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common kit
{{Info afflictions
|image      = Ezekiel.png
|races      = Various
|contraction = Various
|mortality  = N/A
|origins    = [[Cataclysm]]
|symptoms    =
* Varying
|}}
==Introduction==
Far from the binary oppositions of life and death and the Void and the Exist, beings roam the world that do not truly affiliate with any of these, called the Unspoken Gods. The Ezekiel are the servants of one such Unspoken God, Selëya the Goddess of ancient lore, secrets, mysteries, forgotten legends, and dark magics. The Ezekiel have accepted the dark pact with Selëya to satisfy their hunger for lost knowledge, scouring the world for long lost tomes and hidden places of learning to add to their own, a never ending search for greater knowing. By unlocking the secrets of the past, the Ezekiel weaponize their knowledge for the future, either by using knowledge itself as a tool for subjugation, or by harnessing the dark magics held within these lost treasures as a weapon to enforce their secretive might.


==History==
The exact origin of the Ezekiel is, much like their work, shrouded in mystery. The Ezekiel sing praise to Selëya the Goddess of ancient secrets, herself a so- called Unspoken God. Unspoken Gods are divine beings without a religion attached to them created through emotional manifestation, where something is felt so strongly across the world that it can manifest in the spontaneous birth of a divine being. Sëleya herself was born from the desire for secrets, the lust for knowing, the willpower to find hidden libraries and archives and discover all the lost gems within. She is known as a malicious Unspoken God, who pries the minds of the unwilling for their deepest secrets, and enjoys extracting hidden information to the anguish of her victims. She resides in dark and lost forgotten places, often appearing to those who are near-death to offer them a bargain for their soul. While Void and Exist beings have shown no interest in souls, the Unspoken Gods have appeared more favorable to the process of binding souls to their eternal service, and as such, the Ezekiel were born one day.


The how or why is unknown, but it is said that the first Ezekiel was Zeer-Kahel the Graverobber. His tale starts in the city of Marjataïr of Al-alus, where he was but a simple bottom-feeding Sariyd criminal, a street-urchin having turned peddler who was in the wrong place at the wrong time. As a member of the Haliq’afa crime ring, he did simple jobs running errands for the overlord. One day, he stumbled onto the ruins of Zarq-Fatinh Aslaqqa while on a simple delivery mission in the desert, a massive library that was buried deep in the sands, holding many secrets of the Sariyd Empire’s Scripters that had long been swallowed by the deserts. He stumbled into the library that was half-submerged in sand, driven by unfortunate curiosity. Tragically, due to his bad preparation or perhaps ignorance, Zeer-Kahel's rope snapped and he fell thirty feet, straight onto a broken table with shards of wood impaling his legs.


As Zeer-Kahel lay dying, blood caking the sand, and the light from the hole from where he came slowly dying as the cold of night started setting in, he cursed his own incompetence. To make matters worse, the ruins of Zarq-Fatinh Aslaqqa had long been looted empty, there was no shine of gold, no old artifacts to loot and sell. And yet, he refused to accept death in this moment, even if his life had been a miserable disaster from one to another, he would at least go out on his own terms. In agony, he tried to crawl to find a way out, dragging his impaled useless legs around. In his delirium, he had not even noticed the young porcelain-white girl that was following him slowly, a curious face peering down at this young man's tragedy with curiosity and perhaps a hint of pity. He turned at a certain point, not believing the girl was real, presuming it was a hallucination of his blood-loss. The girl asked him if he would bargain for his life, which he decided to muse as he had given in to his presumed end, and chose to go out with some amusement. Much to his surprise however, the girl rapidly changed into a massive spider-like creature with the upper body of a fair woman but a beastly and monstrous stomach jaw that appeared more like a bottomless pit with teeth than a mouth, its tongue extending to him as if seeking things to consume. The hungering creature started consuming him, but instead of actually eating him, it ate his flesh off his bones, leaving his bones intact. As his flesh left him, he did not feel pain, but rather just cold, coldness all around him.


Just as quickly as the girl changed, did she disappear again. For a moment Zeer-Kahel tried to inspect himself, no longer in pain, and in full skeletal being, but before he could properly register what had happened, he too felt a hunger. It was like his mind would suddenly snap, no longer capable of higher reason or thought, he became as stupid as a hungry beast that only knew how to eat, and he started trying to eat the books around him, the dusty tomes in languages that he could not understand. He consumed their crumbling pages, almost as if driven by some higher power, fragments of pages, book covers, sometimes even just dust and ashes left behind from rotten papyrus. And with each book he consumed, he could feel his sanity returning to him. Days of consuming turned to weeks, weeks turned to months, months to years, and before long, he had been endlessly consuming books for nearly 50 years, until he heard a scream of another unfortunate traveler, one that had fallen from the same hole he had once descended, and comically, fallen onto the same broken table he had. He wandered closer, skittish at first, but curious after, as the terrified visitor yelled at the creature to go away. Zeer-Kahel could not understand him, for he spoke in a funny language, but as his blood seeped into the sand beneath him, Zeer-Kahel felt a pity, perhaps the same pity the porcelain girl had felt. He too offered the unfortunate soul a bargain for his life with his Zerenomicon, a book of ancient lore he had put together from pages of different books in the library. The man accepted, and so the second Ezekiel was born.


{| class="wikitable"
When the two left the forgotten library, ascending with Zeer-Kahel’s dark magics learned from the many dusty pages, Zeer-Kahel’s sanity had been fully restored, and there was a newfound wisdom and knowledge in him. He could recall the last fifty years, the years in which he had lived like an ever-hungering and consuming creature. The knowledge he had consumed had brought order to chaos in his mind, and suddenly the words of what he consumed shifted back in order, the texts started making sense, and he was learning all that he had consumed, fifty years of eating tomes and crumbled books worth of knowledge all with the most brilliant clarity, all at once. The old Zeer-Kahel died there, if there was even anything left of him, and Ezekiel, Prophet of the Sages was born, his trusted companion and lesser Mutabbi by his side. They both donned long robes left behind by some passing nomads. Zeer-Kahel’s hunger had never left him, that never-ending hunger to know more and to unlock the dark secrets of the past. But now he could control it, and as Ezekiel set the first steps towards the rising sun, his ebony blackened, reflecting the orange light that filled the sand dunes, his first follower in his wake, with many more to come.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
 
! Ability Name
The accuracy of this tale is not widely confirmed, however Zarq-Fatinh Aslaqqa did indeed exist, and a skeleton was found at the base of a table, and the whole library, larger than the Regalian Palace but underground, was completely empty. Not a single book on any of the shelves, and not a single particle of rotten papyrus was left in any of the sand-filled halls. Ezekiel himself became a figure of legend, however all Ezekiel still revere his name as the Prophet of the Sages. Ezekiel has also supposedly been sighted various times across the world, so the scholarly community has largely accepted that he does indeed exist, but some claim that the myths and legends of his power may be slightly exaggerated.
! Ability Type
 
! Ability Range
From their beginnings in legend, Ezekiel induced more knowledge-hungry souls into his fold, who would in turn recruit more, until Ezekiel numbered a few hundred, but were spread across the world, remaining only loosely affiliated and in contact with one another. Particularly in Regalia, a nexus of people and learning, many Ezekiel have found their way into the more down-trodden parts of the city, their identity being easy to hide among the other Occult that roam the streets, and even using their own dark magics to appear like their old normal self, even if this is just a mere illusion brought about by old Primal powers. Some Ezekiel work together, while many also compete over unique tomes and scraps of knowledge. Others yet have found ways to induct themselves into groups of Vampires or Werebeasts, using a process called Attunement to create a closer connection to whatever other Occult group they wish to mesh with, whether it is to gain control over them as minions, or to use them as a conveyance for greater reach in their learning.
! Ability Description
 
|-
==Ezekiel Niche==
| style="background-color:#e4e9f1;" | World Shift 1
To be an Ezekiel is to be afflicted, but one quite unlike all others. Because of its unique basis in an in-between space of all planar identities, Ezekiel are flexible casters that can fluctuate between groups as their priorities demand, with no true master beyond their Unspoken Goddess. They are by default casters, though casters with a strong emphasis on intellect and knowledge as opposed to raw combat power. That being said, Ezekiel are formidable opponents when faced alone or without any kind of anti-Ability protection, as they specialize in keeping distance between their target and unleashing an unrelenting torrent of dark magics. In most cases, Ezekiel have hidden identities, and tread in the shadows, content to avoid the factional wars and racial politics of the surface world, scouring for hidden things underneath that none pay attention to or have forgotten about. Ezekiel are not known to the legal system in Regalia and while there is no explicit law stating they should be treated as criminals, they more often than not will, on account of looking like a literal skeleton. Most Ezekiel should try to avoid being caught, as being imprisoned causes them to be unable to gather knowledge.  
| Control Power
 
| Self
==Infection and Curing==
| Grants the user {{#simple-tooltip: World Shift 1 | The user is able to Song-bend any unliving materials (dead wood, stone, metal, glass, bone, etc) into other shapes or a desired shape. This involves the act of singing, and then using one’s hands to bend the material as if it is made of a clay-like substance. This can never result in sharp edges or strong surface that Metallurgy can produce, and is only decorative. Objects cannot decrease or increase in size, and this Ability does not allow the Song-bending of objects that consist of many smaller objects, such as a wall consisting of hundreds of bricks, but does allow the Song-bending of a single wooden pillar in a palisade wall.
To call an Ezekiel infected is not to paint the whole picture. Ezekiel do not necessarily get infected with an Occult status, as much as they transmute their soul into something else entirely, through the intervention of an Unspoken God. Ezekiel can convert other willing souls into Ezekiel, though the process is permanent and irreversible. It is not possible to convert an Ezekiel back to a non-Ezekiel. The process of an Ezekiel converting another willing person into an Ezekiel, is firstly to test their willpower. The converting Ezekiel must ascertain with complete certainty that the subject is willing to either accept the bargain to save their life in the face of imminent death, or has an extreme hunger for knowledge and dark secrets to the point of obsession and/or disregard for life. If this is made clear, then the Ezekiel can summon their Zerenomicon, a tome of knowledge that all Ezekiel possess, and cast the Curse of Surrender, a ritual that eviscerates all the flesh and mortal sheddings of the convert, who then fully becomes an Ezekiel.  
}}
 
|-
==Appearance==
| style="background-color:#e4e9f1;" | Afflicted Life 1
Ezekiel have two appearances, their Ezekiel skeletal appearance, and their normal old self (the normal old self can be modified with mutations however). The Ezekiel skeletal appearance is their natural physical state, where they are simply a walking skeleton of whatever race they were previously. The color of the Skeleton itself may vary from black to white, or even more rust-like. The skeletons may also be reflective or matte, and have decorative engravings, writings, or accessories manifested into them. Ezekiel can also at any time change their appearance to appear like their own old self. This old self is mostly an illusion (but cannot be seen through by anti-Illusion Abilities), and does not have any other visual features that would give away their identity as an Ezekiel, regardless of their Attunement. That being said, Ezekiel can only use their Abilities while in their Ezekiel skeletal appearance.  
| Constant Passive
 
| Self
==Attunement==
| 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.
Attunement is a process in which an Ezekiel becomes more like a particular other Affliction, in order to mesh in with them, or be seen as a natural leader to them. Attunement can be done any time, anywhere, but after attuning once, the Ezekiel must be attuned to that specific Affliction for at least an IRL month before they can change it again. The process can however happen off-screen, or instantly in-roleplay, with added effects as described below.
}}
* '''Selëya Attunement''', is the standard Attunement for the Ezekiel. This grants the Ezekiel no glowing eyes or color in their eyes (though their eye sockets can leak shadows optionally), while not attributing any additional functions. The Ezekiel’s Abilities are Primal Powers.
|-
* '''Vampire Attunement''', is an Attunement that allows the Ezekiel to become more Vampiric. The first noticeable feature is that their skeletal appearance has Vampiric Teeth, and has red, orange or yellow glowing eye-sockets. This Attunement gives the Ezekiel a hunger to consume blood (though they get nothing out of it, nor does not doing it cripple them), the Ability to drink blood with their vampiric fangs, and a Void-alignment, as all their Abilities become Void based.  
| style="background-color:#e4e9f1;" | Sacrifice Curse 1
* '''Cahal Attunement''', is an Attunement that allows the Ezekiel to become more Cahalic. The first noticeable feature is that their skeletal appearance may take on more animal-like bones, such as their humanoid skull (even if the Ezekiel is Asha, their skeleton form will still have a human-like skull) becoming a beast-like skull (or any beast). Their eye-sockets also have a blue, white, or gray glow. This Attunement gives the Ezekiel the desire to perform ritual sacrifices or activities like the Cahal (though getting nothing from it), while also Exist aligning them, all their Abilities becoming Exist based.
| Constant Passive
* '''Dragon Attunement''', is an Attunement that allows the Ezekiel to become more like Dragon Wardens. The first noticeable feature is that their skull forms Draconic horns, and their eyes become glowing purple, magenta, or pink. While attuned to Dragons, the Ezekiel can see the Soul Rivers and sense Dragonsouls if they seek them in Emote Range. While attuned to Dragons, all Ezekiel Abilities become Dragon Powers.
| Self
* '''Death Attunement''', is an Attunement that allows the Ezekiel to become more like Morvali. The first noticeable feature is that parts or their whole skeletal frame may become see-through of any shade of green, while their eyes always have a glow of any shade of green. While attuned to Death, the Ezekiel emit a soothing aura to Morvali, allowing any Morvali in Emote Distance of them to experience passion, love, romance or friendship, without entering an enraged state. While Attuned to Death, all Ezekiel Abilities become Ordial Powers.  
| Grants the user {{#simple-tooltip: Sacrifice Curse 1 | Firstly, the Character can still consume food and drinks, but becomes revolted by the taste of greenery, vegetables, and herbs unless they know for certain it was sustainably harvested with respect for nature (except enchanted food made by Food Enchantments). Secondly, The Cahal can reproduce with non-Cahal and Cahal alike, however the child will always result in a Cahal Brood of their Bloodline. Thirdly, if the Cahal does not feed within a week of losing fed status, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound.  
}}
|-
| style="background-color:#e4e9f1;" | Blood Eyes 5
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Blood Eyes 5 | The Character has normal eyes, though their eye-sockets are somewhat darkened. When using any Ability from their Bloodline Ability Kit or Cahal Base Kit, their irises become solid icy-blue and glowing, with a small black pupil. This overrules any other Mutations or effects. If the Player wants the Cahal’s eyes to be solid icy-blue and glowing at all times, this is possible.
}}
|-
| style="background-color:#e4e9f1;" | Blood Eyes 6
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Blood Eyes 6 | The Character permanently has darkened eye-sockets, and irises that are solid icy-blue and glowing, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 5.  
}}
|-
| style="background-color:#e4e9f1;" | Cahalic Form 1
| Full Shift
| Self
| Grants the user {{#simple-tooltip: Cahalic Form 1 | The Character is able to Mythic Shift into their Cahalic Form. While in Cahalic Form, the Character has access to all Abilities from the Abilities from their Soul Line Ability Kit. Shifting in and out of Cahalic Form is instant, cannot be Cancelled or Countered, and the player may design the Cahalic Form, with some ground rules. For the Ground Rules, refer to the Bloodline page, which will have an outline on the limitations and design choices for Cahalic Form. This Ability has no Cooldown.
}}
|-
| style="background-color:#e4e9f1;" | Cahalic Form 2
| Full Shift
| Self
| Grants the user {{#simple-tooltip: Cahalic Form 2 | This Ability grants the exact same functions as Cahalic Form 1, thus allowing the Character to transform into a Cahalic Form, additionally, the Character is also able to use all of their Abilities from their Soul Line Ability Kit while outside of Cahalic Form, which is not possible for Vampiric Form 1. This Ability has no Cooldown.
}}
|-
| style="background-color:#e4e9f1;" | Cursed Soul 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Cursed Soul 1 | While the character has an Affliction that includes this Ability, they are unable to use any Abilities found in Sorcery, Magic, and Faith Manifest. While having this Affliction, no other Affliction can be acquired. Proficiency Points are not refunded for Abilities lost. When the Affliction is removed (and this Ability), all normal use of Abilities is restored, and the Character can be Afflicted again.
}}
|-
|}


==Ability Mechanics==
Ezekiel have a set of Abilities granted to them by Selëya, while also specializing into Shadow Sorcery. The Ezekiel have 3 standard Abilities called the Ezekiel Ability Kit seen below. All Ezekiel must have these Abilities. Additionally, Ezekiel may choose a maximum of 6 Abilities from the [[Shadow Sorcery]] Page to complement their class. This means that when all is said and done, an Ezekiel should have their Racial Abilities + 9 Ezekiel Abilities, and any additional maximum 2 Sorcery or Alchemy that is chosen.


ursarr
===Ezekiel Soul===
{| class="wikitable"
'''Target:''' Others or District.<br>
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
'''Use Time:''' Instantaneous.<br>
! Ability Name
'''Range:''' Emote Distance.<br>
! Ability Type
'''Duration:''' N/A<br>
! Ability Range
'''Description:''' Ezekiel souls are affected by Selëya's will. As such, the following things happen to them. Firstly, Ezekiel do not age from the moment they become Ezekiel, and can change the age-appearance of their glamor form to anything older than 18 years old. Secondly, Ezekiel cannot be infected with any other Afflictions, nor can they be cured, so they are forever blocked from other Affliction Abilities. Thirdly, Ezekiel have a Physical Stat limit of 5, and cannot use Mundane Technique Abilities. Fourthly, Ezekiel cannot use Clockwork, but they are allowed to purchase up to 2 Alchemy Abilities from the [[Alchemy]] or 2 Sorcery Abilities from the [[Sorcery]] Page. Finally, Ezekiel can purchase additional Sorcery Abilities from the [[Sorcery]] page (following their Proficiency cost), but may only purchase up to a maximum of 2.<br>
! Ability Description
'''Cooldown:''' N/A
|-
| style="background-color:#e4e9f1;" | Wall Climb 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Wall Climb 2 | The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability includes a falling-damage mitigation, meaning that regardless of height, the character does not receive falling damage, and can jump from a suspended position halfway up the wall.
}}
|-
| style="background-color:#e4e9f1;" | Super Self 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Super Self 2| The user can use Super Self 2 to instantly shift or move their feet or legs or ankles by either contorting, phasing, ghosting or re-shaping in such a way that any Rooting, Trapping or Snaring that is applied on them is instantly cancelled the moment it hits (all other effects of those Abilities or Mundane Techniques still apply). This Ability does not affect Abilities that apply Disabling effects to specific limbs or Paralysis.
}}
|-
| style="background-color:#e4e9f1;" | Gate Smash 1
| Trigger Passive
| Direct Touch
| Grants the user {{#simple-tooltip: Gate Smash 1 | The Character can muster all their strength and smash through a metal or wooden gate or door that is locked or barred. This Ability does also work on cell gates in the Regalian Prison. This Ability can be used once per day. And produces a lot of noise, thus requiring the actual Ability usage to be done in announce emote (+h). Because of the size and bulkiness of the Character however, they are also permanently incapable of dodging or side-stepping any Mundane or Ability based Projectile attacks.
}}
|-
| style="background-color:#e4e9f1;" | Super Self 6
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Super Self 6 | The Character is immune to hypothermia and cold temperatures, and is completely unaffected by any naturally occurring or Ability based Ice, snow, or frost on themselves or on the ground. Additionally, the user is immune to Element Brand 1.
}}
|-
| style="background-color:#e4e9f1;" | Armor Rend 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: | The user can extend claws on their hands that, while used in Unarmed Combat Proficiency, ignore Mundane Armor and can even shred through Plate or Half-Plate Armor as if it was cloth (though it does not affect Artifacts). If used on Magical Armor, any hitpoint-based durability applies, otherwise it causes the same effect. These claws can also be used to aesthetically rip through things like wood or cloth or slice into stone.
}}
|-
| style="background-color:#e4e9f1;" | Light Mend 3
| Magic Spell
| Self
| Grants the user {{#simple-tooltip: Light Mend 3 | The user feeds and gains strength from sunlight or moonlight. Either moonlight or sunlight are capable of feeding the user much like normal food would, thus making drinking and eating redundant for them (though they still can). Additionally, while standing outside (with no block that interrupts a direct line from the player model to the open sky, including leaf blocks), the Character has +5 Physical Stat, and can choose to absorb strength from the moon or sun and increase Body Shape by one additional step.
}}
|-
| style="background-color:#e4e9f1;" | Bunker Down 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Bunker Down 1 | If wielding a shield, the Character can choose to “Bunker down”, requiring them in a kneeling position with a shield down in front of them (using a shield if mundane, if not mundane, a shield is not be required). While this stance is upheld, they become immune to any Mundane or Ability based harm effects from a 180 degree angle in front of them (Ability based effects besides damage still apply). There is enough room behind the user for 1 additional person to gain the benefit, with the user counting as an Obstacle. The user of this Ability cannot do anything but talk while bunkering down (they cannot even see past their shield), but the person behind them (if there is one) can move and use Abilities, Weapons, or Items.
}}
|-
| style="background-color:#e4e9f1;" | 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:#e4e9f1;" | 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.
}}
|-
|}


uthurenn
===Magical Pendulum===
{| class="wikitable"
'''Target:''' Others or District.<br>
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
'''Use Time:''' Instantaneous.<br>
! Ability Name
'''Range:''' Emote Distance.<br>
! Ability Type
'''Duration:''' N/A<br>
! Ability Range
'''Description:''' This Ability has two functions. Firstly, the user has Mage-Deflect. This allows the user to “/dice 0 20” on any Ability used on them directly that they are: Aware of, is not some form of Anti-Magic, or an Ability used to counter them, or an Ultimate Ability, or multiple Abilities at the same time (only 1 can be chosen). If the preconditions are met, the user may perform the Dice roll. If the dice rolled 10 or above, the Ability is Countered, thus not affecting the user. This does not work on Abilities that create Area-of-Effect functions, or affect the user by proxy of another target being hit. Any Ability that is Countered this way goes on a 3 IRL minute Cooldown, regardless of the Cooldown for that Ability by default. Secondly, if at least five Characters with Magical Pendulum are present within Emote Distance, they may commence the Global Pendulum. This can be performed in: New Town, Old Town, Imperial Isle, or Crookback Districts. When performed, one member must initiate a ticket on RP Com Discord. When the Ability takes effect, a Mage-Storm consumes that particular district for 24 hours, making the use of any Ability (including Racials, Primal, and Ordial Abilities, but not including Mundane Techniques) impossible for anyone, including those who used Global Pendulum.<br>
! Ability Description
'''Cooldown:''' The first part of the Ability has no Cooldown. Global Pendulum has a 7 IRL day cooldown after being used for all participants.
|-
| style="background-color:#e4e9f1;" | Hunt Sense 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Hunt Sense 1 | The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.
}}
|-
| style="background-color:#e4e9f1;" | Rogue Gift 4
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip:  Rogue Gift 4 | Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Character, and the character no longer makes noise when attempting to remain silent. Additionally, the character does not produce audible footsteps on any surface.
}}
|-
| style="background-color:#e4e9f1;" | Light Mend 1
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Light Mend 1 | While within Emote Distance of a target, the user can utilize healing light to heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. This Ability can be used on self.
}}
|-
| style="background-color:#e4e9f1;" | Empath Sense 1
| Trigger Passive
| Direct Touch
| Grants the user {{#simple-tooltip: Empath Sense 1 | The Character is able to absorb all of the pain of the Target person and feel it themselves instead, for as long as Direct Touch is maintained. The target whose pain is being absorbed may not be in combat, otherwise this effect does not work. Additionally, the Character becomes immune to passing out from pain or going into shock.
}}
|-
| style="background-color:#e4e9f1;" | Empath Sense 2
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Empath Sense 2 | The Character may blank their own emotional state while focusing on a single person within Emote Distance. As long as focus and a stare is maintained, the Character will duplicate the emotions and feelings of the Target and feel them, themselves. For example, extreme grief or joy, or heartache and melancholy. This does not explain why they feel that way, it simply copies the feeling to the user without altering the feelings of the Target.
}}
|-
| style="background-color:#e4e9f1;" | Power Howl 1
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Power Howl 1 | The Character can unleash a blood curling echoing scream that reverberates in Emote Distance. Anyone who is Channelling an Ability or about to Channel has the Channel forcibly interrupted, regardless of what interruption rules this Ability has. If this Channel Ability has a cooldown shorter than 5 minutes, it is set to a 5 minute cooldown. If longer, the Ability’s own cooldown is used. Additionally, anyone within 2 blocks of the user that was mid-swing with an attack, has their attack Staggered, meaning it automatically misses or is interrupted. This Ability has a 30 minute cooldown.
}}
|-
| style="background-color:#e4e9f1;" | Nature Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Nature Gift 1 | While outside the City, thus nowhere near conventional rental housing, the Character moves “as fast as an Asha” (thus giving the Character Asha Agility). This Ability ceases the moment the Character returns to the urban landscape.
}}
|-
| style="background-color:#e4e9f1;" True Path 1 |
| Toggle Passive
| Travel Length
| Grants the user {{#simple-tooltip: True Path 1 | The user is able to begin a charge or running speed in a particular direction. Once reaching a particular block, they may activate True Path 1 to scatter their body into a large cloud of non-harmful smaller objects, or flora, or critters, and continue traveling in the same direction as they were running. This allows them to continue moving for up to 10 blocks at sprinting speed, allowing them to pass through any hole, crack or opening. This can be to for example, float through a guard formation, a door, a wall of spikes, etc. After traveling 10 blocks, the character re-manifests, this Ability cannot be ended early, unless met with a solid wall without openings. This Ability has a 15 minute cooldown.
}}
|-
| style="background-color:#e4e9f1;" | Light Mend 3
| Magic Spell
| Self
| Grants the user {{#simple-tooltip:  Light Mend 3 | The user feeds and gains strength from sunlight or moonlight. Either moonlight or sunlight are capable of feeding the user much like normal food would, thus making drinking and eating redundant for them (though they still can). Additionally, while standing outside (with no block that interrupts a direct line from the player model to the open sky, including leaf blocks), the Character has +5 Physical Stat, and can choose to absorb strength from the moon or sun and increase Body Shape by one additional step.
}}
|-
|}


raprann
===Selëya’s Word===
{| class="wikitable"
'''Target:''' N/A<br>
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
'''Use Time:''' N/A<br>
! Ability Name
'''Range:''' N/A<br>
! Ability Type
'''Duration:''' N/A<br>
! Ability Range
'''Description:''' This Ability has two functions. Firstly, it grants the user perfect telekinesis on any object that is a book, a piece of paper, a tome, or any other paper or book-like object (vellum, papyrus etc). They can control any number of these objects by moving them through the air, though never with so much force that a book being flung into someone will feel like more than a very weak punch. This can also be used to rip objects out of other’s hands regardless of how strong their grip is, unless the object is locked down through belts or chains, but will never affect Artifacts or special objects for Abilities, like a Zerenomicon. Secondly, this Ability allows the Ezekiel to offer up a page of theories or thoughts to Selëya though an RP Com Ticket. The user may submit a Google document of a maximum of 1 page, once a month, containing their thoughts and theories about the world and history. To be specific, the information on this page must be history or world theory such as “I believe the Altalar to be the seventh civilization”, or “I believe the Thousand Eye God is actually Ammu-Loa”. The page cannot contain information between characters such as “I think this person loves that person”, or “I think this person’s mother’s hair was blue”, or “I think this person killed that person yesterday”. When this page is submitted, a Staff member will mark out theories that are wrong. Ic’ly, this would be seen as Selëya dragging her inky nails across the theory, proving it wrong, but offering no corrections or affirmation that something is true. It is important to note that not-crossed-through theories aren’t exactly right either, their conclusion may be right, but the premise may be wrong. This part of the Ability is subject to fairness and reasonability moderation. The page should be written in-characterly and with some reasonable support, not just 30 short thoughts in a bullet point list to fish for information. If a theory does not have enough support it will simply not be answered. This Ability should be used to give hints or point an investigation in the right direction instead of a wrong one, not shortcuts to solutions. <br>
! Ability Description
'''Cooldown:''' N/A
|-
| style="background-color:#e4e9f1;" | Raparr Born 1
| Toggle Passive
| Event Venue
| Grants the user {{#simple-tooltip: Raparr Born 1 |
This Ability activates only during and at Server-Announced Events (player or Staff hosted, but announced by Staff / recorded on the calendar). While active, all other Cahal (even of other Bloodlines) including the Character themselves have all their Cahalic appearances hidden with an illusion (such as Blood Eyes 4 & 5), and become undetectable by Aberrant or Cahal Detection Mechanisms. The Ability remains active while the Character is at the Event Venue, and up to 5 minutes after final conclusion of the Event. Target Illusion immunity does not grant immunity to this Ability. This Ability can be used once per day
}}
|-
| style="background-color:#e4e9f1;" | Exist Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Exist Gift 1 |
This Ability allows the user to learn and use Exist based Sorcery & Magic, even if they have an affliction that prevents them from using Sorcery. Additionally, they may choose 1 free Sorcery Spell. If this ability is somehow lost, that Sorcery Ability is also no longer usable and no Proficiency refund is given. If the Character already had Void Sorcery before this Ability was gained, all those Spells are converted into their Exist Essence equivalent (which does not alter their functions, only their aesthetics)
}}
|-
| style="background-color:#e4e9f1;" | Cahalic Familiar 1
| Toggle Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Cahalic Familiar 1 |
The Character has a permanent Cahalic Familiar called the Featherlight, a Falcon with butterfly wings, a stone-like masked falcon face, and a long tail that appears like long peacock feathers that give off light at the ends. The Featherlight is purely aesthetic, as soon as Combat begins, it flies high up in the air and won’t come down until Combat is over. The Featherlight cannot perform any tasks, or leave the user. It can only play with the user or others in Emote Distance, or perch on the user’s shoulder and make aesthetic gestures or noises. The Featherlight can be summoned or un-summoned at will. This Familiar is immune to Spirit Curse 1.
}}
|-
| style="background-color:#e4e9f1;" | 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:#e4e9f1;" | Casting Light 1
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Casting Light 1 | This Ability only affects Vampires, Void Mages, Void Sorcerers, Void Silven, and Crimson Witches. The user is able to hold up one hand with the palm facing a person, causing a blinding light and orchestral song to erupt on the Target. This has two effects. Firstly, the Target can only Slow-walk towards the user. They can still run back, or sideways, but moving towards the user becomes a struggle. Secondly, they cannot physically see the user because of the light, thus any Ability that requires line of sight of the Target cannot be used on them. The user also cannot run, but can use their other arm and the rest of their body to do any action, as only the single hand must be upheld. This Ability has no Cooldown, though if knocked out of it by being knocked over, gains a 10 second Cooldown.
}}
|-
| style="background-color:#e4e9f1;" | True Path 1
| Toggle Passive
| Travel Length
| Grants the user {{#simple-tooltip:  True Path 1 | The user is able to begin a charge or running speed in a particular direction. Once reaching a particular block, they may activate True Path 1 to scatter their body into a large cloud of non-harmful smaller objects, or flora, or critters, and continue traveling in the same direction as they were running. This allows them to continue moving for up to 10 blocks at sprinting speed, allowing them to pass through any hole, crack or opening. This can be to for example, float through a guard formation, a door, a wall of spikes, etc. After traveling 10 blocks, the character re-manifests, this Ability cannot be ended early, unless met with a solid wall without openings. This Ability has a 15 minute cooldown.
}}
|-
| style="background-color:#e4e9f1;" | Light Mend 2
| Magic Spell
| Direct Touch
| Grants the user {{#simple-tooltip: Light Mend 2 | While within Direct Touch, the user can heal wounds on a target through this Magic Spell that counts as a Immobile Channel, using healing light. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability.
}}
|-
| style="background-color:#e4e9f1;" | 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:#e4e9f1;" | Dravinda Gift 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip:  Dravinda Gift 2| The user can toggle a state of Void Spell immunity which prevents them from being affected by one of the following categories of abilities: Void Spell, Any Ability gained from Sorcery from a Void Sorcerer. Activating this toggle after an Ability has landed does not remove its effects, only future Abilities. This toggle has no cooldown, and can be toggled indefinitely. This only affects Abilities used by others, not by Abilities cast by themselves on themselves.
}}
|-
|}


scorrico
==Trivia==
{| class="wikitable"
* Ezekiel are notoriously frail. Despite being immensely powerful in terms of keeping distance with an enemy, and countering other casters, Ezekiel have the Physical Stat of a wooden plank.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
* Many Ezekiel fake their own death before disappearing into a long life of arcane knowledge searching. Though there are also Ezekiel who keep their old life alive.  
! Ability Name
* Despite the assumption that Ezekiel are (on account of being Skeletons) undead, they are in fact not. They are still very much alive, and at no point in them becoming an Ezekiel, died.  
! Ability Type
{{Afflictions}}
! Ability Range
{{Accreditation
! Ability Description
|Writers = MonMarty
|-
|Processors =  
| style="background-color:#e4e9f1;" | Wall Climb 4
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Wall Climb 4| The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb 4.
}}
|-
| style="background-color:#e4e9f1;" | 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:#e4e9f1;" | Illuviation 1
| Target Illusion
| Emote Distance
| Grants the user {{#simple-tooltip: Illuviation 1 | This Ability can only be used while outside of combat, the moment the Character is attacked or enters combat, or tries to utilize the illusions in a combat scenario, all Illusions break. This Ability grants the Character far-reaching Illusion capabilities, capable of creating small illusions that are indistinguishable from reality, or large reality-replacing illusions that change the environment the Target is in. Illusions come with sound, smell, taste, sense, sight and hearing, and can even give off warmth or cold to the touch, even if it is not real. The Character can change targets flawlessly, and can also switch from single-Target to group-Target effects, however only a maximum of up to 3 people can be affected at any given time. This Ability does not telegraph, meaning that if the Character is for example a Vampire with Blood Eyes 1, then Blood Eyes 1’s iris color function does not activate on the usage of this Ability. It additionally has no Cooldowns.
}}
|-
| style="background-color:#e4e9f1;" | Summon Wall 1
| Linked Channel
| 5 Block Range
| Grants the user {{#simple-tooltip: Summon Wall 1 | The Character can stand still and Channel for 30 seconds to summon a 2x3 (of either orientation) sized Wall in an unoccupied space within 5 blocks of them made of material determined by the source of this Ability. This Wall can be made in between doorways, or independent of any other structures, but cannot be placed over existing structures or people. Once created, the Character must remain within 5 Blocks of the Wall, or else it will disappear. The Wall can be broken naturally as if it was made of mundane wooden materials through a minute of uninterrupted effort. Once the Wall is created, the Character is no longer considered as Channeling for the purpose of counters. Summon Wall 1 cannot be cast again within Emote Distance of an already existing Summon Wall 1 wall. In order to place a Wall, use an in-game ticket to ask Lore Staff or World Staff for help. The Wall can be made of any legal blocks, with a sign that states “Summon Wall 1.” This Ability can only be used once every 30 minutes.
}}
|-
| style="background-color:#e4e9f1;" | Parasitic Control 1
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip: Parasitic Control 1 | This Ability allows the user to target a willing or fully-restrained person, and grow a Void-Corrupted plant on their body, establishing complete control over their actions. After Direct Touch, an obvious and visible Plant grows on the Target, forcing them to follow any Verbal Commands the user gives them, which can be multiple commands that persist until removed. If commands conflict, the most recent command will be the one followed. They will also be fiercely defensive of the user of the Ability on them for as long as Control remains, and not engage in any actions that would be detrimental to the user of this Ability. The Target is fully aware while Controlled, and the user can choose to allow them to speak freely or not at will. This Ability can be broken by the user at any time from any distance, and can only be forcibly removed from the target by someone with 10 Medical Arts Surgically, though this process is long and arduous and requires the Target to be fully restrained, as they will fight it. When removed, the Plant turns to ash. While Control Power Immunity blocks this Ability from being used, the user may propose this level of control over the Target, and if the Target consents in Roleplay, then Control Power Immunity no longer applies. After this Ability is broken off, it cannot be re-used within 7 days. A maximum of 3 people can be targeted by this Ability at any time.
}}
|-
| style="background-color:#e4e9f1;" | Mind Surge 5
| Control Power
| Self
| Grants the user {{#simple-tooltip: Mind Surge 5 | The user is completely immune to Mind Surge 1, 2, 3, and 4. It also gives them Immunity to Puppet Control 1.
}}
|-
| style="background-color:#e4e9f1;" | Predator Leap 1
| Exist Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Predator Leap 1 | The user can leap from anywhere (also Wall Climb 1-4, even if these Abilities state no other Abilities can be used while suspended), causing them to instantly leap towards their target. This attack is a guaranteed hit, always causing the target to fall on their back to the ground, with the user on top pinning them down with their arms. This does not count as keeping the target restrained, as they can still fight back. This Ability can be used once every 15 minutes
}}
|-
| style="background-color:#e4e9f1;" | True Path 1
| Toggle Passive
| Travel Length
| Grants the user {{#simple-tooltip: True Path 1 | The user is able to begin a charge or running speed in a particular direction. Once reaching a particular block, they may activate True Path 1 to scatter their body into a large cloud of non-harmful smaller objects, or flora, or critters, and continue traveling in the same direction as they were running. This allows them to continue moving for up to 10 blocks at sprinting speed, allowing them to pass through any hole, crack or opening. This can be to for example, float through a guard formation, a door, a wall of spikes, etc. After traveling 10 blocks, the character re-manifests, this Ability cannot be ended early, unless met with a solid wall without openings. This Ability has a 15 minute cooldown.
}}
|-
| style="background-color:#e4e9f1;" | Light Mend 3
| Magic Spell
| Self
| Grants the user {{#simple-tooltip: Light Mend 3 | The user feeds and gains strength from sunlight or moonlight. Either moonlight or sunlight are capable of feeding the user much like normal food would, thus making drinking and eating redundant for them (though they still can). Additionally, while standing outside (with no block that interrupts a direct line from the player model to the open sky, including leaf blocks), the Character has +5 Physical Stat, and can choose to absorb strength from the moon or sun and increase Body Shape by one additional step.
}}
}}
|-
[[category:Afflictions]] [[category:Primal Afflictions]]
|}

Revision as of 22:29, 8 August 2021

Test
Ezekiel.png
Afflictions
Affected Races Various
Contraction Various
Mortality Rate N/A
Origins Cataclysm
Symptoms
  • Varying

Introduction

Far from the binary oppositions of life and death and the Void and the Exist, beings roam the world that do not truly affiliate with any of these, called the Unspoken Gods. The Ezekiel are the servants of one such Unspoken God, Selëya the Goddess of ancient lore, secrets, mysteries, forgotten legends, and dark magics. The Ezekiel have accepted the dark pact with Selëya to satisfy their hunger for lost knowledge, scouring the world for long lost tomes and hidden places of learning to add to their own, a never ending search for greater knowing. By unlocking the secrets of the past, the Ezekiel weaponize their knowledge for the future, either by using knowledge itself as a tool for subjugation, or by harnessing the dark magics held within these lost treasures as a weapon to enforce their secretive might.

History

The exact origin of the Ezekiel is, much like their work, shrouded in mystery. The Ezekiel sing praise to Selëya the Goddess of ancient secrets, herself a so- called Unspoken God. Unspoken Gods are divine beings without a religion attached to them created through emotional manifestation, where something is felt so strongly across the world that it can manifest in the spontaneous birth of a divine being. Sëleya herself was born from the desire for secrets, the lust for knowing, the willpower to find hidden libraries and archives and discover all the lost gems within. She is known as a malicious Unspoken God, who pries the minds of the unwilling for their deepest secrets, and enjoys extracting hidden information to the anguish of her victims. She resides in dark and lost forgotten places, often appearing to those who are near-death to offer them a bargain for their soul. While Void and Exist beings have shown no interest in souls, the Unspoken Gods have appeared more favorable to the process of binding souls to their eternal service, and as such, the Ezekiel were born one day.

The how or why is unknown, but it is said that the first Ezekiel was Zeer-Kahel the Graverobber. His tale starts in the city of Marjataïr of Al-alus, where he was but a simple bottom-feeding Sariyd criminal, a street-urchin having turned peddler who was in the wrong place at the wrong time. As a member of the Haliq’afa crime ring, he did simple jobs running errands for the overlord. One day, he stumbled onto the ruins of Zarq-Fatinh Aslaqqa while on a simple delivery mission in the desert, a massive library that was buried deep in the sands, holding many secrets of the Sariyd Empire’s Scripters that had long been swallowed by the deserts. He stumbled into the library that was half-submerged in sand, driven by unfortunate curiosity. Tragically, due to his bad preparation or perhaps ignorance, Zeer-Kahel's rope snapped and he fell thirty feet, straight onto a broken table with shards of wood impaling his legs.

As Zeer-Kahel lay dying, blood caking the sand, and the light from the hole from where he came slowly dying as the cold of night started setting in, he cursed his own incompetence. To make matters worse, the ruins of Zarq-Fatinh Aslaqqa had long been looted empty, there was no shine of gold, no old artifacts to loot and sell. And yet, he refused to accept death in this moment, even if his life had been a miserable disaster from one to another, he would at least go out on his own terms. In agony, he tried to crawl to find a way out, dragging his impaled useless legs around. In his delirium, he had not even noticed the young porcelain-white girl that was following him slowly, a curious face peering down at this young man's tragedy with curiosity and perhaps a hint of pity. He turned at a certain point, not believing the girl was real, presuming it was a hallucination of his blood-loss. The girl asked him if he would bargain for his life, which he decided to muse as he had given in to his presumed end, and chose to go out with some amusement. Much to his surprise however, the girl rapidly changed into a massive spider-like creature with the upper body of a fair woman but a beastly and monstrous stomach jaw that appeared more like a bottomless pit with teeth than a mouth, its tongue extending to him as if seeking things to consume. The hungering creature started consuming him, but instead of actually eating him, it ate his flesh off his bones, leaving his bones intact. As his flesh left him, he did not feel pain, but rather just cold, coldness all around him.

Just as quickly as the girl changed, did she disappear again. For a moment Zeer-Kahel tried to inspect himself, no longer in pain, and in full skeletal being, but before he could properly register what had happened, he too felt a hunger. It was like his mind would suddenly snap, no longer capable of higher reason or thought, he became as stupid as a hungry beast that only knew how to eat, and he started trying to eat the books around him, the dusty tomes in languages that he could not understand. He consumed their crumbling pages, almost as if driven by some higher power, fragments of pages, book covers, sometimes even just dust and ashes left behind from rotten papyrus. And with each book he consumed, he could feel his sanity returning to him. Days of consuming turned to weeks, weeks turned to months, months to years, and before long, he had been endlessly consuming books for nearly 50 years, until he heard a scream of another unfortunate traveler, one that had fallen from the same hole he had once descended, and comically, fallen onto the same broken table he had. He wandered closer, skittish at first, but curious after, as the terrified visitor yelled at the creature to go away. Zeer-Kahel could not understand him, for he spoke in a funny language, but as his blood seeped into the sand beneath him, Zeer-Kahel felt a pity, perhaps the same pity the porcelain girl had felt. He too offered the unfortunate soul a bargain for his life with his Zerenomicon, a book of ancient lore he had put together from pages of different books in the library. The man accepted, and so the second Ezekiel was born.

When the two left the forgotten library, ascending with Zeer-Kahel’s dark magics learned from the many dusty pages, Zeer-Kahel’s sanity had been fully restored, and there was a newfound wisdom and knowledge in him. He could recall the last fifty years, the years in which he had lived like an ever-hungering and consuming creature. The knowledge he had consumed had brought order to chaos in his mind, and suddenly the words of what he consumed shifted back in order, the texts started making sense, and he was learning all that he had consumed, fifty years of eating tomes and crumbled books worth of knowledge all with the most brilliant clarity, all at once. The old Zeer-Kahel died there, if there was even anything left of him, and Ezekiel, Prophet of the Sages was born, his trusted companion and lesser Mutabbi by his side. They both donned long robes left behind by some passing nomads. Zeer-Kahel’s hunger had never left him, that never-ending hunger to know more and to unlock the dark secrets of the past. But now he could control it, and as Ezekiel set the first steps towards the rising sun, his ebony blackened, reflecting the orange light that filled the sand dunes, his first follower in his wake, with many more to come.

The accuracy of this tale is not widely confirmed, however Zarq-Fatinh Aslaqqa did indeed exist, and a skeleton was found at the base of a table, and the whole library, larger than the Regalian Palace but underground, was completely empty. Not a single book on any of the shelves, and not a single particle of rotten papyrus was left in any of the sand-filled halls. Ezekiel himself became a figure of legend, however all Ezekiel still revere his name as the Prophet of the Sages. Ezekiel has also supposedly been sighted various times across the world, so the scholarly community has largely accepted that he does indeed exist, but some claim that the myths and legends of his power may be slightly exaggerated.

From their beginnings in legend, Ezekiel induced more knowledge-hungry souls into his fold, who would in turn recruit more, until Ezekiel numbered a few hundred, but were spread across the world, remaining only loosely affiliated and in contact with one another. Particularly in Regalia, a nexus of people and learning, many Ezekiel have found their way into the more down-trodden parts of the city, their identity being easy to hide among the other Occult that roam the streets, and even using their own dark magics to appear like their old normal self, even if this is just a mere illusion brought about by old Primal powers. Some Ezekiel work together, while many also compete over unique tomes and scraps of knowledge. Others yet have found ways to induct themselves into groups of Vampires or Werebeasts, using a process called Attunement to create a closer connection to whatever other Occult group they wish to mesh with, whether it is to gain control over them as minions, or to use them as a conveyance for greater reach in their learning.

Ezekiel Niche

To be an Ezekiel is to be afflicted, but one quite unlike all others. Because of its unique basis in an in-between space of all planar identities, Ezekiel are flexible casters that can fluctuate between groups as their priorities demand, with no true master beyond their Unspoken Goddess. They are by default casters, though casters with a strong emphasis on intellect and knowledge as opposed to raw combat power. That being said, Ezekiel are formidable opponents when faced alone or without any kind of anti-Ability protection, as they specialize in keeping distance between their target and unleashing an unrelenting torrent of dark magics. In most cases, Ezekiel have hidden identities, and tread in the shadows, content to avoid the factional wars and racial politics of the surface world, scouring for hidden things underneath that none pay attention to or have forgotten about. Ezekiel are not known to the legal system in Regalia and while there is no explicit law stating they should be treated as criminals, they more often than not will, on account of looking like a literal skeleton. Most Ezekiel should try to avoid being caught, as being imprisoned causes them to be unable to gather knowledge.

Infection and Curing

To call an Ezekiel infected is not to paint the whole picture. Ezekiel do not necessarily get infected with an Occult status, as much as they transmute their soul into something else entirely, through the intervention of an Unspoken God. Ezekiel can convert other willing souls into Ezekiel, though the process is permanent and irreversible. It is not possible to convert an Ezekiel back to a non-Ezekiel. The process of an Ezekiel converting another willing person into an Ezekiel, is firstly to test their willpower. The converting Ezekiel must ascertain with complete certainty that the subject is willing to either accept the bargain to save their life in the face of imminent death, or has an extreme hunger for knowledge and dark secrets to the point of obsession and/or disregard for life. If this is made clear, then the Ezekiel can summon their Zerenomicon, a tome of knowledge that all Ezekiel possess, and cast the Curse of Surrender, a ritual that eviscerates all the flesh and mortal sheddings of the convert, who then fully becomes an Ezekiel.

Appearance

Ezekiel have two appearances, their Ezekiel skeletal appearance, and their normal old self (the normal old self can be modified with mutations however). The Ezekiel skeletal appearance is their natural physical state, where they are simply a walking skeleton of whatever race they were previously. The color of the Skeleton itself may vary from black to white, or even more rust-like. The skeletons may also be reflective or matte, and have decorative engravings, writings, or accessories manifested into them. Ezekiel can also at any time change their appearance to appear like their own old self. This old self is mostly an illusion (but cannot be seen through by anti-Illusion Abilities), and does not have any other visual features that would give away their identity as an Ezekiel, regardless of their Attunement. That being said, Ezekiel can only use their Abilities while in their Ezekiel skeletal appearance.

Attunement

Attunement is a process in which an Ezekiel becomes more like a particular other Affliction, in order to mesh in with them, or be seen as a natural leader to them. Attunement can be done any time, anywhere, but after attuning once, the Ezekiel must be attuned to that specific Affliction for at least an IRL month before they can change it again. The process can however happen off-screen, or instantly in-roleplay, with added effects as described below.

  • Selëya Attunement, is the standard Attunement for the Ezekiel. This grants the Ezekiel no glowing eyes or color in their eyes (though their eye sockets can leak shadows optionally), while not attributing any additional functions. The Ezekiel’s Abilities are Primal Powers.
  • Vampire Attunement, is an Attunement that allows the Ezekiel to become more Vampiric. The first noticeable feature is that their skeletal appearance has Vampiric Teeth, and has red, orange or yellow glowing eye-sockets. This Attunement gives the Ezekiel a hunger to consume blood (though they get nothing out of it, nor does not doing it cripple them), the Ability to drink blood with their vampiric fangs, and a Void-alignment, as all their Abilities become Void based.
  • Cahal Attunement, is an Attunement that allows the Ezekiel to become more Cahalic. The first noticeable feature is that their skeletal appearance may take on more animal-like bones, such as their humanoid skull (even if the Ezekiel is Asha, their skeleton form will still have a human-like skull) becoming a beast-like skull (or any beast). Their eye-sockets also have a blue, white, or gray glow. This Attunement gives the Ezekiel the desire to perform ritual sacrifices or activities like the Cahal (though getting nothing from it), while also Exist aligning them, all their Abilities becoming Exist based.
  • Dragon Attunement, is an Attunement that allows the Ezekiel to become more like Dragon Wardens. The first noticeable feature is that their skull forms Draconic horns, and their eyes become glowing purple, magenta, or pink. While attuned to Dragons, the Ezekiel can see the Soul Rivers and sense Dragonsouls if they seek them in Emote Range. While attuned to Dragons, all Ezekiel Abilities become Dragon Powers.
  • Death Attunement, is an Attunement that allows the Ezekiel to become more like Morvali. The first noticeable feature is that parts or their whole skeletal frame may become see-through of any shade of green, while their eyes always have a glow of any shade of green. While attuned to Death, the Ezekiel emit a soothing aura to Morvali, allowing any Morvali in Emote Distance of them to experience passion, love, romance or friendship, without entering an enraged state. While Attuned to Death, all Ezekiel Abilities become Ordial Powers.

Ability Mechanics

Ezekiel have a set of Abilities granted to them by Selëya, while also specializing into Shadow Sorcery. The Ezekiel have 3 standard Abilities called the Ezekiel Ability Kit seen below. All Ezekiel must have these Abilities. Additionally, Ezekiel may choose a maximum of 6 Abilities from the Shadow Sorcery Page to complement their class. This means that when all is said and done, an Ezekiel should have their Racial Abilities + 9 Ezekiel Abilities, and any additional maximum 2 Sorcery or Alchemy that is chosen.

Ezekiel Soul

Target: Others or District.
Use Time: Instantaneous.
Range: Emote Distance.
Duration: N/A
Description: Ezekiel souls are affected by Selëya's will. As such, the following things happen to them. Firstly, Ezekiel do not age from the moment they become Ezekiel, and can change the age-appearance of their glamor form to anything older than 18 years old. Secondly, Ezekiel cannot be infected with any other Afflictions, nor can they be cured, so they are forever blocked from other Affliction Abilities. Thirdly, Ezekiel have a Physical Stat limit of 5, and cannot use Mundane Technique Abilities. Fourthly, Ezekiel cannot use Clockwork, but they are allowed to purchase up to 2 Alchemy Abilities from the Alchemy or 2 Sorcery Abilities from the Sorcery Page. Finally, Ezekiel can purchase additional Sorcery Abilities from the Sorcery page (following their Proficiency cost), but may only purchase up to a maximum of 2.
Cooldown: N/A

Magical Pendulum

Target: Others or District.
Use Time: Instantaneous.
Range: Emote Distance.
Duration: N/A
Description: This Ability has two functions. Firstly, the user has Mage-Deflect. This allows the user to “/dice 0 20” on any Ability used on them directly that they are: Aware of, is not some form of Anti-Magic, or an Ability used to counter them, or an Ultimate Ability, or multiple Abilities at the same time (only 1 can be chosen). If the preconditions are met, the user may perform the Dice roll. If the dice rolled 10 or above, the Ability is Countered, thus not affecting the user. This does not work on Abilities that create Area-of-Effect functions, or affect the user by proxy of another target being hit. Any Ability that is Countered this way goes on a 3 IRL minute Cooldown, regardless of the Cooldown for that Ability by default. Secondly, if at least five Characters with Magical Pendulum are present within Emote Distance, they may commence the Global Pendulum. This can be performed in: New Town, Old Town, Imperial Isle, or Crookback Districts. When performed, one member must initiate a ticket on RP Com Discord. When the Ability takes effect, a Mage-Storm consumes that particular district for 24 hours, making the use of any Ability (including Racials, Primal, and Ordial Abilities, but not including Mundane Techniques) impossible for anyone, including those who used Global Pendulum.
Cooldown: The first part of the Ability has no Cooldown. Global Pendulum has a 7 IRL day cooldown after being used for all participants.

Selëya’s Word

Target: N/A
Use Time: N/A
Range: N/A
Duration: N/A
Description: This Ability has two functions. Firstly, it grants the user perfect telekinesis on any object that is a book, a piece of paper, a tome, or any other paper or book-like object (vellum, papyrus etc). They can control any number of these objects by moving them through the air, though never with so much force that a book being flung into someone will feel like more than a very weak punch. This can also be used to rip objects out of other’s hands regardless of how strong their grip is, unless the object is locked down through belts or chains, but will never affect Artifacts or special objects for Abilities, like a Zerenomicon. Secondly, this Ability allows the Ezekiel to offer up a page of theories or thoughts to Selëya though an RP Com Ticket. The user may submit a Google document of a maximum of 1 page, once a month, containing their thoughts and theories about the world and history. To be specific, the information on this page must be history or world theory such as “I believe the Altalar to be the seventh civilization”, or “I believe the Thousand Eye God is actually Ammu-Loa”. The page cannot contain information between characters such as “I think this person loves that person”, or “I think this person’s mother’s hair was blue”, or “I think this person killed that person yesterday”. When this page is submitted, a Staff member will mark out theories that are wrong. Ic’ly, this would be seen as Selëya dragging her inky nails across the theory, proving it wrong, but offering no corrections or affirmation that something is true. It is important to note that not-crossed-through theories aren’t exactly right either, their conclusion may be right, but the premise may be wrong. This part of the Ability is subject to fairness and reasonability moderation. The page should be written in-characterly and with some reasonable support, not just 30 short thoughts in a bullet point list to fish for information. If a theory does not have enough support it will simply not be answered. This Ability should be used to give hints or point an investigation in the right direction instead of a wrong one, not shortcuts to solutions.
Cooldown: N/A

Trivia

  • Ezekiel are notoriously frail. Despite being immensely powerful in terms of keeping distance with an enemy, and countering other casters, Ezekiel have the Physical Stat of a wooden plank.
  • Many Ezekiel fake their own death before disappearing into a long life of arcane knowledge searching. Though there are also Ezekiel who keep their old life alive.
  • Despite the assumption that Ezekiel are (on account of being Skeletons) undead, they are in fact not. They are still very much alive, and at no point in them becoming an Ezekiel, died.

Accreditation
Writers MonMarty
Last Editor MonMarty on 08/8/2021.

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