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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 abberrants.
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==
==Etymology==
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==History==
==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 [[Regalial]] 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.
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 Messiahs (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.
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 Messiahs 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.  
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 Feeding==
==Cahalic Infection==
To understand the Cahal and their collateral effects on any society they exist near, one must first understand how they feed their desires. All Cahal have an urge to feed or perform (the term used depends on one’s perspective), and there are more than one way to do it. Unlike Vampiric feeding, which involves simply drinking the blood of any victim, Cahalic feeding is far more complicated and involves a multi-step procedure. There are two types of Cahalic Feeding: The Soulrend Ritual, and the Colossi Ritual, each with different appeals and drawbacks.
===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.


===The Soulrend Ritual===
===Infection===
The Soulrend Ritual first requires the Cahal to seek out a victim. The benefit of Cahalic feeding is that it can occur in a group-activity, meaning a single Soulrend Ritual can satisfy the feeding needs of multiple Cahal, even those who are not actually directly involved in the ritual and just standing by at a distance (within 10 Blocks). As such, many Cahal operate in Clans under a so-called Sachem. A hapless victim is either taken from a pre-prepared holding area, or abducted from the street, and dragged to the Cahal Clan’s base of operations, or some kind of ritual area they have prepared in the Wilderness (possible with [[Construction Proficiency]]). Then, at this ritual site, the victim is offered up to the Colossi through one of the following possible rituals:
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.
*  The victim is put down on an altar made out of cut pieces of stone, while the leader of the group (not necessarily the Sachem if they are not present) summons a Dagger of the Colossi, a white glowing dagger, before plunging it into the heart of the victim. This does not kill the victim, but rather sends their body and soul in a state of near-death, where they disintegrate. 10 minutes later, their body re-manifests in their own bed (or wherever they sleep at night), waking up as if from a bad dream.
* The victim is put down on a throne of flowers and plants, while the present Cahal commences the ritual by either chanting or singing to the Colossi. This process causes all the flowers and plants to glow and bloom, releasing a magical miasma that chokes the victim. This does not kill the victim, but rather sends their body and soul in a state of near-death, where they disintegrate. 10 minutes later, their body re-manifests in their own bed (or wherever they sleep at night), waking up as if from a bad dream.
* The victim is lowered into a battle arena and forced to fight to the death, either multiple Cahal, or a summoned beast avatar of their favored Colossi. Regardless of the skills of the victim, they always lose (even if they win from the Cahal, a beast avatar appears to rend their throat). This does not kill the victim, but rather sends their body and soul in a state of near-death, where they disintegrate. 10 minutes later, their body re-manifests in their own bed (or wherever they sleep at night), waking up as if from a bad dream.


In any and all cases, those who were within 10 Blocks of the victim at the time of their fake-death will become fed for a week. While this whole process occurs (from the moment of potential abduction to fake-death), the Cahal must either wear ritualistic masks, or be in their Cahalic form. The victim still remembers the whole matter, but will not be able to properly distinguish it from reality or a dream. They might just as well have fallen asleep or gotten drunk and forgotten the night before, and just had a very wild dream. Having been the victim of a Soulrend Ritual, the victim must perform a /dice 1 5 roll. If the victim rolls 5, they have become infected with Cahalism (whichever Soul Line the player likes). For more information, see Cahalic Infection and Curing.  
===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.
* If a Cahal uses Artificer Point Buy, they may change their Branch to Niphiltech for the duration of their infection, but this is optional.


===The Colossi Ritual===
===Mental Changes===
To prepare the Colossi Ritual requires a large number of Sachems to come together and open a portal to another dimension through which the Colossi might interact with the world of Aloria. Such a Colossi Portal can only exist in one location on the entire map of Regalia, so it is important to select a proper location where it is both close to the [[City of Regalia]] itself so that it can eventually siphon Soul Essence from the inhabitants, but not so close that is becomes easy for the [[Regalian Guard]] to destroy the Portal before it has had time to manifest itself properly. A Colossi Portal will grow every week, spewing more Exist Essence forth and spreading an Exist Corruption that will kill all Flora and Fauna and turn it into Exist Florae, thus corrupting the area (or, cleansing it, in the eyes of the Cahal).  
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 away 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 on 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 understand that this is couched in their sense of morality.


Individual Cahal feel the urge to bring offerings to this Colossi Portal (which usually manifests some form of altar around it). This can be done either by offering up dried flowers, crushed metal ores and crystals, or hunted animal carcasses. Each time an offering is made, a little more Exist Essence is spewed forth, and weekly activities must be maintained around this portal to keep it growing. Every month, each Sachem is able to lead a single ritual with their Clan at the Colossi Portal (this is the actual Colossi Ritual part). In what way the ritual is done does not fully matter, it can be a party, or a public gathering, or a sacrifice, or even a tournament. All participants of the Clan acquire fed status for participating in this event for 14 days, but the Colossi Ritual can only be done once per month, meaning the Cahal must use The Soulrend Ritual for the remaining 2 weeks of the month.  
===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, and allow the purchase of additional Point-Buy Packs, but do not allow them to exceed the cap. 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: [[Artificer Point Buy]], [[Roguery 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, and become extremely weak, unable to use Abilities.. 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. Cahal must feed on player characters once every two weeks, and are not allowed to feed on NPCs. Players who go on hiatuses can choose to have their Cahal Hibernate.
* '''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.


There is an exception to this rule: While nearly all Cahal work in Clans, there are a few independent Cahal who prefer going at it alone. These so called Clan-less Cahal must specifically avoid co-operating with other Cahal on Rituals to have this solo status, but while they have solo status, they can acquire feeding from the Colossi Portal purely by being near it, thus not requiring them to do either the Colossi Ritual or the Soulrend Ritual. Clan-less Cahal can participate in Colossi Rituals if they want to, and can also acquire fed status from it, but should generally avoid working with other Cahal in other situations so as not to lose solo status.
===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.


The location of the Colossi Portal is not innate to newly arriving Cahal or even Sachem. It must be transferred by word of mouth, and its location should not be meta-gamed by “accidently walking into it”, unless it is extremely obvious and close to frequently traveled paths or roads. The Colossi Portal can be destroyed, though not by conventional means. Individuals cannot destroy the Colossi Portal, only the concerted effort of both the Regalian Guard and Void-based [[Mages]] or [[Sorcerers]] can destroy it. If the location of a Colossi Portal becomes known, a [[Raid|Crime_Rules#Clandestine_Raids]] (much like the Fae-Sepulchre Raid) must be called by the Regalian Guard Commander at a specific date and time. Then, all Cahal may (it is not required) come to defend at this particular time slot with a multi-stage assault depending on how large the corrupted area around the Colossi Portal is (large corruption also causes defenses and even traps to spawn). Non-Cahal may also be contacted at this point (breaking the secrecy of the Colossi Portal) to provide additional defenders for the Cahal Portal. If the attackers succeed, the Colossi Portal is destroyed and all defenders are transported to safety by the Colossi for their service, to whatever location they deem safe. If the defenders succeed, the Colossi Portal begins a mass-teleport of itself to a new location, thus hiding itself from the attackers once more, and providing a boon to the Cahal who came to protect it (usually [[Ability]] based). If the Colossi Portal is destroyed, the Cahal Sachem must once more come together to create a new Portal to begin the cycle anew.  
===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. This dice re-roll has a 2 hour cooldown, per Cahal. 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.


==Cahalic Infection and Curing==
===Cahal Broods===
As mentioned in the rituals above, one of the primary manners of becoming infected by the Cahalic infection, is by being abducted and having the Soulrend Ritual performed on one’s self, with a 20% chance of infection. This infection method is slower, taking 72 hours to fully manifest itself before the victim is fully infected and turns into a Cahal proper (of the Soul Line of their OOC choice). Another method however is to voluntarily travel to the Colossi Portal by being guided there by other Cahal, and performing the joining ritual in front of the Portal by praising the will of the Colossi and accepting their powers. As opposed to the previous infection method, This infection method causes instantaneous turning into a Cahal (of the Soul Line chosen OOC by the player), with all associated effects. Curing of Cahalism is exactly the same as Curing for Vampirism, and therefore it saves space on this page by simply linking the Vampiric Curing method [[here|Vampirism#Curing_of_Vampirism]]. 
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.
==Cahalic Culture==
* '''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.
Cahal are affected far less by their blood-curse than Vampires are, who often have their entire personality rewritten. It is especially because of this fact that the Cahal are often able to blend with society at large and hide among the mundane, not drawing too much attention to themselves, and not aggressing factions that would seek to destroy them so much that they draw attention. Still, some Cahal Clans become fanatics and there certainly is a capacity for Cahal to become majorly mind-altered as a result of constantly worshiping and praising the Exist Colossi. There are several rules to follow when it comes to playing a Cahal that all Cahal must observe. These are the following:
* '''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:
* No Cahal may ever reveal the location of a Colossi Portal to non-Cahal individuals, they simply would never. If a Cahal is cured, they magically forget where the Colossi Portal was, or how to get there. They additionally cannot be magically compelled under any circumstances to reveal the location, even by Racial Abilities. The only exception being, if a person is genuine in their will to be converted into a Cahal at the Colossi Portal (the desire must be genuine, if it is not, the Cahal will detect this).
** 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.
* Cahal must worship the Exist Colossi, but are able to combine this belief with an earlier religion. For example, a staunch [[Unionist]] becoming a Cahal will worship the Exist Colossi, but not necessarily bury their Unionist habits. They might for example start seeing the Unionist [[God-Emperors and Empresses]] as the Colossi embodied into mortal form, and thus worship the Colossi through Unionism or vice versa.
** Players may design their own Cahalic Form, but the description must be placed on a Character Application under “Cahalic Form” somewhere in Abilities.
* Cahal develop a pack mentality and seek out a Clan, unless they have a very distinct lone-wolf personality and rather go at it as Clan-less Cahal. A Clan may form with at least 5 Cahal coming together, and one must be established as Sachem (also known as Chief). This can be either by duel, or simply by wit, or democratic election. Each Sachem must send a ticket to Rp Com Discord reporting them having become a Sachem, and of what Clan. This is for future reference when organizing Cahal Events as well as Colossi Portal creation/Raids.
** 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.
* Cahal hatred of Vampires is not strictly hard-coded to the point they must attack Vampires on sight, but all Cahal feel the suffering that Cahal suffer still at the hands of the Dorkarthi Vampires. For Vampires unaffiliated with the Desprinces of the Dorkarth, Cahal can turn a blind eye, but any Vampire who supports the Dorkarthi Desprinces or is a [[Dorkarth Vampire]] themselves will have the disdain of the Cahal.  
 
==Common Cahal Abilities==
All Cahal have a basic set of Abilities that govern their mechanics as well as some aesthetics. All Soul Lines have these Abilities, and Cahal Brood even have a few of them.
 
World Shift 1
Afflicted Life 1
Sacrifice Curse 1 ( i changed the wording on this to remove the old ability that I scrapped)
Cursed Soul 1
 
==Cahalic Soul Lines==
The Cahal are divided over so-called Soul Lines, four of them and each governed by two deity Exist Colossi. It is vaguely assumed and implied that the Colossi had a direct hand in creating the Soul Lines, but strictly worshiping those Colossi alone does not seem to happen among the Soul Lines, who prefer to keep their options open to all Exist Colossi. All Cahal have access to some form of the Cahalic Form Ability, an Ability that allows them to transform into a very different being, an appearance that is often unrecognizable and sometimes even in-human. These Cahal Forms can be designed by the player to look as unique as they like, but they are constrained by some rules and design elements. Primarily, each Cahal Form can include Beast, Plant, or Statue appearances. The rules for these themes are as followed:
* Beast aesthetics can include any type of animal such as mammal, bird, aquatic, reptile, and even insect. Individual parts may be a 1:1 copy of an existing animal, like a wolf head, but the wolf head may also be further customized with bear-ears, a falcon beak, and a feathered parrot neck.
* Plant aesthetics can include any type of flower or plant, and even bark. This may also include flowers that do not exist with shapes and colors that are unique to the Cahal Form. It is important that if these traits are used, that the Cahal Form does not look like a normal Yanar.
* Statue aesthetics can include any type of stone like marble, granite, basalt, but also glass and crystals such as quartz. They can be rough hewn rock-like in appearance, or smooth and sculpted like marble statues. The stone may also be dyed different colors.
 
How much of each of these themes, or whether to focus only one a single theme, is up to the player (pending the limitations of the individual Soul Lines). A player playing an Usaar may for example choose to have a fur covered body with a wolf head, yet have statue-like arms with round ball joints between them, and a row of flowers growing from their spine. Or, the same player may be playing an Usaar and choose only a wolf-like head, with a few flowers sprouting from their ears. However much the player uses the Cahal Form to disguise the identity of their Character is up to them, but is recommended.
 
===Usaar===
The Usaar were created by [[Conferron the Elder Spirit]], and [[Saalmar the Burning Freedom]], and represent the unchained ferocity and power of the fauna of the world. The Usaar are a predominantly animalistic Soul Line, meaning their Cahal Forms must predominantly be animalistic, and their heads must also be of some kind of animal (or a combination of them), but can include plant or statue-like features. Animalistic features present may incorporate a whole host of animals, or stick to just one animal alone. Usaar are predominantly also more Clan-focused than the other Soul Lines, but can on the opposite side of the spectrum also be more independently minded lone hunters than other Soul Lines would be prone to. Usaar infected may also choose to have more animalistic aesthetics in their non-Cahal Form appearance, like more body hair, sharpened canines, sharper ears, and larger nails. The Usaar have the following Abilities:
 
Blood Eyes 6
Cahalic Form 1
 
Wall Climb 2
Super Self 2
Gate Smash 1
Super Self 6
Armor Rend 1
Light Mend 3
Bunker Down 1
Super Self 1
Armor Flux 1
Hunt Sense 1
 
===Ëlen===
The Ëlen were created by [[Vol the Gardener of All]], and [[Calaan-Toraan the Two Faced Liar]], representing the ordered beauty of nature and its flora, and the deceptive charm of flowers. The Ëlen are a predominantly floral Soul Line, meaning their Cahal Forms must predominantly be flower or plant-like, but can include animal or statue-like features. Plant or flower-like features may include non-existing flowers that are unique to their Form, with colors and patterns that are as wild as the imagination. Ëlen are predominantly community driven, meaning they do gather in Clans, but not as strongly as the Usaar, and are also prone to working together with other Clans through cross-Clan cooperation. The Ëlen also have additional optional aesthetics outside of their Cahal Form such as flowers growing in their hair, or floral tattoos and shapes on their skin. The Ëlen have the following Abilities:
 
Blood Eyes 5
Cahalic Form 2
 
Rogue Gift 4
Light Mend 1
Empath Sense 1
Empath Sense 2
Nature Gift 1
True Path 1
Light Mend 3
Parasitic Control 1
Mind Surge 1
Flux Shift 2
 
===Aphar===
The Aphar were created by [[Do’llah the Purest Form]], and [[Itaal the Maiden of language]], representing the purity and cleanliness of permanence and eternal stone. The Aphar are predominantly a predominantly statue-like Soul Line, meaning their Cahal Forms must predominantly be stone or statue based, but can include animalistic and flower-like features also. Stone appearance features may include gems and glass, in varying colors and types (such as marble, granite, sandstone), and have a wide range of shapes, though their head must at the very least always be made of stone, and have one resting expression through which they can speak without moving their mouth. Aphar often avoid Clans altogether, preferring the life of a Clan-less Cahal, though some do work with Clans by acting as advisors and intellectuals to support the often more primal Usaar or fickle Ëlen. The Aphar have additional aesthetics available to them outside of their Cahal Form which are optional: whitened or grayed and blemish-free skin, the ability to speak without moving the mouth, and stone-cold skin. The Aphar have the following Abilities:
 
Blood Eyes 5
Cahalic Form 2
 
Exist Gift 1
Cahalic Familiar 1
Arcane Mastery 1
Casting Light 1
True Path 1
Light Mend 2
Mind Wall 1
Dravinda Gift 2
Shrewd Insight 1
Memory Sense 1
 
===Scor===
The Scor were created by [[Lraach the Gold Chaser]] and [[Nehret the End]], and represent the cycle of life and death and blossoming and decay, more specifically the role of insects in feasting on the bones of the dead. Scor do not have any particular design focus, meaning they can have a wider range of aesthetics for their Soul Line, but they do have a thematic focus. Whether it be made of stone, or animalistic, or shape invoked by the composition of plants, many of their features must be bug-like or bone-like, or a combination of the two (but never to such a degree that they look like an [[Undead]]). Scor are indifferent to Clans, being able to either join them or disregard them entirely, what usually defines Scor is how apathetic they are to the struggles of Clans and how they just like doing their own thing. Additionally, Scor can optionally use the following aesthetics outside of Cahal Form: the ability to make chittering or rattle-snake like noises from the mouth, slitted pupils, bug-like skin patterns, and saliva that causes a faint numbing or tingling sensation when touched by skin. The Scor have the following Abilities (even if Sollerian Mist 1 has a description only to affect [[Solvaan]] Altalar, it affects Scor, but only if any Scor used that Ability):
 
Blood Eyes 6
Cahalic Form 1
 
Omniaware 1
Illuviation 1
Summon Wall 1
Predator Leap 1
True Path 1
Light Mend 3
Wall Climb 4
Sollerian Mist 1
Sustenance Gift 1
Dark Curse 1
 
==Cahal Broods==
Cahal Broods are made when Cahal reproduce with any other Cahal, or even non-Cahal. Cahal Brood status is incurable, meaning, the person is always a Brood, however they are never fully manifested Cahal. That being said, any time they come into contact with either a Soulrend or Colossi Ritual, they are instantly infected into the Brood Soul Line that they were born with (the Soul Line usually follows the Soul Line of the mother if they are a Cahal, and if not, the father). Cahal Broods (regardless of what Soul Line they belong to) are born with the following Abilities:
 
Blood Eyes 6
Cahalic Form 2
 
Additionally, Cahal Brood receive dreams or nightmares of the Colossi Portal if one exists on the same landmass as them. Finally, because Cahal Brood always have the dormant Cahal infection in them, they cannot acquire any other Affliction and are always considered Aberrant or Occult.  


==Trivia==
==Trivia==
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* 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.
* 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.
* 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.


{{Afflictions}}
{{Afflictions}}
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[[category:Afflictions]] [[category:Arcane Afflictions]]
[[category:Afflictions]] [[category:Exist Afflictions]]

Latest revision as of 08:44, 28 September 2022

Cahalism
Whatsthisowostoplookingattherecentchangesyoudoorknob.png
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.
  • If a Cahal uses Artificer Point Buy, they may change their Branch to Niphiltech for the duration of their infection, but this is optional.

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 away 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 on 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 understand 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, and allow the purchase of additional Point-Buy Packs, but do not allow them to exceed the cap. 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: Artificer Point Buy, Roguery 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, and become extremely weak, unable to use Abilities.. 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. Cahal must feed on player characters once every two weeks, and are not allowed to feed on NPCs. Players who go on hiatuses can choose to have their Cahal Hibernate.
  • 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. This dice re-roll has a 2 hour cooldown, per Cahal. 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 MonMarty on 09/28/2022.

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