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[✗] Tahariaen Clericalism - The Clerics of Tahariae


Farryn
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The Clerical Revamp is finally done and here it is!

This has taken me just about a whole year to do due to a mix of real life, throwing ideas all over the place, the fact I lost my laptop for 4-6 months, and that I like to work at my own pace - where I am most comfortable. I am sincerely sorry this revamp took a while but the end result of the long time was truly worth it. This revamp was both fun and a pure pain to do but the relief I felt when it was done cannot be described. Hopefully this revamp is the one that the clerics truly needed and one that helps clear up all of the contradictions regarding the clerics.

So without anymore delay! Enjoy!

- Farryn

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Change log

What has changed compared to the previous lore.

Spoiler

 

  • Lore has been defined more with clearer explanations and details in a range of areas both oocly and icly to clear up misunderstandings and contradictions.

    • Clerical Exhaustion and Extreme Clerical Exhaustion are now more defined.

    • If a cleric knows both Priest Healing and War Clericalism, one of the two will be weaker than the other in terms of summoning speed and how exhausted they will be afterwards. This is to balance out the two, as well as add more flaws to the clerical magic.

  • Spell examples have been removed - Will be added to the official clerical magic guide.

  • New War Cleric spells / Reworks - War clericalism now focuses a little bit on close combat and ranged fights, but primarily focuses on rendering an opponent weak (through blinding, binding, and knocking back) to gain the upperhand in battle.

    • Pulsing Light - A pulse of light to knockback opponents in a small distance and range.

    • Sacred Aegis - Body based shield against drains and dark based magic.

    • Chains of Damnation - Solid light chains used to grapple and bound living beings and dark mages - can be broken out of.

    • Orb of Light - Spell has been reworked to increase the amount of orbs a cleric can have up at once.

    • Flames of Reckoning - Spell has been reworked into a combat based spell that can be a jet or an advanced form of Divine Strikes with holy flames.

    • Manifestation of Shields and Weapons (old spells) are now removed from the lore.

  • New Holy Alteration spells - Holy Alteration is now more than just one type of warding and blessing, each type bearing their own unique effects and traits in order to detect disguises, block land taint, and disarm dark magic.

    • Wards - Added Unscribed Wards, Revelation Wards, Quarantine Wards, and Disarm Wards.

    • Blessings - Added Healing Blessings, War Blessings, Storage Blessings, and Divine Blessings (MArt required for DB).

    • Sanctify of the Dead - The ability to seal a dead body to prevent such from being brought back as an undead.

  • Priest Healing tiers have been changed a little to avoid a sixth tier (newly connected), therefore making some spells more accessible and to even out the structure for teaching purposes.

    • Purge Taint - Land has been removed to adapt with new Necromancy Lore.

    • Banish Curse has been renamed to Purification and now also works on banishing curses and dark effects from both body and objects.

    • Palm of Cleansing has been renamed to Palm of Purification and can now remove impurities from the air, such as poisonous gases and Deadbreath.

  • New Visuals changes explained - Visuals now added and defined for the clerics, allowing for unique forms of light that represents the character as a person. These visuals will not affect combat RP.

    • Aura -  When a cleric reaches tier 3 in one of the four subtypes, their light gains a secondary colour that reflects their aura and personality. This change remains with the cleric until they are disconnected or are perma-killed. OOCly, a cleric can decide if their light gains the secondary colour or not.

    • Iris change - When at tier 4, a cleric’s eye colour changes into the colour of their light and only glows when their light is summoned. This change remains with the cleric until they are disconnected or are perma-killed. OOCly, a cleric can decide if their eyes gains the new colour or not.

    • Glowing veins - A sign of extreme clerical exhaustion, which means the cleric is going over their limit and serves as an indication the cleric is growing weaker to both allies and enemies.

 

 

Spell Roster for Teachers and Simple Folks

An easy-to-access roster for teachers to save them time scrolling through the lore to see what spells their students will know.

Spoiler

Priest Healing

Priest Healing is a subtype of clericalism that allows a cleric to heal impurities that take the form of wounds and injuries upon the mortal body. The purpose of this subtype is to help make the mortal body pure again from injuries and illnesses.

 

Tier One (Three days since connection)

 

  • Holy Priest Light - Summoning/Unsummoning the Priest light to use Priest Healing spells.
  • Purge Taint (Flesh) - A natural process of the Priest light that allows a cleric to cleanse taint upon another living being who has been tainted. (Applies to animals and descendants)
  • Calming Light - A  natural process of the Priest light that allows a cleric to use their light to calm down a patient and soothe them. Tier three clerics can put their patients to sleep with this light.

 

Tier Two (One weeks since connection / Learning Holy Priest Light - Already connected clerics)

  • Searching Light - A cleric spell and a natural process that allows a cleric to search for internal wounds and taint within the body upon contact and surrounding the patient in their light.
  • Heal Light Wounds - Bruising - A cleric spell that allows the healing of bruises. As the cleric and their light grows, so does the size of bruises they can heal.
  • Heal Light Wounds - Flesh - A cleric spell that allows the healing of cuts. As the cleric and their light grows, so does the size and depth of cuts they can heal.
  • Guiding Light - A cleric spell that allows the summoning of a palm sized orb of light (harmless) that can be used to light up dark places. Can float away from the cleric in a two inch radius.

 

Tier Three (Three weeks since connection / learning Holy Priest Light - Already connected clerics)

  • Heal Medium Wounds - Muscle - A cleric spell that allows the healing of muscles that are damaged from bruising, strains, and cuts. As the cleric’s light grows, so does the size and depth of the wounds a cleric can heal on a muscle.
  • Palm of Purification- A cleric spell that allows the cleansing of dirty and impure waters and air tainted by harmful and foul substances. This spell allows clerics make water clean and safe to drink and use, as well as make air clean and fresh to breathe in. It also helps remove toxins and taint, such as deadbreath.
  • Cure Poison - A cleric spell that allows the cleansing of poisons within water and within the body, destroying the toxins and nullifying the poisons.
  • Cure Disease - A cleric spell that allows the curing of diseases and illnesses within a living being, from a common cold to some plagues and deadly diseases.

 

Tier Four (Five weeks since connection / learning Holy Healing Light - Already connected clerics)

  • Light of Rejuvenation - A cleric spell that allows a cleric to return energy to an exhausted person, causing the cleric himself to become exhausted in exchange for the person to be full of energy again.
  • Heal Greater Wounds - Organs - A cleric spell that allows a cleric to heal organs within the body, such as the lungs, heart, etc.
  • Heal Greater Wounds - Bone - A cleric spell that allows the healing of bones that have been dislodged or broken.

 

Tier Five (Seven weeks since connection /learning Holy Healing Light - Already connected clerics)

  • Heal Major Wounds - Healing of Extremities - An advanced cleric spell that allows the healing of eyes, ear drums, and more complex organs within the body. Yet they cannot heal extreme injuries that occurred during birth.
  • Heal Major Wounds - Reattachment of Limbs - An advance cleric spell that allows the reattachment of limbs that have been cut off. However the limb must be the same one that was cut off and the cleric has a single ooc week to reattach the limb. (Requires the ritual to do)
  • Purification - An advance cleric spell that allows the removal of dark curses upon a mortal’s body, such as Soul puppetry and Dark Shamanism. (Requires the ritual to do)

 

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War Clericalism

 

War Clericalism is a subtype of clericalism that allows a cleric to use their light in combat, to fend against the darkness, give them the upperhand, and assist each other. The purpose of this subtype is to purge dark entities who roam the land and threaten the descendants.

 

Tier One: (Three days since connection)

 

  • Holy War light - Summoning/Unsummoning the War light to use War Cleric spells. (Old spell)

 

Tier Two (One week since connection / learning Holy War Light - Already connected clerics)

  • Palm of Radiance - A cleric spell capable of temporarily blinding an opponent, allowing for extra time to distract or attack - Can affect others around you.
  • Pulsing Light - A cleric spell that allows the cleric to surround their hand in light then releasing a pulse of light that can knock back those it hits in a one square radius.

 

Tier Three (Three weeks since connection / learning Holy War Light - Already connected clerics)

  • Orb of light - A cleric spell capable of summoning an orb of light that can reach the size of your palm and releases a small light explosion when impacting a solid object. More stronger clerics can summon up to four orbs at once, two in hand, two floating by their shoulders on standby.
  • Sacred Aegis - A cleric spell capable of summoning a shield that coats the cleric like a second skin and protects the cleric against drains, tethers, and dark based attacks for an estimated amount before breaking and needing time to recharge. (One ooc hour due to how fast or slow emotes can occur and that a fight may end quickly or last for a while). 

 

Tier Four: (Five weeks since connection / learning Holy War Light - Already connected clerics)

  • Chains of Damnation - A cleric spell capable of summoning solid chains of light that can wrap around an opponent and can slowly burn their skin if a dark being. Can also hold down descendants and slowly drag them towards the cleric.

 

Tier Five: (Seven weeks since connection / learning Holy War Light - Already connected clerics)

  • Flames of Reckoning - A cleric spell capable of summoning a jet of holy flames that can burn the flesh of dark beings.

 

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Divine Wardens

 

Divine Wardens are a sub-type of clericalism that focuses on clerical spells powered by the sun and sunwells, creating stronger spells than normal ones. The purpose of this subtype is to provide stronger spells through alternative means and bringing forth new ways to bring forth purity.

 

Link to lore: https://www.lordofthecraft.net/forums/topic/148130-clericalism-the-divine-warden/

 

 

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Holy Alteration

 

Holy Alteration is the subtype of clericalism that focuses on the creation of wards and blessings to help reduce impurity within an area when clerics are not around. The purpose of this subtype is to provide alternative means to prevent impurity when there are no clerics around.

 

  • Blessing - A cleric spell that allows the imbuing of light upon an object to give it clerical magic based properties. Blessings will last for at least two OOC weeks before the blessed item will require a recharge, or will lose the blessing.
    • Tier One (Three days since connection)
      • Storage Blessing - Armour can be blessed with the light of Tahariae to store light, so a cleric can add further power and light into a move without gaining further exhaustion from such.
    • Tier Two (One week since connection)
      • Healing Blessing - Bandages and water can be blessed with the gentle light of healing to give forth a gradual healing for minor wounds under tier 3. It requires knowing Holy Healing Light to do.
      • War Blessing - Weapons can be blessed with the raging light of war to give weapons a major effectiveness against dark beings. It requires knowing Holy War Light to do.
    • Tier Three (Three weeks since connection)
      • Divine Blessing - A form of blessing where the cleric prays to Tahariae and asks for a unique blessing upon an item or weapon to bring forth a special effect. This blessing can very in effects, from permanent , infusion of spells, etc. (Used for MArt items)

 

 

  • Holy Wards - A cleric spell that allows the summoning of walls of semi-translucent light that holds different properties to limit and cease the amount of purity in an area. Requires a crystal, power depends on size of the crystal, and charging - Recommended to use when necessary.
    • Tier One (Three days since connection)
      • Unscribed Ward - A simple ward that has no purpose aside from serving as a base for the other wards. Good for practices.
    • Tier Two (One week since connection)
      • Revelation Ward - A ward that can demolish the disguises shielding the true form of a dark being when they walk through a ward. This works for Izkuthii, wraith husks, Striga, and disguises formed by Dark Shamanism.
    • Tier Three (Three weeks since connection)
      • Quarantine Ward - A ward that helps quarantine tainted land and helps prevents the spread of it. This ward does not work on living dark beings, who can still pass through the ward but face a pained sensation.
    • Tier Four (Five weeks since connection)
      • Disarm Ward - A war that focuses on disabling and limiting the use of dark magic. It can disable dark magic used within range of the ward through projecting a strong holy aura. It disables dark magic as it is summoned within range of the ward (ten-fifteen blocks estimated).

 

  • Sanctify of the Dead (Tier Five - Seven weeks since connection)
    • A Clerical spell that allows two clerics to form a sacred seal, in the form of the Clerical Eye, that prevents the body from being used by Necromancers to bring forth undead. Any attempts to do such would fail as the light would be too powerful to break down or get through.

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“For many years have the clerics of Tahariae walked upon our realm, bearing the light of the Aengulic being, Tahariae, to bring forth purity to the realm. These descendants are known for their ability to heal the maimed, and take up arms against the growing darkness through the use of His light. Utilizing it not out of good will; rather evoking His power out of necessity, that purity must be achieved  for the sake of all. Yet the path of the cleric is proven to be a hardened journey to take; it is not advised for those who desire a peaceful life.”

- Extract from a journal of a cleric of Tahariae.

 

Tahariaen Clericalism

 

Overview

Tahariaen Clericalism, also known as Clericalism or Clerical Magic, is a form of Deity magic that is strictly used by the clerics of Tahariae, the adherents of the Aengul of Purity, Justice, and Judgement. Tahariae strives for complete purity within the realm of mortals; a land where there is no taint, darkness, or impurity. A place where all wounds are healed and suffering is vanquished. Many believe that the clerics heal and fight impurity out of goodwill and kindness, yet that is not the case; they do so out of necessity because it has to be done to bring forth purity and to keep the darkness away from overcoming all. To fulfil their patron’s desires, the clerics have been given the ability to wield His power through invoking divine light.

 

Clerical magic is divided into four sub types: Priest Healing, to heal wounds and impurities within the mortal body. War Clericalism, to eradicate living impurities that roam the land and threatens mortals. Holy Alteration, to tackle impurity through limiting the corruption and ensuring purity is kept when clerics aren’t present. Lastly, Divine Wardenism, where more advanced spells are used through the use of sunlight.

A single cleric is capable of learning all four subtypes to their maximum level. However, it must be noted that if a cleric knows Priest Healing and War Clericalism, one of the two will be slightly weaker than the other (see more in Effects of the Magic). For a person to use these powers, they must be connected by a cleric who knows the connection ritual. The connection serves as the most important aspect for the clerics, the connection itself serving as the bridge which allows the Aengul’s power to reach them. However, the user must be taught spell by spell, and they must allow their light to develop naturally so that they can use stronger abilities.

 

It should be noted that the clerics follow a very strict set of rules and traditions, some of which are set by their very deity, that have been known to limit a cleric’s lifestyle. These rules are known as the Tenets and Utterings; They must be obeyed at all cost for they prevent clerics from performing acts of impurity, keeping their attention on the task at hand. Violating the Tenets, and some of the Utterings, will result in a cleric’s disconnection - the removal of their bridge to Tahariae and His magic. If someone wishes to become a cleric, they must be made fully aware of the rules as well as about disconnection both in character and out of character. If the student is not aware, the chances of the student being disconnected are extremely high.

Down below are the Tenets and Utterings fully explained.

Spoiler

The Five Tenets of Tahariae

When Tahariae first revealed Himself to Braxis Silverblade, He bestowed upon the first cleric five tenets that the clerics must keep to at all cost. Those who break one or more of these tenets would be disconnected without hesitation. These five tenets have stuck to the clerics for countless years and have always remained as the main code. Down below is the Tenets and an in depth description of what they mean.

 

  • Shelter and protect thy brothers and sisters in Tahariae.
    • A cleric must protect another cleric from harm and danger, never to abandon them or cause direct harm for any selfish reasons that are outside of Tahariae’s Mission. Allowing such to befall upon a fellow cleric is impure.
  • Do not stray in thy dedication to Tahariae.
    • A cleric must show dedication to Tahariae, showing clear worship and devotion towards Him, as well as recognising Him as their patron. Respect towards other religions are acceptable, yet a cleric must always show worship to Tahariae. No other.
    • A cleric must never stray in their Mission, acknowledging that their Mission must be above all else, including family, friends, and a normal life. To stray is impure.
  • Guide and protect the Descendants of the Four against the Impure.
    • A cleric must be there to guide Descendants away from the clutches of darkness, as well as protect them from the Impure. A cleric must heal or aid a Descendant, regardless of racial prejudices and hate. To commit such scornful acts to occur is impure
  • Do not spill the blood of the innocent.
    • A cleric is not the harmer of innocent blood, rather the protectors of the innocent. To harm an innocent who has done no ill in Tahariae’s Mission is impure. However, a cleric is only allowed to harm a descendant in the means of self-defence or if such harming will benefit the Mission.
  • Do not use Tahariae's blessing for anything other than His will.
    • A cleric must use their light in the name of Tahariae and towards His Mission. A cleric must never use their light for business, to harm, to intimidate, or anything unrelated to the Mission.

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The Utterings of Tahariae

 

The Utterings of Tahariae occured during Vailor, within the years of 1436 and 1442, by Tahariae Himself when He spoke to the clerics through the Prophet, Ashanaak. The Utterings are additional rules, with the Tenets being the main five. The Utterings come in Four Revalations: The Apokalytiria, The Eight Woes,  The Eight Commands, and The Anachorisi. While The Apokalytiria and The Anachorisi are not rules, the Eight Woes considered as rules, thus breaking some of these rules may result in ordinary punishments or disconnection - depending on how severe the rule was broken. Whereas The Commands are seen as guidelines on being a cleric, these Commands are not disconnection worthy but if a cleric does not stick to them, it makes the cleric appear shameful and bad in the eyes of other clerics. Below each woe and command is a direct explanation as to what they mean.

 

The Four Revelations

 

The Revelation of Judgment: The Apokalytiria

I am the Glory of the Rising Sun. I am the Bringer of Light. I am the Lord of Purity and the Archon of Justice. I am the Vehement Lord. I am Tahariae. Witness Me, Ashanaak, My Chosen Prophet. Witness Me.

I, the Divine Stag, He Who Walks in Pure Light, the Great Purge, have merely watched My Servants for too long. You have Divided, and Divided you shall fall. You failed to Understand the Mission I had given to you, and so you have deteriorated into mere wandering healers and warriors who know only my Blessed Name. Your mockery of Faith and Piety offends Me, and so I return once more. Witness Me, Ashanaak, My Chosen Prophet. Witness Me.

 

The Revelation of Wisdom: The Eight Woes

And now, my Chosen Prophet, recite My Sacred Words to thy Brothers and Sisters, or My Blessing shall be torn from their hearts for their Sins:

  • Woe to those that turn against Me and My Mission, for they must be cast out of thy ranks.
    • To those who turn against Tahariae or His Mission, they will be faced with disconnection.

[II] Woe to those who only know Me for My Blessing, and not for My Mission, and do not recognize Me and My Glory in prayer except when My power is needed.

  • To those who only know and recognise Tahariae for His Blessing, using it for their own needs and not for their duty, nor recognising Tahariae as their patron will result in disconnection.

[III] Woe to those who refuse to heal the Innocent, to return to Pure form what has been rendered Impure.

  • To those who refuse to heal a Descendant because of racial grudges or prejudice, refusing to bring the Descendant back to pure form will result in disconnection.

[IV] Woe to those who let the Impure, the Beings of Darkness and Evil, and the Descendants who bring harm to the Innocents, walk free when they cross thy path.

  • To those who allow dark beings or descendants intent on bringing harm to the innocent descendants, even when committing such acts before them, are to be disconnected for this breaks the Third Tenet and goes against a cleric’s duty. A cleric must slay the dark being, regardless of intentions, and/or successfully stop the attacking descendant till a nearby guardforce can take them, or kill should they be too dangerous to yourself and others.

[V] Woe to those who cause harm to the Innocent, for they are those you are sworn to protect.

  • To those who willingly harm or kill the innocent because of mortal arguments or grudges, nothing to do with the Mission, will face disconnection as this breaks the Fourth Sacred Tenet.

[VI] Woe to those who are sexually immoral, who give themselves outside of the holy bed of marriage, who dirty themselves and thus dirty the Name they represent.

  • To those who carry out sexual activities outside of marriage dirty Tahariae’s name, the very name they respect. Therefore shame be upon them for what they have done.

[VII] Woe to those who give themselves over to perpetual drunkenness and intoxication, for they dirty themselves and thus dirty the Name they represent. Such is only acceptable in celebrations and festivities.

  • Those who constantly get drunk and intoxicated are to be seen as shameful within the clerics, for they make fools of themselves and dirty the Name they represent. Furthermore, their drunkenness can lead to one breaking a Tenet or Uttering, thus leading to disconnection. A cleric is only allowed to drink within celebrations or festivals, as long as they act sensible and a good representation to Tahariae’s name yet will not be disconnected for breaking such.

[VIII] Woe to those who steal, cheat, and utter vulgarities, who abuse the Innocent with their tongues and hands.

  • To those who steal, cheat, lie, or abuse the Innocents with disgraceful acts are to be shamed, for the clerics are those who aid the innocence and are not the ones who use their power and roles to abuse them.

 

The Revelation of Valor: The Eight Commands

And now, Ashanaak, I give you these Commands. Recite My Sacred Words to thy Brothers and Sisters, that you may live a Pure life:

  • Go forth, and spread not just my Light among the Descendants, but My Words and the Truth of My Glory.
    • A cleric can willingly spread Tahariae’s Name and Glory through talking to the Descendants of such, thus keeping many informed of the clerics and of Tahariae.

[II] Go forth, and become true Clerics among the Descendants: scholars, protectors, and leaders, to guide the Innocent with words, justice, and wisdom.

  • Clerics should go forth and guide the descendants through knowledge, protection, and leadership within the dark times. If the descendants need information, defence, or someone to guide them through a situation, the clerics should be willing to place themselves in these roles. However, sometimes some clerics take these meanings true to heart, becoming actual scholars, protectors, and leaders.

[III] Go forth, and guard yourself against marriage, for service to Me demands complete and total commitment. If you do marry, do not marry those who serve Darkness and Evil, for in doing so you taint the very nature of holy matrimony.

  • Typically, clerics are advised against marriage, as many see it as a distraction from their Mission. However, should a cleric want to marry, they are free to marry another cleric, member of an order with similar goals to the clerics, or normal descendants who understand the cleric must place their duty above all else. Although marrying an impure is forbidden.

[IV] Go forth, and kneel before Me in maniael: private prayer, gratitude, and submission before My Glory when you awake and before you sleep.

  • A cleric is free to give forth private prayers to Tahariae, in signs of gratitude, submission, and acknowledgement that Tahariae is their patron only. This is a sign that the cleric are devoted to Tahariae and He alone.

[V] Go forth, and kneel before Me in manaakh: prayer, worship, and submission in fellowship with your Brothers and Sisters in Me once each Elven year.

  • A cleric is free to give forth private prayers to Tahariae, in signs of gratitude, submission, and acknowledgement that Tahariae is their patron only. This is a sign that the cleric are devoted to Tahariae and He alone.

[VI] Go forth, and respect the fallen clerics who I have sent back to you, to listen and follow what they have returned to say. And when their wisdom has been imparted, that you will have the strength and courage to send them back to My Halls.

  • A cleric must acknowledge and respect the fallen clerics before them, those who have fallen in battle or have since moved on, for they have fought for the same Mission as you and have sought out to bring purity to the realm. Should any remain on the mortal planes as ghosts, whenever sent by Tahariae, or are bounded there, a cleric is advised to listen to the fallen cleric to hear their wisdom before allowing them to move on.

[VII] Go forth, and follow My Chosen Prophet, for they shall be My Light in the darkness of the world for you.

  • When Tahariae has chosen a new Prophet, the clerics are expected to follow and listen to the Prophet, for they are the mouth of Tahariae. Through the Prophets, Tahariae speaks to the clerics therefore the Prophet must be treated with utmost respect.

[VIII] Go forth, and in My Blessed Name, use any means necessary to bring Purity to the Taint and Darkness that has become the world. The realm must return to how it once was, when the Four once ruled in Peace and Taint had not yet manifested. Through the suffering My Mission shall bring you, remember that it is not out of Moral Good that you must do these things, but out of Necessity.

  • The clerics can use any necessary means to bring forth purity to the realm, as long as these means do not break any of the tenets. Additionally, the clerics should be aware that their Mission will bring them immense suffering at times and that they are not performing such Mission out of Moral Good, but rather out of necessity.

 

The Revelation of Hope: The Anachorisi

 

Do all that I have commanded for you to do, and do not do all I have commanded you not to do, and you shall not perish. Nay; once suffering consume you and you leave thy mortal coil, I shall welcome you into My Sacred Halls, to forever be with Me in Purity, to forever be witness to My Sacred Light, forever and ever more.

 

 

When a cleric dies, their souls do not go to their racial afterlife but rather pass through the soulstream before being brought to Tahariae’s Realm where they spend all eternity by Tahariae’s side, watching the clerics of the living perform their duty. No one knows for certain how the clerics appear as within the realm but many hold different beliefs to such. One thing that is certain is that Tahariae sends back these souls in the form of messengers, to give messages to the clerics or to provide guidance when needed before bringing them back to His realm. These messengers are extremely rare but are treated with utmost respect, for they were clerics who too aided in the mission but have long passed.

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The Light

 

Tahariaen clerics are gifted with the ability to channel their patron’s power into the mortal realm through the form of light. How this is done is through the connection between Tahariae and the cleric. The cleric must pray to Tahariae to open the connection between them, while more experienced clerics can willingly open their connection through powerful emotions. When this connection is open, Aengulic energy will flow from Tahariae into the cleric; using the connection as a bridge. From here, clerics can bring forth  energy in the form of light and use it, as long as they know the spells from their respective subtypes and how to use them. Once the cleric has done what they needed to do with the light, they must reseal their connection, causing the Aengulic energy to return to Tahariae.

 

A more unique aspect regarding the magic clerics use is that a cleric’s light can take on the colour of one of the four hues of Tahariae, upon being connected to the Aengul. The direct purpose and reason for these four colours are unknown, but each colour holds its own unique trait and representations. Some clerics believe that the colors represent what Tahariae sees most within a cleric’s heart, or what sort of cleric they will likely become.

 

  • White - White is the light colour seen as the Light of the Wise and the Pure. It is said that clerics who bear this coloured light are the wisest of the clerics, the keepers of lore and relics. It is said that they are the ones who serve well as teachers and speakers of Tahariae’s name and glory.
  • Blue - Blue is the colour seen as the Light of the Determined and the Warrior. It is said that clerics who bear this light boast the greatest willpower of clerics, the ones who are always the first to heal wounds or ready to fight against the darkness. Some consider them as the grunts of Tahariae and the ones actively out on the field.
  • Gold - Gold is the light seen as the Light of the Selfless and the Knight. Clerics who bear this light are rumoured to have become clerics to protect those they care about and use the light of Tahariae to bring good to the world. They tend to bear a great amount of valor and bravery within their hearts.
  • Silver - Silver is the light seen as the Light of the Devoted and the Servant. Clerics with this light are supposedly those with pure hearts as they fully devote their heart and soul to Tahariae and His mission. This is the most ambiguous of the lights, as clerics bearing the silver light can bear aspects of the other lights; selfless, determined, and wise. Many powerful clerics and leaders bore this light colour.

 

Clerics who have grown attuned with their light may find certain changes within themselves and their radiance. On some occasions, a tier 3 cleric’s light can take on a second colour: the colour of the cleric’s aura. This secondary colour can appear as a tint, shade, or hue while the cleric’s light maintains the primary light as a base, while the light self may take the form of tendrils, water, fire, or any other element but will not behave as that element. Meanwhile, tier four clerics would soon notice their eyes could change colour - changing into the colour of their light, glowing when their connection is summoned. For example; a cleric who previously bore brown eyes and a blue light will find themselves bearing brilliant blue eyes that are the exact same as their light’s colour. In roleplay, there are many speculations as to why such changes occur, although some clerics presume that these are signs that the light has becomes part of the cleric and represents their true personality, symbolising they have embraced their role as a cleric. A reminder to the clerics of who they’ve become, and who they serve. If a cleric’s light holds two colours, the outer ring of the iris will hold the light’s primary colour, while the inner ring of the iris (closest to the pupil) will bear the light’s secondary light. These changes are not compulsory, therefore a cleric can oocly decide if their character’s eyes and light will gain these new effects.

 

Additionally, a cleric’s primary colour, the colour gifted to them by Tahariae, can change into one of the other four lights fully. This occurrence happens when a cleric shows more of another light’s traits than the one given to then. For example, a cleric bearing the gold light may see their light become silver as they become more devoted to Tahariae’s mission rather than using it to protect their loved ones. This change in colour takes a few days to occur, although some may shift faster than others. As one’s personality and views can change countless times, there is no such limit as to how many changes a cleric’s light may have.

 

However, a more darker visual for the clerics is the appearance of glowing veins when a cleric is entering Extreme Clerical Exhaustion (see Effects of Magic for more details). This effect occurs when a cleric is nearing the danger zone for their body, as it is beginning to struggle channeling more Aengulic energy after a long period of time. The veins appear where the light is being channelled out of, such as the hands or finger, and they will grow with time as a cleric channels the light. This serves as a direct warning to other clerics, letting them know when a comrade is in danger of over exhausting themselves… or a sign to potential enemies the cleric is growing easier to attack.

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Summoning the light

 

After a cleric has been connected to Tahariae, they are now capable of summoning Tahariae’s light. However there are two ways that a cleric can summon their light. One used more commonly but takes longer, while the other is more exhausting and slightly faster. Yet both are vital to summoning the light.

 

The most common and easiest way is through the use of prayer. This prayer could be rehearsed or made up on the spot, sung or gently whispered, and can be in another language but must be stated clearly to Tahariae. This prayer is to ask Tahariae to lend them His power so that they may use it to perform their duty. A cleric would offer a prayer to Tahariae out loud, asking for his power with a clear explanation for what they will use His power for. Summoning a light by this method typically takes three to four emotes, but two emotes is the minimum limit. For example:

 

  1. Ashanaak would take a deep breath as he concentrates, beginnings to recite a well rehearsed prayer under his breath: ‘O Tahariae, Divine Aengul of the Seven Skies. Lend I, Thy loyal servant, Thy glorious light to restore the one before I to full purity. Let their wounds be healed and their pain be no more.’

  2. A soft glow emerges from Ashanaak’s palms, while a fair breeze comes from the cleric. His robes fluttering as he concentrates. His eye glowing bright like a sapphire. A few seconds later, the light emerges forth in a radiant blue light, flaring over his fingers.

  3. He turns his eye towards the wounded and approaches, gently placing his hand upon their wound. The light flooding forward as he repeats the prayer once more.

 

The second option is a more advanced yet difficult method; the use of emotions. This technique is commonly referred to as ‘Silent Connecting’ or ‘Emotional Connecting’, due to the lack of words spoken to open up the connection and the use of emotions to do so.

When a cleric wishes to summon their light, they must focus on summoning forth their emotions and direct them to the connection in order to will the bridge between Tahariae and themselves open.  They use the emotion to fuel themselves with power in order for the cleric to will the connection between them and Tahariae open. For Priest Healing, the use of determination and the urge to save a life are the key emotions for summoning the healing light. Whereas the use of rage and urgency to end those of impurity are key for summoning the war cleric light. Due to this method requiring full focus and practice, this method isn’t taught until a cleric has been connected for a good amount of time (Tier 4). This method is useful for life threatening situations, such as healing someone whose injuries are severe and need treatment swiftly, or within the midst of a fight where praying would distract or cost the cleric their life. However, this method is far more exhausting than praying as it is the cleric using their will and emotions, rather than praise, to open and close the connection.

 

  1. Elvira concentrates on her connection, taking deep and calm breaths. The cleric’s posture remains strong as she takes a calm stance and she would begin to focus. Within her eye, fury and anger would flare up within. Her breathing becomes sharper as a soft glow emerges from her palms.

  2. With a deep breath she would release her anger, going to will her connection open.  The air around her heats up greatly while her eye glows silver, the connection formed. Around her palms, hints of light begin to appear.

  3. A few seconds later, a gleaming silver light with crimson hues would roar into existence, a powerful aura radiating from the cleric’s light. It flares quite uncontrollably in her grasp as she turns to face her opponent.

 

When a cleric summons their light, they are free to describe if the summoning of their light effects the environment or themselves by just a little. These effects are visual and rather minor and do not aid in terms of healing or combat, instead these effects make a cleric’s light summoning different than others, reflecting their personality. For example, a cleric with a fiery personality may cause the air to grow warmer by a few degrees, whereas another cleric may cause a small breeze around them. These effects will not cause any issues within combat RP but helps show the cleric’s power and personality a bit.

 

After a cleric has completed their task, they must cut off the stream of power coursing through them. However, this is not an easy task as stopping it is like damming a rushing river. The cleric must focus solely on thinning and closing their connection. Should they be too exhausted by the time they attempt this, it is very likely the cleric shall fail to maintain focus, and thus be overwhelmed by Aengulic energy until they fall unconscious. Upon becoming unconscious the connection shall simply cut off. It is important that exhaustion is emoted after closing the connection such as: sweating, panting, wobbling, etc. as the cleric’s mortal body would not have been made to channel Aengulic power for an extensive amount of time. The cleric can decide what effects the cleric will show when unsummoning their light, but they must emote exhaustion in any form. This typically takes one emote but two or more emotes are fine.

 

Example:

The cleric lowers his hand, focusing once more as they go to close their connection slowly. The light gradually begins to fade away from his palms, while the air returns to normal. The clerical light soon vanishes, leaving the cleric exhausted and panting.

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Connection and Disconnection

Connection

Connection is the process in which a descendant is connected to Tahariae, forming a bridge between the descendant’s soul and the Aengul. This connection is a spiritual bridge and shield around the soul, allowing the cleric to be able to receive and send back Tahariae’s power, as well as for the Aengul to send visions to the clerics when necessary. It is this connection that makes a descendant a cleric, what allows them to bring forth the Aengul of Purity’s light to heal and fight.

 

A descendant can be connected to Tahariae through another cleric who knows the connection ritual (They must have an accepted TA). The descendant must kneel before an altar devoted to Tahariae, while their teacher to be is knelt by their side. The teacher must channel their light into the descendant and call to Tahariae, telling him of the willing descendant and how they wish to join his ranks, how they will bring forth purity into the realm, and bring forth glory in his name. The descendant would then feel a powerful gaze settled upon them where they must recite their own prayer, to truly show their devotion and fealty to Tahariae. From then, Tahariae will bestow one of the four lights to the cleric, connecting the cleric to him. When Tahariae connects to the descendant, the mortal would be surrounded by the colour of their own choice, will feel overwhelmed by the sudden rush of Aengulic power channelling through to them, which could potentially place them into a coma if the teacher has not bathed them with their light beforehand. The teacher would help take most of the power through their own light before vanishing their light, taking the blow for the student. Both would be left exhausted but the descendant would successfully be connected. Therefore allowing them to learn the divine invocations. It is advised that the descendant makes the MA right after being connected.

 

The teacher can emote the descendant seeing a silver stag in their mind, or a powerful aura gazing down on them for faint development and interaction, as well as create tension and make the roleplay interesting. However, the cleric cannot emote out as speaking as Tahariae, which only a Lore Master can do. Furthermore, the person being connected can choose one out of the four main colours to bear OOCly and the teacher has to emote them being surrounded by such light.

 

Upon being connected, clerics can only draw power from Tahariae through their connection with the Aengul. If they were mages before becoming clerics, their Voidal magic would decrease in power immensely, and would quickly fade as the cleric grows in power. A clear example of this decrease would be a Tier 5 water evocationist suddenly becoming a Tier 2 in power upon connection. By the time they are a Tier 2 cleric, they would not be able to use water evocation anymore. If a cleric served another Aengudaemon or a dark force prior to becoming a cleric, their connection to the (un)holy host would need to be severed before connection to Tahariae. Connections with multiple other connections are strictly not allowed.

 

Furthermore, the connection protects the cleric’s soul from being corrupted by any dark magic or changed into a dark being by soul corruption. Once a servant of the Aengul, the cleric is placed under Tahariae’s protection, stopping them from becoming the very creatures they have faced. While the body of a cleric can still be tainted, the soul cannot. Although silent, the Aengul of Purity still ensures the safety of His followers by sparing them the agony of becoming impure against their will. Fi mages will not be able to halt this protection with their magic as it is coming from Tahariae, instead of being channeled through the cleric and entering the mortal realm.

 

Disconnection

Disconnection is the opposite to connection. It is a powerful yet devastating spell; with the power of disconnection, a cleric can remove the ability of any other cleric of or below their level of power to use the power of Tahariae ever again. The easiest way to understand disconnection is attempting to cut a rope by burning it with a candle’s flame. If the connection between Tahariae and His cleric is a rope, then the disconnector (the candle) focuses their light (the flame) on this bond and burns it away. The cleric has to be a teacher, with an approved TA, in order to know the disconnection ritual.

Disconnection can only be performed on a cleric if said cleric has broken one of Tahariae's five tenets or any established rule that has disconnection as the main punishment. This is because the cleric has disobeyed Tahariae and broken His trust, therefore they are no longer trusted with the Aengul’s power. The cleric would be deemed a rogue cleric, finding their growth in power as a cleric having ceased. Other clerics will have to hunt them down to their power and connection to Tahariae. The disconnector must find out about the tenet breaking ICly. The only exception is if the LT or MAT feels the to-be-disconnected cleric is a particularly bad cleric, in which case they will notify someone with the ritual to perform the disconnection - the LT is allowed to play as Tahariae to give forth a vision of the cleric that requires disconnection, although this only occurs when the rogue cleric is causing mass murder or situations that are utmost serious and requires the cleric handled as soon as possible.

 

Abandoning clerical duties (i.e., not healing the injured when encountered, no longer praying to Tahariae, ignoring unholy creatures, et cetera) easily breaks the Third Tenet, arguably the Second as well. Clerics who do such will be disconnected by an elder cleric with knowledge of the spell. Abuse of their power is also disconnection worthy, such as using War Clericalism spells on descendants for no reason, or to do harm. Player inactivity does not bring forth disconnection. This rule only applies to active cleric characters. Inactive clerics are assumed to have been called on some quest into the wilderness and thus have not had the opportunity to ignore wounded or the spread of unholiness, because they simply aren't around the main locations, rather they are somewhere else.

 

A cleric can also request a disconnection on themselves, should they feel as though they are not suited for such duty or if they feel as though their time being a cleric is over. This disconnection will still be extremely painful for the cleric being disconnected, however they will not be shamed or seen as traitors by the clerics, although Tahariae will not reconnect them. Unlike those disconnected for breaking the rules, those willingly disconnected will not suffer the disconnection effects permanently, the effects wear off after two ooc weeks.

 

To disconnect a cleric, the elder cleric must gather up all of their rage and fury, meld it with how Tahariae feels regarding the cleric's decision. The cleric will summon their light within its most chaotic state and place their palm upon the other cleric's chest. They must send their light deep into the cleric, deeper until the light enters a spiritual state and approaches the soul of the cleric. It is there that the elder cleric must allow their light to burn away at the connection until nothing remains. Upon the connection being broken, a short beam of righteous light flashes out before vanishing, indicating that the process is complete and that the cleric has been disconnected. The severed connection between the cleric and Tahariae is incredibly painful, a burning throughout the cleric’s entire body due to the connection being entwined with  the soul. Once the disconnection has happened, a range of after effects that include (to varying degrees the player of the disconnected cleric decides) severe depression, auditory and visual hallucinations, psychosis, and anxiety. The most noticeable is that the cleric would no longer feel whole, as if they are missing something - they will no longer feel warmth and will constantly long for what they are missing, even if they do not know what it is. They can search and find a way to replace it, yet the empty feeling would simply stay with them. What is missing is a part of their very soul, which has been brutally ripped upon the connection being torn. They may become followers of other patrons, but the disconnection shall never be forgotten by the patron they betrayed, and they are forever unable to be reconnected through the connection ritual. If the cleric has been disconnected for breaking the Tenets or certain Utterings, these effects never disappear, even with the application of holy magic, as this is the price every cleric may face for disobeying the Aengul of Purity. Those disconnected may find their symptoms temporarily relieved through mental healing, but they will return in full-effect after only a few days. These effects are permanent for those who break a Tenet or Uttering, whereas temporary for those who were disconnected willingly.


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Tier Guide and Describing the Magic

 

Cleric magic doesn’t work in a tier system like most other magics, where a cleric feels a tremendous rise in power after a certain amount of time. Instead, it’s a gradual growth in power. The speed of this rise in power is determined between the teacher and their student, but the standard time is around each of the tiers The tiers are used to mark specific points in their growth where they have adequate skill to learn certain spells since being connected. For example, the cleric will have to be connected to Tahariae for three weeks in order to learn the tier three healing spells.  Power progression does not end after reaching Tier 5; someone who has been a cleric for a year will be a far better healer than a cleric who just reached Tier 5. Someone who just reached Tier 4 will be a poorer healer than someone who is almost to Tier 5. The Tier system serves more as a teaching guide, aiding teachers in noticing what spells a cleric can learn within a tier or whenever the cleric can use such spell at their current tier.

 

When it comes to a cleric describing the magic in roleplay, the cleric is not limited as to how they can emote or use the spell. Clerics are free to add their own small twists onto summoning/unsummoning the magic, whenever it be chanting rather than just reciting a prayer, describing the hum of energy as it coalesces into your palms; have your light manifest in tendrils that rush down your arm; have wind suck in towards you when you summon energy, and so forth. There are many options that a cleric can do to make their own emotes unique to them and are heavily encouraged to make their emotes reflect their character. The clerics summon and using the power of a god, therefore make sure your emotes reflect that! Clerics can emote their magic however they wish or feel comfortable with, so long as it is not powergaming (such as the light taking the form of massive tendrils that can squish a dark being, etc) and purely aesthetic, do consider other players as well but adding more unique aesthetic descriptions help to provide more in depth roleplay for everyone.

 

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Effects of the Magic

Effects on the cleric

It should be heavily noted that the mortal body was not made to channel Aengudaemonic power through them, this applies for the clerics. Unlike voidal mages, clerics do not suffer long term physical drawbacks from using their magic overtime, as having their bodies wither while using the power will greatly hold back their duty. Their magic, however, is exhausting to channel for a long period of time when they have their light summoned. As the cleric practices channelling their light, the connection between themselves and Tahariae grows, allowing them to summon more and more power without becoming overwhelmed. However, a cleric will have to be careful when they are channelling their power, as well as knowing their limit to how many spells they can cast. The more spells the cleric uses, the more exhausted they will face (depending on their tier). This state is known as Clerical Exhaustion and is always recognisable through a cleric unsummoning their light and appearing exhausted through sweating, panting, potential struggling to stand, etc. However, this is not a dangerous state and is perfectly natural as the cleric will just need some time to relax and rest to regain their strength.

 

Extreme Clerical Exhaustion, however, is the more dire and urgent stage of Clerical Exhaustion that will potentially endanger the cleric. This is common amongst newer clerics as they are likely to try and heal a wound they are not ready to heal yet, unaware of their limit. However older clerics have shown to willingly enter this state in order to save a life or keep fighting against the darkness, pushing themselves to ensure their duty is done. If a cleric keeps channelling their power for an immense amount of time, they will exceed over their natural limit and are in danger of a range of extreme exhaustion and effects. For example, a cleric going over their limit will begin to suffer from mass exhaustion, nosebleeds, temporarily going pale in the skin, tiredness within the bodies, extreme nausea, potentially falling into an unconscious state or coma, even death should a cleric go completely and beyond their limit. Once again, it is up to the cleric user to decide what effects their character will show upon entering this extreme state. However, Extreme Clerical Exhaustion is evident when casting, appearing as a radiating light coursing through their veins and channelled to a focal point of their choosing, often their hand. This helps to inform nearby clerics that their comrade is going over their limit and will need someone to take over or aid them in whatever they are doing. This sign of Extreme Clerical Exhaustion will occur for all clerics, therefore it must be emoted when the cleric is going over their limit.

 

If a cleric knows both Priest Healing and War Clericalism, one of the two subtypes will be weaker than the other depending on which one the cleric uses most. If a cleric uses war clericalism more than healing - their war cleric spells will be powerful and swifter, yet their healing will be much slower when it comes to summoning and feeling more exhausted upon using the healing subtype compared to the other subtypes. This applies vise versa - cleric who knows priest healing will find using war clericalism spells slower to summon and more exhausting to use. This is believed to be because of how the two subtypes require two different forms of light - one gentle and peaceful, while the other is chaotic and raging. The cleric’s body grows more accustomed to using one light, thus finding the other more difficult to perform. Despite this, the cleric can learn and master all the spells within both subtypes but will find channelling one of the subtypes harder. This only occurs with Priest Healing and War Clericalism, therefore Holy Alteration (minus the Healing/War Blessings) and Divine Wardens are not affected. However, finding a balance between Priest Healing and War Clericalism through training is difficult, causing some clerics to rely on relics in order to give them an advantage in the weakened subtype.

 

Effects on others

The key thing to know about Tahariaen Clericalism is that the magic affects anything considered impure and corrupted within Tahariae’s eyes, those that go against the Aengul’s ideal perfect world. The lights of Healing, War, Alteration, and Wardens each affect impurity, although each light holds a faintly different effect than the other. There are two known groups that this magic affects; Dark Beings and Dark Mages.

 

Dark beings are terrifying and corrupted creatures, defying the cycle of life and death by being undead, bearing darkness within and those who desire the lifeforce of descendants to strive over the land. They are a dark force that goes against Tahariae’s views and a cleric has to eradicate the dark beings they meet before they cause harm to those around them. These creatures includes:

  • Ghouls / Morguhuuls
  • Wraiths
  • Dreadknights
  • Ghosts
  • Shades
  • Liches
  • Drakaars
  • Gravens
  • Strigae
  • Deathstalkers
  • Any other creatures that specifically state in their lore are affected by holy magic.

 

Dark Mages are descendants whom taken up the dark arts for many reasons unknown. While clerics cannot harm descendants in cold blood, dark mages are an exception of this rule as they wield magic that can create tainted beings, and bring corruption through to others. Clerical magic will still heal them, but war clericalism, warding, and combat based Divine Warden spells have no direct effect on the mage’s body due to them still being a descendant, although any blunt damage from the attacks will still be received. However, the spells of the mage will still be directly affected by the light, such as a dark mage using drain. A cleric can counter it with an orb of light or Flames of Reckoning, but the spells would not cause any burns or damage to the mortal’s body. Although seen as dark by ideals, Frost Witches are not as affected by clerical magic compared to most dark forces, although healing a Frost Witch will prove difficult and hard due to their bodies being more ice than flesh.

 

While the clerical light does affect those deemed as unnatural, sometimes the clerical light will not affect those deemed unnatural due to them belonging to an Aengudaemon that does not attempt to cause impurity purposefully, or that they are creatures who have been bringing forth more purity or bearing a similar mission to the clerics. Such as the Ascended, Keepers, and Druids within Soul trees - although they can be considered deemed unnatural, the clerical light affects them the same way as Descendants. The reasons why is because the Keepers were made through Tahariae’s own assistance in terms of giving Xan the blueprints and the form the cleric see the keepers use is a body full of divine ichor, while the soul is residing within Xan’s realm. Ascended are not affected negatively due to them being more arisen than the normal Descendant, which allows for them to be immortal and use such magic that can heal impurity within the soul. Soul trees are the exact same as Keepers, only relating to nature instead of holiness. Some speculate that they are not affected due to Tahariae considering them beneficial toward Purity, even if they are causing slight unnatural. Why rid of those bringing greater purity than they are of causing minor impurity - is an ideal some of the clerics follow.

 

Priest Healing’s light does still cause agony to impure beings, such as ghouls, etc, but the healer cannot keep contact with the being they are attempting to heal. What happens during this is that the healer will find themselves overwhelmed by immense power and more likely to be rendered unconscious. This is because the creature they are healing holds an infinite amount of taint and the light is flooding forth to constantly burn the taint as it is being replaced by more taint. The cleric essentially wears themselves out swiftly. As for the dark beings, upon being touched by the healing light, they would feel as though they had attempted to touch a boiling hot piece of metal with the area that was touched.

 

However, with all lights, they follow the same effect when being touched by a dark being when outside of healing or combat. As Tahariae’s light targets anything impure, it is natural for the light to slowly begin to burn away at the impurity within the body. What happens exactly is that the longer an impure remains in contact with the light, the more damage is caused to its flesh until the light begins to actually burn the flesh. At first, the pain will be durable and not physically harmful but as time goes on, the pain intensifies as the light burns into the flesh, like holding onto a hot piece of metal for a long amount of time, and erodes away at the creature’s form. The physical damage does not appear immediately unless caused by physical weapons or if the impure is under attack by Flames of Reckoning (which usually appears around 2-3 emotes without releasing the impure.) This process usually takes up to five or six emotes without letting go of the dark being.

 

Holy Alteration can affect impurity in a range of ways, depending on what spell is used. Warding affects impurity by either revealing disguises formed by dark magic or means, containing land taint, or by preventing the use of dark magic within a radius. Blessing will cause the same damage War Clericalism causes upon contact, able to cause physical damage the longer the blessed item is touched by an impure.

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(Art belongs to Genzoman from DA)

 

Priest Healing

‘Go forth, My healers, onto this world. Bring forth My Light to those who are ill or harmed by the shadows, end their suffering through comfort and peace. Let My Radiance cleanse and purify their wounds to nothing.’

 

Priest Healing is the act of calling upon Tahariae’s light in order to heal those who are hurt or suffered by the hands of the dark or others. To Tahariae, the wounds and suffering of others are deemed impure for how he sees the world, for they are unneeded and cause only displeasure to all in the mortal realm. How this is done is through channeling the power through the cleric and they must focus their power on a wound, and concentrates on what the site of the injury appeared as and how it functioned before the injury occurred. A cleric must have a clear and detailed understanding of what they are healing in order to do the healing right; failing to properly understand a wound or ailment will result in either scarring or simply not fully healing. Greater wounds require power only attainable with larger connections, as well: muscles will require more energy to heal than a cut, bones even moreso, et cetera. Failure to have the power necessary for a healing will result in extreme exhaustion or a coma for the cleric.

 

When a cleric is healing a descendant, the light is soothing when it comes in contact with a wound and automatically eases the descendant from any pain they are in. The light helps stop the pain and gives off a comforting feeling for the descendant being healed. Those around will feel a calming aura come from this light, as it represents the more gentle and warmer side of Tahariae, the healer. Bodily taint and curses are the only exception to this; when healed, taint and curse will cause incredible pain to its host as the taint will stick to the body to try and stay there as the light burns it away.

 

The Spells of Priest Healing

Spoiler

Tier One (Three days since connection)

The cleric has just been recently connected to Tahariae, therefore their body is still adjusting to channeling the healing light. The spells the cleric can use during this time are more natural process based, as the light will naturally perform these spells, although the cleric will still need to provide some focus and concentration towards directing these spells.

 

  • Holy Priest Light - A simple spell that summons Aengulic power in the form of radiant light. The cleric will recite either an improvised or memorized prayer, or opening their connection through emotions. Once they finish, the connection between themselves and the patron is established and their body is flooded with holy energy, which emanates from their body in the colour of their light. With practice and focus, the power can be concentrated to specific points in the cleric's body, like their hands. This is the base spell upon which all cleric spells are built off of.
  • Calming light - A spell that bestows feelings of peace and sleepiness upon those it is cast on. The cleric brings forth their light which they direct into the patient’s body through willpower and conscious thought. The light will sweep over the patient, and the cleric  must then focus on their memories of the calmness right before sleep, or of herbs that administer a sedating effect. The patient is filled with feelings of numbness, warmth, and sleepiness. After around half a minute of prolonged contact, the patient will fall into a deep slumber
  • Purge Taint (Flesh) - A natural process of the Priest light that allows a cleric to cleanse taint upon another living being who has been tainted. The cleric must bring forth their light and place it upon the tainted area of the body. By the nature of the light, it will automatically reach forth to the taint and begin to burn it away from the limb.This spell is both useful and dangerous as it can eradicate taint, but places the cleric at risk due to the sudden surge of Aengulic energy. The cleric needs to focus on their connection and be ready to close it when they feel as though the taint is gone. It is worth noting that the moment the light burns at the taint, the being tainted will feel an immense amount of pain (varying depending on what area of the body is tainted at times) as the light eradicates the taint. The patient will fall unable to give vocal responses or movements for a few moments after the taint has been removed.

 

Tier two (One weeks since connection / Learning Holy Priest Light - Already connected clerics)

 

The cleric has now become a little more attune with their light and have grown stronger than when they were first connected. They are now ready to focus on the more in depth spells that will allow for the cleric to perform healing clearly, although they still cannot heal more life threatening injuries just yet.

 

  • Searching Light - A clerical spell and a natural process that allows a cleric to search for internal wounds and taint within the body upon contact and surrounding the patient in their light. This spell is similar to taint healing in regards that this is not so much a spell as it is a natural tendency for the light to be drawn to wounds. Once the cleric has brought forth their light they, they must direct into the patient’s body through willpower and conscious thought. The light is pulled towards sites of injury or other impurities within and outside the body, so the cleric can identify what needs healing.
  • Heal Light Wounds: Bruising - A clerical spell that allows the healing of bruises. This is a slightly more complex spell that allows clerics to heal torn muscles and bruising upon a being’s body. The cleric must bring forth their light and direct it into the wound through willpower and conscious thought, they must imagine the wound returning to how it was before it was made. As they focus, the wound shall slowly heal. With unpracticed hands, this will likely leave a small scar behind while older clerics will leave no traces. As the cleric and their light grows, so does the size of bruises they can heal.
  • Heal Light Wounds: Flesh - A clerical spell that allows the healing of cuts. This is a slightly more complex spell that allows clerics to heal cuts upon the flesh of a living being. The cleric must bring forth their light and direct it into the wound through willpower and conscious thought, they must imagine the wound sealing up and returning to how it was before the wound was made. With unpracticed hands, this will leave a small scar behind while older clerics will leave no traces. As the cleric and their light grows, so does the size and depth of cuts they can heal.
  • Guiding Light - This is a simple spell used to create a small floating orb of light, around two inches in radius, that provides as much light as a torch. The cleric summons their light then they direct the Aengulic energy into a small orb through willpower and conscious thought, imagining how the light will appear as. They then focus on closing their connection, reducing it to only a small trickle, just enough to allow small streams of energy to fuel the floating orb. Through willpower and conscious thought, the orb is directed anywhere in a five-foot radius around them. However this spell is not like the War Cleric spell ‘Orb of Light’, it is a harmless and cannot be thrown at dark beings. If an attempt to throw is made it will disappear into nothing when it passes the five-foot radius. This spell was first created by the cleric known as Andriel Elre Z’lorn.

 

Tier Three (Three weeks since connection / learning Holy Priest Light - Already connected clerics)

 

The cleric has grown stronger with their light and they are now ready to move onto the next tier of spells. The previous two tiers will be stronger than before now, as well as that the cleric can hold their light for longer than a minute. The cleric is now ready to learn purification based spells that are stronger than taint healing and allow the healing of diseases and poison.

 

  • Heal Medium Wounds: Muscle - A clerical spell that allows the healing of muscles that are damaged from bruising, strains, and cuts. This slightly more complex spell that allows a cleric to heal muscle related injuries such as strains, cramps, ruptures, and deeper cuts. The cleric summons their light and they direct it into the wound/muscle through willpower and conscious thought. They must concentrate on returning the muscle to how it was before, removing the strains and damage from such. As they focus, the wound shall slowly seal. With unpracticed hands, this will likely leave a small scar while older clerics will leave no traces. As the cleric’s light grows, so does the size and depth of the wounds that a cleric can heal on a muscle.
  • Palm of Purification - A clerical spell that allows the purification of dirty and impure waters and air tainted by dirt, and any other foul substances, as well as taint from dark beings within the water or air. Like taint cleansing and searching Light, this is not so much a spell as utilizing light’s natural cleansing capabilities. The cleric summons their light, then they direct the light into water or air through willpower and conscious thought. Dirt, poisons, and taint will burn away. With air, the cleric raise their hand and focus the light upon their palm, allowing the light to glow brightly and take in any taint or unneeded substances within the air when they touch the strong light, much like a vacuum, although how much they can purify depends on the tier of the cleric and how much impurity is in the air or water. This is especially useful for the Mysticism spell known as Deadbreath and for poisonous air.
  • Cure Poison - A clerical spell that allows the cleansing of poisons within water and within the body, destroying the toxins and nullifying the poisons. A spell to eradicate disease from someone. Much like taint healing, and the Searching Light spell, this is less-so a spell as it is utilizing the natural tendency of holy light to burn away things that could be harmful to the body. The cleric summons forth their light then they must then run their light through the person’s body, starting at wherever the poison was administered, be it a cut or through the stomach. The light will burn away at the toxins, eradicating them from the bloodstream throughout the body. The effects of the poison (more lasting effects, such as internal bleeding, not immediate effects to expel the poison, such as nausea) will remain for a little while unless the cleric focuses on healing those too.
  • Cure Disease - A cleric spell that allows the curing of diseases and illnesses within a living being, from a common cold to some plagues and deadly diseases. Much like taint and poison cleansing, and the Searching Light spell, this is less-so a spell as it is utilizing the natural tendency of holy light to burn away disease. The cleric summons their light and they direct it into the patient’s body through willpower and conscious thought. They must then run their light through the person’s body, through every vein and organ, allowing the light to eradicate any traces of the disease. The effects of the disease will remain for a little while unless the cleric focuses on healing those too.

 

Tier Four (Five weeks since connection / learning Holy Healing Light - Already connected clerics)

 

The cleric and their light have grown far stronger now, allowing the cleric to heal far greater wounds and injuries, such as bones and organs. Their previous spells are stronger, allowing the cleric to channel their light longer than before.

 

  • Light of Rejuvenation - A clerical spell that allows a cleric to energizes and rejuvenates those it is cast on. The cleric summons forth their light and they direct it into the patient’s body through willpower and conscious thought. They must then focus on adrenaline rushes, or of herbs that administer an energizing effect. The patient is filled with warmth, energy, and alertness. After around half a minute of prolonged contact, the patient will feel as though they have had a long night’s sleep. This spell can be used on exhausted users of magic to rejuvenate them, as well as other clerics suffering from clerical exhaustion. This does, however, come with a small price; the cleric becomes quite spent, certainly having to at least sit down and breath for a moment after completion. This becomes easier with progression through tiers, but it shall always leave a noticeable effect on the cleric using such spell.
  • Heal Greater Wounds: Organs - A difficult clerical spell that allows a cleric to heal torn or dysfunctioning organs. While this spell does not require a full mastery of anatomy and careful study of every organ, a clear and basic understanding is still advised at least in order to mend the organ properly. If the cleric projects a wrong image of what the organ should appear like and how it should function, the organ will heal partway or not at all. The cleric brings forth their light then direct it into the patient’s body through willpower and conscious thought.The light would search out the damaged organ and surround it, the cleric then focuses on all they know about the nature of the organ: how it should function, what to correct in its injured state, how it should appear, et cetera. The organ will then slowly shift to fit this image, the holy power correcting and healing it.
  • Heal Greater Wounds: Bone - A difficult clerical spell that allows the healing of bones that have been dislodged or broken. This spell does not require a mastery of anatomy and careful study of every bone, but rather a clear understanding of how bones are structured in order to mend bones properly. If the cleric projects a wrong image of the bone, the bone will heal partway or not at all. The cleric summons forth their light, which they direct into the patient’s body through willpower and conscious thought. The light goes to surround the bones that are broken and the cleric then focuses on all they know about the nature of the bone: how it functions and fits in with the muscle surrounding it, what to correct in its injured state, how it should appear, et cetera. The bone will then slowly shift to fit this image, the holy power correcting and healing it.

 

Tier Five (Seven weeks since connection /learning Holy Healing Light - Already connected clerics)

 

The cleric has finally reached the final tier of healing and is finally ready to learn the most advance Priest Healing spells. These spells require more studies of the body in terms of how the body functions, how they appear, and so forth to ensure proper healing.

 

  • Heal Major Wounds: Healing of Extremities - This is an extremely difficult spell reserved for masters of the art of healing. This takes years of study of the most complex and delicate parts of a body, such as eyes and eardrums, to be able to properly heal it. The cleric summons forth their light, which they direct into the patient’s body through willpower and conscious thought. The cleric then focuses on all they know about the nature of the extremity: how it is supposed to function, what to correct in its injured state, how it should appear, et cetera. The extremity will then slowly shift to fit this image, the holy power correcting and healing it. (See Necessary Notes on Priest Healing for more details)
  • Major Wounds: Reattachment of Limbs (Ritual Only) - An extremely difficult spell reserved for masters of the art of healing that requires more than one cleric to use, therefore relying the use of a ritual. This takes a clear understanding of anatomy, enough to visualize any part of the body flawlessly and with perfect clarity, to be able to properly heal it. The ritual requires at least one tier five cleric, and two tier four clerics to provide enough power for the ritual. The ritual itself requires three candles and a pouch full of aurum dust, all of which must be blessed with clerical light. The three candles must be placed within a triangle, with the aurum dust connecting the candles together and bearing a small circle within -  the circle in the triangle must be big enough to fit the detached limb and the owner inside. The detached limb must be placed exactly where it once was on the patient’s body. Once the preparations have been made, the patient must lie in the middle of the triangle while the clerics summon their light and channel it into the aurum dust, leading to the candles becoming surrounded by their lights. During this time, the clerics are free to recite prayers to keep themselves focused. The tier five cleric must then focus on directing the lights to the limbs, using their will power to imagine the limb attaching to the main body. The light will extend out and surround the limb and body, going to pull the two back together in a gradual process. Skin, muscle, and bone will slowly stretch across the site of severation and bring the limb into whole form again, the holy power correcting and healing it. Post-healing effects are also unique and vary depending on what the patient’s player wants; the limb may be dead for a set amount of time, may experience odd twitching, may move slower, or may require rehabilitation to return to its former abilities. This ritual requires for the exact limb the patient lost and that it can only be added back on if it was detached during the week. If the limb is attempted to be reattached gained after one ooc week, the process will fail as the limb would be too rotten and the patient’s body has grown adjusted of having no limb.
  • Purification (Ritual only) - An advance clerical spell that allows the removal of dark curses upon a mortal’s body or an object, such as Soul puppetry, Shades, and Dark Shamanism. Although not the most complex, it is arguably the most difficult spell in a priest healer’s arsenal. This spell requires a ritual to perform, and one tier five cleric and two tier four clerics. Much like the Reattachment of Limbs, this ritual requires three blessed candles and a pouch full of aurum dust to form the triangle and circle. Once the triangle has been made, the tier five priest healer and two clerics place their light into the triangle and the tier five priest healer must direct the light to the curse. The light will immediately be pulled to the curse, as it would with taint, but it will not purge without the cleric’s conscious thought. The cleric must then push as much light as they can onto the curse, as they would with taint. Unlike taint, however, the curse is latched onto the patient in far stronger ways. Breaking this bond causes the patient extreme pain that cannot be dulled with anesthetic, (and, if the patient is unconscious, will immediately wake them) and if the cleric pushes too hard, the ordeal will kill the patient. They must force pressure on the curse in gradual spurts, gradually wearing away at the evil within them. This process can take many hours of gradual pressure, relieving said pressure, then pushing it again, until the curse is worn down to nothing. With newly made shades, an additional war cleric will be needed to assist with the healing, whenever it be adding war clericalism light into the triangle or being on on standby to eliminate the shade when it appears out of the body after being driven out. This ritual applies also to the removal of curses and dark presences within objects.

 

 

Necessary Notes on Priest Healing

  • Reattachment - A cleric can reattach extremities and limbs, but only within an Elven week (one ooc week) of not being attached to the body. Furthermore, the cleric must have the very limb that was sliced off in order to reattach it - another body limb from someone else will fail as it does not belong to the body you are attempting to attach it to.
  • Healing Animals and non descendants - A cleric can heal an animal that is not impure or deemed dark by Tahariae, as animals are seen as natural and needed within the world. Non-descendants (races outside of the four main races, such as Kha) can be healed also, as long as that they are not impure or dark in any form. They also must be organic, meaning that golems and non-organic beings cannot be healed.
  • Pain while healing - Clerical Healing magic does not cause pain to the descendant being healed, except when healing taint and curses. When healing taint and curses, the process will be extremely painful for the afflicted person, the pain varying depending on where they are cursed and tainted but the pain will always be higher than just a very bad stomach ache.
  • Extreme Healing - Extremely skilled clerical healers may even be capable of repairing what a body cannot do on its own, but this is one of the most difficult things a healer can perform. While more simpler spells do not require biological knowledge of the body, extensive knowledge is required for more difficult wounds that are beyond the simple spells. For example, If one were to attempt to cure blindness that occurred after birth, for example - years of preparation and study would have to be made, along with very practiced hands doing the ritual. Multiple clerics performing the spell would be strongly advised, if not necessary, for a satisfactory result. The interruption of or a break in concentration during any healing is dangerous, requiring the cleric to divert focus to holding their connection with Tahariae. With an affliction the body cannot restore naturally, failure to complete the healing will result in a coma that will inevitably lead to dehydration, starvation, and death,
  • Priest Healing and Dark Beings - All cleric magic causes agony to unholy beings. However, Priest Healing connection does not allow for them to hold contact upon the unholy creature, and the healer would almost immediately be overwhelmed by their light and rendered unconscious, as they are trying to "heal" infinite taint without sufficient power. The same result would occur if a cleric attempted to use their magic on the creations and magic of unholy entities. As for the dark beings, upon being touched by the healing light, they would feel as though they had attempted to touch a boiling hot piece of metal with the area that was touched.
  • Priest Healing and Dark Beings 2#: The only tainted beings that can be healed by a clerics are Shades and Fjarrauga (Frost Witches), but their wounds are far more difficult for a cleric to heal than a normal mortal’s. The Shade would feel mild discomfort at the presence of the light and a cleric would be half as effective healing them as a Descendant, and a Frost Witch would feel incredible pain while a cleric would be a fourth as effective healing them.
  • Soul puppetry and Shades - Tethers created through soul puppetry can be removed in the same way as newly-born shades. The connection between a soul puppet and the victim forged by a soul puppeteer is a curse, and is broken by operating on the victim (not the puppet). Newly-born shades require a powerful war cleric to exorcise, as does ghost possession. These would be done at great pain to the host. This is done by burning the tethers between the curse/shade and the victim through the use of Purification.

 

Redlines for Priest Healing

  • Priest Healing is not an offensive magic in any shape or form. Although Light in any form causes extreme pain to dark creatures, the cleric will be quickly exhausted and fall unconscious within seconds of attempting to purge the unholy being.
  • Resurrection is impossible for clerics. Only the monks have power to do revive the dead. Full Regeneration (the growing) of complete limbs (i.e., arms and legs) is impossible for clerics. Regeneration of extremities (fingers, eyes, et cetera) is mostly impossible. While full regeneration of a limb (such as fully regenerating a whole leg) is impossible, a cleric needs at least part of the extremity in order to regenerate it. If it is attempted, the regenerated thing shall flake and turn into dead tissue that disappears by the end of the Elven day. Extremities of simple muscle and cartilage, such as the nose, outer ear, and tongues, can be gradually regenerated over a minimum of three healing sessions within a week of the removal. If attempted after a week, the tissue would flake off and be gone by the end of the Elven day.
  • Clerics cannot also regenerate blood that is lost, therefore the patient will slowly recover from blood-loss naturally.
  • A cleric with Priest Healing cannot possess or learn a Dark Art. They must lose their unholy connection prior to receiving the holy one.
  • A cleric with Priest Healing cannot possess or learn Arcane magic while connected. If possessed prior to connection, the cleric’s ability to use the Arcane art would diminish to half the original tier upon connection. It would halve again once the cleric reaches Tier 2, and would be unusable by Tier 3.
  • All cleric magic, no matter IC belief, comes from Tahariae unless specified otherwise by the LT.
  • Connection of body parts that were not originally the patient's is impossible, i.e. replacing an eye or transplanting an organ. If it is attempted, the connected organ or limb shall flake and turn into dead tissue that disappears by the end of the Elven day.
  • A cleric cannot draw body infused taint into a gem. Lore for this taint-holding gem would have to be written. Any old gem or a blessed gem cannot hold taint.
  • You can't use cleric magic to expel sizable amounts of non-biological material from the body, such as water from lungs after drowning or large pieces of shrapnel. Tiny amounts of material that cannot be removed mundanely can be destroyed with cleric magic. These materials will have to be removed mundanely.
  • It is the patient's choice whether or not a healing works. If they do not wish for the healing to work, or want scars, then the cleric's magic shall have no or little effect.
  • Mental healing cannot be done in a single session or without the communication seen in a therapy session. It requires multiple sessions and a proper therapy session. This is done through the use of Calming Light on the mind and mundane therapy sessions. However, clerics cannot heal mental illnesses or mental disabilities such as dyslexia, etc. Healing can take multiple emotes but summoning the light must take a minimum of two emotes -the first including the prayer, while the second involves the light coming forth. The next emotes can vary, while vanishing the light can take one or two emotes.

 

 

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(Art belongs to unknown artist)

 

War Clericalism

‘Go forth with My Power, and eradicate the impurity within the realm. Do not allow the darkness to reign over the realm and harm all. With the light of war, shall you be able to combat the darkness and help purity prevail.”

 

War Clericalism is the act of calling upon Tahariae’s light for the use of combat against the darkness that roams the realm in the form of undead, dark beings, and dark mages. To Tahariae, these beings are a disgrace to His ideal world of purity, a stain upon a white canvas that needs to be removed. Thus, the art of War Clericalism was formed to combat against these threats and ensure that purity is kept through such. Those who know this art are capable of summoning orbs of light that knocks back foes, while others can bring forth chains of light to held tie down an impure while another cleric goes to finish it off.  The stronger the cleric’s light is, the more capable and powerful the cleric will be against the darkness. It should be noted that unlike Priest Healing, War Clericalism requires a light that is more chaotic and unstable, which can be powered through the use of emotions such as rage, fury, and determination.

 

As stated in ‘Effects of the Light’, the longer a dark being is touched by a light, the more pain and physical injuries are caused by such. This certainly applies here with war clericalism, the very art made to harm dark beings. The Holy War Light, Palm of Radiance, and Chains of Damned follow this process - the dark being will be slowly burned the longer they are touched physically by these spells, but they can pull away when able. This harm rate takes an estimated five to six emotes/turns to increase to a mortally dangerous level (when the light will cause a great amount of damage to the physical body such as burning through the flesh). Simply holding the dark being while your hands and body are surrounded in light will also follow this same effect.

Spells such as Pulsing Light, Orb of Light and Sacred Aegis are more defence based or vanish a few seconds after contact, meaning that the burning effect will not occur for these spells as contact will never be held at a longer period upon contact with a dark being or mage.

Flames of Reckoning, however, holds a faster harm rate than the other war cleric spells, due to the raw power and emotions within the spell. The flames will cause more damage than the normal spells, thus making this spell more dangerous towards dark beings. This harm rate will take an estimated two minutes to increase to a mortally dangerous level (when the light will cause a great amount of damage to the physical body such as burning through the flesh). However, in exchange for this power, the clerics themselves will find themselves more exhausted and tired as they keep fuelling this particular spell.

War Clericalism spells do not affect descendants or dark mages exactly how they harm dark beings but can instead still cause blunt damage through force and physics. For example: being struck by an Orb of Light will not burn the descendant but the small explosion will be enough to knock them back - this applies for Pulsing Light, Orb of Light, and Chains of Damnation (which can cause slight crushing when tightened).

 

Each spell requires a different level of expertise. As a rule, offensive spells should take at least three emotes to summon the light, and a fourth to cast the spell, in order to keep roleplay fights fair. As with priest healing, war cleric magic is a gradual growth, not one of incremental leaps in power after given time periods. Following are the descriptions and lengths of time a cleric is considered each tier. Clerics can roleplay the magic however they see fit and however they interpret the magic, provided it does not powergame or break the lore. Some spells will have an Advanced Form within their description, explaining that there’s an advance part of the spell that can be achieved when a higher tier is reached.

 

The Spells of War Clericalism

Spoiler

Tier One (Three days since connection)

The cleric has just been recently connected to Tahariae, therefore their body is still adjusting to channeling the war light but can just about use the light for offense. The cleric can use the light for unarmed based attacks with their fists to help them begin their path as a War Cleric.

  • Holy War Light -  A simple spell that summons Aengulic power in the form of radiant light. The cleric will recite either an improvised or memorised prayer, or opening their connection through emotions. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which emanates from their body in the color of their light. With practice and focus, the power can be concentrated to specific points in the cleric's body, like their hands. This is the base spell upon which all cleric spells are built off of. Although not an attack, a war cleric can surround their fists and hand-specific weapons (gauntlets, etc) with this light and be able to cause further damage.

 

Tier Two (One week since connection / learning Holy War Light - Already connected clerics)

 

The cleric’s light has become stronger, enough to allow the cleric to learn two spells that will aid in unbalancing opponents, blinding them, and aiding in escaping. However, both spells will need to be used cautiously, as they will also affect those around the cleric - including allies.

  • Pulsing Light - A simple spell that allows for a cleric to emit a small pulse of light that can knock back those it hits in a one square radius. This spell serves mostly as a defence mechanism for clerics, allowing them to knockback foes and provide them with a chance of escaping. Once the cleric has summoned their light, the cleric must concentrate the light around their palms then will the light to shoot forth in a small pulse to knock back those close to them. This spell works on both dark beings and other living beings but cannot cause much damage unless used creatively in terms of pulsing an enemy off a ledge or in the midst of combat. The cleric must be facing their opponent in order to send them back. The knockback distance is estimated two squares but can vary depending if the opponent is wearing armour (armour = knocked back one block).  Advanced form: Clerics around tier 4 will be able to knock back those in a two square radius of themselves after charging  up enough light to be able to do so.
  • Palm of Radiance - A simple spell that creates a bright light that temporarily blinds those in the surrounding area. The cleric will summon forth their light through either prayer or emotions. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into their hands through willpower and conscious thought. The cleric then focuses on drawing as much of Tahariae’s power as possible into their palms. As the energy floods the palm, the light begins to intensify in brightness, overwhelming the eyesight of those unlucky enough to look. The effect on those around the cleric would be similar to that of the visual effects of a flashbang grenade, and would go from lasting only a few moments when first learned to up to five minutes when mastered. For starting clerics, the brightness takes time to gather, while more expert clerics can bring forth the brightness within seconds to create the flash effect.

 

Tier three (Three weeks since connection / learning Holy War Light - Already connected clerics)

 

The cleric and their light have grown stronger now, the previous spells stronger than how they were when the cleric first learnt such. Now, the cleric can perform a ranged attack and a self-shield upon themselves to protect themselves from dark attacks. The cleric can last a good amount of time in combat but will need to remain cautious of how they use their light.

  • Orb of Light - A clerical spell that allows the cleric to create a manifested orb that can be flung and delivers blunt damage. The cleric will recite either an improvised or memorized prayer, or by using their emotions to form their connection. Once done, the cleric then focuses on pushing the light out from their palm, then molding it into a hovering, quivering orb. The larger the orb is, the slower it will fly, but the more force it shall deliver. The smaller it is, the faster it will fly but the less force it shall deliver. An orb about the size of the cleric’s palm would travel as fast as a crossbow bolt and deliver the force of a swinging mace when it makes impact. Once flung in the direction the cleric wishes, change in the direction will only be very small variations; it is not a homing missile. When it hits its target, the orb will explode, knocking back those within a 1 square radius of the target, and demanifest. Clerics starting this spell can summon two orbs at once and are primarily recommended to hold the orbs in their palms. Advance form: Advance clerics (tier 5+) can summon four orbs around their body to have the orbs on standby - floating much like Guiding Light and must take hold of the orb to their hands in order for it to be thrown.
  • Sacred Aegis - A cleric spell that allows the cleric to summon a self-shield that surrounds their body in a veil of light, like a secondary layer of skin. The cleric will recite either an improvised prayer or use their emotions to summon forth their light. Once done, they must use their will to direct the light to surround them, covering the cleric as a secondary skin. This body shield protects the cleric against drains, tethers, and dark based attacks for an estimated amount before breaking and needing time to recharge. This attack can withstand three dark attacks before breaking, whereas a tier 5 cleric can withstand four. Physical attacks can still go through the shield and harm the cleric, unless the attack is coated by darkness. This shield takes one ooc hour to recharge, due to how fast or slow emotes can occur and that a fight may end quickly or last for a while. This spell only surround the cleric using it and cannot expand out to others.

 

Tier four (Five weeks since connection / learning Holy War Light - Already connected clerics)

 

The cleric and their light are now stronger, with previous spells more developed and easier to use. The cleric will not feel exhaustion quicker than normal and can stand their ground in battle for a good amount of time. They are now capable of using the first of the two strongest war cleric moves: Chains of Damnation.

  • Chains of Damnation- A clerical spell that allows the manifestation of chains made from solid light, allowing the binding and grappling of fiends. The cleric will recite either an improvised prayer or use their emotions to summon forth their light, then imagine the light manifesting in front of them as chains. These chains can be used to bind down opponents and objects, as well as aid the cleric in reaching areas (within reach) by wrapping around an object and the cleric pulling themself towards it, or vise versa. The chains can also wrap around descendants and beings and help the cleric attempt to either halter or pull the opponent towards them (although the heavier the being, the more draining this will be). The chains can reach up to fifteen blocks and can only appear around the cleric’s arms, meaning only two chains can be summoned in one moment. Despite appearing sturdy, these chains can be broken out of by enough resistance from the one bounded, meaning they can shatter these chains by strength and by both magical and physical means. Keeping the chains up for an extended period of time will exhaust the cleric due to how much light must be placed into making the chains, as well as keeping the opponent down.

 

Tier Five (Seven weeks since connection / learning Holy War Light - Already connected clerics)

 

The cleric is now ready to master the final and strongest war cleric spell: Flames of Reckoning. Such spell requires immense control over one’s anger and light due to the sheer power this spell bears. This is the only clerical spell that can bring forth the creation of holy fire and it is symbolically seen as the physical form of Tahariae’s wrath within the mortal realm through the cleric melding their wrath with Tahariae’s.

  • Flames of Reckoning - The most powerful spell in a war cleric’s arsenal. Reserved only for masters of the art, it is clerical holy fire that can consume taint at incredibly-quick rates. The cleric will recite either an improvised prayer or use their emotions to upon up their connection, where they will then focus on their rage, how they and Tahariae feel on the darkness before them. They push the light into existence, using their anger and mental image of the flames to turn the light into chaotic and raging holy flames. The flames can remain around the cleric’s fists and serve as an advance form of Divine Strikes, or be sent forth in a fiery maelstrom of holy fire - a jet of flames to eradicate the darkness in front of them. Maintaining the flame is very difficult for the cleric, exhausting the cleric completely if manifested for only a few minutes, but if directed onto taint, the effort needed to maintain the flame would decrease. The flames only burn tainted objects and beings; however, they do not ignite, and if the cleric directs the flames away from the taint, the flames will quickly sputter out after only a few moments. Neutral entities who possess no taint themselves will not be harmed however, as there is nothing for the flames to burn, this also includes necromancers and other dark mages who are still classed as descendants.

 

Redlines for War Clericalism

  • A cleric with War Clericalism cannot possess or learn a Dark Art. They must lose their unholy connection prior to receiving the holy one.
  • A cleric with War Clericalism cannot possess or learn Arcane magic while connected. If possessed prior to connection, the cleric’s ability to use the Arcane art would diminish to half the original tier upon connection. It would halve again once the cleric reaches Tier 2, and would be unusable by Tier 3.
  • All cleric magic, no matter IC belief, comes from Tahariae unless specified otherwise by the LT.
  • Pulsing light does not hold a powerful enough force to send foes flying into a wall 40 blocks away from where you are standing. The cleric must be 1-2 blocks close to their opponent to be able to use this spell effectively.
  • Palm of Radiance will temporarily blind others and clerics but not the cleric using the spell. You cannot force someone to be permanently blinded by the Palm of Light spell.
  • Orb of Light allows for a maximum of four orbs to be summoned at once - with two floating around the cleric on standby, while the other two are ready to be thrown. The two orbs on standby MUST be moved to the cleric’s hand in order to be thrown. While clerics can mentally move the light within a five inch radius of their body, trying to throw the orb mentally out of the radius will result in the orb fading as it requires physical movement to be successfully thrown.
  • Sacred Aegis cannot be used to shield anyone else but the cleric in terms of using the spell on. A cleric can, however, act as a meat shield, when using this spell. However, this spell only blocks dark magic and dark-based attacks - it will not be effective against normal physical or magic attacks. Furthermore, when the shield breaks, it will take an OOC hour for the cleric to be able to reuse another one.
  • Chains of Damnation can be broken by strength and both magical and physical means. An estimated three attacks will be enough to shatter the chains by any means, depending on how powerful the person is. The max limit for the length of the chains are fifteen blocks and clerics can only summon two, one in either hand. Clerics are to not abuse this spell. Additionally - the Chains of Damnation can assist in haltering movements but the cleric cannot pull a living person towards them swiftly as physically, the cleric lacks the strength to pull the person towards them. The cleric must slowly recall the chain to them in order to bring their opponent towards them. Objects heavier than a cart full of objects will be impossible for one cleric to pull.

 

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Holy Alteration

"I bestow upon you, My Servants, the power of Alteration. Give mortals blessed weapons so they too can aid in ceasing the darkness, and form walls of light to shelter, discover, imprison, and reduce the impurity within an area of choice. Be steadfast and true, and bring forth glory to My Name and My Mission”

 

Holy Alteration is the subtype of Clericalism that allows for clerics to imbue their light within objects and areas in order to help reduce the amount of impurity when a cleric is not around, as well as aid clerics upon fighting the darkness. It is an old art rediscovered during Vailor and has grown to become a vital art within the clerics to this day. It is not uncommon to see a cleric or a guard walking with a weapon surrounded by one of Tahariae’s holy lights, or a city bombarded with spooks now bearing a holy ward to help protect the citizens within.

 

There are three sets of spells within this area: Blessing, Wards, and Sanctify of the Dead. Blessing is the imbuing of light within an object to give it clerical properties, such as healing, damaging, the ability to store light, or a unique property. Warding is the imbuing of light within a selected area to bring forth a wall of light capable of disabling disguises made by dark magic, quarantining taint within the land, and disarming the use of dark magic within a certain radius. Lastly, Sanctify of the Dead is the imbuing of light in the form of a seal upon a dead body to prevent it from being turned into an undead, allowing for a secure burial and that the body is not used for dark means.

 

The Spells of Holy Alteration

Spoiler

Blessings (Tier 1 - 3)

Spoiler

Blessing

The concept of Blessing is imbuing Tahariae’s light within an item or weapon in order to give it one of four blessings, each bearing its own set of properties. These properties help mission in a form of way, just like the four sub-types, from healing to aiding in rituals and the formation of wards. Blessing is a vital spell for the clerics to know, as it opens up many possibilities and allow them to aid others. The four blessings are as followed:

 

Tier one (Three days since connection)

 

  • Storage Blessing - The Blessing of Storage is a form of Blessing that allows for items to be able to store light within them. This light can be used by any cleric at any given time, for either healing, combat, or holy alteration, and the cleric will not suffer from any exhaustion from using it. This blessing is noticeably useful on armour and weapons. This form of Blessing is taught at tier 1 Holy Alteration.

 

Tier two (One week since connection)

  • Healing Blessing - The Blessing of Healing is a form of Blessing that allows for items to be blessed with the healing light. Items bearing this light are capable of gradually healing minor wounds just how a tier 3 Priest Healer can. Once the healing is done, the light will fade away. This blessing is noticeably useful on bandaging, water, and wearable objects. This form of Blessing is taught at Tier 2 Holy Alteration and the cleric must know Priest Healing.
  • War Blessing - The Blessing of War is a form of Blessing that allows for items to be blessed with the war light. Items bearing this light will bear a major effectiveness against living impures and dark magic, just how war clerics’ lights can affect the darkness. The longer the item is touching the impure, the more gradual damage is caused. This blessing is noticeably useful on weapons. This form of Blessing is taught at tier 2 Holy Alteration and the cleric must know War Clericalism.

 

Tier three (Three weeks since connection)

  • Divine Blessing - The Blessing of the Divine is a form of Blessing that allows for items to receive unique blessings from Tahariae Himself, through the reciting of a unique prayer. Items blessed with this blessing are known for holding unique properties from the other blessings, such as holding a combination of the Storage and Healing Blessings, not requiring a recharge, etc. This form of Blessing is taught at tier 3 Holy Alteration and all items blessed with this Blessing must go through the MArt system.

 

However, a blessed item cannot hold multiple blessings at once, as it would prove too much for the item being blessed and result in the light exploding out of the item. The only exception to this is Divine Blessing, a form of blessing bestowed on an item by Tahariae Himself through the cleric.

 

Blessing, overall, is fairly simple process to do. A cleric must pray to Tahariae over the object chosen to be blessed, describing to Tahariae how the object shall be used and how it shall help fight impurity. The cleric shall thus establish a connection, then lower the light onto the object to infuse it with the Aengulic power, all the while concentrating on focusing and storing the light within the object. The cleric will then cut off the connection, and the blessing shall be complete.

 

With Divine Blessing, oocly the cleric must first submit a MArt for the item they wish to have blessed with the Divine Blessing. Once the MArt, the cleric is free to RP creating said item. To do so, the cleric summon their light and place their hand upon the item, where they will then recite a prayer requesting for such prayer.

 

After that, emoting the blessing forming is the same as a normal blessing, and the item now has the Divine Blessed weapon. The effects of a Divine Blessing, following the MArt rules, can faintly bend the lore but must still stick to how clericalism operates. However, clerics are urged to be creative and unique with their Divine Blessings. If the MArt is declined, the Blessing in RP will either fail due to Tahariae deeming the Blessing unneeded or do-able, or the blessing will simply fade away from the item if there already.

 

Blessed artifacts are impervious to taint (at least, while the blessing holds). When they come in contact with taint, the tools have the same effect on the taint as the Holy Light war cleric spell. Furthermore, Blessed objects and tools do not hold infinite power, only as much power as the cleric imbued it with. The object can only hold the amount of energy equivalent to it's charger's Blessing tier (ie, the amount of energy a Tier 2 priest healer would have could be imbued by a tier 2 alterationist, and no more). After usage, the amount of Aengulic energy within it fades. A sword blessed by a Tier 2 holy alterationist, for example, would likely only last a few moments when in contact with a tainted being, causing it the same amount of pain a Tier 2 war cleric's light would cause, before the blessing would disappear and the sword would have no magical aspect. The only exception to this are Divine Blessings, where a cleric can request for a Divine Blessing where the Blessing itself does not require recharging - instead, the light fades after use and gradually returns after a set amount of time. The highest amount of time a blessing can go without a recharge is two ooc weeks.

 

Blessed tools can also be relied upon during spells for energy, lessening the strain of healing for priests, and increasing the intensity of a war cleric spell and length of time it could be held. This is done by the cleric summoning their light, channelling it into the object, and melding it with the stored Aengulic energy within. The amount of energy that could be lent to the cleric by the object is dependent on the alterationist’s tier: an object blessed by a Tier 2 alterationist would lend the same amount of energy as a Tier 2 priest healer during a healing, for example. Clerics can only channel light through blessed tools. If the tool is not blessed, light cannot be channelled through it.

 

Blessing Redlines

 

  • Blessings last up to two OOC weeks before the light fades from the object and needs re-blessing.
  • The light stored in an object through blessing cannot be used by a non-cleric. A cleric can use the light within the blessed item, although the result will be that the light will come out as a mix of the cleric and the stored light’s colour.
  • Only those who have been taught how to bless can actually bless objects. If a war cleric attempted to imbue an object or area with their light without having been properly instructed on how to, the light would simply wash over said object or area and leave no energy. This applies if a cleric only knowing Priest Healing tries to bless a weapon with the War Blessing.
  • Once a blessed object runs out of power, it is simply an object. It holds no Aengulic power until refilled, and light cannot be channelled through it.
  • Divine Blessing requires a MArt for the item you wish to have a Divine Blessing on.

Warding (Tier 1 - 4)

Spoiler

Warding is the imbuing of Tahariae’s light within a certain amount of land in order to forge a barrier of light with different types of properties. They are stationary walls of light that have a range of purposes, depending on the symbol the cleric writes upon it. Some can be used to prevent taint from spreading across the realm, while another can reveal the true form of impures. These wards can be created anywhere within the realm, as long as the cleric can easily walk and create them there. Wards are therefore extremely useful, despite being relatively hard to put up. They are visible to the eye and take the colour of one of the four clerical lights. It should be noted that these wards are not solid, therefore can be passed through by all, including living impures. They also have a crystal that serves as the ward’s battery and charging point, a requirement to keep the ward going. These wards tend to reach the span of a moderate sized house.

 

Creating a ward will require a fair amount of consideration by the cleric. They will first need a clear visualisation as to how big they want the ward, from being able to fit in a small door or to surround an area the size of a small house. Next, they need to choose the size of the crystal and where the crystal will be placed. Finally, the symbol of the ward which will give the ward its properties and allow it to function correctly.

 

 

To start off, there are four main types of wards that a cleric can create due to many ways that impurity can spread or conceal itself. These types of wards focus on a very specific task while active. The task given to the ward can be determined by the symbol a cleric inscribes on the ward itself when first made. These symbols help to guide the ward on what its purpose is and what it must do, but having two symbols on one ward can result on the ward becoming confused and remaining an Unscribed Ward - a ward that is up but has no purpose or effects. Here are the wards.

 

 

  • Tier one:

    • Unscribed Ward - An Unscribed Ward is the default ward that is made when a cleric first learns warding and sets up a new ward. It has no symbol scribed on it therefore it has no effects or unique purpose. However, it serves as an effective training ward. These wards, along with a crystal, typically last up to one OOC hour before fading away unless they are scribed, as they are essentially useless. This is the first ward type a Tier one Holy Alteration Cleric learns.

  • Tier two:
    • Revelation Ward - The Revelation Ward is a type of Clerical Ward that allows the reveal of impures disguising themselves through dark magic or other means. When an impure goes through the ward, the light can sense and detect the impurity and disable the magic or force the impure to reveal their true form. However, this will cost the ward a great amount of power, therefore these types of wards will need recharging more at times. The symbol to give an Unscribed Ward this property is an eye open, resembling the clerical eye. This type of ward can be made at tier two Holy Alteration. This ward can last up to two OOC weeks before needing a recharge.

  • Tier three:
    • Quarantine Ward - The Quarantine Ward is a type of Clerical Ward that allows the blockage of taint upon land. The ward is used to imprison taint within itself and prevent the advancement of such. This is commonly used when a cleric stumbles upon a tainted area but lacks the power to successfully remove it, therefore sealing it and giving them time to gain reinforcements. However, this ward will not work on dark beings who can still pass through, although face discomfort and irritation passing through. The symbol needed for make an Unscribed Ward this ward is a set of bars (Roman Number for three). This type of ward can be made at Tier two Holy Alteration. This ward can last up to two OOC weeks before needing a recharge.

  • Tier four:
    • Disarm Ward - The Disarm Ward is a type of Clerical Ward that focuses on disabling dark magic. This ward generates a holy aura that reaches up to seven blocks (two gold blocks seven blocks away from the gate can be used to display the radius oocly) and can successfully disable dark magic from being used by stopping them from being summoned. The ward itself can act as a shield against incoming dark attacks by disabling them just before they pass through the ward, although this will use up more power. This ward is commonly used in cells when dark mages are being contained. The symbol needed to give an Unscribed Ward this property is a shield with a line down the middle. This type of ward can be made at Tier four Holy Alteration. This ward can last up to two OOC weeks before needing a recharge.

 

 

The Crystals

 

A crystal with a clerical ward serves as the charge for the ward, it stores the power and energy that the ward needs to stay up and serve its purpose. Without a crystal, a ward cannot function or stand properly, therefore it is vital that all wards have a crystal. Before becoming part of the ward, the crystal needs to be blessed by the creator of the ward in order to be able to connect the ward and crystal together. The crystal can be any colour but cannot be smaller than three feet as the crystal will not be able to hold the energy required to keep a ward up, let alone allow it to do its purpose. The crystal, to put it, is the heart of the ward but also its weak point. If the crystal is struck with enough force physically or magically, it can smash and result in destroying the ward. Depending on the size of the crystal, the power, length of time, and durability of the crystal. Therefore a cleric needs to be considerate on what crystal is needed of what ward. The use of gem crystal (such as using a ruby and sapphires) will not help much in terms of strength or endurance when blessed. Lastly, the crystal has to remain right by the ward, with no walls or gate separating the two, as well as accessible by the cleric who made the ward. It must remain two feet close to the ward, allowing for the connection between the crystal and ward to reach the other. When syncing the ward to the crystal, the crystal must be blessed with the Storage Blessing.

 

  • Small Crystals - Small crystals that are 3ft minimum are physically stronger and more durable, therefore are harder to break. However, the power a crystal this size can hold is up to one OOC day before needing a recharge. The smallest crystal that can be used is 3ft (1 glass block). All tiers can easily power and recharge this ward.

  • Medium Crystals - Medium crystals can contain more power than a small crystal, allowing a ward it is connected to to last for three OOC days. However, this crystal is weaker in terms of durability against physical and magical forces, although can hold off  a good amount of blows. Tier twos and above can power these crystals, while tier ones will fall unconscious in channeling too much power through them. They are typically best at six feet tall (two glass blocks) to try and balance the positives and negatives.

  • Large Crystals - Large crystals can hold a tremendous amount of power that can allow a ward to last up to six OOC days before needing a recharge. Tier four and five clerics can power this crystal, while the tiers under will fall unconscious from channeling too much power into the crystals. Yet in exchange for such power, these crystals are made fragile and shatterable, almost like glass. They are also harder to place in areas where a ward is in a small area, meaning they aren't best for small rooms and doors at times. These crystals are best at nine feet tall (3 glass blocks)

 

 

The Symbols

 

To give an Unscribed Ward one of the three properties, the cleric must choose one of three symbols that correlate to the properties. The symbol needed for the Disarm Ward is a drawn shield with a line down the middle, whereas the symbol needed for the Quarantine Ward is a set of iron bars. The symbol for the Revelation Ward is an open eye that resembles the clerical eye.

How exactly this is done is that the clerics, once the Unscribed Ward is set, place their light towards the tip of their finger and draw the symbol upon the surface of the ward. The symbol will be a lighter colour than the ward and its size can be big or small, just enough for the symbol to be noticeable. The symbol would meld into the ward and reappear within the crystal, indicating the process is done.

 

Creating a ward - step by step

 

  1. The cleric must first have the following: Storage Blessed Aurum Dust, a Storage blessed crystal in one of the sizes, and a good enough area to make the ward in.

  2. The cleric lays down the aurum dust in either a straight line or a circle, depending if warding a door or an area.

  3. The cleric then prays to Tahariae and opens up their connection to the Aengul. They then place the light into the aurum dust.

  4. If in a frame - the cleric must guide their light up to cover the width of the frame, filling it up the whole frame. Whereas if in a shape, the light will reach up to form a dome or seal up when it reaches 10ft.

  5. Once the ward is formed, the cleric would pull out a part of the ward, forming a tendril that they will lead to the crystal and connect it to the ward. Once this tendril has been connected, the crystal and ward are now synced and the connection between them goes invisible.

  6. Finally, the cleric summons their light to their fingertips and they must draw one of the three symbols into the clerical ward. The ward will pulse and the symbol will fade into the ward, reappearing within the crystal. Thus the process is done.

 

Example of a finished ward

 

https://gyazo.com/1337e10a7c71af957ed288771d803c45

https://gyazo.com/3771a2c15631fd5f2ed22d0b430a5210

If possible, the clerics can ask a GM to place a link into the sign that links to a google doc/forum post explaining about the wards and their effects, therefore reducing the amount of signs needed to explain what the ward does.

The ward must include - An ooc explanation what the ward does, an expiration date, when the ward was last charged, and who make the ward.

 

Wards Redlines

 

  • A cleric can only have one ward up at a time.

  • All wards must have an expiration date where the ward will need to be recharged by. If the ward is still deemed up despite being past the expiration date (such as the sign not being updated), the ward is deemed gone and will need reforming.

  • The clerical ward must also have a sign that states what type ward is.

  • Wards cannot be larger than a small sized house, unless it is the Quarantine Ward which can reach the size of a medium sized house.

  • A ward is not a physical wall - it is a wall made of light that can be walked through by anyone, including dark beings (who will face gradual pains the longer they stand within the ward) and dark mages.

  • A ward cannot be in an eleven square radius of another ward, meaning no wards stacked behind each other.

  • For a ward to have its effect, it must have the symbol marked within the crystal.

  • Wards are stationary, they cannot move.

  • A ward is not invincible, it can be destroyed through the crystal being destroyed by physical or magical means or the crystal being drained of power by fi mages. Trying to destroy the wall of light will only result in the wall reconstruction as the crystal gives off more light to it.

  • A ward can only bear one symbol and one crystal - Attempting such will cause the ward to shatter from too much power, or will not function properly due to being confused as to what property is should take and will fall into being a Unscribed ward. (Example: A ward bearing the Quarantine and Disarm ward will be confused if it should block out taint on the ground or disable the use of dark magic within its area.)

  • The Disarm ward affects only dark magics within a radius of seven blocks. Anywhere outside the radius will not be affected by the ward. For an example of the radius: https://gyazo.com/32d2208272ab062f1fbf99aae3911a2d )

  • The Quarantine ward affects only land taint, blocking it from expanding further and imprisoning it, and is the only ward that can reach up to a medium sized house.

  • The Revelation ward affects dark beings hidden by dark ways, such as wraiths through Husking, Izkuthii, Frost Witches etc through disabling their disguises or forcing their true form out. Wraiths's husks will simply fall to the ground while the wraith keeps moving, while the other disguises meld away to reveal the true forms.

  • When destroying a ward, it is advised that the one destroying the crystal take screenshots of them destroying the crystal to send to the ward creator so the ward creator is aware that the ward has been destroyed and can oocly take down the signs. The other option is to make a modreq and show the GM the screenshot and ask them to take down the warding signs, although informing the ward creator also would be appreciated. The region owner’s permission will not be needed to take down a ward - instead, the GM or cleric can be requested to take down the signs.

  • A cleric cannot draw body infused taint into a gem used for warding as the power within the gem will burn at the taint and result in both eradicating the taint and destroying the ward.

 

Sancify of the Dead (Tier 5)

 

Spoiler

Sanctify of the Dead is a Holy Alteration spell that allows three clerics to form a sacred seal, in the form of a rearing stag, that prevents the body from being used by Necromancers or other dark means to bring forth undead or grotesque creations. This spell serves as a protective veil that prevents the body from being brought back to life, allowing the soul to rest peacefully under Tahariae’s divine protection.

 

How this spell works is simple: the spell requires a ritual, therefore three clerics will be needed to power the spell. The clerics must stand in a triangle formation around the body, with two of the clerics joining their hands over the chest of the body. The two clerics must recite an improvised prayer to summon their light, and keep chanting as they channel their light into the chest. The third cleric must summon their light and pray to Tahariae, asking Him to protect this body and prevent it from becoming undead, and cast His divine protection onto it. The cleric then rests their hand on top of the other clerics’ hands and imagine the rearing stag within their mind. The light will form the sigil upon the chest and a holy veil surrounds the body, sealing it away from becoming undead.

 

 

This spell lasts up to two OOC weeks before the seal fades away from the body, once the body is well forgotten and safe. Any forms of dark magic will find themselves unable to break through the seal. The sealing must be done before the body is buried. Additionally, this spell cannot be used on a living person, meaning they cannot gain such protection to stop them from becoming undead.

 

 

Sanctify of the Dead Redlines

 

  • This spell cannot be used on a living person.

  • This spell lasts up to two OOC weeks.

  • A simple sign stating the body has divine protection and cannot be turned undead will be enough for this.

  • This spell requires three clerics to perform.

  • This spell cannot be placed upon a living person.

 

 

 

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Divine Wardenism

 

‘Come My Wardens, take My Light and meld it with the power of the sun. Let the two become one and  open up a path to more purity. Wield fire and water alike to aid My Mission and spread the glory of My Name.”

 

Divine Wardenism is a subtype of clericalism that is based around the concept of imbuing the light of the sun with the power of Tahariae. Whereas the normal clericalism allows for light to be manifested through the soul, Divine Wardens cannot due to this light being considerably more extensive power, even trying to pull forth that degree of power through a mortal vessel would surely do considerably more harm than good. This power relies upon both the radiance of the sun and Tahariae’s power, combining his own power with its beaming light to bless either water or flame into certain states. Unfortunately this comes at the cost for outside the reign of the sun, as the moon rises and casts its dreaded shadow his power too comes to fade. Thus, without a light-well present any blessings will fade.

 

This subtype is known for being more ritual-based and advanced than the other areas, allowing newer and useful spells to be used. The lore for this subtype can be found here:

https://www.lordofthecraft.net/forums/topic/148130-clericalism-the-divine-warden/

 

 

 

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Acknowledgement

 

I would like to give a huge thanks to:

  • Ventusyr - Massive thank you to Ventusyr who wrote the previous clerical lore and served a major part within the clerical community. Sad to know you have left but I am relieved you are doing much better in life now. This lore is dedicated to you, mate.

  • The Adherent Clerics - Thank you all for the encouragement and idea giving, I probably would have given up on this if it wasn’t for you guys encouraging me on writing this lore. Love you all!

  • Sutican Clerics - Thank you for giving your voices and views on the revamp, even if some of your ideas were wacky and a bit extreme - the awesome and badass extreme we did not need (well we need but the LT would not approve of)

  • Cleric community - Thank you all, regardless of order or IC views, for being patient for this revamp. I know it took much longer than anticipated but the lore is now more explained and less confusing than Ventusyr’s. I trust you all to follow this lore but also use it to have fun on the server.

  • The Dark community - Thank you all for you input, as well as providing RP for the clerics since the very beginning. I hope this roleplay makes things more interesting for you all and that you won’t feel as though the clerics are overpowering you.

  • Vailoen /Delmodan - Cheers for giving me advice and feedback when I needed it, plus giving me inspiration and determination when I had none.

  • Nekkore - Helped provide the Pulsing Light spell and aided in giving feedback on the lore when I needed it most.

  • Lynxy - Thank you for working with me during the first draft of the revamp and I am sorry your ideal for war clericalism did not work out. However, your idea did provide some inspiration so you may have seen some of it worked into this lore.

  • Pandann - Thanks for creating the Divine Warden Lore and helping me start off this project.

  • Squirtgun - Thank you for assisting with the wards and helping in giving some feedback during our talks. Although we had a rough start, I am glad for your input (P.S: Your ward example will be included within the guide, hence why it’s not here)

  • The overall community - Thank you all for being patient while this revamp was underway, as well as providing feedback when I asked for it (ward feedback). This revamp was to make clericalism enjoyable for both the clerics and the general community, so hopefully my effort has paid off here.

 

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And that's the lore. If you have any questions before this lore is accepted/declined, please post them below and I will answer them the best I can. If afterwards, PM myself or whoever the cleric lore rep is.

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Edit Log

- 30/97/2017 (17:58PM)

  • Fixed typos
  • Explained by LT can assist in disconnecting clerics
  • Refixed natural dark burning to intensfy in five-six emotes/terms
  • As requested by Dark Shaman lore writers - Clerics are no longer able to remove Dark Shaman curses.

 

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ew the suffocating woes and utterings are still there

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3 minutes ago, The Pink Lion said:

ew the suffocating woes and utterings are still there

0
 

 

For now.

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It has always struck me as odd that war cleric spells can be used against descendents. Just your average joe should be safe from whatever holy magic is cast in my opinion.

 

These are still your beefy melee fighters. Against your averae joe they really shouldn't need an up close advantage. 

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59 minutes ago, Farryn said:

[IV] Go forth, and kneel before Me in maniael: private prayer, gratitude, and submission before My Glory when you awake and before you sleep.

  • A cleric is free to give forth private prayers to Tahariae, in signs of gratitude, submission, and acknowledgement that Tahariae is their patron only. This is a sign that the cleric are devoted to Tahariae and He alone.

[V] Go forth, and kneel before Me in manaakh: prayer, worship, and submission in fellowship with your Brothers and Sisters in Me once each Elven year.

  • A cleric is free to give forth private prayers to Tahariae, in signs of gratitude, submission, and acknowledgement that Tahariae is their patron only. This is a sign that the cleric are devoted to Tahariae and He alone.

These are the same thing.

1 hour ago, Farryn said:

The only exception is if the LT or MAT feels the to-be-disconnected cleric is a particularly bad cleric, in which case they will notify someone with the ritual to perform the disconnection.

This is actual metagaming. Please explain how this is allowed.

1 hour ago, Farryn said:

nosebleeds

How does the nosebleed happen? Does the overabundance of clerical light in the cleric actually rupture blood vessels? If so, why doesn't it do this everywhere blood vessels are more prone to bursting, like the ears, or in the eyes?

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Before I go into discussion, Farryn would it be possible if we can discuss the quotes I list below in PM's based on soul puppetry? I am currently in the middle of a rewrite and what you have here would have to change some of what I have written. If we could possibly sit down and discuss some things to have both magics collaborate together (based on lore) it would be good.

 

1 hour ago, Farryn said:

Furthermore, the connection protects the cleric’s soul from being corrupted by any dark magic or changed into a dark being by soul corruption. Once a servant of the Aengul, the cleric is placed under Tahariae’s protection, stopping them from becoming the very creatures they have faced. While the body of a cleric can still be tainted, the soul cannot.

 

1 hour ago, Farryn said:

Soul puppetry and Shades - Tethers created through soul puppetry can be removed in the same way as newly-born shades. The connection between a soul puppet and the victim forged by a soul puppeteer is a curse, and is broken by operating on the victim (not the puppet).

 

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The whole "protect soul" thing was meant to be a Xan thing, as he's the Aengul of Guardianship, too.

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Jiminy Cricket..talk about admirable dedication. This is excellent! Thanks for putting so much careful time and effort into it. Glad you're still sane after a year.

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4 hours ago, The Pink Lion said:

ew the suffocating woes and utterings are still there

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Agreed.

 

War Clericism is also butchered.

 

20 minutes of constantly being touched by holy light to be potentially lethal by a spell like Chains that can be destroyed by others in 3 hits?

 

Orbs no longer burn and are considered a defense?

 

The time limit on Flames is fine, but with all the negatives your putting on war clericalism, making it exhaust you as much and as quickly is just making the subtype extremely underpowered for an Aengul that encourages and desires the eradication of impurities. 

 

Tahariae doesn't care about other orders missions or goals, he cares about Purity. If something stands in its way, it's meant to be destroyed. If something is adding to the impurity of the world, it's meant to be destroyed. That is his goal and wish. Magic should affect any and all that fall into these categories, regardless of how they might bring some purity to the realm. It should be up to the Clerics icly to decide whether the pros outweigh the cons of allowing such a being to exist for a time longer. 

 

You have Divine Curism in place of Priest Healing throughout, needs to be changed. 

 

I I spoke to the Shade LM a few months ago that said Shades are affected by a holy magic like every other dark being, may want to check if that's still

a thing as then Healing and such needs to be reworked. 

 

Why hat is Divine Wardenism still in here as a different subtype when there hasn't been a teacher for it in over a year and we still haven't been grandfathered it since that skype group 6 months ago?

 

Id like to be able to bless items with specific spells, not just energy, in a sense of Holy Enchanting. We can then give out trinkets and things to normal people and have them recite a prayer of sorts to activate the enchantment. This would allow for us to proactively hand out items to help protect the people in terms of holy weapons and shields, but also in terms of holy infused items that can treat minor wounds. It'd cause less ambulance-style rp for clerics and people will come seek of us proactively. Obviously make it a one or two change thing depending on the use or size. This lore for blessing makes it sound like we can no longer bless others weapons, and are only storing war light for our selves. 

 

Tier is misspelled in one of the headers, think it's in the explanation one. 

 

Give me back my shields. 

 

Limiting or ceasing the amount of purity on an area, doesn't make sense in the warding explanation. 

 

 

 

On phone and just woke up, all I've seen so far. Will look back later. Until those issues are addressed though, I prefer what we have right now. 

 

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6 hours ago, Star Platinum said:

 

This is actual metagaming. Please explain how this is allowed.

 

How does the nosebleed happen? Does the overabundance of clerical light in the cleric actually rupture blood vessels? If so, why doesn't it do this everywhere blood vessels are more prone to bursting, like the ears, or in the eyes?

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MT / LT Are allowed to play will of a deity god to inform the servants that a certain cleric has sinned their use of his blessing, urging them to seek them out for disconnection. Why isn't this metagaming? Because those who abused their light are connected to the same god that tells them to disconnect them. The god doesn't tell them what they did but simply says "Disconnect him from my light." And any dedicated servent will do anything their lord bids. Granted this situation would only spring from the MT being informed that a cleric is going around mass murdering going against Tah's rules. From there we would decide if Tah would intervene and urge a disconnection so its more so a team ruling.

 

 

Nosebleeds happen because when healing it burns a ton of mana, exhausting the body and they've always just been a sign of deep exhaustion of the body. A cleric can heal others until their dead if they wished, the body starting to collapse and fail from lack of energy/mana.

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Yah, the LT and MT basically never do the whole "x deity sends down a message to its followers informing them of y person's crimes and breaking of their oaths." However, it happens very occasionally when a deity magic user does things like going on killing sprees or torturing innocents.

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4 hours ago, Tsuyose said:

The whole "protect soul" thing was meant to be a Xan thing, as he's the Aengul of Guardianship, too.

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The protection of souls has extended far beyond than just that of Xannic magic and has been that way for a very long time. Obviously the beginning concept of Ascended proves just that. The Aspects Blessing is another that prevents the curses of shades or frost witches to effect them. The followers of Tah would be no different from this. 

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7 hours ago, Sir K Andruske said:

It has always struck me as odd that war cleric spells can be used against descendents. Just your average joe should be safe from whatever holy magic is cast in my opinion.

 

These are still your beefy melee fighters. Against your averae joe they really shouldn't need an up close advantage. 

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A war cleric spell, in terms of the more physical and hardened ones (Orb of light, Chains of Damned, etc), will still cause some relative harm against a descendant due to them being physical. War Clericalism always has the flaw that normal descendants can be minor harmed with War Clericalism spells, meaning the clerics will have to be considerate and careful with how they use it. I'm also trying to keep it rather logical. For example: With blinding light, it is still a blinding flash of light that will cause some temporary harm on those around you, meaning that the cleric will have to be very considerate when it comes to using such spell. It does not feel right to just have dark beings affected by this flash when you have many people watching you, with opened eyes. However, they cannot cause as much harm on descendants compared to dark beings and in some of the clerical orders, some clerics are generally asked not to use such spells on a descendant unless utterly necessary. Also, the average joe can still take advantage of a cleric in many situations - such as taking advantage of the cleric when they begin to exhaust, hostage situation, etc, etc. No normal player should feel as though they cannot beat a cleric because of the new spells, which can be broken out of. Besides, I find fair fights more fun.

 

7 hours ago, Jaeden said:

@Farryn You beat my TARNATION wordcount for rewrites!

I got like 5k and a bit for the Soul Tree rewrite : (.

 

Well played Farryn...Well played.

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Yep-Im-Going-Need-Refill-Sip.gif

It's what I do. @Jaeden

Next lore you write, try and beat me. :P

 

6 hours ago, Star Platinum said:

These are the same thing.

This is actual metagaming. Please explain how this is allowed.

How does the nosebleed happen? Does the overabundance of clerical light in the cleric actually rupture blood vessels? If so, why doesn't it do this everywhere blood vessels are more prone to bursting, like the ears, or in the eyes?

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One is for private prayers.

One is for public prayers with other clerics.

The LT, if necessary, can RP as Tahariae and give a vision to the clerics if the rogue cleric has been causing trouble to other clerics to go and hunt down the rogue cleric if the situation is far extreme and dangerous that even Tahariae has noticed the situation. Such as: the rogue cleric doing mass murders, etc, where the cleric needs to be stopped as soon as possible. That actually never happened during my time as a cleric but it is a scenario that would be interesting to see. Anyway I should have defined that properly so that's going on my tick-list.

 

Just as I was typing this, Tox replies with what I was about to say in regards to the nosebleeding. Essentially what he just said. Thank you @Tox

 

6 hours ago, Evocress said:

Before I go into discussion, Farryn would it be possible if we can discuss the quotes I list below in PM's based on soul puppetry? I am currently in the middle of a rewrite and what you have here would have to change some of what I have written. If we could possibly sit down and discuss some things to have both magics collaborate together (based on lore) it would be good.

 

 

 

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Definitely, I apologise if this may have collided with what you have wrote but I would love to readjust this revamp so that it does work hand-in-hand with your revamp!

 

4 hours ago, Tsuyose said:

The whole "protect soul" thing was meant to be a Xan thing, as he's the Aengul of Guardianship, too.

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Actually - Ascended, Druids, and other deity based groups have this protection also, Tsu. It's not exactly a 'Xan Thing' when all other holy groups have it currently. XD 

 

4 hours ago, ThatGuy_777 said:

Jiminy Cricket..talk about admirable dedication. This is excellent! Thanks for putting so much careful time and effort into it. Glad you're still sane after a year.

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Thank you. What kept me sane was the encouragement of clerics, holy users, and people, as well as knowing that the clerics did need the lore revamped to clear up a range of mistakes and errors that was within the lore. Ventusyr's lore was alright but the lore really needed fixing due to contradictions, errors, and weakening with some spells. I promised to get this revamp done, so I kept to that promise - even if it did take me a near year to fulfil it.

 

2 hours ago, SquirtGun said:

Agreed.

 

War Clericism is also butchered.

 

20 minutes of constantly being touched by holy light to be potentially lethal by a spell like Chains that can be destroyed by others in 3 hits?

 

Orbs no longer burn and are considered a defense?

 

The time limit on Flames is fine, but with all the negatives your putting on war clericalism, making it exhaust you as much and as quickly is just making the subtype extremely underpowered for an Aengul that encourages and desires the eradication of impurities. 

 

Tahariae doesn't care about other orders missions or goals, he cares about Purity. If something stands in its way, it's meant to be destroyed. If something is adding to the impurity of the world, it's meant to be destroyed. That is his goal and wish. Magic should affect any and all that fall into these categories, regardless of how they might bring some purity to the realm. It should be up to the Clerics icly to decide whether the pros outweigh the cons of allowing such a being to exist for a time longer. 

 

You have Divine Curism in place of Priest Healing throughout, needs to be changed. 

 

I I spoke to the Shade LM a few months ago that said Shades are affected by a holy magic like every other dark being, may want to check if that's still

a thing as then Healing and such needs to be reworked. 

 

Why hat is Divine Wardenism still in here as a different subtype when there hasn't been a teacher for it in over a year and we still haven't been grandfathered it since that skype group 6 months ago?

 

Id like to be able to bless items with specific spells, not just energy, in a sense of Holy Enchanting. We can then give out trinkets and things to normal people and have them recite a prayer of sorts to activate the enchantment. This would allow for us to proactively hand out items to help protect the people in terms of holy weapons and shields, but also in terms of holy infused items that can treat minor wounds. It'd cause less ambulance-style rp for clerics and people will come seek of us proactively. Obviously make it a one or two change thing depending on the use or size. This lore for blessing makes it sound like we can no longer bless others weapons, and are only storing war light for our selves. 

 

Tier is misspelled in one of the headers, think it's in the explanation one. 

 

Give me back my shields. 

 

Limiting or ceasing the amount of purity on an area, doesn't make sense in the warding explanation. 

 

 

 

On phone and just woke up, all I've seen so far. Will look back later. Until those issues are addressed though, I prefer what we have right now. 

 

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  • How is War Clericalism butchered?
  • 20 minutes of constantly being touched by holy light to be potentially lethal by a spell like Chains that can be destroyed by others in 3 hits? - It is meant to be 'Five-six emotes'. I will change that.
  • Orbs no longer burn and are considered a defence? - Orbs of light are still offensive but I do understand where you got confused. "Spells such as Pulsing Light, Orb of Light and Sacred Aegis are more defence based or vanish a few seconds after contact, meaning that the burning effect will not occur for these spells as contact will never be held at a longer period upon contact with a dark being or mage." Orb of Light is not defensive but its categorised with Sacred Aegis in terms of that they do not cause a much of a burning effect due to the orb exploding and vanishing in a matter of seconds.
  • Negatives - The only spells that do exhaust you out quicker are Chains of Damned and Flames of Reckoning - both due to length, the amount of power needed. The other spells are immediate exhaustion. War Clericalism should not just be purely focused on combat spells, it should include using physical means to also eradicate impurities therefore with War Clericalism, it is more draining to use the strongest spells in order to make clerics realise that they do need to consider the use of the spells carefully and not fully rely on their magic to fight. The best war cleric is a fighter who can easily balance out both their physical fighting with an actual weapon and their own magic in order to beat an opponent.
  • Tahariae - That is your view of how clericalism should work but this lore is going by how clericalism has always worked and operated, one that everyone - both clerics and non clerics- do prefer when it comes to this. I'm trying not to rely fully on Tahariae's lore to explain why something is affected, and I am going by many lores and I do not hold the right to suddenly go "Boom! Keepers and Ascended are negatively affected!". It's not fair on the other groups if I change their own lore. Honestly, Tahariae is not that hell bent on eradicating everything impure. He can be logical and understanding, know when to take advantage of something and when to focus on the major issues. If anything, if it helps to eradicate the greater impures (dark beings), then it can remain until the greater threat is gone then that lesser impurity is focused on. Furthermore, this is to keep in line with the keeper, ascended, and soul tree lores that cannot be affected negatively by clerical magic. And yes, the clerics can certainly decide such when it comes to homunculi, etc. However, the followers of other deities that Tahariae is allied with will and always will be unharmed by clerical magic.
  • You have Divine Curism in place of Priest Healing throughout, needs to be changed. - I have checked and I do not see any signs of 'Divine Curative' anywhere on the Priest Healing. I am certain I rechanged it all back to Priest Healing.
  • Shades - Alright. Do you know who is the Shade LM so I can talk with them on it?
  •  Divine Wardens - I still see potential within Divine Wardens for the clerics and it is a truly interesting concept for the clerics to have. Although you are right we've been waiting to be grandfathered up to tier 5 Divine Wardens so we can teach it. Since Pandan has not been responding, I will talk to the MT and see about having our characters (along with the chosen teachers) grandfathered up to tier 5 Divine Wardens when the revamp event occurs so that we can actually begin teaching it. We never got to see Divine Wardens in actual roleplay  aside from the creation of sunwells because of the lack of teachers and who knows, maybe it'll be just as good as it sounds compared to just reading the lore. Let's at least give it a proper shot.
  • Blessing items to have spell effects - MArts. They are best to infusing a spell within an item. The war blessing is just the simplest attack blessing there is and I feel as though blessings that involve infusing a spell within an object will require a MArt. You can still bless many weapons and many other objects. The only blessing that allows for storing light is storage light - war blessing gives the aurum effectiveness to non-aurum weapons, healing blessing allows for bandages, cloth, etc to be able to heal wounds under tier 3.
  • Tier is misspelled in one of the headers, think it's in the explanation one - Thank you for pointing that out.

  • Shields - You got Sacred Aegis. May not be the best shield but it's still a shield. It was either that or no shields at all, the paladins get a little mad when I try and make stronger wide shields for us. Angering lions is not the best thing for a stag to do.

  • Limiting or ceasing the amount of purity on an area - It's meant to be impurity and it serves the purpose to stop taint from spreading over land, therefore giving time for druids and shamans to gather up and remove it before the taint grows into a size that they cannot handle.

 

Thank you all so far for the feedback and comments. I will make the definite changes right now.

 

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10 hours ago, Farryn said:

Such as the Ascended, Keepers, and Druids within Soul trees - although they can be considered deemed unnatural, the clerical light affects them the same way as Descendants

 

I've already made my personal view point to you on this particular issue multiple times but I'll restate it here.

It's incredibly silly that our magic doesn't hurt Ascended, keepers or druids soul trees. If Tah's mission is for the world to be completely pure they can not be left on the earth. It makes zero sense just cause they're the 'friends' of tah for them to be spared unless Tah isn't really that devoted to his own mission. not only that but it seems strange we have such strict tenants and utterings while tah himself is like Mehhhhhhhhh they're not really impure whatever even though there on the same level of impurity as literally all 'dark' begins/constructs. They're souls/physical forms are changed and distorted from the natural descendant forms aka they're unnatural and hence impure. You can't be unnatural and pure that just silly.

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