Want to friend Krepta Eve Walker? You need to log in or join our community, first! It's fast, free and easy.
Walker Blood (Click to Expand)
Physical Description Walker blood does not visibly stand out from any other creature's blood to the mundane eye. To those with the ability to see or sense magic or energy, it will glow brightly with power. Walker blood absolutely seethes with liminal energy, though herald bearers will possess this quality far more than any other Walker. The appearance from there depends on the Walker's herald line. Consumption - [Dragon] Consuming the blood of the dragon can come with great risk, even when drawn from an ordinary member of this line. The dragon is a possessive force that seeks to set alight with itself all it touches. Too much and one may begin to resemble the creature physically, as well as experience unexpected mood swings and heightened predatory instincts. Vampires, with their natural ties to this line, may experience greater effects, both positive and negative. To most, it tastes only of blood, to vampire-kind it tastes like power, and terribly, achingly of their last sunset. Effects compound the more one consumes and the more frequently the consumption occurs. Physical effects, once gained, may take some time to fade. Minor effects set in at about a forth of a pint and last about three days. One full pint will last for about twelve days. If one consumes more than that before the effects fade, the duration the magic remains within the body is doubled, and then doubled again for each additional pint. Stronger effects do not set in unless there is remaining magic from the last sessions still present. The negative effects of the Dragon Line's blood can be countered with blood from the Leviathan Line, though, since the other lines and their heralds are thought to have been eradicated, this fact is somewhat of a moot point. The following list's negative and positive's effects can be assumed to carry through to each next tier. Positives [Half a Pint or Less] (+) Slightly Increased Physical Strength & Endurance (+) Increased Self Healing Abilities - (twice one's natural levels) (+) Slight Sun Resistance - ( Vampires, mostly, but no sunburns for normal beings!) (+) Immunity to High Environmental Temperatures until 98 degrees (+) Increased Sense of Confidence (+) Higher Pain Tolerance (+) A sudden burst of high energy directly after consumption that lasts for about an hour - (Vampires) Negatives (-) Decrease in Natural Caution Levels (-) Slight Increase in Aggression Levels (-) Temporarily 'loud' natural instincts - (about an hour) Positives [1-2 Pints] (+) Increased Physical Strength & Endurance - (x2 natural levels) (+) Increased Self Healing Abilities - (x4 natural levels) (+) Increased Sun Resistance - (vampires can spend twice their normal limit in the sun) (+) Immunity to High Environmental Temperatures until 120 degrees (+) An increase in the strength of an individual's natural gifts or powers - (x2) Negatives (-) Same as previous doses. Positives [3-4 Pints] (+) Increased Physical Strength & Endurance - (x4 natural levels) (+) Increased Self Healing Abilities - (x5 natural levels) (+) Sun Immunity - (vampires are not harmed by sunlight, but may still be harmed by strong, sun based magic) (+) Immunity to High Environmental Temperatures until 200 degrees (+) Gains the ability to sense strong infestations of the Corruption within any direction a half a mile around themselves (+) An increase in the strength of an individual's natural gifts or powers - (x3) (+) Heightened Senses - Smell, taste, sight, but not hearing. More sensitive to vibrations. Negatives (-) Sharp increase in natural instincts. Beings without a natural inclination to chase and hunt may develop this instinct. (-) Will feel drawn to seeking out and destroying the Corruption almost impulsively. (-) Small changes in physical traits, typically eye color, pupil shape, or small patches of skin becoming scaly or even feathered. (-) Can't turn heightened senses off (-) Increased calorie requirement (x2 natural state) (-) Increased cravings for fat and protein (-) More visible to magical/energetic sights/senses Positives [5-8 Pints] (+) Sun Immunity - (Immune to both natural & magical sunlight) (+) Immune to most natural fire. Can still be harmed by things like magma or certain magical fire sources. (+) Can now sense the Corruption at any level within one mile of themselves (+) An increase in the strength of an individual's natural gifts or powers (x4) (+) Energy rush lasts for about 4-5 hours after consumption. Negatives (-) Changes in physical form that are harder to hide, such as the beginnings of horns, more scales, or claw-like nails. Fangs come in if not already present. (-) Increased calorie requirement (x3 natural state) (-) Bright to magical/energetic sights/senses (-) Weakness & Withdrawal symptoms if consumption is abruptly stopped Positives [9+ Pints] (+) Gains the ability sense and re-open rifts where they were opened in the past, allowing some limited world walking. (+) Can contain the Corruption in low enough levels with their own blood, as well as small Rifts. (+) Gains the ability to temporarily shift into a more draconic shape, though there are risks. This form is unique to the individual and may come in a range of sizes and appearances. Negatives (-) Noticeable physical changes. Scaly skin, sometimes feathers-- tails are common at this stage. Wings are uncommon, but not unheard of. Often still resembles their original species, but with distinctly more draconic traits and anatomy. (-) Using blood to contain Corruption is exhausting and results in light weakness until next feeding. (-) The longer one spends in dragon form, the harder it becomes not to lose oneself to it. Negative effects begin to set in after about an hour. (-) Silver can bind the individual into their current shape, and may cause 'silver sickness' - (see Krepta's weakness list). (-) Dracaena Cinnabari, or Dragonsbane can cause breathing problems, poison symptoms if ingested. Spell Work All Walkers The effects of and interactions with spells and enchantments where Walker blood is concerned often depends entirely on the magic type and spell in question. Walker blood itself is very magically potent, but it possesses an alien kind of magic, derived from a universe now long gone. This magic is closest to 'chaos magic' or 'wild magic', but is not entirely the same. As such, it may cause spells and magics that lay closer along more ordered channels to work strangely or not work at all, though this is not always a given. Much like wild magic itself, walker magic is an ever shifting, ever changing thing. Its sympathetic connections include: liminal spaces such as gates, doorways, wormholes, and portals; transition states; transformation; energy transference; warding and containment; intuition Sympathetic elements that may not play nice: order based magic, extremely rigid spellworking styles The Dragon Line Each of the heraldic lines share their power not just with Qyinn, but one of the other four Tesseracts as well. The Dragon Line receives their power from Ven. Being that those of the Dragon Line activate their World Walking abilities via a small sacrifice of their own blood each time, their blood is particularly potent. Sympathetic connections include: blood magic, fire, summer, dragons and serpents, sacrifice, passion, the sun, protection spells, gold. Sympathetic elements that may not play nice: cold, winter, owls, the moon, water, sleep or dream spells, prophetic spells, silver, dracaena cinnabari Other Lines Currently unknown. |
Walker Bones (Click to Expand)
Spell Work
All Walkers Considering that it's often more difficult to part a walker with their bones unless dead, this is a much rarer ingredient. The burial places of previous walkers have all but been forgotten, and the only known currently living walker is not incredibly agreeable to parting with her bones. Regardless, if one were able to get their hands on a walker's bones, they would find them just as magically potent as their blood, perhaps more-so, if in different ways. They are incredibly magically protective, and can undo corrupted or 'sick' magic just by directly exposing the bone to such magic. They are also capable of repelling the Corruption in any direction in a thirty feet radius once properly enchanted. Though the knowledge has been lost by now, if a Walker's bones (outside of their body, that is), are allowed to absorb a vast amount of the Corruption, either over time or in one fell swoop, they turn a deep, pulsating red color and begin to glow. These are the source of the Hearthstones in Sanctuary, and perhaps more disturbingly, some of the veins of 'mountain's blood' found within the cave systems surrounding the city. They are capable of being enchanted in such a way that they can shield against the Corruption for several miles in each direction, as well as offering protective benefits against certain other kinds of magic, and even to a degree, the elements. Other Lines Currently unknown. |
Herald Bearers (Click to Expand)
The Herald Bearers themselves are alive with magic, as the creatures each of them share their life-forces with are technically potent magical constructs, made as a repository and channel to safely convey the Tesseract's energies to whoever their bonded champion may be. Each of the Heralds carries a primal, elemental shape-- the unicorn, the dragon, the gryphon, and the leviathan. Air, fire earth, water. Spring, summer, fall, winter.
Many of their gifts, abilities, and ways of moving throughout the multiverse will be tied to these elements. The heralds themselves are uniquely alive and may speak to their bonded in their own ways (though the dragon's connection with Krepta seems to be different, damaged). If one can find a way to tap into these vast, living energy stores, one could presumably use them for great good, or for great evil. As it is, the heraldic beasts often can only be brought fully to the surface in the face of great amounts of Corruption, and most of the time they remain in a semi-dormant state within the souls of their bonded. Heralds cannot be separated from their current host without that host's death, after which, if the heraldic beast itself remains undamaged, it will wait for another suitable host from that bloodline to appear. A Heraldic beast can be forced to bond with a soul, but only through the will of one of the Tesseracts, and there are often echoing repercussions for both beast and their host that last a lifetime. |