Revenants
[Application required for Past or Presently Played characters. New Characters not required.]
Origin
Death is often referred to the end of all life, but for very few, their spirit continues on. Revenants are souls that have managed to slip out between the Reapers’ fingers, avoiding complete death and maintaining a fraction of life. They tend to drift across the world, wandering aimlessly in the living realm yet never able to be truly part of it. In their ethereal forms, they seek to complete the work they left unfinished or act as guards over an area they in life. They are frequently told about in stories as spirits returning to the living world with malicious intent, though this is not always the case.
Acquisition
A character that had been dead for two weeks or longer with significant playtime can be applied for as a revenant through a non-standard character application. Only characters that went through significant development, achieved much, and had a lot of effort put into by the player will be allowed to become revenants, along with the Lore Team's approval of the person playing it. Upon creation, revenants first appear as nothing more than a wisp in the location of their death, and over a span of three OOC days, they begin to flesh out into their forms. Revenants of characters that have been killed in previous worlds manifest in a random location.
Appearance
Revenants always appear in front of mortals as pale, semi-transparent figures that mirror themselves in life. In the presence of sunlight or any type of bright light, revenants fade into a very faint orb, which would be hard to follow even with keen eyes, not to say finding it in the first place. Their forms are much more prominent in the absence of light, since they are able to hold a weak glow to their figures. Upon their return, revenants carry the same face, build, and wounds that may have caused their end. Those killed in combat have their injuries marked prominently on their figures, their wounds appearing a little darker than the rest of their body. Scars that they have possessed in life are transferred over their ghostly forms as well.
After a period of adjustment, revenants have the choice to walk on the living world as a past iteration of themselves. For example, an elderly woman is able to abandon her aged body in exchange for her youthful self upon developing into a revenant post death. Revenants’ bodies, though pale, have faint auras that trail it wherever it goes. Often tinged with a hue, its color reflects the personality the revenant had back when their life had not been taken from them. A hot tempered man may discover his ghostly form enveloped in a fiery red stain, while a calm woman may find hers to be a delicate green.
Revenants tend to hover as they move. It stays around half a feet in the air although their feet move habitually as if they’re walking. Their bodies pass through objects harmlessly, though they are unable to phase through solid walls. To a living being, however, a revenant touch feels ice cold and very uncomfortable. A revenant’s voice carry a haunting, hollow echo, and at times seem to be whispering directly into the listener’s ears.
Effects
As an echo of their identities in life, the revenants’ mind does not experience much change as they return to the mortal planes. Their personality stays as they were, though revenants generally tend to be more depressed and quiet since they cannot be truly part of the living again.
Revenants, although they reside in the same space the mortals do, are not part of the living realm. Thus, they are not harmed by mundane weapons or objects, such as swords, spears, and arrows, though the only exception to this is Celedium, which inflicts a burning sensation to the revenant. Revenants may also be temporarily banished from the living realm by continued physical contact with anything that has a soul, which can lead to the revenant being reduced into nothing more than a wisp for the life aura of a soul is too much for a revenant to handle. Once this happens, they are only regenerated at the next nightfall.
After adjusting back to their bodies and growing to accept their fate, however, the body of revenants are able to gain more solidity, though its forces are no match for that of a living one’s. They have just enough force to perhaps flip a page of a book or change the course of a falling feather. Yet with more concentration, revenants are able to carry heavier objects.
Mechanics
- Revenants keep their personality, sanity, and free will, though they tend to be calmer and sadder.
- Revenants cannot pass through solid walls without holes, though they are able to do so with open windows, open doors, and normal objects.
- Revenants can lift objects within 1-2 kg (2.2-4.4 lbs), moving them around slowly with telekinesis. Heavier objects move slower than lighter ones.
- Revenants are largely pale, glowing auspiciously in the dark. In daytime, or within other bright lights, they are reduced to a faint orb.
- Revenants can speak the languages that it knew in life, though it is possible for them to learn more post death. Their voice carries a hollow echo.
- A revenant is seem with a faint aura around them, which is often tinged with a color that fits their personality the most.
- When a revenant enters a room, its temperature drops a bit, just enough to be barely noticeable.
- When a creature with a soul is touched by a revenant, they feel an icy sensation that is almost painful, while revenants begin to feel their forms begin to dissipate from the life force of the creature if the touch is continued. Their forms are reduced into nothing more than a wisp across 3 emotes if it is day time and 4 emotes if it is nighttime.
- Revenants can be warded away by bright lights and are repelled by holy water. They can be hurt by Celedium, though wounds that are inflicted by them are automatically recovered by nightfall.
Curses |
Gorgonism • Jacobin's Bane • Lycanthropy • Revenants • Vallahism • Vikarus |
The World of Aethius • The Multiverse of Aethier |