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[✗] Ascended Rewrite: The Tears of Aeriel


Lark
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((Credits to Jallentime and the Ascended for compiling this, I just suffered through the formatting, enjoy))

 

 

 

 

 

 

Sacrifice

 

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In the day to day you see men and women of merit and prestige elevate themselves to higher meaning, and the Ascended were no different. Our duty was absolute. Our methods sometimes measured, sometimes cruel, but always necessary. Another soul twisted by corrupting magics, another fallen deity to be sealed in slumber once more. But much like how a cat patrols the home of its master the feline is ill-prepared for what may be looming beyond its borders. We never saw it coming, and even had we all the years of our forefathers combined there was nothing we could have done to stop it.

 

It came from the Void. A writhing, fleshen creature of endless eyes and fangs like a serpent’s littered its gaping maw. Chaos had been given form, and a voracious appetite that could not be satiated by all the aengulic realms it doubtlessly passed on its way to ours. It was the scholars of men that laid eyes upon it first and likened it to a cosmic comet. But then it grew larger and larger as the days and hours passed by, until its size rivaled the holy moon.

 

Time was not a luxury we had. From first sight, to assured panic, less than a week had gone by. The Writhing Chaos would surely destroy this realm and all its denizens. All our histories, and our futures, doomed to silence between its marbled teeth.

 

And then we saw her.

 

Like the sun rising from the horizon, the Archaengul arose from the lightened side of the moon in her full and unblemished glory; a shimmering silhouette of pallid moonlight that burned away the darkness of the deep sky. Her hands arose to greet the Writhing Chaos as it loomed near, her pale visage unwavering as a divine white light spurred to life betwixt our goddess’ fingers. Growing in size, and in strength, we each felt the cold sting of absence as our fires left us and were called to a greater purpose. The Living Flame was the last.

 

In one final, blinding flash of moonlight fire the Writhing Chaos that threatened our realm was stricken down by a convergence of our flames and our matron’s divinity. What little remained of the terrible beast smouldered as white flame singed its surface away.

 

And thus, an era ended.

 


 

Lamentation

 

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Her tears rained like waterfalls from her vantage upon the moon and our goddess wept at the sacrifice her children had made. Like dewdrops in the early morn, her tears blanketed the Soulstream and flooded the pallid valleys and craters that dotted the moonscape. But even more fell beyond the lunar surface and rained upon the mortal realm, each droplet seeking out one who had sacrificed flame.

 

Wherever they may be our goddess’ tears found them. Their descent from the heavens left them frozen in shards of crystallized ice as they impacted the ground near their feet, and we each picked them from their resting place.

 

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They were warm to the touch and yet their surfaces frosted like ice as we held them in our hands. They emitted light in the darkness yet it was soft and pale. As we beheld them closer we saw reflections of a gentle and cold world where waters flowed freely across a land blanketed by dust.

 

The crystals could sense the absence in our souls, I think. For each bound with a former host of flame and took residence where once an ember had been.

 

This fulfilled us. It destroyed us. It made us something new.

 


 

Lex Animarum

The Law of Souls

 

The Law of Souls expresses the wishes and will of the Archaengul Aeriel, and all are innately known to her agents despite being recorded by no mundane means. In dreams and meditation this Law is recited in mantra by an ethereal voice. This recitation is a reminder to her agents that their gifts are given with reason, to fulfill a purpose, but perhaps also as a reminder of the Archaengul’s vigilance.

 

To live is to grow in both body and soul. Allow our mortal wards the pleasures of a life well-lived, and when their bodies give way, let them ascend in the moon’s light.

 

Suffer not a murderer that wields my tears, for such is abomination.

Where fortune has faded and souls suffer, be my hand in the darkness and ease their burden.

Suffer in their stead, as I shed my tears for them.

From astral waters let my temples be born.

Spread my light to those in darkness, so that they may know me and life beyond.

Shepherd life in all its unblemished forms.

Let my tears crash like tidal waves against the greatest usurpers of this sacred rite.

 


 

Tears of Aeriel

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A Tearstone Shard is a divine fragment created by the Archaengul Aeriel to denote her chosen followers and bestow upon them powers and abilities which might be utilized to spread her influence and enact her will upon the Mortal Realm. The Shards were spurred into existence when the Archaengul was moved to emotion by a great and selfless sacrifice. In her mourning, the tears she cried rained upon her recently powerless followers. The tears that fell upon the Mortal Realm became crystallized in their descent, resulting in these divine fragments.

 

Not all of the Moon Goddess’ tears fell upon the Mortal Realm, however. Most rained upon the lunar moonscape in great tides which flooded its’ many chasms and craters. These lakes, rivers, and valleys of Aeriel’s empowered tears became known as Astra.

 

An agent of the Archaengul utilizes their Tearstone Shard as a conduit to the Soulstream, through which they can conjure and utilize the Astra stored there.

 

The utilization of all abilities begins with a brief ritual where an agent of Aeriel draws forth their personal shard from their soul. Once this is finished the crystal will either hover in the air around the agent up to a distance of three feet, be held within their hand, or it may be affixed to an object of the agent’s choosing such as a staff. With the shard successfully summoned the various powers attributed to Astra can begin to be utilized.

 

Astra is a finite resource in the mortal realm, and as such can be depleted; leaving an agent unable to perform. A preparatory ritual is therefore required to replenish the Astra available for use. Locating a water source in the mortal realm, be it river, lake, ocean, pond, or cauldron and presenting an agent’s respective Tearstone Shard will result in that water being absorbed into the shard and displaced into the Soulstream. An equivalent amount of Astra will then become available for use. Any Astra expended will evaporate after an ability is ended, unless utilized in the construction of Astral Crystal.

 

Each divine ability that requires the use of Astra will deplete this resource by a differing amount, and should an agent not make wise use of their stored Astra they may run out and find themselves incapable of casting.

 

While outside of the soul the Tearstone Shard becomes vulnerable to attack and destruction. Mundane attacks with blunt weapons perform best. The Shard itself is highly resistant to magical attacks with one exception; Voidal Water. Physical contact with this substance will cause a drastic malfunction resulting in the Shard’s destruction.

 

The removal of the crystal from the agent’s three-foot radius will result in it malfunctioning and being destroyed.

 


 

Shattering

 

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Shattering occurs when an agent of Aeriel has their personal Tearstone Shard destroyed by some means. When this happens an agent will be wholly incapable of utilizing Astra whilst their soul reconstitutes a new shard within their crystal soul. Any Astra that was ready for use prior to the shattering will be lost, and a ritual of exchange will be required to store Astra once more after their shard is reformed.

 

The reconstitution of a Tearstone Shard takes exactly one IRL hour to complete.

 

Soul Shattering is a more aggressive and permanent form of shattering, the rite of which is held by select agents of Aeriel and is used to enforce her will, as well as punish those that violate her creed. After having shattered an agent’s Tearstone Shard an agent entrusted with the Shattering Rite must then force their own shard into the victim’s crystalline soul, shattering their Crystal Soul permanently in the process.

 

Once this has happened the victim will be forever unable to devote themselves to the Archaengul and will not be entrusted with her power. However many years they spent immune to the passing of time will immediately return to them after their soul has been shattered, and their bodies will retain the heavily reduced regeneration speed.

 


 

Crystal Souls

 

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Harboring a Tearstone Shard results in the bearer’s soul crystallizing in much the same way the Shard itself is crystallized. This crystallization turns the agent into a perfect instrument of the Archaengul and confers to them a variety of boons, as well as drawbacks, to assist in their divine mission. New agents may have their souls crystallized by current bearers of a Tearstone Shard.

 

A Crystal Soul is defined by its permanence. Crystallization effectively locks the soul in its current state, whatever that state may be, and it may not be altered from this state except through rare and powerful means. Through this process one will, indeed, cease to age; but will also be forever left with any diseases, disabilities, or debilitation that plague them. Permanent and immaculate sterility also results as a byproduct of this process. They will not be contagious.

 

An amount of Astra will constantly permeate from the Crystal Soul and seep into the agent’s body, altering their visage to reflect the Soulstream that the Astra originates from. Their skin may become as pale and pallid as the moon, and in darkness their eyes will become reflective to nearby sources of light; much like the eyes of a nocturnal creature. This provides heightened vision in places of darkness and at night.

 

As a consequence of maintaining permanence any wounds inflicted upon an agent will slowly return to their previous state, but thrice as slowly as an equivalent wound upon one bearing an unaltered soul. Due to the same processes at work, however, infection is incapable of taking hold, along with any form of natural disease. These wounds will still bleed while they heal.

 

Death is not a luxury held by those in service to the Goddess of the ‘stream. Should their heart be stilled the dormant Astra in their blood and body will rapidly undergo crystallization until their entire form is converted. In the moments that follow the crystalline corpse will shatter into a thousand minuscule fragments, and the soul will escape to reform elsewhere in a cloud of crystal dust. Their memories of death will not endure.

 


 

Highlight

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Requires 0 Gallons of Astra per cast

 

After having spent time summoning the Tearstone Shard and readying its supply of Astra for use an agent can finally begin to bring out the potential of this divine instrument. Regardless of what technique is used to direct the crystal, whether it be floating autonomously, or held in the hand, or within an object, the caster must first make direct line of sight with their target and direct their shard at it through a process known as Highlighting.

 

Highlighting a target encapsulates them in a faint, ethereal glow of pallid light and allows the shard to apply divine strength or weakness upon them regardless of whether line of sight is maintained beyond the initial marking. Techniques to accomplish this are varied, with some agents speaking audible direction to their shard whilst others might simply point. The Shard recognizes the caster’s intent even if they just gaze upon their target, resulting in the shard and the agent’s eyes emitting a luminous glow for a brief moment. This process is near instant, however concentration is required and the performing agent will be unable to multitask until the the highlight is applied.

 

Up to three targets may be highlighted at any one time, and multiple can be highlighted at once should they all be in view. An agent does not need to highlight themselves to apply a affect upon themselves. Targets beyond twenty meters will be incapable of being highlighted, and should a highlighted target escape this same threshold they will become free of the highlight.

 

Divine strength is equivalent to that of a human at normal peak condition, Divine weakness is equivalent to that of voidal weakness (i.e. no longer able to wear platemail for the duration) These will last for four emotes.

 

Highlights will remain until the shard is shattered, the target perishes, the agent perishes, the target escapes the radius, or the agent concentrates once more to remove it.

 

After applying a beneficial effect, or a detrimental one, all highlights are reset and the process must be repeated. Furthermore, a target must be within unobstructed view to Highlight them, if a target is behind cover, they cannot be Highlighted.

 


 

Moonlight Radiance

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Requires 5 Gallons of Astra per participant

 

An agent of Aeriel may use their Tearstone Shard to confer a blessing of divine moonlight upon the currently in use melee weapons of their allies, imbuing them with Moonlight Radiance. While active these weapons will exude an ethereal glow of pallid light which will illuminate darkness and strike foes with a potent supernatural wound. These Radiant Wounds are classified by painful frostbite of the immediate area, giving a stinging and/or burning sensation and reduced sensation of touch. These faintly glowing wounds do not naturally heal and will remain indefinitely, locked in time much like an agent of Aeriel is. However, unlike an agent, these open wounds may make other areas of the body susceptible to infection. These wounds may be rendered mundane and treatable if soaked in heated, natural water found in the Mortal Realm for ten minutes. Other agents are immune to this effect and will receive wounds as normal.

 

Moonlight Radiance may affect up to four individuals at once. Three allies, and the caster. The quality of the effect is improved with each additional participant. Moonlight Radiance cannot be re-applied until a participant uses up all active charges on their weapon. Moonlight Radiance does function upon enchanted weapons.

 

One Participant: One strike of their weapon inflicts a Radiant Wound.

Two Participants: Two strikes of their weapon inflicts a Radiant Wound.

Three Participants: Three strikes of their weapon inflicts a Radiant Wound.

Four Participants: Four strikes of their weapon inflicts a Radiant Wound.

 

Items or objects struck with a radiant weapon will become coated in frost but receive no other detrimental effects. Should a strike with a radiant weapon prove lethal, or if someone inflicted with a radiant wound perishes before treating their wound, their bodies will rapidly crystallize starting at the wound and shatter into crystalline dust.

 


 

Crystallize

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Requires: 10 Gallons of Astra per cast

 

Agents of Aeriel can bend their Astra in ways besides enhancing weapons, or making a shield, however. One of the arts available to them is a curious ability known as “Crystallize” an ability that serves as both an offensive, or potential defensive, quality that they can inflict upon a target. After highlighting a target an agent can pull from their store of Astra to cause a misty, vaporous cloud of Astra to weave around the target of their ire. The vaporous cloud of Astra is invisible to the naked eye, but those within it will feel a supernatural sensation of cold overcome them. An agent may then take a moment to concentrate, and instantly freeze the vapor upon their target; assuming they do not anticipate and escape the immediate vicinity of the cloud. After the vapor has encapsulated the target, the highlighted figure will start to feel a layer of astral ice coat their form. Other agents are immune to this effect.

 

Once coasted by astral ice the foe will find their movements slowed by an amount, causing melee strikes to be weaker and their walking/running speed to decrease.  This does not freeze someone completely, only slowing them down by the margin indicated, but this does include all movements. Such as a sword swing, or bringing a shield up to block, and so on. This astral ice is quite insistent in it’s objective, and is quite hard to chip away at. Voidal water will cause the ice to melt and disperse, but otherwise will remain until they escape the agent’s highlight radius, the agent is killed, or the agent spends a moment of concentration to end the effect.

 

Up to three targets may be affected by Crystallize at any one time, and they may be highlighted and applied all at once, however as more become affected the symptoms become less intense.

 

One Target: Opponent is made 50% slower.

Two Targets: Opponents are 25% slower.

Three Targets: Opponents are 10% slower.

 

Unprotected flesh and similar uncovered and susceptible areas will also receive Radiant Frostbite, a painful but much less harmful variant of a Radiant Wound that can be treated in a similar manner.

 


 

Astral Mirror

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Requires: 15 Gallons of Astra per cast

 

By summoning forth and maintaining a hefty amount of Astra an agent of Aeriel may project a hovering, six-foot tall and wide mass of semi-solid crystal which radiates the divine moonlight of the Soulstream. This mirror-like shield of Astra and light will attempt to absorb and then expel any kinetic or magical energy directed at it, with a twist.

 

Mundane attacks by thrown weapons such as arrows, knives, javelins, crossbow bolts, and even ballistae bolts will be absorbed into the Mirror and then expelled back at its source with equal energy behind it, however it will also now be imbued with a single charge of Moonlight Radiance. The projectile will glow during this time and, should it be lethal, will cause its target to crystallize and shatter. However, if the projectile is larger than the mirror, it will not be absorbed but will trigger an expulsion of frost.

 

Attacks with magical properties, as well as spells themselves, will similarly be absorbed in full before being expelled back at their source. Spells reflected in this manner will take on an ethereal hue and radiate a supernatural cold, turning any wounds inflicted by it into a Radiant Wound. Lethal hits will crystallize and then shatter the target. The one exception to this is the use of Voidal water, which will instead cause the mirror to malfunction and implode, coating the immediate area in supernatural frost.

 

Opponents in melee range of the mirror may elect to deliver a blow directly, whether by sword or similar means. Doing so causes the mirror to instantly freeze upon contact and shatter, as well as give their weapon a single charge of Moonlight Radiance.

 

An Astral Mirror will dissipate after one reflection, unless an agent of Aeriel expends additional Astra to maintain it.

 


 

Astral Sanctuary

 

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The art of coalescing stored Astra and shaping it into physical, solid form is a tedious and often exhausting process that can take months or even

years to accomplish for a single agent of Aeriel. Because of this the practice of forming Astral Crystal is often undertaken by multiple agents at a time, sometimes an entire close-knit group, over a condensed area. The process itself involves the slow, constant discharge of Astra over a long period of time while the agent concentrates upon hardening it, as is seen in certain abilities. Much like a potter working clay, the process is arduous and prone to accidents which may destroy or shatter the crystal they’re crafting.

 

The resulting Astral Crystals, which can be of a great many different shapes and sizes, are as durable and heavy as quartz; though are as translucent as frosted glass. Whenever night falls, or in places of heavy darkness, these crystals radiate the same pale light as the lunar surface; providing soft illumination. The most common application of this process is the construction of divine pilgrimage sites and temples to Aeriel which may take the form of great crystalline gardens and structures that never grow dark.

 

Very large amounts of Astral Crystal in an area has the exotic effect of altering the landscape and attracting certain types of wildlife. Moths in particular are attracted from miles around to these crystals and will take permanent residence here, resulting in great colonies of the insects. In very extreme examples an area heavily fortified with Astral Crystal will have an entirely indiscernible night time.

 

Whether it be an Astral Garden, or a crystalline temple to Aeriel, the massive presence of Aeriel’s power in an area may allow Astra to be physically stored in the Mortal Realm; an entirely unprecedented ability for anywhere else. Beautiful, ornate fountains and crystalline pools may hold the divine liquid and serve as a potent lure to all around; as the waters aggressively aid in the regeneration (Three times increased natural wound regeneration) of injury and disease for both mortals and the Archaengul’s servants.

 

An agent may create these crystals on a very small and temporary scale to seal a wound upon them or their allies. This requires five gallons of Astra, and will last thirty minutes before evaporating away.

 


 

Tier Progression

 

Tier 1

(Begins after creation, ends at 2 week mark)

An agent’s Tearstone Shard is newly formed and can store 5 gallons of Astra at a time.

 

Tier 2

(Begins at the 2 week mark, ends at 1 month)

An agent’s Tearstone Shard can store 10 gallons of Astra at a time.

 

Tier 3

(Begins at 1 month mark, ends at 3 months)

An agent’s Tearstone Shard can store 15 gallons of Astra at a time.

 

Tier 4

(Begins at 3 month mark, ends at 5 months)

An agent’s Tearstone Shard can store 20 gallons of Astra at a time.

 

Tier 5

(Mastered the magic at 5 months)

An agent’s Tearstone Shard can store 30 gallons of Astra at a time.

 


 

Practitioners of Voidal Magic will find their crystal souls less receptive to the divine influences of the Soulstream, as two very different and near incompatible sources coalesce within them. With every new voidal magic they learn, they lose access to 5 gallons of Astra. 

 

A master of of Aeriel’s Tears who doubles as a master wizard, knowing four voidal magic types, will thus only have 10 Astra available.

 

Astra cannot be manipulated by Shamans as it is not 'real' water, but water absorbed by the Shard is converted into Astra. 

 

An Agent of Aeriel's Shard must always be exposed or it will lose functionality.

Bonus

 

 

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Apologies for the formatting issues. They should be fixed now. You can all suffer through the long scroll instead of having your browser spasm like a frothing nerd on the internet. Look for my secret bonus in the post ?

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Question - why is, in the tiers section, Astra stored as gallons, while in the ability descriptions its quantified just as 'Astra'. How much Astra in a gallon? Does it mix well with fruit juice, or is it a chaser?

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7 minutes ago, ¤Arzota¤ said:

Question - why is, in the tiers section, Astra stored as gallons, while in the ability descriptions its quantified just as 'Astra'. How much Astra in a gallon? Does it mix well with fruit juice, or is it a chaser?

 

Was a typo, missed that in final formatting. I think it'd pair well with fine wine and a side of fried fish personally.

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As someone who has been watching this rewrite from the very beginning, I am so pleased with how it looks and this new direction the Ascended will be taking. It's very, very exciting.

 

+1

 

giphy.gif

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so can i summon an angel to this realm or whatever

 

and if i can what stops me from killing it by exploding an ice rink while singing the elven national anthem

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Interesting read though I am very conflicted about this Rewrite, it is very... different from the Soulfire thing, which as I quite liked back when I played an Ascended, then again it is a very interesting thing this post, I just hope it does not become one of those "Oh we are just re-working this Lore like this because we can." And it actually has a reason for this change, like where did this Tears thing even come from? (As a Lore standpoint) It was not an subject back when I was in the Rewrite Discussions, also whatever happens to Infused Items now? Do they stay the same, or do they also follow this new change from Fire to strange Ice-Tears, I have to say I do not really... like this change of direction, I thought the old system needed minor re-works and not a Major one, and that is saying a lot as I have loved the Ascended for a long while now, so this sadly needs an -1 from me, I suppose this opens up a new thing for Holy **** or something, but meh, I have to say I am not the fondest of this, I dont know if this is just me as a person, or my Jaded view of the Ascended as a Creature and Magic, but this new change has removed them from my top spot of fav magic if it goes though. 

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Huge props to Jallen for workin' real hard on all this, and also it looks rad!

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12 minutes ago, Jondead said:

Interesting read though I am very conflicted about this Rewrite, it is very... different from the Soulfire thing, which as I quite liked back when I played an Ascended, then again it is a very interesting thing this post, I just hope it does not become one of those "Oh we are just re-working this Lore like this because we can." And it actually has a reason for this change, like where did this Tears thing even come from? (As a Lore standpoint) It was not an subject back when I was in the Rewrite Discussions, also whatever happens to Infused Items now? Do they stay the same, or do they also follow this new change from Fire to strange Ice-Tears, I have to say I do not really... like this change of direction, I thought the old system needed minor re-works and not a Major one, and that is saying a lot as I have loved the Ascended for a long while now, so this sadly needs an -1 from me, I suppose this opens up a new thing for Holy **** or something, but meh, I have to say I am not the fondest of this, I dont know if this is just me as a person, or my Jaded view of the Ascended as a Creature and Magic, but this new change has removed them from my top spot of fav magic if it goes though. 

 

Well ya see. The idea behind this is to nix the Dark Vs Holy shenanigans, as well as put the Agents of Aeriel in a support role. We aren't reworking lore because we can, we're reworking the lore so it's enjoyable for everyone and isn't bogged down with so much stuff. Looking at you magic lore. Anyways, the Tears thing came up soon after you left I believe. Infused Items are rendered useless with the rewrite. Sorry you don't like it, didn't expect everyone too but if you are letting your jaded view get in the way, maybe best to take a step back and rethink your opinion.

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11 hours ago, Lark said:

 

Well ya see. The idea behind this is to nix the Dark Vs Holy shenanigans, as well as put the Agents of Aeriel in a support role. We aren't reworking lore because we can, we're reworking the lore so it's enjoyable for everyone and isn't bogged down with so much stuff. Looking at you magic lore. Anyways, the Tears thing came up soon after you left I believe. Infused Items are rendered useless with the rewrite. Sorry you don't like it, didn't expect everyone too but if you are letting your jaded view get in the way, maybe best to take a step back and rethink your opinion.

So basically what you are saying is the Ascended got tired of being a Holy Magic and went bananas, and chose a different path because they did not want the OOC? Really, I mean it was talked about in the past about OOC hate because they were protagonistic, even seen it first hand, but why with the tears? That is fine, but why taking away Soulfire? The fire OF THE GODDESS OF SOULS, also she is not the Aengul of the Moon (Alone that is) that one Monk Aengul also controls the moon, making a clash of Lore and Realms, (kind of) as one is in control of The Moon, and another the Soulstream, which for some reason became the Moon from an earlier rewrite, but this is fine, right? Nothing bad could ever happen for Aenguls to share the same meterial plain? I never once as an Ascended, or as an follower of Aeriel earlier than that Roleplay’ed her as a god of The Moon, only as she really was, a caretaker of Souls, watching over the Souls that pass though, and having the Ascended as her guardians, to protect the Souls of the Desendants from becoming corrupted by Dark Forces, at this point it is basically a Deitie Voidal Magic if they dont want to be under the Holy tag. Unless I misunderstood that statement. A rewrite wont change the hate y’know, I know some if not many that believe they are old news and could easily be replaced, though enough of that, still a Big no no from me. Also still quick question, could the Infused Item just get a replacement? Like the Ember-panel switching into something else, the Tear fragment somehow turning it into a icey One instead? Also this for me, seems a little cold like a stange love child between Frost Witch (only slightly though) and Clericalism, with it being all about freezing stuff and so on. Honestly, would have loved to see them keep being Holy People, but sometimes I just cant have Nice things it seems. :c

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The eternal problem with the ascended are the playerbase, no matter how much you sugarcoat or change the lore. They'll be bad because of the players that control it

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A wonderfully written piece of lore. +1

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8 minutes ago, Jondead said:

So basically what you are saying is the Ascended got tired of being a Holy Magic and went bananas, and chose a different path because they did not want the OOC? Really, I mean it was talked about in the past about OOC hate because they were protagonistic, even seen it first hand, but why with the tears? That is fine, but why taking away Soulfire? The fire OF THE GODDESS OF SOULS, also she is not the Aengul of the Moon (Alone that is) that one Monk Aengul also controls the moon, making a clash of Lore and Realms, (kind of) as one is in control of The Moon, and another the Soulstream, which for some reason became the Moon from an earlier rewrite, but this is fine, right? Nothing bad could ever happen for Aenguls to share the same meterial plain? I never once as an Ascended, or as an follower of Aeriel earlier than that Roleplay’ed her as a god of The Moon, only as she really was, a caretaker of Souls, watching over the Souls that pass though, and having the Ascended as her guardians, to protect the Souls of the Desendants from becoming corrupted by Dark Forces, at this point it is basically a Deitie Voidal Magic if they dont want to be under the Holy tag. Unless I misunderstood that statement. A rewrite wont change the hate y’know, I know some if not many that believe they are old news and could easily be replaced, though enough of that, still a Big no no from me. Also still quick question, could the Infused Item just get a replacement? Like the Ember-panel switching into something else, the Tear fragment somehow turning it into a icey One instead? Also this for me, seems a little cold like a stange love child between Frost Witch (only slightly though) and Clericalism, with it being all about freezing stuff and so on. Honestly, would have loved to see them keep being Holy People, but sometimes I just cant have Nice things it seems. :c

 

It seems the problem is that you weren't well-versed in the lore of the Ascended during your time with them. Aeriel's domain has been the Moon, and lore-approved as such, since the last rewrite submitted a year or two ago. They're also still a Holy Order, as their main purpose is still to protect the Descendants and their souls. I would also like to state that, as someone who broke the lore-approved tenants of Aeriel, I wouldn't say you're missing out on any 'nice things', as you don't have access to magic anyhow because your character betrayed his patron and magic. Your grudge because you got caught for doing something wrong doesn't contribute whatsoever to this lore submission in terms of feedback, especially as it seems you're more concerned about the perks the magic gave you rather than the magic as a whole.

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