

DARK PATHS
In the shadows, there is power to be found for the unfettered―likely the product of taboo study, improbable circumstance, or Daedric pact. Beware: these paths will drive you from the arms of civilization, for to be discovered as a traveler of such a road is to bring upon fear, disgust, and the wrath of the Divines, even if not all those who walk these paths are wholly evil.
​
The paths below are skills all their own, once unlocked, and must be invested into via Perk Points like any other skill. Not all those who venture down these paths seek to master them, or have the capability to do so. How far down the trail will you tread, I wonder?
​​
Unlocking Your Path
The base cost of a Dark Path is 50 Chronicle Coins (CC) for those who do not wish to seek out the RP of transforming or learning in-game. You will choose your path from the options listed below. Upon completing the transaction, you will be prompted to open a ticket with Narration. In this ticket, you will be asked to provide Narration with the following:
-
How did your character approach their Dark Path?
-
What happened to your character to achieve their chosen path?
-
Are there any consequences you would like this to have for your character?
​
Narration will proceed to help you workshop and approve this concept. Once you are set, you will receive a "Password". This will be used in the Character Menu in-game to unlock your skill tree.
​
Transforming / Teaching Others
Teaching another the forbidden knowledge of your Dark Path, or imposing your affliction upon them via bite, can be done without CC cost for either party. Both parties will receive a temporary debuff and, after the process is complete, the master / afflicter will not be able to teach or transform another for an extended period of time. The new fledgling or acolyte may then follow the process outlined above for unlocking their Dark Path.
​
Covens, Packs, and Cults
There are currently no mechanics at this time to support or mandate the creation or maintenance of covens, packs, or cults as it pertains to Dark Paths. Your master / sire has no supernatural control over you once you are taught or transformed. It is up to the discretion of both parties on how the dynamic will develop from there.
​
Ascension
To upgrade from the base path into its advanced form...
-
Vampire -> Vampire Lord
-
Werewolf -> Werewolf Behemoth
-
Necromancer -> Lich
​
...you will open a Special Character application with Narration once you have spent the required 70 CC. In this ticket, you will go through the normal Special Character application process. If the slots are full, you will be informed and your CC will be returned, so that you may revisit the application at a later date.
THE PATH OF VAMPIRISM

"Your sleep is troubled by nightmares of a beautiful woman...
who you murder in a dark place."
A perverse creation of Molag Bal, vampires are immortal, undead beings personified by an endless hunger; they crave and feast upon the blood of the living, spreading their affliction as they feed. As a result, most vampires are a product of disease. They are weakened by sunlight, appear more monstrous the longer they go without blood, and are imbued with supernatural strength and innate powers pertaining to blood, shadow, and illusion magic.
THE PATH OF LYCANTHROPY

"You dream of the moon, and of a man who is less than a man."
A "blessing" of Hircine, lycanthropy too is a disease, an affliction of both body and spirit. Lycanthropes are bound to the moon, transforming into feral monsters that are caught halfway between man and beast, embodiments of the Hunt. In this form, they are overcome by bloodlust more often than not, wielding terrifying strength, speed, endurance, and agility.
​
Currently, the only playable werebeast is a werewolf.
THE PATH OF
NECROMANCY

"The wails of lost souls and the sounds of shambling bones plague your dreams―a vision of a place veiled in purple fog."
A school of magic that seeks mastery over life and death, necromancy is often seen as grotesque, its practice being outright banned by the Mages Guild. Necromancers manipulate body and soul, bending spirits and corpses to their will through entrapment and reanimation, utilizing Black Soul Gems. With their knowledge largely being sourced from Molag Bal, and infamously wielded by Mannimarco, its study has fallen into the dark corners of the world, most commonly attracting foul personas.