Omesintihlih Plot Notes

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Omesintihlih
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Posts: 28
Joined: Wed Oct 16, 2019 10:37 am
Race: Yludih
Profession: Soprano
Renown: +25
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Wealth Tier: Tier 3

Omesintihlih Plot Notes

Thu Oct 17, 2019 2:40 am

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word count: 0
𝔠𝔥𝔞𝔬𝔰, 𝔲𝔫𝔯𝔢𝔩𝔢𝔫𝔱𝔦𝔫𝔤 𝔥𝔬𝔯𝔯𝔦𝔣𝔦𝔠𝔞𝔩𝔩𝔶 𝔟𝔢𝔞𝔲𝔱𝔦𝔣𝔲𝔩 𝔠𝔥𝔞𝔬𝔰
User avatar
Omesintihlih
Approved Character
Posts: 28
Joined: Wed Oct 16, 2019 10:37 am
Race: Yludih
Profession: Soprano
Renown: +25
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 3

Re: Omesintihlih Plot Notes

Sun Nov 10, 2019 7:23 pm

EMEYAN
THE THINGS IN THE DARK
Darklings

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Overview
Known by many names through different cultures and cities, Darklings are an ancient Emeyan type. Before Jesine and Kielik merged into Unity, different Darklings resided on both the side of Dreams and the side of Nightmares. After Unity came into existence, the Darklings united as well... for better or worse.

New ranks were made among the darklings in the aftermath. Hierarchies shifted and changed, and now the Darkling society is in a continual process of discovering how best to fulfill their respective purposes.

What is the purpose of Darklings? It depends on the Darkling's rank.

Minor Darklings
Imps
The majority of darklings are Minor Emeyans. Any person on Idalos who has a shadow, has a darkling assigned to them. Their purpose is to witness and observe those dreamy moments that aren't sleeping but yet... altered consciousness. Drug stupors, daydreaming, deprivation, etc.

Some Darklings also try to turn these moments into proper dreams to bring the Idalosian into Emea.

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Minor Darklings are referred to in Darkling Society as Imps. It is also common for them to introduce themselves as "Imp of ____ (the Moderate Emeyan that they report to)" as one of the only things they might be able to communicate... if one can understand darkling-speak that is, which sounds like high-pitched nonsense to any average person on Idalos.

Every Minor Darkling has a symbol branded somewhere on them that is the symbol of the Moderate Darkling they follow.

Appearance of Minor Darklings can range greatly. Most often, Imps will take on a shadow-like mockery of a beloved pet of the assigned individual. They prefer to be small and petite, though not small enough to accidentally squash - but enough to hide under or behind things.

To be large and noticeable would go against their purpose of mostly-unknown observation.

However, Imps are solid beings. An Imp is born when an Idalosian is born, and they develop their shape as that individual grows. When the Idalosian dies, they are eaten by the Moderate Darkling who they follow. They aren't actually made of shadows and sometimes camouflage themselves depending on their surroundings.

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Everything that Minor Darklings (Imps) do are based on their reports and any orders that come from the Moderate Darkling they are linked to. Without the Moderate Darkling link, they become feral and frightened - often throwing themselves into danger until they are returned to the body of their Major Darkling.

Sometimes, at peak feral, Imps will attempt to get their Idalosian to be killed just so they can return to their Moderate Darkling again.

In cases where they lose track of their Idalosian (but the individual hasn't died), they sometimes attempt to steal a different Idalosian from another Minor Darkling. In these cases, a duel to the death takes place between the two Darklings and the victor consumes the loser.

If a Minor Darkling/Imp consumes enough other Minor Darklings, there is a chance they may develop into a Moderate Darkling. Due to their limited sentience and fairly loyal countenances, Imps don't think of this on their own unless driven by feral terror into such acts. An Idalosian who loses their Imp means that there is a purpose going unfulfilled and Darkling Society suffers as a whole because of it.

Key Points:
  • Limited Sentience
  • Minor Traits
    • Fast: The Emeyan is able to move at superhuman speeds and has an impressive reaction speed, moving quick and lithe over the ground (or other surface or lack thereof), requiring a keen and attentive defense from their victims.
    • Chameleon: The Emeyan is able to change the colouring and texture of their flesh subtly in order to blend into their surroundings, effectively camouflaging themselves into the background. It’s not flawless, but nevertheless effective for stealth.
  • Skill Points:
    • Stealth 30/100
    • Detection 30/100
    • Deception 15/100
Moderate Darklings
Shades

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Moderate Darklings keep track of Imps and make sure they are fulfilling their purposes, as well as handling anything that goes off or wrong. Their purpose is purely the management of Minor Darklings. Roughly for about every 1000 Minor Darklings, 1 Moderate Darkling supervises them.

Because they hide through other methods, and often remain in Emea, shades don't care to maintain petite or small appearances. They often will go the opposite and take large, towering, and intimidating forms to dwarf any Idalosians who have the misfortune of actually witnessing them.

Sometimes Moderate Darklings will take over the role of a Minor Darkling, temporarily, and it is also common for Moderate Darklings to choose an Idalosian to stalk. They let the Imps continue to fulfill their purpose with the individual, but they are there for another reason.

Because Moderate Darklings are drawn to the power of ether, they are frequently lured to stalk powerful mages in Idalos - especially through Emea if the mage ever wanders in. They also sometimes attach themselves to Mortalborns (and more rarely, Blessed) for similar reasons. Moderate Darklings can vary in personality and what other kind of aspects they look for in an individual to stalk.

The Symptoms of having a Shade stalking you is...
  • A persistent sense of paranoia.
  • Looking over your shoulder, even though nothing is there.
  • Frequently feeling cold, no matter the actual temperature.
  • Waves of drowsiness to actual narcolepsy.
  • Lost swaths of time to black-outs.
Most Idalosians stalked by Shades never become aware of this, not even after their death! When the individual stalked by the Shade dies, the Shade simply moves on to another individual to do the same with.

Some Shades like to increase the power, or help the individual along in their pursuits. Others like to simply observe. And others like to try and hinder and create obstacles, or tempt an individual away from their set paths.

Moderate Darklings defer to Major Darklings, and they always have the branded mark of faction loyalty somewhere. Before the time of Unity, these factions varied a great deal more and were hostile toward each other. This would result in Moderate Darkling duels over certain individuals, but now there is just tense encounters from those Shades that remember the old factions... but for now, there is peace and compromise of the new hierarchies.

If one ever happens to visit Darkling Society, they will find that most of the areas are maintained by Shades instructing Imps about.

Key Points:
  • Sentient.
  • Minor Traits
    • Fast: The Emeyan is able to move at superhuman speeds and has an impressive reaction speed, moving quick and lithe over the ground (or other surface or lack thereof), requiring a keen and attentive defense from their victims.
    • Chameleon: The Emeyan is able to change the colouring and texture of their flesh subtly in order to blend into their surroundings, effectively camouflaging themselves into the background. It’s not flawless, but nevertheless effective for stealth.
    • Levitation: The Emeyan is capable of levitation, giving them a permanent state of weightlessness where they float harmlessly off otherwise deadly heights, traverse over liquid surfaces and may elevate themselves slowly into the air, maintaining altitude for a few moments before descending again to floating a few inches above ground level.
    • Malleable: The Emeyan has a physiology that enables them to flatten themselves, bend their joints dramatically out of place, or otherwise readjust their bodies for the purposes of accomplishing impressive feats of contortionism and agility.
  • Major Traits
    • Invisibility: The Emeyan is capable of rendering itself completely invisible to the physical eye. It is a visual illusory effect and as such has no effect on other senses, and the creature still physically impacts the world around them as they normally would. They do not cast a shadow from light sources, however. They are still vulnerable to physical interaction and may be perceived by magical means.
    • Commander: Setting themselves truly apart from their lesser brethren, the Commander is a Emeyan with the ability to command and dominate other creatures and Emeyans of lesser rank than itself. It is able to impose its authority on creatures around it, commanding them according to its own will. This authority is executed in the form of direct verbal or telepathic commands (based on the Commander's communicative abilities), independent of if the creature in question possesses the ability to understand their language. The commanded creature will be compelled to execute the command, as long as it does not go against their Purpose, and unless they possess natural resistances to mental magics and control or high Meditation or Discipline, they must obey.
  • Skill Points:
    • Stealth 50/100
    • Detection 50/100
    • Tactics 50/100
Major Darklings
The Unseen

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Major Darklings are completely different than Imps or Shades. The Unseen rarely visit the physical world of Idalos - and if for some reason they do end up on the mortal's side... they are incredibly dangerous and must be sent back to Emea as soon as possible, to limit possible damage. Not because they purposefully seek to kill, but because mortals cannot comprehend witnessing them.

They are even more dangerous within their home of Emea.

Major Darklings are few and rare. It is rumored that there are only six in total, though because of their secretive nature, it's hardly something that can be confirmed.

Despite the secrecy surrounding them, The Unseen do enjoy exploring Emea. It is unknown if Major Darklings were ever Shades, or if they came into existence as Major Darklings already.

They truly do not care about appearing like humans or anything close to resembling humanoids. They do not care to understand mortal beings nor the way they operate, nor how to seduce, tempt, persuade, or otherwise socialize with them.

One of the most dangerous aspects of The Unseen is that their very presence can cause ordinary mortals to go sheer mad with terror... to the point that those miserable souls unfortunate enough to witness them - whether accidentally, brought into Darkling Society by a Shade, or an Emean explorer who got too ambitious - often return to Idalos in complete gibbering, drooling states of inability. Such victims almost never recover from such madness.

The Unseen have learned about the mannerisms of the mortals over the centuries, and they are aware of what they cause... but they don't care. They don't derive any enjoyment from it, but they also don't consider it something bad. It just is.

The sole purpose of Major Darklings is to consume the other Darklings and continue the cycle of maintaining the Darkling Society.

As such, they don't have any need or purpose to interact with Idalosians directly. They only care about the other Darklings.

Before Unity, The Unseen were split into separate factions based on Nightmares and Dreams.

Now they've joined into an unified council. There is no bickering, nor underhanded planning, or anything of the like. The hierarchy has changed. They chose it to be so. The Unseen do not operate with human-like tendencies, so they are incapable of emotional logic. What is practical, in terms of their Emean logic, is what they follow through with.

If one truly goes looking for Major Darklings... at least one of them can always be found within the terrifying habitats of Darkling Society, but the risk makes it a suicidal mission for any Idalosian. Only certain Immortals can enter the heart of these habitats with a fair amount of ease and security.

The Unseen worship the Immortals, as well, and encourage this worship in the Shades.

Key Points:
  • Intelligent.
  • 6 Minor Traits
    • Fast: The Emeyan is able to move at superhuman speeds and has an impressive reaction speed, moving quick and lithe over the ground (or other surface or lack thereof), requiring a keen and attentive defense from their victims.
    • Painless: An Emeyan that is Painless suffers no pain and is therefore not deterred by taking damage or by effects that specifically aim to cause pain. It continues to take damage as normal, but will not be distracted by the pain of their injuries.
    • Levitation: The Emeyan is capable of levitation, giving them a permanent state of weightlessness where they float harmlessly off otherwise deadly heights, traverse over liquid surfaces and may elevate themselves slowly into the air, maintaining altitude for a few moments before descending again to floating a few inches above ground level.
    • Malleable: The Emeyan has a physiology that enables them to flatten themselves, bend their joints dramatically out of place, or otherwise readjust their bodies for the purposes of accomplishing impressive feats of contortionism and agility.
    • Breathless: A creature who is breathless doesn’t need to breathe. While other creatures are normally susceptible to this by virtue of possessing organs like other creatures, the Breathless do not have this restriction and are able to exist underwater or in inhospitable air conditions indefinitely, and are immune to gasses and similar effects.
    • Keen Sense: A single one of the Emeyan’s existing senses are keen and improved over the normal, giving them increased benefits. This can account for any of their natural, normal senses, or any acquired through other Traits.
  • Major Traits
    • Extreme Biology: An Emeyan possessing this trait possesses a biology that defies all reason. They may be entirely made up of stone, crystal or metal or even partially be composed of them, or have several of their organs replicated or replaced by others. Any other beast would not be able to survive with this type of biological make-up.
    • Commander: Setting themselves truly apart from their lesser brethren, the Commander is a Emeyan with the ability to command and dominate other creatures and Emeyans of lesser rank than itself. It is able to impose its authority on creatures around it, commanding them according to its own will. This authority is executed in the form of direct verbal or telepathic commands (based on the Commander's communicative abilities), independent of if the creature in question possesses the ability to understand their language. The commanded creature will be compelled to execute the command, as long as it does not go against their Purpose, and unless they possess natural resistances to mental magics and control or high Meditation or Discipline, they must obey.
    • Telepathic: The Emeyan is capable of communicating with thought, and to a limited degree perceive the surface thoughts of those they focus on in their vicinity. Their communications are limited to images and emotions unless they possess proficiency with any language.
    • Conjurer: Perhaps more impressive still than the commanders of their kind, the Conjurers take their ability to dominate and command the step further, gaining the unique ability amongst Emeyans to create more of its own kind. Designing their own personal vanguard, they are able to create and subsequently control three Minor, or one Moderate Emeyan, following all the normal rules of creation but tailored to the needs and desires of the Conjurer.
  • Skill Points: 300 (max 90)
    • Intimidation 90/100
    • Logistics 90/100
    • Leadership 90/100
    • Basketweaving 30/100
word count: 2489
𝔠𝔥𝔞𝔬𝔰, 𝔲𝔫𝔯𝔢𝔩𝔢𝔫𝔱𝔦𝔫𝔤 𝔥𝔬𝔯𝔯𝔦𝔣𝔦𝔠𝔞𝔩𝔩𝔶 𝔟𝔢𝔞𝔲𝔱𝔦𝔣𝔲𝔩 𝔠𝔥𝔞𝔬𝔰
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