Alistair's Plotnotes

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Alistair
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Re: Alistair's Plotnotes

Hélice Archipelago Conquest
Lore Post
Conquest Threads
All POLITICAL/INFLUENTIAL threads involving Hélice and its conquest/acquisition by Alistair and related parties.

General:
1. Helix (33 Ashan)
2. Mature: The Start of a Trial (33 Ashan)
3. Debrief (46 Ashan)

Koros:
Location Description Lore
Main Location: Marcovera
1. Mature: Blood in the Rudders (11 Ashan)
2. Mature: What Remains (11 Ashan)
3. Mature: Beware, Beware... (33 Ashan)
4. Hope Falls (33 Ashan)
5. Rejuvenation (34 Ashan)
6. May Change One Day Come (35 Ashan)
7. Mynea (37 Ashan)
8. Mythos in Mynea (37 Ashan)

Tyros:
Location Description Lore
Main Location: Agaperos
1. Doorstep (38 Ashan)
2. The Political Flesh (38 Ashan)
3. Welcome to Tyros (38 Ashan)
4. Simplicity (38 Ashan)
5. GST: Conversations (40 Ashan)
6. Embraced By Claws (41 Ashan)
7. Journey (41 Ashan)
8. The Interloper: Part I (41 Ashan)
9. The Interloper: Part II (42 Ashan)
10. The Interloper: Part III (43 Ashan)
11. The Interloper: Part IV (43 Ashan)
12. Arbiter (60 Ashan)
13. Flawed Blueprint (61 Ashan)
14. Remember Me (61 Ashan)

Morovas:
Location Description Lore
Main Location: Eliria
1.

Komnenos:
Location Description Lore
Main Location: Heraion
1.

Kephallonia:
Location Description Lore
Main Location: Hadrana
1. Clean Up Crew (38 Ashan
2. Hi We're Your New... (58 Ashan)
3. Goodbye, Old Friend (65 Ashan)

Theros:
Location Description Lore
Main Location: Delias
1.


Hélice Archipelago Threading

Location Threads
These are threads that took place in the Archipelago but with minimal political impact.

1. Life, Again (10 Ashan)
2. Mature: Wood You Kindly (10 Ashan)
3. AF: Wedlocked (10 Ashan)
4. AF: Rising Tide (11 Ashan)
5. Mature: The Eclipse (11 Ashan)
6. AF: Starbound (12 Ashan)
7. Solo: Sound: Part 1 of 3 (12 Ashan)
8. Solo: Of: Part 2 of 3 (12 Ashan)
9. Solo: Silence: Part 3 of 3 (12 Ashan)
10. AF: To Be A Lord (33 Ashan)
11. AF: Under the Pale (34 Ashan)
12. AF: Under the Lothar (34 Ashan)
13. AF: Contamination (34 Ashan)
14. AF: Mistakes (34 Ashan)
15. AF: Harder, Better, Faster, Stronger (34 Ashan)
16. Just A Dude (36 Ashan)
17. The Emperor's New Clothes (65 Ashan)
18. Sifting Through the Rubble (65 Ashan)
...
At this point I got tired of tracking the non-political ones; it's in the dozens.
Last edited by Alistair on Fri May 17, 2019 12:30 am, edited 5 times in total. word count: 389
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Re: Alistair's Plotnotes


JUDGE (PUPPET)
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History
As a Puppet, Judge is one of six of his kind and was not only the last built but the first and only to ever be labeled as destroyed. During the Cataclysm of Quacia, Judge was lost to the Underway amidst what many believe to be a mission to kill those suspected to be the horrific event's perpetrators. Though equally as many believe such a claim to be useless historical conjecture, they are keen to admit that the belief is drawn from a truth; Judge's role, rather than one of defense of the Arkenstone dynasty, has always been one of violently adjudicating perceived enemies to the state or those who have held the Puppet's reins.

Initially, Judge was deployed as a method of challenging the city's swelling mage-population, a weapon to be utilized to put down aspirant magisters who thought to make Quacia a magocracy.

And he proved to be overwhelmingly effective. An arm to the ruling House, Judge was thereafter sent on a variety of missions to kill many oppositional forces to House Arkenstone. Enemy nobles, sycophants believed to be spreading 'misinformation', and other such entities even including the initial specters of uncontrollable zealotry. He became a public face for the overwhelming power of the monarchy and a natural deterrent to the scheming of many political and magical factions that stirred within the city. And yet, despite the efforts of him and his typically Dragoon retainers, Judge was left in what some might call a deathly slumber within a pile of pre-Cataclysm rubble.

Acquisition - Pending
Judge was acquired by Alistair on the seventy-eighth trial of Ashan, Arc 719, in the Quacian Underway. After a long and arduous journey of four trials through the depths of the Underway, to the ruinous core of the old city, the mage uncovered Judge's waking form at the foot of a maddened Revealed Mage, a Crux of Transmutation. After felling the mage, Alistair was given the opportunity to encode loyalty into the ancient pre-Cataclysm artifact, and he did.

Note to Mods: This will be a several-thread collab series. I do intend for Alistair to kill a fellow Revealed Mage at the end of this plot, but he will not gain any artifacts/etc other than the Puppet itself.

Abilities
Like all Puppets, Judge is very dangerous and can easily dispatch even skilled Dragoons. Judge utilizes the Puppets' unique and unnamed material (utilized by Knight and Servant for defense) to pad his coat, providing him a unique variety of defensive and offensive options by flailing around his attire or keeping it embedded to his body. In terms of special offensive capabilities beyond his size, strength, speed, durability and weight, Judge appears to be capable of reshaping his fists to a variety of different weapons to suit whatever purpose he is seeking to fulfill. These weapons carry the same plating that adorns the rest of his body, and are therefore very durable.

Judge's armor is made of an extremely dense plating. As all Puppets are known for their immense durability, he is no exception, and his plating retains the same anti-magic properties as the remainder of his brethren.

As Judge was allegedly built by ancient technology either lost in the Cataclysm or long before that, it is unknown what provides him sustenance to exist or how to repair or rebuild him. It does appear possible for extremely skilled blacksmiths to build plating that may replace lost aspects of his external armor, but if Judge were ever to be damaged beyond the point of deployment it cannot be said that he might ever be recovered. It is a certain truth that no replicas of him can ever be made -- at least not without a breakthrough of truly grand proportions.

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Re: Alistair's Plotnotes


APPEARANCE
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Alterations

Witchmarks
1. Predator: Alistair's voice appears to travel farther and longer than other's do, and with an infused predatory undertone to his words that can be highly disconcerting to others.
2. Purifier: Alistair's Rune of Naming appears to be a white-gold rune similar in appearance to a dragon's maw, wrapping around his left nipple.
3. The Insider: A unique witchmark, Alistair does not appear to have a reflection, perhaps as a symbol of how he lies in the ether between life and death. Even in pools of clear water, Alistair cannot be seen, meaning the mage truly has no conception of what he looks like unless painted by another.
4. Chevalier: Alistair's witchmark of Transmutation is a silvery-chromatic scar at the center of his left shoulder that appears visibly to be a crown, and is fairly large.

Mutations
1. Statuesque: Statuesque carries quite a dramatic physical alteration, one so direct upon their physical depiction that many would believe it to be several mutations in one. Statuesque shifts the Lucis Hone to appear almost like that of a Pantheonic deity, carrying an overwhelming depiction. Natural light around the Purifier will now illuminate more brightly. His eyes will glow an intense white-gold, and golden runic symbols will run across his skin like tattoos, lighting and dimming with the rise and fall of his emotions. Weapons and armor he wields will now appear almost... animated, alive, as if the Holy artefacts of some makeshift deity. They will seemingly twitch and even breathe, and will sometimes shake or lightly contort, with these effects becoming more considerable on any equipment enchanted by Hone. This change is purely aesthetic. He will also increase in stature, to roughly 7', as if to further illustrate his supposed divinity.
2. Empathic Sanitation: Aesthetically, all of Alistair's ether now manifests with a white-gold color, with more costly displays of ether fluctuating between a more solid and shimmering white or gold.
3. Deathwight Purification: Though not affecting Alistair himself, all of Alistair's thralls perpetually appear to be in a state of utter preservation similar to that of life. If his thralls fail to deceive others as being living beings, he may oft destroy them in anger.
4. Predator's Purview: Alistair’s eyes are - literally - very small portals, gifted with sight but still natured in ether. They appear always with the wild, twisting motions of a watery vortex, clearly supernatural.
5. Wild Hunt: As a physical alteration, a single tick mark will manifest upon Alistair’s right shoulder blade for every hundred sentient individuals he has killed, including posthumously.
6. The Purview Grows: In addition to all of the aesthetic and practical changes to Alistair's Beacons, Alistair's appearance has begun to grow more bestial. His canines have expanded in size, his nails and toes will typically extend lengthy claws that cannot be cut, and beneath his voice lies a perpetual humming growl rather than merely a faint undertone.
7. Dominion: In terms of noted physical effect, Alistair seems to affect all animals and non-humanoid life forms around him with predatory urges, perhaps as a part of the same 'frequency', or at least the presence of his ether nearby. Canines will viciously bark and may snap at others who draw near; cats will claw their masters and desperately seek prey. Already violent and highly carnivorous animals will attack relentlessly, with much of this ire focused on the mage himself as if these creatures feel cornered by him.
8. Morbid: Alistair can now feast on raw flesh and may cannibalize others freely, without any resulting drawbacks upon his body. In fact, cannibalizing other sentient humanoid species appears to offer him increased nourishment, supplying the mage with enriched physical health, supplementing his strength and endurance for seven trials. This mutation permanently alters all of Alistair's teeth to be razor sharp, akin to that of a shark's maw in appearance.
9. Sanguine Morte: Rather than bright red, Alistair’s blood is an amber-colored jelly. When cut, he does not bleed as the viscous gore remains thick around his bones and organs. Should any of his blood be removed from his body and skin it instantly reverts to hot, living blood before eventually coagulating. Alistair can no longer perish from blood loss. However, this change has had other effects as well. His skin is cold to the touch and he cannot easily bear freezing temperatures, as they steal the movement of his limbs. He cannot be poisoned by anything carried through the blood nor infected by any sickness of the blood. Likewise he can never receive a transfusion (should such technology be available) and each wound he receives will always scar black-red.
10. Boneturner Fists: Each finger on his hands takes on a regal and armor-like appearance, his knuckles gilded with the appearance of gold and his hands and fingers bearing an ivory bone-like appearance and texture. This prevents Alistair’s hands from being easily cut and imbues a painful grip and force akin to if he were wearing a gauntlet. His fists may also mold any material over them and several inches past the wrist, similar to an armored gauntlet with exceptional durability beyond even that of the material utilized. As materials, Qualities and other Transmuter abilities may be applied to these gauntlets. Should these hands be shattered, however, they take twice as long to naturally heal as the bone reknits itself.
11. Ethereal Riposte: Alistair’s hands will now perpetually channel absorption on things they touch unless concealed either by a glove or the gauntlets of Boneturner Fist. Absorption can still be willfully channeled through such materials but will passively channel if not inhibited. This does not drain his ether unless utilized to deflect attacks, as otherwise the ability will simply recycle the ether around him, drawing some in and bleeding it back out.
12. Shapecrafter's Form: Alistair's form may sometimes appear to bear odd shapes of ether crawling above the skin, typically wild wisps of blue energy without any clear borders.
13. Mage Heart: Alistair's chest area is now permanently accompanied by the ambient movement of blue ether, typically forming around his muscles to craft the visage of a thin, unfixed layer of energy.

Revelation
1. Paragon: Alistair's eyes are entirely devoid of irises. His eyes, as portals, now appear to have developed a permanent crystalline amber texture that runs to the edges of these portals. Within the core, replacing his pupils, now stands a violently churning black-hole like apparition at the core of each of his eyes. Additionally, as a Paragon Alistair's skin appears to be constantly infused with a natural inner radiance. He appears to be sun-touched with his skin taking on a tanner appearance, with glistening golden light within that will sometimes shine outward. Runes occasionally run across his body, typically transparent and faintly colored.

Other
1. Sesser: Alistair appears notably more attractive than others, and around him appears to be a constant sexual allure; a sort of aura of sensuality that draws others to desire him regardless of their sexuality. Scars never visibly touch him and he appears highly resistant to the effects of aging and disease, making him carry an unnatural 'perfection' to his appearance. Additionally, when manifesting the emotions of lust and fury, Alistair's eyes glow a much deeper and more provoking amber.
2. Shirvain: At the back of Alistair's neck is a stop-watch like contraption that tells the time, its hands moving at all moments. Alistair is also, himself, capable of always knowing the time.

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Re: Alistair's Plotnotes

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The Travelers of the Uncanny Ravine
A symptom of what some would call the 'parasite' of magic is isolation. A mage's life is often prescribed loneliness, abandonment and the great intensity of vitriol by others around them, whether derived from fear, ignorance, or religious zeal. To be accepted as a mage - let alone as a friend, or a member of one's family - is a rare thing. The goal of the Travelers isn't really to counteract that on a wide scale, or to provide all mages a home, or anything like that. It's meant to - for a specific and selective group of people - operate as their bedrock with which to survive a world so hostile to them, and their desires.

The Travelers are often called the Brotherhood. It's a place akin to family, with members referred to as siblings, and the Wayfinder viewed like the father or mother of the group. Everyone in the organization knows everyone - and well. They are all, generally, quite close and know the backgrounds and struggles of each other individual around them. To judge, envy and detest is a cultural taboo; some would say the point of the organization is to meet self-enlightenment, rather than obsessing over the virtues and flaws of others.

And that's, ultimately, where this faction acquires its function. By providing a home to the many members, and a community for them to grow and rehabilitate, they are placed into a rigorous structure of progression and are given the urgency of improvement. The Travelers function as a home, a Guild and an Academy, with facilities and resources offered to its members to progress rapidly in their many talents and arcane faculties. They're given direct attention by Voyagers, and the Wayfinder, who instruct them and offer them both insight and validation.

Much of the purpose of the organization is to create a small, elite number of closely allied, loyal friends. To produce truly stellar individuals, far beyond that of the average rank and file of other magical organizations, the Seeker and Coven coming to mind. With initiations often shared, enchanted relics, clothes and equipment and all manner of things, the Travelers are given all that they need to progress - without the harrowing sadism of the Coven, nor the brutally enforced adherence to any particular ideology.

Many of the members of the Travelers are recommended to take positions of prominence in the outside world, and will often perpetuate a cycle of nepotism with those members seeking to work beneath them. Funneling the resources, information and influence of their respective organizations, a small family tied together bears much power - and the Wayfinder directs that power as he pleases, to whatever cause he pleases.

Fundamentally, the Travelers seek to explore the world, the self, and the unknown, but with the company of those dearly embedded with them. Finding peace and fulfillment is foremost to them and their ways - but like with all mages, the desire for supremacy remains.
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Rather than basing their worldview on the trifling ideologies of the 'Outside', the Travelers look inward, at least at first. Into their own perceptions, their own hearts, questioning what they know and believe and exploring philosophies too familiar to deconstruct alone. Much of the ideology of the Travelers is based on exploring the greater concepts of the world, and of life, and of the self... and examining their value. Exposing arbitrary stigmas, wondering of the value of each joy and pain as the emotion comes to them, and questioning the validity of their prior dreams.

The Travelers are fundamentally inspired by the inquisitive nature of magic, but rather than focusing on the meta narrative of the world, members of the organization focus first on the one thing they must truly master: their emotions. To this end, within the ideology of the Travelers is interwoven a series of harrowing, beautiful, almost mythological introductions to the self and the member's supposed worldview, but often through the distorted lens of drugs and other substances meant to alter the mind.

The ideology of the Travelers is fundamentally built on the belief of its own mental acuity; that its members are enlightened, that they have sought and met understanding. That the Outside -- everyone else -- is of faltering importance, and that they must preserve their own number before any other thing. They may supplement the lives of others around them, but much of their actions are for their true kin, those within the inner circle of the Brotherhood. As the members do typically still interact with the outside world, they will often acquire positions of prominence, but will generally forward their benefits to the Travelers. For this reason, the Travelers can (theoretically) withhold an incredible amount of information and influence at any one given time, depending on the successful development of their members.

With all this in mind, though the organization is fundamentally cult-like, to be a member of the Travelers is not to be controlled, or leashed, or compelled into obedience by a cabal of looming masters at the end of harsh interrogations. The existence of any one member can often be described as 'euphoric' - they are treated with utmost love, acceptance and forgiveness by their peers. Often, a whole night will be spent lain in a circle among one's closest friends, backs pressed to the floor of the courtyard and staring to the stars, telling stories and vividly imagining the deeper complexities presented within the mural of the sky. The core theme, and core ideology, of the faction is the concept of intangible affinity for one another. A love of all who share in the piety of one's dreams - in the strength of their illusions, fantasies, and even their truths.

The Meaning in the Name
The Travelers of the Uncanny Ravine. This is a brief explanation of what the name stands for, and how it ties into the philosophy of the group.

The Travelers is self explanatory; they wish to travel, explore, expand their horizons. The Uncanny is the magical, the spiritual; the metaphysical. The Ravine is the gulf, the divide between what is known and what is unknown, from the bottom of the seas, to the stars, to Emea. Their name is inspired by the dreams of Rupturer's of old, to make magic once again a thing set to surpass mortal limits, to breech the concept of limitations at all. And to know all things.

Rules of Entry
1. To join the Travelers, one must be recruited directly by the Wayfinder. This is to prevent the subversion of the organization's integrity by any unwanted elements. All members are directly vetted with the highest scrutiny.
2. All members of the Travelers must be mages, or must intend to become initiated in magic.

Ranks
The Wayfinder: The Wayfinder, often called the Father or Mother, is at the core of the organization and provides purpose for the faction. Unlike many factions which have an explicitly stated central purpose from the very beginning, the Travelers' direction is perfectly correlated to the will of the Wayfinder, and thus the whole direction of their organization may shift from leader to leader. Considering the almost cult-like beliefs of the group, the Wayfinder is given a particular level of reverence and is offered the utmost compliance by the other members, including the Voyagers. Though there are few rules within the organization, most of them are implicit or are inferred, and can result in expulsion if not followed. To not obey the will of the Wayfinder is one such implicit law, and is enforced perhaps more firmly than any other.

The Wayfinder has access to the whole of the resources of the group, including whatever intelligence they may have stored in the Compass Hall, a guarded study of written knowledge within the building. They are directly responsible for choosing members, and are the only individual capable of both selecting and removing members of the group, unless they delegate this power to a Voyager specifically. The Wayfinder will often take a few pupils, most of which will become Voyagers in a short amount of time. They are typically a powerful mage and an influential political or business figure, and are - like everyone else - expected to share their influence with the Brotherhood.

The Voyagers: Voyagers are the direct operatives of the Wayfinder, and are essentially the arbiters of law within the group. They police other members and ensure they remain in-line with the group's philosophy, as well as ensuring all things within the faction remain peaceful and productive. More than this, they are given the ability to select up to five pupils - Explorers and Lost equally included - and are given the rights to direct them onto any sort of missions and undertakings they like. They're essentially given the option to lead other members of the group, acting in a way like a small-scale Wayfinder.

The Voyagers are typically a Tribunal, and with a majority may determine actions without the consent of the Wayfinder, though he is free to veto any actions they determine. More importantly, they act as de facto leaders when the Wayfinder is not present or is compromised, which is often a common occurrence in a group of... well, travelers. During these times, they essentially act as the Wayfinders themselves, though they are not meant to go against the Father or Mother's will, and can receive repercussions if it is believed they intentionally did so.

Voyagers can be delegated certain authorities by the Wayfinder, at their discretion. Also, they are all gifted an array of gifts by the Wayfinder: a full masterwork set of equipment, of improved mineral quality (such as Adamantite), a magical relic with properties adjusted to them, and the direct tutelage of the Wayfinder. If and when other sects of the organization are built in other sections of Idalos, the position of the Voyager will grow in prominence, as they will be selected to directly lead individual chapters of the group.

The Explorers: The Explorers are the fully-fledged, median members of the organization, and are given full access to most facilities within Woodstock. They are typically offered a basic masterwork set of gear, of steel or poorer quality, and notebooks with information on the magics they're interested in. Generally, in order to become an Explorer one must simply be a trusted, initiated mage, with the initiation often provided by another member of the group. The Explorer will then be given the opportunity to attend lectures held by Voyagers, and will often be invited to group tasks or expeditions. Explorers are given a high level of autonomy and their ventures are generally supported by the group, including helping them prepare for ventures outward, or allowing Explorers of similar intentions the ability to connect and perform their endeavors jointly.

The Lost: The Lost are not fully-fledged members of the group. They are generally those interested in joining, who have been deemed prospects by the Wayfinder. Generally, they may not yet be mages, but may simply need a home and a community to guide them. The Lost sometimes transition outwards and leave the group before full initiation, and this is considered fine. Long-term Lost may include children, such as orphans, and those simply afraid to undergo initiation, though after a time they are expected to leave if they do not progress in their beliefs. Generally they are viewed as acquaintances or passing faces, rather than as 'siblings' or 'dearly beloved friends'.

PC Members
The Wayfinder
1. Alistair Venora

The Voyagers
1.
2.
3.

The Explorers
1.
2.
3.

The Lost
1.
2.


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Woodstock Hall
Woodstock Hall is the Headquarters of the Travelers, located within Quacia, in the Gleam. It was purchased by Alistair, the Wayfinder, in Arc 718, and is located directly next to his home and hospice - Ashbrook - as well as the Red Cloak Hospital. Previously serving as the Headquarters of the Guild of Hospitality, Woodstock has been re-purposed to act as a community center and a live-in academy for those selected to join the Brotherhood.

In total, there are around forty small rooms reserved for members, as well as several other major areas to progress and learn. There are multiple meeting halls of considerable size, meant for study and rigorous discussion, a large central library, a courtyard and garden at the heart of the building, a bathhouse and open communal and lecture area on the lowest floor, and several cornerstone stairwells at the end of each hallway for one to quickly navigate between the floors. There is, additionally, a large laboratory for alchemy and other practices. The tower of the building - ascending above the rest of the structure - is known as the Tower of the Father, and is reserved for the Wayfinder and his pupils.

Generally, most magical practice is performed on the lowest floor. There are basins for Transmutation, rough patches of grass and small wells of water for Defiance, and some of the deceased patients of the Ashbrook Hospice are brought as well for direct training in Necromancy. Given the libertine ways of Quacia in regards to magic, this is all tolerated, and the only onus is on the mages to ensure they do not do damage to the building.

If any member desires, they may be given a room to live in. These rooms are somewhat simple; they have a shelf, a desk with a few chairs, and a double bed.
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Re: Alistair's Plotnotes

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Credit to Zarik for the Argonis teams and their players.
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Alistair
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Re: Alistair's Plotnotes

The Mark of Drenvoth

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The Blessing of Drenvoth
Alistair’s allegiant, those given the Mark of Drenvoth, are known as The Craving. As the birth of the Immortal was conceived through the selfish act of shattering the balance of Idalos and beyond, it is said that those who follow Him are determinantly selfish and profane; black of heart. Whatever the case, either through dark admiration or through a supposed understanding deeper than the common perception, those marked with Drenvoth can feel power around them and are drawn to it -- perhaps to a destructive fault.

The blessing appears as an intricate symbol; a trident-like shape at the center, carefully constructed upon the back of the blessed’s neck with an eye peering out through the core, as if to state that the Craving is always aware that they are being observed - even turned away from their onlooker. Along with the symbol upon the blessed’s neck, Drenvoth appears at the core of both of the blessed’s palms but with the appearance of black inked, razor sharp teeth locked together in a tight grip. As the blessed’s relationship with Alistair grows in power, the symbols grow more intricate and dark in color, until the charcoal black becomes an ominous and animated vantablack. The eye follows others, watching them, though it appears to serve no purpose other than intimidation.

Domain Abilities
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A Taste For the Inanimate
At the core of every Craving is the need, and ability, to consume the uncanny. Unlike that of a Mage-Flayer, one blessed with Drenvoth does not receive withdrawals or other negative consequences from going unsated… but rather absorbing different things is a natural affinity that bears upon their mind. The two inked maws etched onto each of their palms are the initial instrument of this, and appear to be capable of gripping and absorbing virtually anything into them - with limitations. Initially, this ability is limited to the physical and inanimate. A Drenvoth may catch a blade with their hands and drag it into their palm, quickly consuming the weapon only to regurgitate it later for their own utilization. Or, instead, a Craving may retain said object (up to three at this level) only to take on a semblance of their physical attributes. For example, if a sword is eaten, the Craving’s skin may become metal-like in terms of its durability. If a feather is eaten, they may become lighter and capable of flowing with the wind. At Favored, the absorption effect is limited by weight at up to a hundred pounds per object. This doubles at Adored and doubles again at Exalted.
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Alistair maintains this ability largely verbatim, but as a benefit of absorbing anything he seems to acquire a burst of its energy as a result. If absorbing a weapon, his next blow will become much more impactful. By absorbing a shield, Alistair may appear to gain an unseen coating that makes him seemingly impenetrable for the next incoming strike. Put simply, the initial effect of every absorption has a more clear boost for the Immortal, but afterwards the effect normalizes. Alistair is also capable of absorbing ether and divine ether much earlier than his followers, at the onset of the Domain. However, this absorption appears to be passive and is highly limited, only absorbing a slightly significant degree of ether and power from anything that impacts him and only serving to dampen the effects of such things. Additionally, the weight limit is multiplied by two for Alistair himself.

Counter-Cull
Up to three times per trial, those marked with Drenvoth may absorb the impact or force from something in its entirety (nullifying it), only to redirect it immediately afterwards as if to expunge the dangerous energy from their body, their counter-strike appearing with wisps of tattered black energy surrounding their movement. This may be done to nullify the damage of a strike only to immediately strike back much harder, with the absorbed force being added to the blessed’s own. This will typically appear as if a thin veil of darkly colored air is consuming the force of something, twisting around it only to feed the energy to the Craving.
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Alistair may perform this ability twice as often and adds the speed of the absorbed blow to the counter-offense.

Craver’s Skills I
A The character is granted an extra three skill points which may be spent only on the following skills: Endurance, Discipline, Meditation, Any Weapon, Strength, Intimidation. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the PC chooses.

Blood Augur
At this level of favor, The Craving acquire the ability to absorb knowledge through the blood of another. This can either be done through direct absorption through the skin or by oral consumption, and it must be at least one oz. This can only be performed on that individual once per season, and through it any three pieces of knowledge may be acquired from that individual (PC or NPC) as additional knowledges on top of currently approved skill knowledge limits (or non-skill if desired). This ability cannot be performed more than once every fifteen trials.
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The Immortal does not carry the same requirements in order to utilize Blood Augur, and may absorb knowledge through breath, voice or even abstracts such as intent… though otherwise the same limitations are carried.

Disposition of Unfulfillment
Those blessed by the Grim Leech can seemingly absorb virtually anything physical into their system as a form of sustenance, done so directly through their mouths, with even the process of consuming a blade or barbed cudgel appearing not to harm them. This will provide the effects of eating, drinking and even sleeping to the Craving, replenishing their bodies with much needed energy that will allow them to toil through great exertion. What this typically means other than alternative sustenance is that Drenvoth appear to naturally be much more endurant than others and can bear through greater physical harm, malnourishment and injury than others due to the vast energy suspending them even through conditions that may be lethal to others. However, forever unfulfilled, Drenvoth appear to constantly seek out objects for absorption in order to convert their physical matter into energy.
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Alistair no longer relies on his internal organs to keep the functions of his body going. Instead, the Immortal may derive all of his energy and living functions by absorbing the matter around him voraciously if necessary. This means he can withstand greater extents of destruction and duress than thought possible for mortal-kind, though the destruction of his brain remains fatal.

Append
Three times a trial, for up to three bits at a time, the body of the Favored will appear to become a malleable grip capable of absorbing and assimilating any invasive object that seeks to penetrate or harm it. It will disarm any weapon that reaches it, pulling the weapon aggressively into the assimilated meld. This may look like the marked has been impaled by a multitude of weapons; arrows, blades, other objects that would have otherwise harmed them sinking within the weave of the skin. However, all of these invasive objects will quickly melt into the flesh and vanish entirely, absorbed into the weave of the Craving in order to gratify their hunger.
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Alistair may use Append exactly the same way, but with the inclusion of magical and divine abilities and up to five times per trial.

Ether Leech
As the Domain of Absorption was born through the ether-enriched assimilation of a divine spark, it is only natural that the Domain’s true nature revolves around the mastery of foreign ether. Finally, the Drenvoth gain access to this fundamental and are capable of manifesting it instinctually. Ether Leech allows the Drenvoth to actively consume ether around them, harnessing the domain of Absorption to dampen the effects of - particularly - magic, at least at this level. Often through gestures, the Craving may rob ether from abilities, sapping them into the blessing only to utilize that energy to recharge this ability. Though none of the abilities will be utterly crippled and certainly not erased, this allows the Craving an innate defense mechanism against magic, up to twenty feet away. This ability appears to send black currents of wind in the direction of the ether, before drawing etheric blue lines back to the body of the Drenvoth.
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Alistair’s version of Ether Leech is fundamentally the same in concept. However, due to his ownership of the domain and the resilience of his divine spark, Alistair is capable of absorbing much higher volumes of ether - divine or magical - and finds himself able to much more easily neutralize the ether’s effects.

Endothermic
Upon acquiring this ability, the blessed of Alistair may use their absorption to absorb the effects of heat and cold, actively, so long as they remain singularly focused on doing so. The energy acquired this way is automatically utilized to continue to maintain this ability, but as a result as long as one maintains the utter composure necessary to exhibit this ability, it can persist so long as it is necessary.
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Alistair does not need to focus in order to utilize this ability; his body naturally regulates cold and heat through absorption, enabling him to traverse even the most extreme conditions.

Trespasser
This ability allows the Craving the ability to absorb space and matter around them. Given that such quantities are extremely complex and may lead to dangerous backlash if contained, they will immediately be expelled once drawn into the body of the Drenvoth. However, the absorption and expulsion of space allows the Drenvoth to manipulate space around them in order to create warped pathways around them where space has literally folded and been adjusted. This may make a gap before them essentially cease to exist whilst folded, the area looking severely twisted and distorted. This then allows one who steps into the proximity of the gap to immediately step out through the other side, somewhat akin to a portal. As the alteration remains, it may be utilized by anyone, friend or foe unless the Craving absorbs and re-aligns it. Up to three of these pathways may be created at once, and up to five per trial. This limitation increases to five at once and eight per trial at Adored, and eight at once and twelve per trial at Exalted. Eventually, the space will correct itself, typically after half a trial. Trespasser is limited to a range of fifty feet at Favored, one hundred at Adored and three hundred at Exalted.
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All of Alistair's limitations on this ability are reduced significantly; the distance, castable distortions and warps per day are doubled.


Curse of Drenvoth
Hated
The first level of Alistair’s curse imparts the Hated with a seeming deficiency in absorbing the energy from anything; though they may eat enough to fill themselves with nutritious food or sleep long in the night, they will always appear to operate on the bare minimum, as if deprived of food and sleep and bereft of energy. This has the marked impact of making the stamina of the cursed considerably lesser throughout their life, seemingly stifled from ever achieving physical wellbeing.


Personal Abilities
The abilities unique to Alistair, from the Absorption Domain.

The Grim Leech - Vacuum
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Dream-Eater - Emean Resistance
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Alistair
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Re: Alistair's Plotnotes

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Alistair's Revelations
Note: Hello! So - according to this post, Alistair is now Revealed in three sparks. I have chosen Paragon, Crux (Transmutation) and Visitant for my three Revelations, and as per the revelation guidelines I have submitted (initially) my bi-Revelation and then my tri-Revelation. These changes, appearance-wise and otherwise, apply on top of one another and (in accordance with all of Alistair's many mutations) turn him into quite a unique being.

Since Alistair has already officially triple-Revealed in-thread, I believe all I need is approval on the custom Revelations - so hopefully we can get that sorted! Here they are.

First Revelation: Paragon - Paragon (Lucis Hone)
Standard Paragon Revelation, as per the information written here.

Second Revelation: Justicar - Paragon and Crux
Adding Transmutation's Revelation to Alistair's arcane soul, the mage acquires an ability innate to his Revealed Form atop what is known as a Crux. Alistair gains a very powerful weapon that may be manifested through ether, and appears to be the manifestation of his Chevalier Revelation. The weapon, capable of altering its form at the fluctuation of its ether, is labeled 'Justicar' by the spark and has a few unique properties. As a weapon of pure ether, Justicar cannot be truly destroyed though it may be temporarily shattered - at which point Alistair will be forced to reforge it through ether. This will typically require extreme force such as the sort necessary to destroy a Lich's phylactery, and the weapon carries extreme cutting, piercing and blunt power depending on the form it takes. Aside from this fairly rudimentary set of abilities, the true power in Justicar is its ability to rapidly diffuse ether of any kind that it touches, whether domain ether, divine or Emean. While this can result in similar penalties for Alistair himself, used wisely Justicar allows him to act as an exceptional predator against foes on Idalos, in Fractures and in an Emea-enriched environment.

This typically takes the form of the rapid dampening of ether that touches the blade, similar to that of Ether Drought but confined to the bladed section of the weapon. As a result, being slashed or pierced by the weapon does tend to result in some ether drainage as well, making Alistair a truly proficient hunter of mages and other ethereal beings. For this reason the weapon is clearly not susceptible to the effects of Ether Drought, due to being learnedly resilient to such effects.

In terms of appearance, Alistair's meld with the spark has changed him in ways that cannot easily be understood. As Alistair's Transmutation spark is known as the Chevalier, it is a regal and noble spark that is drawn to duels and righteous combat, made clear by Justicar. This is further extended to the remainder of his form; Alistair's body, upon his Revelation, has become akin to a living suit of ethereal armor, visually comparable here. On certain parts of his body, gilded, brass-gold colored edges have formed over his skin, in particular: the center of each of his shoulders, his around his knees, over his wrists (akin to partial bracelets), between his sides and his waist, a small, curled, bar-shaped one over his tailbone, over his ankles, along his Adonis belt, along his collar, and along the back of his neck.

At any point in time, Alistair may channel ether through these ornate golden edges, chemically altering the composition of his body within through ether; as Alistair's form is capable of transitioning between organic and ethereal, he may shift his interior structure to that of free-flowing ether, crystallized organelles flowing through his body as a rough equivalent to his physical organs. Each organelle shattered will drain a minor amount of ether from him, though wide damage to his internal area can drastically impact his ether, and potentially lead even the tri-revealed Transmuter into overstepping, depending on the severity. Despite the lack of working muscles in these areas that have been chemically converted into ether fields, they are capable of manifesting equivalent strength as his regular physical body, with the armor itself acting as a powerful muscle that can suspend and enable movement. Any areas not between two rungs cannot be dematerialized.

Alistair is capable of suppressing the golden structure along his body by expending a small, persistent amount of ether to keep it concealed; not enough to surpass his natural, ambient ether recovery, but enough to make a difference when recovering from Overstepping or the verge of it.

Third Revelation: Lychgate Conservator - Paragon, Crux and Visitant
As the Lychgate Conservator and a Visitant empowered by Transmutation's ethereal mastery, Alistair appears to have become - himself - a door to other dimensions, realities within Emea that he may act as the intermediary between. This allows Alistair to stalk, infiltrate and invade any realm within Emea, breaking into any Domain or territory seemingly freely and becoming untraceable even to those who the realm belongs to. Additionally, Alistair may craft a Lychgate, a portal between realms that is powered by Emea itself as it always appears to link to it in some way. This Lychgate can be used to invade Emean Realms and Domains by stapling them to contemporary reality and forcing the laws of reality into them, thus diminishing the owner of that Realm's control over their own territory (as well as allowing for physical invasions via stepping into the Lychgate), or can act as a conduit for the inverse - turning the land around the Lychgate for up to a mile into an extension of an Emean Realm or Domain, forcing it to submit to that Domain's rules and the grip of whoever commands it. As such, Alistair - the Lychgate Conservator - may become an invaluable asset or detractor to powerful Emean beings including Immortals. When forcing Idalos' laws into Emea (or one Emean Domain into another or Idalos), the domain whose laws are being enforced acts as the portal's Ingress, with the subdued realm's portal acting as the Egress.

However, if the Lychgate is detected (typically difficult but easier with the larger, invasion-based Gates), the Immortal may engage with Alistair in an ethereal spar in order to close the portal and regain control of their Domain. Due to Alistair's Emean mastery and the sheer power of these Lychgates, even an Immortal will find it highly difficult and taxing to close them - and Alistair may actively resist their attempt, to the mutual dismay of both the Conservator and the Immortal in question.

Crafting a Lychgate, however, is extremely exhausting to Alistair's ether reserves even as an Epicure and will almost always push him to the verge of overstepping when performed as anything but a small backdoor into realms. As such, small intrusions do not cost a considerable amount, but large planar gates appear to consume a great mass of Alistair's energy.

Regarding Alistair's new appearance, he has been changed to appear as a peerless manifestation of terrifying brutality to those that he battles with. The Predator spark longs to intimidate its prey, shifting his physical appearance while 'on the hunt'. While in combat, the ornate edges of Alistair's Justicar 'armor' will turn a dark, charcoal color, thorn-like spikes extending from their edges. The golden hue of his Paragon-eyes will become centered by a deep, blood-colored iris-like burning core, while his posture and demeanor grow more bestial. He even appears to grow nearly two feet in stature (only in combat), though he will often bend forward significantly, the structure of his bones seeming to support a more hybridized form of animal-like and human-like, fluid movements. The portal within him will manifest as a crimson hole within his chest, violently twisting. Altogether these changes do not appear to have a truly significant impact on his combat performance, but rather seem to act as the pure revealed appearance of the Predator spark.

Alistair's ether and portals now appear as mangled, tribal effigies; a large, bramble gate will forge around them, extending from the floor with the mantle of these effigies appearing to be men, women and beasts that Alistair has slain. Within is a deep, crimson red, each of his portals perpetually snarling, growling and appearing to carry horrific rumblings within, beyond the touch of the portals' Ingress or Egress.

word count: 1400
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Alistair
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Posts: 3421
Joined: Thu Apr 21, 2016 6:12 pm
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Wealth Tier: Tier 10

Re: Alistair's Plotnotes

1. The Ashvane Estate (The Gleam, Quacia) 10,000 GN (28,000 GN Total)
The Ashvane Estate is the estate of a defunct noble lineage, House Ashvane. It was sold to Alistair by their final remaining member, as a method of paying off the family's remaining debt obligations. 1a. Ashvane Expansion, Woodstock Hall (The Gleam, Quacia) 18,000 GN
This building is the former Headquarters of Quacia's Guild of Hospitality, before a recent upgrade. As a member of the Guild, Alistair purchased it from them for his own purposes. ^Old, Sold Estates
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