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It is Nicodas, 22nd of the Month of Life, in the year 96

New Horizons:
Unique Slots

Uniques

(Special Slots)

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Special Slot Conduct Rules

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Higher Standard Conduct Rules

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

 

These slots shouldn't be played with selfish intent - If your goal is to be powerful for the sake of winning every fight, to inflict heavy cons, to be unstoppable/untouchable, then the slot is not for you.

 

They are powerful because they are are designed as a narrative tool - they need to be treated with more care and scrutiny in order to ensure that the experience is enjoyable for all who interact. 

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The goal of these slots is to spread conflict around the server in a way that creates and furthers stories and gives people things to do - not in a way that leaves people wishing they had never interacted. 

 

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

 

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

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Behaviour considered corrosive to the system

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

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

  • Breaking the rules we already have in place.

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

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Behaviour considered failure to uphold higher standard

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  • Acting like a child

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

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

  • Breaking rules we already have in place

  • Not giving Oakbug smooches

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For slots in PVP: if you intend to reveal yourself and/or use one of your more powerful abilities, you must emote it during the fight and describe what the ability does.
Once per unique ability. For example: Crush, destruction, puppeteer, second wind and so on.

Gamifying & Play to Win

Gamifying the system
This means to no longer see that you are Role-Playing a character, rather you view the system as a 'game' and any irregularities, bugs or mistakes are there to be abused to enable your character to succeed.

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The limitations of RR will lead to mistakes or problems from time to time- but these mistakes or problems should be reported, not exploited to circumvent proper RP etiquette.

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Gamifying examples are:

  • Abusing bugs or oversights in the RR to have an advantage that is unique to the slot

  • Meta-Chasing stat increases/buffs

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Adopting a Play to Win mentality:

This is most often where the excuse, 'It's what my character would do!', comes into play. If you're character is designed to be play to win, leave the slot right now.

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Play to Win examples are: 

  • Depriving other players of as much as you can every-time you can (To enrich yourself or to punish the other player)

  • Spamming your highest damage abilities across multiple fights without offering any variation

  • Base camping

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

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Aether Attuned

Aether is a mostly obscure and mysterious element that permeates through all things. For most, it is never seen or noticed. It is practically invisible to the vast majority of people except those who are born with an attunement to it.

 

Most Aetheric scholars believe that Aether is the lingering after-effects of acts taken by gods, so mighty and awesome are their actions that it stands to reason for there to be long-term effects. Others believe Aether is just a natural part of the world and has no origin determined by a god. Despite that philosophical disagreement, both sides would agree that Aether is a key ingredient of the world in which they live.

 

The most debated topic regarding Aether is currently if it is the source of change, attracted to change, or created by change. Although these discussions are highly theoretical, it is evident in history that Aether and the potential of a person are intricately linked. Even when they are not considered Aether Attuned. While areas with rapid changes often are saturated in the energy too, the ability to get a definitive answer is often outside the capabilities of those who study it.

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Play As...

 

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

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

 

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

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

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

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

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Aether Attuned

 

Aether Attuned is a term generally used to cover a range of individuals who can sense and manipulate the Aether. These people are rare in most societies and are generally ostracised in most cultures. Those born attuned are often viewed with suspicion, treated poorly and are prone to being attacked, beaten or accidentally killed as fear of them will drive their neighbours into a panic induced fury.

 

Much of the fear of the Aether and those who are attuned to it come from the general powers that they have at their disposal. Many, without proper training or counselling, will fall into the habit of abusing the Aether for their own selfish designs. When confronted over it, the result can turn violent and the fear of Aether realised in what in a mere flash of a moment.

 

During their childhoods and adolescence the attuned are particularly vulnerable. Many vigilanties would seek to ‘exercise’ the problem before it ventures beyond control, though there is often something far worse to inhabit such a child. The latter of which is known to very few. Should they survive their youth and forge ahead still trying to avoid the pull of Madness or losing themselves to Aether Sickness, they hold the potential of powers and abilities unlike any other. Those without guidance will stumble, fumble and trip over themselves as they push through the fog of their own destiny. Many may fall into deep pits of despair as the wider society that surrounds them has rejected their existence. 

 

Those who have been tutored can find their own bodies reach great heights. Their minds' ability can be expanded to such an extent that they are able to invade the thoughts of others, alter their feelings and even push people out of the way with a flick of the wrist.

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Most Aether Attuned will neither be pure nor deeply corrupt.

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DESIGN NOTE: Both Aether Purist and Corrupted are intended to antagonise

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

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

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Scourge

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To be Kamec, is to be lost. 
To be Kamecen, is to be a weapon. 
Either way - All will know you as The Scourge. 

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The Scourge come from the underbelly of Awenasa, where they spill unto the Great Roads in clumsy, vicious masses. Like a poached boil, they burst through toward Dwarven Holds and are kept back by the strength of both the Bronze Helms and the Ancient Kingdoms armies alike. They dwell in these dark underground networks and vault-like structures, which have been set up with old, self-managed water systems that often end up providing weak points for the savage onslaught to burst through. 

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Dwarves have dated these structures as far back as one thousand years ago; and it seems unclear whether these creatures survive and breed like animals, or if they emerge from mystic slumber in horrid torrents. 

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

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

Azdai-Amok​​

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The Azdai-Amok is the most fearsome and brilliant beast among the Scourge. These creatures seem crafted entirely from the myths and legends of the stories of old, towering over the battlefield and acting as the overlord for large Scourge forces.​

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Few of these creatures have been seen or encountered and where they come from deep in the bowls of the earth remains shrouded from discovery. Is it not difficult to know when an Azdai-Amok has awoken, or broken free from its prison as the Scourge seems to be drawn to rallying around the creature. Those smaller warbands eventually grow larger and larger until they threaten more than just a few sparse villages and towns.

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Appearance:

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Of those that have been encountered, the Amoks follow similar general appearances. Behemoth sized creatures, towering above buildings and fortifications wearing rusted sets of armour not meant for the average Dwarf or Elf.

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Instead these creatures resemble the draconic myths of legend with their large wing spans, long necks with fearsomely crowned heads and razer sharp teeth.

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Unique Interaction:

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Such a creature has a unique interaction with those sensitive to Aether, or those Demonic few, as both are able to feel the presence of the beast from hundreds of miles away. A constant pressure builds up in their temples, and the closer the monster gets to them, the stronger the pressure is. - The weaker among them will succumb to the influence of the Azdai-Amok and collapse in its presence.

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If that were not enough, the creature is said to even whisper litanies of violence on the winds. Those sensitive to Aether are able to hear the commands it gives to its hordes and it demands more sacrifices from them. So strong is its presence, many can feel compelled to fulfil its commands despite themselves.

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The Harbinger

The Bronze Helms have largely observed three distinct variants of the Scourge, each performing a different role within the beastial hierarchy of the hordes. 

Amongst these, there are:


Azdai-Amok

The Amok are the largest of the Scourge, beasts of massive proportions and titanic deadliness. With a singular will commanding their hordes, their whim drives the tide on and beyond. Little is understood of these creatures with little more speculation of their origin.

 

Azdai-Evok 

The Evoks are a horrid imitation of people, standing upright and the least-like a beast in appearance compared to their kin. To believe they are less ravenous creatures would be a mistake as they set about butchery as though it were religious induce fervour.
 

Azdai-Bzok

The Bzoks are the most numerous and obviously hateful creatures found in the vaults. They are heralds of the Evoks, inter-woven within their warparties and terrors in their own right. The coming of the Scourge sees the Bzok beasts become creatures of nightmares to weaken settlements before the war party arrives.  


These are the most known, and feared, of the Scourge. These ravage Dwarven lives, and have become quite a point of pride and rage for those under-ground dwellings. However, these are Kamecen, the monstrous many; those beholden to twisted, malignant influence - those without minds, with whims dictated only by violence.

Yet, there are others in their ancient tunnels who suffer for their violent kin’s reputation… 

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Play As...

 

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

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The Scourge are, for the most part, mostly unknown outside the Ancient Dwarves and the few who have encountered them in the New World. They are regarded by those few who know them as monsters, but their capability toward empathy and thought make them far from it, when they haven't completely lost control.

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  • When deciding to play a Scourge, consider if you can handle the role of a person regarded as a monster, even when you're not. Other characters will generally have reason to hunt you down, and you do not need good reason to antagonise anyone.

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  • Discover a new world, one that is so different from the brief glimpses you remember of your past, modern beyond your characters imagining. Find your footing, by pursuing others by force or charity to teach you the Common tongue. Acquire what you need to survive.

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  • ​Find others like you, or answers to how you ended up in those vaults to begin with; why did you escape, while so many of your kin remain in the vaults? What is your purpose? What happened to you, and when?

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  • Be formed by experiences you've forgotten, past so many years of slumber - your only memories are glimpses of a life you once led, will the world of Nahas be cruel to you, or will it teach you to live again?

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

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  • Submit to or rebel against the hand that guides you, every few weeks, compelled to violence; understand the urges to be your purpose, or bare the guilt of what they make you do. ​​

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  • When gripped by your urges, dominate others. Gain what you can, take what you need. In those moments, everyone is lesser to you; and you have a grand purpose to use them for.

Naming Convention

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The Kamec do not remember their true name, instead they are given names by their people based on the tasks they do or what they have become known for.

 

For Example:

- Hunter

- Traveller

- Carver

Appearance

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- Pale, sickly and white with visible veins.
- Black blood
- Tar-coloured eyes with some lingering colour only for their irises
- Ears are pointed, often flared are the ends into two
- Kamec are tall, sinewy or muscular and generally lack body hair. Head hair is uncommon, but it is usually dark grey or black.

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

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

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Djinn

Djinn: Warlocks & Pactmakers

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

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

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

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

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Duty

 

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


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

Appearance and Behaviour

 

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

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

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

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

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How To Play

 

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

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

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

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

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

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

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Tlan'us Disease

Tlan'us

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

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

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

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

 

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

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Behaviour & Life

 

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

 

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

 

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

 

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

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

 

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

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

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

How To Play

 

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

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

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

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When making an infected, consider,

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

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

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

Author: Hokan

Contributions by: Oakbug, Afric, Not Him & Nexus

Page Created by: Hokan

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