18.8 Identity Sytems
Among the conflict systems in Aetolia, there exists mechanisms to support the unique identities of various organizations. The purpose of this help file will be to explain these systems and provide transparency for everyone involved.
It is important to note that these systems largely operate on a timer of two Aetolian days (eight hours). While they bolster the identity of your organization, they are also entirely opt-in! Please also note that any exact values provided in this help file are not precise, and are only listed to provide examples.
= Duiran =
Protectors of Dia'ruis and the Cycle, Duiran seeks to grow and nourish their precious plane of Life through sacrifice and the spreading of verdant power throughout the land.
- First, a Shaman of Duiran must commune with their Guardian spirits to locate an area from which they can obtain an unwilling sacrifice.
- Sentinels and Sentaari are able to toggle an ability called 'Totemic Raid', which allows their attacks to do minimal damage while having a chance to stagger the potential sacrifice. Once weakened fully, the sacrifice may be abducted and brought back to a totem.
- Enorian is alerted to potential attacks against the innocent, so long as a shrine of Dejaani exists within the area. They may contest the sacrifice and LIBERATE the villager once the Duirani have been disposed of.
- Upon completing the sacrifice, Duiran is rewarded with a small cluster of verdant spores, which they may use to build a small spore nexus, or save three to build a large one.
- Spinesreach will be alerted as to the attempt if it occurs within one of their protectorates.
- Large spore nexuses have significantly more health than small spore nexuses. Large spores will also spread lashers and overgrowth far.
- The lashers will automatically attack anything aggressive toward them, or enemies of the Cycle (Undead, Akkari).
- Nexuses cannot be damaged while lashers in the room are present.
- Upon being attacked for the first time, nexuses will be invulnerable for thirty seconds.
- When a nexus is damaged, any Duirani utilizing Totemic Alertness will be notified.
- Nexuses may be attacked normally to destroy them.
- When a spore nexus is destroyed, all remaining spore nexuses will become invincible for about one Aetolian day (4 hours).
= Enorian =
Zealous warriors of the Light, the Hammer of Dawn seeks to spread the influence of the Merciless Light far and wide, partaking in holy crusades to strike down all who stand in their way.
- First, an Enorianite must consult an acolyte to locate an area that possesses a sacred tree suitable for chopping down.
- Using a tool that assists them in finding the exact location, once they are there they may LUMBERJACK CHOP with a holy axe to weaken the tree, and then LUMBERJACK FELL to receive their bounty.
- Any spore nexus in the area will alert Duiran as to the efforts. A mark of devastation is left during the lumberjacking attempt, alerting passerby as to the assault on nature. If Duiran manages to repel the zealous lumberjacks, they may use Totemic Preserve to heal and reinforce the tree, preventing Enorian from retrieving it until their next attempt.
- Once three sacred trunks have been obtained, Enorian may beseech the Grand Flame for a holy torch, which they may slowly walk to a location to build a shrine of Dejaani. This torch is extremely taxing on willpower, and will be snuffed out if any magical movement is used. It may be passed on to others to ease the burden, however.
- Once a shrine is built, holy light will spread to adjacent locations and zealous preservers will arrive to defend it.
- The preservers will attack anyone who is enemied to Enorian's holy crusade. Anyone who attacks a preserver or assaults a shrine will be labeled an enemy, and only the Vanguard of Enorian may absolve this status.
- Shrines cannot be damaged while preservers are present in the room.
- When a shrine is damaged, any Enorianite with Inra Ehunai active will be notified.
- When being abjured for the first time, it will be impervious to further abjuring for thirty seconds.
- Shrines may be damaged by using ABJURE SHRINE WITH <corpse>. These corpses must be of moderate to high worth, or they will not work.
- Once destroyed, all remaining shrines will become invincible for one Aetolian day (4 hours).
- Enorian may host holy crusades at shrines, which have a small chance to grant them a lightsworn spark that allows them to place another shrine with the same restrictions as a torch but without the burden of carrying one.
= Bloodloch =
Through conquest and imperial dominion, the Empire of Bloodloch seeks to enforce its will and subjugate lesser entities through any means necessary. The Sanguine Fist builds, alters and deploys rampaging wargolems to amass resources for the sake of expansion. As the being of Chaos they seek counsel from may say; "Grow, or perish."
- Around once every two Aetolian days (7-9 hours), a monster will come near the Tarblack Marshes. Bloodloch will have a ten minute window to lure the monster out. Enorian and Duiran will be notified of the monster if they have a Dejaani shrine or spore nexus within the Tarblack Marshes.
- Upon being defeated, the monster may have its blood, bone, and soul harvested which may be combined into a bundle of ill-gotten gains.
- If there are no Bloodlochians in the room, anyone else may SABOTAGE <creature corpse> to destroy it, assuming you have a valid fire source. Duirani or Enorianites who sabotage a monster corpse have a chance to earn a grisly trophy, which can be dropped before a Guardian totem or the Grand Flame for a chance at a reward.
- Once three bundles of ill-gotten gains are gathered, the Empire may proceed to feed the Chaotic maw they have made a pact with. This will satiate the maw, allowing Bloodloch to summon a dormant wargolem.
- The dormant wargolem may be modified in a wide variety of ways. While it's beyond the bounds of this document to describe every modifier, below is a summary:
-- The head modifier will control the wargolem's behavior; how it is aggressive, and to whom. It also adjusts the mission speed.
-- The arms modifier will control the wargolem's attacks and primary offensive tactics.
-- The torso modifier will control the wargolem's resistances to damage types.
-- The legs modifier will either make the wargolem more durable, or more hasty.
-- The humour modifier will control passive, offensive effects of the wargolem.
- Bloodloch may seek counsel from the maw to be provided with three areas to choose from as targets.
- Once deployed in a location, the wargolem will begin ravaging the environment, leaving behind trails of destruction from which rockling horrors will appear.
- Duiran or Enorian may heal this destruction with Totemic Heal and Inra <destruction> Shamvai respectively.
- The wargolem's mission timer will steadily count down to completion as it patrols the area, when it will return to the Ivory Tower with its bounty and resume its state of stasis as a dormant wargolem. Note that the mission timer will NOT decrease if the wargolem is currently fighting anyone or destroying an objective such as a shrine of Dejaani or a spore nexus.
- Wargolems may not be deployed off-continent, in ylem-irradiated areas, in stockrooms, in player-owned buildings, in player cities or anywhere that cannot be pathed to normally.
- If the wargolem is not defeated outright and completes its mission, it will lose a portion of its max health the next time it is deployed. This lost maximum health may be repaired with a bundle of ill-gotten gains, or scraps that Bloodlochians have a chance to obtain from defeating Dejaani shrines and spore nexuses.