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{{Info races
{{Info afflictions
|image = Manathary.png
|image       = Manathary.png
|pronunciation = Man-a-thar
|races      = Various
|classification = [[Nelfin]]
|contraction = Manathar Ritual
|subraces = Various Subgroups
|mortality  = N/A
|languages = Inherited from other Races
|origins    = [[Arken Vessel]]
|naming = Inherited from other Races
|distinction = Magically evolved Nelfin under the guidance of a [[Demon]] host
|maxage = 300 years
|eye = Varied by Subgroup
|hair = Varied by Subgroup
|skin = Varied by Subgroup
|}}
|}}
The Manathar are not a [[Race]] per se, but rather an evolved form of any [[Nelfin]] Race that accepted the Ritual of the Prideborn in the [[Inner Realm]]. The first to fulfill the ritual of the Prideborn were the [[Kathar]] loyalists of the [[Dread Empire]], who after an intervention from the [[Pride Arken]], saw the need to evolve their people, disillusioned with the place of the Kathar in the world. The Manathar would later expand to the other Nelfin Races, as the ritual was compatible with any Nelfin species, and even to half bloods who chose to accept the philosophy of the Manathar. Manathar is not a Race that can be played by a new character. Rather, Manathar is an in-roleplay character development that occurs only on a pre-existing Nelfin or [[Half-Elven]] character. Furthermore, the Manathar ritual cannot be forced, it has to willingly be accepted and only by those who accept the life and religion of the Manathar openly and willingly.  
The Manathar are not a [[Race]] per se, but rather an evolved form of any [[Nelfin]] Race that accepted the Ritual of the Mentor. The first to fulfill the ritual of the Mentor were the [[Kathar]] loyalists of the [[Dread Empire]], who after an intervention from an [[Arken]], saw the need to evolve their people, disillusioned with the place of the Kathar in the world. The Manathar would later expand to the other Nelfin Races, as the ritual was compatible with any Nelfin species, and even to half bloods who chose to accept the philosophy of the Manathar. Manathar is not a Race that can be played by a new character. Rather, Manathar is an in-roleplay character development that occurs only on a pre-existing Nelfin or [[Half-Elven]] character. Furthermore, the Manathar ritual cannot be forced, it has to willingly be accepted and only by those who accept the life and religion of the Manathar openly and willingly. The Manathar worship the Mentor not quite like a deity, but still as a figure of godhood, while they are led by the Praetor, an individual who performs the Manathar Rituals, and represents the will of the Mentor through the state of Avatharus.  


==Physical Characteristics==
===Manathar Philosophy===
The Manathar are divided over three subtypes. Whether an [[Altalar]], Kathar, or [[Cielothar]] becomes either a Cardinal, Apostle, or Lector is entirely dependent on their character traits and personality. Cardinal Manathar tend to be arrogant, calculative, leadership-based types who retain an air of class and sophistication. Apostle type Manathar tend to be free-spirited, wild, energetic, and self-gratifying, retaining an air of martial skill and rebelliousness. The Lector type Manathar tend to be studious, devout, and learned, with a great thirst for knowledge and a will to dominate the Arcane Magics. The Manathar ritual is virtually instant, with a non-Manathar entering the Heart of the Prideborn (A large light temple in the Inner Realm) voluntarily and under the guidance of another Manathar.  
The Manathar have a life Philosophy which acts like a religion, but is not exactly a religion. There is freedom for the Manathar to maintain a religion besides their Philosophy which is called the Xenophane, but the Xenophane is an absolute requirement for the Manathar, and those that stray from this life philosophy are outcast by the Praetor, and transformed back to their original race. Before the Praetor converts a pre-existing individual into a Manathar, they must have deeply connected with the Manathar Philosophy on a personal level, and accepted all the tenets as true. It is not possible to lie to the Praetor about accepting this set of beliefs, as while deceiving the Praetor is possible, deceiving the Ritual of the Mentor is not possible, as void-fires consume anyone who does not have the faith in the Xenophane to pass through the mental test. The Xenophane includes the following tenets:
* Not to raise the Mentor up above any potential god the Manathar believe in, but to obey them explicitly, and not to question or doubt the words of the Mentor as a being wiser than any living creature, even if that wisdom should contradict holy scripture.  
* Not to allow anyone to degrade or devalue the Manathar, not to hide their loyalty to the Xenophane even in the eyes of inquisition, and to stay true to their identity, to seek not to hide it, and to wear their Abilities and identity with pride.  
* Not to see good and evil as immovable moral pillars, but rather as flexible concepts that can be moved around. Never to deem any action as inherently good or evil, but rather to examine them from an unbiased position in terms of their outcomes, not the intentions.
* Not to give away advantages or power for free, and not to allow others to lord over one’s self unless there is an express transactional advantage. The Praetor must be respected as a representative, but not as a ruler, only the Mentor must be obeyed explicitly without question.


===Common Traits===
==Manathar Appearance==
*Manathar are only capable of reproducing with other Nelfin species. When this occurs, whether the Manathar is father or mother, the child is always born a pure Altalar. Even when both parents were Manathar, the child is still born Altalar, and this child is expected to be raised by the parents until they are old enough to go through the Ritual of the Prideborn.  
The Manathar inherently maintain the appearance of their previous racial appearance. For example, if a Kathar turns into a Manathar, they will retain the bodily proportions and facial structure and hair color of their pre-Manathar form. There are additionally however modifications that a Manathar can apply onto themselves, which depend on which Legion the Manathar chooses to be a part of. The Manathar can change their chosen Legion once a day, and swap all Racial Abilities and Traits along with that change. All Manathar must at all times be within a Legion, as there is no base form of Manathar without the Legions. All Manathar are immune to other Afflictions like Archblood, Vampirism, Shatterism, and anything pre-Manathar that is Exist based converts to Void (for example, Mage/Silven).  
*Mental characteristics of Manathar are inherited from the Race they are originally made out of. The Ritual of the Prideborn does not change the personality of the Manathar in the slightest, the only requirement is their views to be changed on religion.  
*All Manathar are able to teleport to the Realm. This can however only be done after a solid 2 minutes of uninterrupted magical channeling, and cannot be done while they are in any form of imprisonment, restraint,  partial or complete paralysis, or other form of confinement in any way, shape, or form (even as simple as having their clothes caught by a rose thorn). The ritual is somehow aware of the Manathar not being completely free, and refuses to manifest. It also cannot manifest while the Manathar is anywhere within blocks of, or inside buildings with Mage-stone (the [[Regalian]] Prison, the Regalian Palace). They also cannot take anyone with them. Non-Manathar have to travel through the Realm Gateway in the Sewers. The teleport to The Realm is simply /tp Manathar. Using this teleport function without being a Manathar is not allowed. Walking around in The Realm OOC will result in staff disciplinary actions.
*If the Manathar was Altalar and had Altalar Martial Skill, they are allowed to convert this Proficiency into any other Combat Proficiency.  


===Ritual of the Prideborn===
===The Apostle Legion===
The Ritual of the Prideborn is incredibly simple and acts more as a baptism by fire in the most literal sense of that wording. The only place to perform the Ritual of the Prideborn is in The Realm, which can only be reached through the Realm Gateway in the Sewers of Regalia for those who are not already Manathar (since Manathar can teleport there, explained in the Common Traits). Once there, the willing Nelfin or half-Nelfin (of any type) must be under the guidance of another Manathar while they ascend the staircase of the Black Temple. If they are not under the guidance of another Manathar, the Black Temple’s staircases causes them to suffer from a magical illusion that causes them to permanently ascend the stairs, only to look back and see they haven’t even set foot on the staircase. Once they reach the top, the practice is to disrobe the Manathar save for their modesty, to do away with their past-self, and to recite the primary directives. The primary directives are a series of statements that relate to the Tenets of The Xenophane, the Manathar Religion. These are as follows:
The Apostle Legion prefer up and close physical encounters with opponents, as well as a fiery disposition, a wild and energetic life, and flexibility in their endeavors. The Apostle Legion have the following Traits and Abilities:
*I, Manathar, respect the Mentor, and commit myself not to idolatry or worship other than myself.
====Appearance Traits (Constant Passive)====
*I, Manathar, control and empower myself, wrestle with my own destiny unrestrained by others.  
The Apostle Legion’s skin ranges from a copper/bronze to a crimson red, always within the ranges of red-ish/ochre tones. They have a variety of horns growing from their skull, either pointing backward, forwards, curled, ribbed or smooth, while smaller horns can also grow besides their main horns, or like a row in the middle of their skull down to their neck. These horns can however never be wider than twice the width of the Manathar’s head, or taller than a foot in lenght. Apostle Legion always have void eyes, meaning dark gray eye whites and a gold iris (Silven are usually distinguished with a red limbal ring).  
*I, Manathar, vow to acquire power as the Mentor deems fit, and seek not to give it away for free.
====Legion Morph (Magic Spell)====
*I, Manathar, acknowledge my betters only in the power I willingly give them and obey no law.
The Apostle Legion can use a Magic Spell to change their own appearance in a variety of ways. This is classified as a Magic Spell, so it can be countered if attempted to be used mid-combat, however otherwise can occur instantly, and as frequently as the Manathar likes. When using this ability, one of two things can occur. The Manathar can grow a tail that is prehensile, and that they can choose to make thin and wispy or thick and strong as well as with an additional hook blade at the end, or just a pointy tip, or choose to make it disappear (this tail can never be longer than 1.5 times the length of the Manathar’s legs. Or the Manathar can change the shape and size of the horns, or grow additional horns from their skull in whatever configuration they choose, or make them disappear and shrink their horns.  
*I, Manathar, see power in good and evil, and do away with the vestments of morality to myself.
====Legion Power (Mythic Shift)====
*I, Manathar, vow myself, to have my name written among the stars and in the minds of mortals forever.
The Apostle Legion can choose, once a day, to activate their Legion Power, which will transform them into a heightened aggressive Legion form. While transitioning to this form, any and all Magic and Combat Proficiencies are converted to Unarmed Combat Skill, while they can no longer use any Magic or Sorcery Spells (and any active Spells are immediately canceled). Their Physical Stat increases by 30, which can exceed Racial Limits, they gain increased musculature and on average half a foot of height, while their skin starts giving off intense heat and steam, also always turning a bright crimson red. Their legs turn digitigrade with lizard-like feet and sharp claws, while their hands also gain enlarged claws. This form can be upheld for upwards to half an hour, or ended prematurely. While in Legion Power, the Manathar lose all Magical or Sorcery Passives.


After the recitation, the willing must proceed through the flames of the Black Temple to the inner chamber, where-in the magical energies of the Black Temple change them into one of the three Manathar subtypes, depending on their dominant personality traits and what would most suit them. They instantly gain knowledge and perfect commanding of their new abilities, lose all old racial traits, abilities, and proficiencies, and gain a set of new proficiencies and appearances. Those who have any inkling of doubt, or faked their belief in the Xenophane, or faked their recitation of the primary directives, are denied by the magical fires of the Black Temple. When they try to pass through the flames, the flames that would normally feel cold to the touch for true believers, would horribly burn them and then spit them out. As such, it is natural for other Manathar to ask the willing if they are truly at peace with this decision in their hearts, before they walk in, and to ask if they do this willingly without any coercion or forced element. The transformation into a Manathar is painless and occurs over roughly 10 seconds, after which the Manathar can leave the inner chamber again. The Inner chamber remains accessible to the Manathar otherwise, allowing them to enter and engage in meditation in a truly serene environment, with only the magical fires of the Black Temple to accompany them.  
===The Cardinal Legion===
The Cardinal Legion prefer to let others do their bidding, having a calculative and cold disposition, and preferring class and dignity above expressionism. The Cardinal Legion have the following Traits and Abilities:
====Appearance Traits (Constant Passive)====
The Cardinal Legion’s skin ranges from a light tinted gray to porcelain white, always within the bright white ranges. They appear otherwise quite much like their original race bar from some of the later mentioned Abilities. Cardinal Legion always have Soulsight eyes, meaning dark gray eye whites and a golden iris. (Silven are usually distinguished with a red limbal ring).
====Crown of Medusson (Toggle Passive)====
The Cardinal Legion are able to turn any strand of hair, or all of their hair on their head into a collection of semi-autonomous snakes, essentially turning their hair into snake bodies attached to their skull. They can choose to have only a few of them hidden under layers of hair, or have them appear at all times, or have all of their hair change into two dozen or so smaller snakes that all coil around each other, or combine for example one pony tail into one large thick anaconda. These snakes are capable of doing anything a real snake could (except for produce snake-venom other than the one created by the Manathar), and are controlled by the Manathar to a degree, but can also act independently from the Manathar. These snakes can bite others, injecting them with an enfeebling venom that reduces any target’s Physical Stat by -10 (successive bites do not stack the effect). These snakes can hold objects in their mouth, hiss at people, but do not add additional senses to the Manathar. They can be cut off (which does cause short burst pain for the Manathar, like hair being pulled from their skull), but Cardinal Legion hair regrows in a matter of days, meaning they usually come back quickly. The snakes must always respect roughly the substance of the hair of the Manathar, or at most 1.5 body mass of the hair, meaning most Cardinal Legion Manathar tend to have long hair.  
====Black Claws of Katrak (Toggle Passive)====
The Cardinal Legion are able to extend and sharpen their fingernails (not quite to the claw length of the Apostle Legion, though sharp enough), which carry the poison of Katrak. When scratched, or pierced with these nails, any wound becomes festered quickly, producing black scratch/puncture marks, which cause small crackles of black to emanate from them over the following 15 minutes. These areas hit cause a short intense and sharp pain, followed by a prolonged dull ache that lasts for the duration of the festering (which is 15 minutes). After this timespan, the festering effect disappears, and the wound returns to normal as if normally scratched by a person with normal nails.  


===Cardinal Manathar===
===The Lector Legion===
The Cardinal Manathar look relatively normal compared to other Races. In fact, in many ways they could even be mistaken for other Races, which is entirely on purpose. Naturally, the Cardinal have a bone-white skin-tone that is very similar if not identical to that of the [[Saivale Kathar]]. The difference between the Saivale Kathar and the Cardinal however, is that the Cardinal are capable of imitating any Nelfin skin-tone (except other Manathar) by skin-contact, copying their skin. This however does not change the color of their hair or eyes. Cardinal Manathar have black or dark-gray eye-whites with golden irisses (if they chose the [[Void]] Ritual of the Prideborn) or with silver irises (if they chose the [[Exist]] Ritual of the Prideborn). Their hair can be white, black, blonde or auburn. Their nails tend to be black and pointed, but not claw-like and purely aesthetic. Perhaps the most identifying aspect about the Cardinal Manthar are their Manath-Divella, or their “snake-head-tails” for the lack of a better term. Most Cardinal Manathar have long hair, reaching at least to their shoulders (but short is also possible, it just makes the Manath-Divella more visible). From the part where their skull curves away from the crown of their head to the back, two long tendrils are formed that reach to their hips.
The Lector Legion prefer to remain hidden, or use their intellect to overpower others, remaining analytical, stoic, yet a resource of knowledge and wisdom. The Lector Legion have the following Traits and Abilties:
====Appearance Traits (Constant Passive)====
The Lector Legion’s skin ranges from an Ultramarine to Indigo blue/purple (thus never being quite the same as Sihndar or Maraya, but in between). They appear otherwise quite much like their original race, bar from some of the later mentioned Abilities. Additionally, the Lector Legion are capable of turning any part or their whole body translucid, causing them to appear see through, with their body(parts) appearing as if peering through the void of space, with swirls of purple and violet streaking through sparkling specks that represent the stars, their body retaining a blue glow outline. If this is done to mask their head, they become unrecognizable, their eye sockets only appearing as two glowing orbs of white in a default structured face without hair. Upon changing to Lector Legion, the Manathar lose any and all Combat related Proficiencies (while their Physical Stat is also forcibly set to 10), which are instead translated into Sorcery Proficiencies, which they can choose Sorcery Spells from (though they still cannot exceed the limit of Sorcery Spells, even if the Proficiency cost exceeds the maximum cost of the maximum amount of Spells). This set of Spells must also always be the same, and cannot change each time they swap from any other Legion back to Lector. It is mandatory to write the chosen Sorcery Spells on a Character Application.  
====Arms of the Chosen (Toggle Passive)====
The Lector Legion Manathar are capable of summoning a second set of arms that appear from under their main set of arms, though this second set of arms appears always in the see-through space-like form that they can choose to appear as. This second set of arms is capable of telekinesis, reaching for any hand-held object within Emote Distance and moving it around, or pulling it towards them. Each hand can also independently wield a weapon in mid-air, though always does so at 10 Proficiency, whatever weapon they end up using. If both arms are free. They can produce a slow-hold on a person, which has the hands constantly grabbing/clawing at them as they try to move, thus reducing their movement speed to a crawling speed. They can still use their main arms to produce Sorcery spells


These two tendrils are usually dormant, colored the same as their hair, and sway with the same motions as their hair, therefore often mistaken for being a long ponytail. In reality however, the Manath-Divella are two snakes that are attached to the head of the Cardinal Manathar, which are capable of anything a real snake would. These tendrils are strong enough to stand on their own weight, able to swirl around the Cardinal, but also slither on the body of the Cardinal. These snakes do not have a mind of their own, rather, they are an extension of the Cardinal who controls them like another set of arms. These snakes are not poisonous, but can bite others, which is very painful. They can also grapple onto objects, hold objects in their mouths, and make hissing sounds, but do not add snake-smell to the Cardinal or share their vision with the Cardinal (despite having eyes colored the same as the Cardinal). These tendrils can be cut off, but regrow over a period of several days. The snake heads can both move independently of each other as well as eat which adds to the nourishment of the Cardinal. When removed, the snakes die instantly and fade away, leaving no physical sediment behind.
==The Avarthus==
The Avarthus is a knowing state that all Manathar are the host to the Mentor, or the Arken Vessel. While some of the Manathar understand the Mentor to be the Pride Arken, this is not wholly accurate, as the current iteration of the Pride Arken is the amalgamation of the following Arken Souls: Pride, Fury, Body, Discipline, Trickster, Compassion, Brotherhood, Beast, Justice and Cold, though all primarily within the host of the Pride Arken. In times of need, the Avarthus allows the Arken Vessel to use the Manathar as their anchor to reality, thus existing through the existence of the Manathar. The Arken Vessel can take control or speak through the Manathar at any point in time, and they willingly give up their body to the Arken Vessel’s will, though the Arken Vessel usually only speaks through the body possessed at any given time. While the Avarthus (the act of the Arken Vessel possessing a Manathar) is active, should the Manathar in question have any Sorcery or Magic Spells, these Spells are enhanced in their effects, and the caster in question cannot become exhausted from casting many Spells rapidly or over prolonged periods. The effects of Avarthus depend on the person in question however, meaning they aren’t always the same. For some who do not have any Spells available to them, the Avarthus can sometimes cause them to gain some Spells in the process that they could not previously use, or use after the Avarthus ends for them.  


===Apostle Manathar===
===Avarthus Adeptus===
The Apostle Manathar look like they belong more in the Kathar social circles, but have some major differences. Firstly, their skin tones range from dark red to dark brown, while also allowing lighter colors like beige or salmon red (as long as it is not pastel like the [[Maraya]]). In their natural form, the Apostles have relatively small horns on their head that might almost be mistaken for stumps, as wide at their base as they are in length, sticking out from their forehead upwards. In their natural form, Apostles have a very youthful appearance, even when they are older. They have the same black or dark-gray eye-whites with golden irisses (Void) or silver irisses (Exist), like the Cardinal Manathar. Their hair is usually black, but can also be blonde, dark-brown, platinum blonde, or silvery gray (even at a young age). The natural state of an Apostle Manathar is always limited to the [[Body Shape]] [[Athletic]]. While in their natural state, the Apostles have a rather thin tail, which extends about the same length as their legs, and has a small hook at the end that is hardly sharp enough to cause harm. Similarly, their nails are black and pointed, but not sharp like those of the Cardinal Manathar. The Apostles, however, have two different forms that change their appearance considerably. The Apostle Manathar are capable of instantly changing from their natural form to the Arbiter or Vanguard Form, but changing away from these forms to their natural or other form is more difficult and takes several minutes of meditation.
Avarthus Adeptus is a Magic Spell that can be used by the Praetor of the Manathar that causes any non-Manathar compliant individual to become a temporary anchor point for the Arken Vessel. What this in essence means is that the Praetor can cast a temporary Spell on another person (they do not necessarily have to be willing), that allows the Arken Vessel to take control of their body, as well as subsist itself from their form (in case all other Manathar for example risk being destroyed, which would also remove the Arken Vessel from physical reality). Avarthus Adeptus is the name given to those who become temporary anchors. The Spell’s duration is always defined by the Praetor, but can at most take a full week. If the Avarthus Adeptus wants to extend the effect however, they can choose to do so voluntarily when the Spell’s duration is over, or expel the anchor effect. When under the effect of Avarthus Adeptus, the subject (regardless of race) gains a skin color akin to that of the Apostle Legion, as well as their horns and potentially their tail, though the tail would never have a blade on the tip, or be prehensile, though still movable by the host. These changes (save for the horns) are purely aesthetic, and do not remove the usage of Racial Abilities or other Abilities, but does classify the host as Linked Aberrancy for the duration of Avarthus Adeptus. This Spell can be applied to any Race.  
 
The first form Apostles use is the Arbiter Form, which is generally considered an attacking-type form. In this form, their horns grow considerably to form large ram-like or ibex-like horns that form on their forehead and curl backwards but at a larger arch than their skull, thus being well visible at all times (the point never points forward however). Their tail thickens and becomes prehensile, while also lengthening to three quarters of their natural body height. On top of that, the tail spike at the end enlarges, becoming like a scorpion stinger, that they use in combat which inflicts a great deal of pain when it pierces through clothing and skin (it cannot penetrate armor), and can also rapidly vibrate to produce a rattle-snake like sound. The combat effectiveness of this tail derives its Proficiency Points from either preferred weapon [[Proficiency]] or [[Unarmed Combat Skill]]. Finally, their appearance becomes more rough and rugged, increasing their Body Shape limitation to [[Muscular]].
 
The second form Apostles use is the Vanguard Form, which is generally considered a defending-type form. In this form, their horns on their head multiply, forming a crown of horns of sorts, but remain very short and close to their skull. Their tail practically disappears, turning into a small tail-bone stump, incapable of moving anymore. At the same time however, various positions on their skin develops a form of exo-skeleton with the same color as their hair that acts as body armor plating. This plating covers the back of their head connecting to the neck, the entire neck, the chest, the shoulders, the outsides of the arms and the outsides of the upper legs and the entire lower leg and feet, acting like real plate-armor, but also making the Apostle considerably slower, rendering all Athletics Training Proficiency to zero. This body armor can be cracked, destroyed, and ripped off, (which is very painful) but does not leave permanent damage, reverting back to a clean and pristine form the next time they turn into the Vanguard Form from another form. In this form, the Apostle takes a more stocky appearance, and increases their Body Shape limitation to Strongman.
 
===Lector Manathar===
The Lector Manathar look fairly similar to the [[Sihndar]], in that their skin tone has a purple basis, but unlike the dark purple of the Sihndar, Lector Manathar have a skin tone more resembling purpureus purple or medium purple. Like the other Manathar, they can have blonde or black hair, but predominantly have white hair. The Lectors look more sinewy and thin in comparison to the more average Cardinal and the larger Apostle (when they are in their shifted forms). They have the same eye colors as the other Manathar, while also having the blackened nails, though their aren’t sharpened. Lectors also don’t have any outwardly physical ability, given that theirs are entirely mental. The only other physical trait that sets them apart is their ability to skin-print without any tattoo-ing or painting. They are able to imagine any pattern or writing on their skin and it will appear. They are not able to animate these faux-tattoos, but are able to remake them from day to day should they wish to. Most Lectors use this ability to write Manathar Ritualist writing on themselves, which activates just as though it were real Script from the Ritualism abilities.
 
Lector Manathar always appear as if they cannot carry very heavy weights, yet appearances are deceiving. Their mental prowess manifests in their ability to create a second set of ethereal arms for themselves. In order to summon these arms, their normal arms need to maintain a certain summoning pose, two hands clasped in prayer in front of their chest. They can move around as long as they keep their normal arms in these positions, which then immediately summon the two ethereal arms from their shoulders. These ethereal arms are the same length and size as their normal arms, and are non-physical, yet have the added benefit of being able to manipulate objects through telekinesis. For up to emote distance, they are able to do certain things with their arms:
 
*They are able to wield weapons, though a single weapon always requires both ethereal arms. A wielded weapon is wielded in the air anywhere in emote distance, can be thrown, and is wielded through the Proficiency of the Lector.
*They are able to retrieve items and have them slowly or quickly levitate towards them, or away from them to other people for example. Smaller items can go much faster, a baseball-sized object can travel at the speed of a throw, while a wooden beam requires more strain and time.
*They are able to perform simple tasks, for example holding an apple with one hand and peeling it with a fruit knife in the other. Both hands can also perform individual tasks, for example, one can be writing, while the other can be measuring a device, and the Lectors are ambidextrous enough to perform both without losing efficiency or focus on either. In fact, they could write two different stories at the same time.
*They are able to perform this telekinesis through fences, gates, windows and distance, as long as they can keep what they are trying to affect in visual range and in emote range.
*They are also able to grapple onto people, and even try to suffocate them from a distance. That being said, grappling onto organics that can fight back is harder, and can be “thrown off” or “pushed away”, as the ethereal grasp remains invisible, but becomes touchable by the person affected as if there were real arms.
*The Telepathy of these arms is as strong as a [[Strongman]] [[Ailor’s]] grasp and lifting weight, even if the Lector remains frail and thin.
*The ethereal arms are visible but see-through, and take the same aspects as the arms of the Lector (tattoos, decorations etc). The color of the ghostly ethereal form is dictated by the realm the Lector chose, being crimson red if they chose Void, and ghostly blue if they chose Exist. 
 
==Religion==
The Manathar believe in a humanist philosophy based concept called the Xenophane (pronounced: Kseno-pha-nee), which at a core pulls a lot of similarities with [[Unionism]] and the Spirit. At a baseline, the aspect of divinity in the world comes from the Void and Exist dimensions, which are considered wells of power from which the Manathar draw their power. Through the powers granted by these dimensions, the Manathar believe they are able to bend the world to their will and unlock greater potential for themselves. Despite this Kathar-similar Void centric belief, there are notable differences, especially because the Manathar acknowledge the Void as a simply corrosive element that should be handled with care and skill. They believe that divinity in many other religions is a fluke, and that prayer to a divine being for salvation is weakness, because a Manathar should seize the moment and the means, and achieve their own potential. In doing so, they all work towards galvanization of their own power, as opposed to esotherical concepts like serving a deity or divine purpose.
 
That being said, through these acts, they still work to the wills of the Mentor, which is the Arken of Pride to the Voidborn, usually just referred to as Mentor. The idea behind the Mentor is that while the Manathar may consider the divinity of the [[Arken]] of either Exist or Void as a whole, the Manathar creator Pride is the only one who helps the Manathar wield and handle the Void and Exist essences, as opposed to the Kathar who ask to be blessed (and corrupted) by it. This it their major difference with the Kathar, in that Kathar believe the Void (not the Exist) is a blessing to be given to them for acts of great malice and cruelty and is inherently good for them, while the Manathar believe the Void and Exist are meant to be wrangled into their control because they are the most suitable to do so, while also acknowledging how dangerous this is.
 
The end product of the Xenophane is to enrich and empower the self, though not necessarily at the expense of others. Xenophanes as they are called, thrive on arcane knowledge, even the non-Magically inclined, and while that is inherently something that could be called heresy, the principles of the Xenophane are actually very compatible with Unionism. Some speculate that for example the Arken, are recurring individuals with a cycle of rebirth, actually being the vessels of the Spirit, which is a metaphor for the Void. Essentially the Xenophanes disagree with Unionists on the source of the Spirit (though Unionism doesn’t ever actually explain where the Spirit comes from), and disagree on the Imperial inheritance, but the concept of self-exploration and self-empowerment for the purpose of indirect domination through power are effectively the same. Both Unionism and the Xenophane drive home the idea that their followers should not expect divine handouts, and instead be guided by a semi-divine being into fulfilling their ultimate potential, with domination as an end-result, though for Xenophanes world domination is not necessarily an end goal, they can enjoy soft power and all its merits just as much.
 
====Xenophane Tenets====
*The Mentor is a supreme being and guide worthy of respect, but not a deity, and does not deserve worship. Instead, worship yourself and your own potential.
*Others do not have the right or means to oppress or control you. It is every Manathar’s duty to self-expressed and self-determined their own fate. A Manathar should never be a slave.
*Hierarchy among Manathar is an illusion and only socially enforced. The Mentor does not acknowledge leaders, and power is only given by the contented to the strong.
*Manathar should always work to better themselves, whether that be the acquisition or power, knowledge, or attain higher positions in whatever social hierarchy they are in.
*The Mentor does not distinguish between Exist charity and compassion or Void violence and fury. Only the height of power expressions matter. Power can come from kindness or evilness.
*Power among the Manathar is not expressed in the morality of the actions, but the scope of them and the effect. There is no such thing as good or evil among Manathar, only power.


==Trivia==
==Trivia==
*Manathar is a compound name. Much like other Nelfin Races, the name ending in “ar” indicates that they are the children of old and the elder Race, while “Manath” means the ones born of [[Magic]], thus the name means “The elder Race born of Magic” in [[Middle Altalar]].
*Manathar is a compound name. Much like other Nelfin Races, the name ending in “ar” indicates that they are the children of old and the elder Race, while “Manath” means the ones born of [[Magic]], thus the name means “The elder Race born of Magic” in [[Middle Altalar]].
*In theory it is possible to revert the Ritual of the Prideborn through some sort of purification. The Mentor has alluded to it being possible, but never explained how.  
*In theory it is possible to revert the Ritual of the Mentor through some sort of purification. The Mentor has alluded to it being possible, but never explained how. It has been performed on those undeserving however.
*Manathar actually despise the usage of physical weapons. Generally speaking, the Cardinals consider their mind the only valid weapon, and see weapons as barbaric. The Apostles use their own claws and tail as weapons, believing similarly that weapons are an expression of weakness. The Lectors are the only ones who use weapons, but never in their main arms. They might use weapons telekinetically with their aetherial arms, wielding them in mid air, but never in hand.  
*Manathar generally despise the usage of physical weapons. This is mostly because their mutations have made them above the use of weapons.  
*Knowledge on the Manathar is not part of any Proficiency, and has to be found entirely IC, because it is a very recent in-roleplay thing that happened to a few characters.  
*Knowledge on the Manathar is not part of any Proficiency, and has to be found entirely IC, because it is a very recent in-roleplay thing that happened to a few characters.  



Revision as of 05:30, 11 March 2020

Manathar
Manathary.png
Afflictions
Affected Races Various
Contraction Manathar Ritual
Mortality Rate N/A
Origins Arken Vessel

The Manathar are not a Race per se, but rather an evolved form of any Nelfin Race that accepted the Ritual of the Mentor. The first to fulfill the ritual of the Mentor were the Kathar loyalists of the Dread Empire, who after an intervention from an Arken, saw the need to evolve their people, disillusioned with the place of the Kathar in the world. The Manathar would later expand to the other Nelfin Races, as the ritual was compatible with any Nelfin species, and even to half bloods who chose to accept the philosophy of the Manathar. Manathar is not a Race that can be played by a new character. Rather, Manathar is an in-roleplay character development that occurs only on a pre-existing Nelfin or Half-Elven character. Furthermore, the Manathar ritual cannot be forced, it has to willingly be accepted and only by those who accept the life and religion of the Manathar openly and willingly. The Manathar worship the Mentor not quite like a deity, but still as a figure of godhood, while they are led by the Praetor, an individual who performs the Manathar Rituals, and represents the will of the Mentor through the state of Avatharus.

Manathar Philosophy

The Manathar have a life Philosophy which acts like a religion, but is not exactly a religion. There is freedom for the Manathar to maintain a religion besides their Philosophy which is called the Xenophane, but the Xenophane is an absolute requirement for the Manathar, and those that stray from this life philosophy are outcast by the Praetor, and transformed back to their original race. Before the Praetor converts a pre-existing individual into a Manathar, they must have deeply connected with the Manathar Philosophy on a personal level, and accepted all the tenets as true. It is not possible to lie to the Praetor about accepting this set of beliefs, as while deceiving the Praetor is possible, deceiving the Ritual of the Mentor is not possible, as void-fires consume anyone who does not have the faith in the Xenophane to pass through the mental test. The Xenophane includes the following tenets:

  • Not to raise the Mentor up above any potential god the Manathar believe in, but to obey them explicitly, and not to question or doubt the words of the Mentor as a being wiser than any living creature, even if that wisdom should contradict holy scripture.
  • Not to allow anyone to degrade or devalue the Manathar, not to hide their loyalty to the Xenophane even in the eyes of inquisition, and to stay true to their identity, to seek not to hide it, and to wear their Abilities and identity with pride.
  • Not to see good and evil as immovable moral pillars, but rather as flexible concepts that can be moved around. Never to deem any action as inherently good or evil, but rather to examine them from an unbiased position in terms of their outcomes, not the intentions.
  • Not to give away advantages or power for free, and not to allow others to lord over one’s self unless there is an express transactional advantage. The Praetor must be respected as a representative, but not as a ruler, only the Mentor must be obeyed explicitly without question.

Manathar Appearance

The Manathar inherently maintain the appearance of their previous racial appearance. For example, if a Kathar turns into a Manathar, they will retain the bodily proportions and facial structure and hair color of their pre-Manathar form. There are additionally however modifications that a Manathar can apply onto themselves, which depend on which Legion the Manathar chooses to be a part of. The Manathar can change their chosen Legion once a day, and swap all Racial Abilities and Traits along with that change. All Manathar must at all times be within a Legion, as there is no base form of Manathar without the Legions. All Manathar are immune to other Afflictions like Archblood, Vampirism, Shatterism, and anything pre-Manathar that is Exist based converts to Void (for example, Mage/Silven).

The Apostle Legion

The Apostle Legion prefer up and close physical encounters with opponents, as well as a fiery disposition, a wild and energetic life, and flexibility in their endeavors. The Apostle Legion have the following Traits and Abilities:

Appearance Traits (Constant Passive)

The Apostle Legion’s skin ranges from a copper/bronze to a crimson red, always within the ranges of red-ish/ochre tones. They have a variety of horns growing from their skull, either pointing backward, forwards, curled, ribbed or smooth, while smaller horns can also grow besides their main horns, or like a row in the middle of their skull down to their neck. These horns can however never be wider than twice the width of the Manathar’s head, or taller than a foot in lenght. Apostle Legion always have void eyes, meaning dark gray eye whites and a gold iris (Silven are usually distinguished with a red limbal ring).

Legion Morph (Magic Spell)

The Apostle Legion can use a Magic Spell to change their own appearance in a variety of ways. This is classified as a Magic Spell, so it can be countered if attempted to be used mid-combat, however otherwise can occur instantly, and as frequently as the Manathar likes. When using this ability, one of two things can occur. The Manathar can grow a tail that is prehensile, and that they can choose to make thin and wispy or thick and strong as well as with an additional hook blade at the end, or just a pointy tip, or choose to make it disappear (this tail can never be longer than 1.5 times the length of the Manathar’s legs. Or the Manathar can change the shape and size of the horns, or grow additional horns from their skull in whatever configuration they choose, or make them disappear and shrink their horns.

Legion Power (Mythic Shift)

The Apostle Legion can choose, once a day, to activate their Legion Power, which will transform them into a heightened aggressive Legion form. While transitioning to this form, any and all Magic and Combat Proficiencies are converted to Unarmed Combat Skill, while they can no longer use any Magic or Sorcery Spells (and any active Spells are immediately canceled). Their Physical Stat increases by 30, which can exceed Racial Limits, they gain increased musculature and on average half a foot of height, while their skin starts giving off intense heat and steam, also always turning a bright crimson red. Their legs turn digitigrade with lizard-like feet and sharp claws, while their hands also gain enlarged claws. This form can be upheld for upwards to half an hour, or ended prematurely. While in Legion Power, the Manathar lose all Magical or Sorcery Passives.

The Cardinal Legion

The Cardinal Legion prefer to let others do their bidding, having a calculative and cold disposition, and preferring class and dignity above expressionism. The Cardinal Legion have the following Traits and Abilities:

Appearance Traits (Constant Passive)

The Cardinal Legion’s skin ranges from a light tinted gray to porcelain white, always within the bright white ranges. They appear otherwise quite much like their original race bar from some of the later mentioned Abilities. Cardinal Legion always have Soulsight eyes, meaning dark gray eye whites and a golden iris. (Silven are usually distinguished with a red limbal ring).

Crown of Medusson (Toggle Passive)

The Cardinal Legion are able to turn any strand of hair, or all of their hair on their head into a collection of semi-autonomous snakes, essentially turning their hair into snake bodies attached to their skull. They can choose to have only a few of them hidden under layers of hair, or have them appear at all times, or have all of their hair change into two dozen or so smaller snakes that all coil around each other, or combine for example one pony tail into one large thick anaconda. These snakes are capable of doing anything a real snake could (except for produce snake-venom other than the one created by the Manathar), and are controlled by the Manathar to a degree, but can also act independently from the Manathar. These snakes can bite others, injecting them with an enfeebling venom that reduces any target’s Physical Stat by -10 (successive bites do not stack the effect). These snakes can hold objects in their mouth, hiss at people, but do not add additional senses to the Manathar. They can be cut off (which does cause short burst pain for the Manathar, like hair being pulled from their skull), but Cardinal Legion hair regrows in a matter of days, meaning they usually come back quickly. The snakes must always respect roughly the substance of the hair of the Manathar, or at most 1.5 body mass of the hair, meaning most Cardinal Legion Manathar tend to have long hair.

Black Claws of Katrak (Toggle Passive)

The Cardinal Legion are able to extend and sharpen their fingernails (not quite to the claw length of the Apostle Legion, though sharp enough), which carry the poison of Katrak. When scratched, or pierced with these nails, any wound becomes festered quickly, producing black scratch/puncture marks, which cause small crackles of black to emanate from them over the following 15 minutes. These areas hit cause a short intense and sharp pain, followed by a prolonged dull ache that lasts for the duration of the festering (which is 15 minutes). After this timespan, the festering effect disappears, and the wound returns to normal as if normally scratched by a person with normal nails.

The Lector Legion

The Lector Legion prefer to remain hidden, or use their intellect to overpower others, remaining analytical, stoic, yet a resource of knowledge and wisdom. The Lector Legion have the following Traits and Abilties:

Appearance Traits (Constant Passive)

The Lector Legion’s skin ranges from an Ultramarine to Indigo blue/purple (thus never being quite the same as Sihndar or Maraya, but in between). They appear otherwise quite much like their original race, bar from some of the later mentioned Abilities. Additionally, the Lector Legion are capable of turning any part or their whole body translucid, causing them to appear see through, with their body(parts) appearing as if peering through the void of space, with swirls of purple and violet streaking through sparkling specks that represent the stars, their body retaining a blue glow outline. If this is done to mask their head, they become unrecognizable, their eye sockets only appearing as two glowing orbs of white in a default structured face without hair. Upon changing to Lector Legion, the Manathar lose any and all Combat related Proficiencies (while their Physical Stat is also forcibly set to 10), which are instead translated into Sorcery Proficiencies, which they can choose Sorcery Spells from (though they still cannot exceed the limit of Sorcery Spells, even if the Proficiency cost exceeds the maximum cost of the maximum amount of Spells). This set of Spells must also always be the same, and cannot change each time they swap from any other Legion back to Lector. It is mandatory to write the chosen Sorcery Spells on a Character Application.

Arms of the Chosen (Toggle Passive)

The Lector Legion Manathar are capable of summoning a second set of arms that appear from under their main set of arms, though this second set of arms appears always in the see-through space-like form that they can choose to appear as. This second set of arms is capable of telekinesis, reaching for any hand-held object within Emote Distance and moving it around, or pulling it towards them. Each hand can also independently wield a weapon in mid-air, though always does so at 10 Proficiency, whatever weapon they end up using. If both arms are free. They can produce a slow-hold on a person, which has the hands constantly grabbing/clawing at them as they try to move, thus reducing their movement speed to a crawling speed. They can still use their main arms to produce Sorcery spells

The Avarthus

The Avarthus is a knowing state that all Manathar are the host to the Mentor, or the Arken Vessel. While some of the Manathar understand the Mentor to be the Pride Arken, this is not wholly accurate, as the current iteration of the Pride Arken is the amalgamation of the following Arken Souls: Pride, Fury, Body, Discipline, Trickster, Compassion, Brotherhood, Beast, Justice and Cold, though all primarily within the host of the Pride Arken. In times of need, the Avarthus allows the Arken Vessel to use the Manathar as their anchor to reality, thus existing through the existence of the Manathar. The Arken Vessel can take control or speak through the Manathar at any point in time, and they willingly give up their body to the Arken Vessel’s will, though the Arken Vessel usually only speaks through the body possessed at any given time. While the Avarthus (the act of the Arken Vessel possessing a Manathar) is active, should the Manathar in question have any Sorcery or Magic Spells, these Spells are enhanced in their effects, and the caster in question cannot become exhausted from casting many Spells rapidly or over prolonged periods. The effects of Avarthus depend on the person in question however, meaning they aren’t always the same. For some who do not have any Spells available to them, the Avarthus can sometimes cause them to gain some Spells in the process that they could not previously use, or use after the Avarthus ends for them.

Avarthus Adeptus

Avarthus Adeptus is a Magic Spell that can be used by the Praetor of the Manathar that causes any non-Manathar compliant individual to become a temporary anchor point for the Arken Vessel. What this in essence means is that the Praetor can cast a temporary Spell on another person (they do not necessarily have to be willing), that allows the Arken Vessel to take control of their body, as well as subsist itself from their form (in case all other Manathar for example risk being destroyed, which would also remove the Arken Vessel from physical reality). Avarthus Adeptus is the name given to those who become temporary anchors. The Spell’s duration is always defined by the Praetor, but can at most take a full week. If the Avarthus Adeptus wants to extend the effect however, they can choose to do so voluntarily when the Spell’s duration is over, or expel the anchor effect. When under the effect of Avarthus Adeptus, the subject (regardless of race) gains a skin color akin to that of the Apostle Legion, as well as their horns and potentially their tail, though the tail would never have a blade on the tip, or be prehensile, though still movable by the host. These changes (save for the horns) are purely aesthetic, and do not remove the usage of Racial Abilities or other Abilities, but does classify the host as Linked Aberrancy for the duration of Avarthus Adeptus. This Spell can be applied to any Race.

Trivia

  • Manathar is a compound name. Much like other Nelfin Races, the name ending in “ar” indicates that they are the children of old and the elder Race, while “Manath” means the ones born of Magic, thus the name means “The elder Race born of Magic” in Middle Altalar.
  • In theory it is possible to revert the Ritual of the Mentor through some sort of purification. The Mentor has alluded to it being possible, but never explained how. It has been performed on those undeserving however.
  • Manathar generally despise the usage of physical weapons. This is mostly because their mutations have made them above the use of weapons.
  • Knowledge on the Manathar is not part of any Proficiency, and has to be found entirely IC, because it is a very recent in-roleplay thing that happened to a few characters.

Accreditation
Writers MonMarty
Processors HydraLana, Athelois
Last Editor MonMarty on 03/11/2020.

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