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As the Cahal spread out over the world, their populations splintered further and further, and more groups of Cahal became independently minded from the Mesver Tribedoms, though many still held some respect for their old homeland. The Mesver Tribedom was known to have a good rapport with the Exist Colossi, and many of them manifested to share gifts, visions and information with the Mass'yal of the Cahal. Eventually, contact with Regalia’s strong anti-Occult attitude (at the time) resulted in mass-persecution, and acted as a “wake up call” for the rest of the world that the Cahal had infiltrated nearly every society. Global persecution (mostly exported by Regalia) commenced, though at this point, the Cahal had already rooted themselves in place in so many locations that it was nigh impossible to repress them as thoroughly as Regalia might have hoped. To this day, the Cahal continue to grow in number, albeit less virulent than Vampires. They continue to be repressed by Regalia, but considered of a lesser existential threat than the Vampires who seek the complete destruction of organized society. Cahal nowadays have a wide range of organization. Despite their Clans being very tribal in design, and their nation literally being called a Tribedom, they exist can both exist in a very uncivilized and wild manner, abducting people and younglings to add to their ranks, or very sophisticated and dignified, being very candid with their status but using their charm to off-balance their inherent threat.  
As the Cahal spread out over the world, their populations splintered further and further, and more groups of Cahal became independently minded from the Mesver Tribedoms, though many still held some respect for their old homeland. The Mesver Tribedom was known to have a good rapport with the Exist Colossi, and many of them manifested to share gifts, visions and information with the Mass'yal of the Cahal. Eventually, contact with Regalia’s strong anti-Occult attitude (at the time) resulted in mass-persecution, and acted as a “wake up call” for the rest of the world that the Cahal had infiltrated nearly every society. Global persecution (mostly exported by Regalia) commenced, though at this point, the Cahal had already rooted themselves in place in so many locations that it was nigh impossible to repress them as thoroughly as Regalia might have hoped. To this day, the Cahal continue to grow in number, albeit less virulent than Vampires. They continue to be repressed by Regalia, but considered of a lesser existential threat than the Vampires who seek the complete destruction of organized society. Cahal nowadays have a wide range of organization. Despite their Clans being very tribal in design, and their nation literally being called a Tribedom, they exist can both exist in a very uncivilized and wild manner, abducting people and younglings to add to their ranks, or very sophisticated and dignified, being very candid with their status but using their charm to off-balance their inherent threat.  
==Cahalic Infection==
===Playing a Cahal in Regalia===
Cahalism in Regalia is extremely illegal, and the [[Regalian Guard]] (The State Metropolitan) are constantly on the lookout for Cahal to catch and cure them. To be a Cahal is illegal in Regalia, and so when playing a Cahal, you should expect to constantly be hunted. Cahal are designed to perform well in one-on-one fights, and will by nature of their Affliction always outperform individuals they are squared up against, though Cahal might consider twice to attack someone with [[Puretek]] or advanced [[Magic]]. Cahal can both be upfront and obvious, but sometimes may find that being subtle and using subterfuge is more effective. Cahal group together and cooperate in packs, but players who play Cahal should expect to be disliked by the majority of the non-Cahal population, with only a few scant sympathizers among the other rejects of Regalia.
===Infection===
Cahalic Infection can occur in a number of ways. The most common method for Cahalic Infection is through feeding, which is explained in the Cahal Special “Cahal Feeding” (see below). There exist, however, two other forms of infection also that are somewhat lesser known. The second method is to perform a ritual to Amelaan. This involves finding a shrine to Amelaan, which are usually built by [[Estellon]] worshippers. Any incense burned at this shrine through this specific ritual becomes soul-smoke, which, when inhaled by the user instantly infects and transforms them into a Cahal.
===Exceptions to Cahalism===
* [[Urlan]] cannot be infected with Cahalism.
* Characters with Void based abilities or afflictions cannot be infected with Cahalism due to the saturation of Void essence. This includes Mages.
* As Cahalism is an Affliction, those who already have any other type of Affliction are unable to become Cahal. Additionally, those that already have Cahalism cannot become Afflicted with any other type of Affliction.
* Primal Mages and [[Archons]] are immune to becoming Cahal. They can still be fed from like normal however.
* [[Ordial]] Mages, [[Undead]], and other Ordial empowered are immune to becoming Cahalically infected. While Ordial Mages can be fed on, Cahal cannot satiate themselves from Undead.
* Immunity from Cahalism can be bought through Affliction [[Scholarly Point Buy]]. This pack does incur Proficiency cost, but grants immunity to Soul Sickness that occurs when infection does not take hold.
===Mental Changes===
When a Cahal becomes infected with the Shattered Curse, their mental outlook on themselves, others, and the world changes. This is a magical effect caused by the Affliction itself, and thus applies exactly the same to everyone who becomes a Cahal. For ease of reference, the mental changes are recorded in a bullet point list below:
* Cahal are obsessed with perfection and doing everything they do correctly. Mistakes that used to slip under their radar suddenly become intolerable and need to be stamped out, extending over everything from the flaws individual people might have to imperfect creations or physical objects. They strive to "make the world beautiful in Estel's name."
* Cahal become drawn towards people they see as talented, and gain an inexorable urge to turn them into Cahal so as to win over another worthy soldier for their cause. The more a Cahal respects a person, the more they inevitably want to try to align them with their ideology, because their way is the only correct one in their head, so someone else they see as good must agree with them.
* Cahal are very community-driven, looking for clans, cults, and orders to form around one another. Even the most antisocial loner, when infected with Cahalism, suddenly feels the need to be a part of something greater. They automatically sort into hierarchies and negotiate their differences with one another in the name of advancing the common goals of their Affliction and its attached Religion.
* Cahal are very religious. Their Affliction and its history is fraught with allusions to [[Estellon]] and its gods, and as Exist Occult they are naturally drawn to it. While a Cahal does not explicitly have to be an Estellon worshiper, it is recommend that they at least start showing an unusual reverence for the religion even if their religion before they were infected looked down it, for example Unionists or Dragon Worshipers.
* Cahal are pro-establishment, but only establishments that they think are righteous. Cahal have a history of either docile submission to the Regalian State, or dogged and inexorable antagonism when they believe that a policy is inherently unfair or works to undo the will of Estel. They can pivot on this in a way that looks almost random to outsiders, but the Cahal and their conclaves understood that this is couched in their sense of morality.
===Curing===
The Cahalic Infection can only ever truly be cured through one way: the Sakrosanct. The Sakrosanct is an ancient ruin found on the [[Crown Isle]] which houses an inner chamber which has some sort of effect on the Cahalic Infection (or [[Vampire]] Affliction). The exact first curing of a Cahal through the Sakrosanct has been lost to time, however the process has been transferred between Arcanologists. In order to cure a Cahal, the person must meet the requirements described in [[Scholarly Point Buy#Affliction Wisdom Pack]] and be present to lead the ritual. The exact process of the ritual is not wholly relevant and may be up to the player to dictate. The individual intended to be cured must be placed inside the curing chamber (which can contain up to two people at a time), after which the chamber is sealed and the curing begins. The ritualist may then perform their desired ritual, and a timer should be set for 10 minutes. If nobody has shown up to try and free the Cahal in the curing chamber (and the player being cured not notifying that someone is on their way), then the curing process is time-skipped and completed instantly. If someone arrives and attempts to break out the Cahal, then the Curing can only be completed when the attackers have been defeated and left. If the defenders are defeated by the attackers, the Curing ritual is interrupted and the Cahal may be freed. In both instances, attackers and defenders may not be captured, and must be allowed to leave by the victor.


==Abilities and Specials==
==Abilities and Specials==
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===Vowed Cahal===
===Vowed Cahal===
Vowed Cahal are two Cahal in a strictly platonic relationship who do not join a Pack. If for some reason their relationship changes/deteriorates, they are no longer Vowed Cahal. Vowed Cahal can be family members, good friends, or have a Lord/Knight relationship of service and protection, as long as it is not romantic. They inherit regular Cahal Abilities and Specials, but get a few extra:
Vowed Cahal are two Cahal in a strictly platonic relationship, or a romantic relationship, who do not join a Pack. If for some reason their relationship changes/deteriorates, they are no longer Vowed Cahal. Vowed Cahal can be family members, good friends, or have a Lord/Knight relationship of service and protection, or alternatively exclusive romantic partners (polyamory only counts if all members are Cahal and Vowed). They inherit regular Cahal Abilities and Specials, but get a few extra:
* '''Vowed Embrace:''' While within Emote Range of each other, Vowed Cahal gain +1 Dexterity. If one of them fails a dice roll, the other one can roll again, and the higher value is taken. Vowed Cahal are able to telepathically communicate across any distance, through on-server Direct Message. They may also share feelings this way. Any Ability or Effect that counters Info Powers also disables this Special.
* '''Vowed Embrace:''' While within Emote Range of each other, Vowed Cahal gain +1 Dexterity. If one of them fails a dice roll, the other one can roll again, and the higher value is taken. Vowed Cahal are able to telepathically communicate across any distance, through on-server Direct Message. They may also share feelings this way. Any Ability or Effect that counters Info Powers also disables this Special.
* '''Vowed Desperation:''' If a Vowed Cahal is about to be killed, knocked out, or dragged to curing, the other Vowed Cahal may descend from the sky on bird wings, or appear through an Exist-colored portal to aid them. This landing is nearly instant, and the Player may be informed of the emergency through Discord or DMs. However, if their partner is already caught in a Combat Roleplay, they cannot appear. Landing can chain into an attack or Ability.
* '''Vowed Desperation:''' If a Vowed Cahal is about to be killed, knocked out, or dragged to curing, the other Vowed Cahal may descend from the sky on bird wings, or appear through an Exist-colored portal to aid them. This landing is nearly instant, and the Player may be informed of the emergency through Discord or DMs. However, if their partner is already caught in a Combat Roleplay, they cannot appear. Landing can chain into an attack or Ability.

Revision as of 23:58, 18 September 2022

Cahalism
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Afflictions
Affected Races All
Contraction Various
Mortality Rate N/A
Origins Cataclysm
Symptoms
  • Varying

Cahal, also known as the Shattered Curse, is an Exist-spawned blood-curse that has plagued Aloria for hundreds of years. Being a Cahal causes the subject to undergo physical and mental transformations, while also controlling them into actions that result in them attacking strangers for their rituals, but also potentially infecting them in the process. Cahal are reviled by the people of Aloria in a similar manner as Vampires are, and many would call them much the same. The Cahal, much like the Vampires, have started forming their own societies and Cultures, blurring the lines between Affliction and identity as they struggle between their cursed nature and their old lives. Some Cahal try to live in their old societies, while others seek to live in as much isolation as they can, avoiding persecution. Most Cahal however have embraced their identity, and many have taken the fight to society at large and organized ideologies that prosecute them. Others yet are choosing to fight the Regalian Empire, to fight back against the repression and insulting way that the Regalian authorities have clumped the Cahal with the Vampires and declared them unholy aberrants.

Etymology

The word Cahal comes from the Empire Altalar word Cahëllon, meaning “worshiper of the wild rituals”. The Altalar who made first contact with the Shattered Curse did not consider them an Affliction at first, because their behavior was very unlike the typical Void-based Afflictions that terrorize the other Races. As such, they were simply named after their most common interaction with society at large, the abduction and forced involvement in otherworldly rituals that made them appear more like a cult than an actual danger to society. The word Cahal can also interchangeably be used with Cahalism. A singular person infected with the Shattered Curse is a Cahal, while the word is also used to describe a plural group of Cahal.

History

The exact source origin of the Cahal is unknown. Early fighting with Vampires in particular caused much of their history to be destroyed. The more violent and imposing Vampire communities went out of their way to eradicate much of the evidence or recorded history of the first appearance of the Cahal to repress their self identity. This involves a period during which many Cahal were forcibly enslaved by the Vampires, particularly in the north of Ellador, to serve as expendable soldiers, or house servants among the courts of the Dorkarthi Desprinces, as they were immune to converting or feeding. As decades passed following Cataclysm, some Cahal escaped slavery by blending into the retreating Regalian armies during the Unspoken Wars with the Vampires, using Regalia as a springboard to make it into the remnants of the Allorn Empire where they could disappear into the Wyldered forests and overgrown temples far away from the prying eyes of society. In secret, the Cahal regrew their numbers outside of slavery, though never quite forgetting the Cahal left behind in Ellador, still enslaved to the Dorkarthi Desprinces to this day.

In the deep Wyldered forests of Daen, the Cahal started forming their first societies, and to some degree even a mirror reflection of the Dorkarthi Princedoms: The Mesver Tribedoms. Through having all the hallmarks of a State: A unified hierarchy under the Mass'yal (the Cahal version of a Desprince), a unified ambition and cultural identity, the Mesver Tribedoms did not ever stay in one place. The encroachment of Altalar reclamation of lost cities caused the Mesver to constantly move their base of operations, though always taking a few Altalar with them on the way to convert or use in their rituals. As such, they mostly stayed hidden from the public eye, though eventually around 70 AC, their status became well established among the Altalar Princes, and the name Cahal was first created. The lack of prosecution from the Altalar early on meant that the Cahal became emboldened, resulting in a longer running campaign of spreading to other continents unchecked, something that would later come to damage the Altalar and the original inhabitants of their new found bases of operation.

As the Cahal spread out over the world, their populations splintered further and further, and more groups of Cahal became independently minded from the Mesver Tribedoms, though many still held some respect for their old homeland. The Mesver Tribedom was known to have a good rapport with the Exist Colossi, and many of them manifested to share gifts, visions and information with the Mass'yal of the Cahal. Eventually, contact with Regalia’s strong anti-Occult attitude (at the time) resulted in mass-persecution, and acted as a “wake up call” for the rest of the world that the Cahal had infiltrated nearly every society. Global persecution (mostly exported by Regalia) commenced, though at this point, the Cahal had already rooted themselves in place in so many locations that it was nigh impossible to repress them as thoroughly as Regalia might have hoped. To this day, the Cahal continue to grow in number, albeit less virulent than Vampires. They continue to be repressed by Regalia, but considered of a lesser existential threat than the Vampires who seek the complete destruction of organized society. Cahal nowadays have a wide range of organization. Despite their Clans being very tribal in design, and their nation literally being called a Tribedom, they exist can both exist in a very uncivilized and wild manner, abducting people and younglings to add to their ranks, or very sophisticated and dignified, being very candid with their status but using their charm to off-balance their inherent threat.

Cahalic Infection

Playing a Cahal in Regalia

Cahalism in Regalia is extremely illegal, and the Regalian Guard (The State Metropolitan) are constantly on the lookout for Cahal to catch and cure them. To be a Cahal is illegal in Regalia, and so when playing a Cahal, you should expect to constantly be hunted. Cahal are designed to perform well in one-on-one fights, and will by nature of their Affliction always outperform individuals they are squared up against, though Cahal might consider twice to attack someone with Puretek or advanced Magic. Cahal can both be upfront and obvious, but sometimes may find that being subtle and using subterfuge is more effective. Cahal group together and cooperate in packs, but players who play Cahal should expect to be disliked by the majority of the non-Cahal population, with only a few scant sympathizers among the other rejects of Regalia.

Infection

Cahalic Infection can occur in a number of ways. The most common method for Cahalic Infection is through feeding, which is explained in the Cahal Special “Cahal Feeding” (see below). There exist, however, two other forms of infection also that are somewhat lesser known. The second method is to perform a ritual to Amelaan. This involves finding a shrine to Amelaan, which are usually built by Estellon worshippers. Any incense burned at this shrine through this specific ritual becomes soul-smoke, which, when inhaled by the user instantly infects and transforms them into a Cahal.

Exceptions to Cahalism

  • Urlan cannot be infected with Cahalism.
  • Characters with Void based abilities or afflictions cannot be infected with Cahalism due to the saturation of Void essence. This includes Mages.
  • As Cahalism is an Affliction, those who already have any other type of Affliction are unable to become Cahal. Additionally, those that already have Cahalism cannot become Afflicted with any other type of Affliction.
  • Primal Mages and Archons are immune to becoming Cahal. They can still be fed from like normal however.
  • Ordial Mages, Undead, and other Ordial empowered are immune to becoming Cahalically infected. While Ordial Mages can be fed on, Cahal cannot satiate themselves from Undead.
  • Immunity from Cahalism can be bought through Affliction Scholarly Point Buy. This pack does incur Proficiency cost, but grants immunity to Soul Sickness that occurs when infection does not take hold.

Mental Changes

When a Cahal becomes infected with the Shattered Curse, their mental outlook on themselves, others, and the world changes. This is a magical effect caused by the Affliction itself, and thus applies exactly the same to everyone who becomes a Cahal. For ease of reference, the mental changes are recorded in a bullet point list below:

  • Cahal are obsessed with perfection and doing everything they do correctly. Mistakes that used to slip under their radar suddenly become intolerable and need to be stamped out, extending over everything from the flaws individual people might have to imperfect creations or physical objects. They strive to "make the world beautiful in Estel's name."
  • Cahal become drawn towards people they see as talented, and gain an inexorable urge to turn them into Cahal so as to win over another worthy soldier for their cause. The more a Cahal respects a person, the more they inevitably want to try to align them with their ideology, because their way is the only correct one in their head, so someone else they see as good must agree with them.
  • Cahal are very community-driven, looking for clans, cults, and orders to form around one another. Even the most antisocial loner, when infected with Cahalism, suddenly feels the need to be a part of something greater. They automatically sort into hierarchies and negotiate their differences with one another in the name of advancing the common goals of their Affliction and its attached Religion.
  • Cahal are very religious. Their Affliction and its history is fraught with allusions to Estellon and its gods, and as Exist Occult they are naturally drawn to it. While a Cahal does not explicitly have to be an Estellon worshiper, it is recommend that they at least start showing an unusual reverence for the religion even if their religion before they were infected looked down it, for example Unionists or Dragon Worshipers.
  • Cahal are pro-establishment, but only establishments that they think are righteous. Cahal have a history of either docile submission to the Regalian State, or dogged and inexorable antagonism when they believe that a policy is inherently unfair or works to undo the will of Estel. They can pivot on this in a way that looks almost random to outsiders, but the Cahal and their conclaves understood that this is couched in their sense of morality.

Curing

The Cahalic Infection can only ever truly be cured through one way: the Sakrosanct. The Sakrosanct is an ancient ruin found on the Crown Isle which houses an inner chamber which has some sort of effect on the Cahalic Infection (or Vampire Affliction). The exact first curing of a Cahal through the Sakrosanct has been lost to time, however the process has been transferred between Arcanologists. In order to cure a Cahal, the person must meet the requirements described in Scholarly Point Buy#Affliction Wisdom Pack and be present to lead the ritual. The exact process of the ritual is not wholly relevant and may be up to the player to dictate. The individual intended to be cured must be placed inside the curing chamber (which can contain up to two people at a time), after which the chamber is sealed and the curing begins. The ritualist may then perform their desired ritual, and a timer should be set for 10 minutes. If nobody has shown up to try and free the Cahal in the curing chamber (and the player being cured not notifying that someone is on their way), then the curing process is time-skipped and completed instantly. If someone arrives and attempts to break out the Cahal, then the Curing can only be completed when the attackers have been defeated and left. If the defenders are defeated by the attackers, the Curing ritual is interrupted and the Cahal may be freed. In both instances, attackers and defenders may not be captured, and must be allowed to leave by the victor.

Abilities and Specials

Cahal do not have any Abilities in their Base Kit. Instead, Cahal gain 4 commutable Point-Buy Points that can be spent in specific Categories. These commutable Point Buy Points do not increase any Proficiency Stat, but allow the purchase of additional Point-Buy Packs, even if a Character already has 7 Packs bought in that Category. These commutable Point-Buy Points must be mentioned on the Character Application, and are lost instantly when the Character is cured. These Commutable Point Buy Points may be used in the following Categories: Engineering Point Buy, Alchemy Point Buy, Spell Point Buy, and Afflicted Point Buy a unique category only certain Afflictions have access to. Each Cahal Type does still have Specials though.

Highborn Cahal

Highborn Cahal or just Cahal, are the most commonly found type of Cahal which can either operate as a lone wolf, an occasional ally, or a member of a greater Pack or group.

  • Cahalic Glamor: Cahal have a Glamor, the ability to perfectly imitate their pre-infection appearance. However, a few things break their Glamor, and make it obvious that they're a Cahal. If they use any Abilities gained from the Commutable Points (not Specials), feed, or are targeted by some kind of forced reveal Ability, then the Glamor breaks. Glowing ice-blue eyes is the universal sign of Cahal across all Cahal Forms and visual designs. A Cahal may choose to walk around without their Glamor. It is important to note that a Glamor cannot ever look like another person, and only exists to obscure their status as a Cahal.
  • Cahalic Soul Lust: Cahal are cursed with a hunger for Souls: food and drink do not sate them. Their curse means that they do not age, so long as they continue to feed from Souls. This even extends their lifetime beyond what is natural (although Cahal over 200 require hibernation to sustain themselves). If a Cahal stops feeding from souls or is cured, they rapidly re-age. While this will never kill them, it makes them old and frail, until they feed from a Soul once more or are re-infected. When Cahal are exposed to anyone using Abilities or Specials that summon or affect the Soul Rivers in Emote Distance, they become anxious and have to suppress the urge to feed from it, which can compromise their ability to keep up a Glamor.
  • Cahalic Feeding: Cahal can feed on unconscious or restrained targets by clasping their hand on the Target’s forehead. This only requires a few seconds of contact, and is painless for the victim, while also erasing any memory of the feeding and any memory from the last 24 hours that would allow them to conclude that the person who fed on them was a Cahal. It is not possible for a Cahal to feed mid-combat. Cahal can feed from a willing target for a longer period of time, or allow any target to remember the feeding. As well, if a Cahal successfully feeds, within the 10 seconds after they finish feeding, they can instantly teleport to their Rental Region, Regalian Business Region, or a Noble Estate or Clandestine Base that they belong to. They must be out of combat. Anyone besides the victim who sees them teleporting will remember.
  • Cahalic Infection: Most Cahal infections happen through feeding. However, Cahalic infection is consent-based. If a Player does not want their Character to be infected, they will receive Soul Sickness instead. If a Player does consent, either the Character can be instantly infected, or they can go through a slow process of infection where they have Soul Sickness and are corrupted over the course of a week before succumbing and feeding on Soul Essence to turn. Soul Sickness causes -2 Strength and -1 Constitution for 72 hours after successful feeding. (This does not affect Point-Buy Packs.)
  • Cahalic Influence: Cahal are able to affect the smaller things in nature, such as Fauna and Flora. They are able to communicate with plants, to understand their needs, and use their hands from within Emote Range to gently steer them to follow their movements. They can pacify wild animals, even extremely dangerous predators, but never sentient creatures, and they cannot domesticate animals that cannot otherwise be domesticated, only prevent them from attacking them or their group. Additionally, Cahal can produce a so-called Soul-vine. With the OOC consent of the Target, the Cahal and target can agree for the Target to become the Cahal’s thrall if this Soul-vine is applied to their neck, who obeys every command given by the Cahal to the letter until Exorcised. Additionally, Cahal are immune to any Specials that would mind-control them, unless they want them to work.
  • Cahalic Presence: Cahal cannot be detected during Server Events or Player Events that are recorded in the Calendar, including Imperial Court events. Anyone who wants to attack or capture a Cahal during one of those events forgets what they were doing and that the Cahal was there, walking somewhere else. This effect is broken if the Cahal attacks anyone or ridicules anyone there or the host. The Cahal must leave before the event is officially over, as they lose Cahalic Presence immediately when it ends.
  • Cahalic Visions: Cahal may send visions or dreams to those they have fed on. These cannot trigger when the Character is actively doing something else, but can be constructed entirely as the Cahal player wants, and communicated OOC with a time/date and whether it is a waking vision or sleeping dream. Cahal can continue to send visions to victims until they are Exorcised. If the visions are OOCly disruptive, the victim may offscreen Exorcise themselves to get rid of them.
  • Cahalic Mentality: Cahal love feeding on emotions, because emotions constitute part of a Soul, even from willing participants (and unwilling). Cahal can focus on any person in Emote Range and detect their emotions, exactly what emotions they are feeling, and how strong they are. Then, they can choose to steal these emotions, making the Target feel nothing, and for them to feel elated. This does not make them feel fed or count as feeding, but it certainly makes them feel better and invigorated. This stealing of emotions is not telegraphed and can thus be done subtly.
  • Cahalic Familiar: Cahal are able to summon a Cahalic Familiar. It can be any type of small housepet such as a rodent, domestic canine, domestic feline, bird, small mustelid, rabbit, pygmy pig, reptile, or amphibian, or any other kind of small, domesticable animal. All Cahal Familiars have some kind of Crystal, Stone, or Plant-like features imposed on their natural form. They cannot be used in Combat RP and cannot be harmed by others. They can however carry hand-held items and interact with the environment, as long as they stay in Emote Range of their owner. If the Cahal already had a Familiar, it becomes their Cahalic Familiar instead.
  • Cahalic Worldsong: Cahal have control over the natural world around them to some degree. While they are not able to use any form of telekinesis on nature, they can reshape stone, tree bark, plant matter, flowers, sand and grass in whatever way they like, either close by, or within Emote Range. Changes must always respect the size of what they are changing, but they can apply new textures, shapes, orientations, bend things, weave things together, and generally artificially rearrange nature around them. Additionally, they can imprint a single still image from their memory onto for example stone, or wood, creating an instant relief depicting their memory in three dimensional detail on a flat surface.
  • Cahalic Aesthetics: Cahal have a deep connection to the Exist. Any summon or magic aesthetics that they use should be hues of blue or silver. Visual themes should be based on light, marble, or nature.
  • Cahalic Form: All Cahal have an alternate appearance called a Cahalic Form which is a Special Transformation that changes their appearance to such a degree it can also function as a disguise. Cahalic Forms can have a number of additional traits such as extra arms, eyes, horns, wings, tails, spikes, tendrils, appendages and more. Cahalic Forms are generally made out of animal, statue, crystal, or plant-like parts, though player freedom is paramount. It is important to remember however that a Cahalic Form is purely aesthetic when it comes to Combat Roleplay, so for example, extra arms cannot be used to wield extra weapons, though outside of Combat Roleplay they can be functional to perform non-hostile/competitive actions like pouring a drink or holding an item. This Special cannot be combined with, or used at the same time as, any other Disguise Ability or Special. Cahalic Forms have an additional set of rules that must be followed:
    • Cahalic Forms may never imitate other Transformations of other Abilities or other Races. Additionally, some element of white/icy-blue must be prominent, but exactly where is up to the player.
    • Players may design their own Cahalic Form, but the description must be placed on a Character Application under “Cahalic Form” somewhere in Abilities.
    • Cahal who are members of a Pack may have traits in their Cahalic Forms that are similar, usually defined by the Greater Cahal Player to make them appear like they belong together.
    • Pack based traits may appear and disappear depending on the Cahal’s allegiance. Generally a Cahalic Form must be recognizably the same between loyalties.
    • The Player may decide that their Cahalic Form is unrecognizable from their normal appearance, or has the same face. It functioning as a disguise is optional. Cahal Forms are, however, always recognizable as a Cahal.

Greater Cahal

A Cahal becomes Greater when they have infected four or more people and those people form a Pack with them, with those four Cahal being considered the Greater Cahal's "Pledged Cahal". Alternatively, they can have a currently infected Cahal pledge to them, but this pledge is permanent until that Cahal is cured. It is important that their Pack members stay active- Greater Cahal status is lost if their total active Pledged drop below four. Greater Cahal must write down the names of their Pack members on their Character Application. Vowed Cahal cannot become Greater Cahal. They have access to the following extra Specials:

  • Pack Telepathy: The Greater Cahal is (while stationary inside a Rental Region / Regalian Business Region / Noble Estate / Clandestine Base) able to manifest an illusion of themselves made out of white smoke within Emote Range of their Pledged Cahal. This illusion cannot move, but can gesture and communicate within Emote Distance. If attacked, it disappears, dissolving for a minute. Pledged Cahal belonging to a specific Greater Cahal can call for them to appear with their illusion, which the Greater Cahal may accept or decline.
  • Pack Mender: Pledged Cahal belonging to the Greater Cahal may drink from (or bathe in) water the Greater Cahal blesses to restore all wounds, including body parts lost in the past 24 hours. This Special can only be used inside a Rental Region / Regalian Business Region / Noble Estate / Clandestine Base belonging to the Greater Cahal or their Pack, and can only be used if the region is not being attacked or besieged.
  • Pack Control: If a Greater Cahal's Pledged Cahal is captured, imprisoned, or cured, they become aware of their imminent fate by prophetic vision. If the Metropolitan is planning to cure them, the Greater Cahal must be OOCly informed of the date and time. It is the Cahal’s not the Metropolitan's responsibility to do this. As well, Greater Cahal cannot be cured conventionally (the Metropolitan OOCly knows when a Cahal is Greater). If they are to be cured, a Palace inquestor is called down, who sends the Metropolitan to fetch additional necessary quest items, after which they can be successfully cured.

Lord-Soul Cahal

A Greater Cahal becomes a Lord-Soul Cahal, or Alpha Cahal, when they have produced (or Pledged) six or more Cahal by their own hands. The Lord-Soul Cahal can designate one of these six Pledged Cahal as a Greater Cahal. They cannot swap around who their "lieutenant" Greater Cahal is, but if that Greater Cahal is cured, they can pick a new one after 1 week. Lord-Soul Cahal retain all Greater Cahal Specials, and gain the Lord-Soul Cahal Specials. (They can use Pack Mender and Pack Control on their Greater Cahal, but the Greater Cahal cannot use Pack Mender and Pack Control on the Lord-Soul Cahal ) They can make a ticket to discuss a Custom Kit with Lore Staff, which will remain in effect for as long as the Pack has the 7 necessary members or more. This Kit can vary greatly depending on the Lord-Soul Cahal’s niche. There can only ever be one Lord-Soul Cahal in a Pack.

  • Ultimate Soul-Bond: The Lord-Soul Cahal is capable of magically maintaining a bond to all of their pledged Cahal. When one of these Pledged Cahal is Cured, the Lord-Soul Cahal is capable of instantly creating a Soul-Clone of that person at their Rental Region / Regalian Business Region / Noble Estate / Clandestine Base etc. This Soul-Clone is an exact copy of the prior Pledged Cahal, but is still infected as a Cahal, and acts as a "split off" version of the target. While this Soul-Clone cannot share information that its 'original' would not have shared otherwise, it can act completely independently of its 'original,' and in perfect service to the Lord-Soul Cahal. The Soul-Clone cannot be cured, but can be killed, or alternatively re-merged with its 'original,' if they are captured again by the Lord-Soul Cahal, allowing for instant re-infection (and the destruction of the Soul-Clone). Soul-Clones automatically die after 1 Month's time, and require full re-infection to be created again. Soul-Clones can be played by the original character, or alternatively played by another player, if the original player consents.
  • Call of the Exist: When one of the Lord-Soul Cahal's Pledged is cured, they can optionally activate a 'latent curse' in the individual. This essentially acts as a fake-curing, drawing the target back to the Lord-Soul Cahal for re-infection via some magical force, once they are no longer under watch or suspicion. This Special relies on OOC consent, and generally exists as an IC explanation for people who still want to play a Cahal, but feel like their un-cured character wouldn't willingly return for infection.

Vowed Cahal

Vowed Cahal are two Cahal in a strictly platonic relationship, or a romantic relationship, who do not join a Pack. If for some reason their relationship changes/deteriorates, they are no longer Vowed Cahal. Vowed Cahal can be family members, good friends, or have a Lord/Knight relationship of service and protection, or alternatively exclusive romantic partners (polyamory only counts if all members are Cahal and Vowed). They inherit regular Cahal Abilities and Specials, but get a few extra:

  • Vowed Embrace: While within Emote Range of each other, Vowed Cahal gain +1 Dexterity. If one of them fails a dice roll, the other one can roll again, and the higher value is taken. Vowed Cahal are able to telepathically communicate across any distance, through on-server Direct Message. They may also share feelings this way. Any Ability or Effect that counters Info Powers also disables this Special.
  • Vowed Desperation: If a Vowed Cahal is about to be killed, knocked out, or dragged to curing, the other Vowed Cahal may descend from the sky on bird wings, or appear through an Exist-colored portal to aid them. This landing is nearly instant, and the Player may be informed of the emergency through Discord or DMs. However, if their partner is already caught in a Combat Roleplay, they cannot appear. Landing can chain into an attack or Ability.

Cahal Broods

A Cahal Brood is someone with a Cahal parent. They can be infected like mundane people, and cured too, but have a unique appearance. They have the following Specials, and the following Specials only:

  • Cahalic Heritage: Cahal Broods are not Cahal, but are often mistaken for them. They have permanently blue irises which cannot be hidden, even through tinted glasses. Broods also have sharp canines, though never quite as long as a real Cahal’s, and optionally may also have paler skin, darkened eye sockets, and sharpened nails. Additional mutations are possible and can be inquired after in an RP Community Discord Staff Ticket.
  • Bloody Allure: Despite not being Cahal, Broods are attracted to the Soul Rivers. When they see someone using Abilities or Specials that affect the Soul Rivers, they become nervous, fidgety, and lose focus. If they give in to the curse and try to feed from it, they become pseudo-infected, getting access to all Highborn Cahal Specials (but not Abilities) for 72 hours. This pseudo-infection is not curable, but always reverts after the 72 hours.
  • Cahalic Form: Even while not in their pseudo Infection or proper Cahalic Infection, Cahal Broods have access to an alternate appearance called a Cahalic Form, which is a Special Transformation that changes their appearance. Cahalic Forms can have a number of additional traits such as extra arms, eyes, horns, wings, tails, spikes, tendrils, appendages and more. Cahalic Forms are generally made out of animal, statue, crystal, or plant-like parts, though player freedom is paramount. It is important to remember however that a Cahalic Form is purely aesthetic when it comes to Combat Roleplay, so for example, extra arms cannot be used to wield extra weapons, though outside of Combat Roleplay they can be functional to perform non-hostile/competitive actions like pouring a drink or holding an item. Cahalic Forms work slightly differently for Cahalic Broods than they do for regular Cahal. If a Cahal Brood becomes infected properly, or has a pseudo Infection, the rules of regular Cahal Cahalic Form apply, and their Cahalic Form may change until they are cured. The rules applying to Cahal Brood Cahalic Forms are listed below:
    • Cahalic Forms may never imitate other Transformations of other Abilities or other Races. Additionally, some element of white/icy-blue must be prominent, but exactly where is up to the player.
    • Players may design their own Cahalic Form, but the description must be placed on a Character Application under “Cahalic Form” somewhere in Abilities.
    • The Player may not decide that their Cahalic Form is unrecognizable. Cahal Broods in their Cahalic Form are always recognizable, the Cahalic Form cannot act as a disguise.

Trivia

  • Cahal are sometimes called Werebeasts, but this is not accurate. This misnaming comes from the fact that Usaar Cahal favored attacks at night in Anglia, leading the Anglians to believe they were entirely nocturnal beings, ignoring the wider range of Cahal appearances.
  • Some scholars theorize that the memory lapse upon curing regarding Cahal powers is a latent aspect of infection that prevents those who were prior infected from explaining all of their powers to would-be Cahal hunters, so as to protect its host should they be infected again.
  • When a Cahal is killed in their Cahal Form, their body actually does not change back to its pre-transformation stage. This has often led to confusion for slain Cahal, and a lot of misinformation on their nature.
  • It was determined at the very start of 309 AC that the Ohnark of Velheim myth, and briefly, reality, during the events surrounding and at the Battle of Curag Fields were likely Cahal, perhaps of some unknown Soul Line, or with some memory warping effect taking place as a result of the dense mist which followed the force.

Accreditation
Writers MonMarty
Processors Mollymock, FireFan96
Last Editor Birdsfoot violet on 09/18/2022.

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