Transcendants
The game is designed to be completed in two parts, because of the considerable
length between stabilizing the seal and destroying the end creature. In order
to bridge the gap, the character must either have children, transcend, or stabilize
their essense (if they're a ghost). This document handles the second option in detail,
and briefly covers the third.
To get the needed magics and materials to transcend/stabilize, the player will need to
go on a special subquest according to their intended form. There are two major forms of
transcendant, each divided into two subforms. After transcendance, a character loses
all of their old racial abilities and gains those of the new form. The transcendance
process requires until the beginning of part two of the game to complete -- they won't
have any time to move around in transcended form until that part, as the intervening time
is needed to become stable in their new form.
Types of Transcendants
- Undead - Undead use powerful magic to bind their spirit to the remnants of
their form, permitting their form to die without loosing their spirit.
Types of Undead
- Living Corpses - Undead bound to the elemental forces of Law become
living corpses, retaining something close to their original form and
often using powerful illusions and choosing to remain among society.
- Phantoms - Undead bound to the elemental forces of Chaos become
Phantoms, choosing to allow their physical form deteriorate to dust
and animating that dust into swirling patterns that somewhat resemble
their previous form.
- Virtuals - Virtuals learn to transform their spirit from its original form
into a purely mechanical form, reordering their body to match.
Types of Virtuals
- Systemic - Virtuals bound to the elemental forces of Law become
Systemics, creatures efficiently and cleanly designed to allow them
to continue life with a new clarity of mind and a simple, efficient
body.
- Collectives - Virtuals bound to the elemental forces of Chaos become
Collectives, dividing their consciousness into hundreds or thousands of
units, each in a semi-seperable form.
Stabilized ghosts - Most ghosts have a limited time in which they may interact with the
living, their spirit kept in the material realmn, unbound to anything, by the
magic of powerful curses. Usually, such curses are limited in time, as they
only last a given amount of time after the death of the original caster, after
which the ghost can only manifest in the nether realm.
Stabilized ghosts are rare creatures that have managed to slowly lift the curse,
replacing its magic hold on them with a gradual imposition of their will. After
completing the process, a ghost requires practically negligable effort to exist
on the material realm, and has safely lifted the curse on itself. Stabilized ghosts
are just like normal ghosts, except they have the additional effect of having an
aura of phasing (staying in walls is no longer problematic for them) and gain use
of an additional aura slot.