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{{Info afflictions
{{Info afflictions
|image      = Manathary.png
|image      = Manathary.png
|races      = Various
|races      = All, barring [[Yanar]] and [[Slizzar]].
|classification = [[Magus]]
|contraction = Manathar Ritual
|contraction = Manathar Ritual
|mortality  = N/A
|mortality  = N/A
|origins    = [[Arken Vessel]]
|origins    = [[Arken Vessel]]
|nicknames = *Demons (Derogatory)
*Pridelings (Endearing)
*Confused [[Maraya]] (Emperor)
|distinction =
|eye = Gold, black or dark grey sclera.
|hair = Varied based on Legion
|skin =
|}}
|}}
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.  
The Manathar are not a [[Race]] per se, but rather an evolved form of any [[Nelfin]] Race that previously, 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, however in recent times it has expanded even past that, allowing [[Ailor]] and various other Races to be included.
 
==Becoming a 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 character. As of recent times, the Manathar have lost most of their prior connections to the Mentor, and instead exist only by their own guidance, with the Praetor being the only leading figure left. Presently, there is only one known method of conversion with the temple previously used to convert Manathar being no more, being conversion at the direct hands of the Praetor. It is said that unlike in the past, the change is supposedly reversible, no longer being a permanent process to undergo.
*Upon becoming Manathar, all [[Abilities]] appropriate for that type of Manathar are instantly learned and activated where applicable.
*Despite being an [[Affliction]], Manatharism cannot be cleansed or cured by normal methods, and can only be removed by the Praetor, or other higher powers, such as Arken.
*Manathar lose all racial abilities upon being converted to a Manathar, which are immediately swapped out by the Manathar Legion Abilities, and Base Abilities.
*Manathar can only possess one Legion, which is chosen upon being converted.
*Upon becoming Manathar, anything that was previously [[Exist]], is immediately converted to Void, such as [[Silvenism]], [[Sorcery]], [[Magic]], or any other Exist sourced Abilities.


==Manathar Philosophy==
==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:
The Manathar have a life Philosophy that 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, a philosophy that while not required, is highly suggested when taking the path of a Manathar. While in prior times rejecting the Xenophane would immediately incur being outcasted by the Praetor, it now exists more as a guideline the Manathar can  follow at will.. A Manathar can exist whilst straying from the Xenophane philosophy, but becoming one in a state of disregard for the philosophy in the first place, would not usually lead to being converted regardless. The Xenophane includes the following tenets:
[[File:Mae.png|250px|thumb|right|The Apostle Legion often end up being considered living Demons by the everyday citizenry of Aloria given their horned appearance, a trait commonly believed to denote the demonic powers of the Void.]]
[[File:Mae.png|250px|thumb|right|The Apostle Legion often end up being considered living Demons by the everyday citizenry of Aloria given their horned appearance, a trait commonly believed to denote the demonic powers of the Void.]]
*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 reject the self, or any aspect of the self, whether that be one’s identity as a Manathar, or whatever came before it, albeit with the knowledge one has evolved from their prior form in life. To not allow anyone to degrade or devalue the Manathar, or the philosophy the Manathar follow, even if it is not closely followed by one’s self. To stay true to their identity, to not seek to hide it, and to wear their Abilities and identity with pride.
*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 put any other figure above one’s self, whether in the form of worship, or self-doubt. To put one’s effort only towards the improvement of the self, rather than to waste effort putting it in another who would not benefit your growth in the long-term. This does not infer that the Manathar are incapable of respect, nor should enact ignorance to the power of a stronger being, but to not subjugate themselves beneath another thoughtlessly.  
*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 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.
*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.
==Manathar Appearance and Abilities==
==Manathar Appearance and Legions==
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]]).  
Manathar come in a variety of appearances based on their individual legions. Each Legion has its own unique characteristics, however, all possess the traits of horns, a tail, and golden irises with dark grey eye or black whites. Silven Manathar are distinguished by the red limbal ring around their irises, being the only exception to that shared similarity. Upon becoming a Manathar, they innately inherit any prior traits, racial bonuses, or racial caps, however, are capable of accessing a one-time change upon conversion to alter their appearance to whatever they feel suits them most, within the limits of their prior Race. These changes cannot render them unrecognizable and are an irreversible one-time adjustment, including features such as height, sex, hair color, or body shape. Once a Manathar has accessed these changes, they cannot do so again.
The Manathar additionally gain other changes to their appearances through the effects of their chosen Legion, which once chosen, is permanent.
===Apostle===
The Apostle Legion possess the most stereotypically demonic appearance among the Manathar, trademarked by their vibrantly colored skin, ranging from coppers, bronzes, and other warm metallic shades, to crimson red and burnt orange hues. Their horns take on a more ridged appearance, typically more curled and broad in contrast to the Cardinal or Lector, and usually of a tint matching of their skin tone, or colored black at the ends. Their tail can range anywhere from a thinner, more imp-like appearance, or one that’s thicker and stronger in build. The tail can be either fur-tipped or ended with a spaded tip, colored the same as their skin, or transitioning into a black gradient.
===Cardinal===
The Cardinal Legion, bar some stand-out features, appear the most normal out of the Manathar. Their skin tones usually fall within that of Ailor ranges, appearing anywhere from as pale as a Lesarra, to as dark as a Suvial. Their horns have a far more delicate quality to them in contrast to the Apostle, appearing long and sharp, and smooth in texture, bar for the slight texturing of scales over the surface of the horns. Their tail is similarly thin and wispy, having a simple tipped end, with the same scale texturing of the horns. The skin running down their lower arms also follows a darker gradient, their fingertips ending in a dark, inky black, with naturally sharp nails. Within their locks dwell sentient snakes that coil beneath layers of hair, however, incapable of causing much harm, and are merely there for show. They can be painlessly severed and will grow back over time after removal.  
===Lector===
The Lector Legion, with a complexion that resembles a night sky, bears one of the more unique appearances of the Manathar Legions. Their skin ranges anywhere from a vibrant violet, to a deep indigo blue. The style of their horns and tail resemble that of the Cardinal more than it does the Apostle, in that they appear more thin and delicate in shape, however, unlike the Cardinal, it is not uncommon for a Lector to have multiple crown-like sets of horns, in contrast to the other Legions, which tend to only have two.  
 
==Summary of Abilities==
All Abilities are listed in detail on the [[Ability List]] Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set. All Manathar have access to the Base Abilities at all times, and can only access the abilities of their chosen Legion.
 
 
====Base Kit====
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#ff6b88;" | Legion Body 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Legion Body 1 | The Manathar loses all access to their prior racial kit, and can no longer be afflicted. They are bound to one Legion, which is chosen upon transformation and cannot be altered from thereon. They possess horns which can be altered in size and shape, however, cannot be removed. The Manathar’s skin upon transformation shifts from its usual hue, becoming whatever color fits within their chosen Legion. The Manathar can change their skin color at will, as long as it remains within the palette of their Legion.


===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:
|-
{| class="wikitable"
| style="background-color:#ff6b88;" | Arcane Mastery 1
! style="text-align: center; font-weight:bold; background-color:#c0c0c0; color:#000000;" | Name
| Magic Spell
! style="text-align: center; font-weight:bold; background-color:#c0c0c0; color:#000000;" | Ability Category
| Emote Distance
! style="text-align: center; font-weight:bold; background-color:#c0c0c0; color:#000000;" | Description
| Grants the user {{#simple-tooltip: Arcane Mastery 1 | The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown.
}}
|-
|-
| style="background-color:#d9b3b3;" | Apostle Appearance
| style="background-color:#ff6b88;" | Eye Mutation 1
| Racial Passive
| 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 length. Apostle Legion always have Void eyes, meaning dark gray eye whites and a gold iris (Silven are usually distinguished with a red limbal ring).
| Self
| Grants the user {{#simple-tooltip: Eye Mutation 1 | The eye of the User is changed in some way, either by changing the eye whites, or the iris, or the pupil. Eye Mutation I cannot be hidden or obscured by any Ability or Mutation except by a higher Eye Mutation (2, 3). Color rules are recorded on the Ability itself.
}}
|-
|-
| style="background-color:#d9b3b3;" | Legion Morph
| style="background-color:#ff6b88;" | Afflicted Life 1
| Racial Spell
| Constant Passive
| The Apostle Legion can use Legion Morph to change their own appearance in a variety of ways. Changes occur instantly and whenever 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.
| Self
| Grants the user {{#simple-tooltip: Afflicted Life 1 | From the moment that the Character is affected by the Affliction, their body ceases to age, and their Racial max-age no longer applies. If the Character is cured, they will age to their appropriate age within 2 weeks. If they are re-infected, their body will age backwards to when it was first affected by the Affliction. If the person has already lived past their Racial Max age, they die at the end of the 2 week period instead. For Characters using this Ability older than 150 years in total, a 150 Year Old Special Permission is required.
 
}}
|-
| style="background-color:#ff6b88;" | Body Tail 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Body Tail 1 | The user possesses a single prehensile tail which can be used in both Combat Roleplay and to hold items or people. This tail has half the strength of the arm, meaning that all actions derive 50% of the Proficiency Points or the Physical Stat of the user when using the tail.
 
}}
|-
| style="background-color:#ff6b88;" | Body Scripture 1
| Body Alters
| Self
| Grants the user {{#simple-tooltip: Body Scripture 1 | Grants the user the ability to manifest a form of Scripture in any quantity anywhere on their body, which appear like tattoos of glowing lines. Color rules are recorded on the Ability itself. The color will never glow enough to produce light in a dark room.
}}
|-
|-
| style="background-color:#d9b3b3;" | 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 10, 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===
====Apostle====
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:
{| class="wikitable"  
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! style="text-align: center; font-weight:bold; background-color:#c0c0c0; color:#000000;" | Name
! Ability Name
! style="text-align: center; font-weight:bold; background-color:#c0c0c0; color:#000000;" | Ability Category
! Ability Type
! style="text-align: center; font-weight:bold; background-color:#c0c0c0; color:#000000;" | Description
! Ability Range
! Ability Description
|-
|-
| style="background-color:#ecf4ff;" | Cardinal Appearance
| style="background-color:#ff6b88;" | Body Claws 1
| Racial Passive
| Body Alters
| 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).
| Self
| Grants the user {{#simple-tooltip: Body Claws 1 | The Character can retract or manifest sharp claws that ignore any type of armor that is not plate-tier, and can tear up even chainmail and cured leather. These claws utilize Unarmed Proficiency for combat, but cannot be used in conjunction with any Melee or Ranged Weapons, and must be fully retracted to wield them.
}}
|-
|-
| style="background-color:#ecf4ff;" | Crown of Medusson
| style="background-color:#ff6b88;" | Armor Flux 1
| Racial Passive
| Trigger 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 ponytail 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.
| Self
| Grants the user {{#simple-tooltip: Armor Flux 1 | The user has a constant proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes mobility and agility. Simpler put, the less armor the user is wearing, the stronger their skin and body becomes. Wearing only a set of pants and shirt is the equivalent of their skin being as strong as Plate Armor, where-as wearing a set of actual Plate-armor causes the body to be as strong as if they were only wearing a set of pants and shirt (though they are of course still wearing armor). The protection effect is only skin deep, and blunt force trauma still translates like normal, as well as Artifacts of any make.
}}
|-
|-
| style="background-color:#ecf4ff;" | Black Claws of Katrak
| style="background-color:#ff6b88;" | Magic Sight 1
| Racial Passive
| 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.
| Self
| Grants the user {{#simple-tooltip:  Magic Sight 1 | The user is able to activate this Ability, causing their eyes to glow an intense solid color. While active, the user is Immune to any Ability or Mundane based Darkness or Blindness. They can even see through blindfolds and Ability-created substances covering their eyes, and if any of these effects was applied before the Ability was Toggled on, the effects are removed. This Ability has no Cooldown and can be Toggled on and off as many times as the user pleases.
}}
|-
| style="background-color:#ff6b88;" | Super Self 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Super Self 1 | Upon being physically harmed by any Mundane Attack or Ability, or upon hitting another person with any of these, the Character triggers a battle-state. When battle-state is activated, anyone within 2 blocks of the person is knocked over, while the person’s appearance may change with a wide variety of non-identity altering aesthetics including but not limited to: steaming skin, flaming eyes, electrified hair, increased vascularity, darkening of the eyes and sockets, shreddings skin, colored glow, and other visuals of rage and battle. While Super Self is active, the Character gains +5 Physical Stat.
}}
|-
| style="background-color:#ff6b88;" | Super Self 4
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Super Self 4 | The Character is immune to any Alchemy, Mundane Techniques or Abilities that would cause a loss or gain, change, exchange or transferral of Proficiency Points or Physical Stat, both positively and negatively.
}}
|}
|}
====Cardinal====
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#ff6b88;" | Omniaware 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Omniaware 1 | The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
}}
|-
| style="background-color:#ff6b88;" | Mind Wall 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Mind Wall 1 | The Character has Target Illusion immunity, and can perceive that a Target Illusion is being used on them. They may turn on or off this Illusion at will from their perception.
}}
|-
| style="background-color:#ff6b88;" | Mind Wall 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Mind Wall 2 | The Character has Control Power immunity (except Exorcism 1 & 2, and Peace Reign 1), and can perceive that a Control Power is being used on them. They may turn on or off this Control Power at will from their mind.
}}
|-
| style="background-color:#ff6b88;" | Battle Sense 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip:  Battle Sense 1 | The user may activate this Control Power on anyone in range, attaching to them like a Mobile Channel. While it is maintained, the user may choose one of the target’s Melee Combat Proficiencies and increase it by +5 Proficiency Points that may break the Cap for Proficiency. The user may only move at walking speed, must have the target within viewing distance, and the user may also not be attacked themselves. Knocking over or otherwise removing the focus from the user on the target cancels the effect. Additionally, the user gains the Constant Passive Omniaware 1 while this Ability remains active. While Battle Sense 1 is active, the user may not use other Abilities.
}}
|-
| style="background-color:#ff6b88;" | Power Curse 3
| Target Curse
| Emote Distance
| Grants the user {{#simple-tooltip: Power Curse 3  | The user can cast Power Curse 3 once per hour on a single individual. When affected, the Target’s left or right arm (depending on the choice of the user) becomes constricted by some form of constraint. This constraint lasts for 30 seconds, and completely disables the use of that limb for the duration as it remains rigid and unmoveable. After the 30 seconds are over, the limb is usable again and the constraints melt away.
}}
|-
| style="background-color:#ff6b88;" | Shrewd Insight 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip:  Shrewd Insight 1 | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
}}
|}
====Lector====


===The Lector Legion===
{| class="wikitable"  
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:
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{| class="wikitable"
! Ability Name
! style="text-align: center; font-weight:bold; background-color:#c0c0c0; color:#000000;" | Name
! Ability Type
! style="text-align: center; font-weight:bold; background-color:#c0c0c0; color:#000000;" | Ability Category
! Ability Range
! style="text-align: center; font-weight:bold; background-color:#c0c0c0; color:#000000;" | Description
! Ability Description
|-
| style="background-color:#ff6b88;" | Void Storage 1
| Void Spell
| Self
| Grants the user {{#simple-tooltip: Void Storage 1 | The Character has a pocket dimension called the Maw of the Void, in which they can store items up to a closet’s worth of space. The Maw opens up next to them, where they must physically put things in/take them out. Things inside do not rot or decay or experience time, and a single person can be trapped or hidden in the Maw for up to 10 minutes, after which they will be ejected (but not items). A person can only be placed inside of the Maw if the creator physically puts them there like any other tangible object they would be storing, and only if they are fully restrained and incapacitated (or willing). The same person can only be trapped once in the Maw every 24 hours.
}}
|-
| style="background-color:#ff6b88;" | Exorcism 3
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip: Exorcism 3 | The User can instantly Cancel any single Target Curse, Target Illusion, or Magic Spell currently affecting someone by touching them. This Ability only Cancels the most recently used Ability. Additionally, the Target cannot be affected by the same Target Curse, Target Illusion, or Magic Spell again for the next minute. This Ability cannot be used on Self. This Ability can only be used once every 10 minutes.
}}
|-
| style="background-color:#ff6b88;" | Honed Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
}}
|-
| style="background-color:#ff6b88;" | Inth Gift 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Inth Gift 3 | The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
}}
|-
|-
| style="background-color:#95a9e3;" | Lector Appearance
| style="background-color:#ff6b88;" | Sorcery Skill 2
| Racial Passive
| 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.
| Self
| Grants the user {{#simple-tooltip: Sorcery Skill 2 | The Character may choose 2 Sorcery Abilities for free from any Category. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost. This Ability also does not count as “purchasing” Sorcery Abilities for Sorcery Skill 1, or any other Abilities that require “purchasing” sorcery, so these Abilities do not stack.
}}
|-
|-
| style="background-color:#95a9e3;" | Arms of the Chosen
| style="background-color:#ff6b88;" | Memory Sense 2
| Racial Passive
| Target Illusion
| 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.
| Emote Distance
| Grants the user {{#simple-tooltip: Memory Sense 2 | The Character is able to project a ghostly and holographic image of their memories out into the world around them. The user can rotate, zoom in and out, and make minor aesthetic changes to the holographic memory as they wish. If the user does not fully remember parts of the memory, it will appear fake or blurry. Fake or implanted memories will appear as real, but the user cannot create fake memories themselves. This ability has no cooldown.
}}
|}
|}


==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==
==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 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.  
*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.  
{{Races}}
{{Races}}
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers = MonMarty
|Writers = MonMarty, Lumiess
|Processors = HydraLana, Athelois
|Processors = HydraLana, Athelois, Bellarmina
}}
}}
[[category:Races]] [[category:Arcane Afflictions]]
[[category:Races]] [[category:Arcane Afflictions]]

Revision as of 00:44, 1 August 2021

Manathar
Manathary.png
Afflictions
Affected Races All, barring Yanar and Slizzar.
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 previously, 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, however in recent times it has expanded even past that, allowing Ailor and various other Races to be included.

Becoming a 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 character. As of recent times, the Manathar have lost most of their prior connections to the Mentor, and instead exist only by their own guidance, with the Praetor being the only leading figure left. Presently, there is only one known method of conversion with the temple previously used to convert Manathar being no more, being conversion at the direct hands of the Praetor. It is said that unlike in the past, the change is supposedly reversible, no longer being a permanent process to undergo.

  • Upon becoming Manathar, all Abilities appropriate for that type of Manathar are instantly learned and activated where applicable.
  • Despite being an Affliction, Manatharism cannot be cleansed or cured by normal methods, and can only be removed by the Praetor, or other higher powers, such as Arken.
  • Manathar lose all racial abilities upon being converted to a Manathar, which are immediately swapped out by the Manathar Legion Abilities, and Base Abilities.
  • Manathar can only possess one Legion, which is chosen upon being converted.
  • Upon becoming Manathar, anything that was previously Exist, is immediately converted to Void, such as Silvenism, Sorcery, Magic, or any other Exist sourced Abilities.

Manathar Philosophy

The Manathar have a life Philosophy that 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, a philosophy that while not required, is highly suggested when taking the path of a Manathar. While in prior times rejecting the Xenophane would immediately incur being outcasted by the Praetor, it now exists more as a guideline the Manathar can follow at will.. A Manathar can exist whilst straying from the Xenophane philosophy, but becoming one in a state of disregard for the philosophy in the first place, would not usually lead to being converted regardless. The Xenophane includes the following tenets:

The Apostle Legion often end up being considered living Demons by the everyday citizenry of Aloria given their horned appearance, a trait commonly believed to denote the demonic powers of the Void.
  • Not to reject the self, or any aspect of the self, whether that be one’s identity as a Manathar, or whatever came before it, albeit with the knowledge one has evolved from their prior form in life. To not allow anyone to degrade or devalue the Manathar, or the philosophy the Manathar follow, even if it is not closely followed by one’s self. To stay true to their identity, to not seek to hide it, and to wear their Abilities and identity with pride.
  • Not to put any other figure above one’s self, whether in the form of worship, or self-doubt. To put one’s effort only towards the improvement of the self, rather than to waste effort putting it in another who would not benefit your growth in the long-term. This does not infer that the Manathar are incapable of respect, nor should enact ignorance to the power of a stronger being, but to not subjugate themselves beneath another thoughtlessly.
  • 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.

Manathar Appearance and Legions

Manathar come in a variety of appearances based on their individual legions. Each Legion has its own unique characteristics, however, all possess the traits of horns, a tail, and golden irises with dark grey eye or black whites. Silven Manathar are distinguished by the red limbal ring around their irises, being the only exception to that shared similarity. Upon becoming a Manathar, they innately inherit any prior traits, racial bonuses, or racial caps, however, are capable of accessing a one-time change upon conversion to alter their appearance to whatever they feel suits them most, within the limits of their prior Race. These changes cannot render them unrecognizable and are an irreversible one-time adjustment, including features such as height, sex, hair color, or body shape. Once a Manathar has accessed these changes, they cannot do so again.

The Manathar additionally gain other changes to their appearances through the effects of their chosen Legion, which once chosen, is permanent.

Apostle

The Apostle Legion possess the most stereotypically demonic appearance among the Manathar, trademarked by their vibrantly colored skin, ranging from coppers, bronzes, and other warm metallic shades, to crimson red and burnt orange hues. Their horns take on a more ridged appearance, typically more curled and broad in contrast to the Cardinal or Lector, and usually of a tint matching of their skin tone, or colored black at the ends. Their tail can range anywhere from a thinner, more imp-like appearance, or one that’s thicker and stronger in build. The tail can be either fur-tipped or ended with a spaded tip, colored the same as their skin, or transitioning into a black gradient.

Cardinal

The Cardinal Legion, bar some stand-out features, appear the most normal out of the Manathar. Their skin tones usually fall within that of Ailor ranges, appearing anywhere from as pale as a Lesarra, to as dark as a Suvial. Their horns have a far more delicate quality to them in contrast to the Apostle, appearing long and sharp, and smooth in texture, bar for the slight texturing of scales over the surface of the horns. Their tail is similarly thin and wispy, having a simple tipped end, with the same scale texturing of the horns. The skin running down their lower arms also follows a darker gradient, their fingertips ending in a dark, inky black, with naturally sharp nails. Within their locks dwell sentient snakes that coil beneath layers of hair, however, incapable of causing much harm, and are merely there for show. They can be painlessly severed and will grow back over time after removal.

Lector

The Lector Legion, with a complexion that resembles a night sky, bears one of the more unique appearances of the Manathar Legions. Their skin ranges anywhere from a vibrant violet, to a deep indigo blue. The style of their horns and tail resemble that of the Cardinal more than it does the Apostle, in that they appear more thin and delicate in shape, however, unlike the Cardinal, it is not uncommon for a Lector to have multiple crown-like sets of horns, in contrast to the other Legions, which tend to only have two.

Summary of Abilities

All Abilities are listed in detail on the Ability List Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set. All Manathar have access to the Base Abilities at all times, and can only access the abilities of their chosen Legion.


Base Kit

Ability Name Ability Type Ability Range Ability Description
Legion Body 1 Constant Passive Self Grants the user Legion Body 1

Arcane Mastery 1 Magic Spell Emote Distance Grants the user Arcane Mastery 1

Eye Mutation 1 Constant Passive Self Grants the user Eye Mutation 1

Afflicted Life 1 Constant Passive Self Grants the user Afflicted Life 1

Body Tail 1 Constant Passive Self Grants the user Body Tail 1

Body Scripture 1 Body Alters Self Grants the user Body Scripture 1

Apostle

Ability Name Ability Type Ability Range Ability Description
Body Claws 1 Body Alters Self Grants the user Body Claws 1

Armor Flux 1 Trigger Passive Self Grants the user Armor Flux 1

Magic Sight 1 Toggle Passive Self Grants the user Magic Sight 1

Super Self 1 Constant Passive Self Grants the user Super Self 1

Super Self 4 Constant Passive Self Grants the user Super Self 4

Cardinal

Ability Name Ability Type Ability Range Ability Description
Omniaware 1 Constant Passive Self Grants the user Omniaware 1

Mind Wall 1 Toggle Passive Self Grants the user Mind Wall 1

Mind Wall 2 Toggle Passive Self Grants the user Mind Wall 2

Battle Sense 1 Control Power Emote Distance Grants the user Battle Sense 1

Power Curse 3 Target Curse Emote Distance Grants the user Power Curse 3

Shrewd Insight 1 Control Power Emote Distance Grants the user Shrewd Insight 1

Lector

Ability Name Ability Type Ability Range Ability Description
Void Storage 1 Void Spell Self Grants the user Void Storage 1

Exorcism 3 Control Power Direct Touch Grants the user Exorcism 3

Honed Skill 1 Constant Passive Self Grants the user Honed Skill 1

Inth Gift 3 Constant Passive Self Grants the user Inth Gift 3

Sorcery Skill 2 Constant Passive Self Grants the user Sorcery Skill 2

Memory Sense 2 Target Illusion Emote Distance Grants the user Memory Sense 2


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 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, Lumiess
Artists MonMarty
Processors HydraLana, Athelois, Bellarmina
Last Editor Birdsfoot violet on 08/1/2021.

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