Cursed Path covers all Cursed afflictions. Having points invested does not award any additional boons or abilities, it's simply a cost that occurs when being turned into a Cursed being that balances the special abilities that come from being one of the Cursed afflictions. YOU MUST INVEST 3 POINTS IN CURSED AFFLICTION IF YOU ARE TURNED INTO THAT CURSED AFFLICTION IN RP. As of right now, if your character is Cursed, they automatically cap the Cursed Path Ability Total at 20. This number is not used at the moment, but may come into play in the future.
There exists a lineage touched by both worlds—the Aurumvitae. Blessed with the golden essence of the fae and burdened by their enigmatic curse, the Aurumvitae navigate a delicate balance between two realms. As guardians of ancient secrets and keepers of the Feywild's mysteries, they wield magic with unparalleled finesse and grace. Yet, their existence is fraught with turmoil as they grapple with the dual nature of their being, oscillating between light and shadow, beauty and terror. In the eternal dance between mortals and the fae, the Aurumvitae stand as both emissaries and guardians, their destinies intertwined with the whims of the Feywild. |
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| Vampires |
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"Night's Predators, Blood's Aristocracy." |
Vampires are cursed beings of insatiable hunger that roam the night-shrouded streets, their crimson eyes glinting with predatory cunning. Feared by mortals and revered by their kind, vampires navigate a treacherous world of political intrigue and primal urges. As clans vie for dominance and the ancient Upyr watch from their lofty thrones, a sinister prophecy looms on the horizon, threatening to plunge Pannotia into eternal darkness. In this age of steam and scepter, the fate of nations hangs in the balance as the age-old battle between light and shadow reaches its zenith. |
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In the ancient forests of Pannotia, the mysterious origins of the Werewolf curse shroud themselves in myth and legend, its true inception obscured by time. Said to have emerged from a group of lost Gladewalkers or within the tales of the Laughing Wolf, the curse rapidly spread among the human migrants, leading to frequent sightings and brutal attacks. As Werewolves clashed with humans, elves, and their eternal foes, vampires, they carved a fearsome reputation across the land, their hierarchical packs and distinct breeds shaping their tumultuous history. |
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| Liches |
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"Masters of death, servants of shadow." |
Once thought lost to an older age, the recently-resurgent Liches are a reminder of darker days. Whether pulling strings from the shadow or proclaiming their power as they seek to carve petty fiefdoms from mortal cloth, the deathless Liches present a uniquely persistent obstruction - and heralds, perhaps, of some yet more terrible force lurking beyond the shrinking bowers of man's domain. Their unnatural propensity for the arcane makes them a threat not to be trifled with; but worse is that their servants are always watching. |
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| Empyreans |
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"Returned from the shadows to bring Light." |
Zealous heralds of the Light, the Empyreans have only now set out into the wider world, bringing with them the judgement of their Law and the word of their order's mother, the mysterious Hierophant. As much a militant end of days cult as a curse, the Empyreans were once lost to time; but with the return of their distant kin in the Liches, they believe the time of the end draws nigh... and will do anything to see their duty through. |
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