The Wight King(WIP) - Chapter 4 added (30/04/2020)

Yes it’s pretty easy to guess, but cosmic horror is an inspiration for everything related to the abyss.

I absolutely agree, it’s a recurring problem I’ve noticed in many games on this site, depending on the game it’s more or less bad, but it’s been a problem to me since I started. It really doesn’t feel fun when you just mind your own business and suddenly you have a check coming at you, you pick your strongest stat to make sure you pass it and then the game informs you your raid-boss health is not enough to win the drinking contest.

I stopped entire playthroughs because I was so disappointed in this important moment where something cool is being decided I’m being turned away at the entrance by a guy who tells me “Sorry kid your stats need to be that high to get on the rollercoaster.” And only returned to those games weeks, sometimes months later to make another try. And all I can think of at this point is “book, you just made a very powerful and moronic enemy” and then all roleplaying goes out the window, I’m here to win and that’s not really what these games should be about in my opinion.

The one I think is the most aggravating is charisma. Is it impossible to talk to people or convince them if you don’t look like a gigachad?

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Average min-maxing stats fan vs average roleplaying enjoyer

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Especially when they’re opposed. Do you wanna be able to throw cars into the stratosphere but drunkenly stumble around constantly tripping over literally nothing? Do you wanna be able to convince someone dying is the secret to immortality but have the unstoppable intellectual prowess of a brick?

I really like the sound of the traits idea. Will they be permanent if you get one (like if your stat drop below the unlock point you still have it)?

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I don’t think losing traits will be a thing, except maybe when there’s a narrative point to it. The personality traits might get some heel-turn moments, but if I do that, it should matter, it should be an important point. Not just “I was bad but now I’m good and no one will ever mention this again.” If the MC changes, I want it to be a big deal both for them and the people they know.

So personality traits will be sort of soft-locked until a “turning point” that would make enough of an impact on the MC to change.

I intend to work in a similar way with other things, I mentioned it before but I want the other characters to remember your actions more than who you are or what the number on the stat sheet says. Being nice in general won’t make much of an impact after you betray one of them, they might forgive you but they won’t forget.

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Let’s talk a little about the most ancient of mages.

Druids, Shamans, Harbingers:

The three ancient arts of magic, some say they are the origin of all magic today, some that they are antiquated, obsolete faced with arcane and divine magic. Yet they are still part of the world today, and their influence is more than equal to that of modern mages.


Druidism:

Druidism

The legends say this art is older than time itself, that druidism was passed down to mortals directly from the primordial spirts of nature and that it was the very first form of magic a mortal could wield.

Druidism dates back to the first primitive ork tribes, then was adopted by wild elves and the first human tribes. It is an art focused on the forces of nature in all its forms, it is a chaotic by nature, bound to the whims of the elements, raw and powerful, one of the most feared form of magic throughout history. Druids harness the forces of elements, of energy and matter alike, but also of animals and plants, and of the spirits of nature.

Druids have spread all around the world, into the deepest forests, to the highest mountains, the hottest deserts and the most tumultuous seas. Some serve great spirits or are bound to a natural sanctum, some preserve harmony wherever they go as they travel the world. Today druids are very misunderstood, seen as primitives, foolish hermits who reject progress but there are many sects, many ideologies among the druids.

To most druids, “civilization” is not separate from nature, it only foolishly thinks itself so. They see in towns the same forests they travel, the same predators and prey, the same forces that clash against each other or work in harmony. Though they embrace nature in its pure form, they do not uniformly shun progress in all its forms.

In term of abilities, druids are known for two things, their savage fighting style and their wild magic. Druids are strong fighters, their bodies are forged by trial after trial in the wilds, they are fast, strong and know their environment better than any other. In combat they prefer organic weapons, usually made from wood and bone, clubs, staves, hammers, axes and spears made through magic from living material. They are dangerous opponents even to the most heavily armed of knights and guildsmen.

Their magic stems from three sources, elements, spirits and living beings. Many specialize in one though they are all capable of learning from the three.

An elementalist druid can be compared to a sorcerer, but their connection to the elements is less personal and they are always able to use all elements from their surroundings. They are about flow, both in body and magic, they will move constantly, using their movements to cast magic while making elements interact with each other to produce greater effects.

A spiritual druid will call on all manner of natural spirits to do their bidding. They will summon great animal spirits to fight at their side or grant them supernatural prowess, or call onto elemental spirits to shift the world around them, spirits can disrupt other forms of magic or cast spells of their own. They have the deepest connection to the great spirits and are usually blessed by one or more of them, being granted great power in exchange for their service.

An animalist druid will form bonds with beasts of the forest of all kind, predators and preys. Flocks of birds, packs of wolves, mighty monsters of all kind. They call upon their allies, they can see through their eyes, hear what they hear, they can learn from them and even change their shape to one of them. They also bond to the vegetation, to the point they can make trees rise from the soil to crush their enemies.


Shamans:

Shamans

Shamanism was also developed first in orkish tribes, as a way to communicate with the spirits of the wilds and their own ancestors. The practice slowly developed into a first form of priesthood, not dedicated to the gods, but rather to the spirits themselves. Their faith and rituals let them communicate to the spirit world and harness several powers from the planes and the spirits themselves.

Shamanistic tradition depends heavily on their culture, and so do their powers and the spirits they can call upon. Shamans can summon spirits to the material world, communicate with the souls of the dead, call on the spirits of their ancestors for advice or strength, they also conduct most rituals in their society, rites in many forms, rituals to appease the spirits or ask for boons.

There are aspect warriors, who carry the tales of heroism of their ancestors and the history of their tribe. Temporarily calling on them to possess the shaman and grant them part of their powers. They can bolster the morale of their allies and grant unnatural strength and power. They can summon einherjars into battle or use the wisdom of their ancestors to learn secret knowledge.

There are also the spirit seers, they posses a powerful connection with the spiritual planes, they can freely see through the veil, sometimes even travel through the planes or between them. Their powers grant them great foresight and the spirits constantly whisper to them. The spirits may also aid them in exchange for offerings, those who answer are mostly the fey or other natural spirits, ancestors, sometimes the spirit of the dead but also spirits their tribe has bound and even minor gods.

The songkeepers are historians but also bards, they register the history of their tribe through song and recount them to the next generations, but also the stories they gather when travelling the world or that they learn from the “weave”. Songkeepers have a deep connection to the “history” of places and people, they can learn from the world around them as if reading the story of the world from every stone, every tree, every person they meet. And these songs they gathered are also a source of strength, they inspire the people around them to greatness, they manipulate the very world with their words, they can speak in songs to the universe and it may answer to various effects. They have many powers, but they are mysterious even to them.


Harbingers:

Harbingers

They were those who peered into the abyss, perhaps the first in ages. The influence of the old ones changed them, they learnt forbidden secrets, old magic. Harbingers were many in forms, drawing from powers beyond, from the void. Some of them became the servants of the old ones, harnessing their powers in exchange of doing their bidding. Their will was nebulous, unknowable yet the harbingers would work to further their interests, if interest there even was. Some harbingers would wonder whether this was a bad joke at their expense, a way for the old ones to amuse themselves, twisting the limbs of their puppets, seeing how far they go… before they break. But they had nothing left to lose.

The old ones always preyed on the lost, on the desperate, the rejects and the pariahs. Inevitably they would be drawn to them, they could hear the call and then it would only be a matter of time. The harbingers have always been feared, their very lives are dedicated to the intricate will of their abyssal masters.

Their powers are many, in all forms of black magic. Some became the first necromancers, others helped the lesser spawn of the old ones to cross into this world. They forged the greatest cults of the abyss, sacrifices, rites, plans to tear the veil apart for the advent of the old ones their influence spread like an infection. Until they were stopped by the old tribes, the first unions of different species and tribes to fight the common threat.

No one truly understood the harbingers and their powers, much less their masters. Not then, not now. And their successors still roam the world, they were never truly defeated, they merely… changed form.


Here it is, I felt like talking about them, since some of what I’m writing now is relevant to it. I’m going to link this post into the first so that you can find it again if you want to.

Edit: Because this was way too much of a wall of text

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So would we be correct in assuming MC is a Harbinger of sorts?

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Interesting how orks, who are usually associated with savagery, were the source of two ancient forms of magic. That tells me they were, at one point, the height of culture and magic. That’s probably something they would love to rub in the elves’ faces.

What makes druidism/shamanism different from arcane/divine magic? If you squint really hard, you could probably draw some correlations. I look at druidism as a more “primitive” form of arcane magic, and shamanism the root of divine magic. The former is about using and shaping the world around you, but instead of the arcane you rely on raw, primitive forces. The other is using the object or entity of your faith to conduct miracles, but instead of gods, you call upon the spirits.

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In some ways, perhaps they are similar, but they are not quite the same.

“Height of culture” might be pushing it but you’re not wrong. The orks were pioneers during the early days of mortals, they grew powerful fast and their strength let them focus on other things than survival, letting them develop faster. Back when mankind cowered in the dark corners of the world and the elves were still the dragons’ little pets, the orks walked around like they owned the place.

Beside, to orks “savage” does not have the same meaning. Orks have always strived for a balanced way of life, between order and chaos, between savagery and civilisation. What other species or culture might see as savagery or primitive behavior, to an ork could be totally normal. Their reputation comes in great part from ignorance and a lack of will from others to understand them.

That’s a very good synthesis. The difference between arcane/divine magic and its ancestors is not something I could clearly define but basically, people changed and as their perception of the world and of magic, their understanding grew, magic changed with them, or they had the insight to conceive new forms of magic. As time went on, people discovered new ways of expressing magic, sometimes by accident, sometimes through research.

Don’t hesitate to ask if you have more questions, it’s an interesting subject to me, but hard to talk about in details without something to frame the discussion.

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I’m curious as to what is the relation between these ancient forms of magic and our Wight King. Can we choose our preferred specialty or is it more of a lore curiosity at this point? If we had a scale, which branch of magic would be considered the most powerful, or the most versatile? Which one would be the most effective against a Wight King and its army?

Also, a bit of a side note, but is there something akin to mind/illusion magic? It’s one of my favorite schools of magic in fantasy settings; glamours, mind-breaking, live puppets, memory and dream manipulation, altered perception, etc. :stuck_out_tongue:

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There’s no direct relation, more like what I was writing before I decided to talk about that was in relation to old magic and it made me want to talk about it. There are a few magics you’ll be able to choose from, necromancy is the obvious one but there will be others something like five in total if things go as planned, but if I let you pick up some things from other kind of casters it will mostly be small things because you won’t be a trained druid or shaman regardless.

It’s hard to say, because power takes different forms, but in term of raw destructive power, in general a sorcerer or a druid would be it. But again, a witch could be just as destructive, simply in other ways. A powerful archwizard could also be far stronger. It really depends on the individual rather than the class.

In term of how many things they can do, witches, clerics and wizards are probably the most versatile, but there are things they can’t do that others might. Clerics can have radically different powers depending on their allegiance, wizards have a nearly limitless potential when it comes to making complex and unique spells… But it’s another thing that can vary a lot depending on the individual, some sorcerers have trained enough to be able to use so many different styles of magic they would put many wizards to shame. Some people are sorcerers AND wizards despite how difficult it is to learn two different forms of magic.

Not all undead are vulnerable to the same magic, but most are weaker to divine magic. Against a wight king, a weak divine mage won’t be much help though. Paladins excel at fighting undead and demons, the Light is more efficient than most clerical abilities, except for purifying powers.

But there’s no one solution that makes it an easy win regardless, using weaknesses is all well and good but it’s not enough. Especially when the enemy will use YOUR weaknesses too.

The undead have absolutely horrifying ways of fighting the living.

Yes, absolutely. Bards are unchallenged when it comes to illusions and manipulation. Their magic is feared because of what it can do to your mind but also what it can do to your very reality. The most powerful bards could trap you inside worlds of their own creation, make you go berserk or dominate your mind, they can completely change who you are to the point no one would recognize you… And the worst is that it works with almost any form of artistic creation and that you might never even realize they’re doing that to you. That is why bards are so dreaded and why bardic magic is forbidden almost everywhere.

Others can also use illusion and such, but the bards are the best at it by far except for witches that specialise in it.

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What about power levels I mean numbers. I played a game called Zambian and it was pretty cool to have a power level they are not many games with power levels it adds a little excitement

Dont know if i spelled the game name right

No. I don’t like power levels, especially not in numerical form. It feels way too arbitrary to me to summarize a character’s abilities with a number. I can get over it in other stories but I don’t want that kind of thing to be part of this universe.

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He has a power level of 11 but that’s on a scale of 3-9 so it could be better

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so i tried looking through the forum but i couldn’t seem to find the info in any of the replies(not that im too lazy and totally gave up the search after going through a couple hundreds replies heh).so what we know rit now is that the heirarchy goes wight king > wight lord > wight knight.so r there any other undead beings beside these that work alongside the big WK? aside from the decaying grunts who would be the bulk of the fighting force.and i was also curious as to what or how its decided that a person gets turned into a lord or knight.and since one of the characters in the character list is a fully sentient wight lord what does it mean for the others do knights and our other minions r also fully sentient? and if so will we have to worry about their loyalty too?also can u describe how exactly r the wight knights different r they like basically an elite fighting force something like Death knight from overlord insanely powerful for any normal fighting force to handle?what would be the power difference between one and the other and finally can or will we be able to use necromany to bring back powerful warriors or champions to serve us?
let me know if some the questions r too spoilery for u to answer or u have already done so!! apologies in advance!! anyways love ur demo good sir!! ^^

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Yes you’ll be able to recruit or raise different kind of undead. Vampires, liches, husks and skeletons, dullahans, revenants and other.

Wights are risen mostly at random, they are awakened by the avent of a new wight king and it’s unknown whether there’s anything that can be done to force an awakening. But they tend to be powerful heroes who died relatively recently with extreme negative feelings, the betrayed, those whose ambitions were unfulfilled, those who died with a lifelong grudge, in general they are those who are the most likely to be risen. They can also be people the wight king had powerful attachments to during their life, a rival, a lover, a nemesis, a family member, a close friend or such.

Undead are more or less sentient, it depends on the way they are raised, how powerful they are, how long they were dead etc. Weak undead tend to be more dependent, but they can actually develop sentience by growing stronger.

Yes, even as the sovereign of the dead, they won’t just do anything you want. You can force them, but it’s not a foolproof solution.

Wight knights were usually champions, they’re not raid bosses but they all have their unique abilities and are almost impossible to kill. They won’t take on entire armies alone, but they are heroic units who can turn the tide.

Wight knights can be anything, warriors, archers, mages, some are even more monstrous. So they abilities and power can vary a lot. Wight lords are usually stronger than knights, but the difference is mostly about command, wight lords share some of the wight king’s powers and can lead other undead and strengthen them.

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Is this sort of what happened in chapter 3? That abyss place?

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say im curious does this wight king is similar to lich king from the wow or entirely something different ?

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Not exactly. When a bard does his thing, you cross over to a subplane of their creation, all of you. When the Wight King reached the Obelisk, only their soul was sent to the abyss while their body was on the other side.

They’re both undead overlords, that’s about it. The lich king is a spooky spirit that possesses people, unlike the wight king’s curse which turns you into the wight king. I’m not a loremaster of warcraft, but from what I remember playing the games they’re pretty different.

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1.) Since the MC died 20 years ago, how are they not a skeleton?

2.) Is it a coincidence that the dreadspire was near the location of the MC’s sarcophagus?

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I think that’s what I said initially, but it was closer to 10 years for the MC. As to why they didn’t rot, Wight Kings are constantly regenerating during torpor, unless they didn’t have any flesh left in the first place they won’t turn into skeleton on their own during the slumber before their awakening.

The MC was put there because this place was basically abandoned and out of the way, it used to be a crypt for heroes and kings but fell into disrepair as the deep woods grew closer and the region became more and more dangerous. The presence of Dreadspire is also not an incentive for people to stay unless they’re desperate.

In the days the story take place, Dreadspire is avoided more because of the innate fear humans feel when they’re relatively close but also by superstition. When everyone who goes to check out the place never comes back, people start steering clear of it.

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