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[✓] [Paladin Rewrite] Champions of Xan


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Champions of Xan

 

Forenote: This is a rewrite of the paladin magic. It takes from a variety of areas from the history and past of what was and current of the magical art and expands upon it further into something more than what was seen previously. They are holy warriors in their own right as well as blacksmiths, beast slayers, crafters, builders, huntsmen, crusaders, and so on. I hope you enjoy the read.

 

History


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The history of the Order and how the origins first start is a tale unlike others, which was eventually forgotten with time. Of truths foretold and blasphemous acts created within the divines themselves. Though to state that all Aengul/Daemons are perfect is a flawed concept in and of itself. For their very views and influence upon the realm of mortalkind is a prime example of such imperfections, as they tend to their own devices or ways of power. Yet here at the beginning of this story falls upon an Aengul that descended down for a time. A time of which, the fabled Isle of Sheerok fell into darkness in the aftermath of the Betrayer’s war. It was a place of desolation where the once beautiful scape of a vast forest and fields of crops that held such a divine light from the Sun itself, turned into a barren waste of death and disease. It was here where the Aengul decided to descend, for this place, for those that knew him, praised and served him. It was then the chance encounter of the siblings Zyanna and Hilan occurred. Whether it was faith that decided or a mere chance, the Aengul took notice in the siblings that day. Splitting two of the four wings from his back, he infused each into Zyanna and Hilan, becoming the first paladins in existence.

 

But Xan’s purpose was not fulfilled, far from it. His next act caused a brief strife with his war-brother Tahariae, the Aengul of Purity, who forbid him from influencing the mortal realm further. A warning that Xan did not follow and with his arms opened wide, broke the desolate clouds that hung over the cursed Isle of Sheerok. Rays of sunlight and warmth poured through and the land was cleansed of the blight that had befallen it. It was then that the Isle became the home of the paladins of old and for several generations to come.

 

Yet with such a tale of hope, tragedy was soon to follow. During that brief time of the Lord of Sunlight being on the mortal realm, he met with Zyanna privately and eventually she birthed a child that was then hidden away. It was after this that he ascended back to the divines, and Zyanna sought a way to find him again. Five or so years passed since that day and with her travels she came upon a mountain side where she erected a tower so that she could eventually communicate with the Aengul. It was there that Gudour, The Night Terror, found her. Upon the next morning, her followers found the paladin encased in an crystal-like ebony shield. A sword straight through her heart under the bewitched spell of the Drakaar.

 

Zyanna could never find peace and rest again, and such was that the heavens cried out in rage and anger. The wrath of the Sunlight Lord was unlike that which the realm would see, as Hilan took up arms and the paladins became the first Dragonslayers. Species upon species of Dragur’s broods were hunted down and destroyed. The hunting of such mighty beasts lasted for eons to come and as well, became a starting point for what was seen as ‘Order’. It was here that Sol Invicta, the first born of Zyanna Athna and the Aengul of Order and Guardianship, rose up and became an instrument for her father’s wrath. His words gave her life and with her raw power of Order, she set forth to wipe out the dragonkin to near extinction. Her mother’s legacy of the Isle of Sheerok she protected and called home. There her followers protected the sacred area and with the Guardian’s Grimoire, fabled Tome of the Power of Xan, Sol Invicta transported the island to hide it away from all those that seek its destruction.

 

Yet despite the achievements of Sol Invicta and the removal of such dangerous foes from the world, all was not well with her view of ‘Order’. The Aengul Xan would see his mistake, when Sol Invicta began her own crusade against all which besmirched her vision of perfect Order upon the realm. She became a Tyrant that raged war and destruction to warp the world into her vision for it. Thus as the sapphire mists had  developed her very soul with the use of the Grimoire, the Demi-God was struck down. Her body was torn azure by the raw power of Xan and she was cast down, falling into the deepest parts of the Abyss. There she was thought dead, but unbeknownst to even the Aengul himself, she survived.

 

It was then the Aengul saw the errors of his daughter. The concept of pure Order had cast away what devotion and love he had for mortalkind. Thus Guardianship truly took form and both views became one. From that point on, many events occurred throughout the history of the paladins. Abilities and ways of using the magic were created, while older ones were lost to the pages of history. The battle of Setherian among such achievements and even the war and conquering of Asura’s realm with the fall of the Daemon was done and had come to pass, as well as the attempt on Aeriel’s realm for the position of Archaengul. Yet that in the end was met with a failing and eventual retreat of Xan and his forces.

 

History became a place of stories and rumors surfacing, and so the passing of time would eventually come to the recent centuries and decades, of what the Paladin Order had become. It was clear with the lacking of servants, that instead of distain or dismay, the realm was, as a whole, changing. Thus the Aengul of Order and Guardianship saw fit to shift the magic of his servants once more. Their roots were long forgotten and it was time to give the knowledge and wisdom back. To invoke purpose in what they once were and find the meaning for them in this changing world.

 

[For more in depth history, view Additional Info Section]

 

 

Creeds

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Creeds are divine law that holy men and women of Xan follow, set before them by their deity since the creation and establishment of paladinism. They have followed for as long as history recalls, with no intention of stopping. Creeds are guidelines to which they listen, bare necessities in how one should act, making it absolutely essential to follow them to the letter when it comes to it. If an oathbreaker’s deed reaches the ears of their brothers and sisters, it is their duty to search upon them, the follow up of which will usually be immediate disconnection.

 

Creeds of Xan

 

I.  You are the child of the Maker, the Creator, the Divine, for it is HE who made all the First, the Aenguls and Daemons, and the Second, the Descendants. The Four Races, the Second Children, the Descendants, given life divine by the Creator’s breath, have Xan’s shield and his sword. For that reason, a paladin may not put himself above descendants, for they are equal. It is also not the concerns of mortal wars which draws the Lion’s gaze. For always there is war amongst the Descendants for struggle is eternal, a curse of the Betrayer which cannot be given relief, a result of the first sins. So it is that the wars of mortals are not touched upon by the Lion’s Pride, for they are meant to be absolved by the descendants by whom they are waged.

 

[Do not engage in descendant/descendant wars. All descendants are equal in the eyes of Xan and engaging in such a war is enacting harm upon descendants over politics. This is exempt if the paladin’s area is directly affected by a warring/raiding party.]


 

II. As Xan demands service from his champions, he expects them not to equate him with the same reverence as God, chiefly expecting it over worship. In the same vein, he allows them to serve other organizations and militias, as long as they continue following their order’s credo and do nothing that would count as breaking it.

 

[Paladins can join any organization they want as long as it doesn’t break other Creeds. It also doesn’t matter if the paladin worships another as long as the paladin isn’t as well, breaking other Creeds in doing so.]


 

III. As all paladins of Xan are equal before him, so they’ll treat each other equally and as brethren. No sword or mace or axe or any other weapon of warfare shall be raised in malice against the fellow followers of the Xannic belief.

 

[Do not attack, betray, and/or kill fellow paladins. This as well sending others to kill your fellow paladins too. If an honorable duel is declared, then its exempted from this Creed.]


 

IV. While it’s said that the Order protects all Descendants from foulness, using the magic given to them by their patron, it should not be confused with offering said magic to just everyone. There’s a difference between selling divine artifacts for personal gain and teaching those willing of paladinism. Offering divine artifacts in such a manner, whether it is trading in coin, power or favours, is strictly frowned upon and shall not be tolerated by either the Order or its patron.

 

[Do not sell out your deity. This obviously meaning giving connections, deific artifacts, and/or abilities for money, favors, or personal gain. Donations or praise rewards given are fine, but not the sole reason for doing your duty.]


 

V. The light is the fire in our hearts, the light is the wrath of Xan, the light is the Creator’s glory manifest, and with it we burn away the shadow, cleanse the darkness and all the taint within. The power of Xan is not used lightly, nor ever against the Descendants save for those corrupted and turned against their brothers. We wield the Light only in defense of them, only in service of Xan, or against those once-children of the Creator whose hearts have been made blackened ash, and turned to darkness. Never shall the light of Xan be used against a descendant, except in the most extreme of cases of those poor souls mislead by the evil present in all hearts. And yet so all attempts shall be made to cause no permanent harm, all instances of such reported to the rest of the Order.

 

[Do not use your holy abilities on innocents except in self-defence or its clear intent said person is a threat to others. On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well.]

 

 

Connection/Disconnection

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“Xan has allowed me this gift,

so I may in turn give it to others.

Thus we guide the lost and in turn,

spread the light while banishing the dark.”

 

Connection and disconnections to Xan are the holiest of holy writs that were ever a part of paladinism. It is a marking and showing of the recruit of all their hard work and duty seen for them to be granted such a gift. As well a punishment to those paladins that have broken the creeds and thus cast from Lord of Sunlight’s sight. For these reasons, they are never to be abused for personal gain or cast upon a whim. In doing so, you’re taking our Lord and his presence for granted, and there’s no place for stragglers in his court.


 

Connection

When a teacher deems a new chosen initiate of Xan worthy of taking upon the necessary steps, they will undergo a series of trials to test their will, courage, wit, pride, and resolve. If the initiate proves themselves and passes all the trials, they shall be taken under the teacher’s wing and be connected. As the student is  brought to the nearest Chancery, the teacher then invokes a vision of sorts while the sapphire mists surround them. The core of their soul ignites with an eternal ember, brought upon by the one connecting them. This is the time the newly connected paladin discovers Xan’s love for them taking hold of their very being, keeping them warm  even when the last flickering light is engulfed within the darkness. The paladin now newly reforged in their ideals of living to serve his duty.

 

Disconnection

However in disconnection, if a paladin deserves their falling and it is known to their fellow brethren then the ultimate punishment may be given to remove the eternal embers within them. If it wasn’t, Xan will be sure to witness such and cancel the attempt. When a paladin knowing the ritual of disconnection opts for this grave, extreme step, it should be for a very good reason. When the reason is deem valid and a creed is truly broken, the paladin must find and be directly near the one getting disconnected. The mists would then start to be summoned, flowing down the arm of the paladin as it coats it within a semi-transparent veil. With this, the paladin then thrusts their arm into the victim’s body and grasps a hold of their soul that has the eternal ember within. A simple tug is all that is needed to then sever the connection completely. It is of note while the process of teaching or even performing this ability upon someone, that moment of grasping upon the soul feels as if your very life is being held. The air feels thin and difficult to breathe. But for those that had not broken any of the creeds set forth would grow unaffected by it. It should be noted that disconnection is to be the last step of actions taken by the order, and so, there is a myriad of other ways to punish an orderman, unless their conduct truly was horrendous.

Effects of Disconnection

Once the sapphire spark is lost in a paladin, they would be permanently scarred on their soul, as one would be in any other deity magic. Their mind is left damaged, cracked, losing something it took for granted, leaving them permanently changed. Such effects include loss of courage, pride, finding any comfort in a loved one, and/or in a constant deep despair.

 

Other Magics

Upon taking up the duty and devotion of following connection to Xan, other magics are seen as abomination in his eyes and thus are something not possible to be obtained while having said connection. If one has a connection to another deity before having a xannic connection, they must disconnect from the other deity. For darker magics, the connection or curse within must be lifted first. For Voidal Magics, the knowledge is still known however once they gain the connection, the paladin in question is unable to perform the magics. Even with the magics of golemancy and runesmithing, a paladin is unable to learn. The reasoning for such is the acts of golemancy for example can use the soul of a descendant for its art which is seen as horrid to the Aengul and the art of runesmithing is using another deity’s power for its own devices not suitable for the Aengul of Order and Guardianship.


 

Redlines

 

-If a loophole or grey area is seen, contact a LT otherwise the answer is no.

 

-A paladin must learn both connection and disconnection first before receiving a TA.

 

-If a paladin has proven to not have broken a Creed, the disconnection ritual performed on them will simply not work. Willing disconnections are excluded.

 

-Must remove all other connections of dark/deity magics before able to be connected. Voidal magics, once the paladin is connected, are unable to be cast.

 

-Must stand directly near the person in question in order to disconnect them.

 

-Must RP the effects of when the soul is grasp upon and held for that brief moment in time.

 

-Once disconnected, the person cannot be reconnected again.

 

-Must RP disconnection effects once the connection is gone.

 

-Do not metagame knowledge of a Creed broken to attempt a disconnection. The disconnection ritual will not work if you are ‘guessing’ or ‘testing’ if a paladin broke a Creed.

 

 

 

Chanceries

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“We give our service, duty, and respect and in turn, our Lord gives us guidance and strength..”

 

In the days of old to even present day now, it was never Xan’s focus for his servants to worship or praise him. The Aengul instead only demanded duty for his followers to uphold yet as well, needed something to be able to communicate with them. For a place to perform such a connection or in times speak with the Lord of Sunlight, it was this notion that the idea and creation of Chanceries was born. To each their own, a paladin’s own design of such a place reflected upon their own ideals of their duty to Xan. History is a true testament to this as there has been multiple different groups of paladins and how they fought their enemies.

 

 

Spoiler

As its most sacred location for the paladins, a chancery is place where pools, braziers, caves, shrines, etc has been created and blessed with pure xannic energies to be able to connect those seeking the magic. These places are normally kept hidden or well guarded, able to be moved when need be or if something befalls the area. For a chancery to be made, it depends upon the size of the area in question. Should the area be rather small, around at most seven blocks length and width, one paladin should be enough to do it alone. For anything bigger than that, several paladins would need to be able to aid in blessing the area. To invoke such a blessing upon the area, the paladin(s) in question call forth a prayer as well as sacrifice. A droplet of blood along with the mists summoned to infused within the area in question begins the process of creation, having shown duty, sacrifice, loyalty, and pride. When the Chancery is finally created, an OOC sign must be placed to state what the area is and a LT confirming the location. In times of needing to relocate such a sacred place, the paladin(s)  must stand within the chancery itself and call out to their Aengul. A request stated from them to able to dismantle area is a sign of respect in the eyes of Xan. For those paladins that do not do such, it is seen as a massive defilement of such a sacred area. 


Redlines

-For chanceries smaller than 7x7 blocks, one paladin is enough to create it. For anything larger, more paladins are required.

-Droplets of the paladin’s own blood, prayer, and the mists must be done while creating a chancery. Get LT approval and a OOC sign placed stating its a confirmed chancery area.

-For destroying a chancery, removing/breaking the focal point which would be the pool, brazier, etc must be done to have it completely destroyed. LT must be overseeing for it to be confirmed then OOC signs will be placed.

-Relocating a chancery is possible as the paladin(s) must request such within the chancery itself. Showing such request is seen as an act as respect instead of defiling and thus the paladin(s) are able to then dismantle the area. Must have LT overseeing to confirm.
 

 

 

Nature of the Mists

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“Into the darkness we humbly carry this torch.
With its light, we banish corruption and fear,
With its warmth we comfort the worn and weary
And with this gift, we protect ourselves and others.”


With the mists of Xan shifting once more, the spells as well follow suit. Their focus with more their crafting, hunting, and/or crusades are heightened and tailored with the changes of the realm. The xannic mists now affecting all to some degree is a testament of the work of Sol Victa and her view of the Order of the world. However, the Lord of Sunlight holds value still towards mortals and thus re-defining it to fit the needs of Order and Guardianship.

 

Aura of the Mists
The quintessential component of the Xannic magic, for it is the thing paladins produce upon casting and the substance they weave into their spells along with their own mana. The mist can be one of three colours significant in Xannic culture: Gold, Emerald or Silver. The three siblings are an example to this, showing the different parts of what the mists had been forged into. Herun’s Guardianship of Gold, Sarah’s Healing of Emerald, and Hilan’s Order of Silver. It is with the three symbolizing such that the mists today are still as they were long ago. There is another yet more dangerous form of the mists. The Sapphire Mist or any true form of blue is only able to be shown when the Lord of Sunlight is directly present. 

 

Spoiler

When a paladin is connected to the magic, the eternal ember within has a certain effect upon the soul. The paladin is filled with constant warmth which comforts them, giving them the feeling of a continuous fatherly embrace. Effects of cold are also weakened on a connected paladin, yet not to a very significant effect. Similarly, when positively affecting another person, such as, with healing, they too feel the Aura.

 

Redlines

- Must be connected and have a MA in order to summon the xannic mists.

 

-The colors allowed are emerald, silver, and gold. Sapphire or any variation of blue is strictly not allowed unless performing the connection ritual itself on another.

 

-The effects of the warmth are not fully significant. It can add in warding off cold yet not to a very big degree by any means.

 

 

Effects of Mists

It is inevitable with this magic and the raw power that flows through the paladin’s form that the paladin’s body suffers to some extend from overuse of the abilities they emit and preform. Even with the changes of the mists itself, the Aengul of Order and Guardianship cannot undo the effects of his might and power that is felt within the magic itself. Thus in turn, a variety of effects can start to occur should the paladin over exert themselves. The only spells that seems to otherwise not effect to such a degree is Utility Magic and Holy Affinity.
 

Spoiler

With all others the effects begin to show. Starting at around second cast of an ability summoned, whether it be the same one or another made, fatigue starts to definitely take its toll. Soreness in the muscles felt as if strained from a hard day’s work. A cast of the third or fourth of any ability, whether same or different, an eruption of pain is cast across the paladin’s form. Their body straining under the light and power that flows through their bodies and thus trying to cast such spells are proven to become harder to perform and maintain. With the fifth cast enable, the limit of the paladin has now been reached. Muscle can tear or blood can be coughed up as well as agonizing pain erupts across their form. It is at this point that the paladin can suffer falling unconscious, complete fatigue from over exhaustion, and/or suffering physically from pain and soreness for a time.

 

Redlines
-Utility Magic and Holy Affinity are exempt from the effects if cast.

 

-Must RP the effects starting to take hold beginning with the second ability preformed and cast.

 

-The activation of Sacred Artificery major enchants is able to up this by three max with a total of eight abilities able to be used before completely spent.


-Once the fifth ability is cast, the paladin is unable to summon their mists for the rest of the encounter as well as RP the possible effects. Sacred Artificery enchants can extend this max by up to three.
 

 

Deific Runes

It is with these burdens of raw might and power that  an ancient ability has come forth in place to try and negate such destructive powers upon the body. The history however of Deific Runes is seen more as a curse placed upon a wicked soul, damned for eternity by Lord of Sunlight himself for such crimes committed under his service. It is a bit of irony, yes, that the mists and magic known to remove curses upon the realm also has its own in some form or fashion. Yet to those that bare it, it's a reminder of what their duty is and the wrath of what they brought upon their Lord at the time. Throughout the years this has been seen and as well changed overtime. The fable Champions of Xan or ‘Keepers’ as they were more commonly known had such markings on their bodies. When they cast themselves down for a mundane reason or defiance of not wanting the mantle anymore, the deific runes would appear and a specific curse was placed upon them.

 

But with every curse made, salvation is as well seen for this was shifted to be that of a blessing and a curse created upon the individual paladin. The markings depict of a story told and history invoked, creating a focal point that allows their power to flow through in a better form yet in exchange for an equal curse in return. Example of such is instead of extreme fatigue gradually growing overtime when casting spells, an old wound starts to open up and begins to bleed. The more the paladin over exerts themselves, the more painful the wound becomes yet doesn’t result in killing them. After the recovery time is complete, the wound reseals on its own and thus the paladin is mended. Some of these are quite harsh to have, yet it is something the most devoted do for their deity and duty to their Lord. 

 

Spoiler

The Deific Runes are in short, a different way for a paladin to show their weakness/fatigue when casting their abilities. Instead of what is listed in the Effects of Mists, this gives a way to specifically design a drawback for your individual character that matches what is normally shown when casting to many abilities. This is in no way, shape, or form meant to be any easier or better than the Effects of Mists area and follows around the guidelines of reaching five abilities that the paladin cannot do anymore. Is is merely an aesthetic.

To place such Deific Runes requires at least two paladins. The one receiving the runes must at least be tier 3 to be able to withstand such a ritual. With the one chosen, duo embarks down into the chancery area where the ritual is required to be performed. With a special, enchanted carving tool, the teacher carves out the runes on the body of the student that is specialized for each one. It is then that the student steps into the pool while the mists from the teacher are invoked. The whole area casts off into a veil of holy energy, infusing directly into the student’s freshly carved runes upon their body. The deity of course watching over this and regarding the trade off for such a request. Should the student proven themselves, the deific runes start to emit the holy aura of their mists color that signals the ritual is complete.


Redlines
-Requires at least two paladins to perform this ritual. (One carving the runes, one receiving)

 

-This is simply another way of having a weakness to the magic. It does not override or make it ‘easier’ for that paladin to cast the magic with the max as seen above in the previous ‘Effects of Mists’ still applying. 

 

-Requires LT approval to confirm the equal weakness in exchange to obtain

ing the Deific Runes.

 

-Must RP the effects of what is confirmed and agreed upon when receiving the Deific Runes. If proven misuse, the runes will auto disappear.

-Must be at least Tier 3 to request/receive the Deific Runes.

 

-Must have the Deific Rune carving tool (which is seen under Sacred Artificery )  to place the runes on the body.
 


 

 

Utility: The Mist Weaving Arts

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“Let the eternal ember within ourselves take hold and flow through our forms so that we know his fatherly embrace is forever guiding our hand.”

 

The utility part of the xannic mists enables the paladin to learn and start with the basics of the magic itself. Its function is the very foundation itself with it building overtime and growing upon different aspects a paladin can take to be able to perform their duties. All the spells seen are not able to be used in combat, but instead are different ways of invoking the mists to use for various forms and ways. Mist Manipulation is the base ability for the xannic mists as overtime the paladin can expand and have it grow with what they can and can’t do. As seen within the Tier System further down. The other abilities are able to be learned and used when the paladin reaches the appropriate tier.
 

Spoiler

Mist Manipulation
From the beginning of when the first paladin was birthed, the art of mist weaving had been ingrained within the magic and creational summoning of Xan’s holy light. It is a sign, a beacon of hope, a testament to what is a paladin and how they use such a magic to use as an extension to their duty and resolve. In those times, masters of the magic were able to use it to create weapons of warfare, healing that matched even Tahariae’s servants, and even crafted creations that rivalled the gods of this realm. Regrettably however, most has been lost to the passing of time. 

 

Whether it be from the dying out of those that knew such things or the will of our Lord of Sunlight, the art of Mist Manipulation has had its fair share of changes and shifting. With the most recent fine tuning from the Aengul of Order and Guardianship, some of what was known in the past can be seen again. For beginning paladins, tiny objects such as marbles for example can be created and aid in practicing. A mundane view seen yes, but as well a good foundation to start with in understanding the mist weaving art. As the paladin progresses through their training, they are not only able to unlock more advanced spells, but as well master their mist manipulation. Designed clothing, various objects, emitting an aura, and/or even stories weaved before our eyes are but examples of what paladins could do with the mists. It is of note however that none of these outside of the more specific abilities are harmful in any way, shape, or form. To use in such a way would immediately cause the mists to disperse immediately.

Emote Requirements
(1 for connecting, 1+ for anything else)

 

Example:

Raising his arms to the sky, emerald mist begins to form around Ben and the nearby group of overlookers, seemingly brought towards him by curiosity. Around the small area shrouded by rained a storm, yet the watchers were not getting wet, the mist dispersing as it hit their clothing, leaving a comfortable feeling in its wake. Thunder stroke. It was a very unsettling night inside the cloud.

 

Redlines:

-If a grey area or loophole is seen, contact a LT otherwise the answer is no.

 

-Mist Manipulation cannot be used for combat. It is purely aesthetic.

 

-Any attempt to harm, throw, or do anything to harm would cause the mists to disperse immediately.

 

- If a dragonkin or exposed dark being decides to touch the mists created by mist manipulation, they would suddenly get an itchy feeling all over their bodies. For the aura itself, it's just an uneasy feeling.

 

-The advancement of Mist Manipulation is seen in Tier Advancement.

 

-Cannot be used for ‘tests’ or metagaming of any sort.

 

 

Aura of the Mists: Lion’s Roar
Their auras already being able to cause warmth and comfort, paladins have also been observed to be able to cast a more direct version of their passive ambience. The men and women able to properly activate this spell would expand their circle of passive influence unto others, moving the borders of their once close-to-personal aspects to up to 10 meters (10 blocks), whether with a defiant roar or a calming cry. The ability works on most folk, yet it seemingly doesn’t affect revealed beings of darkness. The individuals affected by the aura would find themselves as comforted and calmed by it as would they when embraced by the normal Aura of the Mists, their panic and fears dispersing. The newly expanded aura would go as soon as it arrives, yet leaving behind a lingering effect, 5 emote rotations.

Emote Requirements
(1 to connect, 1 to cast)

 

Example:

It was there that the group stood before the enemy in sight. Several showing of fear and hesitation as if there was lingering doubt in succeeding in such a venture. Even with the rise of shields, it was clear to the paladin of the moral rather low. Thus Ben stepped forward some with a silvery hue suddenly flashing within his gaze.
 
The hand around the sword he carried would then start to tense up before raising high in the sky. A cry or perhaps to some..a roar that echo’d across the area as a sudden wave of holy aura erupted from the paladin’s form. His words spoken gave confidence and courage while the holy aura emitting brought calm and comfort. A showing of hope in the battle to come that seemingly lingered within each their own upon the paladin’s side.

 

Redlines:

-Lion’s Roar cannot be used for metagaming, testing, etc.

 

-Cannot effect dragonkin or exposed dark beings.

 

-Is able to be used on dark beings using disguises, working like a normal person.

 

-Lion’s Roar cannot harm anyone, it is merely an aura ability.

 


The Ambuscade Rune
The Xannic huntsmen of yore would often use this device to capture their stoic prey; usually in the forms of blackened beasts and blemished creatures. The means to forge this useful tool was once lost with the death of Henryk, the last Huntsmen of Sol Invicta's dutiful reign; lost to the Abyss. Alas, knowledge once lost, can be scribed once more, for those knowledgeable in the Mists of Xan had performed sacred divinations to recover the lost knowledge, and once more- they were enlightened.
 
With this ability, a paladin can summon a temporary trap to be placed and hidden on the ground. The trap in question is a deific rune of sorts infused into the ground with the outline of it visible when active. This may be concealed and hidden with the use of mundane means. When an enemy steps onto it, it binds them in place for four emote rounds. The victim in question is able to attempt to strike at the trap to break it, requiring two effective strikes of a strong weapon in order to break and disperse it. Given this ability, the paladin is able to have at most two out at any given point. 

 

Emote Requirements
(1 summon, 1 cast)

 

Example:

It was rather quiet in the forest where the beast was rumored to be. Anna furrowing her brows at the lack of songs from the birds or usual sounds one would hear within the area and thus knowing her target was near. With a quiet exhale of breath, she would start to focus. Gold mists weaving effortlessly with her hand just hovering near the ground.

With Anna continuing to focus, the mists would flow downward and start to condense into the form of a shimmering, golden rune like patch upon the forest floor. It hums softly with xannic light then fades with an outline depicting of it now placed. With a covering of leaves and bait placed, Anna would then move to hide and await for her prey to draw near.

 

Redlines

-If a loophole is seen, contact a LT otherwise the answer is no.

 

-Max of two traps can be laid at any given time.

 

-The paladin must be in the area to keep the traps maintained. Once left or focus lost, the traps immediately disperse.

 

-Must have an OOC sign stating the traps were set in the area. To avoid metagaming, it doesn’t need to state specifically what block. Just because an OOC sign is placed in the general area, any knowledge known of a hidden trap not found out legitly IRP is considered metagaming.

 

-The traps in question are only a stun. Cannot harm those caught in the trap. A max of 4 emotes rounds before the trap disperses. 2 emotes rounds if the person successfully strikes the trap with a strong weapon. Aka, a mere dagger isn’t going to do it.
 

 

 

Combat: The Paladin's Arsenal

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“What are we, but stewards that stand against the might of undead, beasts unimaginable, and abominations that not even the wildest of imaginations can foresee?”


The combat abilities within the paladin’s arsenal are what allow the paladin to perform great feats yet it isn’t something that they fully rely on in the end. Each one is merely an extension of what they could do or achieve without it and is there to use when a moment requires such certain abilities to be cast. It is with wisdom for a paladin to effectively invoke their abilities right otherwise the wrong move can be met with an unfortunate end. Here below is the list of combat abilities a paladin could summon to aid them.
 

Spoiler

Holy Affinity

Melee

One of the easiest spells a connected paladin would learn, as well as one of the least mana-intensive spells in a paladin’s arsenal,the Holy Affinity is what is commonly seen when a paladin goes into battle. The paladin who has called upon the mists of Xan holds the weapon they wish to effect, spreading the light upon it from their palms. When the imbued weapon strikes, it creates a searing effect where it makes it mark. The weapon, as it is lit, colours itself in the same colour of the mists its wielder has taken upon, holding the spell until the wielder grows too tired to continue channeling his mana or he loses contact with the item. There are plenty of effects a weapon can produce once taken hold of, yet all of them are merely aesthetic in nature. A few to mention would be a constant ‘electrical’ surge running through the blade, to a more stable humming, glowing appearance, and so on.

 

Emote Requirements
(1 to connect, 1 to cast)

 

Example: 
Emerald mists start to appear and flow about Ben’s armored digits, having the paladin now focusing on the spell at hand. Its direction being the sword he wields as he commands the mists to flow down the length of the blade itself.

 

As the mists continues to move and coat the edge of the sword, sparks of emerald like electricity course off the tip and length of the blade to signal the light now fusing into the weapon itself. Its form now imbued with xannic light, allowing Ben to now focus on the fight before him. 

 

Range

Whereas Holy Affinity: Melee deals with close quarter combat, Holy Affinity: Range is from the exact opposite side of the spectrum as being the effects of mist weaving upon a ranged weapon. Paladins using this spell weave their mists into creating ammunition from thin air, such as arrows or bolts, disabling the need for a paladin to carry any themselves. As a paladin prepares to fire their weapon, their mists would form proper ammunition while they aim, then fire it. Once the arrow hit its mark, it remains within the target unless the paladin disperses it with the max of four arrows able to be active. The searing effect on the projectiles is akin to a burn where it strikes. For larger siege weaponry, the strain and focus to maintain such a spell requires two or more paladins to  properly summon the needed mists and create a projectile befitting of the size of the siege engine.

 

Emote Requirements
(1 to connect, 2 to cast)

 

Example: 

Ben’s fingers would curl tightly upon the handle of the bow, staring directly towards his quarry as he slowly moves to position it before him. His breath calm and focus with the other hand now taking the bow string within his fingers to start to pull back.

 

As the bow string started to pull back, particles of golden mists would start to form, condensing quickly into a straight line as the tip and shaft of the arrow started to appear. The image as if starlight while the paladin continued to draw the bow string back and aim.

 

With a faded breath, Ben timed his release well. The string would be released and send the arrow flying across the area to close the distance until it struck its target. The beast in question howled in pain with the arrow having gone through its flesh before dispersing completely, leaving the wound bleeding.

 

Redlines:

-If a loophole or question regarding weapons is seen, get approval from LT or the answer is no.

 

-As Holy Affinity: Melee requires constant touch, losing physical connection with the affected melee weapon instantly dispels the enchantment.

 

-Paladins are required to carry a weapon to activate the holy affinity ability.

 

-Disguised undead/dark beings cannot be exposed with Holy Affinity: Range. It would work as intended with everyone.

 

-A max of four arrows can be active at a time. Should a fifth be fired, as soon as the summoning begins, the first arrow fired immediately disperses.

-Cannot use either ability as a form of metagaming or ‘testing’.

 

-For siege weaponry, requires two or more paladins to invoke and maintain the projectile.

 

-Aesthetics can be used when summoning the mists on a melee weapon. Examples being electrical looking charge, flames, a soft hum of light, etc. 


Guardian’s Bulwark

Having fought against villainous curses of unsightly magics, as well as mighty beasts to take down and remove such a threat upon the realm, paladins have been given access to proper protection against the abnormal through the ability known as Guardian’s Shield. Paladins using the spell can create a pseudo-transparent shield or frontal wall of sorts to fend off both magical and physical attacks alike. 

 

Shield
When a paladin invokes the Guardian’s Bulwark ability to create a shield, any form of shield is able to be conjured. The strength of this shield is much  more of its ability to be immune to any form of magical attack, rather than a physical resistance. This includes dragon’s fire breath, a beast’s poison spit, alchemical effects, elemental attacks and so on. Physical attacks is however where the weakness of this shield lies. While it can withstand several good hits, around four solid hit on the shield itself it would then be to much to be able to be maintained and shatter upon the fourth solid blow. When that occurs, the physical force that shatters it would get hit with a knock back that moves said enemy back five blocks.

 

Emote Requirements
(1 to connect, 2 to cast)

 

Example:
Adrian stands before his opponent with a calm, focused breath. His gauntlet outstretches to his side while silver mists start to be conjured around his armored digits. This direction random at first with twists and swirls around his hand.

 

As he maintains his focus, the silvery particles would extend forth, stretching outwards as the holy light would start to take on the outline of a heater type shield tailored to the paladin’s form. Its appearance still weak and not fully set as it weaves and condenses down to a more solid mass.

 

With a steady exhale of breath, the silver mists would finally finish its work, now producing a firm, semi-transparent heater type shield that is how able to be wielded by Adrian. 


Frontal Wall

While the shield part of the Guardian’s Bulwark is less straining, the frontal wall aspect of it takes far more time and focus to maintain. When a paladin summons the Frontal Wall, a semi-transparent holy wall is cast in front of the paladin to ward off attacks. It’s range is three blocks wide, four blocks tall, yet one block distance from the paladin itself. This form of attack is immune to magical attacks, much like the Shield, however it cannot take more than two heavy solid hits before it shatters completely with the knockback ability activated. On top of this, the paladin endures pain within their bodies from each blow struck. A sacrifice counter given this ability is meant to protect others from the assault of enemies.  

 

Emote Requirements
(1 to connect, 3 to cast)

 

Example: 
Laurina would stand firm before the mighty beast. Her comrades at her sid
e as the creature would start to depict a charge up, a sign to the veteran paladin to begin focusing. Emerald mists would emerge from her gauntlet while keeping a steady breath.

The creature’s head winds back, parting its maw as it continues to charge up. Laurina didn’t get deterred nor falter with the emerald particles now flow outward in front of her body. Its cast extending wider and higher with each passing moment as if a semi-transparent veil was starting to form before the crusaders.

Several arrows were shot at the might beast, yet it continued on with fire now being seen from its maw. The paladin continued with their spell, having now the emerald mists stretching further to the sides and upwards some in the shape of a large semi-transparent wall of sorts in front of the paladin and her allies. 

With the flames now cast by the beast, it shot towards the group before it. Laurina’s stance strong as the shield finally condenses into a solid wall of holy light, having the flames strike up against it to no avail with the paladin clenching her teeth. The attack from the creature warded off from the shield conjured.


Redlines:

-Shields summoned have to be reasonable in terms of creation. Spikes, chains, etc not possible on the shields conjured.

 

-Cannot use Frontal Wall with other abilities(this including the Shield version). If invoking Frontal Wall, other summoned abilities immediately disperse.

 

-Shields/Frontal Wall are immune to magical attacks such as voidal fire, dragon’s breath, lightning strikes, poison spits, etc. Physical attacks are actual strikes against the shield with objects, projectiles, and/or body parts. If unsure, contact a LT. 

 

-If there is a loophole seen, get approval from the LT or the answer is no.

 

-The Shield can be used with Holy Affinity: Melee.

 

-Cannot have both Guardian’s Bulwark and Mist Weave Armor up at the same time. Must be one or the other. One would disperse if attempt on summoning the other.

 

 

Sun’s Spear

Traditionally grounded in their workings, the chosen of Xan have had a long history of dealing with aerial foes. Sun’s Spear allows paladins to create a brilliant, yet volatile spear of light, more so resembling a lightning bolt, yet of their chosen colour. When thrown, the projectile is packed with raw power, able to stun and ground lesser aerial foes of up to maximum size the likes of a dragon. The stun can last two to three rounds depending on the creature in question and the ET/LT hosting the event. Bigger foes would require more activations of the spell. Elder dragons, such as drakaar and dragaar, and other foes with size relating to them, would require around four successful strikes of it. Regarding ET events, communication is key with the ET/LT in regards to invoking this spell and using it against said creature in events. On grounded foes, this spell has no effect and gets negated into the earth.

 

Emote Requirements
(1 to connect, 2 to cast)

 

Example:

Ben moves his arm to his side in a stance akin to beginning to throw a spear. Particles of silver mist appearing about his armored digits while his sight is on the might aerial foe in the sky.

 

A deep, calming breath exhales from his lips while he furrows his brows. The particles of silvery hue now flowing upward and down in the outline of a shaft with an silver electrical charge coursing off every now and then. The light itself becoming condensed down with raw power as the paladin now would focus and begin to aim.

 

With the aerial foe now in range, the paladin would then let loose the spear. Its course as if a bolt of lightning shooting forth through the sky as it aims to strike right up against the chest of the might beast. The impact almost immediately as it stuns/locks up the foe with its form starting to fall towards the ground below.

 

Redlines:

-If a loophole is seen, contact a LT otherwise the answer is no.

 

-The spell is only effective on aerial foes. Must be in the air when it strikes to have any effect.

 

-Has no effect on grounded foes.

 

-This is a stun effect that lasts a minimum of two rounds and can be more depending on the ET/LT hosting the event.

 

-For massively large creatures around the size of dragaar/drakaars, four or more successful strikes are required to get them grounded.

 

-Cannot use Sun Spear with other abilities except for Mist Weave Armor.


Mist Weave Armor

The ability of Mist Weave Armor has a long, lasting history within the paladins. A spell changed and reworked by the Aengul of Order and Guardianship to be perfected and usable for all paths his servants can take. For when invoking this ability, the paladin is coated within the xannic mists to place temporary armor upon them so they are protected against foes. This spell however cannot be used if armor is already on the body nor can it enhance/add features on what is already worn. An example of something not to do  is say coating a gauntlet with xannic light to be more durable. As well, the type of armor can depend upon what the paladin wishes. The strength, weight, and durability factoring in with the max comparison of steel. For those paladins that are archers, they can most definitely cast a lighter attire armor for protection. This armor works the exact same as all normal armor and must be rp’d of what type it actually is when emoting. When the armor is damaged, aesthetic cracks would form along where it was hit before that section disperses completely.

 

Emote Requirements
(1 summon, 2 cast)

 

Examples:

John stands within the courtyard of the keep with a silent sigh towards his duel partner. The silver mists now starting to appear and weave to his command around his fingers in a masterful display of xannic light.

 

With a slight movement upwards with his hand, the mists start to flow along his arms and towards his torso. Its shape forming an outline of a typical iron plated armor set as it moves across his chest and down towards his lower abdomen then legs. 

 

As the silvery mists continue to flow, it now begins to condense down and form into a solid, armor set. The weight adjusted to what he can handle as if wearing an actual armor set. With a roll of his shoulders, John would then begin to pull out his weapon and start the duel. 

 

Redlines

-If a loophole is seen, contact a LT for approval otherwise the answer is no.

 

-Cannot be used with any ability in Guardian’s Bulwark.

 

-The armor summoned must match what the character in question can handle. 

 

-Summoned armor must state what type comparison in emotes. Aka leather, iron, steel, etc. 

 

-Steel durability is the max one can summon.

 

-Cannot add onto armor already on the body.

 

-When damaged in that area, the armor cracks and can shatter off. Example being heavy damage towards a summoned gauntlet, it cracks and shatters while the rest remain.

 

-Cannot re-summon armor once its shattered for the encounter.

 

-Parts of armor is allowed. Example being wearing a set of iron armor yet no helm. The paladin can summon a helm to be used.
 

 

 

The Art of Mist Healing

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“Through the salvation of others,
we save ourselves.
Deliver the salve and
bring comfort to those in pain.”

 

As much as the Lord of Sunlight is an Aengul of Order, he also extends his hand to those in dire need and mends their wounds so they can continue on. A testament to what he holds towards the descendants of this realm, the Healing Mists Art allows the paladin to enact the will of Xan through the form of xannic mists to seep into the wounded and mend injuries. However, this is not the Aengul of Order and Guardianship’s strong suit. While the mist itself is able to seal off wounds, it cannot heal any deeper past that. A quick sealing upon the battlefield so the wounded can be helped later on. What is left, however, upon the flesh is scars, even with burns of the second degree. Though the mending of wounds are not deep, the soothing of pain however is. The mist itself can act as a numbing agent of sorts, capable of removing the feeling of pain while others tend to the wounded in question.

 

Spoiler

Emote Requirements
(Requires 3-4 emotes)

 

Example:

Amelia takes a steady breath as she begins to focus. Emerald particles start to appear around her gauntlet while it seems to hover just above the small cut upon the woman’s arm. 

 

With a silent prayer to herself, the paladin began to allow the emerald mists to swirl and extend towards the woman’s flesh, creating a tether upon the broken skin so it could start to seep down and begin the mending.

 

Slowly, but surely, the emerald particles would start to sluggishly close up the wound itself. During this point, a soothing sensation of a fatherly warmth washes over the woman in question as it casts out the pain that came from the cut itself.

 

With the wound now closing completely, Amelia would give out a deep breath from the ordeal. The emerald particles now retract back before the tether severs completely. It took some effort and exhaustion no doubt, however with a flick of her wrist, the emerald mists finally disperses.


Redlines

-The mists can mend minor wounds such as small cuts, scrapes, bruises, etc on the body. Anything deeper, the paladin can only seal off the wound itself.

 

-If a grey area or loophole is seen, get LT approval otherwise the answer is no.

 

-While under the effects of numbing pain, it does not excuse able to push pass the body’s functions.(IE, can’t suddenly get up and start to attack if your limb is severed)

 

-Cannot heal mortal injuries or bring people back from the dead. 

 

-Healing will work on any unless the dark creature or user is exposed. Dragonkin of any sort cannot be healed.  

 

-Any wounds mended has scars left behind.

 

-1st and 2nd degree burns may be fully healed, but 3rd degree cannot fully be mended with sensations of that area lost.

 

-Cannot heal land or things of nature. Treelords, dryads, and so on fall under this category..
 

 

 

 

Purging

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“It is our grace, will, and resolve that stand between the descendants and the ever consuming darkness. Let not for them to fall as we will not remain idly by to allow such foulness to engulf their bodies.”


While the art of healing itself is not as strong as those of Tahariae’s Light, paladins however excel in the art of purging blemishes upon a descendant’s mind, body, and soul. The direct flow of mists into the victim in question causes extreme agony as the foul magic in question is seared away before being replaced with a soothing sensation of a fatherly warmth. Curses or hexes of any sort take heed to this ability as this is where the paladin’s light shines true. Though some cannot be fully removed, it still leaves a devastating impact to those carrying such blemishes. Diseases, poisons, and other ailments on the body or within an object that isn’t labelled a curse or hex steps beyond the reach of the paladin able to purge. Though with certainty, Xan’s will is merciful in regards towards descendents. Thus to any degree, the purge ability cannot be used on any to ‘test’ to see if they are indeed cursed. To randomly act upon any descendant without truly knowing or seeing the true curse goes against the duty of a paladin. On that same note, the target in question must be unable to move to any major degree for the concentration upon such an ability is staggering. It therefore cannot be used during combat. 
 

Spoiler

Emote Requirements

(Requires 4-6 emotes)

 

Example:

Ethen stood before the cursed individual in question, having now restrained the firmly so they could not struggle free. The infliction itself was seen clearly by the eyes of the man being pure pitch black, revealing that of the shade curse. This however wasn’t a powerful shade, merely a tier two by the look of it. Thus the paladin would begin their focus.

 

Silver mists would erupt around the gauntlet of the paladin now, having now fixated on the man in question who couldn’t move from the bonds and cursing whatever the shade within wanted to say. As the particles would take full effect, the paladin would then move their hand over to place on the person’s flesh.

 

The tethering of the mists would now begin, seeping down past the skin of the man and now flowing forcefully throughout their body. The parasite held upon the soul screams out in utter agony that was reflected by the voice of the man bellowing in fear, anger, and pain, having now feeling the searing wrath of the Lord of Sunlight coursing through their very being.

 

The person jerk and pulled against the restrains yet the bindings were to strong to simply escape from the paladin’s purging upon them. The light continued its work while the paladin’s breathing started to heavy with beads of sweat dripping down his face. Suddenly the last of the abomination dark magic within the man itself had finally been seared away.

 

With that, the man’s agonizing pain would start to vanish. As if a fatherly warmth had washed over their body and cast away all the pain they were receiving. Ethen would then start to pull his gauntlet away, having the silver particles retracted and severed from the flesh before dispersing completely.

 

Various Curses

 

In the case of some curses however, the darkness upon one’s soul is so deep that it cannot be purged no matter how much of the Lord of Sunlight’s mists sears into the body. These curses which cannot be removed are instead weakened greatly in a variety of ways, depending on what it is. Here are the effects of each curse and how the purge ability effects it.

 

Spoiler

Frost Witches: The eternal curse of a Frost Witch runs too deep to ever be truly purged from the soul. Thus for Frost Witches, the purge ability takes on a different effect. For those that do not give OOC consent, the purge ability sears their body until the curse’s effects are weakened. Hunger is far lessened in this manner,however, the Frost Witch disguise now can no longer work effectively. Some form of their true appearance is seen no matter what. Be it their skin, eyes, claws, or face remaining revealed. This remaining for one irl day. For those that give OOC consent, the effects of the purge ability last five irl days. 

 

Shades: For those shades up to T3, the curse within them can fully be removed by the purge ability(Requires OOC consent on complete removal). Should OOC consent not be given, the effect on the shade is weakened down to T1 for five irl days. To those higher tiers above that, the curse upon the soul is too strong to fully purge, however the ability itself gives a devastating effect. As the curse is seared within the body, it is forced into a dormant state where the mists then soothe the shade’s body. Within this dormant state, the shade in question is severely weakened to that of a T2. This lasts five irl days. 

 

Necromancy Curses: The curses of Necromancy take on a more direct approach. While the curses itself can fully indeed be purge completely, the amount of paladins required to do so varies depending on the curse in question. The amount of necromancers placing a curse will determine how many paladins are required to remove such, with the max of three paladins required should the amount of necromancers exceed three or more. Screenshots are required to show how many necromancers placed said curse or it’s assumed one did so. To aid in purging a necromancer curse, a Sunlight’s Wrath relic can be used to lower the amount of paladins required to remove said curse by one. Though only one purging relic total can be used per curse removal.

 

Mysticism Hexes: Hexes placed upon objects take on a similar function to those of Necromancy, in regards to purging. The paladin in question must be careful with such items. Once the object is identified as hexed, the paladin uses the Sunlight’s Wrath relic in order to effectively remove it from a distance. The amount of paladins required is dependent upon how many kills were used to create the hex. One paladin is required per three killed with the max of three paladins required to remove the hex. Only one Sunlight’s Wrath relic can be used total per hex object. Requires screenshots to show how many kills the hexed object had in its creation or its assumed three kills. 

 

Shamanism Curses/Hexes: The legendary and horrid tales of the fable witchdoctors and practitioners of the shamanism art has been something to truly take heed. Their curses are ones of more than just the soul and mind as curses can attack the physical bodies as well. It is not uncommon for curses such as decaying of flesh, rot of the body, or diseases of the skin are seen regarding such foul magic. It is with this that the paladin ability of Purging can only go so far. The curses/hexes are able to be lifted fully however the effects of such curses remain, requiring additional healing sessions or remedies needed in order to mend fully from what has been placed upon the victim's body.

ET Curses: Even with the known curses of the realm seen and heard about with various groups, still there are the unknown yet to be discovered and unfortunately unleashed upon the realm for a time. With ET curses, it is up to the ET in charge of the event to state how effective the purging ability is with curses from said event. Yet at the same time, should the ET not wish for it to have an effect at all, a baseline compromise is made for a temporary relief to the victims of said curse. The purging ability performed on the victim may be allowed a temporary relief of one irl day from the effects. Or should OOC consent be given and the person wishing to not be apart of the event any longer, the paladin may completely be able to remove the curse from the victim. This however is still left up in the air and not set in complete stone. In the end, communication is needed to see where it falls on what is allowed or not.


Redlines

-The target in question must be restrained or unable to struggle really to any major degree.

 

-Must follow the lore of each curse as seen above.

 

-OOC consent is required for some of them.

 

-Purging can only remove the curse in question. It cannot mend/heal the effects of the curse upon the physical body as well during the process. Such would require additional healing or another stronger healer/remedies to mend the damage done.

 

-Cannot purge diseases, poisons, or anything else. Only curses and hexes.

 

-If a grey area or loophole is seen, get LT approval otherwise the answer is no.

 

-Cannot use this ability under any form of ‘spook testing’ or ‘metagaming’. It will simply not work.

 

-Must be 100% sure of there being curse or hex in question on the person or object. Example being the purge ability will not work on a frost witch if the frost witch is disguised and not known they are one. Should the frost witch break their disguise, either by casting the magic or otherwise, the purge ability will be able to be used. 

 

-Contact and communication is required regarding any ET related curse event and how purging effects those cursed. 

 

-Sunlight’s Wrath relic is required to remove hexes and doesn’t lower the amount of paladins requires. Whereas Sunlight’s Wrath relic used with removing other curses, the amount of paladins is reduced by one. Only one Sunlight’s relic total is used per curse removal. 
 

 

 

The Art of Sacred Artificery

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"His might is our weapon,
His mercy is our shield;
Let the light seep into our crafting,
So our enemies may know his wrath."

 

The Aengul of Order and Guardianship enacts his will in many forms. Most notably out of all his brethren is the forging of relics and weapons to invoke his wrath and smite down upon his enemies. His legendary forge high up within the Lord of Sunlight’s realm is the birthplace of the fable Golden Lance, Sun’s Radiance, and other artifacts. This sacred gift was brought down and knowledge granted to his most loyal of servants. Thus the hidden art of Holy Alteration made way for his mortal servants to craft onto the realm artifacts that would aid in their fight against the likes of dragonkin and dark abominations of the Betrayer. Throughout the history of the paladins, it has been passed down from person to person. Each one refining and finding their own creations come into existence, until that day when the Lord’s Will cast off all of the relics and stored them away in his vault. Though most have not been seen since, the art of Holy Alteration remained and shifted once again. Xan’s will is ever changing and so to his light is gifted to his servants. Through the new use of the xannic mists, the name as well has shifted to what is now known as ‘Sacred Artificery’. 

 

The Art of Sacred Artificery allows the paladin able to create enchantments upon objects, whether it be a small necklace to a large weapon, that is infused with Xannic light which is then able to be invoked for its intended effect. The mist itself is very versatile and able to be formed to what the paladin wishes for it to be. For smaller objects however, these tend to only know certain effects without the pure condense light breaking it asunder. For larger objects, the mists are able to take hold more effectively and the creation of various effects extends further. 
 

The Forge of Sunlight
 

Spoiler

For the creation process to begin, the paladin must have a forge blessed with the Lord of Sunlight’s will. This is sanctified by the paladin carving holy runes along the anvil, forge, and crafting area. With this, the paladin starts to summon forth their mists and begin to directly infuse each rune with it. As the runes begin to alite and shimmer, the final act is creating a seal within the center of the area that acts as a focal point where the holy energy is stored. This of course, can be fueled further by the fabled lightstones to keep it stable. Without a lightstone, the forge would require recharging every three irl days. With the lightstones, a recharge of the forge is required once an irl week. Recharging would not interrupt the process of creating anything at the forge, but should the light from the runes fade then the enchantments that were in the process of creation cease to function.


Redlines

 

-If a grey area or loophole is seen, get LT approval otherwise the answer is no.

 

-Paladin must have signs up on the crafting table, forge, anvil, and floor to state the runes are there. As well as OOCly stating when the holy charge was created and when to recharge.

 

-Recharging the forge doesn’t halt any objects that are currently in progress.

 

-Should the charge on the runes fade, the enchantments currently being worked on an object cease to function and can no longer be placed on the object.

 

-The runes can be destroyed by striking it directly with items that can crack or break the physical surfaces the runes are on. 

 

-Destroying the center point on the floor causes all the runes to cease functioning. However, should one of the runes be destroyed, only that area would cease to function. (e.g. if the anvil rune was shattered, only the anvil cannot be used for Artificery) 

 

-Those magics that can silence other magics can cause the runes to be drained and go dormant. Which in turn requires a recharge. 

 

-Undead or dark creatures that directly expose themselves (As in revealing themselves and not in a disguise) and any kind of dragonkin will feel searing pain when stepping into the forge area. A hint of the area is known within 5 blocks of the forge. Such as feeling a ‘holy presence’ which gives those in question time to move away. 

 

-Forge must be recharged once a irl week. Without a lightstone, the recharge is every 3 irl days. 

 

-Lightstones cannot be stacked to up the recharge time on the forge.
 

 

 

Creation

 

Spoiler

The creation process of any enchantment begins with the materials used and the object to receive it. Be it leather, iron, steel, or even dragonbone, materials used for crafting follow the same guidelines of said materials. Dragonbone in particular is one of the few things known to be worked on by paladins, given the xannic mists’ effect on dragonkin of any sort. This enables them to carve out pieces using tools infused with xannic mists. Regardless of material however, the xannic mists are infused directly by the aid of the forge so that the enchantment will be activated. Gems are key to this. The quality of the gem dictates how effective infusion will be, with a light stone being the most effective in regards to holy enchanting.

 

Quality of Gems from Lowest to Highest

Ruby- Able to store minor enchantments with a recharge of every 2 days.

 

Sapphire- Able to store minor enchantments with a recharge of every 5 days.

 

Emerald- Able to store minor and major enchantments. Recharge minor is 8 days. Major is 3 days.

 

Diamond- Able to store minor and major enchantments. Recharge for minor is every 2 irl weeks. Recharge for major is every week.

 

Light Stone- Able to store minor, major, and used in very powerful enchantments requiring MArts. Recharge for minor is infinite. Recharge for major and MArt is every 3 weeks. 

 

For combinations upon objects, it cannot exceed past three gems of any sort. A light stone cannot be used more than once on a minor or major enchantment, twice on an MArt enchantment.

 

Minor Enchantments

For smaller objects such as necklaces, pendants, rings, crowns, or other various decorated accessories, the item in question usually is able to store the smaller enchantments given their size. While minor enchants can be placed on larger objects, it cannot be said in reverse. Below is a list of the minor enchants a paladin can create. This of course, can be added onto should it be passed by LT.

 

Sunlight’s Wrath- This enchantment is usually placed on a small relic or object the paladin holds in order to perform and/or aid in the purging ability upon curses/hexes. Within the object itself holds a well of xannic mists to be able to be unleashed and used when the spell of purge is being summoned. This enchantment cannot be used for any other means. 

 

Deific Rune Carving- This enchantment is only placed upon a carving tool that allows the invoking of performing the ritual that places deific runes upon a paladin’s body. There is no other use for this enchant.

 

Fatherly Embrace- This enchantment placed on an object emits a holy aura that can either soothe, give courage, pride, and/or as well wash away fear, anger, and/or sadness. The effects reflect what the xannic mists can do in regards to placing within a person. This however cannot halt or force any emotion upon the user. Be it racial curse, intense emotions, magical curse, or otherwise. It is merely something to hold onto and find comfort in should the wielder allow it. 

 

Enduring Resolve- This enchantment when placed on an object and activated emits xannic mists to flow into the user and fill with a boost of endurance. Tasks such as with crafting, smithing, farming, etc that would normally exhaust the user they would find easier to accomplish without the hindering of fatigue though it is still minor. For combat, this applies yet the effects of injury can still cripple the user. 


Eternal Embers- This enchantment placed on an object and activated causes it to emit Xannic mists that flows within the user in question, engulfing them with the magic to give a fatherly warmth that aids in pushing away the cold. This enchantment is not fully cold resistant to any degree. Its a minor effect to aid in a cold environment or if the user is hit by frost type magic.

 

Guardian’s Veil- This enchantment placed on an object creates a holy veil over the user in question, negating or halting the effects of a curse placed upon them for a duration of time. This does not aid in halting the curse effects of frost witch or shade. It however can stop it from being applied should an attempt be made. This enchantment only has one charge.

 

Major Enchantments

Major enchantments are for larger objects able to store and maintain its infused power. Things like armor, weapons, crafted limbs, shields, and so forth are prime examples of what can be infused with major enchantments. For these, they tend to be able to hold up to two enchantments(for two, one minor, one major) at a time without much problem. If a paladin seeks to place more enchantments or increase the power of a specific enchantment, a MArt would need to be created listing what it does, the gems used, how it was created, and so on.

 

The list of major enchantments really more falls upon the list a spells in a paladin’s arsenal. Most spells are able to be used on a large object with the list shown below. For most of these enchants, only a paladin is able to wield its ability as it requires the paladin’s mists to invoke the magical property. For some however, anyone may use them, except for those of dragonic origin or exposed dark beings.


Lists of Spells
All minor enchantments
Holy Affinity: Range and Melee
Guardian’s Bulwark: Shield and Frontal Wall
Mist Weave Armor
Mist Manipulation
The Ambuscade Rune


Redlines

-Must be Tier 3 to begin learning Sacred Artificery.

 

-If there is a grey area or loophole seen, contact a LT otherwise the answer is no.

 

-Cannot create major enchants on spells not known. 

 

-All enchantments must have at least one of the gems listed above within it. 

 

-For minor enchantments, one can only be placed on a small object at any time.

 

-Major enchantments cannot be placed on smaller objects.

 

-On larger objects, the both that can be placed is two enchantments (one minor, one major).

 

-Must state the description, activation, recharge time, date of creation, and who can use it on each crafted item.

 

-For an attempt at more enchantments or a more powerful version of an enchantment, a MArt must be made.

 

-If the charge is lost, the item goes dormant until it is recharged again.

 

 

 

 

 

Limbs of Light

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“He is the warmth, the light, the fatherly embrace that holds and protects us in the everlasting darkness. His voice gives us strength. His roar gives us courage. He who will not abandon us and in our moment of absolute need, he will be there with his guiding light.” 


From a vision of the Lord of Sunlight himself, the original creation of the Limb of Light was granted to those paladins that had fallen useless in their line of duty for the lost of a limb is truly devastating to such holy warriors. With the first ever design was cast, the paladin would focus while calling forth the mists. Their memory of the limb in question and how it functioned remained as the mists would weave and flow down from the stub. As the pure holy light would condensed, it created an image mold of the limb in question. After the process was complete, the limb was created and able to be moved with effort and concentration from the paladin. It is with this design however that when the shift of xannic mists occurred, so to did the art of this ability. It became harder for ones to even cast this, let alone keep it maintained. A process that even further was difficult to do when the Aengul of Order and Guardianship re-designed the mists once more. Though not all is lost for Xan himself would not forsake his servants in their time of need. As with anything, the guiding hand of our Lord lends forth once again and thus with Sacred Artificery it is able to be achieved.
 

Spoiler

For the creation of an artificial holy limb, the limb itself must be hand crafted to fit the section lost. The materials of it can be a number of things from simple wood to bluesteel, as long as it’s within the realm of possibility of items gathered. Though for this to truly work, the original limb in question must be exactly like the one previously. The reason for this falls with the first design as the memory and functions of said limb are kept within the mind of the paladin, and thus helps them adjust with the newer, functioning limb. Once the limb in question is created, several deific runes are placed at each joint and along the object. The focal point of this being powered is a light stone placed somewhere upon it. When that is complete, the paladin using it invokes their own mists to fuel the limb in order to move it. This limb however is never as smooth or fast as a regular one, moving more sluggishly and requiring time to adjust.

 

Redlines
-If a grey area or loophole is seen, contact a LT otherwise the answer is no.

 

-For Limb of Light, no other enchantments can be placed on the artificial holy limb.

 

-Cannot have extra limbs attached using Limb of Light.

 

-Things like claws, fangs, or anything different than what the original limb was are not possible.

-Cannot replace lost of senses.

 

-Cannot function as  fast as a normal limb. A hint of this must be made in an emote regarding the movement of that limb.
 

 

 

Tier Advancement

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“It is not the mists that truly define us;
Instead, it is merely an extension of ourselves.
We wield such with mastery and resolve,
So our enemies may know our true might and prowess.” 

 

As a paladin begins their journey, the internal ember within their soul is at first small, but steadily grows over time. With each swell of inner flame, more abilities are unlocked and able to be learned by the paladin. The tiers below depict the progress and list of spells the paladin is able to learn each tier. It is of note that the paladin cannot learn more advanced spells until they are the appropriate tier. 
 

Spoiler

Tier 1
The paladin just received the ignited embers upon their soul. At this stage, it is fairly weak with some difficulty in attempting to summon their mists. During this time, their first summoning shows the aura color that will remain with them always. The only spell able to be learned at this point is the art of mist manipulation, as this is the key to all of the xannic mists. While the spell itself is harmless it is however, a foundation set for the paladin in question to begin learning and will grow with each tier. At first through mist manipulation, the creation of small objects like marbles for example, teaches the paladin how to weave their mists. 

Spells:
Mist Manipulation

 

Tier 2
After two irl weeks of practicing with the xannic mists, the paladin’s skill has advance further. With the basics fully taught, the student is now able to begin applying it to certain abilities. This is where the first of the abilities comes into play, Holy Affinity and The Ambuscade Rune. Both of which are fairly simple to learn as well as maintain/apply with its intended effect. Mist Manipulation steps up further as well with the ability to start weaving it into more complex or larger shapes such as baseball-like spheres. At this stage images can be created with the mist particles though, with some effort on the paladin’s part.

Spells:
Holy Affinity; Range and Melee
 The Ambuscade Rune

 

Tier 3
After two irl months of practicing and perfecting the art of the xannic mists, the paladin has now progressed further in their training. At this stage, more advanced abilities are unlocked and may be learned. The Guardian’s Bulwark serves as a very good defensive measure to have when combating stronger foes. The usefulness of healing increases for the battlefield should one become injured and need something quickly mended. The art of Sacred Artificery  is unlocked as well, though major enchantments cannot be placed on objects unless the spell is known to the paladin. With Mist Manipulation itself, it has become increasingly easier for the paladin to be able to summon. Short stories created out of the mists able to be shown or larger objects like an article of clothing able to be made. 

Spells:
Guardian’s Bulwark: Shield
Sacred Artificery
Mist Healing: Healing

 

Tier 4
After four irl months as passed, the paladin will now have advanced further within the art of the mists. Mist Manipulation has become second nature to the paladin, able to summon the mists into the form of harmless shapes the size around a basketball. Several articles of clothing could easily be placed on the paladin for a time, with more detailed designs of the paladin’s creation. With the advancement of the Mist Manipulation comes more spells as well. Guardian’s Bulwark can now be used to its fullest effect as well as the art of Mist Healing. Given the Mist Manipulation art at this stage, Mist Weave Armor is now fully utilized and able to be learned with its intended effect. It is as well at this tier that the paladin can now become a teacher and start the process of learning how to teach others.

Spells:
Guardian’s Bulwark: Frontal Wall
Mist Healing: Purge
Mist Weave Armor

 

Tier 5
After six irl months of training and experience, the paladin has mastered the art of Mist Manipulation. With such a stage, an aura of holy light could be felt from the paladin’s form to all those immediately near them. However of course, this is not something damaging to the likes of dragonkin or even exposed dark beings to any degree. If anything, it would just make them uneased to stand near the Master Paladin. With such a presence to behold, their craft is most notably seen in their mist weaving. Long stories of legends, myths, history, and so forth so easily able to be told with the images created by the paladin’s mists. A testament of true control and mastery however is seen with the unlocking of the most powerful abilities within their arsenal. The Lion’s Roar stands as true pride and courage that the paladin can now emit from themselves onto others. The Sun’s Spear showing the true might of the paladin’s wrath and legacy. With these now unlocked, the paladin is now a full master of the xannic mists.

Spells:
Lion’s Roar
Sun Spear

 

 

Credit

Delmodan- Co-writer and aid in creating this lore, abilities, and tiers, previous paladin guide, and the limbs of light lore piece.

 

Killmatronix- Co-writer and in creating this lore, abilities, and creeds.

 

Tsuyose- Original creator of paladin lore, Xan lore, Sol Invicta, and  help give advice and aid with this current lore piece. 

 

Firespirit-One of the first that created Xan and the lore behind it. 

 

For those that were my grammar nazi’s, thank you. ❤️
 

Additional Information
 

 

 

 

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I ******* love this.

 

 

Questions

 

So paladins can do up to a maximum of five of their abilities, except from using holy affinity and utility based. Unless I am wrong and have read it incorrectly.

 

It states, and rumor has it that all holy magics can affect normal descendants, my question is how?

Paladinism has two fire and lightning attacks, from my understanding with the lack of lightning, as only for sunspears and a few others, would that mean the paladin fire of an enchantment burns? Much like clericlism would burn normal humans?

 

An addition to that, I wanted to know if a Sunspear can be hurled and affect people that are being carried away, or jumping, how fast is a sunspear? These are just questions in general, I've not a means to do this.

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I support this, hopefully after getting accepted we can get the order active again, I miss playing Kyren.

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25 minutes ago, Parker said:

I ******* love this.

 

 

Questions

 

So paladins can do up to a maximum of five of their abilities, except from using holy affinity and utility based. Unless I am wrong and have read it incorrectly.

 

It states, and rumor has it that all holy magics can affect normal descendants, my question is how?

Paladinism has two fire and lightning attacks, from my understanding with the lack of lightning, as only for sunspears and a few others, would that mean the paladin fire of an enchantment burns? Much like clericlism would burn normal humans?

 

An addition to that, I wanted to know if a Sunspear can be hurled and affect people that are being carried away, or jumping, how fast is a sunspear? These are just questions in general, I've not a means to do this.

 

1. Correct until they get completely spent for that encounter.

2. Correct, all holy magic effects everyone now. This rewrite was made to account for that and each ability states what it can and can't do.

 

3. Paladinism isn't just fire/lightning attacks. Theres more abilities in this rewrite than what the current lore states. As I said, each ability states what it can and can't do. For the Searing Effect you can see in several of the abilities. It means like touching something scorching hot and getting burned by it. Not really catching on fire or anything. For clericism I'm not sure really with them. Their rewrite will be sometime soon this week. 

 

4. Sunspear effects only aerial targets. Meaning not touching the ground in any way, shape, or form. A mere jump from someone is to fast for it to really do anything, but a person being carried away would yeah, could be effected if struck. Its not a damaging spell anymore anyway given this rewrite. Its only a stun to land them on the ground. As fast it is shown in the example. with creation, aim, and fire. The speed is like throwing a normal spear. 

 

 

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11 minutes ago, Delmodan said:

 

1. Correct until they get completely spent for that encounter.

2. Correct, all holy magic effects everyone now. This rewrite was made to account for that and each ability states what it can and can't do.

 

3. Paladinism isn't just fire/lightning attacks. Theres more abilities in this rewrite than what the current lore states. As I said, each ability states what it can and can't do. For the Searing Effect you can see in several of the abilities. It means like touching something scorching hot and getting burned by it. Not really catching on fire or anything. For clericism I'm not sure really with them. Their rewrite will be sometime soon this week. 

 

4. Sunspear effects only aerial targets. Meaning not touching the ground in any way, shape, or form. A mere jump from someone is to fast for it to really do anything, but a person being carried away would yeah, could be effected if struck. Its not a damaging spell anymore anyway given this rewrite. Its only a stun to land them on the ground. As fast it is shown in the example. with creation, aim, and fire. The speed is like throwing a normal spear. 

 

 

I appreciate this, thanks for clearing everything up!

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xan bless

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Great stuff, though the mandated requirement of still needing chanceries to connect misses the point of breaking the chancery-lock. Oh well. 

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Should credit firespirit, he's also one of the original creators of the lore. If I'm correct he's the one who created the lore behind the Golden Lance and Tsuyose made the Sibling lore.

Anyway, good lore +1

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22 minutes ago, The Templar said:

Great stuff, though the mandated requirement of still needing chanceries to connect misses the point of breaking the chancery-lock. Oh well. 

We in the end wish to keep chanceries however we broke the lock on it requiring things to make that could be hoarded or kept away from others. Thus now any paladin can make it and with their own design. All they need to do is follow what it says in the chancery section. 

 

10 minutes ago, chaotikal said:

Should credit firespirit, he's also one of the original creators of the lore. If I'm correct he's the one who created the lore behind the Golden Lance and Tsuyose made the Sibling lore.

Anyway, good lore +1

updated. firespirit is now in credits.

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Why is golemancy referenced when almost every golem is made using thanium not soul bound cores? This seems like it should be a creed to not use soul bound golems not for a god to think someone WILL use it. 

 

 "Even with the magics of golemancy and runesmithing, a paladin is unable to learn. The reasoning for such is the acts of golemancy for example can use the soul of a descendant for its art which is seen as horrid to the Aengul and the art of runesmithing is using another deity’s power for its own devices not suitable for the Aengul of Order and Guardianship."

 

As the only dwarf in either dwarf nation to actively use holy magic. I would rather end holy magic then give up golemancy. Very few characters use soul bound golems as it is universally seen as a horrible thing. I disagree with golemancy being a blocked magic as it is craft beyond any sort of other magics. Runesmithing I understand as you are connected to another Aengul, but if golemancy is blocked, you will again see no holy magic users (Beyond maybe one random Irongut ascended) in the dwarven playerbase.

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I was real sick of Tsu's rewrite. Made me hate playing my paladin.

 

Good work, Delmo.

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4 hours ago, Parker said:

-snip-

Seems delmo already got to you!

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Nice, makes me want to make a paladin, bus alas, too many characters lol. Good rewrite! Hope it passes.

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