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"Within the Darkness of the Chapel, Zyzrasil looms over that of his Prophets and ushers for his stygian influence. It is not because we must follow him - but because the world burns too brightly with the feeling of false hope."

- Jeidra, the Queen of Avarice


The Chapel of Deceit: Origins

The Birthplace of Damnation. The Hallway of Thieves. The Chapel of Deceit. All are names for the realm lorded over by Zyzrasil, the God of Darkness, and the beginning point of his experiments, a guarded sanctuary against his fear. It is in this location of dim gloom that the shadowy beast makes his home and hides from sight, and where he plots to overthrow his fear and shroud the world in darkness.

Should the lowest of light make its way to his Chapel of Deceit it would mean ruin for him, pain and agony beyond even his own comprehension. Should he leave but in the depths of the darkest nights, the same might occur. A mental struggle was the only balancing factor to this - A question nagging consistently at the dark recesses of his warped mind. How would he pursue his dream? How would a being that could not touch the light extinguish it?

The answer did not come from himself.

It was in one of his many slumbers that the doors of his chapel were so gently knocked on, and in this the great being of Zyzrasil stirred. He waited. And when those doors did open, no light came flooding in. Instead, cloaked within shadow, his own domain, approached a youth - a girl of the name Ophelia. This aggravated woman did not ask, but demanded action - demanded Zyzrasil grant her what she needed, to accomplish his mission. Rudeness that would in almost all cases, result in the death of the aggressor. But she bore with her the Shadeclothe, and that alone spared her life. Zyzrasil sought to hear her words, a flowing mass of shadow and darkness that encapsulated Ophelia, leaving her to stand and speak in a pit of nothing.

But they discussed it. Ophelia spoke, and Zyzrasil listened. Never before had this vile entity met a mortal with so much desire to serve him, and here stood one offering her life before the God she claimed as her own. Silent deliberation was all that Zyzrasil had to offer, for in his many years of hiding, coherent speaking lay far from his reach. Inevitably, her words sparked in him an idea. The eldritch amalgamation of darkness and thought took the Mortal woman, and slew her when she had finished.

With a dying body, her soul was preserved. Mutated. Changed. The first experiment by the God. Binding her soul within a mask, he let her transcend her body in the form of a shapeless wraith. A being of no form beyond the physical manifestation of the curse laid upon its head. And so Ophelia took forth the name of Jeidra, and became the first of the Darkspawn.

A first experiment complete, many remain.

The power he gave to Jeidra was grand indeed, as her transcension took not only to her body, but as well her mind. It warped and twisted her mannerisms in part with the will of Zyzrasil, something he took great pride in. This once-mortal, now granted eternal life and a willingness to serve. But in part, the great God of Shadow had failed; for neither could Jeidra leave his halls and enter the light without the same pain and suffering he felt.

His experiment was repeated twice more. The second of a human bandit by the name of Gael, reborn as Glaedr. The third of a Winter Elf by the name of Filandran, reborn as Haetir. Though these three took upon themselves the title of the Prophets of Shadow, in the eyes of their maker they stood as failures. The three strongest beings he would create, but unable to accomplish their purpose in the world. A God however, has an eternity to live. An eternity to thrive. An eternity to try.

One could only guess how many years it took for his ritual to be perfected. For the God of Darkness it seemed an eternity. Zyzrasil mastered the ability to capture a soul from those dead by his hand, manifesting it into an accursed mask imbued with the smallest portion of his power. In this, he could transcend new Darkspawn, capable of acting in the light, to destroy the light. Being not as powerful as his three Prophets, but able to pursue his dream in full.

So the race of Darkspawn is born, heralds of dusk, and those who flee the dawn.

The Prophets of Shadow

These three beings, once mortal, have turned to the first three Darkspawn, bearing within themselves immense power to manipulate the darkness and snuff out the light. Known to mankind as only their titles, these three individuals are by all means demi-gods in their own right, and to attempt to conflict one would surely equal their deaths.

But these beings cannot leave the Chapel of Deceit, but in the darkened nights of Anoma, where the moon lay unseen to mortal eyes. In their appearances, entire villages for one, or entire cities for more, will find their lights snuffed out in an instance. The appearance of a Prophet of Shadow is never one bearing good tidings, but either to satiate their ingrained lust for blood, or - perhaps in the process of the former - carry away those of similar ideals to themselves to the Chapel of Deceit, where they will be reborn as a Darkspawn themselves.

Jeidra, the Queen of Avarice

In life this Prophet of Shadow was known as Ophelia, a youthful woman with a fear of mankind. She had seen many atrocities performed, and as such found herself flinching at so much as a knock upon her door. In her fear, she sought far and wide for a way to hide - inevitably coming across the Shadeclothe. With this in her possession, she fled her home and began to act in secret. Though the artifact bore a corrupting presence on her mind, changing the once kind and frightful girl into someone who reveled in the act of death, of stealing, of lying or cheating. It whispered to her, driving her to flee the land of man. And in her wanderings she came upon the Chapel of Deceit, becoming the first of the Darkspawn. Eventually she lost possession of the Shadeclothe to mortal hands - Though will do all that she can to ensure that it returns to her grasp in the future. Jeidra often takes a calm mindset, taking those who lay silently corrupt, and stewing in their own lack of ability, as lessers of her kind.

Glaedr, the King of Gloom

Once, Gael banditted the roads at night. It was in this line of work he came upon a shifting in the shadows. Believing it to be a potential foe, he and his men rode forth upon their steeds, weapons drawn. In this instant all but he were slain - cut to shreds as ribbons of darkness tore through the night. Even the horse he rode upon collapsed on top of his own gravely wounded form. Looking up he did not see the dark grassland, but instead the open doors of the Chapel of Deceit. An enigmatic, shapeless mass of energy did take him then, tearing his soul from his body and turning him into the second of the three Prophets. Reborn he was, taking on the name of Glaedr. So it was that his mind became altered with the will of the God of Shadows, and so it was that his wrath made itself manifest. He became one of the more violent of the three, turning murderers and bandits into lessers of his kind.

Haetir, the King of Thieves

Filandran was made a Prophet of Shadow as the last of the experiments of Zyzrasil before his eventual success. A Winter Elf in life, he took often to stealing wherever he could. In his youth it began as pocketing things that lay unattended. Eventually he learned to take from the pockets of others - Until he began planned robberies, heists, and so on. Eventually he accumulated enough wealth from others that when he looked upon it, he didn’t know what to do with it. And so the question pressed in his mind - Why? Why did he steal as he did? - It was not a question he could answer. But he didn’t stop, until one evening where he went to his stash to place his “earnings” of the day away, to find everything missing. With the door shutting behind him, he was left in utter blackness. In this, the God of Shadows made his move - casting aside the mortal vessel of Filandran, and rebirthing him as Haetir, the King of Thieves. This quiet, calculating prophet often appears to those who steal, turning them into lessers of his Kind.


Though called Darkspawn, these creatures of gloom and shade are the lesser variants of their lineage - Creations of the God of Shadows beneath the Three Prophets, but with a far more active role in the world. They are incapable of creating more of themselves without the aid of one of the Three Prophets, who in turn bring those to-be-changed to the Chapel of Deceit to be altered via the will of Zyzrasil. Though the Darkspawn are lesser, by no means are they beings to scoff at - proving effective in all manners of villainous behavior.

Physicality - Masks of the Darkspawn

When turned, a Darkspawn is drawn forth from their mortal body and created once more - reborn as a curse-bearing mask of the God of Shadows, Zyzrasil. The mask forms the foundation, and in truth is the one and only body a Darkspawn requires - a wraithlike essence of umbral origin extending out from it to form their body, oftentimes warped and disrupted at first glance, but always roughly humanoid.

This mask is sturdy, mortal hands finding difficulty in destroying it. Potent magic or multiple heavy blows to the mask in a short amount of time are required to shatter it, resulting in the destruction of the soul of the Darkspawn; incapable of being brought forth again, less of the direct will of a godly power in the same instance that they die.

Though a Darkspawn is only a mask, and their normal forms are incapable of worldly interaction, they are capable of possessing either a deceased body or a suit of armor, should their mask be made the face of such an entity. If they are to possess a body, it will never heal from any given wounds, but nor will the Darkspawn feel pain from any actions done within. If they are to possess an inanimate suit of armor, the strength applied will be of a similar nature to their once mortal selves.

Red Lines

- Darkspawn are, physically, a mask. Placing the mask upon a corpse will allow the Darkspawn to act through it. The same as armor. The mask cannot change shape once made initially.

- Destroying a Darkspawn’s mask will result in immediate and permanent PK except in cases of godly intervention - Appropriate events necessary.

- If left without a corpse or armor, a Darkspawn will appear as an amalgamation of umbral essence, incapable of physical interaction with the world.

- Should a non-Darkspawn wear the mask, the Darkspawn will be capable of communicating with the individual telepathically. The Darkspawn could remove themselves at any point if not in Bright Light.

- Corpses do not heal. A darkspawn who ruins their corpse cannot recover it. Any close inspection will reveal a corpse a Darkspawn inhabits as exactly what it is; a corpse.

- A silver, platinum, or Holy-Based weapon will cause great pain in a darkspawn, as will flame. Otherwise, they feel no sense of pain.

- A Darkspawn cannot FTB.

Physicality - Light and Darkness

The Three Prophets and Zyzrasil himself find weakness in the light, and comfort in the dark recesses of their homes. This same aspect applies to the Darkspawn as a whole, though to a lesser effect that allows them to function through the damning light of day, or near flame. So it was, through the continuous strain and effort of Zyzrasil to create a being to overcome this weakness, that Darkspawn were made to grow weaker in the day, but not to suffer in agony as he would. To lack their powers to flame, but not perish as he would. In turn, their magic would grow stronger in the comforting embrace of darkness. Three types of light exist:

Bright Light: This light is the harshest to a Darkspawn, causing them discomfort when near. They may push aside open discomfort when held in the dark confines of armor or a corpse, but if their mask is removed in such a case, they will be unable to manifest outside of it - Locked within, as though a prison.

Dim Light: In cases where there is low light, and visibility exists still to all, a Darkspawn will have full access to their abilities and powers, with no changes to them.

No Light: In places of pitch darkness, such as a night of a new-moon, or a lightless basement, is where a Darkspawn is truly comforted. A number of their abilities may grow stronger in such a case, gaining new effects. A Darkspawn can see in darkness with ease.

Red Lines

- Things such as a torch produce bright light within a single space of them, and dim light beyond. Campfires and similar would be around three, etc - so on so forth. Dim light sources cannot dispel full darkness, such as a candlelight in an otherwise pitch black night.

- If struck via flame, the Darkspawn is considered to be in Bright Light for 3 turns. This causes great pain in them during this time.

- If any ability is affected via the level of light, it will say so in the ability itself.

- If a Darkspawn is in a corpse/armor and is in bright light, they may remain in it - but not use any abilities.

Mentality - The Wretched Abominations of Zyzrasil

The Darkspawn of Zyzrasil are created within the Chapel of Deceit, and undergo great mental strain in addition to their physical change. Their minds are warped with the umbral essence of their new Lord, attaining a lust for murder, theivery, deceit, and otherwise. A horrendous alteration leaving a Darkspawn finding great enjoyment in such bloody acts. Truly, they are fiends - incapable of any formal sense of love or affection.

In this, a Darkspawn’s mind slowly devolves into an utter hell. But not one they run from or fear - One to relish in. To stand in a maelstrom of chaos to a Darkspawn, is as though a warm embrace from a father to a troubled child. They find discomfort in the light, a fear of it, and in turn are comforted by the dark corners of the world.

Red Lines

- A Darkspawn shouldn’t try and undo their creation, as to them the first and foremost of their goals is to destroy the light.

- The mental changes of a Darkspawn are gradual, over the course of a week or two IRL. They should slowly stop feeling any regret or reluctance to their actions at the end of this.

- A Darkspawn cannot “Love” in the romantic sense. They could feel affection or guardianship, though it should be reserved either for other Darkspawn, or those who they were close with in life; incapable of new relations like that once they change but to their fellow kin.

Magical Abilities

The forbidden magic of the Darkspawn takes form often in the manipulation of the umbral essence within their own bodies. In some cases and abilities, it is the manipulation of the shadows and world around them and their given target. Either way, it is safe to say that the corrupted nature of a Darkspawn’s abilities is often enough to leave even the bravest of men wrenching back in disgust. To exist near a Darkspawn’s magic casting, is to exist near dread itself - A mounting paranoia leaving those around to feel fear and disgust at what they witnessed.

Additionally, the greatest foe of a Darkspawn is Light - Unable to cast spells at all in Bright Light, unless specified otherwise. In some cases, a spell may grow stronger in the dark. Either way, Bright Light/Dim Light will not dispel any spells cast in darker light, but merely cease their manipulation in that aspect. I.E. “Claw Unto Life” being used in complete darkness will still continue its effects once Dim Light is met, but more wounds of that true nature may not be made.

[ Return Unto Death ]

The most basic of abilities mastered by the Darkspawn is related to their newfound, innate sense of home. Through a muttering of phrases, a prayer to their Godly Patron, they open forth a gate wherein passing through will lead them once more unto the Chapel of Deceit, where they may rest undisturbed. This ability is not one accessible within the heat that is battle, their patron viewing the idea of fleeing from a conflict cowardice to the extreme. In performing this ability, a Darkspawn must be within Dim Light.

Red Lines:

- A Darkspawn may not bring others with them.

- A Darkspawn may not use this ability in combat.

- As a whole, this ability is intended as an aesthetic explanation of where they go when they are not being played/their player is offline.

[ Claw Unto Life ]

This lay as a spell accessible with ease to an undisguised Darkspawn. The eldritch form of shade and shadow may bring forth an appendage as though to strike a foe, bypassing all forms of defense, armor, and even flesh - For the sake of their target’s soul. A damage dealt deep, leaving phantom pains without true injury where struck. This horrendous act cannot take the life of another, but forms a vital method of either torture or defense for the wraithlike entity that is a Darkspawn.

In a space of complete darkness, the blows from a Darkspawn in this manner grow to take on physical form - leaving behind true wounds on the body of the recipient in the form of wicked and twisted black scars, exuding out wisps of umbral substance. These wounds will bleed at a slow pace, but healers will find twice as much difficulty in mending them.

Red Lines:

- The casting of this spell may only be done in the true, wraithlike form of a Darkspawn.

- The spell doesn't leave physical injury. Instead, pain is felt as though a wound was present.

- The pain from the wounds is enough to leave a limb crippled if the “wound” would normally sever it.

- The pain from a wound lasts anywhere from one day to two weeks depending on severity.

[ Shift Unto Shadow ]

Of all the abilities accessible by the Darkspawn, none stand out quite so much as this one - the ability to shift and control the darkness around them, warping space to defy their foe; Light. A condensing of the darkness within a short distance of five spaces from the Darkspawn, allowing for a tendril of shadow to make itself manifest upon any surface - the Darkspawn included. Though marked a tendril, it need not be entirely so. It could appear as human limbs with sharpened talons, etc - so long as the general shape is the same.

In spaces of complete darkness, this abyssal substance may be manipulated with twice as much force held behind their cast magic, though it should be noted - to manipulate any more than five of these eldritch summonings would be too difficult to manage, and to manipulate any requires the Darkspawn to expend their action.

Red Lines:

- Each limb of darkness is of average human strength. In complete darkness, this doubles.

- Each limb of darkness may be up to five spaces in length.

- Though the limbs of darkness must be made within five spaces of the Darkspawn, they needn’t stay.

- It takes one action to make each individual limb of darkness. It takes one action to control any number, up to five, of the ones created.

- If Bright Light occurs, the limbs remain at half their normal strength. New limbs may not be made.

- Alternatively, one can will the shadows to snuff out a source of light no larger than an average man’s fist.

[ Step Unto Darkness ]

Darkspawn seem to shift in place on occasion, stepping forth only to appear in another location entirely. This holds true due to their ability to connect spaces of similar lighting, momentarily passing through into the Chapel of Deceit, only to leave it at another location. Using this technique allows for the mystical aspect of the Darkspawn to show itself truly, letting them evade light in pursuit of darkness.

At a base level, a Darkspawn may shift up to ten spaces within Dim Light - doubling to twenty in spaces of darkness. Though such a motion is quick, it is draining of the umbral substance that composes their body - placing a certain level of strain upon the body of the Darkspawn.

Red Lines:

- This spell is part of a Darkspawn’s movement, not their action.

- This spell may only be cast up to three times per scenario.

- One mustn’t use this spell to try and access somewhere they couldn’t access MCly.

- The previous redline may be bypassed in events with the ET’s permission.

- Though not the Darkspawn’s action, no other spells may be cast on the turn this is used.

[ Rage Unto Sin ]

When the wrath of a Darkspawn exceeds the bounds of their constantly suffering minds, so to does the eldritch power that created them stir from its slumber. Zyzrasil, his eyes open, calls forth his umbral essence to fill the body of his servant, temporarily imbuing them with power far surpassing the limitations placed upon the once-mortal minds of the Darkspawn.

The mask that is the Darkspawn will begin to grow out, forming over the wraithlike body of the creature until a white exoskeleton, bestial in nature, lays in place. The Darkspawn’s true form is holding physical prowess beyond mortal hands, able to fight where once they could not. In this, they may approach the light even, for the shadow that shrouds them is dark enough to block even the sun from their cursed mask. But a price is paid - For the overclocked mind of the Darkspawn can hardly find itself functioning at the conclusion of this ability.

Red Lines:

- The Darkspawn must be in complete darkness when this spell is cast.

- The Darkspawn must not be inhabiting a body or armor when this spell is cast.

- The Darkspawn may persist in this spell even in bright light, suffering accordingly.

- The Darkspawn is locked within their mask at the conclusion of this ability. This lasts until freed by one of the Three Prophets, who may find the Darkspawn now to be a rival to them after its casting.

- The Darkspawn, in this ability, gains roughly three times the strength of a normal man, with a great amount of speed to match. The exoskeleton with the wraithlike insides is as durable as the mask is normally.

- The Darkspawn may become, temporarily, up to twice as tall as they normally are in this ability.

- This ability lasts until the end of the current encounter.

- This ability takes 3 emotes to fully form.

[ Plea Unto Lords ]

This final ability of the Darkspawn is often believed to be the most horrendous and vile, as well as the most dangerous. It allows three Darkspawn to band together and in a single horrible ritual, summon forth any one of the Three Prophets - To speak and commune with them for a time, following a live sacrifice in their name.

Using their ability to shift darkness, a circle is made with ancient runic markings, denoting their intent and purpose to conjure forth one of the Prophets - this needing to be done in a space of darkness. In slaying the sacrifice and spilling their blood, the Darkspawn amass their powers together to form a gate to and from the Chapel of Deceit, where their chosen Prophet - or another if it pleases - steps forth. Beyond this, the Darkspawn have no control over the great beast.

Red Lines:

- This spell summons a Prophet. It does not control them.

- This spell requires ET presence and a live sacrifice.

- This spell could be used, in theory, to create new Darkspawn - provided the Prophet agrees and takes another individual back with them. This cannot be the sacrificed individual.

- As a general rule of thumb, the Three Prophets exist as entities of pure evil. They are not kind. They are not caring. They will slay the Darkspawn if they believe them to be acting against the God of Shadows.

General Redlines

- Nobody cares if you do cool flavor things like shaping darkness into shapes.

- Using Shift Unto Shadow more than 3 times is fine in aesthetic RP circumstances.

- A Darkspawn is, more directly, just a mask. Anything else is a manifestation of their magic, be it the possession of a corpse or armor, or just the wraithlike form they can make normally.

- A Darkspawn may float in place, but they may not fly.

- A Darkspawn cannot FTB or hold a romantic relationship.

- In daytime, a Darkspawn will lack the majority of their powers, as well as hold a constant discomfort.

- Flame, Silver, and Platinum are the only things a Darkspawn physically feels - in the form of excruciating pain.

- A Darkspawn dies if their mask is shattered, and is PK’d except in rare event circumstances. You will know if this applies to you.

- The wraithlike body of a Darkspawn must look roughly humanoid, but can be as warped or corrupted as the Player’s choosing.

- A Darkspawn may only be created within the Chapel of Deceit, brought there via a Prophet, and truly turned via Zyzrasil.