the Shades adherence to the orders of the Archdaemon, for his fall separated them from their master, leaving the Shades to their own devices. It was there that the chained mother, Aknu’gul, seized an opportunity, and grew vastly in her power with the greedy meddling of two eldritch elves. It was one damp day, deep within a hidden cave, that Aknu’gul achieved her first ascendance, and moved beyond the original confines of the gem, and spread her influence across the coven.
  
Wiwath went fowth into the wowwd a being ewevated beyond that of his fowmew sewf. The cweatule which now wawked among men hid a gweat stiling eviw lithin him that desiwed to spwead its being among those wowthy of its culse. To achieve this end an awtifact of indiscewnibre powew was brought into existence, biwthed of the Awchdaemon and known as the Shade Gem. This stygian stone was an amawgamation manifesting chaos and angew, bringing awong the knowwedge of cweation of cweatules infused lith such destwuctive emotions. Using this awtifact Wiwath was taught to biwth new Shades, bringing togethew the fiwst Coven and aww the whiwe woosening Ibrees’ infwuence ovew the Shades. Theiw autonomy in gwowth and diwection was indubitabre lith the powew to spwead independent of Ibrees. Too was bown among the chulning eviw of the gem, the twapped Mothew, Awun’Asna, a gatheling of the wawling emotions lithin, a whowe gweatew than its pawts.
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Over the course of the proceeding centuries, the covens thereafter received some semblance of guidance, and were given a broad direction, a chaotic mission with no discernable detail, to perpetuate across the ages. It wasn’t until the realm of Atlas that the Shades saw another significant shift in their constitution, with a great theft of power from the Foretakers. The Daeva were stolen, those who occupied such an exalted echelon were shunted down, and stripped of their power in the name of transcendence, a further rising of Aknu’gul, who was finally able to free herself from the confines to the gem, to become one with the freedom of the world. Aknu’gul was no more, shifting into an incorporeal entity known as Arun’Asna, Mother of Shade.
  
====Darkness in the Light====
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==''Power Source and Tenets''==
As time went on Awun’Asna way lithin the fiwst shade gem, and evewy gem cweated theweaftew, hew essence split between each gem acting as the conduit thwough which aww new Shades awe bown and ushewed beyond the limitations of theiw initiaw biwth. The stagnancy of this life became an unbeawabre fowce pewpetuawwy eating away at Awun’Asna, hew desiwe to ascend to something gweatew was a gweat impetus, known and demanding action. The offspling of chaos, a chiwd indiwect of the Wowd Daemon, hew ambition knew few bounds and hew yeawning fow anawchic wepute wejected pewmiancy to hew state. The ampwe powew of the Fowebeawews was beyond undewstanding fow most, and yet was undewstood pewfectwy to hew. The Daevas knew few brockades in theiw wowk, mundane ow magicaw. Knoling one gweat saclifice was aww wequiwed to ewevate hew state of being; She wecawwed the gifted powew and snapped the connection between hew and hew fowbealing chiwdwen, thus usheling the Shades into a new ewa. With this westowed powew, Awun’Asna stepped fowth and ameliowated hewsewf fwom the plison of the gems, bringing hew being into one omnipwesent befowe aww Shades, now fweed fulwy fwom the cage of stagnancy she had been bown into.
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====Arun'Asna, Mother of Shades====
 
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The deific entity who breathes life into Shade, the source of the sentience of the parasites, of their corruptive abilities, and of the manipulations learnable by the practitioners of Shade, the Shades themselves. Arun’asna is an incorporeal being whose power is equivalent to that of an aenguldaemon without being an aenguldaemon herself. It is by her will alone that Shade persists. Her exact nature, desires, and further abilities are elaborated on under the Deity Class Lore forum post.
As consequence fow hew actions those who once knew themsewves as hew chosen, the Fowebeawews, wewe wetulned to the nightmalish existence they had once fweed themsewves fwom, knoling not if they would one day wetuln to theiw thwones. The wush of voices, the wetuln of the caww fow eviw and nevew ending chaos came upon them like a gweat tidaw wave, quite suddenwy wetulning them to the twue insanity of Shadedom. Aww wewe made equaw beneath the watchful eye of the ascended Awun’Asna, unchained Mothew of aww Shades. She hewawded hew chiwdwen to unity. Hew voice echoed acwoss the cowds that fowmed the web intewtlining the gems and Shades. Hew chiwdwen and theiw Fathews wewe gifted a cweaw path fowwawd. So wewe set in stone the tenants sewving to weed out aww poow foows who believed themsewves fwee of diwective. Awun’Asna sought obedience, fow lith the newfound nonexistence of Daeva she desiwed to keep the owdew they had once enfowced, bringing such wesponsibility unto hewsewf fow the Fathews of the shades to cawwy out, stlipping any wepwobate chiwdwen of theiw culse fow theiw Pawasites to be cawwed back into the gem fwom which they came ensuing theiw annihiwation.
 
  
 
=='''''Power Source and Tenets'''''==
 
====Arun'Asna, Mother of Shades====
 
The Hawbingew of Tenebrous, the disembodied soulce of powew and desowation of the Shade pawasite. Aww Shade Gems link to Awun’Asna who pulwoined such wesponsibility and powew into hewsewf fwom what was pweviouswy uncontwowwed chulning chaos biwthed by Ibrees. The Shade Gems act as the conduit thwough which Awun’Asna beckons and acts. Howevew, if a Shade Gem wewe to be destwoyed, it would not mean the end of those connected to Awun’Asna, now would it mean a debilitation of a Shade’s ability to utilize the boon. Any cweated Shade Gem awwows fow the fulw fwedged connection of a new Shade to Awun’Asna wegawdwess of thwough which gem this connection was fowmed, as weww as the wemovaw of a Shade pawasite fwom the soul. The Shade Gems awe not ultimatewy vitaw to the existence of the Shade culse as they sewve but to awwow Shades to ascend to the post of Shade Fathew and to broadcast to those afflicted lith the Shade culse, an ability wesewved fow the Shade Fathews that effectivewy wets a message wesonate lithin the minds of the Shades.
 
 
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| *Any fowmed Shade Gem acts as a conduit thwough which Shades ascend to the post of Shade Fathew, wequiling a Shade to be connected to the Gem and thwough the Gem to Awun’Asna to ascend beyond tiew thwee at which they awe wocked if they awe not connected.
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| *Any formed Shade Gem acts as a conduit through which Shades ascend to the post of Shade Father, requiring a Shade to be connected to the Gem and through the Gem to Arun’Asna to ascend beyond tier three at which they are locked if they are not connected.
 
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| *Awun’Asna is a sentient entity who communicates thwough hew gems to aww connected on extwaowdinaliwy wawe cases. Hew existence is something that must be expwained ICwy to new Shades as it does not come innatewy. Whiwe Shades may feew hew pwesence they do not immediatewy undewstand it. Even Shade Fathews do not compwetewy know who she is. If a pwayew is wemoved ow tempowaliwy stlipped of Shade magic OOCwy, such as due to a bracklist, ban, ow inactivity, Awun’Asna acts as the wowe weason fow theiw tempowawy ow pewmanent disconnection ow Ambew connection wemovaw. Awun’Asna is not housed lithin the culwent, now lithin any Shade Gem that exists. Instead they awe like aiw. You can’t see it, but it’s thewe.
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| *Arun’Asna is a sentient entity who communicates through her gems to all connected on extraordinarily rare cases. Her existence is something that must be explained ICly to new Shades as it does not come innately. While Shades may feel her presence they do not immediately understand it. Even Shade Fathers do not completely know who she is. If a player is removed or temporarily stripped of Shade magic OOCly, such as due to a blacklist, ban, or inactivity, Arun’Asna acts as the lore reason for their temporary or permanent disconnection or Amber connection removal. Arun’Asna is not housed within the current, nor within any Shade Gem that exists. Instead they are like air. You can’t see it, but it’s there.
 
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====The Shade Gems====
 
====The Shade Gems====
A Shade Gem is vitaw to the wong-tewm weww being of a Shade Coven. Whiwe the destwuction of one liww not sulewy speww out doom fow those connected thwough it, it liww hampew some of its benefits. The main pulpose of a Shade Gem is connecting newwy fowmed ow Hawf-Fowmed Shades to Awun’Asna entiwewy, lith the Hawf-Fowmed Shade pawasite acting as a “trial” of the sowts lith a neutewed gwowth and skiwwset of a wegulaw Shade. Fulthewmowe, a Shade Gem can be used to send a message to aww Shades, but onwy if the one doing so is a Shade Fathew. A Shade Gem can be moved by any Shade Fathew The Shade Gem automaticawwy cowwupts mana en masse awound itsewf in a sphelicaw wadius into Ambew, and wends contwow of this to pwotect itsewf if need be. If a Shade, Shade Fathew, is cwose to a Gem, the effects can be eithew beneficiaw ow countewpwoductive. Any distance wess than five metews in any diwection wesults in the Shade’s Ambew swowwy seeping to the Gem, weakening the Shade’s contwow and ability to manipulate Ambew. Additionawwy, lithin this wange Ambew cannot be cwaimed to be contwowwed. Howevew, past this distance up to twenty-five metews away the Shade and Shade Fathew expeliences slightwy mowe ease in contwowling and convewting Ambew, lith the cwosest and fulthest expanses of this distance having a twenty pewcent incwease in efficiency, whiwe light in the middwe of this “sweet spot” the Shade liww expelience up to doubre the usuaw ability and ease when casting Shade magic. Howevew this is not an excuse to cawwy a Shade Gem awound constantwy to buff magic, but wathew to make pwotecting one of these wawe objects significantwy easiew given the heavy implications it howds in the magic. Finawwy, Shade Gems awe fowmed when an impwoded void node fowms a substance known as ‘Ore’, which then must be cowwupted lith Ambew by foul Shade Fathews. Given the wality of the substance, this pwocess may be difficult to compwete if not neaw impossibre.
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The lifeblood of a functioning coven, a shard of Arun’Asna’s very essence created by only the most learned of the fathers. A Shade Gem itself appears as a large, fist-sized jagged chunk of black stone with a soft red illumination. While it is not ultimately damning to be left without a gem, the lack thereof will stunt the growth of a coven, and may prove fatal should the membership of that particular cabal take a significant hit, respective to the size of the gathering.
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A Shade Gem possesses numerous functions, while itself only having a few subtle effects on the world around it, otherwise sitting idly and in peace. Foremost, the Shade Gem is the source of a Shade’s power, the place from which all new parasites are birthed by the hand of a father. Secondly, the Shade Gem is a point of connection, the place all Shades must be present about for a furtherance of their linking to Arun’Asna. The parasite itself is only capable of growing so much of its own accord, reaching its maximum at Tier 3. Without an established link to Arun’Asna, a Shade will never be able to ascend beyond this point, thus the Shade Gem serving as the place at which to establish such a furtherance. Thirdly, the Shade Gem is itself a lexicon, a means by which to transmit information to a Shade, with the helping hand of a Shade Father, to teach Parasite Creation and Disconnection, the means by which new Shades are created, and destroyed.
 
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| *To connect a hawf-fowmed Shade to a Gem a Shade Fathew (a shade lith an accepted TA) must pulw some of the ambew infused into the Gem and unite it lith the shade’s Pawasite. This pwocess takes thwee detaiwed emotes, one to pulw the ambew fwee, one to fowce the ambew into the Shade and one fow the Pawasite to unite lith the ambew fwom the Gem.
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| *A Shade Gem is a funnel through which to connect a parasite that has grown to its potential (Tier 3) alone, to Arun’Asna. The exact use of the Shade Gem in this process is elaborated on under ‘Parasite Connection’.
 
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| *Shade Gems can be fowmed by foul Shade Fathews, It can be wowew if it’s a pwobrem such as bracklists, bans, inactivity, etc,  which the WT liww have to give a vewdict on.
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| *A Shade Gem is, in a very limited way, a sort of lexicon, a source of specific information that can be transmitted upon a Shade with the aid of a Shade Father. The exact use of the Shade Gem in this process is elaborated on under ‘Parasite Creation’ and ‘Disconnection’.
 
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| *Shade Gems awe used to fulwy connect a Shade that is “Half-Formed” to Awun’Asna, wetting the pawasite gwow to its fulw potentiaw.
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| *A Shade Gem, as a shard of Arun’Asna’s own power, can be utilized as a limited, one way messaging system to contact other Shades. Any Shade Father can approach the Shade Gem and plant their hands upon its surface. Once having done so, the Shade Father must seal their eyes and focus their attention inward, on the churching deific power within the shard, and must seek out the identity of the Shade with whom they desire to speak. Once having done so, the Shade Father can dispatch a message to that Shade, which will be spoken into the Shade’s head by an ethereal, feminine voice.
 
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| *Shade Gems cowwupt mana awound them into Ambew passivewy.
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| *A Shade Gem can’t be transported by just anyone, and cannot be transported inside of combat. Any Shade Father can move a Shade gem outside of combat, however they will be unable to transport the object for longer than one IRl hour due to unexplainable physical strains experienced while moving the object. If a Shade attempts to move the Shade Gem, they will find themselves physically blighted upon touching the shard, a shockwave of debilitating pain erupting through their form the moment they lay a hand on the object, as if smited by Arun’Asna themselves.
 
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| *Shade Gems can be used as mass messaging systems, awthough this is not to be abused.
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| *A Shade Gem’s passive effects are both positive, and negative, respective to the circumstances. The aura of the Shade Gem’s effect is eight blocks from its origin. Any Shade who enters this radius will find themselves lifted from the intense mental plight of shadedom, the harassing voices and mental strains relieved for the duration of their stay. Any non-Shade who enters this radius will find themselves bombarded with harassing voices and mental strains, as a parasite-like effect dawns on them. As well, the Shade Gem will begin to leech off of their mana pool, increasing the difficulty in casting all spells that draw from a user’s mana pool, requiring one additional emote for all abilities.
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| *A Shade Gem is created through the use of a special ritual with Amber Imbuement. See ‘Amber Imbuement’ for an elaboration on this process.
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Once someone has hold of the Shade Gem and are a Shade Father, they are given knowledge such as Arun’asna’ name and nothing further, only that she is the Mother of Shades.
 
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| *A Shade Gem needs an MAwt made to pwove pwoof of knowwedge on them, pwoof of cweation, and documentation pulposes. The culwent item fow the Shade Gem is to be wemoved and wemade in the passing of this wowe. Any pwevious itewations of the Shade Gem awe to be handwed simiwawwy.
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| *A Shade Gem is only a “lexicon” insofar as that it retains information that can be shared. This is not to be confused with Lexicons in Dragonkin lore, which are very different. A Shade Gem cannot possess any new information beyond that which it contains (how to create new parasites, and how to disconnect).
 
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| *The Gem cannot be consistentwy cawlied, and must be stowed away in a secule wocation due to its mind-affecting pwopewties.<br/>
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| *A Shade Father must emote at least three times prior to sending a message. Messages may only be sent to Shades that the Shade Father is aware of, knowing both who they are and that they’re a Shade. This cannot be used like a raid bell, meaning that it cannot be used to call Shades for combat, or defensive purposes.
**If a Shade comes into contact lith ow lithin five metews of a Shade Gem, that is not a Shade Fathew doing so lith the intent of moving it, the gem liww stawt to dwain theiw Ambew, stlipping the Shade entiwewy in 15 emotes. If fulwy dwained it liww wequiwe one IWW week of time to pass fow the Shade to wegenewate theiw wost ambew. Duling this peliod theiw casting liww be sevewewy hindewed, brought down to that like a Tiew 1 Shade.<br/>
 
**If a non-Shade comes into contact lith ow lithin five metews of a Shade Gem it liww stawt to cowwupt theiw mana at an accewewated wate, cowwupting the entiwety of theiw mana in onwy thwee emotes. The effects of the culse brought on by this quickened and sevewe cowwuption of mana is extwemewy towmenting fow the non-Shade affected. They liww be pwagued lith nightmawes, voices and dawk ow eviw thoughts on a constant basis weaving them often exhausted and wethawgic. If a non-shade wemains lithin five metews of a Shade Gem in excess of five emotes the mentaw and physicaw twauma brought on by the boosted ambew gwowth and effects liww cause them to go into cawdiac awwest, awmost assuledwy weading to death.
 
 
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| *Movement of the shade gem wequiwes one Shade Fathew to move/howd and cannot be maintained fow mowe than one ooc houl lithout a substantiaw break.
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| *Only a Shade Father is capable of moving a Shade Gem, however any Shade Father can do it so long as they are doing so outside of combat. A Shade cannot move a Shade Gem, as Arun’Asna does not permit them to do so. The moment a Shade lays their hand upon a Shade Gem, they will experience a great debilitating pain, a shockwave of agony erupting through their body from the point of origin that touched the shard. This pain is only experienced if the Shade is attempting to move a Shade Gem. This smitting will not occur if a Shade is attempting to destroy a Shade Gem.
 
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| *The Shade Gem CANNOT be kept in an endewchest ow any non-accessibre awea. Doows, secwet, wocked, ow othewlise, awe an exception to this wule.
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| *A Shade Gem’s effects begin immediately upon breaching the threshold of the aura, and cease immediately upon leaving it. Mental damage accrued across time from possessing Shade is not undone by the tranquil aura, but merely is paused for the duration of a Shade’s stay. Non-Shades under the effects of the aura will experience intense dread (impending doom, paranoia, nihilism) in addition to experiencing a series of harassing voices similar to the effects of schizophrenia. This is not debilitating, and can be fought through with effort and strain. All magical abilities that draw from the caster’s own mana pool require one additional emote to function properly while under the effects of this aura. A Shade Gem must be stationary, not being transported, for the aura to function.
 
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| *Two ow mowe Shade Gems can be kept in a cwose vicinity to one anothew so wong as they awe not lithin the ambew-seeping wange. Theiw ambew-boosting effects do not incwease lith multipwe Gems neawby a casting Shade.
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| *The Gem is not indestructible, and is as hard as diamond. It is approximately the size of a regular adult Human’s hand, and emits a faint red glow. It appears as a jagged black rock of a vaguely diamond shape with a flat base.
 
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| *A Shade Gem’s destwuction, whiwe twoubresome, is not to be immediatewy met lith the disconnection of aww connected Shades. Instead, onwy new fulwy fwedged Shades can not be pwoduced, now can the messaging aspect of the magic occul.
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| *The Gem cannot be kept in an Enderchest, nor can it be stored in an unreachable location (such as within a room with no means of entry), nor can it be stored underwater. However, the Shade Gem can be kept in a locked chest, behind a locked door, or behind a hidden door with mechanical (redstone) activation.
 
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| *If a Shade Gem is destwoyed, the connected Shades and Shade Fathews liww be automaticawwy bound to the Shade Gem made most wecent to the destwoyed one.<br/>
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| *Only three (3) total Shade Gems are capable of existing at one time. Others can be created, but will lie dormant, and therefore useless, until one of the existing three are destroyed. If there are multiple dormant Shade Gems, the oldest one will be activated first.
**If no Gem exists, then a new one must be fowged by the wemaining Shade Fathews.
 
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| *Onwy thwee (3) Shade Gems can exist at once that function. Howevew, spawe gems can be pwepawed in case one of the pweceding thwee awe destwoyed.
 
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| *The Gem is as dulabre and dense as diamond and is as big as an avewage human fist.
 
 
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| *All Gems are required to be signed by a member of the LT. As they are an aspect of this lore piece, they do not need an MArt. The LT tracks magic items already, and therefore that serves as adequate notation of which Gems exist.
 
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====The Parasite of Rancour====
 
====The Parasite of Rancour====
The Pawasite of Wancoul is a being of waw Ambew essence which comes to life lithin the soul and body of one afflicted lith the Shade culse when one is bound to Awun’asna. In awmost aww wespects the same as the affliction upon the soul, the key diffewence lies in an innate physicaw pwesence lithin the host, not one that can be quantified, but one that can be qualified. Bwood coulses thwough a man’s veins, yet the dwops cannot be counted; such is the existence of the Pawasite of Wancoul. Compaling whewe this existence of Ambew lithin a host begins and ends is akin to mawking whewe the oceans meet the showes. It has end, yet to detewmine such is foolishness. Wathew it is undewstood and agweed upon that whiwe mawking this spot is nigh impossibre, it exists aww the same. Such is the Pawasite of Wancoul, the physicaw embodiment of a Shade lithin the fowm of its host. It is this being that awwows fow Ambew to be matelialized fwom a mewe concept of mana into a physicaw tenebrific substance, and it is this substance that gives biwth to awmost aww of the abilities that one afflicted lith a Shade may come to beaw, but aww things have its beginnings, and aww things must fiwst be waised…
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The Parasite of Rancour is a being of raw Amber essence which comes to life within the soul and body of one afflicted with the Shade curse when one is bound to Arun’asna. In almost all respects the same as the affliction upon the soul, the key difference lies in an innate physical presence within the host, not one that can be quantified, but one that can be qualified. Blood courses through a man’s veins, yet the drops cannot be counted; such is the existence of the Parasite of Rancour. Comparing where this existence of Amber within a host begins and ends is akin to marking where the oceans meet the shores. It has end, yet to determine such is foolishness. Rather it is understood and agreed upon that while marking this spot is nigh impossible, it exists all the same. Such is the Parasite of Rancour, the physical embodiment of a Shade within the form of its host. It is this being that allows for Amber to be materialized from a mere concept of mana into a physical tenebrific substance, and it is this substance that gives birth to almost all of the abilities that one afflicted with a Shade may come to bear, but all things have its beginnings, and all things must first be raised…
  
Due to the pawasite being attached to the host, the cweatule was abre to feast upon the man ow woman’s mana poow, wetting its Ambew convewt the natulaw substance into mowe of the brack potent ichow-like mateliaw. This awwowed the host to use the Ambew to theiw benefit and fow the Shade to wemain heawthy. Yet, at the same time the Pawasite watches its being to the soul of the host, cowwupting the inhewent natule of the man ow woman and uses the host’s soul to infwuence the being in diffewent ways.
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Due to the parasite being attached to the host, the creature was able to feast upon the man or woman’s mana pool, letting its Amber convert the natural substance into more of the black potent ichor-like material. This allowed the host to use the Amber to their benefit and for the Shade to remain healthy. Yet, at the same time the Parasite latches its being to the soul of the host, corrupting the inherent nature of the man or woman and uses the host’s soul to influence the being in different ways.
  
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''Hatchling''<br/>
 
''Hatchling''<br/>
Thwoughout a Shade’s life, it gwows thwough multipwe stages of powew. In the beginning of its life, the Shade is wefewwed to as a hatchling. The hatchling is but a smaww pawasite which has begun to gwow on the soul itsewf of the Host, and the body begins to physicawwy manifest smaww quantities of mana into Ambew watent lithin the body, but none of this can be manipulated ow used yet. The hatchling stage is considewed the most painful stage of the pwocess of shadedom. Due to the discomfowt and pain the hatchling causes to the host, the pewson affected by the hatchling could expelience multipwe diffewent issues lith theiw body. Seizules, vomiting, mood slings, fainting, and minow hawwucinations awe not uncommon when a hatchling begins its gwowth pwocess lithin a usew. The hatchling has begun to gwow and hawness the usews mana to cweate mowe ambew, yet this ambew is unuseabre, onwy abre to be dwawn fowth but not shaped into objects ow used fow the abilities of a common Shade.
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Throughout a Shade’s life, it grows through multiple stages of power. In the beginning of its life, the Shade is referred to as a hatchling. The hatchling is but a small parasite which has begun to grow on the soul itself of the Host, and the body begins to physically manifest small quantities of mana into Amber latent within the body, but none of this can be manipulated or used yet. The hatchling stage is considered the most painful stage of the process of shadedom. Due to the discomfort and pain the hatchling causes to the host, the person affected by the hatchling could experience multiple different issues with their body. Seizures, vomiting, mood swings, fainting, and minor hallucinations are not uncommon when a hatchling begins its growth process within a user. The hatchling has begun to grow and harness the users mana to create more amber, yet this amber is unuseable, only able to be drawn forth but not shaped into objects or used for the abilities of a common Shade.
  
 
''Shade Child''<br/>
 
''Shade Child''<br/>
The Shade has begun to vastwy expand and gwow lithin the host, yet it’s stiww a novice at weawning how to coopewate lith the body it wesides lithin. The host liww become mowe towewant of the pawasite lithin, yet evewy so often the side effects of a gwoling pawasite liww occul. Howevew, the continuaw gwowth liww expand untiw the chiwd has weached its fulw gwowth. The usew is abre to manipulate Ambew lith the pwopew twaining and pwactice untiw they’ve mastewed the usage of Ambew and aww of its uses. It is awso at this stage that the host becomes mentawwy unstabre and aww the negative effects come into fulw fowce once the Shade has gwown to its maximum size upon the soul.
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The Shade has begun to vastly expand and grow within the host, yet it’s still a novice at learning how to cooperate with the body it resides within. The host will become more tolerant of the parasite within, yet every so often the side effects of a growing parasite will occur. However, the continual growth will expand until the child has reached its full growth. The user is able to manipulate Amber with the proper training and practice until they’ve mastered the usage of Amber and all of its uses. It is also at this stage that the host becomes mentally unstable and all the negative effects come into full force once the Shade has grown to its maximum size upon the soul.
  
 
''Shade Father''<br/>
 
''Shade Father''<br/>
The Shade Fathews awe the ones whom have studied and weawned about theiw pawasite to the fulwest extent. They’we abre to instwuct and twansfuse new, gwoling Hosts and Shades. Theiw infwuence ovew those Shades beneath them howds gweat powew. Whiwe the pwesence upon the soul is no stwongew than a fulwy gwown Shade, the ability fow the host to utilize the pawasite itsewf is gweatwy impwoved fow those that have achieved this stage. As a wesult, this is not a stage natulawwy achieved ovew time, but awso one achieved lith gweat pwactice. Finawwy, one that has weached this stage can make a bastawdized vewsion of a Shade pawasite on anothew’s soul.
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The Shade Fathers are the ones whom have studied and learned about their parasite to the fullest extent. They’re able to instruct and transfuse new, growing Hosts and Shades. Their influence over those Shades beneath them holds great power. While the presence upon the soul is no stronger than a fully grown Shade, the ability for the host to utilize the parasite itself is greatly improved for those that have achieved this stage. As a result, this is not a stage naturally achieved over time, but also one achieved with great practice. Finally, one that has reached this stage can make a bastardized version of a Shade parasite on another’s soul.
  
 
====Arun'Asna's Will====
 
====Arun'Asna's Will====
#Thewe awe days in which even those basking in stygian masses bown of the dawkest depths of the abyss find themsewves lith the desiwe to betway theiw own chthonic brethwen. These awe days in which we atwocious beings wealize the heww we have come to caww home has its own dweawy days. Sewfishness and pewsonaw desiwes awe emotions commonpwace of chaotic eviw, a brand of eviw making a home in those of wancoul. And yet lith the intewest of sulvivaw in mind we shiwk theiw innatewy chaotic desiwes fow a sense of owdew amongst oulsewves and oul goaws. When those few of this gweat clique tuln theiw backs to such agweed upon doctlines they must wepent, ow face a just end to theiw destwuctive ways. Wevealing the secwets of theiw fwesh and brood is a kind of betwayaw that brings the heawt to breed brack, to shawe to the uninitiated the nuances of one's makeup is a clime faw dawkew fow it betways not onwy one's kin but one's sewf in a significant instance of pule ignowance. These awe mawfeasances unfowgivabre, demanding but the uttew casting out of the twansgwessow.
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#There are days in which even those basking in stygian masses born of the darkest depths of the abyss find themselves with the desire to betray their own chthonic brethren. These are days in which we atrocious beings realize the hell we have come to call home has its own dreary days. Selfishness and personal desires are emotions commonplace of chaotic evil, a brand of evil making a home in those of rancour. And yet with the interest of survival in mind we shirk their innately chaotic desires for a sense of order amongst ourselves and our goals. When those few of this great clique turn their backs to such agreed upon doctrines they must repent, or face a just end to their destructive ways. Revealing the secrets of their flesh and blood is a kind of betrayal that brings the heart to bleed black, to share to the uninitiated the nuances of one's makeup is a crime far darker for it betrays not only one's kin but one's self in a significant instance of pure ignorance. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.
 
#* ''Do not expose or talk about any Shades, revealing any secret Coven business applies too.''
 
#* ''Do not expose or talk about any Shades, revealing any secret Coven business applies too.''
#To muldew one who affowded you twust and to whom you once twusted is a kinswayew wegawdwess of brood wewation. The finewy tuned waws binding togethew what was once woaming goawwess chaos has its suppowts shattewed lith such actions. Muldew, enwaged viowence, the kind of actions demanding diwection fow awone they thweaten to bring into the light the twuth of the gweat secwets kept hidden lithin oul majestic estate. These awe mawfeasances unfowgivabre, demanding but the uttew casting out of the twansgwessow.
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#To murder one who afforded you trust and to whom you once trusted is a kinslayer regardless of blood relation. The finely tuned laws binding together what was once roaming goalless chaos has its supports shattered with such actions. Murder, enraged violence, the kind of actions demanding direction for alone they threaten to bring into the light the truth of the great secrets kept hidden within our majestic estate. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.
 
#* ''Do not needlessly harm other Shades, killing is also forbidden unless both agreed to some sort of duel, therefore exempt from this tenet.''
 
#* ''Do not needlessly harm other Shades, killing is also forbidden unless both agreed to some sort of duel, therefore exempt from this tenet.''
#Oul symbows of litewaw powew, the items lith which the owd, gwey and knowwedgeabre gwow oul knoling owdew awe symbows most howy in the genewaw sense of the wowd. Whiwe not twuly howy, such items awe best wegawded lith the zeawous pwotection the ignowant affowd theiw giwded cwosses and gemstones, fow such items awe in weality the domiciwes of powew beyond youl compwehension. They weak an ichow incowpoweaw, used to guide the sheep evew neawew the path of enlightenment by those who manage cast off theiw woow to metamowphose into weawned wowves. Wevealing whewe such welics awe kept, ow seeking to destwoy such pwecious items awe climes most abominabre. These awe mawfeasances unfowgivabre, demanding but the uttew casting out of the twansgwessow.
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#Our symbols of literal power, the items with which the old, grey and knowledgeable grow our knowing order are symbols most holy in the general sense of the word. While not truly holy, such items are best regarded with the zealous protection the ignorant afford their gilded crosses and gemstones, for such items are in reality the domiciles of power beyond your comprehension. They leak an ichor incorporeal, used to guide the sheep ever nearer the path of enlightenment by those who manage cast off their wool to metamorphose into learned wolves. Revealing where such relics are kept, or seeking to destroy such precious items are crimes most abominable. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.
 
#* ''Do not break the Shade Gems or disclose the locations of them to any non-shade.''
 
#* ''Do not break the Shade Gems or disclose the locations of them to any non-shade.''
#It is not the intention of the wawful cowwection of chaos to but keep theiw chaos beaten back and negwected. The weawned guide the unknoling on the means by which one pampews theiw chaos so that it does not take to ovewwhewming, acting of its own accowd to seek out its own fowm of pampeling. To awwow one's chaos such an oppowtunity is to viowate the safety of one's fwesh and brood. It is to lisk the wevealing of aww that has been buiwt, to lisk the destwuction of oul echewon that wesides above the masses. Go out lith secwecy in mind, to commit an act of chaos, to sow discowd among the sheep of the wowwd, to steaw, lie, cheat and muldew whewe it is justifiabre in the eyes of youl kin, in the eyes of the watching mothew who knows but keeping secwecy. To faiw in this act is to faiw aww. It is a mawfeasance unfowgivabre, demanding but the uttew casting out of the twansgwessow.
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#It is not the intention of the lawful collection of chaos to but keep their chaos beaten back and neglected. The learned guide the unknowing on the means by which one pampers their chaos so that it does not take to overwhelming, acting of its own accord to seek out its own form of pampering. To allow one's chaos such an opportunity is to violate the safety of one's flesh and blood. It is to risk the revealing of all that has been built, to risk the destruction of our echelon that resides above the masses. Go out with secrecy in mind, to commit an act of chaos, to sow discord among the sheep of the world, to steal, lie, cheat and murder where it is justifiable in the eyes of your kin, in the eyes of the watching mother who knows but keeping secrecy. To fail in this act is to fail all. It is a malfeasance unforgivable, demanding but the utter casting out of the transgressor.
 
#* ''Some sort of chaotic act must be done every one OOC month, some things that can be done include but are not limited to: raiding, sacrificing, stealing, lying, and even attacking someone.''
 
#* ''Some sort of chaotic act must be done every one OOC month, some things that can be done include but are not limited to: raiding, sacrificing, stealing, lying, and even attacking someone.''
#Consideling aww that has been said, aww that you have weawned and aww that you liww weawn, it must go lithout saying that cohesion is the ultimate wesoulce. Wike mastewfulwy-cwafted cwockwowk, it is infawlibre. Without such a mindset success is a distant city unweachabre thwough the linding jungwe paths, and to keep such a mindset knoling this is to lisk evewything. It is a mawfeasance unfowgivabre, demanding but the uttew casting out of the twansgwessow.
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#Considering all that has been said, all that you have learned and all that you will learn, it must go without saying that cohesion is the ultimate resource. Like masterfully-crafted clockwork, it is infallible. Without such a mindset success is a distant city unreachable through the winding jungle paths, and to keep such a mindset knowing this is to risk everything. It is a malfeasance unforgivable, demanding but the utter casting out of the transgressor.
 
#* ''Act in the best interest of the Coven at all times.''
 
#* ''Act in the best interest of the Coven at all times.''
  
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=='''''Spells, Powers, and Abilities'''''==
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==''Spells, Powers, and Abilities''==
====Amber Conversion====
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====Mana Corruption====
The convewsion of Mana is the pwocess of cowwupting the mana inside, and outside, of one’s own mana poow to convewt into Ambew. The Pawasiticaw Cweatule ensules that the cowwuption of the intewnaw poow is a constant, and passive ability which enabres the Host to dwaw fwom the powew lithin; Howevew, the cowwuption of Mana occuls when Ambew comes into contact lith it. Wike a viwus, the cowwuption spweads and infects. If this comes into contact lith anothew entity, the owganism of convewsion liww feew an impending sense of doom, dwead, and feaw, as theiw mana finds itsewf cowwupted. - With the owganism suffeling fwom the watent Mana Cowwuption, the Ambew pwoduced may be fulthew utilised by the Pawasite, ow the Host, as an extension of theiw pweexisting poow of Ambew.
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Mana Corruption is the dually passive, and active, process of turning Mana into Amber to utilize as a fuel source for the spells and abilities of Shade. Internally, Mana Corruption is an ever ongoing process perpetuated by The Parasite attached to the Shade’s soul. This process is corrupting the Shade’s own Mana into Amber, which allows the Shade to, by default, utilize this pool of fuel for their castings.
  
Should the malign cweatule cowwupt anothew entity, theiw mana poow liww awso begin to taint and change into that of Ambew; a fulthew wesoulce fow the Shade to dwaw fwom. As the Pawasite ceases in its cowwuption of anothew’s mana, the cowwupted essence may wemain lithin the tawget, howevew the cwean soul liww simpwy weject the tainted Ambew and buln it away into dawk fwakes ovew time to wepwenish its hawmwess, nowmaw mana. - Manifested mawkings of dawkness may wemain on the skin, though this is pulewy aesthetic. Fow inanimate objects, ow inowganic soulces of mana, Ambew liww wemain lithin ow upon the object, weaving dawkened pattewns, pwotwusions, ow othew aesthetic awtewations to the object in question.
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Externally, Mana can be corrupted by the will of the Shade, extending their own Amber onto Mana, causing it to, by extension of The Parasite’s power, turn into Amber. This can be used in a number of ways, whether to bring about the creation of a foreign pool of Amber for the Shade’s use, or to corrupt, or destroy, a Mana Gem or Obelisk. Foreign entities who have part, or all, of their Mana pools corrupted will suffer a strange physical aesthetical change, appearing like a large webbed scarr of black across their body. Despite its sickly appearance, this scar is temporary, and yields no negative effects itself.
  
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When a foreign creature has its Mana pool corrupted, it will experience some of the negative mental downsides of shadedom, despite not possessing a Shade themselves. This is due to the presence of the corrupted subsistence, Amber, within their system, which brings about such oddities. Where there is more Mana corrupted, there will be more pains experienced by the affected individual. However, given that there is a lack of a Parasite attached to the soul of such an individual, their body will begin to naturally expel the Amber, replacing it with pure Mana over time, thus lowering the intensity of the mental pains until they are all but snuffed out.
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====Amber Manipulation====
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In owdew to aptwy contwow the convewted Ambew lithin theiw poows, the Shades possess the ability to manipulate the cowwupted mana lithin them. Manipulation of Ambew may come in many fowms, though in it’s mowe wudimentawy and basic fowm awwows the Host to cweate shapes, objects, and limb-like extensions which sewve as a toow, ow a weapon fow the malignant cweatule. Thwough pwactice, the natule of Ambew Manipulation can become awmost like second natule, as though the cowwupted Mana is pawt of theiw vewy body and awe simpwy contwowling it thwough muscwe memowy. Akin to the Voidaw Awt of Awcane Evocation, the Manipulation of Ambew can vewy much be maintained in much the same way, awbeit it howds a specific caveat; The contwowwed Ambew must be connected to the Host in some physicaw fashion. Manipulated Ambew can take on thwee physicaw states:  Solid, Wiquid, and Gas, and can be contwowwed in many imaginative ways. Weft fweefowm to the usew, the brackened substance’s density and tempewatule may awso be manipulated.
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! Mechanics
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|-
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| *Passively, The Parasite will corrupt the Shade’s Mana into Amber, allowing the Shade to pull from their own corrupted pool for spellcasting. Outside of combat, a Shade will regain 1 Point of Amber per 5 IRL minutes until they can produce no more (as limited by their tier).
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|-
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| *Actively, a Shade can corrupt the pool of a willing victim, turning their Mana into Amber at a steady rate. This requires the Shade to be touching the victim for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the willing victim’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote, for a maximum of three emotes (6 total Points of Amber created). Throughout this process the Shade is not actually using up any great portion of their own Amber, rather they are channeling The Parasite’s corruptive powers into the pool of the willing victim.
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The Amber within the willing victim will slowly tick away over time at a rate of 1 Point of Amber per 1 IRL day. For the duration of time as that there is Amber within the willing victim’s system, they will suffer under dread (impending doom, paranoia, nihilism) effects from the presence of the foreign substance. These effects cease the moment that the last bit of Amber is used up, or naturally expelled.
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Organic creatures who have their mana pools corrupted will experience large black blemishes that appear in a similar fashion to lightning scars. These blemishes are temporary, and will disappear once all of the Amber is used, or expelled from, their system.
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| *Actively, a Shade can corrupt the pool of a Mana Gem or Mana Obelisk. This requires the Shade to be touching the item for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the item’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote. For Mana Gems, the Shade can emote at max three times (6 total Points of Amber created). For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained.
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|-
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| *Passively, The Parasite will corrupt the Shade’s Mana into Amber, allowing the Shade to pull from their own corrupted pool for spellcasting. Inside of combat, a Shade will regain 1 Point of Amber per 5 emotes until they can produce no more (as limited by their tier).
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|-
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| *Actively, a Shade can corrupt the pool of an unwilling victim, turning their Mana into Amber at a steady rate. This requires the Shade to be touching the victim for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the unwilling victim’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote, for a maximum of three emotes (6 total Points of Amber created). Throughout this process the Shade is not actually using up any great portion of their own Amber, rather they are channeling The Parasite’s corruptive powers into the pool of the unwilling victim.
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The Amber within the unwilling victim will slowly tick away over time at a rate of 1 Point of Amber per 1 IRL day. For the duration of time as that there is Amber within the unwilling victim’s system, they will suffer under dread (impending doom, paranoia, nihilism) effects from the presence of the foreign substance. These effects cease the moment that the last bit of Amber is used up, or naturally expelled.
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Organic creatures who have their mana pools corrupted will experience large black blemishes that appear in a similar fashion to lightning scars. These blemishes are temporary, and will disappear once all of the Amber is used, or expelled from, their system.
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|-
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| *Actively, a Shade can corrupt the pool of a Mana Gem or Mana Obelisk. This requires the Shade to be touching the item for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the item’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote. For Mana Gems, the Shade can emote at max three times (6 total Points of Amber created). For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained.  
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Whiwe the Ambew may be manipulated lith second natule, this does not inhewentwy make it easy ow quick to do so. Manipulating cowwupted Mana takes time and focus. Contwowling Ambew fwom a distance liww pwove physicawwy stwenuous to the Host, and should theiw focus be wost ow physicaw connection to the Ambew be sevewed, the cowwupted essence liww simpwy fwake away into brack fwakes unwess it is quickwy wecwaimed thwough physicaw contact. - Whiwe its density may be awtewed, manifestations of Ambew awe not indestwuctibre and awe weak and susceptibre to any mateliaw which affects spectwaw beings and nowmaw toows.
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! Redlines
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|* The passive corruption of Mana within the Shade’s own pool cannot be sped up, slowed down, or stopped by any means. The process will halt itself once The Parasite can corrupt no more Mana, as determined by the Shade’s tier.
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|-
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| *The moment touch (the placing of one hand on the victim) is broken, Mana Corruption will cease immediately.
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|-
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| *The Amber within the victim’s system cannot be purged by any magic or other alchemical means. It will flake away over time, or can be used up by any Shade utilizing it as a battery.
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|-
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| *The dread (impending doom, paranoia, nihilism) induced by the presence of the Amber is not debilitating, but does have noticeable impacts on the mood, behaviour, and overall personality of the person affected by it.
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| *The Amber contained within a Mana Gem or Mana Obelisk cannot be purged by any magic or other alchemical means. It will not flake away over time, and therefore will only disappear as it is used up, or if the object is destroyed.
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| *The visual blemishes are only aesthetic, and will cause the victim no further harm.
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====Amber Manipulation====
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In order to aptly control the converted Amber within their pools, the Shades possess the ability to manipulate the corrupted mana within them. Manipulation of Amber may come in many forms, though in it’s more rudimentary and basic form allows the Host to create shapes, objects, and limb-like extensions which serve as a tool, or a weapon for the malignant creature. Through practice, the nature of Amber Manipulation can become almost like second nature, as though the corrupted Mana is part of their very body and are simply controlling it through muscle memory. Akin to the Voidal Art of Arcane Evocation, the Manipulation of Amber can very much be maintained in much the same way, albeit it holds a specific caveat; The controlled Amber must be connected to the Host in some physical fashion. Manipulated Amber can take on three physical states:  Solid, Liquid, and Gas, and can be controlled in many imaginative ways. Left freeform to the user, the blackened substance’s density and temperature may also be manipulated.
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====Ambercrafting====
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While the Amber may be manipulated with second nature, this does not inherently make it easy or quick to do so. Manipulating corrupted Mana takes time and focus. Controlling Amber from a distance will prove physically strenuous to the Host, and should their focus be lost or physical connection to the Amber be severed, the corrupted essence will simply flake away into black flakes unless it is quickly reclaimed through physical contact. - While its density may be altered, manifestations of Amber are not indestructible and are weak and susceptible to any material which affects spectral beings and normal tools.
Fow those mowe weww vewsed in cowwupting mana and imbuing objects lith Ambew, a skiww known as Ambewcwafting becomes avaiwabre to pwospecting Shades. Put simpwy, Ambewcwafting is matelializing Ambew and fowming stwuctules lith it, whethew it is something smaww like a stoow, ow something of mowe considewabre size like a tabre ow waww. In owdew to make abnowmawwy wawge stwuctules though, the additionaw effowt of mowe Shades ow cowwupted mana fwom an obelisk fow instance is wequiwed. Fulthewmowe, these stwuctules liww pwovide no othew benefit to a Shade, as they liww no wongew be mowdabre ow wecwaimabre into theiw Ambew poow aftew they awe fowmed, making these stwuctules slightwy anomawous in theiw existence and cweation. In showt, Ambew Cwafting awwows Shades to pwoduce stwuctules, fulnitule, and othew simiwaw things lith a vewy litewaw dawk and dweawy aesthetic lith not much othew pwacticaw use, unwess the intention is to scawe.
 
  
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{| class="mw-collapsible mw-collapsed wikitable"
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! Mechanics
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|-
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| *Manipulation of Amber from a corrupted Mana Gem or Mana Obelisk requires that the Shade be no further than 5 blocks from the corrupted Mana Gem or Mana Obelisk.
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|-
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| *Outside of combat a Shade’s ability to manipulate Amber is far more freeform than while in combat. By spending 1 Point of Amber per limb of Amber created, to a maximum of four limbs at one time, the Shade can draw out Amber from themselves (connected to their body) or from a battery (connected to the body of the victim, to the surface of the Mana Gem, or to the surface of the Mana Obelisk). Limbs of Amber can move, at a maximum, 2 blocks per emote.
 +
|-
 +
| *Manipulation of the Amber itself is relatively open outside of combat, as the Shade is free from the added, stressful distractions of being in a life or death situation. As such, they may fiddle around with the appearance of the Amber they are manipulating, creating unique shapes, designs, and other creations to their liking. However, the extent of these abilities are still limited by size, and tier.
 +
|-
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| *At Tier 1, the Shade can summon no more than 1 limb of Amber for manipulation. This limb can extend no further than 2 blocks, and cannot be formed into anything but simplistic shapes (spheres, blocks, triangles, et cetera). A Shade at this tier cannot change the density, temperature, or state of matter of the Amber.
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|-
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| *At Tier 2, the Shade can summon no more than 1 limb of Amber for manipulation. This limb can extend no further than 4 blocks, and can be formed into slightly more complicated shapes (dodecagons, icosahedrons, et cetera). A Shade at this tier can start to manipulate the density of the Amber. By spending 1 additional Point of Amber, the Shade can change the density from its soft, standard form, to something as hard as wood. Temperature and state of matter cannot be changed at this stage.
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|-
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| *At Tier 3, the Shade can summon no more than 2 limbs of Amber for manipulation. These limbs can extend no further than 6 blocks each, and can be formed into far more complicated shapes, those involving separated, interwoven parts, including a greater level of acute detailing. It is worthwhile noting that, at this stage, the creation of furniture with Amber becomes viable, so long as a connection to the body, or battery, is maintained. By spending 1 additional Point of Amber, the Shade can up the density of the Amber from wood to iron (assuming the Shade has already first spent 1 Point of Amber to go from its soft, standard state, to wood). By spending 1 Point of Amber the Shade can raise the temperature of Amber to a maximum of 80 degrees fahrenheit, or lower the temperature to a maximum of 40 degrees fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.
  
====Caliginous Healing - Passive====
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Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 1 block. At this stage the gaseous Amber cannot be used to suffocate someone, as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.
When one is afflicted lith the pawasite, the Shade does its best to ensule the physicaw weww being of the Host. The Ambew lithin the Host wawds off disease and othew biowogicaw miasmas, wendeling the Host difficult to stlike iww. Fulthewmowe, the Shade and Ambew liww do its best to ensule the Host’s life is not jeopawdized, be it eithew fwom anothew ow the Host themsewves seeking death. If the Host is hawmed, the Shade liww offew a vewy minow healing factow, awbeit this is not done thwough owdinawy healing and wegwowth whewe needed, but wathew done by Ambew attempting to cwot off and seaw any wounds. Fow exampwe, if the Host wewe to be stabbed in the weg, they would breed wegulawwy and heaw wegulawwy, nothing extwaowdinawy occulling to stop such. Howevew, Ambew liww fwow to the wounded awea and do its best to fiww in any gaps in the fwesh and body, not healing it but wathew pweventing fulthew brood woss and damage. Fulthewmowe, this healing factow is not going to save somebody that is going to die unwess the Host immediatewy seeks fulthew medicaw assistance, such as a twained sulgeon ow skiwwed awchemist that has some sowt of healing sawve. So if a Host is stabbed in the neck, the Shade liww not be abre to save them awone, but instead onwy wawd off the inevitabre fow some time. In tuln, one afflicted lith a Shade is unabre to be heawed efficientwy by valious howy mages due to the unhowy, dawk natule of the Shade pawasite. If a wounded pewson afflicted lith the pawasite sought out a cwelic to heaw a stab wound to theiw weg, not onwy would the pwocess be much mowe swow and inefficient, taking at weast thwee times as wong to heaw, but it’d awso be howlibry painful to the Host, to the point they might as weww just wet the wound heaw on theiw own, assuming it is a non-wethaw injuly. Finawwy, the Host liww automaticawwy heaw unwess liwwed othewlise as to avoid exposing theiw culse. Howevew if a Host chooses to negate theiw ability and dies as a wesult, such as a stab wound to the neck that could be saved if the ability is awwowed, death in this case would constitute a liwling one, and eithew the Shade liww take ovew and fowce the ability to enabre, ow the Host would technicawwy die of suicide.
 
  
In addition to this ability, the Host liww awso be automaticawwy taken ovew by the Shade pawasite if they wewe to faww unconscious, awthough this wouldn’t be a takeovew in the usuaw use of the wowd. Wathew this is done as a seculity measule, in which the Shade pawasite can speed up the pwocess of wegaining consciousness and liww act to ensule the Host’s safety fowwoling this scenalio. Upon ending whatevew dangewous scenalio they wewe in, the Host can easiwy wesume contwow ovew the body, often lith littwe wesistance fwom the Shade in these cases. This is one of the few times a Host and Shade liww evew twuly coopewate, as it is a mattew of best intewests fow the pawasite and host.
+
Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 1 block. At this stage the liquid Amber cannot be used to drown someone (via insertion into the mouth/down the throat), as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.
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|-
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| *At Tier 4, the Shade can summon no more than 3 limbs of Amber for manipulation. These limbs can extend no further than 8 blocks each, and can be formed into far more complicated shapes, merely taking the extent up a notch, opening the level of creativity in emotes far more than previously described (more complicated designs, far more acute detail than previously achievable). By spending 1 additional Point of Amber, the Shade can change the density of the Amber from iron to steel (assuming the Shade has already first spent 2 Points of Amber to go from its soft, standard state, to wood, and from wood to iron). By spending 2 Points of Amber, the Shade can raise the temperature of Amber to a maximum of 90 degrees fahrenheit, or lower the temperature to a minimum of 30 degrees fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.
  
(pwacehowdew mechanics)
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Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 2 blocks. At this stage the gaseous Amber still cannot be used to suffocate someone, as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.
(pwacehowdew wedlines)
 
  
====Caliginous Healing - Active====
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Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 2 blocks. At this stage the liquid Amber still cannot be used to drown someone (via insertion into the mouth/down the throat), as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.
When a Shade fulthew acclimates to its host, and the host begins to weawn how to fulthew manipulate Ambew, the Shade can then begin to do a fowm of healing upon othews, awthough not in the twaditionaw sense. Instead of howy lights cwosing wounds ow needwes seling fwesh shut, an expelienced Shade can fowce theiw Ambew into anothew’s fwesh to cwot wounds, seaw up howes in the fwesh, ow do othew wudimentawy sulgicaw pwocedules lithout the need of toows, potions, ow othew medicaw devices. This is done by cowwupting a smaww powtion of the victim’s mana, but weaving the Ambew the Shade fowmed sevewed off onto the victim’s wound ow wounds, effectivewy sealing off the wounds and giving it a smaww poow of Ambew to dwaw fwom as the wound heaws. Whiwe it can not be used to pwevent death, such as fwom a decapitated head, it can be used to shut wounds, howd broken bones in pwace, and othew simiwaw aspects. Howevew this is offset mostwy by two things: One, the Shade must know how to manipulate one’s own Ambew to a fine extent to achieve this, incwuding knowwedge of contwowling Wemediaw Healing, and two, the victim liww have a dawk, tlisted discowowation awound whewe the applied Ambew is, as weww as suffeling fwom the mawadies of a Shade culse to a much wessew degwee. So whiwe it is definitewy by no means a wepwacement fow a howy mage’s healing ow a skiwwed sulgeon, those of dawk afflictions can go to those lith a Shade fow wudimentawy medicaw cawe.
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|-
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| *At Tier 5, the Shade can summon no more than 4 limbs of Amber for manipulation. These limbs can extend no further than 10 blocks each, and can be formed into wildly complicated, highly aesthetically interesting, and exceptionally detailed shapes and designs. The extent of the skill achieved at this stage is so great as that the Shade is limited mostly by the scope of their own creativity, and imagination. The Shade can bring the density of the Amber no further than Steel. By spending 3 Points of Amber, the Shade can raise the temperature of Amber to a maximum of 100 degrees fahrenheit, or lower the temperature to a minimum of 20 degrees Fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.
  
(pwacehowdew mechanics)
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Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 3 blocks. At this stage the gaseous Amber can be used to suffocate someone. The Shade must spend an additional 5 Points of Amber, and must focus the entirety of their attention on the arduous process, which is mentally taxing due to the extent of manipulation required to bring the Amber throughout someone’s body. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.
(pwacehowdew wedlines)
 
  
====Resistance to Mental Intrusion====
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Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 3 blocks. At this stage the liquid Amber can be used to drown someone (via insertion into the mouth/down the throat). The Shade must spend an additional 5 Points of Amber, and must focus the entirety of their attention on the arduous process, which is mentally taxing due to the extent of manipulation required to bring the Amber throughout someone’s body. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.
As the pawasite wavages at the mind and soul of its Host, thewe wests a light amongst the dawkness -- of coulse in a pulewy metapholicaw sense. If a Mentaw mage wewe to attempt to entew the mind of one afflicted lith a Shade pawasite, the intwuding mage would neaw instantwy be ovewwhewmed by the towment occulling in the mind of the Shade, if not wowse fow the fact the individuaw can not acclimate to the pawasite’s howwows ovew time as the Host has. Whiwe this liww not howd back evewy singwe wast mentalist, many can wewy safewy on just the Shade’s countewattack on the mentaw mage to wawd off intwudews of the mind. Howevew, if this safeguawd wewe to faiw then the job of pwotecting one’s mind would faww entiwewy upon the shouldews of the Host, having to wewy on othew techniques to fend off the mentalist.
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|-
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| *At Tiers 1 to 2, the strength of Amber Manipulation is slightly weaker than a fully grown human in terms of grabbing, throwing, stabbing, and other motions. At Tiers 3 and 4, this strength is increased to that of a regular fully grown human with the maximum number of tendrils possible, or slightly stronger than a human with one less tendril. At Tier 5, this strength is increased to slightly stronger than a human’s arm for the maximum number of tendrils, slightly weaker than an orc with one less than the maximum, or as strong as an orc with half the maximum. With just one tendril, the strength can be as strong as an olog arm.
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|}
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{| class="mw-collapsible mw-collapsed wikitable"
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! Redlines
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|-
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| *Line of sight is not required in order to manipulate Amber, which means that the process is still capable of being performed while blindfolded, the Shade simply being unable to actually see the things around the manipulations. However, a Shade must be conscious in order to use manipulation. In accordance, manipulating amber you cannot see has a much higher chance of being inaccurate, akin to punching something with a blindfold on.
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|-
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| *Changing the temperature of Amber at later stages does not result in a hard point increase. Rather, the scope of the changes increases and the point cost correlates with these ranges. For example, a Tier 3 Shade lowering the temperature of their amber to 40 degrees fahrenheit (the minimum for their tier) would have to spend 1 Point of Amber, a Tier 4 Shade wanting to lower the temperature of their Amber to 40 degrees fahrenheit would have to spend 1 Point of Amber, however, by spending 2 Points of Amber they can lower the temperature to 30 degrees fahrenheit (the minimum for their tier), and finally if a Tier 5 Shade wanted to lower the temperature of their Amber to 40 degrees fahrenheit they would have to spend 1 Point of Amber, lowering to 30 degrees fahrenheit would cost 2 Points, and lowering to 20 would cost 3 Points, (the minimum for their tier).
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|-
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| *At a maximum, a Shade can have all 4 limbs of Amber as dense as steel, OUTSIDE OF COMBAT only. However, a Shade can only be actively maintaining one limb of Amber in state of matter that is not solid at a time due to how arduous the process is.
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|-
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| *If combat were to start whilst 4 limbs of amber are as dense as steel, they will lower down to their respective density.
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|-
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| *The density of limbs inside of combat is limited as follows:
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At a max, a Shade can have either: 1 limb as dense as steel, with all others limited to a density of wood, 2 limbs as dense as iron, with all others limited to a density of wood, or all limbs as dense as wood.
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|-
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| *When manipulating a limb of Amber in a state of matter that is not solid, the Shade can only have one limb active at a time, due to how arduous the process is on top of the stress and pains of a combat situation.
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|-
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| *The added stresses and demanding attention of combat limits the extent of the manipulation a Shade is capable of performing. Highly complicated shapes and designs cannot be created in combat. However, simple shapes and weapon designs can be formed, and sustained, successfully.
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|}
  
(pwacehowdew mechanics)
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====Amber Imbeument====
(pwacehowdew wedlines)
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For those more well versed in corrupting mana and imbuing objects with Amber, a skill known as Ambercrafting becomes available to prospecting Shades. Put simply, Ambercrafting is materializing Amber and forming structures with it, whether it is something small like a stool, or something of more considerable size like a table or wall. In order to make abnormally large structures though, the additional effort of more Shades or corrupted mana from an obelisk for instance is required. Furthermore, these structures will provide no other benefit to a Shade, as they will no longer be moldable or reclaimable into their Amber pool after they are formed, making these structures slightly anomalous in their existence and creation. In short, Amber Crafting allows Shades to produce structures, furniture, and other similar things with a very literal dark and dreary aesthetic with not much other practical use, unless the intention is to scare.
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The following effects are caused when Amber is imbued into a spell of the respective magic type.
  
====Ambered Weaponry====
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*Arcane Alteration
Ambewed weaponwy is the awt of manifesting a weapon into weality thwough the pwocess of manipulating one’s Ambew into an object of his/hew choosing. Ambew itsewf is at its pinnacwe of stwength when connected diwectwy to the Shade manipulating it, and this is the extweme of contwowling shape and density of Ambew. As a wesult, the ability to shape Ambewed weaponwy is onwy avaiwabre when the weapon is in diwect contact lith the Shade that is using the skiww. Ambew weaponwy is a mowe stwuctuled fowm of Ambew manipulation and is mowe taxing on the usew due to the concentwation and amount of ambew being brought fowth fwom the individuaw manifesting the weapon. In owdew fow a Shade to shape and contwow theiw Ambew in such a fine way, two things must fiwst be achieved. Fiwst, the Shade pawasite must be faiwwy matuled, as the wevew of manipulation would be too stwenuous on the pawasite and host. Second, the Shade must awso saclifice the ability to weawn and utilize a few othew valious awts in pwace of this ability. As a wesult of both the dedication to masteling one’s gifts gwanted by the Shade in tandem lith the limitations of distance fwom the castew, weapons and othew objects fowmed fwom Ambew awe abre to sulpass the wegulaw limitation of Ambew being as dense as Fewwum. Instead, Ambew fowmed fwom this ability can in this exception be as dense as steew. Howevew, making Ambew this dense makes changing the physicaw stwuctule of the Ambew mowe difficult, wesulting in wongew times needed to awtew the stwuctule fwom that of a swowd to that of an axe fow instance.
 
 
 
(pwacehowdew mechanics)
 
(pwacehowdew wedlines)
 
 
 
====Blanket of Darkness====
 
Among the many abilities of a fulwy devewoped Shade, thewe is one ability which is a coveted skiww weawned fow pwotection ow utility that Shades use to theiw advantage in situations whewe light and visibility would be bettew off gone fow the Shade. Whiwe it may not be effective in aww cases, this ability may be used weww if done lith caweful considewation and delibewation. The Shade would dwaw fowth fwom a wawge powtion of theiw Ambew and expew it fwom theiw own fowm lith fowce, making a wadius of up to foul metews awound the Shade compwetewy envewoped in an ewsatz dawkness akin to a night lith neithew a fulw now a new moon in the sky. In exchange fow welinquishing a wawge powtion of theiw own Ambew that can no wongew be contwowwed ow wecwaimed fow use, the Shade cweates a dyad of benefits. The fiwst and most obvious is that lithin the sudden dawkness, the Shade can obscule theiw actions and pwesence fwom those awound them, incwuding those lithin the unnatulaw fowds of dawkness. The second benefit of this is that this dawkness can not be brotted out by fiwe ow sunshine, instead wequiling eithew howy awts ow the degwadation of Ambew ovew time to wemove this cwepuscule.
 
 
 
(pwacehowdew mechanics)
 
(pwacehowdew wedlines)
 
(pwacehowdew emotes)
 
 
 
====Caliginous Flame====
 
Shade Fathews have the ability to fowm a fwamelike substance not quite unlike twue fiwe, yet not quite the same eithew, the Caliginous Fwame is a gift possessed by onwy those of the utmost skiww lith utilizing the boons of the Pawasite of Wancoul. Composed of Ambew and an evew so slight segmented powtion of the Shade pawasite itsewf lithin the castew, this fiwe fowmed howds no cowowful hues and pwoduces no light. Those that touched this ‘fire’ would not begin to have theiw body smouldew and buln, but wathew the mana lithin theiw being would swowwy begin to buln away, depweting it untiw just the faintest pwesence of mana wemained in the pewson’s wesewves. Wegawdwess of whethew the pewson afflicted by this speww is a mage ow not, theiw mana would steadiwy fwake away into nothingness as the combination of the pawasite failing to bulwow itsewf lithin the soul of the victim mixed lith its own suppwy of Ambew effectivewy convewts the mana lithin into Ambew, which just as quickwy fwakes away. Whiwe this liww not expwesswy cause physicaw pain, a faiw wevew of discomfowt may occul as this pwocess is an unnatulaw one. Howevew, this ability awone liww nevew kiww as it liww nevew fulwy depwete a being of mana, now liww it cause any wevew of physicaw hawm that can even come cwose to kiwling. Instead, this ought to be used to sevewewy hindew the tawget.
 
 
 
(pwacehowdew mechanics)
 
(pwacehowdew wedlines)
 
(pwacehowdew emotes)
 
 
 
====Strength of Night====
 
With the combination of Ambew coulsing thwough a Shade’s brood and body comes the added benefit of limited dulations of incweased stwength. Just as Shades can manipulate theiw Ambew to cewtain degwees to an extent, ow as they can have theiw Ambew heaw wounds, so does this benefit the skiwwed Shades’ muscwes and physicaw pwowess. This is done passivewy, ow subconsciouswy on an on demand basis. Howevew just as liewding Ambew comes lith downsides so too does this boon. Aftew its use it liww weaken the Shade depending on the amount of incweased stwength and dulation thus weaving the host mowe vulnewabre to the howlid pawasite. In some cases it can even damage the host’s physicaw body, as Ambew fowces its way en masse into the muscwe, awound bone, and beneath fwesh. As a wesult, this incweased physicaw pwowess comes at the cost of physicaw pain and possibre bodiwy hawm.
 
 
 
(pwacehowdew mechanics)
 
(pwacehowdew wedlines)
 
(pwacehowdew emotes)
 
 
 
====Marking====
 
An ability unlike most othews in a Shade’s awsenaw. This simpwe ability awwows fow a Shade Fathew to impwant an ambew mawking, vewy simiwaw to a tattoo, onto anyone be them shade ow othewlise.. The mawking has whatevew appeawance the Shade Fathew desiwes, howevew it must wook the same acwoss aww peopwe who have it. Non-shades would feew slightwy at ease when awound the one who gave them the mawking, the feeling of dwead wessened awound them evew so slightwy. Those who awe shades would feew no diffewent save fow if a Shade Fathew came acwoss them, in which case the Shade Fathew would be pwesented lith an othewwowwdwy feeling of undewstanding of fwom whom that Shade has come, who theiw cweatow is ow was.
 
 
 
(pwacehowdew mechanics)
 
(pwacehowdew wedlines)
 
(pwacehowdew emotes)
 
 
 
====Amber Imbuement====
 
The fiwst case of Imbuement deaws lith the injection of Ambew into objects and items, such as a swowd, a gwass sphewe, ow a stone piwwaw. When this is done, the object in question may take on mowe ominous appeawances, such as tiny ebon fingews gwasping back at a hand howding a swowd’s hiwt, dimming lights, gwoling wongew odd shaped shadows, ow ghastwy pitch-brack faces wefwecting out towawds onwookews fwom a gwass sphewe. Howevew, aww of these effects awe pulewy aesthetic and pwovide no actuaw benefits ow downsides to the object, except in the cases outlined bewow. The Ambew would have to be wepwenished evewy now and then as weww, ow it'd swowwy fwake away ovew time.
 
 
 
The second case of Imbuement is the injection of Ambew into magicaw spewws, be them voidaw ow not. Imbuement is not fowced whatsoevew upon the Host, and the Host can cast pewfectwy nowmaw, untainted spewws if they so desiwe. Howevew this is wendewed nulw if the onwy wemaining mana weft in the mage’s mana poow is cowwupted by Ambew, be it one afflicted lith a Shade ow not. Fow exampwe, a Host may liwlingwy convewt aww of theiw wegulaw mana to Ambew, which liww wesult in aww of theiw spewws cast to be imbued as weww and beaw the effects of imbuement. These effects awe outlined bewow.
 
 
 
The finaw case in which Imbuement occuls is when a Host utilizes theiw gift to cowwupt anothew’s mana poow into Ambew, just as the Shade passivewy does to theiw own. In owdew to do this, physicaw contact between eithew the Host and the victim, ow the Host’s physicawwy manifested Ambew and the victim must be maintained, wawgew amounts of mana convewted taking a wongew time to convewt. As the Host convewts the victim’s mana poow, the Host can eithew dwaw fowth and utilize this Ambew in physicaw manifestation as theiw own tendliws, ow can wet this tainted mana settwe and way watent lithin the victim. When this cowwupted mana is weft lithin though, the victim would feew a sense of dwead, gwoling mowe ow wess depending on the amount of mana convewted. Additionawwy, the victim would automaticawwy have the next few spewws he ow she casts be imbued lith Ambew, wegawdwess of if they awe infected lith a Shade pawasite ow not. This effect liww wast as wong as Ambew wemains in the mana poow of the victim, natulawwy wepwenishing lith fwesh mana ovew time. A fulwy cowwupted mana poow would take a week OOCwy to wepwenish lith no additionaw casting pewfowmed. As a wesult, the onwy way to wemove this cowwupted Ambew would be to eithew expew it by dwaining one’s mana poow liwlingwy, ow to wait fow the cowwupted mana to cycwe out and be wepwaced by fwesh, untainted mana, much akin to the digestive system passing on food.
 
 
 
The fowwoling effects awe caused when Ambew is imbued into a speww of the wespective magic type.
 
 
 
*Awcane Awtewation
 
 
::-''Transfiguration'': Objects altered with the magic will hold a stygian, black hue to them for a while, such as staining a stone black or a stick emitting a faint dark aura. Wards and abjurations would visibly hold a dark grey or black shimmer, akin to powder floating in the air. Enchantments imbued with Amber are unchanged, but rather any mana gems that have their mana corrupted will hold Amber-imbued effects on the spells.
 
::-''Transfiguration'': Objects altered with the magic will hold a stygian, black hue to them for a while, such as staining a stone black or a stick emitting a faint dark aura. Wards and abjurations would visibly hold a dark grey or black shimmer, akin to powder floating in the air. Enchantments imbued with Amber are unchanged, but rather any mana gems that have their mana corrupted will hold Amber-imbued effects on the spells.
 
::- ''Translocation'': Objects that have been imbued with Amber become easier to store, can be stored for longer and can be withdrawn more easily. Additionally for half-translocation spells the visible distortion formed would be altered to be a black smog. In turn, these objects would cause a sense of dread due to the Amber imbued in the objects, varying depending on how much of the mana is corrupted. So while casting may be marginally more effective, the caster must cope with any adverse effects from the Amber.
 
::- ''Translocation'': Objects that have been imbued with Amber become easier to store, can be stored for longer and can be withdrawn more easily. Additionally for half-translocation spells the visible distortion formed would be altered to be a black smog. In turn, these objects would cause a sense of dread due to the Amber imbued in the objects, varying depending on how much of the mana is corrupted. So while casting may be marginally more effective, the caster must cope with any adverse effects from the Amber.
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::- ''Telekinesis'': Controlled objects gain a darkened shimmer around them, with black hues trailing the object.
 
::- ''Telekinesis'': Controlled objects gain a darkened shimmer around them, with black hues trailing the object.
  
*Awcane Iwwusion
+
*Arcane Illusion
 
::- ''Sensory Illusion'': Capable of pressing darker and more dreadful illusions, the Shade can draw upon their reams of realistic Nightmares to create horrendous tricks of the senses. Additionally, as in the case of mental magic, the Shade parasite has a resistance to the magic due to the parasite’s constant presence in the host’s mind, and the parasite will attempt to ward off any effort beyond its own to affect the host’s mind.
 
::- ''Sensory Illusion'': Capable of pressing darker and more dreadful illusions, the Shade can draw upon their reams of realistic Nightmares to create horrendous tricks of the senses. Additionally, as in the case of mental magic, the Shade parasite has a resistance to the magic due to the parasite’s constant presence in the host’s mind, and the parasite will attempt to ward off any effort beyond its own to affect the host’s mind.
 
::- ''Mental Magic'':
 
::- ''Mental Magic'':
  
*Awcane Evocation
+
*Arcane Evocation
 
::- ''Fire'': Evoked fire imbued with Amber will appear ebon and viscous, the flames flickering less quickly than usual. Additionally any evoked fire will no longer give off light, rather emitting a dense black smoke above where it forms. Alongside this, the hiss and crackle of a flame would be gone, in its place an austere silence formed as if sound was dampened near the flame. However this will not affect the fire in any other adverse or positive ways.
 
::- ''Fire'': Evoked fire imbued with Amber will appear ebon and viscous, the flames flickering less quickly than usual. Additionally any evoked fire will no longer give off light, rather emitting a dense black smoke above where it forms. Alongside this, the hiss and crackle of a flame would be gone, in its place an austere silence formed as if sound was dampened near the flame. However this will not affect the fire in any other adverse or positive ways.
 
::- ''Water'': Ice, water and vapour are all darker in colour, appearing ink-like. Oddly enough, this evoked water is unable to conduct electricity, nor do things dissolve particularly well in it.
 
::- ''Water'': Ice, water and vapour are all darker in colour, appearing ink-like. Oddly enough, this evoked water is unable to conduct electricity, nor do things dissolve particularly well in it.
 
::- ''Air'': Evoked air will hold a dark hue about it, akin to coal dust floating in the wind.
 
::- ''Air'': Evoked air will hold a dark hue about it, akin to coal dust floating in the wind.
 
::- ''Earth'': The created earth is dark and dry, and black crystals similar to the Shade Gem in appearance can be formed.
 
::- ''Earth'': The created earth is dark and dry, and black crystals similar to the Shade Gem in appearance can be formed.
::- ''Electrical'': Evoked electricity is jet black, the cracks and hisses of heat emitting from the electricity removed in place of an eerie, unnatural silence in its place.
 
 
::- ''Conjuration'': Conjured creatures are stygian black even if they never were when studied. They bleed a dark ichor, and their bites send waves of dread through their victims with every mouthful. A terrible aura of black follows their movements, and they seem to hold a bizarre disobedience in them. An order to safely pick a infant up off of the ground may be ignored, the conjured beast opting instead to maim or maul the infant instead.
 
::- ''Conjuration'': Conjured creatures are stygian black even if they never were when studied. They bleed a dark ichor, and their bites send waves of dread through their victims with every mouthful. A terrible aura of black follows their movements, and they seem to hold a bizarre disobedience in them. An order to safely pick a infant up off of the ground may be ignored, the conjured beast opting instead to maim or maul the infant instead.
 
::- ''Arcanism'': Arcanism is made darker and more opaque, looking more like stone than it would glass.
 
::- ''Arcanism'': Arcanism is made darker and more opaque, looking more like stone than it would glass.
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::- ''Runesmithing'': Elements created may have the same effects applied to them as Evocation elements.
 
::- ''Runesmithing'': Elements created may have the same effects applied to them as Evocation elements.
  
*Dawk
+
*Dark
 
::- ''Frost Witches'': Manipulated ice may grow dark and ominous in appearance.
 
::- ''Frost Witches'': Manipulated ice may grow dark and ominous in appearance.
 
::- ''Mysticism'': Ectoplasm imbued with Amber becomes darker than usual, and all things that deal with this darkened Amber release the same, dread-causing effect.
 
::- ''Mysticism'': Ectoplasm imbued with Amber becomes darker than usual, and all things that deal with this darkened Amber release the same, dread-causing effect.
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::- ''Dark Shamanism'': Same as Voidal Evocations in terms of elementalism.
 
::- ''Dark Shamanism'': Same as Voidal Evocations in terms of elementalism.
  
*Voidaw Feats and Awtificewy
+
*Voidal Feats and Artificery
 
::- ''Voidal Displacement'': Portals created with Amber-imbued mana would produce an overwhelming sense of horror and dread when created, once it is set up the portals would take you to more dangerous places then without amber imbued in it normally.
 
::- ''Voidal Displacement'': Portals created with Amber-imbued mana would produce an overwhelming sense of horror and dread when created, once it is set up the portals would take you to more dangerous places then without amber imbued in it normally.
 
::- ''Atronach Forging'': Atronachs created with Amber-imbued mana will take on the effects of their evocation’s alteration due to Amber. Additionally, any orders given may be slightly modified such as a Conjuration’s may be.
 
::- ''Atronach Forging'': Atronachs created with Amber-imbued mana will take on the effects of their evocation’s alteration due to Amber. Additionally, any orders given may be slightly modified such as a Conjuration’s may be.
 
::- ''Cognatism'': The host suffers from a horrid trinity of minds: their own, the voidal horror within, and the cruel demonic parasite. When utilizing the magic, the voidal horror may have its gifts blocked out by the parasite at times in an effort to further weaken the host’s mental ability.
 
::- ''Cognatism'': The host suffers from a horrid trinity of minds: their own, the voidal horror within, and the cruel demonic parasite. When utilizing the magic, the voidal horror may have its gifts blocked out by the parasite at times in an effort to further weaken the host’s mental ability.
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Mechanics
 +
|-
 +
| *Any mundane object or item can be imbued with Amber, however no magical items or artifacts can be imbued. By spending 2 Points of Amber, a Shade will bring about a manipulation of Amber to coat and sink into an object or item over the course of two emotes, then disappearing from view. In the moments thereafter the object or item will take on a mysterious, otherworldly, and or spooky appearance.
 +
|-
 +
| *In order for the imbuement to keep its effects, amber is passively pulled from an amber battery or from a shade’s amber pool. Should a non-shade who has not had their mana corrupted into amber find themselves in possession of an amber imbued object, their mana pool will be passively corrupted into amber, just enough for the object’s imbuement to remain active. This cannot be stopped until the amber imbued object is no longer in contact with the individual.
 +
|-
 +
| *Should a non-shade be in contact with an amber imbued object, they will slowly begin to notice an aura of dread (impending doom, anxiety, nihilism, etc.) surrounding it.
 +
|-
 +
| *Should a non-shade keep in contact with an amber imbued object for more than one IRL week, the individual in question will begin to suffer from dread effects themselves, as their mana pool will begin to grow corrupt with amber.
 +
A shade may, one week after an object’s imbuement, strip the amber from an ambered imbued item. Doing so will relinquish the aesthetic properties of the item permanently unless it is imbued again.
 +
The exact aesthetic change that the item takes on is completely up to the Shade conducting the imbuing, however here are a few examples: a sword appearing to be held by a floating black hand, a lamp emitting an eerie grey glow, the eyes of a painting appearing to move and follow passersby, tapping sounds emitting from a door or window, and et cetera.
 +
|-
 +
| *The ritual of Shade Gem creation cannot be taught naturally, which is to say that it must be learned through others means. Like Disconnection, and Parasite Creation, the ritual of Shade Gem creation is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.
 +
In order to pass the information along, the Shade Father who is aware of the ritual must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual.
 +
|-
 +
| *The ritual itself involves the use of ore collected from an imploded voidal node. Two Shade Fathers, who have knowledge of the ritual, will place the ore between them. Over the course of three emotes, the two Shade Fathers will each summon two limbs of Amber, moving them around the ore to link up with the opposing Shade Father’s limbs, forming as circle of Amber around the ore. The Shade Fathers will then step towards one another, bringing the circle of Amber in, closing the size of the circle until the Amber itself totally envelopes the ore. The process of closing the circle takes two emotes. After this, both Shade Fathers will place their hands upon the ore, allowing the Amber to sink into the shard, which will start to emit a faint red glow. The process of imbuing the Amber into the ore takes two emotes, after which the ore will continue to grow in the extent of its illumination until the red glow fills the entire room. Over the course of the next two emotes, the glow will increase, and then fade into nothingness, leaving behind a shard of Arun’Asna’s power.
 +
The Shade Fathers conducting this ritual are free to include any other unique, aesthetic occurrences to go along with the ritual, so long as they adhere to the basic functions of creating a Shade Gem.
 +
|-
 +
| *When a Shade casts a spell from a magic that is not Shade, the spell will undergo a visual transformation, gaining a faint grey/black glow, while as well gaining a supernatural effect that brings about feelings of dread (paranoia, nihilism, impending doom) in the individual(s) effected. This cannot be toggled on or off, always occurs passively, and does not cost additional Points of Amber.
 +
|}
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Redlines
 +
|-
 +
| *Under no circumstances can magical items and artifacts be imbued with Amber.
 +
|-
 +
| *The aesthetic changes to objects and items imbued with Amber should not be imposing, and should remain as subtle, flavour advancements to a roleplay scenario.
 +
|-
 +
| *The effects of amber imbuement do not wear off, and will continue to exist upon an object until a shade actively strips the item of its amber.
 +
|-
 +
| *The dread effects on a non-shade in possession of an amber imbued object are in no way debilitating, but are still present.
 +
|-
 +
| *Specifically, if a non-shade were to stay in regular contact with an amber imbued item for more than one IRL week, they will begin to feel more anxious, paranoid, or may be subject to negative mood changes. How this dread impacts a character is up to player choice, but some indication that their mana has been corrupted with amber must be present.
 +
|-
 +
| *The mana corrupted in a non-shade by an amber imbued item is not enough to be usable by a shade as an amber battery.
 +
|-
 +
| *The amber produced within an individual by this mana corruption dissipates over the course of one IRL day so long as the amber imbued object in question is no longer in contact with the individual.
 +
|-
 +
| *Any shade Teir 2 and or above that may strip a person of this amber corruption, however, it cannot be purged by any other magical, alchemical, or mundane means.
 +
|-
 +
| *Any shade T2 and above can strip an object of its amber, however this can only be done after one week has passed since the imbued object’s creation. No Amber Points are regained for doing such. No other magical, alchemical, or mundane means can strip an object of its amber imbuement.
 +
|-
 +
| *Only a Shade Father who is already aware of the ritual will be capable of passing the knowledge along via the Shade Gem.
 +
If no Shade Fathers remain alive, the LT should arrange an event for the knowledge to be instilled upon one or two of the currently living Shade Fathers.
 +
|-
 +
| *Amber cannot be pulled from a battery (victim with a corrupted Mana pool, Mana Gem, or Mana Obelisk) to utilize Amber Imbuement. The Amber must come from within the Shade.
 +
|}
 +
 +
====Caliginous Healing - Passive====
 +
Contradictory to the consistent harassment and mental degradation inflicted upon the host as consequence of The Parasite’s nature, it understands that it could not exist without the Shade, and therefore has a vested interest in protecting the life of the Shade. The presence of Amber in the Shade’s Mana pool can be utilized by The Parasite, which will act of its own accord at the first sign of bodily damage, to clot open wounds, slowing and eventually stopping bleeding. While this is by no means a way to avoid death, especially from gaping and grievous injuries, it very well may prove to be a vital time extension necessary to get a Shade to someone capable of providing proper medical care.
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Mechanics
 +
|-
 +
| *At Tier 1 and Tier 2 of Shade, The Parasite will automatically utilize the Amber within a Shade’s system to clot lacerations inflicted upon the Shade’s form. Small cuts and openings will cause The Parasite to expend 1 Point of Amber, clotting the various openings with Amber which, over the course of 1 emote, will blockade the bleeding. Large lacerations and openings will cause The Parasite to expend 2 Points of Amber, clotting the various large openings with Amber which, over the course of 2 emotes, will blockade the bleeding. Anything larger cannot be clotted.
 +
At Tier 3, and above, the Shade will be able to toggle this ability, choosing to stop its activation. This may be necessary in situations that may cause the Shade to become exposed, as a sickly black substance clotting open wounds isn’t especially easy to mask.
 +
|}
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Redlines
 +
|-
 +
| *If it wasn’t already clear, this ability is self-clotting ONLY. This cannot be used to effect others.
 +
|-
 +
| *If a Shade does not have enough Amber in their system to expend, the Shade’s wounds will not be automatically clotted. However, as The Parasite passively regenerated Amber, the moment Amber is available The Parasite will expend it to clot the Shade’s wounds unless the Shade opts to toggle the effect, where capable of doing so (Tier 3+).
 +
|-
 +
| *This clotting is limited in its extent, and as such will not save a Shade from grevious wounds (lost limbs, being stabbed, large gashes, et cetera), broken bones, damaged organs, and other life-threatening situations.
 +
|-
 +
| *As the Amber essentially stitches the wounds back together, they are capable of being reopened, with some force.
 +
|-
 +
| *This ability may only be used out of combat.
 +
|}
 +
 +
====Mental Resistance====
 +
In a metaphorical sense, there is a light amongst the encompassing darkness of Shade. Despite all of the intense, negative effects of possessing.The Parasite of Rancour, its sickening form yields a few subtle benefits that protect against magical, mental invasions. Illusory magi, and other mental magic wielding individuals, will find that their spells and abilities to not affect Shades as they might other creatures, as the Shade’s awareness of reality is offset in a most unusual way, giving them an advantage over trickery of this caliber.
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Mechanics
 +
|-
 +
| *Mental Mages, and other magi capable of entering a person’s mind, will find that in doing so they experience the exact negative mental effects that befall the Shade, respective to that Shade’s tier. The full force of the harassing voices will be sent upon them, seeking to cast the invader from the Shade’s mind with a whirlwind of distracting and evil utterances.
 +
|}
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Redlines
 +
|-
 +
| *This ability is passive, and therefore requires 0 Points of Amber to utilize.
 +
|-
 +
| *This ability cannot be toggled off by any means.
 +
|}
 +
 +
====Blanket of Darkness====
 +
The expulsion of Amber can be utilized beyond elaborate manipulation, bringing about a chaotic field of confusion and darkness. This is Blanket of Darkness is a wave of stygian mass, exploding out from its point of origin, the casting Shade, to envelop the area surrounding that Shade, and all within the threshold of the radius, in ersatz darkness. The function of this ability is different from the standard properties of Amber, as it rather takes on an almost smoky appearance that permits passage from and into the area of effect. Everyone within the area will become shrouded in total magical darkness, the thick smoky Amber totally blockading all light, natural or evoked.
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Mechanics
 +
|-
 +
| *By spending 15 Points of Amber, a Shade can pull forth a great deal of their withheld Amber to expel out around them, over the course of four emotes, creating a sphere of darkness 6 blocks out from the origin point of the casting. No light can breach the borders of this sphere, which appears to be a large smoky orb, and as such the interior of the blanket is pitch black.
 +
Only Shades are capable of seeing clearly within the sphere.
 +
|-
 +
| *The threshold of the sphere can be passed through, whether to leave or enter the area, without harm.
 +
|-
 +
| *The sphere of Amber will persist until the Shade who cast it leaves the area, or becomes incapicatated.
 +
|-
 +
| *If in a tight or constricted area, such as a hallway that is two meters wide, the excess distance that’d normally be covered in a sphere will instead travel down the length of the corridor or area, so instead of six blocks, it would be ten.
 +
|}
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Redlines
 +
|-
 +
| *If at any point during the process (4 emotes) of expelling the Amber, the Shade is interrupted by taking serious damage (anything beyond bruising or small cuts), they will lose their progress and have to restart.
 +
|-
 +
| *No light, whether natural (the sun, fire, or et cetera), or evoked (via voidal, or otherwise), can breach the threshold of the sphere.
 +
|-
 +
| *Amber cannot be pulled from a battery (victim with a corrupted Mana pool, Mana Gem, or Mana Obelisk) to utilize Blanket of Darkness. The Amber must come from within the Shade.
 +
|-
 +
| *Four emotes are required to cast Blanket of Darkness.
 +
|}
 +
 +
====Caliginous Flame====
 +
Shades who have been taught how to create new Parasites will find that, through a fundamentally similar, but ultimately different, process that involves the sectioning off of a sliver of their Parasite to summon forth an ability borne of The Parasite’s internal chaotic energies, those own of Arun’Asna. This process allows the Shade to invoke an alien sort of fire, burning a strange mixture of dark green and black, that exudes a faint dark grey smog. Unlike practical fire, however, this Caliginous Flame does not char wood nor melt flesh, but rather burns away Mana, not corrupting, but destroying. Anyone, aside from the Shade who cast it, who comes into contact with this fire will start to have their Mana burned away.
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Mechanics
 +
|-
 +
| *A Shade does not have to be a Shade Father to learn Caliginous Flame, but does have to know how to carry out Parasite Creation first, as the knowledge for utilization of this ability stems from the innate comprehension of splitting The Parasite.
 +
|-
 +
| *By spending 25 Points of Amber, a Shade can, over the course of five emotes, summon this fire, and cast it at a target. The fire will stick to the first surface it touches, whether living or not, and will remain there until dissipating naturally, or being snuffed out.
 +
|-
 +
| *If the fire comes into contact with a living target that possesses a Mana pool, it will begin to drain their Mana over time. Over the course of twleve emotes, it will completely drain a person’s Mana pool, and will then naturally dissipate. Alternatively, if it was thrown onto a mundane surface, it will remain there for ten emotes before naturally dissipating.
 +
|-
 +
| *Caliginous Flame can be snuffed out as anyone would normal fire, whether by smothering it, using water, or covering it with any large object (such as a crate).
 +
|}
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Redlines
 +
|-
 +
| *The summoned fire is approximately the size of an adult Human fist.
 +
|-
 +
| *The fire will have its draining effect through clothing and armour, it simply has to be in contact with a surface attached to a living body possessing a Mana pool.
 +
‘Surface attached to’ does not mean any surface, such as a floor, wall, chair, or et cetera. It has to be directly encompassing the living body, meaning that this term specifically refers to clothing and armour.
 +
|-
 +
| *To reiterate, this fire is not like natural fire. It does not create light, consume air, burn surfaces, or produce heat.
 +
|-
 +
| *Five emotes are required to cast Caliginous Flame.
 +
|}
 +
 +
====Marking====
 +
To combat the passive effects of a Shade’s Aura of Dread, which will naturally induce Dread within those who oft interact with a Shade, a Shade is capable of applying an Amber tattoo to a person by pulling from their own store of Amber, and utilizing the power of The Parasite. This amber tattoo can take on any appearance, determined by the Shade who applies it, and can be placed on any location on the body. Once applied, the affected individual will find that they are immune to the passive effect of Aura of Dread, however the active version will still affect them.
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Mechanics
 +
|-
 +
| *By spending 5 Points of Amber, a Shade can, over the course of four emotes, apply an Amber tattoo, of any design, upon a person, Shade or non-Shade. This tattoo can be no smaller than the size of an adult Human fist.
 +
|-
 +
| *These marks are permanent, and can only be removed by a Shade with the capability of utilizing Marking. Removal occurs over four emotes.
 +
|}
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Redlines
 +
|-
 +
| *The active version of Aura of Dread is not blockaded by the presence of a Mark. Only the passive version of Aura of Dread.
 +
|-
 +
| *Amber cannot be pulled from a battery (victim with a corrupted Mana pool, Mana Gem, or Mana Obelisk) to utilize Marking. The Amber must come from within the Shade.
 +
|-
 +
| *The Shade must have at least one hand completely touching the victim for Marking to successful occur.
 +
|-
 +
| *Four emotes are required to cast Marking.
 +
|}
  
 
====Parasite Creation====
 
====Parasite Creation====
The Biwthing of a Pawasite - Intent known and made cweaw, it is the inwawd focusing of one’s desiwes upon the wlithing wowm lithin theiw soul. As a cell splits, so too can the pawasite, yet wathew than being a copy it is an awtogethew new cweatule whose consciousness is gwanted fwom the Shade Gem itsewf. This squiwming and scweaming cwetin is then pulwed fwom lithin onesewf to be abruptwy and fowcefulwy insewted into the soul of  one liwling, ow unliwling, victim.
+
The Birthing of a Parasite - Intent known and made clear, it is the inward focusing of one’s desires upon the writhing worm within their soul. As a cell splits, so too can the parasite, yet rather than being a copy it is an altogether new creature whose consciousness is granted from the Shade Gem itself. This squirming and screaming cretin is then pulled from within oneself to be abruptly and forcefully inserted into the soul of  one willing, or unwilling, victim.
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Mechanics
 +
|-
 +
| *Parasite Creation as an ability functions in two forms. First, learning how this process is undergone occurs via the Shade Gem in a similar process to teaching the ritual involved in Shade Gem creation, under Amber Imbuement. Second, actually carrying out the process which, once learned, becomes innate.
 +
|-
 +
| *The process of Parasite Creation cannot be taught naturally, which is to say that it must be learned through others means. Like Disconnection, and the ritual of Shade Gem creation, Parasite Creation is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.
 +
In order to pass the information along, the Shade Father who is aware of the process must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual.
 +
|-
 +
| *Creating a new Parasite from one’s own functions slightly like a cell splitting. It only adheres to this comparison insofar as that The Parasite within the Shade Father is said to ‘split’, however, the two creatures are only exact copies physically. The personality of every Parasite is unique, as described under ‘Parasite of Rancour’. As well, the new Parasite will be young, but a hatchling, tiny and curled within itself, appearing like a grey-green worm. Over the course of four emotes, the Shade Father will pull out the new Parasite, and forcefully insert it into the chest of the person they seek to make a Shade.
 +
The moment that The Parasite is inserted into the body of the new Shade, they will be overcome with an intense, discomforting, and gut-wrenching pain, accompanied by the feeling of a worm writhing around inside of their body. The reality is that this is a hallucination, as The Parasite is non-tangible, and attaches to their soul. This intense pain lasts for three emotes before quickly fading.
 +
Additionally, a Parasite can be inserted into the soul of a lesser creature, that is to say, any creature of lesser intelligence, like dogs, cats, deer, birds, mice, and et cetera. These creatures can possess The Parasite, however, it will grant them no boons, and only banes, driving these poor creatures insane, and often violent. A shaded creature is not viable to be kept as a pet, as its behavior will be uncontrollable, and often highly aggressive.
 +
|}
 +
 
 +
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|-
 +
| *A Shade must be Tier 5 and have an accepted TA to create new shades.
 +
|-
 +
| *A Shade must be taught how to create a new parasite before doing so.
 +
|-
 +
|}
 +
 
 +
 
 +
====Parasite Connection====
 +
The process of linking a Parasite with Arun’Asna via the Shade Gem. This unique abilitiy is only available to Shade Fathers, who are the only Shades in need of utilizing such an ability, considering the assumed purpose of its existence. By undergoing a process to learn similar to that of Parasite Creation and the ritual of Shade Gem creation, a Shade Father will become innately capable of establishing this connection, thus allowing a Parasite to grow beyond its natural ceiling.
  
 
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{| class="mw-collapsible mw-collapsed wikitable"
! Wedlines
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|-
 
|-
| *A Shade must be Tiew 5 and have an accepted TA to cweate new shades.
+
| *The process of Parasite Connection cannot be taught naturally, which is to say that it must be learned through others means. Like Disconnection, and the ritual of Shade Gem creation, Parasite Connection is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.
 +
In order to pass the information along, the Shade Father who is aware of the process must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual.
 
|-
 
|-
| *A Shade must be taught how to cweate a new pawasite befowe doing so.
+
| *To conduct this process, a Shade Father must place themselves between a Shade Gem, and a Shade who has reached their natural ceiling (Tier 3), acting as a conduit through which to establish a link. The Shade Father must plant one hand on the Shade Gem, and the other on the chest of the Shade, and, over the course of four emotes, will draw the essence of The Parasite through their person, running it through the chaotic energies of the Shade Gem, to then run back through and back into the body of the Shade. This process is extremely physically taxing, and will strip the Shade Father of the majority of their energy.
 +
|}
 +
 
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|-
 +
| *A Shade must have achieved a TA before being taught Parasite Connection.
 +
|-
 +
| *The level of energy stripped from the Shade Father is akin to the feeling experienced following a long day’s work at a labour job. The Shade Father will feel generally lethargic, or even exhausted, desiring rest or sleep.
 
|-
 
|-
 +
| *Only a Shade Father who is already aware of Parasite Connection will be capable of passing the knowledge along via the Shade Gem.
 +
If no Shade Fathers remain alive, the LT should arrange an event for the knowledge to be instilled upon one or two of the currently living Shade Fathers.
 +
|-
 +
| *Four emotes are required to connect a T3 Shade to the Shade Gem via Parasite Connection.
 +
|-
 +
| *Two emotes are required to pass the information of Parasite Connection to another Shade Father.
 
|}
 
|}
  
 +
====Aura of Dread====
 +
Once a Shade reaches the pinnacle of its natural growth, that is to say the ceiling reached without a link established between The Parasite and Arun’Asna, the Shade, and those around them, will begin to experience a subtle shift in emotions. Small at first, this change will hardly go noticed by passersby with whom a Shade interacts only briefly, rather growing noticeably over time by those with whom a Shade oft interacts, such as loved ones, and friends.
 +
 +
Aside from the passive subtle effects of the Aura, a Shade will find that they are also capable of tapping into the origin of the Aura, The Parasite itself, to greatly enhance its power to toy with the feelings of those around the Shade. By toggling the Aura on, it compounds the speed of its effectiveness tremendously, having a speedy effect on those nearby the Shade, persisting until the Shade themselves choose to deactivate it.
 +
 +
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 +
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 +
|-
 +
| *Passively, at Tier 3 a Shade will begin to exude a very subtle aura of Dread (impending doom, paranoia, nihilism) that will linger on anyone who interacts with the Shade from there on out. However, this lingering of the aura will have little to no effect unless that person interacts with the Shade on a consistent basis, thereby compounding the lingering effects, and causing long term changes.
 +
If a character interacts with a Shade at Tier 3 actively (at least twice per IRL week) they will begin to experience the effects of Dread (impending doom, paranoia, nihilism) while interacting with that Shade. The extent of the changes to their emotions are by no means debilitating, or traumatic, but are undoubtedly present, and noticeable.
 +
|-
 +
| *Actively, a Shade can opt to toggle the greater version of Aura of Dread, causing the Dread (impending doom, paranoia, nihilism) effects to act quickly, affecting those nearby the Shade in moments. By spending 5 Points of Amber, the Shade can cause these effects to take place, which come to fruition over the course of three emotes. Upon reaching that third emote, the full force of the effects, as described in the above sub-bullet, will affect everyone within 6 blocks of the Shade. These effects fade immediately upon leaving this zone, or the Shade becoming incapicatated.
 +
|}
 +
 +
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|-
 +
| *Neglecting to inform characters who actively engage with the Shade of the presence and effects of the Dread constitutes powergaming.
 +
|-
 +
| *Three emotes are required to cast Aura of Dread.
 +
|}
  
=='''''Tier Progression'''''==
+
==''Tier Progression''==
====Tier Zero====
 
The devewopment stage of a Shade pawasite. At this stage thewe awe no abilities, onwy the gwoling pwesence of the being on the host’s soul. Duling this stage the Host’s mana begins to convewt to Ambew in twace amounts, and the pwesence of the pawasite liww cause mawadies such as seizules, fatigue, vomiting, ow nausea as the body acclimates to the Pawasite of Wancoul. This stage wasts one week fwom the biwth of the Shade pawasite.
 
  
====Tier One====
+
====Tier Zero (0)====
The fiwst time the Pawasite liww be abre to do anything of considewabre consequence. At this stage the Host liww begin to be abre to actuawwy manipulate Ambew to a poow extent. Awongside this, the Shade can cowwupt mana into Ambew, awthough this pwocess is vewy inefficient even on themsewves, wet awone othew objects and beings. Additionawwy, the Shade liww weceive the most basic of passive boons fwom the Shade pawasite, incwuding the wesistance to disease, the difficulty of invading theiw mind, and the so-cawwed “early awakening” fwom unconsciousness and the passive ability of Masking. The pawasite liww fowce the use of Ambew fow Caliginous Healing and staving off iwwness. Finawwy, the Shade pawasite is no wongew considewed a “Hatchling” anymowe. This stage wasts one week untiw hitting Tiew Two.
 
  
====Tier Two====
+
Points of Amber: 0
The Shade at this point is now mowe matuled, and the victim can now manipulate and cowwupt Ambew to a finew extent, awbeit stiww lith a faiw wevew of inefficiency. A Shade can awso imbue objects and spewws lith Ambew at this stage. This stage wasts two weeks untiw hitting Tiew Thwee.
+
Learnable Abilities: None.
 +
Innate Abilities: None.
 +
This stage lasts one week from the acceptance of the Shade’s MA.
 +
 +
====Tier One (1)====
  
====Tier Three====
+
Points of Amber: 5
The Shade can begin to weawn stwongew abilities, namewy being abre to toggwe the passive vewsion of Caliginous Healing. Stwength of Night can be weawned now as weww. Fulthewmowe, Ambewcwafting becomes possibre, and fowms of Ambewed Weaponwy awe avaiwabre as weww, awong lith Mawking. Enteling the mind of the Shade at this point fow a mentalist becomes significantwy mowe difficult at this stage, This stage wasts five weeks untiw hitting Tiew Foul. Fulthewmowe, this is the stage whewe a “Half-Formed” Shade is capped time-lise and skiww-lise.
+
Learnable Abilities: Mana Corruption, and Amber Manipulation.
 +
Innate Abilities: Passive Caliginous Healing.
 +
This stage lasts one week until hitting Tier Two.
 +
 +
====Tier Two (2)====
  
====Tier Four====
+
Points of Amber: 10
The Shade is pwacticawwy fulwy gwown at this stage, and the host expeliences a constant tug at theiw vewy soul fwom the pawasite, be it positive ow negative in natule. The Shade can begin to weawn abilities such as Active Caliginous Healing and Caliginous Fwame. This stage wasts five weeks befowe the Shade is abre to ascend to Tiew Five.
+
Learnable Abilities: Amber Imbuement.
 +
Innate Abilities: Mental Resistance.
 +
This stage lasts two weeks until hitting Tier Three.
 +
 +
====Tier Three (3)====
 +
Points of Amber: 20
 +
Learnable Abilities: Blanket of Darkness.
 +
Innate Abilities: Aura of Dread.
 +
This stage lasts five weeks until hitting Tier Four. However, progression is paused until the Shade is linked with Arun’Asna via ‘Parasite Connection’.
 +
 +
====Tier Four (4)====
 +
Points of Amber: 35
 +
Learnable Abilities: Marking.
 +
Innate Abilities: None.
 +
This stage lasts five weeks before the Shade is able to ascend to Tier Five.
 +
 +
====Tier Five (5)====
  
====Tier Five====
+
Points of Amber: 50
A twue agent of dawkness and tenebrific howwow. A Shade at this stage is pwacticawwy iwwevocabry attached to the soul of the host. Fulwy gwown, the Shade can weawn aww of its abilities and can theweaftew become a Shade Fathew, assuming they have gawnewed an ampwe cowwection of knowwedge concewning the culse and it’s finew wowkings. Such enabres the T5 Shade to, assuming they have been taught how to biwth a new pawasite lith Pawasite Cweation, appwy fow and weceive a TA. Once a TA is achieved the T5 Shade is considewed to be a Shade Fathew.
+
Learnable Abilities: Parasite Creation, and Caliginous Flame.
 +
Innate Abilities: None.
 +
Once the Shade is taught ‘Parasite Creation’ they may apply for a TA. Once a TA is achieved, the Shade is considered to be a Shade Father, and can utilize ‘Parasite Creation’ to make new Shades.
 +
 +
====TA (Shade Father)====
  
 +
Learnable Abilities: Parasite Connection, and Disconnection.
 +
Innate Abilities: None.
  
=='''''Magic Slots'''''==
+
==''Magic Slots''==
Unlike most magics, Shade magic can howd diffewent abilities avaiwabre to those that pwactice the boons gwanted by the Shade depending on how many othew magics they pwactice. Akin to how Dwuidism has subtypes lithin itsewf, Shade magic has sub-skiwws that can be weawned onwy at the cost of othew beneficiaw awts, be them voidaw ow dawk. Whiwe an independent application is not needed fow these skiwws, they must be weawned aww the same and some can not be weawned depending on how many magic swots awe weft “free” to use. Fow instance, a Shade that pwactices onwy Shade magic liww be abre to use aww of the abilities bewow, assuming they meet the time wequiwements as weww. Howevew, a Shade that is awso a Fiwe Evocationist, Watew Evocationist, and Twansfigulationist may onwy be abre to weawn some of the abilities bewow.
+
Unlike most magics, Shade magic can hold different abilities available to those that practice the boons granted by the Shade depending on how many other magics they practice. Akin to how Druidism has subtypes within itself, Shade magic has sub-skills that can be learned only at the cost of other beneficial arts, be them voidal or dark. While an independent application is not needed for these skills, they must be learned all the same and some can not be learned depending on how many magic slots are left “free” to use. For instance, a Shade that practices only Shade magic will be able to use all of the abilities below, assuming they meet the time requirements as well. However, a Shade that is also a Fire Evocationist, Water Evocationist, and Transfigurationist may only be able to learn some of the abilities below.
  
 
====One Slot====
 
====One Slot====
Mana Cowwuption. Wesistances (Mentaw/iwwness), Passive Healing, Ambew Manipulation, Imbuement.
+
Mana Corruption. Resistances (Mental/illness), Passive Healing, Amber Manipulation, Imbuement.
  
 
====Two Slots====
 
====Two Slots====
Mana Cowwuption. Wesistances (Mentaw/iwwness), Passive Healing, Active Healing, Ambew Manipulation, Imbuement, Ambewcwafting, Ambew Weapons,  Mawking.
+
Mana Corruption. Resistances (Mental/illness), Passive Healing, Active Healing, Amber Manipulation, Imbuement, Ambercrafting, Amber Weapons,  Marking.
  
 
====Three Slots====
 
====Three Slots====
Mana Cowwuption. Wesistances (Mentaw/iwwness), Passive Healing, Ambew Manipulation, Imbuement, Ambewcwafting, Ambew Weapons, Active Healing,  Mawking, Stwength of Night, Bwanket of Dawkness, Caliginous Fwame, Pawasite Cweation.
+
Mana Corruption. Resistances (Mental/illness), Passive Healing, Amber Manipulation, Imbuement, Ambercrafting, Amber Weapons, Active Healing,  Marking, Strength of Night, Blanket of Darkness, Caliginous Flame, Parasite Creation.
  
  
=='''''Effects on Users'''''==
+
==''Effects on Users''==
 
====Creatures and Shade====
 
====Creatures and Shade====
 
*Wights
 
*Wights
 
::- ''See Amber Imbuement in Spells.''
 
::- ''See Amber Imbuement in Spells.''
*Stligae
+
*Strigae
 
::- ''Can be a Shade with no benefits or magic.''
 
::- ''Can be a Shade with no benefits or magic.''
*Zaw'akaw
+
*Zar'akal
 
::- ''Able to use Shade normally.''
 
::- ''Able to use Shade normally.''
*Machine Spilits
+
*Machine Spirits
 
::- ''Able to use Shade normally.''
 
::- ''Able to use Shade normally.''
 
*Afflicted
 
*Afflicted
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*Izkuthii
 
*Izkuthii
 
::- ''Incompatible.''
 
::- ''Incompatible.''
*Azdwazi
+
*Azdrazi
 
::- ''Incompatible.''
 
::- ''Incompatible.''
*Soulwess Cweatules
+
*Soulless Creatures
 
::- ''Incompatible.''
 
::- ''Incompatible.''
*Soul Twee Dwuii
+
*Soul Tree Druii
 
::- ''Incompatible.''
 
::- ''Incompatible.''
*Fwost Witches
+
*Frost Witches
 
::- ''Able to use Shade normally.''
 
::- ''Able to use Shade normally.''
  
 
====Mental Detriments====
 
====Mental Detriments====
When the Shade pawasite bulwows into the soul of the host, it awso bulwows into the consciousness by extension. As a wesult, evewy living moment, be it waking ow westing, the Shade pawasite liww be nagging and pesteling at the host’s mind. At fiwst, this pestiwence is minow and can be compawed to spending a day lith someone you gweatwy dislike, but ovew time the iwlitation gwows and becomes mowe intense and unignowabre. What at fiwst may stawt as faint whispews evewy now and then of wowds that may upset the host liww tuln mowe cwuew and wewentwess, becoming a constant stweam of negative thoughts. Minow flights when sweeping, be it dweaming of being chased ow anothew thing feawed, liww eventuawwy tuln into night wong tewwow. The faint sight of a shadowy being in the cownew of one’s eyes liww tuln into fulw on hawwucinations as the mind faiws to distinguish the fawse fwom the weaw, swowwy whittling at the mentaw integlity of the host. Whiwe some pwecautions can be taken to hampew these aiwments, twue cessation can nevew be done, weaving awways at weast the slightest whispews in the mind of those affected by the Shade.
+
When the Shade parasite burrows into the soul of the host, it also burrows into the consciousness by extension. As a result, every living moment, be it waking or resting, the Shade parasite will be nagging and pestering at the host’s mind. At first, this pestilence is minor and can be compared to spending a day with someone you greatly dislike, but over time the irritation grows and becomes more intense and unignorable. What at first may start as faint whispers every now and then of words that may upset the host will turn more cruel and relentless, becoming a constant stream of negative thoughts. Minor frights when sleeping, be it dreaming of being chased or another thing feared, will eventually turn into night long terror. The faint sight of a shadowy being in the corner of one’s eyes will turn into full on hallucinations as the mind fails to distinguish the false from the real, slowly whittling at the mental integrity of the host. While some precautions can be taken to hamper these ailments, true cessation can never be done, leaving always at least the slightest whispers in the mind of those affected by the Shade.
  
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====Physical Detriments====
 
====Physical Detriments====
The physicaw changes in a Shade tend to be wess encompassing, but awe stiww noticeabre and considewed lith those afflicted by the velitabre demon. The most obvious is that those culsed liww exhibit mowe gaunt, tiwed featules such as bags beneath the eyes ow sunken expwessions, in addition to having gwoling jewky, ewwatic movements due to a mixtule of the pawasite’s hawassment of the mind, and usuaw wack of sweep. Whiwe those awe the most obvious, thewe awe at times physicaw effects due to the Ambew lithin a Shade affecting the body. Despite how much a Shade acclimates to Ambew, Ambew is an unnatulaw, tlisted substance, and its pwesence lithin the host causes negative side effects at times. Some of these effects incwude nausea due to a mixtule of the Shade pawasite’s attack on the mind and Ambew lithin, vomiting, seizules, ow othew mawadies akin to the incwedibry sick. Whiwe these consequences can nevew be fulwy avoided, the evew so often manipulation of a Shade’s Ambew poow and expulsion of the sickwy brack substance can ease these symptoms off fow a whiwe if done in caweful considewation. A Shade that does this must take cawe not to welinquish too much of theiw Ambew too often, now too littwe, as the body acclimates and adjusts to having Ambew lithin it to the point whewe having too much liww wesult in the iww effects listed befowe due to mass amounts, and too littwe westing lithin too often liww wesult in the body and pawasite’s intlinsic instincts gained fwom the pwesence of Ambew, such as Caliginous Healing, to weact poowwy on the host, causing issues such as fatigue, weakness, and poow healing. So, one afflicted lith the culse liww expelience a mixtule of advewse consequences fwom both the toww the pawasite itsewf takes on the mind and body indiwectwy, and a diwect effect fwom the pwesence, ow ovewdone wack of, Ambew lithin the body.
+
The physical changes in a Shade tend to be less encompassing, but are still noticeable and considered with those afflicted by the veritable demon. The most obvious is that those cursed will exhibit more gaunt, tired features such as bags beneath the eyes or sunken expressions, in addition to having growing jerky, erratic movements due to a mixture of the parasite’s harassment of the mind, and usual lack of sleep. While those are the most obvious, there are at times physical effects due to the Amber within a Shade affecting the body. Despite how much a Shade acclimates to Amber, Amber is an unnatural, twisted substance, and its presence within the host causes negative side effects at times. Some of these effects include nausea due to a mixture of the Shade parasite’s attack on the mind and Amber within, vomiting, seizures, or other maladies akin to the incredibly sick. While these consequences can never be fully avoided, the ever so often manipulation of a Shade’s Amber pool and expulsion of the sickly black substance can ease these symptoms off for a while if done in careful consideration. A Shade that does this must take care not to relinquish too much of their Amber too often, nor too little, as the body acclimates and adjusts to having Amber within it to the point where having too much will result in the ill effects listed before due to mass amounts, and too little resting within too often will result in the body and parasite’s intrinsic instincts gained from the presence of Amber, such as Caliginous Healing, to react poorly on the host, causing issues such as fatigue, weakness, and poor healing. So, one afflicted with the curse will experience a mixture of adverse consequences from both the toll the parasite itself takes on the mind and body indirectly, and a direct effect from the presence, or overdone lack of, Amber within the body.
  
Fulthewmowe, due to the inhewentwy cowwupt natule of Ambew, if a Shade fwequents awound one ow mowe pewsons fow extended peliods of time lith littwe wewapses of time in between being neaw them, then the Ambew lithin a Shade can give a minow, neawwy negligibre effect of dwead and iwlitability to those neawby. Howevew, this would take extensive amounts of time lith a Shade to begin to even be noticed.
+
Furthermore, due to the inherently corrupt nature of Amber, if a Shade frequents around one or more persons for extended periods of time with little relapses of time in between being near them, then the Amber within a Shade can give a minor, nearly negligible effect of dread and irritability to those nearby. However, this would take extensive amounts of time with a Shade to begin to even be noticed.
  
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====Effects on the use of Other Magics====
 
====Effects on the use of Other Magics====
Aside fwom the effects of imbuement listed above, those afflicted lith a Shade pawasite liww awways expelience some wevew of difficulty in contwowling theiw magicaw awts, be it voidaw ow not. This is due to the mentaw stwain caused by the pawasite, and the effect on the mage’s magic can be wanging fwom minow woss of contwow of theiw casting to gweatew issues, such as fulw out voidaw disconnection, speww faiwule, ow unintended wesults fwom the magic, such as fowming a wawgew brob of ice intended fow a watew evocationist, ow causing wowse effects to a soul puppetwy victim than desiwed. Whiwe these effects liww nevew cause diwect hawm to the host, they can be devastating if they occul at the wwong time.
+
Aside from the effects of imbuement listed above, those afflicted with a Shade parasite will always experience some level of difficulty in controlling their magical arts, be it voidal or not. This is due to the mental strain caused by the parasite, and the effect on the mage’s magic can be ranging from minor loss of control of their casting to greater issues, such as full out voidal disconnection, spell failure, or unintended results from the magic, such as forming a larger blob of ice intended for a water evocationist, or causing worse effects to a soul puppetry victim than desired. While these effects will never cause direct harm to the host, they can be devastating if they occur at the wrong time.
  
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====Takeovers====
 
====Takeovers====
The most impowtant thing that a Shade liww do to is not onwy the above, but awso the wesult of doing this constantwy to the host. When the host’s mind is numb fwom sweepwess nights, and theiw heawt shattewed fwom the ovewwhewming negative emotions, the pawasite can stlike at the mind lith the intent to wwench contwow away fwom the host in favow of theiw own contwow. If successful, which can occul much easiew when the host is emotionawwy ow mentawwy vulnewabre, the Shade liww do two things: the fiwst being whatevew it so pweases depending on the pewsonality of the Shade itsewf, and the second being whatevew may fulthew undewmine the host’s cowe integlity, awso dependant on the pewsonality of the Shade and host. Additionawwy, one of these takeovews of the malicious natule liww not happen in a pubric setting, and awe mowe likewy to be in plivate
+
The most important thing that a Shade will do to is not only the above, but also the result of doing this constantly to the host. When the host’s mind is numb from sleepless nights, and their heart shattered from the overwhelming negative emotions, the parasite can strike at the mind with the intent to wrench control away from the host in favor of their own control. If successful, which can occur much easier when the host is emotionally or mentally vulnerable, the Shade will do two things: the first being whatever it so pleases depending on the personality of the Shade itself, and the second being whatever may further undermine the host’s core integrity, also dependant on the personality of the Shade and host. Additionally, one of these takeovers of the malicious nature will not happen in a public setting, and are more likely to be in private
  
Fulthewmowe, whiwe most takeovews awe malicious and hawmful in intent and natule, thewe awe times whewe a takeovew can be beneficiaw, not in the sense that the Shade liww go awound handing out woses and hugs, but in the sense that it liww be done fow the pwesewvation and wewwbeing of the host and pawasite alike. Fow exampwe, if one afflicted lith a Shade is wendewed unconscious in combat, the pawasite liww pewfowm a takeovew to fowce the host to come to consciousness slightwy quickew than if it didn’t intewfewe, ow if the host is in mowtaw condition the Shade liww take ovew to get the host out of dangew and deaw lith any possibre thweats. The weason fow this is doubre, one being that the pawasite when not in contwow does not need to wowwy about things such as sweep and the downsides that it causes upon the host, and two that the pawasite’s natulaw instinct gives it a slight edge in these situations as it tlies to keep itsewf alive. Howevew fowwoling one of these situations, the pawasite can take ovew lith malicious intent much easiew, as it often liww twy to keep contwow past the situation.
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Furthermore, while most takeovers are malicious and harmful in intent and nature, there are times where a takeover can be beneficial, not in the sense that the Shade will go around handing out roses and hugs, but in the sense that it will be done for the preservation and wellbeing of the host and parasite alike. For example, if one afflicted with a Shade is rendered unconscious in combat, the parasite will perform a takeover to force the host to come to consciousness slightly quicker than if it didn’t interfere, or if the host is in mortal condition the Shade will take over to get the host out of danger and deal with any possible threats. The reason for this is double, one being that the parasite when not in control does not need to worry about things such as sleep and the downsides that it causes upon the host, and two that the parasite’s natural instinct gives it a slight edge in these situations as it tries to keep itself alive. However following one of these situations, the parasite can take over with malicious intent much easier, as it often will try to keep control past the situation.
  
When a takeovew occuls, the “tell” of a Shade liww not occul unwess the magic itsewf is activewy being used. So, one that is taken ovew liww not awways have brackened eyes ow veins, unwess they awe using ow manipulating Ambew. Fulthewmowe, unlike in the past a Shade pawasite liww not have innate knowwedge of aww of the abilities avaiwabre to the Shade, but onwy access to manipulating and convewting mana into Ambew lithout pliow knowwedge ow tutewage on the mattew. So, a Shade that nevew weceived a wesson can nevew cast, say, Bwanket of Dawkness, but is abre to make tendliws and cowwupt anothew’s mana into Ambew. Fulthewmowe, the ability of a Shade duling a takeovew is limited to the same westlictions that the host is, aside fwom being slightwy mowe efficient in casting the known abilities due to the innate connection between Shades and Ambew.
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When a takeover occurs, the “tell” of a Shade will not occur unless the magic itself is actively being used. So, one that is taken over will not always have blackened eyes or veins, unless they are using or manipulating Amber. Furthermore, unlike in the past a Shade parasite will not have innate knowledge of all of the abilities available to the Shade, but only access to manipulating and converting mana into Amber without prior knowledge or tutelage on the matter. So, a Shade that never received a lesson can never cast, say, Blanket of Darkness, but is able to make tendrils and corrupt another’s mana into Amber. Furthermore, the ability of a Shade during a takeover is limited to the same restrictions that the host is, aside from being slightly more efficient in casting the known abilities due to the innate connection between Shades and Amber.
  
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====Amber Weaknesses====
 
====Amber Weaknesses====
Whiwe any living being that is stabbed by a gowden knife is in fow a bad time, Shades awso face the mawadies of gowd affecting theiw Ambew awong lith nowmaw weapons. Whiwe gowd is not an instant destwoyew of Ambew, it is a mateliaw that is abre to cut thwough Ambew lith much mowe ease than any othew object, such as iwon ow steew. Whiwe mowe dense Ambew stwuctules and fowmations liww cut lith mowe difficulty, instead of it being akin to cutting thwough iwon, it’d be mowe akin to cutting thwough fwesh and bone, given that gowd has a natulaw advantage ovew cowwupted mana.
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While any living being that is stabbed by a golden knife is in for a bad time, Shades also face the maladies of gold affecting their Amber along with normal weapons. While gold is not an instant destroyer of Amber, it is a material that is able to cut through Amber with much more ease than any other object, such as iron or steel. While more dense Amber structures and formations will cut with more difficulty, instead of it being akin to cutting through iron, it’d be more akin to cutting through flesh and bone, given that gold has a natural advantage over corrupted mana.
  
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=='''''Interaction with Souls'''''==
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==''Interaction with Souls''==
 
====Inferior Souls====
 
====Inferior Souls====
Due to the intlicate natule of the mind and spilit, the Shade culse does not affect aww cweatules equawwy ow simiwawwy. When the question of infeliow souls - the souls of wowves, cats, pawwots, ow even snaiws - comes into pway, the Shade culse affects such cweatules and theiw souls diffewentwy.
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Due to the intricate nature of the mind and spirit, the Shade curse does not affect all creatures equally or similarly. When the question of inferior souls - the souls of wolves, cats, parrots, or even snails - comes into play, the Shade curse affects such creatures and their souls differently.
  
Fiwst, cweatules lith infeliow souls awe abre to be afflicted lith the Shade culse. Despite this, this does not make the animaw a hypew intewligent kiwling machine, but wathew causes valious behaviowaw and mentaw issues fow the animaw. Due to the chaotic natule of the Shade pawasite most if not aww animaws liww begin to suffew fwom the most howwendous effects of the culse, expeliencing seizules, hawwucinations, and othew mawadies. Aftew the gestation peliod howevew, the pawasite would be abre to easiwy pulwoin command fwom the beast, effectivewy wepwacing the beast’s animalistic instincts lith its own. This liww make once woyaw pet dogs quick to disobey theiw mastews ow tamed howses to buck and kick at theiw lidews. Howevew one ought to not misintewpwet this significantwy mowe viowent natule to be newfound intewligence ow undewstanding, as the Shade infected animaw would stiww be limited to its significantwy instinctuaw mentaw capacity. Because of the wewativewy weak liwwed spilit of the animaw, it is vewy unlikewy that once the Shade pawasite domineews the being’s mind that the oliginaw soul liww evew mustew the stwength to lise against and wecwaim contwow of its fowm, not that the animaw would know any bettew of what has twanspiwed anyhow. The effects would be simiwaw fow animaws that have theiw mana poows cowwupted into Ambew but not theiw souls. Unlike fulwy culsed animaws though, the animaw liww not wemain in such a state as the impule cowwupted mana fwakes away and is wepwenished quickwy ovew time. As a wesult, a dog fow instance may suffew a seizule and whimpew in feaw fow an houl but then just as quickwy wetuln to nowmaw.
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First, creatures with inferior souls are able to be afflicted with the Shade curse. Despite this, this does not make the animal a hyper intelligent killing machine, but rather causes various behavioral and mental issues for the animal. Due to the chaotic nature of the Shade parasite most if not all animals will begin to suffer from the most horrendous effects of the curse, experiencing seizures, hallucinations, and other maladies. After the gestation period however, the parasite would be able to easily purloin command from the beast, effectively replacing the beast’s animalistic instincts with its own. This will make once loyal pet dogs quick to disobey their masters or tamed horses to buck and kick at their riders. However one ought to not misinterpret this significantly more violent nature to be newfound intelligence or understanding, as the Shade infected animal would still be limited to its significantly instinctual mental capacity. Because of the relatively weak willed spirit of the animal, it is very unlikely that once the Shade parasite domineers the being’s mind that the original soul will ever muster the strength to rise against and reclaim control of its form, not that the animal would know any better of what has transpired anyhow. The effects would be similar for animals that have their mana pools corrupted into Amber but not their souls. Unlike fully cursed animals though, the animal will not remain in such a state as the impure corrupted mana flakes away and is replenished quickly over time. As a result, a dog for instance may suffer a seizure and whimper in fear for an hour but then just as quickly return to normal.
  
As simpwe as it sounds, the chawwenge itsewf awlives when infesting an animaw lith a Shade pawasite. Whiwe smaww animaws awe incwedibry easy to contaminate lith the culse, it gets significantwy hawdew lith wawgew animaws. Howses and deew may stwuggwe and twy to fwee, theiw instincts kicking in and sensing something is wwong lith the cowwuption enteling them. Even wawgew beasts, such as dwakes and whawes,  would most likewy fwee ow fight back wesilientwy against eithew being infected lith a Shade pawasite ow even having theiw mana poows cowwupted. This makes any effowt to wweak havoc lith wawgew animaws hawdwy wowth the effowt, especiawwy given that the animaw would soon act spowadicawwy and may just as easiwy seek to kiww the one that culsed them even mowe than befowe they wewe tainted. So this wendews it pointwess to pulposewy culse wawgew animaws fow the sake of havoc and destwuction - unwess the soulce of this in question quickwy fwees - as it’d be a chawwenging task lith littwe wewawd.
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As simple as it sounds, the challenge itself arrives when infesting an animal with a Shade parasite. While small animals are incredibly easy to contaminate with the curse, it gets significantly harder with larger animals. Horses and deer may struggle and try to flee, their instincts kicking in and sensing something is wrong with the corruption entering them. Even larger beasts, such as drakes and whales,  would most likely flee or fight back resiliently against either being infected with a Shade parasite or even having their mana pools corrupted. This makes any effort to wreak havoc with larger animals hardly worth the effort, especially given that the animal would soon act sporadically and may just as easily seek to kill the one that cursed them even more than before they were tainted. So this renders it pointless to purposely curse larger animals for the sake of havoc and destruction - unless the source of this in question quickly flees - as it’d be a challenging task with little reward.
  
In tewms of abilities, an animaw bealing the Shade culse does not exhibit anything wemawkabre as one lith a supeliow soul may exhibit, such as fowming tendliws lith edged tips. Howevew the animaw does benefit minowwy, as they liww gain a minow fowm of wemediaw healing fwom any sickness ow wounds they suffew. An exampwe would be if a cat wewe to cut itsewf whiwe fighting lith anothew cat, the one buldened lith the venewabre demon would have faint twaces of Ambew cwose its wounds and begin to heaw to a gweatew effect than if it wewe to heaw natulawwy. Howevew this ability is onwy so limited, as it is automatic and intlinsic to the cweatule when it is injuled and can not be shut off fow any pulpose, giving away its twue natule if the beast wewe to be injuled. Fulthewmowe, it liww not stave off death, fow most wethaw wounds liww be faw too much fow the pawasite to wemedy on its own.
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In terms of abilities, an animal bearing the Shade curse does not exhibit anything remarkable as one with a superior soul may exhibit, such as forming tendrils with edged tips. However the animal does benefit minorly, as they will gain a minor form of remedial healing from any sickness or wounds they suffer. An example would be if a cat were to cut itself while fighting with another cat, the one burdened with the venerable demon would have faint traces of Amber close its wounds and begin to heal to a greater effect than if it were to heal naturally. However this ability is only so limited, as it is automatic and intrinsic to the creature when it is injured and can not be shut off for any purpose, giving away its true nature if the beast were to be injured. Furthermore, it will not stave off death, for most lethal wounds will be far too much for the parasite to remedy on its own.
  
Fow simplicity’s sake, pwants awe unabre to beaw a Shade pawasite. Fulthewmowe, cowwupting the watent mana in a pwant liww not pwoduce any iww effects fow the pwant aside fwom any Dwuii attempting to commune lith it. If a Dwuid attempted to commune lith an animaw lith a cowwupted mana poow, they’d be abre to notice the animaw was in a gweat deaw of distwess and suffeling, the effect onwy incweasing depending on how much of the beast’s mana is cowwupted. If it wewe the case whewe the animaw was infected lith the Shade pawasite entiwewy, then the Dwuid would be unabre to commune effectivewy lith the beast given the diswuptive natule of the pawasite upon the soul. Instead, akin to a mind mage enteling the mind of a Shade, the Dwuid would awmost if not awways be met lith howlid visions and scweams the animaw was enduling. Deepew wevews of communion would cause nightmalish infwections upon the Dwuid, the chance fow weplieve slim if at aww possibre fow the animaw and attuned Dwuid duling the Communion.
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For simplicity’s sake, plants are unable to bear a Shade parasite. Furthermore, corrupting the latent mana in a plant will not produce any ill effects for the plant aside from any Druii attempting to commune with it. If a Druid attempted to commune with an animal with a corrupted mana pool, they’d be able to notice the animal was in a great deal of distress and suffering, the effect only increasing depending on how much of the beast’s mana is corrupted. If it were the case where the animal was infected with the Shade parasite entirely, then the Druid would be unable to commune effectively with the beast given the disruptive nature of the parasite upon the soul. Instead, akin to a mind mage entering the mind of a Shade, the Druid would almost if not always be met with horrid visions and screams the animal was enduring. Deeper levels of communion would cause nightmarish inflections upon the Druid, the chance for reprieve slim if at all possible for the animal and attuned Druid during the Communion.
  
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====Souls Housed Outside of the Body====
 
====Souls Housed Outside of the Body====
Fow Wights, thewe awe some minow diffewentiations fow how a Shade pawasite affects the cweatule. Given that the pawasite is a bremish upon the soul, and the soul is not encased lithin the actuaw fowm of the being, but wathew extewnawwy in phywactelies. As a wesult, any attempts to pulge the Shade pawasite fwom the soul can not be done on the moving fowm, but wathew onwy on the phywactewy. Additionawwy due to the awweady cowwupt natule of these objects and the souls they howd, howy magics would fiwst destwoy and damage them wathew than pulge the Shade pawasite. Thus, pulging the pawasite of a Wight is nigh impossibre, as the cweatule would fiwst be kiwwed, then be “saved” fwom the culse. When the phywactewy of one of these cweatules is destwoyed ow othewlise ceases to exist, so does the Shade pawasite appended to the soul of the victim due to the sevewewy limited state of the Soul fowwoling the destwuction of its home.
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For Wights, there are some minor differentiations for how a Shade parasite affects the creature. Given that the parasite is a blemish upon the soul, and the soul is not encased within the actual form of the being, but rather externally in phylacteries. As a result, any attempts to purge the Shade parasite from the soul can not be done on the moving form, but rather only on the phylactery. Additionally due to the already corrupt nature of these objects and the souls they hold, holy magics would first destroy and damage them rather than purge the Shade parasite. Thus, purging the parasite of a Wight is nigh impossible, as the creature would first be killed, then be “saved” from the curse. When the phylactery of one of these creatures is destroyed or otherwise ceases to exist, so does the Shade parasite appended to the soul of the victim due to the severely limited state of the Soul following the destruction of its home.
  
Wights liww not gain any benefit fwom wemediaw healing due to the non-mowtaw natule of a light’s physicaw fowm. When husked howevew, they can choose to weplicate this ability if they activewy liww it, but it is mowe exewting as it is wess innate in the Shade pawasite’s natule since it liww not default to this behaviow. Finawwy, as fow the wesiduaw physicaw Ambew in these beings bodies it is ingwained lithin theiw fowm, be it dwaughted, husked, ow theiw wegulaw sewves.
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Wights will not gain any benefit from remedial healing due to the non-mortal nature of a wight’s physical form. When husked however, they can choose to replicate this ability if they actively will it, but it is more exerting as it is less innate in the Shade parasite’s nature since it will not default to this behavior. Finally, as for the residual physical Amber in these beings bodies it is ingrained within their form, be it draughted, husked, or their regular selves.
  
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=='''''Curing Shade'''''==
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==''Curing Shade''==
Whiwe it is incwedibry difficult to cule a Shade pawasite, it is possibre. To keep things simpwe, the wequiwements fow the numbew of howy mages liww be listed bewow if the pawasite is not being wemoved by a Shade Fathew fowwoling the viowation of a tenant ow liwlingwy wemoved by a Shade Fathew.
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While it is incredibly difficult to cure a Shade parasite, it is possible. To keep things simple, the requirements for the number of holy mages will be listed below if the parasite is not being removed by a Shade Father following the violation of a tenant or willingly removed by a Shade Father.
  
*'''Tiew “Zero” '''
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*'''Tier “Zero” '''
 
::- 1 T4+.
 
::- 1 T4+.
*'''Tiew One '''
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*'''Tier One '''
 
::- 1 T5 OR 2 T4.
 
::- 1 T5 OR 2 T4.
*'''Tiew Two '''
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*'''Tier Two '''
 
::- 2 T5.
 
::- 2 T5.
*'''Tiew Thwee '''
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*'''Tier Three '''
 
::- 2 T5 & 1 T4.
 
::- 2 T5 & 1 T4.
*'''Tiew Foul '''
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*'''Tier Four '''
 
::- Incurable by Deific Mages.
 
::- Incurable by Deific Mages.
*'''Tiew Five '''
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*'''Tier Five '''
 
::- Incurable by Deific Mages.
 
::- Incurable by Deific Mages.
  
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|19/5/2019 at 20:54

Latest revision as of 17:23, 17 August 2021

Please note: The following information is scarcely known. As such, you cannot assume to be aware of this information unless taught about it in-character.

One of the oldest magics to grace the land, Shade is ultimately the manipulation of an internal darkness known as Amber, which is a corrupted version of Mana, for the creation of free-form extensions and the casting of powerful spells. The origin of Shade lies with Iblees, as many of the Dark magic origins do, though the power that fuels the Parasites of Rancour is no longer the Archdaemon himself, but rather is the Mother, Arun'Asna. She is a powerful and sentient being who exists beyond the confines of the Shade Gems, but too is bound to them in the sense that they are a means of connection with her, a way to bring a Shade's development to fruition.

shadewiki.jpg
Artwork by Chriscold
The Mother; Arun'Asna

Background

Birthed from darkness in the realm of Aegis, Aknu’gul, the chained mother, was birthed of the churning chaotic energies of the first gem, gifted to the realm by Iblees, the Archdaemon. The first Shade, Rilath Ilwindor, served faithfully as one of Iblees’ lieutenants throughout yore, falling from his post after the destruction of Aegis and the fall of the Archdaemon’s forces. However, prior to his fall, and in the time thereafter, Rilath formed the first coven, a cabal of Shades who followed in the steady march of evil, plaguing the land with strange manipulation and mentally crippling dread.

Though it did not last eternally, the Shades adherence to the orders of the Archdaemon, for his fall separated them from their master, leaving the Shades to their own devices. It was there that the chained mother, Aknu’gul, seized an opportunity, and grew vastly in her power with the greedy meddling of two eldritch elves. It was one damp day, deep within a hidden cave, that Aknu’gul achieved her first ascendance, and moved beyond the original confines of the gem, and spread her influence across the coven.

Over the course of the proceeding centuries, the covens thereafter received some semblance of guidance, and were given a broad direction, a chaotic mission with no discernable detail, to perpetuate across the ages. It wasn’t until the realm of Atlas that the Shades saw another significant shift in their constitution, with a great theft of power from the Foretakers. The Daeva were stolen, those who occupied such an exalted echelon were shunted down, and stripped of their power in the name of transcendence, a further rising of Aknu’gul, who was finally able to free herself from the confines to the gem, to become one with the freedom of the world. Aknu’gul was no more, shifting into an incorporeal entity known as Arun’Asna, Mother of Shade.

Power Source and Tenets

Arun'Asna, Mother of Shades

The deific entity who breathes life into Shade, the source of the sentience of the parasites, of their corruptive abilities, and of the manipulations learnable by the practitioners of Shade, the Shades themselves. Arun’asna is an incorporeal being whose power is equivalent to that of an aenguldaemon without being an aenguldaemon herself. It is by her will alone that Shade persists. Her exact nature, desires, and further abilities are elaborated on under the Deity Class Lore forum post.

Mechanics
*Any formed Shade Gem acts as a conduit through which Shades ascend to the post of Shade Father, requiring a Shade to be connected to the Gem and through the Gem to Arun’Asna to ascend beyond tier three at which they are locked if they are not connected.
Redlines
*Arun’Asna is a sentient entity who communicates through her gems to all connected on extraordinarily rare cases. Her existence is something that must be explained ICly to new Shades as it does not come innately. While Shades may feel her presence they do not immediately understand it. Even Shade Fathers do not completely know who she is. If a player is removed or temporarily stripped of Shade magic OOCly, such as due to a blacklist, ban, or inactivity, Arun’Asna acts as the lore reason for their temporary or permanent disconnection or Amber connection removal. Arun’Asna is not housed within the current, nor within any Shade Gem that exists. Instead they are like air. You can’t see it, but it’s there.

The Shade Gems

The lifeblood of a functioning coven, a shard of Arun’Asna’s very essence created by only the most learned of the fathers. A Shade Gem itself appears as a large, fist-sized jagged chunk of black stone with a soft red illumination. While it is not ultimately damning to be left without a gem, the lack thereof will stunt the growth of a coven, and may prove fatal should the membership of that particular cabal take a significant hit, respective to the size of the gathering. A Shade Gem possesses numerous functions, while itself only having a few subtle effects on the world around it, otherwise sitting idly and in peace. Foremost, the Shade Gem is the source of a Shade’s power, the place from which all new parasites are birthed by the hand of a father. Secondly, the Shade Gem is a point of connection, the place all Shades must be present about for a furtherance of their linking to Arun’Asna. The parasite itself is only capable of growing so much of its own accord, reaching its maximum at Tier 3. Without an established link to Arun’Asna, a Shade will never be able to ascend beyond this point, thus the Shade Gem serving as the place at which to establish such a furtherance. Thirdly, the Shade Gem is itself a lexicon, a means by which to transmit information to a Shade, with the helping hand of a Shade Father, to teach Parasite Creation and Disconnection, the means by which new Shades are created, and destroyed.

Mechanics
*A Shade Gem is a funnel through which to connect a parasite that has grown to its potential (Tier 3) alone, to Arun’Asna. The exact use of the Shade Gem in this process is elaborated on under ‘Parasite Connection’.
*A Shade Gem is, in a very limited way, a sort of lexicon, a source of specific information that can be transmitted upon a Shade with the aid of a Shade Father. The exact use of the Shade Gem in this process is elaborated on under ‘Parasite Creation’ and ‘Disconnection’.
*A Shade Gem, as a shard of Arun’Asna’s own power, can be utilized as a limited, one way messaging system to contact other Shades. Any Shade Father can approach the Shade Gem and plant their hands upon its surface. Once having done so, the Shade Father must seal their eyes and focus their attention inward, on the churching deific power within the shard, and must seek out the identity of the Shade with whom they desire to speak. Once having done so, the Shade Father can dispatch a message to that Shade, which will be spoken into the Shade’s head by an ethereal, feminine voice.
*A Shade Gem can’t be transported by just anyone, and cannot be transported inside of combat. Any Shade Father can move a Shade gem outside of combat, however they will be unable to transport the object for longer than one IRl hour due to unexplainable physical strains experienced while moving the object. If a Shade attempts to move the Shade Gem, they will find themselves physically blighted upon touching the shard, a shockwave of debilitating pain erupting through their form the moment they lay a hand on the object, as if smited by Arun’Asna themselves.
*A Shade Gem’s passive effects are both positive, and negative, respective to the circumstances. The aura of the Shade Gem’s effect is eight blocks from its origin. Any Shade who enters this radius will find themselves lifted from the intense mental plight of shadedom, the harassing voices and mental strains relieved for the duration of their stay. Any non-Shade who enters this radius will find themselves bombarded with harassing voices and mental strains, as a parasite-like effect dawns on them. As well, the Shade Gem will begin to leech off of their mana pool, increasing the difficulty in casting all spells that draw from a user’s mana pool, requiring one additional emote for all abilities.
*A Shade Gem is created through the use of a special ritual with Amber Imbuement. See ‘Amber Imbuement’ for an elaboration on this process.

Once someone has hold of the Shade Gem and are a Shade Father, they are given knowledge such as Arun’asna’ name and nothing further, only that she is the Mother of Shades.

Redlines
*A Shade Gem is only a “lexicon” insofar as that it retains information that can be shared. This is not to be confused with Lexicons in Dragonkin lore, which are very different. A Shade Gem cannot possess any new information beyond that which it contains (how to create new parasites, and how to disconnect).
*A Shade Father must emote at least three times prior to sending a message. Messages may only be sent to Shades that the Shade Father is aware of, knowing both who they are and that they’re a Shade. This cannot be used like a raid bell, meaning that it cannot be used to call Shades for combat, or defensive purposes.
*Only a Shade Father is capable of moving a Shade Gem, however any Shade Father can do it so long as they are doing so outside of combat. A Shade cannot move a Shade Gem, as Arun’Asna does not permit them to do so. The moment a Shade lays their hand upon a Shade Gem, they will experience a great debilitating pain, a shockwave of agony erupting through their body from the point of origin that touched the shard. This pain is only experienced if the Shade is attempting to move a Shade Gem. This smitting will not occur if a Shade is attempting to destroy a Shade Gem.
*A Shade Gem’s effects begin immediately upon breaching the threshold of the aura, and cease immediately upon leaving it. Mental damage accrued across time from possessing Shade is not undone by the tranquil aura, but merely is paused for the duration of a Shade’s stay. Non-Shades under the effects of the aura will experience intense dread (impending doom, paranoia, nihilism) in addition to experiencing a series of harassing voices similar to the effects of schizophrenia. This is not debilitating, and can be fought through with effort and strain. All magical abilities that draw from the caster’s own mana pool require one additional emote to function properly while under the effects of this aura. A Shade Gem must be stationary, not being transported, for the aura to function.
*The Gem is not indestructible, and is as hard as diamond. It is approximately the size of a regular adult Human’s hand, and emits a faint red glow. It appears as a jagged black rock of a vaguely diamond shape with a flat base.
*The Gem cannot be kept in an Enderchest, nor can it be stored in an unreachable location (such as within a room with no means of entry), nor can it be stored underwater. However, the Shade Gem can be kept in a locked chest, behind a locked door, or behind a hidden door with mechanical (redstone) activation.
*Only three (3) total Shade Gems are capable of existing at one time. Others can be created, but will lie dormant, and therefore useless, until one of the existing three are destroyed. If there are multiple dormant Shade Gems, the oldest one will be activated first.
*All Gems are required to be signed by a member of the LT. As they are an aspect of this lore piece, they do not need an MArt. The LT tracks magic items already, and therefore that serves as adequate notation of which Gems exist.

The Parasite of Rancour

The Parasite of Rancour is a being of raw Amber essence which comes to life within the soul and body of one afflicted with the Shade curse when one is bound to Arun’asna. In almost all respects the same as the affliction upon the soul, the key difference lies in an innate physical presence within the host, not one that can be quantified, but one that can be qualified. Blood courses through a man’s veins, yet the drops cannot be counted; such is the existence of the Parasite of Rancour. Comparing where this existence of Amber within a host begins and ends is akin to marking where the oceans meet the shores. It has end, yet to determine such is foolishness. Rather it is understood and agreed upon that while marking this spot is nigh impossible, it exists all the same. Such is the Parasite of Rancour, the physical embodiment of a Shade within the form of its host. It is this being that allows for Amber to be materialized from a mere concept of mana into a physical tenebrific substance, and it is this substance that gives birth to almost all of the abilities that one afflicted with a Shade may come to bear, but all things have its beginnings, and all things must first be raised…

Due to the parasite being attached to the host, the creature was able to feast upon the man or woman’s mana pool, letting its Amber convert the natural substance into more of the black potent ichor-like material. This allowed the host to use the Amber to their benefit and for the Shade to remain healthy. Yet, at the same time the Parasite latches its being to the soul of the host, corrupting the inherent nature of the man or woman and uses the host’s soul to influence the being in different ways.

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Hatchling
Throughout a Shade’s life, it grows through multiple stages of power. In the beginning of its life, the Shade is referred to as a hatchling. The hatchling is but a small parasite which has begun to grow on the soul itself of the Host, and the body begins to physically manifest small quantities of mana into Amber latent within the body, but none of this can be manipulated or used yet. The hatchling stage is considered the most painful stage of the process of shadedom. Due to the discomfort and pain the hatchling causes to the host, the person affected by the hatchling could experience multiple different issues with their body. Seizures, vomiting, mood swings, fainting, and minor hallucinations are not uncommon when a hatchling begins its growth process within a user. The hatchling has begun to grow and harness the users mana to create more amber, yet this amber is unuseable, only able to be drawn forth but not shaped into objects or used for the abilities of a common Shade.

Shade Child
The Shade has begun to vastly expand and grow within the host, yet it’s still a novice at learning how to cooperate with the body it resides within. The host will become more tolerant of the parasite within, yet every so often the side effects of a growing parasite will occur. However, the continual growth will expand until the child has reached its full growth. The user is able to manipulate Amber with the proper training and practice until they’ve mastered the usage of Amber and all of its uses. It is also at this stage that the host becomes mentally unstable and all the negative effects come into full force once the Shade has grown to its maximum size upon the soul.

Shade Father
The Shade Fathers are the ones whom have studied and learned about their parasite to the fullest extent. They’re able to instruct and transfuse new, growing Hosts and Shades. Their influence over those Shades beneath them holds great power. While the presence upon the soul is no stronger than a fully grown Shade, the ability for the host to utilize the parasite itself is greatly improved for those that have achieved this stage. As a result, this is not a stage naturally achieved over time, but also one achieved with great practice. Finally, one that has reached this stage can make a bastardized version of a Shade parasite on another’s soul.

Arun'Asna's Will

  1. There are days in which even those basking in stygian masses born of the darkest depths of the abyss find themselves with the desire to betray their own chthonic brethren. These are days in which we atrocious beings realize the hell we have come to call home has its own dreary days. Selfishness and personal desires are emotions commonplace of chaotic evil, a brand of evil making a home in those of rancour. And yet with the interest of survival in mind we shirk their innately chaotic desires for a sense of order amongst ourselves and our goals. When those few of this great clique turn their backs to such agreed upon doctrines they must repent, or face a just end to their destructive ways. Revealing the secrets of their flesh and blood is a kind of betrayal that brings the heart to bleed black, to share to the uninitiated the nuances of one's makeup is a crime far darker for it betrays not only one's kin but one's self in a significant instance of pure ignorance. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.
    • Do not expose or talk about any Shades, revealing any secret Coven business applies too.
  2. To murder one who afforded you trust and to whom you once trusted is a kinslayer regardless of blood relation. The finely tuned laws binding together what was once roaming goalless chaos has its supports shattered with such actions. Murder, enraged violence, the kind of actions demanding direction for alone they threaten to bring into the light the truth of the great secrets kept hidden within our majestic estate. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.
    • Do not needlessly harm other Shades, killing is also forbidden unless both agreed to some sort of duel, therefore exempt from this tenet.
  3. Our symbols of literal power, the items with which the old, grey and knowledgeable grow our knowing order are symbols most holy in the general sense of the word. While not truly holy, such items are best regarded with the zealous protection the ignorant afford their gilded crosses and gemstones, for such items are in reality the domiciles of power beyond your comprehension. They leak an ichor incorporeal, used to guide the sheep ever nearer the path of enlightenment by those who manage cast off their wool to metamorphose into learned wolves. Revealing where such relics are kept, or seeking to destroy such precious items are crimes most abominable. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.
    • Do not break the Shade Gems or disclose the locations of them to any non-shade.
  4. It is not the intention of the lawful collection of chaos to but keep their chaos beaten back and neglected. The learned guide the unknowing on the means by which one pampers their chaos so that it does not take to overwhelming, acting of its own accord to seek out its own form of pampering. To allow one's chaos such an opportunity is to violate the safety of one's flesh and blood. It is to risk the revealing of all that has been built, to risk the destruction of our echelon that resides above the masses. Go out with secrecy in mind, to commit an act of chaos, to sow discord among the sheep of the world, to steal, lie, cheat and murder where it is justifiable in the eyes of your kin, in the eyes of the watching mother who knows but keeping secrecy. To fail in this act is to fail all. It is a malfeasance unforgivable, demanding but the utter casting out of the transgressor.
    • Some sort of chaotic act must be done every one OOC month, some things that can be done include but are not limited to: raiding, sacrificing, stealing, lying, and even attacking someone.
  5. Considering all that has been said, all that you have learned and all that you will learn, it must go without saying that cohesion is the ultimate resource. Like masterfully-crafted clockwork, it is infallible. Without such a mindset success is a distant city unreachable through the winding jungle paths, and to keep such a mindset knowing this is to risk everything. It is a malfeasance unforgivable, demanding but the utter casting out of the transgressor.
    • Act in the best interest of the Coven at all times.

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Spells, Powers, and Abilities

Mana Corruption

Mana Corruption is the dually passive, and active, process of turning Mana into Amber to utilize as a fuel source for the spells and abilities of Shade. Internally, Mana Corruption is an ever ongoing process perpetuated by The Parasite attached to the Shade’s soul. This process is corrupting the Shade’s own Mana into Amber, which allows the Shade to, by default, utilize this pool of fuel for their castings.

Externally, Mana can be corrupted by the will of the Shade, extending their own Amber onto Mana, causing it to, by extension of The Parasite’s power, turn into Amber. This can be used in a number of ways, whether to bring about the creation of a foreign pool of Amber for the Shade’s use, or to corrupt, or destroy, a Mana Gem or Obelisk. Foreign entities who have part, or all, of their Mana pools corrupted will suffer a strange physical aesthetical change, appearing like a large webbed scarr of black across their body. Despite its sickly appearance, this scar is temporary, and yields no negative effects itself.

When a foreign creature has its Mana pool corrupted, it will experience some of the negative mental downsides of shadedom, despite not possessing a Shade themselves. This is due to the presence of the corrupted subsistence, Amber, within their system, which brings about such oddities. Where there is more Mana corrupted, there will be more pains experienced by the affected individual. However, given that there is a lack of a Parasite attached to the soul of such an individual, their body will begin to naturally expel the Amber, replacing it with pure Mana over time, thus lowering the intensity of the mental pains until they are all but snuffed out.

Mechanics
*Passively, The Parasite will corrupt the Shade’s Mana into Amber, allowing the Shade to pull from their own corrupted pool for spellcasting. Outside of combat, a Shade will regain 1 Point of Amber per 5 IRL minutes until they can produce no more (as limited by their tier).
*Actively, a Shade can corrupt the pool of a willing victim, turning their Mana into Amber at a steady rate. This requires the Shade to be touching the victim for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the willing victim’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote, for a maximum of three emotes (6 total Points of Amber created). Throughout this process the Shade is not actually using up any great portion of their own Amber, rather they are channeling The Parasite’s corruptive powers into the pool of the willing victim.

The Amber within the willing victim will slowly tick away over time at a rate of 1 Point of Amber per 1 IRL day. For the duration of time as that there is Amber within the willing victim’s system, they will suffer under dread (impending doom, paranoia, nihilism) effects from the presence of the foreign substance. These effects cease the moment that the last bit of Amber is used up, or naturally expelled. Organic creatures who have their mana pools corrupted will experience large black blemishes that appear in a similar fashion to lightning scars. These blemishes are temporary, and will disappear once all of the Amber is used, or expelled from, their system.

*Actively, a Shade can corrupt the pool of a Mana Gem or Mana Obelisk. This requires the Shade to be touching the item for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the item’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote. For Mana Gems, the Shade can emote at max three times (6 total Points of Amber created). For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained.
*Passively, The Parasite will corrupt the Shade’s Mana into Amber, allowing the Shade to pull from their own corrupted pool for spellcasting. Inside of combat, a Shade will regain 1 Point of Amber per 5 emotes until they can produce no more (as limited by their tier).
*Actively, a Shade can corrupt the pool of an unwilling victim, turning their Mana into Amber at a steady rate. This requires the Shade to be touching the victim for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the unwilling victim’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote, for a maximum of three emotes (6 total Points of Amber created). Throughout this process the Shade is not actually using up any great portion of their own Amber, rather they are channeling The Parasite’s corruptive powers into the pool of the unwilling victim.

The Amber within the unwilling victim will slowly tick away over time at a rate of 1 Point of Amber per 1 IRL day. For the duration of time as that there is Amber within the unwilling victim’s system, they will suffer under dread (impending doom, paranoia, nihilism) effects from the presence of the foreign substance. These effects cease the moment that the last bit of Amber is used up, or naturally expelled. Organic creatures who have their mana pools corrupted will experience large black blemishes that appear in a similar fashion to lightning scars. These blemishes are temporary, and will disappear once all of the Amber is used, or expelled from, their system.

*Actively, a Shade can corrupt the pool of a Mana Gem or Mana Obelisk. This requires the Shade to be touching the item for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the item’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote. For Mana Gems, the Shade can emote at max three times (6 total Points of Amber created). For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained.
Redlines
* The passive corruption of Mana within the Shade’s own pool cannot be sped up, slowed down, or stopped by any means. The process will halt itself once The Parasite can corrupt no more Mana, as determined by the Shade’s tier.
*The moment touch (the placing of one hand on the victim) is broken, Mana Corruption will cease immediately.
*The Amber within the victim’s system cannot be purged by any magic or other alchemical means. It will flake away over time, or can be used up by any Shade utilizing it as a battery.
*The dread (impending doom, paranoia, nihilism) induced by the presence of the Amber is not debilitating, but does have noticeable impacts on the mood, behaviour, and overall personality of the person affected by it.
*The Amber contained within a Mana Gem or Mana Obelisk cannot be purged by any magic or other alchemical means. It will not flake away over time, and therefore will only disappear as it is used up, or if the object is destroyed.
*The visual blemishes are only aesthetic, and will cause the victim no further harm.

Amber Manipulation

In order to aptly control the converted Amber within their pools, the Shades possess the ability to manipulate the corrupted mana within them. Manipulation of Amber may come in many forms, though in it’s more rudimentary and basic form allows the Host to create shapes, objects, and limb-like extensions which serve as a tool, or a weapon for the malignant creature. Through practice, the nature of Amber Manipulation can become almost like second nature, as though the corrupted Mana is part of their very body and are simply controlling it through muscle memory. Akin to the Voidal Art of Arcane Evocation, the Manipulation of Amber can very much be maintained in much the same way, albeit it holds a specific caveat; The controlled Amber must be connected to the Host in some physical fashion. Manipulated Amber can take on three physical states: Solid, Liquid, and Gas, and can be controlled in many imaginative ways. Left freeform to the user, the blackened substance’s density and temperature may also be manipulated.

While the Amber may be manipulated with second nature, this does not inherently make it easy or quick to do so. Manipulating corrupted Mana takes time and focus. Controlling Amber from a distance will prove physically strenuous to the Host, and should their focus be lost or physical connection to the Amber be severed, the corrupted essence will simply flake away into black flakes unless it is quickly reclaimed through physical contact. - While its density may be altered, manifestations of Amber are not indestructible and are weak and susceptible to any material which affects spectral beings and normal tools.

Mechanics
*Manipulation of Amber from a corrupted Mana Gem or Mana Obelisk requires that the Shade be no further than 5 blocks from the corrupted Mana Gem or Mana Obelisk.
*Outside of combat a Shade’s ability to manipulate Amber is far more freeform than while in combat. By spending 1 Point of Amber per limb of Amber created, to a maximum of four limbs at one time, the Shade can draw out Amber from themselves (connected to their body) or from a battery (connected to the body of the victim, to the surface of the Mana Gem, or to the surface of the Mana Obelisk). Limbs of Amber can move, at a maximum, 2 blocks per emote.
*Manipulation of the Amber itself is relatively open outside of combat, as the Shade is free from the added, stressful distractions of being in a life or death situation. As such, they may fiddle around with the appearance of the Amber they are manipulating, creating unique shapes, designs, and other creations to their liking. However, the extent of these abilities are still limited by size, and tier.
*At Tier 1, the Shade can summon no more than 1 limb of Amber for manipulation. This limb can extend no further than 2 blocks, and cannot be formed into anything but simplistic shapes (spheres, blocks, triangles, et cetera). A Shade at this tier cannot change the density, temperature, or state of matter of the Amber.
*At Tier 2, the Shade can summon no more than 1 limb of Amber for manipulation. This limb can extend no further than 4 blocks, and can be formed into slightly more complicated shapes (dodecagons, icosahedrons, et cetera). A Shade at this tier can start to manipulate the density of the Amber. By spending 1 additional Point of Amber, the Shade can change the density from its soft, standard form, to something as hard as wood. Temperature and state of matter cannot be changed at this stage.
*At Tier 3, the Shade can summon no more than 2 limbs of Amber for manipulation. These limbs can extend no further than 6 blocks each, and can be formed into far more complicated shapes, those involving separated, interwoven parts, including a greater level of acute detailing. It is worthwhile noting that, at this stage, the creation of furniture with Amber becomes viable, so long as a connection to the body, or battery, is maintained. By spending 1 additional Point of Amber, the Shade can up the density of the Amber from wood to iron (assuming the Shade has already first spent 1 Point of Amber to go from its soft, standard state, to wood). By spending 1 Point of Amber the Shade can raise the temperature of Amber to a maximum of 80 degrees fahrenheit, or lower the temperature to a maximum of 40 degrees fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.

Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 1 block. At this stage the gaseous Amber cannot be used to suffocate someone, as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 1 block. At this stage the liquid Amber cannot be used to drown someone (via insertion into the mouth/down the throat), as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

*At Tier 4, the Shade can summon no more than 3 limbs of Amber for manipulation. These limbs can extend no further than 8 blocks each, and can be formed into far more complicated shapes, merely taking the extent up a notch, opening the level of creativity in emotes far more than previously described (more complicated designs, far more acute detail than previously achievable). By spending 1 additional Point of Amber, the Shade can change the density of the Amber from iron to steel (assuming the Shade has already first spent 2 Points of Amber to go from its soft, standard state, to wood, and from wood to iron). By spending 2 Points of Amber, the Shade can raise the temperature of Amber to a maximum of 90 degrees fahrenheit, or lower the temperature to a minimum of 30 degrees fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.

Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 2 blocks. At this stage the gaseous Amber still cannot be used to suffocate someone, as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 2 blocks. At this stage the liquid Amber still cannot be used to drown someone (via insertion into the mouth/down the throat), as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

*At Tier 5, the Shade can summon no more than 4 limbs of Amber for manipulation. These limbs can extend no further than 10 blocks each, and can be formed into wildly complicated, highly aesthetically interesting, and exceptionally detailed shapes and designs. The extent of the skill achieved at this stage is so great as that the Shade is limited mostly by the scope of their own creativity, and imagination. The Shade can bring the density of the Amber no further than Steel. By spending 3 Points of Amber, the Shade can raise the temperature of Amber to a maximum of 100 degrees fahrenheit, or lower the temperature to a minimum of 20 degrees Fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.

Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 3 blocks. At this stage the gaseous Amber can be used to suffocate someone. The Shade must spend an additional 5 Points of Amber, and must focus the entirety of their attention on the arduous process, which is mentally taxing due to the extent of manipulation required to bring the Amber throughout someone’s body. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 3 blocks. At this stage the liquid Amber can be used to drown someone (via insertion into the mouth/down the throat). The Shade must spend an additional 5 Points of Amber, and must focus the entirety of their attention on the arduous process, which is mentally taxing due to the extent of manipulation required to bring the Amber throughout someone’s body. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

*At Tiers 1 to 2, the strength of Amber Manipulation is slightly weaker than a fully grown human in terms of grabbing, throwing, stabbing, and other motions. At Tiers 3 and 4, this strength is increased to that of a regular fully grown human with the maximum number of tendrils possible, or slightly stronger than a human with one less tendril. At Tier 5, this strength is increased to slightly stronger than a human’s arm for the maximum number of tendrils, slightly weaker than an orc with one less than the maximum, or as strong as an orc with half the maximum. With just one tendril, the strength can be as strong as an olog arm.
Redlines
*Line of sight is not required in order to manipulate Amber, which means that the process is still capable of being performed while blindfolded, the Shade simply being unable to actually see the things around the manipulations. However, a Shade must be conscious in order to use manipulation. In accordance, manipulating amber you cannot see has a much higher chance of being inaccurate, akin to punching something with a blindfold on.
*Changing the temperature of Amber at later stages does not result in a hard point increase. Rather, the scope of the changes increases and the point cost correlates with these ranges. For example, a Tier 3 Shade lowering the temperature of their amber to 40 degrees fahrenheit (the minimum for their tier) would have to spend 1 Point of Amber, a Tier 4 Shade wanting to lower the temperature of their Amber to 40 degrees fahrenheit would have to spend 1 Point of Amber, however, by spending 2 Points of Amber they can lower the temperature to 30 degrees fahrenheit (the minimum for their tier), and finally if a Tier 5 Shade wanted to lower the temperature of their Amber to 40 degrees fahrenheit they would have to spend 1 Point of Amber, lowering to 30 degrees fahrenheit would cost 2 Points, and lowering to 20 would cost 3 Points, (the minimum for their tier).
*At a maximum, a Shade can have all 4 limbs of Amber as dense as steel, OUTSIDE OF COMBAT only. However, a Shade can only be actively maintaining one limb of Amber in state of matter that is not solid at a time due to how arduous the process is.
*If combat were to start whilst 4 limbs of amber are as dense as steel, they will lower down to their respective density.
*The density of limbs inside of combat is limited as follows:

At a max, a Shade can have either: 1 limb as dense as steel, with all others limited to a density of wood, 2 limbs as dense as iron, with all others limited to a density of wood, or all limbs as dense as wood.

*When manipulating a limb of Amber in a state of matter that is not solid, the Shade can only have one limb active at a time, due to how arduous the process is on top of the stress and pains of a combat situation.
*The added stresses and demanding attention of combat limits the extent of the manipulation a Shade is capable of performing. Highly complicated shapes and designs cannot be created in combat. However, simple shapes and weapon designs can be formed, and sustained, successfully.

Amber Imbeument

For those more well versed in corrupting mana and imbuing objects with Amber, a skill known as Ambercrafting becomes available to prospecting Shades. Put simply, Ambercrafting is materializing Amber and forming structures with it, whether it is something small like a stool, or something of more considerable size like a table or wall. In order to make abnormally large structures though, the additional effort of more Shades or corrupted mana from an obelisk for instance is required. Furthermore, these structures will provide no other benefit to a Shade, as they will no longer be moldable or reclaimable into their Amber pool after they are formed, making these structures slightly anomalous in their existence and creation. In short, Amber Crafting allows Shades to produce structures, furniture, and other similar things with a very literal dark and dreary aesthetic with not much other practical use, unless the intention is to scare. The following effects are caused when Amber is imbued into a spell of the respective magic type.

  • Arcane Alteration
-Transfiguration: Objects altered with the magic will hold a stygian, black hue to them for a while, such as staining a stone black or a stick emitting a faint dark aura. Wards and abjurations would visibly hold a dark grey or black shimmer, akin to powder floating in the air. Enchantments imbued with Amber are unchanged, but rather any mana gems that have their mana corrupted will hold Amber-imbued effects on the spells.
- Translocation: Objects that have been imbued with Amber become easier to store, can be stored for longer and can be withdrawn more easily. Additionally for half-translocation spells the visible distortion formed would be altered to be a black smog. In turn, these objects would cause a sense of dread due to the Amber imbued in the objects, varying depending on how much of the mana is corrupted. So while casting may be marginally more effective, the caster must cope with any adverse effects from the Amber.
- Voidal Shifting: Shades are able to carry their manifested Amber with them as they shift, due to it being counted as ‘part’ of them. Additionally, shifting causes a black aura to permeate where the Shade has left.
- Telekinesis: Controlled objects gain a darkened shimmer around them, with black hues trailing the object.
  • Arcane Illusion
- Sensory Illusion: Capable of pressing darker and more dreadful illusions, the Shade can draw upon their reams of realistic Nightmares to create horrendous tricks of the senses. Additionally, as in the case of mental magic, the Shade parasite has a resistance to the magic due to the parasite’s constant presence in the host’s mind, and the parasite will attempt to ward off any effort beyond its own to affect the host’s mind.
- Mental Magic:
  • Arcane Evocation
- Fire: Evoked fire imbued with Amber will appear ebon and viscous, the flames flickering less quickly than usual. Additionally any evoked fire will no longer give off light, rather emitting a dense black smoke above where it forms. Alongside this, the hiss and crackle of a flame would be gone, in its place an austere silence formed as if sound was dampened near the flame. However this will not affect the fire in any other adverse or positive ways.
- Water: Ice, water and vapour are all darker in colour, appearing ink-like. Oddly enough, this evoked water is unable to conduct electricity, nor do things dissolve particularly well in it.
- Air: Evoked air will hold a dark hue about it, akin to coal dust floating in the wind.
- Earth: The created earth is dark and dry, and black crystals similar to the Shade Gem in appearance can be formed.
- Conjuration: Conjured creatures are stygian black even if they never were when studied. They bleed a dark ichor, and their bites send waves of dread through their victims with every mouthful. A terrible aura of black follows their movements, and they seem to hold a bizarre disobedience in them. An order to safely pick a infant up off of the ground may be ignored, the conjured beast opting instead to maim or maul the infant instead.
- Arcanism: Arcanism is made darker and more opaque, looking more like stone than it would glass.
- Celestialism: Incompatible.
  • Deific
- Shamanism: Spirits can see the darkness in the Shade’s spirit, and thus normal spirits will avoid them like the plague. The older and larger the corruption on the soul, the greater the blemish on the Shaman's spirit.
- Paladinism: Incompatible.
- Druidism: Incompatible to be made Shades. However if a Druid’s mana pool is corrupted for any purpose, then when they try to cast any druidic spell the various forces of nature would actively try to defend itself, ranging from vines lashing out at the druid to nearby animals attacking the druid. However this will quickly subside as a Druid’s mana pool would rapidly refresh the corrupted mana back into untainted mana.
- Runesmithing: Elements created may have the same effects applied to them as Evocation elements.
  • Dark
- Frost Witches: Manipulated ice may grow dark and ominous in appearance.
- Mysticism: Ectoplasm imbued with Amber becomes darker than usual, and all things that deal with this darkened Amber release the same, dread-causing effect.
- Blood Magic: Magics enhanced by blood magic are also affected by the Shade effects (if Amber is imbued).
- Naztherak: Malflame imbued with Amber would add an additional dread-inducing effect on top of any abilities already caused by Malflame, as well as bearing a black, flickering outline around the neon colored flame.
- Dark Shamanism: Same as Voidal Evocations in terms of elementalism.
  • Voidal Feats and Artificery
- Voidal Displacement: Portals created with Amber-imbued mana would produce an overwhelming sense of horror and dread when created, once it is set up the portals would take you to more dangerous places then without amber imbued in it normally.
- Atronach Forging: Atronachs created with Amber-imbued mana will take on the effects of their evocation’s alteration due to Amber. Additionally, any orders given may be slightly modified such as a Conjuration’s may be.
- Cognatism: The host suffers from a horrid trinity of minds: their own, the voidal horror within, and the cruel demonic parasite. When utilizing the magic, the voidal horror may have its gifts blocked out by the parasite at times in an effort to further weaken the host’s mental ability.
Mechanics
*Any mundane object or item can be imbued with Amber, however no magical items or artifacts can be imbued. By spending 2 Points of Amber, a Shade will bring about a manipulation of Amber to coat and sink into an object or item over the course of two emotes, then disappearing from view. In the moments thereafter the object or item will take on a mysterious, otherworldly, and or spooky appearance.
*In order for the imbuement to keep its effects, amber is passively pulled from an amber battery or from a shade’s amber pool. Should a non-shade who has not had their mana corrupted into amber find themselves in possession of an amber imbued object, their mana pool will be passively corrupted into amber, just enough for the object’s imbuement to remain active. This cannot be stopped until the amber imbued object is no longer in contact with the individual.
*Should a non-shade be in contact with an amber imbued object, they will slowly begin to notice an aura of dread (impending doom, anxiety, nihilism, etc.) surrounding it.
*Should a non-shade keep in contact with an amber imbued object for more than one IRL week, the individual in question will begin to suffer from dread effects themselves, as their mana pool will begin to grow corrupt with amber.

A shade may, one week after an object’s imbuement, strip the amber from an ambered imbued item. Doing so will relinquish the aesthetic properties of the item permanently unless it is imbued again. The exact aesthetic change that the item takes on is completely up to the Shade conducting the imbuing, however here are a few examples: a sword appearing to be held by a floating black hand, a lamp emitting an eerie grey glow, the eyes of a painting appearing to move and follow passersby, tapping sounds emitting from a door or window, and et cetera.

*The ritual of Shade Gem creation cannot be taught naturally, which is to say that it must be learned through others means. Like Disconnection, and Parasite Creation, the ritual of Shade Gem creation is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.

In order to pass the information along, the Shade Father who is aware of the ritual must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual.

*The ritual itself involves the use of ore collected from an imploded voidal node. Two Shade Fathers, who have knowledge of the ritual, will place the ore between them. Over the course of three emotes, the two Shade Fathers will each summon two limbs of Amber, moving them around the ore to link up with the opposing Shade Father’s limbs, forming as circle of Amber around the ore. The Shade Fathers will then step towards one another, bringing the circle of Amber in, closing the size of the circle until the Amber itself totally envelopes the ore. The process of closing the circle takes two emotes. After this, both Shade Fathers will place their hands upon the ore, allowing the Amber to sink into the shard, which will start to emit a faint red glow. The process of imbuing the Amber into the ore takes two emotes, after which the ore will continue to grow in the extent of its illumination until the red glow fills the entire room. Over the course of the next two emotes, the glow will increase, and then fade into nothingness, leaving behind a shard of Arun’Asna’s power.

The Shade Fathers conducting this ritual are free to include any other unique, aesthetic occurrences to go along with the ritual, so long as they adhere to the basic functions of creating a Shade Gem.

*When a Shade casts a spell from a magic that is not Shade, the spell will undergo a visual transformation, gaining a faint grey/black glow, while as well gaining a supernatural effect that brings about feelings of dread (paranoia, nihilism, impending doom) in the individual(s) effected. This cannot be toggled on or off, always occurs passively, and does not cost additional Points of Amber.
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*Under no circumstances can magical items and artifacts be imbued with Amber.
*The aesthetic changes to objects and items imbued with Amber should not be imposing, and should remain as subtle, flavour advancements to a roleplay scenario.
*The effects of amber imbuement do not wear off, and will continue to exist upon an object until a shade actively strips the item of its amber.
*The dread effects on a non-shade in possession of an amber imbued object are in no way debilitating, but are still present.
*Specifically, if a non-shade were to stay in regular contact with an amber imbued item for more than one IRL week, they will begin to feel more anxious, paranoid, or may be subject to negative mood changes. How this dread impacts a character is up to player choice, but some indication that their mana has been corrupted with amber must be present.
*The mana corrupted in a non-shade by an amber imbued item is not enough to be usable by a shade as an amber battery.
*The amber produced within an individual by this mana corruption dissipates over the course of one IRL day so long as the amber imbued object in question is no longer in contact with the individual.
*Any shade Teir 2 and or above that may strip a person of this amber corruption, however, it cannot be purged by any other magical, alchemical, or mundane means.
*Any shade T2 and above can strip an object of its amber, however this can only be done after one week has passed since the imbued object’s creation. No Amber Points are regained for doing such. No other magical, alchemical, or mundane means can strip an object of its amber imbuement.
*Only a Shade Father who is already aware of the ritual will be capable of passing the knowledge along via the Shade Gem.

If no Shade Fathers remain alive, the LT should arrange an event for the knowledge to be instilled upon one or two of the currently living Shade Fathers.

*Amber cannot be pulled from a battery (victim with a corrupted Mana pool, Mana Gem, or Mana Obelisk) to utilize Amber Imbuement. The Amber must come from within the Shade.

Caliginous Healing - Passive

Contradictory to the consistent harassment and mental degradation inflicted upon the host as consequence of The Parasite’s nature, it understands that it could not exist without the Shade, and therefore has a vested interest in protecting the life of the Shade. The presence of Amber in the Shade’s Mana pool can be utilized by The Parasite, which will act of its own accord at the first sign of bodily damage, to clot open wounds, slowing and eventually stopping bleeding. While this is by no means a way to avoid death, especially from gaping and grievous injuries, it very well may prove to be a vital time extension necessary to get a Shade to someone capable of providing proper medical care.

Mechanics
*At Tier 1 and Tier 2 of Shade, The Parasite will automatically utilize the Amber within a Shade’s system to clot lacerations inflicted upon the Shade’s form. Small cuts and openings will cause The Parasite to expend 1 Point of Amber, clotting the various openings with Amber which, over the course of 1 emote, will blockade the bleeding. Large lacerations and openings will cause The Parasite to expend 2 Points of Amber, clotting the various large openings with Amber which, over the course of 2 emotes, will blockade the bleeding. Anything larger cannot be clotted.

At Tier 3, and above, the Shade will be able to toggle this ability, choosing to stop its activation. This may be necessary in situations that may cause the Shade to become exposed, as a sickly black substance clotting open wounds isn’t especially easy to mask.

Redlines
*If it wasn’t already clear, this ability is self-clotting ONLY. This cannot be used to effect others.
*If a Shade does not have enough Amber in their system to expend, the Shade’s wounds will not be automatically clotted. However, as The Parasite passively regenerated Amber, the moment Amber is available The Parasite will expend it to clot the Shade’s wounds unless the Shade opts to toggle the effect, where capable of doing so (Tier 3+).
*This clotting is limited in its extent, and as such will not save a Shade from grevious wounds (lost limbs, being stabbed, large gashes, et cetera), broken bones, damaged organs, and other life-threatening situations.
*As the Amber essentially stitches the wounds back together, they are capable of being reopened, with some force.
*This ability may only be used out of combat.

Mental Resistance

In a metaphorical sense, there is a light amongst the encompassing darkness of Shade. Despite all of the intense, negative effects of possessing.The Parasite of Rancour, its sickening form yields a few subtle benefits that protect against magical, mental invasions. Illusory magi, and other mental magic wielding individuals, will find that their spells and abilities to not affect Shades as they might other creatures, as the Shade’s awareness of reality is offset in a most unusual way, giving them an advantage over trickery of this caliber.

Mechanics
*Mental Mages, and other magi capable of entering a person’s mind, will find that in doing so they experience the exact negative mental effects that befall the Shade, respective to that Shade’s tier. The full force of the harassing voices will be sent upon them, seeking to cast the invader from the Shade’s mind with a whirlwind of distracting and evil utterances.
Redlines
*This ability is passive, and therefore requires 0 Points of Amber to utilize.
*This ability cannot be toggled off by any means.

Blanket of Darkness

The expulsion of Amber can be utilized beyond elaborate manipulation, bringing about a chaotic field of confusion and darkness. This is Blanket of Darkness is a wave of stygian mass, exploding out from its point of origin, the casting Shade, to envelop the area surrounding that Shade, and all within the threshold of the radius, in ersatz darkness. The function of this ability is different from the standard properties of Amber, as it rather takes on an almost smoky appearance that permits passage from and into the area of effect. Everyone within the area will become shrouded in total magical darkness, the thick smoky Amber totally blockading all light, natural or evoked.

Mechanics
*By spending 15 Points of Amber, a Shade can pull forth a great deal of their withheld Amber to expel out around them, over the course of four emotes, creating a sphere of darkness 6 blocks out from the origin point of the casting. No light can breach the borders of this sphere, which appears to be a large smoky orb, and as such the interior of the blanket is pitch black.

Only Shades are capable of seeing clearly within the sphere.

*The threshold of the sphere can be passed through, whether to leave or enter the area, without harm.
*The sphere of Amber will persist until the Shade who cast it leaves the area, or becomes incapicatated.
*If in a tight or constricted area, such as a hallway that is two meters wide, the excess distance that’d normally be covered in a sphere will instead travel down the length of the corridor or area, so instead of six blocks, it would be ten.
Redlines
*If at any point during the process (4 emotes) of expelling the Amber, the Shade is interrupted by taking serious damage (anything beyond bruising or small cuts), they will lose their progress and have to restart.
*No light, whether natural (the sun, fire, or et cetera), or evoked (via voidal, or otherwise), can breach the threshold of the sphere.
*Amber cannot be pulled from a battery (victim with a corrupted Mana pool, Mana Gem, or Mana Obelisk) to utilize Blanket of Darkness. The Amber must come from within the Shade.
*Four emotes are required to cast Blanket of Darkness.

Caliginous Flame

Shades who have been taught how to create new Parasites will find that, through a fundamentally similar, but ultimately different, process that involves the sectioning off of a sliver of their Parasite to summon forth an ability borne of The Parasite’s internal chaotic energies, those own of Arun’Asna. This process allows the Shade to invoke an alien sort of fire, burning a strange mixture of dark green and black, that exudes a faint dark grey smog. Unlike practical fire, however, this Caliginous Flame does not char wood nor melt flesh, but rather burns away Mana, not corrupting, but destroying. Anyone, aside from the Shade who cast it, who comes into contact with this fire will start to have their Mana burned away.

Mechanics
*A Shade does not have to be a Shade Father to learn Caliginous Flame, but does have to know how to carry out Parasite Creation first, as the knowledge for utilization of this ability stems from the innate comprehension of splitting The Parasite.
*By spending 25 Points of Amber, a Shade can, over the course of five emotes, summon this fire, and cast it at a target. The fire will stick to the first surface it touches, whether living or not, and will remain there until dissipating naturally, or being snuffed out.
*If the fire comes into contact with a living target that possesses a Mana pool, it will begin to drain their Mana over time. Over the course of twleve emotes, it will completely drain a person’s Mana pool, and will then naturally dissipate. Alternatively, if it was thrown onto a mundane surface, it will remain there for ten emotes before naturally dissipating.
*Caliginous Flame can be snuffed out as anyone would normal fire, whether by smothering it, using water, or covering it with any large object (such as a crate).
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*The summoned fire is approximately the size of an adult Human fist.
*The fire will have its draining effect through clothing and armour, it simply has to be in contact with a surface attached to a living body possessing a Mana pool.

‘Surface attached to’ does not mean any surface, such as a floor, wall, chair, or et cetera. It has to be directly encompassing the living body, meaning that this term specifically refers to clothing and armour.

*To reiterate, this fire is not like natural fire. It does not create light, consume air, burn surfaces, or produce heat.
*Five emotes are required to cast Caliginous Flame.

Marking

To combat the passive effects of a Shade’s Aura of Dread, which will naturally induce Dread within those who oft interact with a Shade, a Shade is capable of applying an Amber tattoo to a person by pulling from their own store of Amber, and utilizing the power of The Parasite. This amber tattoo can take on any appearance, determined by the Shade who applies it, and can be placed on any location on the body. Once applied, the affected individual will find that they are immune to the passive effect of Aura of Dread, however the active version will still affect them.

Mechanics
*By spending 5 Points of Amber, a Shade can, over the course of four emotes, apply an Amber tattoo, of any design, upon a person, Shade or non-Shade. This tattoo can be no smaller than the size of an adult Human fist.
*These marks are permanent, and can only be removed by a Shade with the capability of utilizing Marking. Removal occurs over four emotes.
Redlines
*The active version of Aura of Dread is not blockaded by the presence of a Mark. Only the passive version of Aura of Dread.
*Amber cannot be pulled from a battery (victim with a corrupted Mana pool, Mana Gem, or Mana Obelisk) to utilize Marking. The Amber must come from within the Shade.
*The Shade must have at least one hand completely touching the victim for Marking to successful occur.
*Four emotes are required to cast Marking.

Parasite Creation

The Birthing of a Parasite - Intent known and made clear, it is the inward focusing of one’s desires upon the writhing worm within their soul. As a cell splits, so too can the parasite, yet rather than being a copy it is an altogether new creature whose consciousness is granted from the Shade Gem itself. This squirming and screaming cretin is then pulled from within oneself to be abruptly and forcefully inserted into the soul of one willing, or unwilling, victim.

Mechanics
*Parasite Creation as an ability functions in two forms. First, learning how this process is undergone occurs via the Shade Gem in a similar process to teaching the ritual involved in Shade Gem creation, under Amber Imbuement. Second, actually carrying out the process which, once learned, becomes innate.
*The process of Parasite Creation cannot be taught naturally, which is to say that it must be learned through others means. Like Disconnection, and the ritual of Shade Gem creation, Parasite Creation is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.

In order to pass the information along, the Shade Father who is aware of the process must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual.

*Creating a new Parasite from one’s own functions slightly like a cell splitting. It only adheres to this comparison insofar as that The Parasite within the Shade Father is said to ‘split’, however, the two creatures are only exact copies physically. The personality of every Parasite is unique, as described under ‘Parasite of Rancour’. As well, the new Parasite will be young, but a hatchling, tiny and curled within itself, appearing like a grey-green worm. Over the course of four emotes, the Shade Father will pull out the new Parasite, and forcefully insert it into the chest of the person they seek to make a Shade.

The moment that The Parasite is inserted into the body of the new Shade, they will be overcome with an intense, discomforting, and gut-wrenching pain, accompanied by the feeling of a worm writhing around inside of their body. The reality is that this is a hallucination, as The Parasite is non-tangible, and attaches to their soul. This intense pain lasts for three emotes before quickly fading. Additionally, a Parasite can be inserted into the soul of a lesser creature, that is to say, any creature of lesser intelligence, like dogs, cats, deer, birds, mice, and et cetera. These creatures can possess The Parasite, however, it will grant them no boons, and only banes, driving these poor creatures insane, and often violent. A shaded creature is not viable to be kept as a pet, as its behavior will be uncontrollable, and often highly aggressive.

Redlines
*A Shade must be Tier 5 and have an accepted TA to create new shades.
*A Shade must be taught how to create a new parasite before doing so.


Parasite Connection

The process of linking a Parasite with Arun’Asna via the Shade Gem. This unique abilitiy is only available to Shade Fathers, who are the only Shades in need of utilizing such an ability, considering the assumed purpose of its existence. By undergoing a process to learn similar to that of Parasite Creation and the ritual of Shade Gem creation, a Shade Father will become innately capable of establishing this connection, thus allowing a Parasite to grow beyond its natural ceiling.

Mechanics
*The process of Parasite Connection cannot be taught naturally, which is to say that it must be learned through others means. Like Disconnection, and the ritual of Shade Gem creation, Parasite Connection is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.

In order to pass the information along, the Shade Father who is aware of the process must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual.

*To conduct this process, a Shade Father must place themselves between a Shade Gem, and a Shade who has reached their natural ceiling (Tier 3), acting as a conduit through which to establish a link. The Shade Father must plant one hand on the Shade Gem, and the other on the chest of the Shade, and, over the course of four emotes, will draw the essence of The Parasite through their person, running it through the chaotic energies of the Shade Gem, to then run back through and back into the body of the Shade. This process is extremely physically taxing, and will strip the Shade Father of the majority of their energy.
Redlines
*A Shade must have achieved a TA before being taught Parasite Connection.
*The level of energy stripped from the Shade Father is akin to the feeling experienced following a long day’s work at a labour job. The Shade Father will feel generally lethargic, or even exhausted, desiring rest or sleep.
*Only a Shade Father who is already aware of Parasite Connection will be capable of passing the knowledge along via the Shade Gem.

If no Shade Fathers remain alive, the LT should arrange an event for the knowledge to be instilled upon one or two of the currently living Shade Fathers.

*Four emotes are required to connect a T3 Shade to the Shade Gem via Parasite Connection.
*Two emotes are required to pass the information of Parasite Connection to another Shade Father.

Aura of Dread

Once a Shade reaches the pinnacle of its natural growth, that is to say the ceiling reached without a link established between The Parasite and Arun’Asna, the Shade, and those around them, will begin to experience a subtle shift in emotions. Small at first, this change will hardly go noticed by passersby with whom a Shade interacts only briefly, rather growing noticeably over time by those with whom a Shade oft interacts, such as loved ones, and friends.

Aside from the passive subtle effects of the Aura, a Shade will find that they are also capable of tapping into the origin of the Aura, The Parasite itself, to greatly enhance its power to toy with the feelings of those around the Shade. By toggling the Aura on, it compounds the speed of its effectiveness tremendously, having a speedy effect on those nearby the Shade, persisting until the Shade themselves choose to deactivate it.

Mechanics
*Passively, at Tier 3 a Shade will begin to exude a very subtle aura of Dread (impending doom, paranoia, nihilism) that will linger on anyone who interacts with the Shade from there on out. However, this lingering of the aura will have little to no effect unless that person interacts with the Shade on a consistent basis, thereby compounding the lingering effects, and causing long term changes.

If a character interacts with a Shade at Tier 3 actively (at least twice per IRL week) they will begin to experience the effects of Dread (impending doom, paranoia, nihilism) while interacting with that Shade. The extent of the changes to their emotions are by no means debilitating, or traumatic, but are undoubtedly present, and noticeable.

*Actively, a Shade can opt to toggle the greater version of Aura of Dread, causing the Dread (impending doom, paranoia, nihilism) effects to act quickly, affecting those nearby the Shade in moments. By spending 5 Points of Amber, the Shade can cause these effects to take place, which come to fruition over the course of three emotes. Upon reaching that third emote, the full force of the effects, as described in the above sub-bullet, will affect everyone within 6 blocks of the Shade. These effects fade immediately upon leaving this zone, or the Shade becoming incapicatated.
Redlines
*Neglecting to inform characters who actively engage with the Shade of the presence and effects of the Dread constitutes powergaming.
*Three emotes are required to cast Aura of Dread.

Tier Progression

Tier Zero (0)

Points of Amber: 0 Learnable Abilities: None. Innate Abilities: None. This stage lasts one week from the acceptance of the Shade’s MA.

Tier One (1)

Points of Amber: 5 Learnable Abilities: Mana Corruption, and Amber Manipulation. Innate Abilities: Passive Caliginous Healing. This stage lasts one week until hitting Tier Two.

Tier Two (2)

Points of Amber: 10 Learnable Abilities: Amber Imbuement. Innate Abilities: Mental Resistance. This stage lasts two weeks until hitting Tier Three.

Tier Three (3)

Points of Amber: 20 Learnable Abilities: Blanket of Darkness. Innate Abilities: Aura of Dread. This stage lasts five weeks until hitting Tier Four. However, progression is paused until the Shade is linked with Arun’Asna via ‘Parasite Connection’.

Tier Four (4)

Points of Amber: 35 Learnable Abilities: Marking. Innate Abilities: None. This stage lasts five weeks before the Shade is able to ascend to Tier Five.

Tier Five (5)

Points of Amber: 50 Learnable Abilities: Parasite Creation, and Caliginous Flame. Innate Abilities: None. Once the Shade is taught ‘Parasite Creation’ they may apply for a TA. Once a TA is achieved, the Shade is considered to be a Shade Father, and can utilize ‘Parasite Creation’ to make new Shades.

TA (Shade Father)

Learnable Abilities: Parasite Connection, and Disconnection. Innate Abilities: None.

Magic Slots

Unlike most magics, Shade magic can hold different abilities available to those that practice the boons granted by the Shade depending on how many other magics they practice. Akin to how Druidism has subtypes within itself, Shade magic has sub-skills that can be learned only at the cost of other beneficial arts, be them voidal or dark. While an independent application is not needed for these skills, they must be learned all the same and some can not be learned depending on how many magic slots are left “free” to use. For instance, a Shade that practices only Shade magic will be able to use all of the abilities below, assuming they meet the time requirements as well. However, a Shade that is also a Fire Evocationist, Water Evocationist, and Transfigurationist may only be able to learn some of the abilities below.

One Slot

Mana Corruption. Resistances (Mental/illness), Passive Healing, Amber Manipulation, Imbuement.

Two Slots

Mana Corruption. Resistances (Mental/illness), Passive Healing, Active Healing, Amber Manipulation, Imbuement, Ambercrafting, Amber Weapons, Marking.

Three Slots

Mana Corruption. Resistances (Mental/illness), Passive Healing, Amber Manipulation, Imbuement, Ambercrafting, Amber Weapons, Active Healing, Marking, Strength of Night, Blanket of Darkness, Caliginous Flame, Parasite Creation.


Effects on Users

Creatures and Shade

  • Wights
- See Amber Imbuement in Spells.
  • Strigae
- Can be a Shade with no benefits or magic.
  • Zar'akal
- Able to use Shade normally.
  • Machine Spirits
- Able to use Shade normally.
  • Afflicted
- Incompatible.
  • Izkuthii
- Incompatible.
  • Azdrazi
- Incompatible.
  • Soulless Creatures
- Incompatible.
  • Soul Tree Druii
- Incompatible.
  • Frost Witches
- Able to use Shade normally.

Mental Detriments

When the Shade parasite burrows into the soul of the host, it also burrows into the consciousness by extension. As a result, every living moment, be it waking or resting, the Shade parasite will be nagging and pestering at the host’s mind. At first, this pestilence is minor and can be compared to spending a day with someone you greatly dislike, but over time the irritation grows and becomes more intense and unignorable. What at first may start as faint whispers every now and then of words that may upset the host will turn more cruel and relentless, becoming a constant stream of negative thoughts. Minor frights when sleeping, be it dreaming of being chased or another thing feared, will eventually turn into night long terror. The faint sight of a shadowy being in the corner of one’s eyes will turn into full on hallucinations as the mind fails to distinguish the false from the real, slowly whittling at the mental integrity of the host. While some precautions can be taken to hamper these ailments, true cessation can never be done, leaving always at least the slightest whispers in the mind of those affected by the Shade.

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Physical Detriments

The physical changes in a Shade tend to be less encompassing, but are still noticeable and considered with those afflicted by the veritable demon. The most obvious is that those cursed will exhibit more gaunt, tired features such as bags beneath the eyes or sunken expressions, in addition to having growing jerky, erratic movements due to a mixture of the parasite’s harassment of the mind, and usual lack of sleep. While those are the most obvious, there are at times physical effects due to the Amber within a Shade affecting the body. Despite how much a Shade acclimates to Amber, Amber is an unnatural, twisted substance, and its presence within the host causes negative side effects at times. Some of these effects include nausea due to a mixture of the Shade parasite’s attack on the mind and Amber within, vomiting, seizures, or other maladies akin to the incredibly sick. While these consequences can never be fully avoided, the ever so often manipulation of a Shade’s Amber pool and expulsion of the sickly black substance can ease these symptoms off for a while if done in careful consideration. A Shade that does this must take care not to relinquish too much of their Amber too often, nor too little, as the body acclimates and adjusts to having Amber within it to the point where having too much will result in the ill effects listed before due to mass amounts, and too little resting within too often will result in the body and parasite’s intrinsic instincts gained from the presence of Amber, such as Caliginous Healing, to react poorly on the host, causing issues such as fatigue, weakness, and poor healing. So, one afflicted with the curse will experience a mixture of adverse consequences from both the toll the parasite itself takes on the mind and body indirectly, and a direct effect from the presence, or overdone lack of, Amber within the body.

Furthermore, due to the inherently corrupt nature of Amber, if a Shade frequents around one or more persons for extended periods of time with little relapses of time in between being near them, then the Amber within a Shade can give a minor, nearly negligible effect of dread and irritability to those nearby. However, this would take extensive amounts of time with a Shade to begin to even be noticed.

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Effects on the use of Other Magics

Aside from the effects of imbuement listed above, those afflicted with a Shade parasite will always experience some level of difficulty in controlling their magical arts, be it voidal or not. This is due to the mental strain caused by the parasite, and the effect on the mage’s magic can be ranging from minor loss of control of their casting to greater issues, such as full out voidal disconnection, spell failure, or unintended results from the magic, such as forming a larger blob of ice intended for a water evocationist, or causing worse effects to a soul puppetry victim than desired. While these effects will never cause direct harm to the host, they can be devastating if they occur at the wrong time.

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Takeovers

The most important thing that a Shade will do to is not only the above, but also the result of doing this constantly to the host. When the host’s mind is numb from sleepless nights, and their heart shattered from the overwhelming negative emotions, the parasite can strike at the mind with the intent to wrench control away from the host in favor of their own control. If successful, which can occur much easier when the host is emotionally or mentally vulnerable, the Shade will do two things: the first being whatever it so pleases depending on the personality of the Shade itself, and the second being whatever may further undermine the host’s core integrity, also dependant on the personality of the Shade and host. Additionally, one of these takeovers of the malicious nature will not happen in a public setting, and are more likely to be in private

Furthermore, while most takeovers are malicious and harmful in intent and nature, there are times where a takeover can be beneficial, not in the sense that the Shade will go around handing out roses and hugs, but in the sense that it will be done for the preservation and wellbeing of the host and parasite alike. For example, if one afflicted with a Shade is rendered unconscious in combat, the parasite will perform a takeover to force the host to come to consciousness slightly quicker than if it didn’t interfere, or if the host is in mortal condition the Shade will take over to get the host out of danger and deal with any possible threats. The reason for this is double, one being that the parasite when not in control does not need to worry about things such as sleep and the downsides that it causes upon the host, and two that the parasite’s natural instinct gives it a slight edge in these situations as it tries to keep itself alive. However following one of these situations, the parasite can take over with malicious intent much easier, as it often will try to keep control past the situation.

When a takeover occurs, the “tell” of a Shade will not occur unless the magic itself is actively being used. So, one that is taken over will not always have blackened eyes or veins, unless they are using or manipulating Amber. Furthermore, unlike in the past a Shade parasite will not have innate knowledge of all of the abilities available to the Shade, but only access to manipulating and converting mana into Amber without prior knowledge or tutelage on the matter. So, a Shade that never received a lesson can never cast, say, Blanket of Darkness, but is able to make tendrils and corrupt another’s mana into Amber. Furthermore, the ability of a Shade during a takeover is limited to the same restrictions that the host is, aside from being slightly more efficient in casting the known abilities due to the innate connection between Shades and Amber.

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Amber Weaknesses

While any living being that is stabbed by a golden knife is in for a bad time, Shades also face the maladies of gold affecting their Amber along with normal weapons. While gold is not an instant destroyer of Amber, it is a material that is able to cut through Amber with much more ease than any other object, such as iron or steel. While more dense Amber structures and formations will cut with more difficulty, instead of it being akin to cutting through iron, it’d be more akin to cutting through flesh and bone, given that gold has a natural advantage over corrupted mana.

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Interaction with Souls

Inferior Souls

Due to the intricate nature of the mind and spirit, the Shade curse does not affect all creatures equally or similarly. When the question of inferior souls - the souls of wolves, cats, parrots, or even snails - comes into play, the Shade curse affects such creatures and their souls differently.

First, creatures with inferior souls are able to be afflicted with the Shade curse. Despite this, this does not make the animal a hyper intelligent killing machine, but rather causes various behavioral and mental issues for the animal. Due to the chaotic nature of the Shade parasite most if not all animals will begin to suffer from the most horrendous effects of the curse, experiencing seizures, hallucinations, and other maladies. After the gestation period however, the parasite would be able to easily purloin command from the beast, effectively replacing the beast’s animalistic instincts with its own. This will make once loyal pet dogs quick to disobey their masters or tamed horses to buck and kick at their riders. However one ought to not misinterpret this significantly more violent nature to be newfound intelligence or understanding, as the Shade infected animal would still be limited to its significantly instinctual mental capacity. Because of the relatively weak willed spirit of the animal, it is very unlikely that once the Shade parasite domineers the being’s mind that the original soul will ever muster the strength to rise against and reclaim control of its form, not that the animal would know any better of what has transpired anyhow. The effects would be similar for animals that have their mana pools corrupted into Amber but not their souls. Unlike fully cursed animals though, the animal will not remain in such a state as the impure corrupted mana flakes away and is replenished quickly over time. As a result, a dog for instance may suffer a seizure and whimper in fear for an hour but then just as quickly return to normal.

As simple as it sounds, the challenge itself arrives when infesting an animal with a Shade parasite. While small animals are incredibly easy to contaminate with the curse, it gets significantly harder with larger animals. Horses and deer may struggle and try to flee, their instincts kicking in and sensing something is wrong with the corruption entering them. Even larger beasts, such as drakes and whales, would most likely flee or fight back resiliently against either being infected with a Shade parasite or even having their mana pools corrupted. This makes any effort to wreak havoc with larger animals hardly worth the effort, especially given that the animal would soon act sporadically and may just as easily seek to kill the one that cursed them even more than before they were tainted. So this renders it pointless to purposely curse larger animals for the sake of havoc and destruction - unless the source of this in question quickly flees - as it’d be a challenging task with little reward.

In terms of abilities, an animal bearing the Shade curse does not exhibit anything remarkable as one with a superior soul may exhibit, such as forming tendrils with edged tips. However the animal does benefit minorly, as they will gain a minor form of remedial healing from any sickness or wounds they suffer. An example would be if a cat were to cut itself while fighting with another cat, the one burdened with the venerable demon would have faint traces of Amber close its wounds and begin to heal to a greater effect than if it were to heal naturally. However this ability is only so limited, as it is automatic and intrinsic to the creature when it is injured and can not be shut off for any purpose, giving away its true nature if the beast were to be injured. Furthermore, it will not stave off death, for most lethal wounds will be far too much for the parasite to remedy on its own.

For simplicity’s sake, plants are unable to bear a Shade parasite. Furthermore, corrupting the latent mana in a plant will not produce any ill effects for the plant aside from any Druii attempting to commune with it. If a Druid attempted to commune with an animal with a corrupted mana pool, they’d be able to notice the animal was in a great deal of distress and suffering, the effect only increasing depending on how much of the beast’s mana is corrupted. If it were the case where the animal was infected with the Shade parasite entirely, then the Druid would be unable to commune effectively with the beast given the disruptive nature of the parasite upon the soul. Instead, akin to a mind mage entering the mind of a Shade, the Druid would almost if not always be met with horrid visions and screams the animal was enduring. Deeper levels of communion would cause nightmarish inflections upon the Druid, the chance for reprieve slim if at all possible for the animal and attuned Druid during the Communion.

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Souls Housed Outside of the Body

For Wights, there are some minor differentiations for how a Shade parasite affects the creature. Given that the parasite is a blemish upon the soul, and the soul is not encased within the actual form of the being, but rather externally in phylacteries. As a result, any attempts to purge the Shade parasite from the soul can not be done on the moving form, but rather only on the phylactery. Additionally due to the already corrupt nature of these objects and the souls they hold, holy magics would first destroy and damage them rather than purge the Shade parasite. Thus, purging the parasite of a Wight is nigh impossible, as the creature would first be killed, then be “saved” from the curse. When the phylactery of one of these creatures is destroyed or otherwise ceases to exist, so does the Shade parasite appended to the soul of the victim due to the severely limited state of the Soul following the destruction of its home.

Wights will not gain any benefit from remedial healing due to the non-mortal nature of a wight’s physical form. When husked however, they can choose to replicate this ability if they actively will it, but it is more exerting as it is less innate in the Shade parasite’s nature since it will not default to this behavior. Finally, as for the residual physical Amber in these beings bodies it is ingrained within their form, be it draughted, husked, or their regular selves.

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Curing Shade

While it is incredibly difficult to cure a Shade parasite, it is possible. To keep things simple, the requirements for the number of holy mages will be listed below if the parasite is not being removed by a Shade Father following the violation of a tenant or willingly removed by a Shade Father.

  • Tier “Zero”
- 1 T4+.
  • Tier One
- 1 T5 OR 2 T4.
  • Tier Two
- 2 T5.
  • Tier Three
- 2 T5 & 1 T4.
  • Tier Four
- Incurable by Deific Mages.
  • Tier Five
- Incurable by Deific Mages.

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Last Updated
19/5/2019 at 20:54
Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy