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[✗] Clerical Wards [Re-written]


Farryn
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Changelog

Spoiler

15/09/2017

- Crystals are now stronger.

  • Small crystal - takes eight physical/magical hits to destroy
  • Medium crystals - takes six physical/magical hits to destroy
  • Large crystals - take four physical/magical hits to destroy.

 

- Clerics can now uphold three wards at a time.

- Clerics now have a twelve OOC hour cooldown where they cannot place up a brand new ward where a previous one was just destroyed.

  • This is to prevent an immediate replacement ward and allow for the dark to be able to enter the town instead of immediately being blocked by a new ward formed a few minutes after the previous one was destroyed.

 

-  Regarding on what dark beings are affected by wards, this has been made vague so that dark beings with disguises covers most areas, as well as potential future lores on dark beings. If a dark being has a disguise through either their form or by dark magic, it will be affected by this ward.

 

- Region Owner permissions are no longer needed to destroy the wards - this is now a red line.

 

- Added Changelog to allow users to keep up with any updates.

 

 

 

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Clerical Warding

The Art of Warding the Dark

 

Warding is the clerical art of imbuing of Tahariae’s light within a certain amount of land in order to forge a barrier of light with different types of properties. It’s an art that has been within the clerics for many years and has assisted in keeping the darkness out of the cities of the Descendants. Yet as the darkness grows and develops, as does the art of warding to adapt to the new forms the darkness can take. This is a subtype to Tahariaen Clericalism that can be taught to any cleric of Tahariae and can use both the healing and war light to create. Non-clerics cannot create such wards.

 

The wards 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, or mark them in place. 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 - the sensation being that of walking through a thin wall of water yet not feeling drenched. They also have a crystal that serves as the ward’s battery and charging point, a requirement to keep the ward going. The crystals serve as the battery, the storage for the power. These wards tend to reach the span of a moderate sized house maximum.

 

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.

 

 

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The Type of Wards

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 Unmarked Ward - a ward that is up but has no purpose or effects. Here are the wards.

 

Tier One: Unmarked Ward

An Unmarked 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 and the main base to creating the different types of wards. These wards, along with a crystal, typically last up to one OOC hour before fading away unless they are marked, 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 dark beings  and dark mages disguising themselves through dark magic or other means. When they 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 Unmarked Ward this property is an eye open, resembling the clerical eye. This type of ward can be made at tier two Holy Alteration. 

 

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 living dark beings who can still pass through, although face discomfort and irritation passing through. The symbol needed for make an Unmarked Ward this ward is a set of bars (Roman Number for three). This type of ward can be made at Tier two Holy Alteration. 

 

Tier Four: Disarm Ward

The Disarm Ward is a type of Clerical Ward that focuses on disabling dark magic through sensing and deactivating it. 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 Unmarked Ward this property is a shield with a line down the middle. This type of ward can be made at Tier four Holy Alteration. 

 

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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 can vary. 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 Tahariae’s light before the process.

 

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 two OOC weeks 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. This crystal takes up to eight magical/physical strikes to take down but will lose power quicker.

 

Medium Crystals

 Medium crystals can contain more power than a small crystal, allowing a ward it is connected to to last for three OOC weeks. 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 channelling too much power through them. They are typically best at six feet tall (two glass blocks) to try and balance the positives and negatives. This crystal takes up to six magical/physical strikes to take down.

 

Large Crystals

Large crystals can hold a tremendous amount of power that can allow a ward to last up to four OOC weeks before needing a recharge. Tier four and five clerics can power this crystal, while the tiers under will fall unconscious from channelling too much power into the crystals. Yet in exchange for such power, these crystals are made fragile and breakable, 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) and take up to four magical/physical strikes to take down. but will lose power much slower.

 

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The Symbols

To give an Unmarked 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 Unmarked 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: Blessed Aurum Dust, a 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 of light 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

Spoiler

Quartz Arch not included - that is a representation of a gate/arch/doorway.

 

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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's information doc/signs must include the following:

An indication as to what the ward does (whenever stating what symbol is in the crystal/stating it's a Revelation/Quarantine/Disarm ward)

A date when it was placed up / recharged.

When the ward will be next recharged.

Who make the ward.

Link to information doc or this lore (optional but useful and saves space -  Modreq a GM to ask for a link sign)

 

What happens when a ward is destroyed?

When the ward is destroyed through the crystal, the power from the crystal will flare out before vanishing away. The ward itself will disintegrate into nothing, allowing for dark beings and dark mages to enter where the ward is without suffering from the effects. If the ward ran out of power, the ward itself will also disintegrate but the crystal will remain untouched and no longer blessed.

However, the cleric who placed up the ward cannot place the ward immediately back up. There is a twelve OOC hour cooldown when a ward is destroyed and placing up a new one in its place to allow the dark beings time to be able to get past the ward without the effects. This is to prevent immediate wards being placed up and making destroying the ward more rewarding as the dark users can actually be able to entert wherever the ward is without another ward being formed in a matter of seconds.

~~~~~~~~~~~

Wards Redlines

  • Your character must be a cleric of Tahariae to be able to perform warding.
  • All information regarding wards must be discovered IC by any non-clerics. Please do not metagame this information.
  • A cleric can only have three wards up at a time
  • When destroyed, tThere is a twelve OOC hour cooldown when a ward is destroyed and placing up a new one in the same location.
  • These wards cannot be destroyed by other holy magics.
  • A ward without a crystal will not be able to stand, it needs the crystal to function properly unless it is an Unmarked ward which will go down in an OOC hour. Crystal sizes can extend the period of how long a ward can be up for.
    • Small crystal - Two OOC weeks till needing recharging.
    • Medium Crystal -  Three OOC weeks till needing recharging.
    • Large Crystals - Four OOC weeks till needing recharging.
  • 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 a seven square radius of another ward, meaning no wards stacked behind each other or the symbols will mix and cause both wards to become Unmarked wards.
  • For a ward to have its effect, it must have the symbol marked within the crystal.
  • Wards are stationary, they cannot move but can be placed on surfaces that are moving.
  • 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 to give a ward more crystals  or symbol 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 <- Click here
  • 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; for example, wraiths through Wraith  Husking, Frost Witches etc through disabling their disguises or forcing their true form out.  The dark beings will have at least three to four emotes to get back into their disguises to give time to others around them to react
  • 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.
  • No one-emote destroying a crystal and ward.
  • Destroying a ward does not require Region Owner permission - only that the one destroying the ward has geniune screenshots to present to either the ward creator or GM when asked for such.

 

~~~~~~~~~~~

The Purpose of this Lore

Before - clerical wards clearly restricted roleplay and didn’t involve much interaction for all sides, as well as proving to be a hassle for clerics to continuously put up. It was not benefical on both sides both in roleplay and out of character.  However, listening to feedback, the warding system for the clerics has been remade so that it benefits both dark and light users in terms of giving forth more roleplay and being more balanced out.

 

Essentially this allows clerics to have more ways to handle the dark, and allowing the dark some solutions to taking the wards down, as well as giving forth to interesting roleplay scenarios for both parties. This lore also give the guards of a nation a direct reason to be more active around a gate, specifically when the gate has the Revelation Ward where the ward takes down disguises. Therefore allowing the guards to know when a dark being is entering their city disguised. Disarm Wards allow for the safety of a city when dark mages attempt to attack and provides cover for the residents, as well as safe interrogating of a dark mage within a cell. Lastly, the Quarantine Wards allow clerics to safely prevent the spread of land taint should it reach a size where it will take multiple clerics/shamans/druids to successfully rid of - this allows the cleric time to gather more assistance while the ward prevents the taint spreading and infecting others. Hopefully these wards achieve such and makes roleplay beneficial on both sides.

 

This lore was posted separately to make such information easier to find, as well as quickly replace the old system before it becomes an issue once again. If you have any questions regarding the lore, feel free to message me and I will answer them the best I can

~ Farryn

 

Credit goes to: Everyone who submitted feedback during the Clerical Ward Feedback post. All the feedback gained was placed into this lore and helped a lot on noticing any negative sides to the previous warding system.

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I can agree with this. Its spicy rp shiz and first

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Sadly I was told to avoid any wards like such that you have written by a few LM's while shopping ideas for my rewrite, I wish you luck though.

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Splendiferous! As a once-slave to the gate, I can definitely appreciate the potential this would add to guard RP. Spiritual +1

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Actually quite glad you posted this separately from the whole former revamp as I like a lot of it I do have a few questions though.

Can/how do these crystals effect blessings since they're also part of holy alteration. Finally, this is more of a concern and its that ascended already use crystals for their warding I just worry that makes the problem with holy magics all being very samy worse maybe it could be changed to a block of gold or something just to keep the thematics from crossing to much idk.

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23 minutes ago, SeventhCircle said:

Actually quite glad you posted this separately from the whole former revamp as I like a lot of it I do have a few questions though.

Can/how do these crystals effect blessings since they're also part of holy alteration. Finally, this is more of a concern and its that ascended already use crystals for their warding I just worry that makes the problem with holy magics all being very samy worse maybe it could be changed to a block of gold or something just to keep the thematics from crossing to much idk.

 

 

From what I recall, the Ascended use Braziers (holy torches) which eliminates miasma, as well as causes damage to dark beings if they touch the flame. Additionally spooks or taint can not propagate within the area which hold the brazier. I will admit, braziers and wards are similar but the braziers do not use crystals - they use soulfire.  Additionally, clerical wards cannot cause major harm upon immediately touching, as it is a more gradual build up, while the Braziers cause harm faster. However, their braziers cannot reveal dark magic /creature disguises, while these wards can.

 

 I do completely understand the concern however.

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what keeps me from repeatingly running through the revelation ward zone by continually re-husking until it's drained of power? also if that happens do I just need to PM the ward creator to let them know that?

 

additionally what's the word on the need for region owner permission if you choose to destroy a ward? because that was a particular problem many people faced

 

also could've sworn we had a lot more disguising dark creatures/magics then just the three you listed, unless those were just for example purposes

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+1 I like the variants of wards, my personal favorite is the Revelation Ward. With magic like this, I'd one day make a cleric. Also, the first picture is awesome; I love those guys.

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Time limits seem /really/ long for what could prove to be a /very/ effective tool. I would personally like to see wards be a true labor for people to maintain. Not just clerical but all 'create and leave' type stuff. This isn't just for clerics or holies in general, just a persistent criticism I've had. But yeah, they seem neat enough.

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5 hours ago, Farryn said:

Frost Witches - Their disguise will simply melt away, revealing their true appearance.

Frost Witch disguises are physical, not illusory. They can't just melt away, as a Witch physically transforms into their newfound appearance.

 

5 hours ago, Farryn said:

The dark beings will have at least three to four emotes to get back into their disguises to give time to others around them to react.

  •  

How does this make sense? I understand where you're coming from, but suddenly my abilities are completely hindered to some arbitrary number just to 'give people a chance' to completely erase me? In my opinion, there's no reason why our redisguise ability should be hindered. Emotes are also a terrible way to measure something like this. Someone can draw a sword and cut off my head faster than we can do something that is normally entirely effortless?

 

5 hours ago, Farryn said:

Before - clerical wards clearly restricted roleplay and didn’t involve much interaction for all sides, as well as proving to be a hassle for clerics to continuously put up. It was not benefical on both sides both in roleplay and out of character.  However, listening to feedback, the warding system for the clerics has been remade so that it benefits both dark and light users in terms of giving forth more roleplay and being more balanced out.

I have nothing against the implementation of new lore and wards, but revelation wards seem to do the exact same thing as the previous anti-entry wards. To break a dark creatures disguise for four emotes gives them absolutely no chance to get into a city should they be a creature that can't blend in while in their true form. Now perhaps you don't have to get completely rid of these types of wards, but at the moment, I see no real counter, lest I want to attack something four to six times right in front of a city. I surely don't speak for all Dark Artists, but to implement this is to cancel out the one thing that makes the Fjarriauga playable outside of our boring ice cave.

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15 minutes ago, AngelsCrossHalcyon said:

I see no real counter, lest I want to attack something four to six times right in front of a city.

 

Uh what? That's technically the counter isn't it? You're destroying the ward?

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1 minute ago, Nekkore said:

Uh what? That's technically the counter isn't it? You're destroying the ward?

Mm, yes. I can choose to walk through the ward and be completely revealed as a Dark Artist, or I can choose to blatantly attack something stationed right at a city gate that would only be the target of a Dark Artist. The only counter also gives cause for me to be utterly obliterated by Omnipresent Guard Squad.

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Not interested in most of these types of wards as a cleric, leader of clerics, or nation leader.

 

Quarantine is better off to just send a bird to an elder cleric and getting it cleaned up. The amount of reagents, time, and practice that a cleric would need to go through to set up such a ward to contain it is a bit asinine. By the time a cleric reaches tier 3 to be able to make a quarantine ward, they should be versed in purging such corruption as it's one of the easier and earlier things you teach, being down the healing path. If a cleric simply can't purge the land mass themselves, I doubt they could make a ward large enough to encompass it in the first place.

 

Revelation doesn't solve the issue that basically alerts the spooks that there's a spook nearby. It's basically the old ward where they'd get burned but instead of trying to hide it with a grunt, now they have no ability to prevent it. In this case, it'd just be better to be a wall before them that they couldn't cross.

 

Disarm. It's the same damn thing as Devirad. The same damn thing with Fi' mages. It isn't fun to entirely counter or negate someone's magic. It's not fun or enjoyable for us when in Devirad, it's not fun or enjoyable for them. And if you can only create a single ward, your not going to limit it to a random jail cell, or take the time and energy to create such a ward while your prisoner is standing there twiddling thumbs waiting for you. 

 

Crystals are obnoxious and pointless if you have it that close to the ward. What's the point of setting up a powerful ward when anyone can dismantle it by destroying the crystal thats right in front of you. 

 

Wards were meant to be true barriers against the corrupted; shields to hold off attacks and protect towns while reinforcements gathered. They're not that anymore, and it may be good that they never become like that again. But this, this is complicated and (like Divine Wardenism) while it looks good on paper, has little to no practical use in RP outside of Revelation. Which causes the same issues we previously had. 

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15 minutes ago, SquirtGun said:

 

 

Disarm. It's the same damn thing as Devirad. The same damn thing with Fi' mages. It isn't fun to entirely counter or negate someone's magic. It's not fun or enjoyable for us when in Devirad, it's not fun or enjoyable for them. And if you can only create a single ward, your not going to limit it to a random jail cell, or take the time and energy to create such a ward while your prisoner is standing there twiddling thumbs waiting for you. 

 

 

 

abc

> Sutica

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I can see the real parallels in view here. Some people are so offended by wards that they don't wish for them to be effective at all, whereas some don't wish for change.

 

I think this is a fine enough rewrite for wards; gives different interesting ways to deal with dark magic or entities without outright removing their potential interaction. Mind you, current wards should be like walking through a wall of fire if you're a spook as far as I've read. That's going to reveal you, revelations remove the damaging part of that aspect. Seems like a real nerf than anything.

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