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[✗] Malchediael and His Celestine [Magic]


Aelesh
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Malchediael and His Celestine

 

Introduction

 

 

 

 


‘Descending from the stars He came, wings spread wide in the vault of the night. Light shone all round His head, His silent visage our guiding lighthouse in a sea of darkness. His radiance did alight upon our hearts, and our very souls burned brightly with the flame of Courage.’

 

Where his divine brethren may seek to perfect the nature of the world, rooting out evils in the bowels of the earth and bringing them to reckoning in their righteous light, Malchediael seeks to perfect the souls of the many descendants who walk the earth. Since the dawn of their existence, the aengul of Courage has been utterly fascinated by the talent inherent in the mortal races for true glory, the ability to lead wondrous lives steeped in valour no matter the nature of their existence. But ephemeral beings they may be, wavering quickly from burning life into blackened death, but in this short time they burn with a vigour to rival the aenguls themselves. Wars are won, nations are felled, beasts of incredible size are slain with but two arms of flesh and a sliver of steel in hand. Time and time again has he seen the likes of the descendants rise to incredible challenges, a flame burning in their eyes as a steeled resolve carries them through adversity. All these goods that he sees, resolve, determination, valour and glory, are born out of a single, basic trait that must be cultivated in one's heart; courage. Thus has he chosen that as his charge, to kindle in the hearts of the descendants unparalleled courage so that they might cleanse themselves of the emotional evils that plague the world, cleanse themselves of doubt, disloyalty and cowardliness, and lead flourishing lives rife with virtue.

---

Aegis was a tumultuous land, rife with the descendants comings and goings as they began to venture further and further from the heartlands of their birth. The islands steadfast atop the oceans became home to many cultures and kinds of people, living simple lives dominated by the need to survive. Farmers took to their fields not to feed thousands, but to manage a measly crop; just enough that their families might be saved the ever waiting jaws of death come winter. Knowledge of how to work the land had yet to flourish, and so fighting to live was a harsh, uphill battle which many would lose. Not only did nature vie for the lives of the descendants, but so too did the very nature of the races themselves. Territory became vital, and wars became inevitable as lords asserted power over their underlings, ragtag militia forming before bloody warfare was had based on the strange and tribal traditions of the younger days of the world. It was in this time that the tales of great warriors were forged, legendary figures whose names were lost to the passing of the ages. Fighting with nought but weapon in hand and unbreakable resolve, these heroes saved many a life, demonstrating not only valour and skill, but mercy and compassion, keeping their comrades protected from the threat of enemy states. This humble kindling of honour in the souls of the descendants was noted by Malchediael, a kindling of flame in the hearts of men; a beacon to the aenguls eyes.

 

In the far north of the world, shrouded beneath blizzard and fog, there lived a glorious people. The snow deterred them not whilst the fire within them bore such a resolve that their strength could never be broken. As weathered as the mountains which they called home, these fur clad masters of the tundra lived in harmony with adversity and rode the waves of life as any masterful sailor would. Their skills in battle complimented their immense library of practical knowledge, with herblore and construction offering them the resilience they required to remain steadfast in their dominion. From all races did they come, for originally they were born not out of necessity, but out of flight from the rest of civilization. Outcasts all of them, thrown to the wind for their criminal ways which marked them as outsiders; those who went against their lords in matters of war, those who took from the noble houses of their peoples, those who knew opportunity when they saw it. Those whose resolve faltered, perished; yet those who knew lady luck’s love were taken to the bosom of the mountains and reborn. Here they lived as equals, governed by strength and strength alone. All that a man could take was his, for like the uruk in their deserts, it was power that they respected, dominance they craved.

 

Unto them did Malchediael reveal Himself. Twas’ a night deep in the cold of winter, and the ice had gained its feared strength that could lay low a man with insidious chill. Despite the hostility of the mountains the men did hunt, for without the hunt they would not survive to see the end of this winter; they would not rise to best this mighty foe before them. From the heavens did Malchediael descended upon them, his glorious light empowered by the reflective nature of the snow, so much so that the valley into which he descended became a well of flowing radiance. The eyes of the hunters were drawn to this well of light in moments before they descended into his otherworldly embrace, and there they partook in communion with the aengul.

 

“Take heart, my children, for in you I have seen the beginnings of a most glorious future. Your souls are clean and pure, kept so by your burning desire for greatness in this world. It is from this that comes your Courage, that unbreakable resolve which I do love and admire. Oh, my children, embrace me and know peace.” And so they did, as they walked into the light. Within, the warmth of his light purged the cold from their bodies and laid claim to the fire’s in their souls, joining their Courage with that of the aengul himself. They became his Celestine, his bold stars fallen from the Seven Skies to do his work on this earth. From that day forth the northern settlement began to flourish, as the winter no longer posed a threat thanks to the warmth burning within their bodies. The Celestine became an unstoppable work force who could toil for seemingly hours upon end, constructing homes no matter the weather that whirled around them, and hunting into the wee hours of the morning without food or rest. As the settlements from the south began to expand northward and come into contact with the northern men once again, warfare began to erupt along the southern borders of the mountains. Arms and armour were taken up by both sides, and skirmish after skirmish proved the northern men of unparalleled strength.

 

As time passed, it became clear that the northern settlement was not one to be fought over. The hold had on it by the followers of Malchediael far surpassed any might that could be risen against it. Instead, the southern settlements took to fighting wars amongst themselves, which the Celestine only ever became involved in when called upon as mercenaries. Many glorious tales were spun as to their victories, and when defeat came knocking at their door, the bards wept with tales of their tragic losses. Overtime, those who were once outcasts became a thriving part of society once again, the terrible life of the north made easier by new allies born out of these flourishing societies. However, a greater calling stood before all these men, of both the north and south. Aegis itself was in danger as the Betrayer rose out of the filth of the Nether, and to this great war were they called. So too was Malchediael.

 

One winter’s eve when the fires in the south roared across the plains, Malchediael’s Sunsinger, his closest ally and voice amongst the Celestine saw his lord atop a mountain. His wings gently ebbed and flowed with the bitter wind, and the light which all knew shone about his head. With him another figure could be seen, an elderly figure with his back hunched and his grey hair fluttering in the breeze. No words were exchanged in the silence, though the Sunsinger knew that this was the last that might be seen of their lord. As the aengul turned to look down on the settlement, he bowed his head to the single Celestine watching him, and the two exchanged a moment of recognition. It was as if a father and son were finally being drawn apart by this war against the daemon of Ruin. The Celestine knew that he too, and all his people would some day travel southward to draw arms against Iblees, but he knew that they would not do so beside their aengul. As Malchediael trod down the side of the mountain, the figure keeping at his heel and seemingly encouraging him, dawn broke over the mountains and light returned to the world. Following the battle with Iblees, those northern Celestine dispersed amongst their kin, houses being born out of their blood that knew nothing of their forebears history. The power of Malchediael faded as his duty wrenched him from his people, and the name of the Celestine fell into myth, and legend.

 

The Prophesied Return; the Enduring Celestine

 

To say that the teachings of the ancient Celestine were lost following their reassimilation into the world’s population would be a falsehood. As those final wardens saw their history dying before them, their hands set to working swiftly with quill and parchment in hand. Though the library of knowledge that was created amounted to but a scant few tomes, each of these precious volumes was interred deep beneath the earth, in a vault befitting their place as banks of knowledge. They have stood the test of time these many years, protected not only by the earthly contraptions of stone and construction, but also by the divine nature of the chamber to which they had been given. Named the Chamber of Advent by the Celestine who built it, it was this spot which their priests prophesied would allow for the re-emergence of Malchediael’s will in the distant future. Taking a final pilgrimage in the name of their heavenly lord, a segment of the Celestine order forsook their part in the war with Iblees and travelled elsewhere to secure the safety of their learnings. In this chamber not only were the tomes kept, locked away beneath dastardly locks of expert design, but also those last few relics of power that they had held within their grasp. Though today their magic has dwindled to minor wonders, perhaps they still hold within them the flame needed to reignite the fires of Malchediael in the hearts of Men.


 

 

 

 

- When setting out to write this magic, we wanted to introduce something on the server that functioned in a new way mechanically from the magics
- We wanted to provide a deity magic that doesn’t entirely revolve around slaying (word) ‘dark entities’
- We wanted to provide a communal magic that more than simply the users could take part in; something that could affect a community and promote roleplay throughout instead of for a few
- We both enjoy the concept of words, or a language, holding power. Though several of the magics are commonly roleplayed as having various incantations that go alongside their use, nothing has been solely dependant on a language. That’s what we suggest here.
- Something unique about this magic is that it is not adherent to one specific group like how the Ascended are the sole users of Aeriel’s blessing, Paladins do the same with Xan. It seems unfair that the blessings of Courage could be bestowed upon one specific group or other, and while we do have a planned place for this magic to begin, it will not be restricted.
- We’re open to constructive criticism! If you find something that hasn’t been properly defined, let us know and we’ll work to fix it. If people wanna chat in voice, skype and Teamspeak are always open and we’d be happy to chat. We think we can make you feel as passionately about this as we do given the chance to speak in voice.

 

The Nature of Celestine

 

Celestine have a store of ichor within their body, which holds a certain amount of divine power; think of it like a battery, able to be recharged with communion. This may be partaken in through a ritual involving sacred artefacts, namely scrolls that tell the old tales of Malchediael and those of the Jomaal. By reading these scrolls, a direct connection is opened to the pools of Malchediaels’ power, and this power is allowed to suffuse the body of the Celestine. Following this ritual, a user of the magic will be utterly exhausted due to the amount of power they have called upon.

 

One of the most iconic rights of passage involved in the training of a Celestine is the binding of a weapon. These bound weapons become an icon of the individual Celestine, and can be summoned to their grasp with the utterance of the weapon’s name, causing the weapon to wrench itself from wherever it might be, and fly towards their hand (if it is within 20 metres, or 20 blocks in MC). The weapon is unable to come to the wielder if there is no direct line of sight (No flying around corners or through objects).

 

The power needed to wield words of the Jomaal tongue have side effects on the Celestine, one of which is that they are able to imbue their voice with such power that it can be heard at distances far greater than a normal shout. This is colloquially termed the “commanding voice”.

 

Another of these side effects becomes apparent whenever a Celestine begins telling a tale or legend in the proximity of a fire. The power of Jomaal, pulling from Malchediael’s own affinity for flames, causes them to come to life with the imagery of the story.

 

Every legend comes to an end, and the Celestine are acutely aware of this fact. While the powers granted to them by the Aengul of Courage are great, no-one lives forever and sometimes the odds are insurmountable. By uttering the name of Courage, a Celestine is given a second wind- their wounds seem to not affect them, energy is restored, and it’s as if they’ve joined the fight for the first time. This second chance is final, however, and at the end of combat, or upon the Celestine’s death (whichever comes first), the Celestine’s body crumbles away, engulfed by Malchediael’s light. It is the ultimate sacrifice, and to knowingly face death a sacred act of courage. (This is a PK)


Being infused with the blessed Ichor of Malchediael has physical effects on the Celestine, making them a head or so taller than their counterparts and toning their physique to make them appear as paragons. In terms of added strength, it is roughly equivalent to that of a normal Orc. Part of the extreme fatigue associated with the ritual to become a Celestine is due to the physical exhaustion that stems from this transformation.

 

Magical Mechanics

 

The magic of the Celestine, does not in fact rely upon mana. As the power has been taken already from Malchediael, and is stored in the body of the Celestine, this energy may be made to leave the body by way of the ancient Jomaal tongue. Inlayed within this power even before its infusion into the Celestine, is a tendency to respond to the language of the Jomaal and shape itself based on the words spoken.

 

When imbuing oneself with new power from Malchediael, mana is in fact used. Due to the nature of the Veil, and the great distance between the store of power and the Celestine, the Celestine will always be greatly fatigued following this process.

 

As a Celestine wills their energy to leave their body by way of the Jomaal tongue, the energy can be seen to flow out of their skin in odd designs. When used in combat, or for any violent use, these patterns are rigid, as if the skin was cracking like stone under extreme pressure; when used peacefully, flowing designs can be seen across the skin of the user.

 

Because the power of the Celestine magic is directed via the use of Jomaal, those who fight alongside the Celestine and have been prepared with the proper ritual may use the ancient tongue to direct the power of their Celestine ally. Whilst this still consumes the stores of the Celestine, they are not fatigued to the same extent as when speaking the tongue themselves. Non-casters who speak the tongue must have been prepared by way of holy water (explained in the Artifiery section), and feel fatigue as a result of speaking the language where Celestine do not.

 

For those curious, Jomaal is the language created by the various cultures that came together in 'the northern people' specified in the story (spoiler at the top). It is comprised of flexio, dwarven, elvish and proto-Common words taken and warped to form a single 'pidgin language' formed out of the melting pot of cultures.

 

Spell Charges


Celestine spells are powered by the divine ichor within the Celestine themselves. When the power of this ichor is expended, Celestine must return to the sacred reliquary and commune with Malchediael to recharge. The amount of useable energy is quantified into spell charges, and at each Mastery Tier, the Celestine has a larger pool to work with. Spells are assigned charge values below. In character, this store of power increases as the ratio of ichor increases in the body of the Celelstine; where they begin their Celestine-hood at perhaps 20 parts ichor to 80 parts mortal blood, they end their growth at an even 50/50 split. This cannot be increased by other methods, and attempting to do so would likely result in death.  The following is the charge pool per mastery tier:
T1: 5 Charges
T2: 6 Charges
T3: 9 Charges
T4: 12 Charges
T5: 15 Charges

 

Spell List

 

Strength (3 charges to activate/2 if activated by another, 1 charge per one emote to sustain)

Divine energy is willed to leave the body of the caster guided by the words of Jomaal and infuse itself either within their own flesh, or in that of another. Whilst the spell is continued, the infused enjoys incredible strength that outweighs even that of a well built orc.

 

Bravery/Fear (1 charge for activation/ 0 if activated by another, 1 charge per two emotes to sustain)

Divine energy is willed to leave the body of the caster, morphed by the words of Jomaal to instill a feeling of courage within allies, or a feeling of dread within the enemy. This emotion is overpowering and cannot be easily overcome, even with mental fortification. Unlike Illusion, it may not be broken if the afflicted realizes the spell is illusory.

 

Stoneskin (3 charges to activate, cannot be sustained)

An area of the body is coated with an ethereal Light that suffuses their skin; this area may be one arm, one leg, the torso, or the head. For the next two emotes, that area is given extraordinary resistance to blunt force trauma. Maces and the like shall find it trying to damage the affected area, whilst wearing armour as well will make that area essentially impervious for the duration of the spell. Once cast, the spell has a four emote cooldown period in which it may not be infused into the recipient again, due to the lingering divine essence, and the strain it would put on their body. Attempting to do so would likely harm them more than hurt them, causing a burning of the skin to the targetted area.

 

Kinetic Slam (5 charges/ 4 charges if activated by another)

Divine energy is infused within the weapon of an ally by way of the Jomaal tongue. For one swing, a great kinetic force is thrown from the infused weapon, throwing back anyone with a square metre of the point of impact for the weapon swing. Without exception, all are knocked off their feet, be they friend or foe. The kinetic force doesn’t not extend behind the point of impact, and instead fans out in a cone.

 

Drawbacks

 

The more charges that are expended of Malchediaels’ power, the more the Celestine falls to the rage imbued within Malchediael himself by Iblees. As this power leaves them, they no longer have the divine barrier needed to defend their mortal minds from the overpowering rage now placed within them as part of their divine nature. Once half of a Celestines’ stores are expended, rounding down, they must begin to roll out of twenty. If they manage to roll lower than the required threshold, the Celestine loses control and gives themselves over to their rage. In this state, friend and foe alike are seen as enemies ripe for the picking; the Celestine will attempt to kill all they identify, with ruthless efficiency. At this point, the rage of the Celestine shall be so great that casting their magic any longer is simply impossible due to the mental clouding. They must be restrained to protect both themselves and others, and if they are not seen to by another Celestine to aid them in recuperation (within the day), they will fall into a strange state after their anger subsides. Their vision will be excessively blurry (or blind in the worst cases), and their body shall be wracked with intense tremors for up to an IC year.

 

Recuperation involves carefully using divine artefacts to feed little by little, the power of Malchediael back into the body of the Celestine. Flooding their system full to bursting once more would only bring on a new rage, which could easily result in worse as the mind finally shuts down completely, consumed by Malchediaels’ rage forever. Permanent mental scarring, PTSD and the same blindness and tremors may all become apparent in the damaged mortal, their Celestine status slowly slipping away as their ability to produce ichor recedes, leaving them but a sad husk with a flickering memory.

 

T5: 7 - 9 charges expended (less than 17/20), 10 - 12 (less than 12/20), 13 - 14 (less than 8/20), 15 (less than 4/20)
T4: 6 - 8 charges expended (less than 15/20), 9 - 11 (less than 10/20), 12 (less than 4/20)
T3: 4 - 5 charges expended (less than 12/20), 6 - 8 (less than 8/20), 9 (less than 4/20)
T2: 3 - 4 charges expended (less than 10/20), 5 (less than 8/20), 6 (less than 4/20)
T1: 2 - 3 charges expended (less than 10/20), 4 (less than 8/20), 5 (less than 4/20)

 

Artificiery/Inscribing into items


Through a small incantation ritual, water may be blessed with some of the divine light of Malchediael. This water is typically used for other, more complex rituals. When consumed, it provides a number of health benefits, but is primarily used to strengthen the vocal cords of the non-Celestine, so that they may use the power of Jomaal without fear of internal damage. Once blessed, the non-Celestine may temporarily command the power of a Celestine, if they are allowed. (OOC consent required) If done in this way, the activation cost for the miracles of a Celestine are reduced by one. Once the non-Celestine has used a single spell, the powers of the holy water shall subside; taking another vial will not replenish their ability to use Jomaal for another IC day.

 

By infusing ichor into a weapon as it is forged, it becomes receptive to the divine energies of Malchediael. Just as the body is able to hold the power of Malchediael so to does the infused weapon become able to harbour the energies of the aengul of Courage. Then, by inscribing the tale of a famed warrior into the weapon (in Jomaal), the weapon may take on strange new effects. Recharging the artefacts may only be accomplished by Celestine, who can infused their divine power into the latent stores within the item. (Artefacts may be created by applying with an MART, effects and all stipulated within.) Minor artefacts with aesthetic properties only can be made autonomously.

 

Once the magic has been activated, it shall last for one ‘use’ and once that has ended, the item will NEED to be recharged, unless otherwise specified in the MART.

The spells of the, Celestine may also be imbued into an object, since the focus of the divine essence is the use of Jomaal. These, being based on the spells already existent and not on new effects, do not require MART applications to be created. Each spell functions differently from its conjured form;

 

1. The weapon is lighter, easier to lift, and more keenly turns in ones hand with increased precision. Bows become easier to draw, and launch arrows with greater velocity than before. The weapon and the user are one. These enchantments last an OOC week before needing to be recharged.

 

2. Those who wear these artefacts may call on them to guard them from fear, the light stored within seeping into their body over a short period of time before extinguishing. These shall last for eight emotes before finally giving out their magic; passively those who wear these are more difficult to instill fear within by magical means.

 

3. Items enchanted with this power would become particularly resilient to blunt force trauma; when struck, they would glow brightly and use a little of their power to protect themselves from denting and the like. When put under incredible stress, the power of the enchantment will also be used to keep the item from bending or breaking. The enchanted item will be able to defend itself against 3-5 strikes before the enchantment dissipates.

 

4. Weapons will cut cleaner, as if aided by some unseen force. Flesh will be as of no hinderance to these keen blades, aided by divine force. With each strike, a little Light shall shimmer down the blade, bringing the weapon closer to exhaustion. The enchantment shall last for five strikes, before finally the enchantment is completely exhausted.

 

Connection / Recharging

 

The holy relics kept with the Chamber of Advent must be used in a specialized ritual only known to a select few, to create new Celestine.

Much like the original Muun’ magic, Celestine have a pool of power from Malchediael on hand at any given time. Their ichor acts as a supernatural battery that keeps that power within it, slowly letting it filter out into the body of the Celestine. Thus, when using their magic, a Celestine does not directly connect to Malchediael; rather, they draw on the stores of power already kept within them.

 

Regenerating the aengulic energy needed to power Celestine spells is accomplished by ritual means. Held within the Chamber of Advent are blessed relics, scrolls empowered  by the original Celestine through words given to them by Malchediael himself. In order to recharge their power, Celestine must enter the reliquary and spend time studying and meditating over these scrolls, which possess a direct connection to Malchediael. Even if the Celestine is not actively using their magic (and thus expending charges) for a period of time, they must recharge once every two OOC weeks.

 

Disconnection

 

A specialized ritual which requires the attendance of three Celestine whom each know the ritual. When used, the target Celestine is reduced to their previous mortal state through a long session of intervention on the part of Malchediael, who works through the three Celestine to undo that which was originally done to create the Celestine.

The disconnected Celestine will find that a little of Malchediael’s rage resides within them, making the more aggressive no matter the time. This rage may subside with time, or it may remain as a part of their character. For certain, the rage will remain with them for one year IC before dissipation is even possible.
 

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Celestine?.. Sounds a bit too much like the Celestials. Maybe find a new name to replace the current one? Maybe a synonim like Astrals, Eternals, Seraphims,etc...

Besides that little tidbit,this submission seems pretty cool and would be a pretty neat addition.

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45 minutes ago, Summorox said:

Celestine?.. Sounds a bit too much like the Celestials. Maybe find a new name to replace the current one? Maybe a synonim like Astrals, Eternals, Seraphims,etc...

Besides that little tidbit,this submission seems pretty cool and would be a pretty neat addition.

 

I agree with the similarities but only because it is only two letters off

 

C e l e s t i n e 

C e l e s t i a l

 

And this will inevitably lead to confusion. We (you and I) will be able to tell the difference obviously but for newer members or ones not familiar with magics I see it leading to issues (albeit minor. I can live with the similarities personally).

 

The lore itself is complete gold. I want to reformat and add nice pictures for you but its some really exciting stuff. However in the beginning you made it clear that you want this to be an open magic (relatively speaking) but yet recharging and creating new members is done via a ritual site known only by a few. Perhaps provide a tiny bit more context as to how you wanted to make this magic more accessible? 

 

10/10 Would want to partake

 

(Skyrim, Noragami, warrior saints? **** yes!)

 

P.S. If a name change occurs I am partial to the word Seraph

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The name 'Celestine' has been in use in some lore pieces prior to this. There was an ET event line that used the name perhaps coming up for a year ago, which cemented the name in place. Despite being so similar, there is little I can do to change it given how illogical it would be; IC, this name is in circulation thanks to those events. I agree that it is unfortunate, however; sorry about that.

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This was a very nice and very interesting read. I'm happy to see such a unique addition to the servers lore, and it's very nice how you specified/wrote in some rather drastic downsides for the overuse of their power in order to try and balance things out. 

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34 minutes ago, Crazy Diamond said:

The name 'Celestine' has been in use in some lore pieces prior to this. There was an ET event line that used the name perhaps coming up for a year ago, which cemented the name in place. Despite being so similar, there is little I can do to change it given how illogical it would be; IC, this name is in circulation thanks to those events. I agree that it is unfortunate, however; sorry about that.

 

This is fair. Again (and we talk in skype but I feel the need to state it here as well) I have no qualms with the similarity. I like the word used. We shall just have to deal with any minor issues as the natural consequence for this work of art.

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Lets start this off:

 

1. You shouldn't create a magic to try and prove anything about a certain type of magic. And if anything, druidism isn't dedicated to slaying the dark arts. So the aspects have you beat there bud.

 

2. Malchadiel definitely chooses a side in the Iblees conflict.

 

3. Malchadiel is the type of aengul to reward those for their courage, so limiting it to a group doesn't make sense and therefore are correct with this portion. 

 

4. You create a power that specifically hurts dark arts users, and then expect no one to use it to continue to fight against them or target them that has this magic. Then create magic that revolves around the defense of the dark arts. This is hypocritical to your point of the magic. 

 

5. The strength can be PG'd, as well as the increase in versatility with weapons and their use. 

 

 

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14 minutes ago, James said:

Lets start this off:

 

1. You shouldn't create a magic to try and prove anything about a certain type of magic. And if anything, druidism isn't dedicated to slaying the dark arts. So the aspects have you beat there bud.

 

2. Malchadiel definitely chooses a side in the Iblees conflict.

 

3. Malchadiel is the type of aengul to reward those for their courage, so limiting it to a group doesn't make sense and therefore are correct with this portion. 

 

4. You create a power that specifically hurts dark arts users, and then expect no one to use it to continue to fight against them or target them that has this magic. Then create magic that revolves around the defense of the dark arts. This is hypocritical to your point of the magic. 

 

5. The strength can be PG'd, as well as the increase in versatility with weapons and their use. 

 

 

1. Despite being deific, the Druids do not follow the same thematic sense as this magic, or the other 'holy magics'. It is a magic based in nature where this is based in the 'Light', or that very basic 'cleric' or 'paladin' aesthetic. I would say that, looking to Paladinsim, Clericism, and Ascended magic, we can see that magics that follow that aesthetic are indeed very based around the slaying of the 'darker' creatures and magicians of the world. So, whilst druidism may have 'beat this to the punch', I personally wouldn't classify it as one of the magics I was referencing. What's more, is that this is not the SOLE reason that we created the magic, rather one of them. There are other reasons listed in the intro, all of which I think are pertinent and also important even if this particular reason may not be enough (and I agree, creating a magic with JUST that in mind would be a poor choice).

 

2. Malchediael has been discussed in the LT chat, and choosing to not take a side either way was seen as a more interesting alternative. Having been seemingly abandoned by Aeriel on the mortal plane for hundreds of years, and subsequently cursed by Iblees, it seems logically possible (and indeed, likely to my way of thinking), that Malchediael would have issues following either the Archaengul or the Archdaemon due to past conflicts with them, or simply negligence in the way of Aeriel. This is really a point of taste rather than an empirical one, and I think it has little relevance on the lore itself.

 

3. I'm not sure I entirely understand this comment, though it has been implied that this magic will not be limited to but one group. The reliquary is a neutral location, chosen and crafted specifically because it cannot be 'owned', as in truth it is 'owned' by Malchediael himself and his previous followers. Thus, it will always remain a centre for the magic, but not a centre for any particular group of people. I hope to keep it this way, and promote any and all to come to this location to partake in the roleplay and learn about Malchediael and his ideals.

 

4. Having this spell gives them the ability to take part in the battle with the dark arts users, yes, but a majoirty of their magic is 'neutral' and does not focus on the slaying of dark arts users. I do not expect people to simply 'not use this ability'; it is just that this is the only ability that has anything to do with the dark arts. Other magics, for example the clerical magic given by Tahariae, ALWAYS deal damage to dark arts users/creatures who come into contact with their power. Shades, for example, will always be damaged by a cleric if they attempt even to heal them. With this magic, a Celestine could empower a shade with courage without any ill effects for the shade. In this way, the Light of Malchediael and the magic in general can interact positively with dark creatures where other 'holy magics' cannot. Overall, the magic does not focus on the slaying of the darker creatures on the server, thus I would not call it hypocritical to allow people to take part in that conflict.

 

5. This will primarily come down to roleplay, as strength has been part of various creatures beforehand. I agree that this could be PG'd, but then all kinds of magic and abilities might be able to given poor thinking. I would not argue that this is a problem, as PG is potentially a problem with all kinds of magic.

 

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2 hours ago, Crazy Diamond said:

The name 'Celestine' has been in use in some lore pieces prior to this. There was an ET event line that used the name perhaps coming up for a year ago, which cemented the name in place. Despite being so similar, there is little I can do to change it given how illogical it would be; IC, this name is in circulation thanks to those events. I agree that it is unfortunate, however; sorry about that.

Don't worry,dude. The name is only a very minor issue,as BNK already said. Personally,I find this magic very unique and hopefully it could be an interesting new addition to the magic community and maybe  even the server as a whole. That being said, I wish you good luck in getting this implemented :)

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2 hours ago, Fishy said:

michael is evil, he made gereon de christ's eyes yellow like piss

hey man listen every time a projectile or weapon doesnt hit its mark i pray to gereon christ 

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7 hours ago, Crazy Diamond said:

1. Despite being deific, the Druids do not follow the same thematic sense as this magic, or the other 'holy magics'. It is a magic based in nature where this is based in the 'Light', or that very basic 'cleric' or 'paladin' aesthetic. I would say that, looking to Paladinsim, Clericism, and Ascended magic, we can see that magics that follow that aesthetic are indeed very based around the slaying of the 'darker' creatures and magicians of the world. So, whilst druidism may have 'beat this to the punch', I personally wouldn't classify it as one of the magics I was referencing. What's more, is that this is not the SOLE reason that we created the magic, rather one of them. There are other reasons listed in the intro, all of which I think are pertinent and also important even if this particular reason may not be enough (and I agree, creating a magic with JUST that in mind would be a poor choice).

 

2. Malchediael has been discussed in the LT chat, and choosing to not take a side either way was seen as a more interesting alternative. Having been seemingly abandoned by Aeriel on the mortal plane for hundreds of years, and subsequently cursed by Iblees, it seems logically possible (and indeed, likely to my way of thinking), that Malchediael would have issues following either the Archaengul or the Archdaemon due to past conflicts with them, or simply negligence in the way of Aeriel. This is really a point of taste rather than an empirical one, and I think it has little relevance on the lore itself.

 

3. I'm not sure I entirely understand this comment, though it has been implied that this magic will not be limited to but one group. The reliquary is a neutral location, chosen and crafted specifically because it cannot be 'owned', as in truth it is 'owned' by Malchediael himself and his previous followers. Thus, it will always remain a centre for the magic, but not a centre for any particular group of people. I hope to keep it this way, and promote any and all to come to this location to partake in the roleplay and learn about Malchediael and his ideals.

 

4. Having this spell gives them the ability to take part in the battle with the dark arts users, yes, but a majoirty of their magic is 'neutral' and does not focus on the slaying of dark arts users. I do not expect people to simply 'not use this ability'; it is just that this is the only ability that has anything to do with the dark arts. Other magics, for example the clerical magic given by Tahariae, ALWAYS deal damage to dark arts users/creatures who come into contact with their power. Shades, for example, will always be damaged by a cleric if they attempt even to heal them. With this magic, a Celestine could empower a shade with courage without any ill effects for the shade. In this way, the Light of Malchediael and the magic in general can interact positively with dark creatures where other 'holy magics' cannot. Overall, the magic does not focus on the slaying of the darker creatures on the server, thus I would not call it hypocritical to allow people to take part in that conflict.

 

5. This will primarily come down to roleplay, as strength has been part of various creatures beforehand. I agree that this could be PG'd, but then all kinds of magic and abilities might be able to given poor thinking. I would not argue that this is a problem, as PG is potentially a problem with all kinds of magic.

 

 

The third was saying you wrote that completely fine. The first one, Malchadiel is completely outraged with Aeriel for seemingly have abandoning him even though he was given directive by the aengudaemons, he was ambushed and taken by the Undead in Aegis in his axe form. He sees Aeriel as a **** leader, and when he was freed by Iblees he proceeded to make a deal with Iblees, so that still makes no sense to me. The wrongs Iblees did in the past hold nothing to the deal that transpired in Athera, before I was even LT. And as for 4, it shouldn't hold any anti-dark arts whatsoever. With 5, this is the same situation the LT had with Flesh Runes and old Ascended magic. Base increases in power can be arbitrary and pgd much more easily than something that is more streamlined. 

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I like this a lot! +1

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7 hours ago, James said:

 

The third was saying you wrote that completely fine. The first one, Malchadiel is completely outraged with Aeriel for seemingly have abandoning him even though he was given directive by the aengudaemons, he was ambushed and taken by the Undead in Aegis in his axe form. He sees Aeriel as a **** leader, and when he was freed by Iblees he proceeded to make a deal with Iblees, so that still makes no sense to me. The wrongs Iblees did in the past hold nothing to the deal that transpired in Athera, before I was even LT. And as for 4, it shouldn't hold any anti-dark arts whatsoever. With 5, this is the same situation the LT had with Flesh Runes and old Ascended magic. Base increases in power can be arbitrary and pgd much more easily than something that is more streamlined. 

 

Malchediael has been abandoned by one side of the aengudaemonic conflict, and cursed with unending rage for the rest of his existence by the other; that cursed was laid upon him in the present as well, theoretically after the deal was struck (though my chronology may be wrong). Even still, no matter when the curse was laid, he's been given a terrible burden to bear by Iblees, and I see no reason why they would ally. But again, I'm not sure this has any real bearing on the lore at hand.

 

Cutting the Celestine out of the conflict with the dark arts users altogether is a poor idea; having them capable of taking part, and capable of abstaining completely, or even helping the dark arts users, is a much more interesting stand point to be able to take. I don't see the logic in completely removing any interaction at all.

 

I have to say that this is very streamlined, so I'm not sure that's the word you're looking for. Strength is a very simple concept to understand. Nonetheless, I understand your concern, but this will come down to the quality of the roleplay and how well people choose to rp the magic. If it gets out of hand, it will be dealt with; if it continues to be an issue, we can re-examine the lore. But for now, I'd like to at least give it a try and see if we can rise above past issues. Strength is a perfectly reasonable avenue used in other roleplay settings, and I see no reason we can't make it work on LOTC, even if it requires a bit of work and iteration.

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