Jump to content

[✗] [Magic Lore] - Virailum of Tahariae


BonesOfTheEarth
 Share

Recommended Posts

Virailum of Tahariae

QY8hIUyQifMunn-OUCPYo-GsvBQigq4s0LPfWQHdf4nxHLFVramW53Ka5KCAeY8QAd6TKUxZjKqQ74wwFYkJSN5TJ9Ton6eIq3xiPENNXZp0armeVox9NeSVVasi9XGaka1HnHVg

(Deer Guardian by Sickbrush)

 

Table of Contents:

  • Introduction
  • Four Laws of Purity
  • Forms of Purity
  • Virailum of Tahariae
  • The Magic/Tiers
  • Spells
  • Rites
  • Rite of Connection
  • Rite of Disconnection
  • Tier Progression
  • Notes

 

 


 

Introduction

 

Change within oneself. This is something nearly impossible to accomplish easily by even the most firm of hermits in the land. And yet it was that very change that Tahariae so sought.

 

 

 

It was through great effort and thought that the fruit of progress was born. Tahariae’s retreat from the world - sudden and devastating - left his past Clerics without light or hope. In such time many moved on to other things, though not all. Tahariae remained secluded for the time being however, thinking of a solution to his problem.

 

 

 

The masses of the world had grown to deny the once great Aengul of Purity - Finding his way of purity and the actions of the Clerics to be ill-suited to the realm. They were no longer needed, nor wanted. And so they had to go. But Tahariae’s mission was not complete; all in the world was not as he wished it to be. Clerics could not accomplish this, and neither would anyone else.

 

 

 

A change had to be made.

 

 


 

Four Laws of Purity

 

In order to first understand Tahariae’s new Laws of Purity, one must understand the directional change that he is taking, as well as Tahariae’s goal in the realm. In the past, it has been to create his own ideal of a perfect world - a world without injury or the unnatural. His aim was to accomplish this through Clerics, sending them through the world to purge all he himself deemed impure, regardless of if the majority agree or disagree. This has lead to their downfall. And so now his focus has changed. Still he wishes to create his own ‘perfect world’, but it is the fundamental idea behind what is implied with ‘perfect’ that has now changed. In a world where the unnatural has become the norm, it would not do well to attempt to purge it all through violent methods. In a world where physical impurity could never be met, what else would there be?

 

 

 

The minds and actions of those who lived in it.

 

 

 

And so it was decided - Tahariae’s new “Perfect World” would be one where all those who lived within acted with valor and honor. A world where everyone would be “Good” in his eyes. Through his servants and those that follow his creed he would spread his word. Through their actions, his Light would reach the far corners of the Realm, and reverberate within the minds and souls of all those who came into contact with his influence.

 

 

 

And yet to accomplish this, one must define both good and evil - and take into mind neutrality. His worshippers are the “Good” to him, and they are to fight the “Evil” and protect the “Neutral.” But this is a difficult concept to grasp, if evil was no longer simply a label to be placed upon the unnatural.

 

 

 

And so it is Good that will be defined first. In order to do such, and in order to change the focus of his followers, there are now made new rules in order to follow. The Four Laws of Purity - Or simply The Four Laws. These rules define what it is to be labelled a Good individual in the eyes of Tahariae and his followers. They also act as the rules in which all of his followers must obey; or otherwise be disconnected. They are as follows:

 

Purity: Hold yourself tall and proud as a follower of Tahariae. Know within yourself that you are what stands against the evil that taints this realm. Remain untainted by dark magics, and clear of mind except when in celebration. Do not be sexually improper. This is Holy.

The first law speaks of the character of those who follow Tahariae; It is used to imply that one should not drink outside of proper celebration, nor be sexually immoral. To always be proud of the fact that you follow Tahariae, and protect those who require it.

 

 

 

Justice: It is through your acts of honor that justice is born. Hold yourself with grace, and work tirelessly to ensure that evil in the realm be purged; be it through force if kindness fails. Stand firm against the wrongdoings that the world brings upon others. This is Holy.

The second law speaks now of the actions of those who follow Tahariae. It is used to say that any who follow him should hold themselves proudly against any adversary they face; acting honorably in order to accomplish their goals. In the face of evil, try and solve it through peace. Violence comes after peace does not work. Stand alongside any who have been wronged, and offer assistance where possible.

 

 

 

Law: Remember that you work to bring forth Holiness to this world. In doing so, you must be kind. Take care not to cause offense where offense may be avoided. Do not abuse others with your vile tongues. This is Holy.

The third law speaks of the tact of those who follow Tahariae. It is used to explain that one must be tactful and kind when accomplishing their mission. In addition, though swearing as a concept is fine, a follower of Tahariae must avoid ever using their language to verbally assault someone.

 

 

 

Unity: Stand amongst your brethren to unite the world in peace. Your orders may spread, and individuals may wander. But you are all bound under one faith. Should an argument arise, find another to lessen the burden. This is Holy.

The fourth law speaks of the unity of those who follow Tahariae. It is extremely important to note that all who follow such may split apart and be on their own, or make their own factions and guilds. However, all followers are bound under one faith and may not stand against each other. If arguments must be had, they shall be done civilly and no other way. If an agreement cannot be made, a neutral outside party must be brought in to make judgement; usually another follower, though a trusted individual may take their place if one is not present.

 

These are the laws that determine ‘Good’ and ‘Evil’ to a follower of Tahariae. Good is defined easily; anyone that actively works to uphold all of these values, as well as work against those considered ‘Evil’.

 

 

 

Neutrality would be any individual that neither works for, nor against, these values. These would generally be considered citizens in the eyes of a follower of Tahariae.

 

 

 

Evil is a bit trickier. At a base level, evil is defined as an individual that works against these values actively. That may be through the active seeking of death or the harming of others. It is anything that is “evil” that followers must actively work to stop; ensuring at all times justice and law are upheld. Be it through the bringing of one to trial, or any other punishment given that would not bring shame to Tahariae’s name. It should be noted any creature/magic that requires the death of good or neutral parties in order to function as well counts as evil, though an attempt to steer them away from this path must be made before anything else.


 


 

Forms of Purity

 

Tahariae makes his will known to the Descendants in a variety of forms. The most well known is that of a glowing silver or otherwise angelic stag - massive in proportions and exuding off intense waves of heat. This has been known to his followers for ages past, and whenever a statue or shrine for Tahariae is made, this is the likeliness it is forged in.

 

 

 

Should he ever walk among the descendants, as he so rarely does, he is known to take one of two forms. Either a middle-aged gentleman garbed in heavy sets of white and gold-trimmed robes, or a floating orb of angelic light. His voice in any form comes out rough, and firm, forever judging those he might speak to.


 

 


 

Virailum of Tahariae

 

 

 

With the resurfacing of Tahariae comes the resurfacing as well of his followers. Though no Clerics shall be known to regain his light, three of his past followers shall rise in order to spread his will once again among the Descendants. Known as Virailum of Tahariae(A mash of elvish meaning roughly along the lines of “Tahariae’s Mournful Vigilance”, or “Vigilance of mourning” if you simply say Virailum), these individuals and all who connect to Tahariae will be granted his divine power and will, controlling limited magic as angelic energy bends to their will - all with the goal of spreading forth Tahariae’s revitalized ideals of Purity among the Descendants.

 

 

 

In becoming a Virailum, one might notice that over time their physical features change and shift ever so slightly to a more ‘pure’ form in the eyes of Tahariae. Their own scars of old will vanish from their form, their body naturally being more athletic and muscular, though not more than would be within the natural bounds of their race. Their eyes may turn to a more golden shade, and their skin grow smooth despite any calluses they might have formed. They may even grow a few inches taller, should they have not been considered such already.

 

 

 

The general underlying rule with these physical changes is that both no intense character change/disguise stuff will be going on with it, as well as you will not gain any form of physical buffs. The strength mentioned above is within the normal bounds of one who keeps up their physical strength; to get any stronger or become “buff”, you must work out as any other individual.

 

 


 

The Magic

 

The Virailum are granted Magic in order to accomplish their goal of spreading justice to the world. They have two bases of magic to work with: Spells, and Rites. Their use of spells will be limited, and instead supplemented with Rites; passive effects and boons capable of being utilized by the Virailum. The use of each can be visualized a bit more clearly with the chart below:

 

 

Tier

Spell Uses

Rites Known

1

1

1

2

1

2

3

2

3

4

2

4

5

3

5

 

 

 

 

The point of the spells are to act as brief and weaker(in comparison to T5 mages of any other variety) spells intended to act as either RP flavoring, or mild combative uses. A Master Virailum will only be able to cast three spells in total before they can do such no longer, having expended the energy held within them. The number of spell uses listed is in reference to every RP day. At each dawn after they’ve rested, they will find their ability to cast returned to them.

 

 

 

Rites on the other hand, are intended to act as abilities gained during the learning of the Virailum; passive boons to make their jobs easier. Both spells and Rites will be explained further below.

 

 

 

Each Virailum as well has an Aura, as any other mage might, that appears whenever a spell is cast. Though as a Virailum it may be more prone to golds and silvers and other light colors, this is not a necessity and as with all magic, Aura color is optional to the user. The only direct rule given with such as a Virailum is that the aura may not be black or gray.

 

 

 

In addition to the magic given to the Virailum, one may opt to learn Voidal Magic as well; though suffering three drawbacks with such. The first being that a Virailum suffers the same physical drawbacks of voidal magic. The second being that each voidal magic learned takes two Rite slots. The third being that each voidal magic learned may only be taught up to T4. If you possessed voidal magic before you were a Virailum, you may keep up to two of them - and may take no Rites until you meet the maximum number of Rites that supersedes the number of magics you know. An example would be, you would take no Rites until you are a T5 Virailum should you begin with two voidal magics. If you began with one, you would take no Rites until you were a T3 Virailum.


 


 

Spells

 

During their basic learning, a Virailum will find casting spells to be extremely exhausting physically, regardless of the tier of spell that is used. They are given a number of spell-uses, and using any spell at all in their small arsenal will take one of these uses away from them.

 

 

 

It should be noted however, that starting at Tier 4 a Virailum will no longer be nearly as exhausted from casting their spells. That is to say, where a Tier 3 or lower Virailum will find themselves nearly too exhausted to move from maxing out their spells, a Tier 4 would find themselves panting and exhausted, but capable of moving around after a short rest. A Tier 5 Virailum however, will find that at casting two spells they are only mildly out of breath, and at casting three they will only need a few minutes to recover. This is due to the fact that spells for Virailum of Tahariae cease at Tier 3 - No Tier 4 or Tier 5 spells exist for them.

 

 

 

Each spell is as well given an ‘Emote Charge’. That is to say, the amount of emotes necessary before the emote of the spells completion. An example of such would be the 1 Emote Charge spell, Light. One emote must be spend conjuring the aura of the Virailum, and then on the second emote the spell actually occurs. The ‘Emote Charge’ does not include the required connection emote to begin. To begin spellcasting(not Rites), one emote outside of the Emote-Charge of a spell must be spent uttering a quiet prayer to Tahariae, in which case the Virailum will begin to glow or show some vibrant aura to show their connection in some way. The connection may be broken by dealing a large wound onto the Virailum - medium or smaller wounds may be sustained.

 

 

 

The spells known are listed below:

 

 

 

Tier 1: Light - 1 Emote Charge

 

Spoiler

The Virailum may conjure forth their aura in order to create one of two options. The first is to cause an object no larger than an average individual to glow with the color of their aura. The second is to create a small orb of light with no physical mass that remains hovering around either shoulder of the Virailum. Each effect may last up to one hour.

 

 

Tier 1: Heal Lesser Wounds - 5 Emote Charge

 

Spoiler

The Virailum may spend a bit of time in prayer, calling upon Tahariae to aid in order to seal up lesser wounds and cuts upon the flesh. This will heal all of the lesser and negligible wounds on a person; be it a single bruise or a thousand individual knicks upon the skin. Anything larger than that however, simply may not be healed.

 

 

Tier 2: Calm Emotions - 2 Emote Charge

 

Spoiler

The Virailum may direct their aura to a single individual within five meters of them, washing their mind with a sensation of clarity. Though not necessarily forcing them to remain calm, it will allow the one cast upon to think more clearly of their actions. This spell MAY NOT be used to stop someone from attacking you, less it be the result of unclear thinking, and they would not do such with a clear mindset.

 

 

Tier 2: Seeking Light - 2 Emote Charge

 

Spoiler

The Virailum may gather forth their aura into their hand, a roughly spherical shape of it burning with heat. They may send such forward at the speed of an arrow, causing it to latch onto and begin burning someone akin to having fire wreathed around them should it meet bare skin. Even so much as the thinnest of cloth blocking the path of this spell will render it useless. It MUST make contact with bare and unprotected skin to function, and even then can be muffled with another object or cloth. If it is left, it will continue to burn for five emotes before fading.

 

 

Tier 3: Hallowed Blade - 1 Emote Charge

 

Spoiler

The Virailum may spend one emote wreathing their arm and weapon both with their aura, provided the weapon is not heavy-ended as a mace or warhammer might be. After this initial emote where no attack may be made, they may make two in their next emote.

 

 

Tier 3: Scrying - 10 Emote Charge

 

Spoiler

The Virailum may cast their Aura out onto the surface of calm waters, conjuring forth the image of one individual that they have met and can clearly recall in their mind. This will show only the individual, and not their surroundings. In addition, the individual who is scryed upon will notice, and with a simple show of willpower deny their sight. This spell may not be done on someone who is either in combat or otherwise moving a great amount, as though they were in such.

 

 

That's it. Spells stop at Tier 3. Wham bam thank you ma’am.

 

 

 

Red Lines

  • Although Heal Lesser Wounds covers the entirety of someone’s body, it will only cleanse wounds equal to small cuts and scrapes or bruises. I.E. After someone got into a harmless bar fight, or took a tumble down a set of stairs but was mostly alright.
  • Calm Emotions may not be used to force anyone to stop fighting you. It may be used to clear their mind, but watch this… They can just beat your ass - with a clear mind.
  • Hallowed Blade sacrificed a swing on one turn in order to swing twice on another. Intended for sudden attacks. It still does not force the individual(s) being attacked to take said blows however, and all powergaming rules apply.
  • Scrying is meant mostly for checking on someone over a distance. Those that would allow it. Granted, if multiple people might scry one individual, the individual may not tell who is who from it.
  • Scrying REQUIRES RP consent. Whenever you scry someone, you must send a PM to them telling them that the attempt is being made and if there character would allow it, knowing it to be happening. If they agree, they may tell you the state their character is in; wounded, lying down, fine and healthy, etc.
  • Seeking Light is absolutely useless unless it makes contact on bare skin, in which case it burns akin to fire. It may be stifled out with any number of means; water, cloth, etc. Simply waving your hand about wont do however.
  • Seeking Light harms beings made completely of a substance however, within reason; Paleknights, Ghosts, etc. If you have doubt, ask an ST. Do not make your own assumptions.

 



 

 

Rites

 

 

 

Rites are intended on acting as a supplement to the lower levels of casting possessed by Virailum of Tahariae. In essence, Rites will act as the “meat” of the magic - forming most of its RP both aesthetically and mechanically. They act as the physical manifestation of the boons they gain as Virailum, and the blessings that Tahariae grants them as they learn.

 

 

 

Each Rite will have some form of prerequisite mentioned with it - Be it a tier restriction or the requirement of a previous Rite, or both. Should ever the Prerequisite stop being met, then the Virailum will lose that Rite. In addition, you may not stack the same Rite twice in order to double its effects.

 

 

 

When a Virailum first connects, they must include all of the Rites they plan on taking in their Magic Application. Connection and Disconnection may not be included in this(explained further below). From that point on, they may change a known Rite once per IRL month except in the cases of connection/disconnection, which supersedes this rule.

 

 

 

Rites draw their use off of the physical stamina of the Virailum that calls upon them. If a Virailum ever grows too exhausted to move, their Rites will leave them and they shall no longer have their guidance until they have rested. If they are bested in combat and too injured to move, their Rites shall also vanish. In addition, should a Virailum be fine and well, they may at will chose to stop the influence of their Rites over them - But either all of them or none of them. To activate or deactivate your Rites takes three emotes. The point of this being so that you cannot instantly have them appear during combat.

 

 

 

The Rites are as follows:

 

 

 

Rite of Rest:

Prerequisite: T1

 

Spoiler

 

Upon taking this Rite, the angelic energy flowing through the Virailum will allow them to ignore the need to sleep. They do get exhausted however, but may regenerate their stamina by doing light tasks instead. They may spend a night reading or studying rather than sleeping. They may still collapse from exhaustion if they refuse to do this and only do active/physically taxing tasks. Nor does this cause them to not feel fatigue in combat. This Rite simply allows an individual to gain stamina and rest from light and casual activities other than sleep.

 

 

 

Rite of Sight

Prerequisite: T1

 

Spoiler

The Virailum finds upon taking this Rite that their eyes give an ever so faint glow while they sit in the shadows. In areas of no light, they may see faint outlines and movement that would slip past others. In low light, they may see as though it is a well enough lit room.

 

 

Rite of Warmth

Prerequisite: T1

 

Spoiler

An aura of warmth now flows from the Virailum, warding off cold(though not freezing) temperatures. Those around them might find themselves naturally calmed over time, influenced by the magic flowing through the Virailum.

 

 

Rite of Art

Prerequisite: T2

 

Spoiler

A Virailum may now call forth their aura at will, conjuring it in a small space(1 meter) around them in order to form various shapes and objects. None are too detailed or intense, and the purpose of this Rite is entirely aesthetic.

 

 

Rite of Celerity

Prerequisite: T2

 

Spoiler

The Virailum will now begin to find that the holy energy coursing through their bodies causes them now to move with a fluency and grace generally unknown to them. Though not useful for offensive combat, it does allow one to move slightly further along than an average individual should their focus be to dash. In addition, they will find themselves with slightly more control over their movements in their day to day life; less prone to dropping things, stubbing their toes, etc.

 

 

Rite of Beasts

Prerequisite: T2

 

Spoiler

The Virailum will notice that, in addition to their angelic changes they gain as they grow stronger, they gain stronger base senses. Smelling, hearing, and sight are all increased a slight amount.

 

 

Rite of Thought

Prerequisite: T3; Rite of Sight

 

Spoiler

With a radius of ten meters, the Viralum may now focus their attention onto a singular individual of their choice. With their willing consent a temporary mental bond is formed, allowing the two to speak with each other freely without being heard. It is telepathy only, and does not allow you to see anything - only hear what is told to you.

 

 

Rite of Movement:

Prerequisite: T3; Rite of Celerity

 

Spoiler

The Virailum holds all the advances of Rite of Celerity, but now in addition they may find themselves capable of moving quicker in ways beyond just sprinting. They might climb slightly faster, or swim quickly. This of course, would not allow them to best someone that actively trains in one of those areas; but allow them to outperform someone who may be considered ‘average’ in such. Unless they practice themselves.

 

 

Rite of Knowledge

Prerequisite: T3; Rite of Sight

 

Spoiler

The Virailum may now understand the written language of any known descendant language they see. This includes al’tarhn-durngo. However, in the case of an event, it is entirely up to the ET on if this is allowed; as otherworldly forces may stop the Virailum from doing such.

 

 

Rite of Healing

Prerequisite: T4

 

Spoiler

The Virailum may now cast the Heal Light Wounds spell with increased proficiency. Instead of healing light or negligible wounds, they may now heal all of the lesser/mediocre wounds on a person that would equate to first degree burns or slightly larger cuts/bruises.

 

 

Rite of Tongues

Prerequisite: T4; Rite of Knowledge

 

Spoiler

The Virailum now gives off a slight aura to all within ten meters of themself, though it remains invisible other than an occasional shifting wisp of their aura made manifest. Within this aura, all are shielded against those who would defile others with their tongue. If someone within the aura proceeds to throw any sort of insult or otherwise snarky remark, with a bit of freedom on the Virailum’s end in order to determine what this implies, then they can be forced to roll a d20. Should the individual get 14 or lower, they are forced to give naught but compliments to anyone they chose to speak with for the next thirty minutes.

 

 

Rite of Truth

Prerequisite: T4

 

Spoiler

The Virailum now gives off an air of truthfulness around them. Should the Virailum speak only the truth, those spoken two will be compelled to understand that they speak the truth. However, it should be known as well that this is not a failsafe. If another individual makes a compelling argument, and has evidence where the Virailum lacks, they could simply not be paid mind to, or the opposition could be believed above the Virailum. In addition, should the Virailum lie at any point, no matter the reason or cause, they will lose this Rite for one IRL day.

 

 

Rite of Health

Prerequisite: T5

 

Spoiler

The Virailum is now immune to all poison/disease that might affect their body, including drunkenness. In addition, potions no longer affect the Virailum as well; including those intended to heal or aid them.

 

 

Rite of Restoration

Prerequisite: T5; Rite of Healing

 

Spoiler

The Virailum may now slowly regenerate their body out of combat, though not from lethal-wounds. Larger/more severe wounds may heal over the course of several hours. Medium wounds may take one. Smaller/negligible wounds will vanish in minutes. No scars are left. During this healing time however, a Virailum may still bleed out if they are not cared for. A Virailum’s blood now counts as Ichor. In addition, the Heal Light Wounds spell may now be utilized to heal larger(non-lethal) wounds, but in this case outside of combat only. No limbs may be reattached or regrown via this Rite, only sealed and shut.

 

 

Rite of Tahariae

Prerequisite: T5; Rite of Connection, Rite of Disconnection

 

Spoiler

The Virailum now stands at the pinnacle of his strength in service to Tahariae. They are capable of both connecting and disconnecting individuals. A pair of silver/white/golden wings will set upon their back, beautiful and angelic in nature. This is aesthetic and does not offer flight, but does give off a faint aura of light and warmth around them. In addition, other more vibrant and prominent aesthetics become available to the Virailum; a halo over their head, glowing eyes, glowing aura around them. These are all aesthetic. The Virailum’s blood counts as ichor now however, and they gain one more spell use.

 

 

Red Lines

  • The Rite of Rest allows someone to gain energy as though they are sleeping from doing light tasks with little mental effort. Reading, like chat, etc. This must be done over a long period of time however; being out and about outside of your home does not count.
  • Rite of Celerity does not let you be a more formidable foe in direct combat, but rather lets you simply move slightly quicker when it comes to outpacing someone in running.
  • Rite of Beasts is not meant to let you “know” when someone is sneaking up on you or swings at you suddenly from behind when you’d otherwise be casual. It makes it slightly easier to track or spot something if you’re actively attempting to do such however.
  • Rite of Knowledge lets you read and understand: Common, Elvish, Orcish/Blah, Al’tahrn-durngo. In an event, an ET may opt to allow you to understand any old runes or writing present; do NOT argue their decision or ask a reason why. Take it and accept it.
  • The Rite of Knowledge does not let you speak or understand it spoken aloud; only in writing.
  • Rite of Restoration may not be utilized to help you in combat at all. Nor will it save someone from certain death.
  • Connection and Disconnection are Rites and will take from your Rites known, but they are written below in further detail.
  • The Rite of Tahariae is mostly meant for Aesthetic effect. You cannot fly.

 



 

 

Rite of Connection

 

 

 

A feat MA must be made for connection, with someone capable of teaching Connection confirming the fact that they are teaching you. This counts towards your maximum number of Rites.

 

 

 

The most direct way to explain Connection is simple - It is a Rite that you must be taught by one who possesses a TA in such. It involves a number of ritual prayers and steps, followed by the conjuring of holy light in order to weave through the soul of the student, and henceforth connect them to Tahariae.

 

 

 

In actuality, it is a bit more complicated than this. It requires one to first take a step back and look at what a Rite actually is.

 

 

 

A Rite is the act of invoking Tahariae’s power for assistance. In doing so, he may deny anyone access to his abilities. In order to be allowed to use the Rite of Connection, a number of steps must be met exactly, or else the ritual will fail.

 

 

 

In order to connect an individual as a Viralum, one must first move to either the highest point in a Temple dedicated to Tahariae, open to the elements, or, in cases where one is not available, the nearest mountain instead.

 

 

 

The next step involves the Teacher. He must pray, ensuring his voice is loud and clear for all who may bear witness to hear - even if there are none. At least a full five minutes must be spent in this prayer, speaking of Tahariae and his will, declaring the Student one who will follow, and speaking of his achievements.

 

 

 

The third step involves the students response. He must swear himself to Tahariae in all that he does. He must speak of how he will offer aid in the mission. Though there is no limit on time in this process, it is then that the Rite begins to work its magic; drawing from the strength of the teacher as golden light manifests in small wisps around their location.

 

 

 

The student must then make a final oath, swearing to uphold the Four Laws and spread the glory that is Tahariae across the land. The moment the final words would leave their lips, the light gathered would all funnel forward and into the individual in order to begin forging the connection. Instantly the Teacher would be too exhausted to stand, and the Student would fall unconscious.

 

 

 

It is at this point the Student receives a vision. Though OOCly it is directed by the teacher, only the Student knows of what transpires. It changes per student. An example could be a vision of a massive glowing stag watching the student; or of them winning great fame in battle in Tahariae’s name. It is during this vision that the Rite does its work; through the awe and faith of the Student it would weave Tahariae’s light through their soul, leaving them with a newborn connection after.

 



 

 

Rite of Disconnection

 

 

 

A feat MA must be made for disconnection, with someone capable of teaching Disconnection confirming the fact that they are teaching you. This counts towards your maximum number of Rites.

 

 

 

To disconnect a Virailum is one of the greatest shames able to be brought onto their life. Before one can begin, the one to be Disconnected(Hence referred to as Bob) must be rendered immobile. This may be through combat, tying them down, or knocking them unconscious. The Virailum must summon forth a great deal of their own energy to suffuse through the soul of Bob - taking hold of his connection before attacking it. This will require a great deal of strain and effort on both parties, leaving them both immobile after. The disconnected will find that through the removal of their connection their soul is left wounded. The changes they might have had made to them through their learning slowly revert back to normal over the next year, and for the rest of their life they will find themselves often attacked by intense feelings of hopelessness; the light that used to reverberate within them gone.

 

 

 

In order to disconnect a Virailum, they must have broken one of the Four Laws of Purity. If this condition is not met, the Rite will have no effect on them unless they are willingly partaking in it. This condition is only to be considered “met” however, if screenshots are provided of them breaking the laws and an ST has looked over and given approval that the rules had been broken. Even if the rules were not directly broken, repeated instances of bending them and doing questionable dancing around the line or using loopholes will bring the same punishment.

 



 

 

Tier Progression

 

 

 

Tier One:

 

Spoiler

 

The Virailum has only just begun building his connection to Tahariae. They may notice their scars beginning to fade from their body at this point.

  • The Virailum learns the Light and Heal Lesser Wounds spells.
  • The Virailum may cast one spell per day.
  • The Virailum may learn either Rite of Rest, Rite of Sight, or Rite of Warmth.

 

 

 

Tier Two:

Spoiler

 

The Virailum will notice all of their scars have vanished at this point. Their eyes may have a lighter tone.

  • The Virailum learns the Calm Emotions and Seeking Light Spells. No previous spells are boosted.
  • The Virailum may cast one spell per day.
  • The Virailum may learn the Rite of Art, Rite of Celerity, and Rite of Beasts, in addition to the Rite they chose before.

 

 

 

 

Tier Three:

Spoiler

 

The Virailum may notice smaller alterations to their appearance; a straighter jawline, a few inches of height increase, etcetera.

  • The Virailum learns the Hallowed Blade and Scrying Spells. No previous spells are boosted.
  • The Virailum may cast two spells per day.
  • The Virailum may learn the Rite of Thought, Right of Movement, and Right of Knowledge, in addition to the two Rites they chose before.

 

 

 

 

Tier Four:

Spoiler

 

The Virailum’s eyes may or may not have taken on either a golden shade, or the color of their aura. They will find with little effort their bodies being more athletic than if they left it alone, though no more.

  • The Virailum learns no new spells. Heal Lesser Wounds may augment to be slightly more potent if the Rite of Healing is taken.
  • The Virailum may cast two spells per day.
  • The Virailum may learn the Rite of Healing, Rite of Tongues, and Rite of Truth, in addition to the three Rites they chose before. They may also learn the Rite of Connection and the Rite of Disconnection if taught.

 


 

 

 

Tier Five:

Spoiler

 

The Virailum no longer gains any physical changes on their body, outside of(if they chose) smaller aesthetic effects, such as clearer skin.

  • The Virailum learns no new spells. Heal Lesser Wounds may augment to be more potent if Rite of Restoration is taken.
  • The Virailum may cast three spells per day. Four if the Rite of Tahariae is taken.
  • The Virailum may learn the Rite of Health, Rite of Restoration, and Rite of Tahariae, in addition to the four Rites they chose before.

 


 



 

 

Notes

 

 

 

Back at it again boys.

 

 

 

The purpose of this magic is intended to fill a niche that has been oddly lacking in LOTC lately; holy mages. One could argue Ascended or Paladins fill this, but at the same time it could be argued that they do not. We don’t plan on arguing it at all, and simply taking our views and acting on them with the reintroduction of Tahariae to the server. We feel Ascended and Paladin fail to fit the holy mage vibe that we intend to fill.

 

 

 

Before, Tahariae’s Clerics were forced to assault numerous creatures even if they were not violent. While some people enjoy this rp, consistent combat and arguing lead the Clerics on a downfall that will not be repeated. Tahariae’s focus with this lore will shift from absolute purity without exception, to Purity based on the justice brought forth by his servants; to hunt only those who genuinely deserve it, and heal anyone that needs it regardless of their race.

 

 

 

Virailum are not Clerics.

 

 

 

No past Clerics will receive this magic should it be accepted. Whereas Clerics were war-casting monsters with crazy healing abilities and were often known to direct their focus onto made-up foes with bloodlust, Virailum are intended to act as shepherds of peace, with swords on their belts still for in the case of peace being unachievable. They are intended to act with honor and valor in all that they do, and to go to conflict only against those who would cause harm to others. They do not focus on the actual use of spells(thus having no spells above T3 level), but instead the use of Rites; blessings and boons given by Tahariae during their learning to act as the methods in which a Virailum carries out their duty.

 

 

 

Now of course we don’t intend on barring any past Clerics from the magic necessarily, we do believe the change here is different enough from the original lore to constitute being something entirely new to the server. Holy Warriors genuinely intended to be good people more than all else - a niche rarely found. Should any past Clerics wish, they would be perfectly allowed to become these new Virailum under Tahariae’s name - undergoing whatever trials/connections are given to them and anyone else.

 

 

 

I also apologize for the poor use of elvish in naming them for those who get angry about that sort of thing. It sounds neat and it was a creative editing of the name.

 

 

 

Thanks for coming to my TED Talk.

 

 

 

PS:

Lore Writer(s): Fury_Fire

Idea Suppliers: MrWhiteKnight_19

Lore Consultants: The man, the myth, the legend - FlamboyantTyrant. Deer, Amayo, Creete. A few ex-clerics.

 

Link to post
Share on other sites

+1. Excellent idea! Can’t wait to see it play out.

Link to post
Share on other sites

very good work, the rites and evokes that you have presented here are optimal and register with my neural network
+1

Edited by Auriel_
Link to post
Share on other sites

1 hour ago, Fury_Fire said:

 

The purpose of this magic is intended to fill a niche that has been oddly lacking in LOTC lately; holy mages.

 

 

 

 

 

 

Link to post
Share on other sites

So reading through this, tah clerics now just get pretty little asthetics, and the ability to heal minor burns...

 

I see

- Buff

- Asthetic

- Buff

- Oh heal bruises

- Learn voidal magic too?!

- More buffs

- Oh you can heal only non-leathal wounds, outside combat....

- Oh hey, angel wings, that do nothing but look pretty

 

 

Um....What exactly do Virailum do then? What is their purpose if their magic is only here to buff their senses and give very very minor healing?

Link to post
Share on other sites

These Rites are all over the place and have little in the ways of a cohesive theme.

Improved senses?

Night vision?

Smoother and eventually faster movement?

Telepathy?

No need to sleep?

These feel like the boons a vampire, or other creature of the night possesses, rather than a holy champion.

 

Rite of Warmth feels borrowed from Paladins

Rite of Art; this too.

Rite of Knowledge just sounds like meta to me. “Translate pls, I hab boon.”

Rite of Truth; “Makes others believe you, unless there’s a compelling argument against you.” So no more effective than just mundane speaking then.

Rite of Restoration; Oh hi Ascended

No one RPs sleeping, so Rite of Rest is functionally useless.

Rite of Thought; so weak mental magery?

 

Link to post
Share on other sites

no thank you, i dont think I mind the niche being empty 

Link to post
Share on other sites

yeah but how many gallons of astra do your spells require?

Link to post
Share on other sites

Basically, this just lacks an overall theme and it just looks like you have shoved a lot of random material into this. Portions of it are fine, other's aren't.

Link to post
Share on other sites

This lore has been denied as per this thread: click me. 2 weeks were given to reformat and correct the submission to match the current criteria, which were not done.

 

If you believe this is a mistake (as this was a big sweep, yours may have been overlooked), please contact me over the forums here: click me.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...