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{{Info afflictions
{{Info fauna
|image       = Manathary.png
|image = Manathary.png
|races      = All, barring [[Yanar]] and [[Slizzar]].
|officialname = Manathar
|nicknames = Pridelings, Demons, Confused [[Maraya]]
|classification = [[Magus]]
|classification = [[Magus]]
|contraction = Manathar Ritual
|habitat = Various areas of [[Aloria]]
|mortality  = N/A
|status = Extinct
|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 were an [[Affliction]] in [[Aloria]] which emerged from the desire of a group of [[Kathar]] to further their evolution as a [[Race]]. The Pride Arken fulfilled their desire, but within just three years, took away the Affliction from the world. The three Legions, or strains of the Affliction, created rather demonic-looking individuals from any group of [[Elven]] background, including Half-Elves, and capable of absorbing groups like [[Arkenborn]] into their ranks through the transformation. Ultimately, the footprint the Manathar left on Aloria is uncertain, as while some individuals used their power to aid in various expeditions and conflicts across Aloria, many more faded from memory, or left little lasting impact beyond their appearance.


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.
==History==
The Manathar were originally Kathar of the Dread Empire who sought to change their condition, and turned to the Pride Arken for such an opportunity in 307 AC. The being agreed to their pact, and transformed them into the first Manathar, before then approaching different [[Void Worship]]ers across Aloria and offered them a similar transformation into this new Affliction. Many accepted, among them a high number of Arkenborn, and were thus transformed into the three Legions. Pride emparted them with guiding principles, based on the concepts of the original Dread Kathar Manathar, and also gave them the ability to turn other, willing supplicants of the Nelfin Races, before stepping back and allowing affairs to play out. Unfortunately for the Arken’s goals or designs, many Manathar failed to adhere to these principles. While The Mentor, as Pride became known among the Manathar, had created powerful and unique beings, many misused the gifts, or broke away from the Legions who had trouble even working together in many instances. Additionally, while their bodies had been changed, their minds had not been altered sufficiently by the experience, so original enmities and bias creeped into the Manathar. This eventually called The Mentor out, who set down new rules of internal faith and governance while also tweaking the powers present in each of the Legions. But, ultimately, this was not enough. In 310 AC, the Arken chose to finally cut the thread of [[Magic]] that gave the Manathar their powers, instantly reverting all of them back overnight to their prior state. While there was some initial confusion on why this happened, later searches for answers revealed that the Arken had been disappointed in their children. Many former Manathar are just grateful that the being simply disbanded the Affliction as a failure, rather than punish them for failure.


==Becoming a Manathar==
==Physical Appearance==
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.
The Manathar had a broad range of visual differences based on their individual Legions, however all possessed the traits of horns, a tail, and golden irises with dark gray eyes or black eye-whites. Arkenborn Manathar were distinguished by a red limbal ring around their irises, being the only exception to the Affliction’s shared similarities. These changes never rendered them unrecognizable, but were also seen as permanent, with no possibility of altering one’s form or appearance further.
*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:
[[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 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.
===Diversity===
*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.
As mentioned before, the diversity of the Manathar was broken into the three Legions, each having a role to play in the new society Pride sought to create with the Affliction.
*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.
*'''The Apostle Legion''': The Apostles were the most archetypally demonic Manathar in appearance, possessing the most vibrant skin tones, ranging from warm metallic shades like bronze and copper, to hues of crimson and burnt orange. Apostle Legion horns were curled and ridged, with a broad formation set apart more than the horns of other Legions. Their tails varied in size, and had a gradient into a black spade-like tip, or a tuft of black fur. These Manathar were the warriors, fighters, and defenders of the other Legions.
*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.
*'''The Cardinal Legion:''' These Manathar were visually the least-affected Legion. Their skin tones ranged from those of the [[Teledden]] to those of the [[Suvial]]. Uniquely, the extremities of the Cardinals, such as their hands, were inky black, with each appendage gradienting back into their normal skin colors. Cardinal horns were typically straight, smooth, and delicate, with thin and delicate tails as well. Both were textured as if scaled. Uniquely, Cardinal Manathar possesses a pair of snakes that sprout from their lower scalp. These snakes were sentient, but could not cause harm, and could be painlessly removed before growing back over the course of a week. This Legion were a common class of sorts, with goals of building, labor, and bureaucratic leadership.
==Manathar Appearance and Legions==
*'''The Lector Legion:''' This Legion appeared similar to [[Sihndar]], with skin tones that range from deep indigo violet to dark indigo blue. Much like the Apostle Legion, Lector tails varied in size and shape but unlike the Apostles,Lector horns were straight, smooth, and delicate. The Lector were the only Legion capable of bearing more than one set of horns, with some possessing crown-like arrays of thin, pointed horns. They were the sorcerers and Magic users, seeking knowledge for the expansion of their being.
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.


}}
===Life Span and Development===
|-
The Manathar lasted only three years as an Affliction, and there were no indications of unique developmental or lifespan-altering occurrences among the various populations spread across Aloria. As many were already Nelfin before transformation, and such Races are well known for being capable of slowing or pausing their age appearance, many believe the Affliction did not affect this trait. However, most Manathar groups were relatively insular, and information on this is ultimately irrelevant since no Manathar children were born to the Affliction, and it ended in what amounted to the blink of an eye in Aloria’s long history.
| style="background-color:#ff6b88;" | Arcane Mastery 1
| Magic Spell
| Emote Distance
| 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:#ff6b88;" | Eye Mutation 1
| Constant Passive
| 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:#ff6b88;" | Afflicted Life 1
| Constant Passive
| 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.


}}
==Mental Overview==
|-
The Manathar were all Nelfin transformed either directly by the Pride Arken, or through a ritual they created, and gifted, to others for the explicit purpose. As a result, their minds did not change from what they had been before. However, the goals of the Manathar should be noted given how they were meant to affect, and influence, their actions. These beliefs were centered on a new life philosophy, the concepts of The Xenophane, which was nearly a second Religion for many of them. For a time, rejecting The Xenophane would immediately incur the wrath of the Praetor (an elected leader of a Manathar community), but it was ultimately transformed into a collection of rough guidelines that any Manathar could follow at their own choosing. The Xenophane included the following tenets:
| style="background-color:#ff6b88;" | Body Scripture 1
*Do not 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. Do 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.
| Body Alters
*Do not put any other figure above one’s self, whether in the form of worship, or self-doubt. Only put effort into improving the self, rather than to waste effort putting it on another who would not benefit from another individual’s 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 do not subjugate themselves beneath another thoughtlessly.  
| Self
*Do not see good and evil as immovable moral pillars, but rather as flexible concepts that can be moved around. Never 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.
| 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.
*Do not give away advantages or power for free, and do not 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.
}}
|-
|}


====Apostle====
The original version of The Xenophane from before Pride’s intercession is now largely lost, and even the modified version of The Xenophane followed by the Manathar until 310 AC is commonly discarded by those in the current day. The system of belief did not survive the power plays, machinations, and personal choices of the Manathar themselves, and the failure of well over half of all Manathar not following The Xenophane is often cited as a main reason why Pride came to view them all as failures.
{| class="wikitable"
===Territory and Groupings===
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
The Manathar were spread out in small pockets across Aloria, with numbers reaching at most, a few thousand. Most were located in the west, with the original group from the lands of the Dread Empire briefly growing in power, with not insignificant political influence. The other notable group could be found in Corontium, and the [[City of Regalia]]. Ironically, the Dread War saw Manathar groups clash with one another on battlefields across [[Altaleï]], those loyal to the Dread Empire fighting those from the Regalian Empire and the scattered numbers among the former states of the Allorn Empire.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#ff6b88;" | Body Claws 1
| Body Alters
| 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:#ff6b88;" | Armor Flux 1
| Trigger Passive
| 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:#ff6b88;" | Magic Sight 1
| Toggle Passive
| 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====
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! 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:#ff6b88;" | Sorcery Skill 2
| Constant Passive
| 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:#ff6b88;" | Memory Sense 2
| Target Illusion
| 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.
}}
|}


==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 an old and the elder Race, while “Manath” means the ones born of Magic, thus the name means “The elder Race born of Magic” in Allorn [[Altalar]].
*Manathar generally despise the usage of physical weapons. This is mostly because their mutations have made them above the use of weapons.  
*Manathar despised the use of physical weapons, instead preferring to use their own bodies and Magic for combat.
*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.  
*There was significant confusion for a number of weeks in some quarters with [[Maraya]] believing the Manathar to be a transformation in their image. Indeed, some Manathar used this confusion to embed themselves in Maraya societies, or adopt a new identity to seek Maraya information. Such efforts quickly ended, and the few that remained suddenly found themselves outed when the Affliction was purged.
{{Races}}
{{fauna}}
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers = MonMarty, Lumiess
|Writers = HydraLana
|Processors = HydraLana, Athelois, Bellarmina
|Processors = N/A
}}
}}
[[category:Races]] [[category:Arcane Afflictions]]
[[category:Fauna]] [[category:Magus]]

Latest revision as of 17:20, 3 January 2024

Manathar
Manathary.png
Fauna
Official Name Manathar
Common Nicknames Pridelings, Demons, Confused Maraya
Classification Magus
Habitat Various areas of Aloria
Current Status Extinct

The Manathar were an Affliction in Aloria which emerged from the desire of a group of Kathar to further their evolution as a Race. The Pride Arken fulfilled their desire, but within just three years, took away the Affliction from the world. The three Legions, or strains of the Affliction, created rather demonic-looking individuals from any group of Elven background, including Half-Elves, and capable of absorbing groups like Arkenborn into their ranks through the transformation. Ultimately, the footprint the Manathar left on Aloria is uncertain, as while some individuals used their power to aid in various expeditions and conflicts across Aloria, many more faded from memory, or left little lasting impact beyond their appearance.

History

The Manathar were originally Kathar of the Dread Empire who sought to change their condition, and turned to the Pride Arken for such an opportunity in 307 AC. The being agreed to their pact, and transformed them into the first Manathar, before then approaching different Void Worshipers across Aloria and offered them a similar transformation into this new Affliction. Many accepted, among them a high number of Arkenborn, and were thus transformed into the three Legions. Pride emparted them with guiding principles, based on the concepts of the original Dread Kathar Manathar, and also gave them the ability to turn other, willing supplicants of the Nelfin Races, before stepping back and allowing affairs to play out. Unfortunately for the Arken’s goals or designs, many Manathar failed to adhere to these principles. While The Mentor, as Pride became known among the Manathar, had created powerful and unique beings, many misused the gifts, or broke away from the Legions who had trouble even working together in many instances. Additionally, while their bodies had been changed, their minds had not been altered sufficiently by the experience, so original enmities and bias creeped into the Manathar. This eventually called The Mentor out, who set down new rules of internal faith and governance while also tweaking the powers present in each of the Legions. But, ultimately, this was not enough. In 310 AC, the Arken chose to finally cut the thread of Magic that gave the Manathar their powers, instantly reverting all of them back overnight to their prior state. While there was some initial confusion on why this happened, later searches for answers revealed that the Arken had been disappointed in their children. Many former Manathar are just grateful that the being simply disbanded the Affliction as a failure, rather than punish them for failure.

Physical Appearance

The Manathar had a broad range of visual differences based on their individual Legions, however all possessed the traits of horns, a tail, and golden irises with dark gray eyes or black eye-whites. Arkenborn Manathar were distinguished by a red limbal ring around their irises, being the only exception to the Affliction’s shared similarities. These changes never rendered them unrecognizable, but were also seen as permanent, with no possibility of altering one’s form or appearance further.

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.

Diversity

As mentioned before, the diversity of the Manathar was broken into the three Legions, each having a role to play in the new society Pride sought to create with the Affliction.

  • The Apostle Legion: The Apostles were the most archetypally demonic Manathar in appearance, possessing the most vibrant skin tones, ranging from warm metallic shades like bronze and copper, to hues of crimson and burnt orange. Apostle Legion horns were curled and ridged, with a broad formation set apart more than the horns of other Legions. Their tails varied in size, and had a gradient into a black spade-like tip, or a tuft of black fur. These Manathar were the warriors, fighters, and defenders of the other Legions.
  • The Cardinal Legion: These Manathar were visually the least-affected Legion. Their skin tones ranged from those of the Teledden to those of the Suvial. Uniquely, the extremities of the Cardinals, such as their hands, were inky black, with each appendage gradienting back into their normal skin colors. Cardinal horns were typically straight, smooth, and delicate, with thin and delicate tails as well. Both were textured as if scaled. Uniquely, Cardinal Manathar possesses a pair of snakes that sprout from their lower scalp. These snakes were sentient, but could not cause harm, and could be painlessly removed before growing back over the course of a week. This Legion were a common class of sorts, with goals of building, labor, and bureaucratic leadership.
  • The Lector Legion: This Legion appeared similar to Sihndar, with skin tones that range from deep indigo violet to dark indigo blue. Much like the Apostle Legion, Lector tails varied in size and shape but unlike the Apostles,Lector horns were straight, smooth, and delicate. The Lector were the only Legion capable of bearing more than one set of horns, with some possessing crown-like arrays of thin, pointed horns. They were the sorcerers and Magic users, seeking knowledge for the expansion of their being.

Life Span and Development

The Manathar lasted only three years as an Affliction, and there were no indications of unique developmental or lifespan-altering occurrences among the various populations spread across Aloria. As many were already Nelfin before transformation, and such Races are well known for being capable of slowing or pausing their age appearance, many believe the Affliction did not affect this trait. However, most Manathar groups were relatively insular, and information on this is ultimately irrelevant since no Manathar children were born to the Affliction, and it ended in what amounted to the blink of an eye in Aloria’s long history.

Mental Overview

The Manathar were all Nelfin transformed either directly by the Pride Arken, or through a ritual they created, and gifted, to others for the explicit purpose. As a result, their minds did not change from what they had been before. However, the goals of the Manathar should be noted given how they were meant to affect, and influence, their actions. These beliefs were centered on a new life philosophy, the concepts of The Xenophane, which was nearly a second Religion for many of them. For a time, rejecting The Xenophane would immediately incur the wrath of the Praetor (an elected leader of a Manathar community), but it was ultimately transformed into a collection of rough guidelines that any Manathar could follow at their own choosing. The Xenophane included the following tenets:

  • Do not 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. Do 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.
  • Do not put any other figure above one’s self, whether in the form of worship, or self-doubt. Only put effort into improving the self, rather than to waste effort putting it on another who would not benefit from another individual’s 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 do not subjugate themselves beneath another thoughtlessly.
  • Do not see good and evil as immovable moral pillars, but rather as flexible concepts that can be moved around. Never 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.
  • Do not give away advantages or power for free, and do not 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.

The original version of The Xenophane from before Pride’s intercession is now largely lost, and even the modified version of The Xenophane followed by the Manathar until 310 AC is commonly discarded by those in the current day. The system of belief did not survive the power plays, machinations, and personal choices of the Manathar themselves, and the failure of well over half of all Manathar not following The Xenophane is often cited as a main reason why Pride came to view them all as failures.

Territory and Groupings

The Manathar were spread out in small pockets across Aloria, with numbers reaching at most, a few thousand. Most were located in the west, with the original group from the lands of the Dread Empire briefly growing in power, with not insignificant political influence. The other notable group could be found in Corontium, and the City of Regalia. Ironically, the Dread War saw Manathar groups clash with one another on battlefields across Altaleï, those loyal to the Dread Empire fighting those from the Regalian Empire and the scattered numbers among the former states of the Allorn Empire.

Trivia

  • Manathar is a compound name. Much like other Nelfin Races, the name ending in “ar” indicates that they are the children of an old and the elder Race, while “Manath” means the ones born of Magic, thus the name means “The elder Race born of Magic” in Allorn Altalar.
  • Manathar despised the use of physical weapons, instead preferring to use their own bodies and Magic for combat.
  • There was significant confusion for a number of weeks in some quarters with Maraya believing the Manathar to be a transformation in their image. Indeed, some Manathar used this confusion to embed themselves in Maraya societies, or adopt a new identity to seek Maraya information. Such efforts quickly ended, and the few that remained suddenly found themselves outed when the Affliction was purged.

Accreditation
Writers HydraLana
Artists MonMarty
Processors N/A
Last Editor HydraLana on 01/3/2024.

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