Jump to content

[Shelved][✓] [Magic]Paladins of Xan


Recommended Posts

Paladins/Wardens of Xan 

c2WerTQzzF8j-sm5Zl5ycNnXonCnVqW2OTEuWrmPMiJYuQ3BCDx396P2YAjmulwXcKeAh41PWKafJpV9HGl7JXAeO1qsuvkX7oNveXwSgGNNdEZJ9eaUNCQUbnVPo2WZc1rxFXEx

 

Table of Contents:

  • Background/Origin
  • Magic Explanation
  • Abilities
  • Spells
  • Magic Redlines
  • Tier Progression
  • Blessed Artificery
  • Purpose
  • Wardens of Xan: Event Creature
  • More Information/Cited Sources

 

Background/Origin

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.

 

Magic Explanation

General

  • Paladin is a [2] Two Slot Magic. No others, including feats, may be learned with it. Further Alchemy is accepted. No afflicted. Kani is allowed. Chi is allowed.
  • Paladins must maintain all three of Xan’s Creeds, or risk disconnection.
  • Paladinism is a subclass of Deity Magic, considered Neutral.
  • You must be connected by someone with an accepted TA in order to learn.

 

The Paladins exist as Holy Mages drawing their power from the Aengul of Order and Guardianship, Xan. Upon making a connection to their patron, a Paladin has a sapphire ember born within their soul, acting as their direct link to their Patron. This ember gives off smoke, in its own sense, come to be known to the Paladin as their ‘Mist.’ These Mists may either be the colors of Emerald, Gold, or Silver[More in ‘Aura’ under Abilities]. The magic itself is created through the Paladin by the controlling of these Mists to form their spells from.

 

Magic

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 extent from overuse of the abilities they emit and perform. Even 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 are the given Abilities[Found under ‘Abilities’ Section].

 

To cast their spells, a Paladin is utilizing their Mana in order to control the Mists and form such into varying effects. At the same time however, they are feeding small portions of their mana to the ember in which their Mists derive from. This causes it to grow throughout a Paladin’s casting, not entirely under control and beginning to take its harm upon their body. Upon casting their first spell, the Paladin’s body begins to ache some. With the second cast used, their body begins to strain and muscles begin to feel sore. When the third spell is cast, the Paladin’s skin begins to flake and the sensation of heat is felt along their flesh as well as their muscles continuing to feel strained. As the fourth cast is spent,  the paladin’s body starts to be covered in various hefty burns across their body. Upon the fifth, the Paladin is now entirely incapacitated and covered in burns, unable to function any longer and now must rest for the duration of the encounter

 

  • A Paladin has 5 Spell Slots.
  • A Paladin regenerates their spellslots after being out of RP for 30 minutes.
  • A Paladin takes damage the more Spell Slots they cast. As this damage is in essence born from their soul, it may not be properly healed except by time, as a Paladin naturally regains their Spell Slots.

 

Creed

Additionally, all Paladins must follow a given Creed; rules laid down by Xan for his servants, detailing their relation to various topics and acting as a guideline. For a Paladin to break one of these Creeds is a serious crime. Though punishments exist beyond disconnection, it is possible to disconnect a Paladin once they’ve broken one. The Creeds are as follows:

 

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 misled 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. People are no longer ‘innocent’ upon either breaking a law in their given area, or otherwise causing harm unto another who has not done the same. Dark Magics and Creatures are excluded from this and instead placed in the Third Creed. Other Paladins are included in this, and should not be attacked or harmed lest an honorable duel be declared and upheld.

 

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.

 

When faced with the Dark, of Creatures or Magics alike, a Paladin must remember that their first and foremost duty is to defend innocents. The option lay to interpret this as offense in the sense of hunting the vile, but they must not forget the roots of their cause in their pursuit. As such, they need not actively hunt and seek out the dark and vile, unless such is attacking another innocent.

- Paladins are not required to actively hunt the dark, but they must side with innocents above them in any conflict between the two. If a Paladin does opt for the zealous approach of hunting the dark however, they will not receive punishment for it, but neither will their brethren be required to aid them in their pursuits.

 

Abilities

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.

 

Upon taking up the duty and devotion of following connection to Xan, other magics are seen as an 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.

 

Red Lines:

  • Connection is the only time in casting Paladinism that Xan’s sapphire mists would appear.
  • Connection can only be performed by someone with an active TA.
  • Giving someone connection by being paid or otherwise given something to do it is breaking a creed!

 

Disconnection[Self-Moderation]:

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 deemed valid and a creed is truly broken, the paladin must find and be directly near the one being 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.

 

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 minds are 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.

 

Red Lines:

  • The one being disconnected must be unable to resist/move.
  • This cannot be done in combat.
  • Should you attempt to disconnect someone who has not broken a creed, the spell will fail.
  • You cannot “Test” if someone has broken a creed with this ability.
  • If the one being disconnected denies that they broke a creed, OOC evidence must be provided that they have broken a creed(If not a screenshot of them doing it, one of them admitting to it will do).
  • Once disconnected, you may not be reconnected.

 

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 harmlessly.

 

Red Lines:

  • Anything created with Mist Manipulation must clearly look ethereal and in the color of your aura. There is no way to pretend it is combative.
  • Anything created via Mist Manipulation must not be something that appears combative like armor or weapons or shields or even ammunition. Beyond this, anything of your imagination can be made, so long as it doesn’t leave the radius.
  • Mist Manipulation has a radius of 3 meters around the Paladin.
  • Mist Manipulation CANNOT be used for anything harmful. If sent against someone, it would dissipate upon contact with their skin.
  • This includes ‘shrouding’ areas. You cannot blind people or otherwise hide things. Better yet - You simply cannot perform it in combat with the focus required to perform such.

 

Aura:

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.

 

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 significant effect. Similarly, when positively affecting another person, such as with healing, they too feel the Aura.

 

Starting at Tier 4, this aura of warmth can increase to all standing within one meter of the Paladin as well, bringing forth a sense of comfort and warmth to those around. Exposed dark beings/magi would feel a sense of discomfort instead. This isn’t large and could be hidden with ease. Starting at T5, anyone within three meters of the Paladin can feel this. The Paladin can turn this on and off at will, no action required.

 

Red Lines:

  • The feeling of warmth is enough to ward off a basic effect of cold, but not frostbite or ice or anything along those lines. It is a MINOR effect.
  • People don’t have to emote the effects of being within a Paladin’s aura. It’s lame of them not too, but even lamer to force an aesthetic effect onto someone’s roleplay.

 

Chanceries:

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.

 

It is as well possible to corrupt a Chancery, and is in fact incredibly easy to do so given the fragility of Xan’s presence in such a place, as was drawn upon by Descendants. The process of corrupting a Chancery is done through defilement done by dark magic. The simple contact of the focal point of the Chancery by dark magic is enough to twist the energy present within, giving it a much more sinister presence for any Paladin to enter. Should any Wardens exist, born from the Chancery, the mists within them would turn black regardless of their location in the realm, and they would find themselves compelled to return to their Chancery. They would have their visions of the Creeds warped, and begin ‘protecting’ the Chancery from everyone, including Paladins who want to cleanse it. This Corruption is caused due to the fact that the Chancery’s presence as a manifestation of raw holy energy does not belong in this realm, and thus anything innately dark will cause it to warp and corrupt to it. Its presence is fragile, unlike the dark.

 

Cleansing a Chancery is much more difficult than corrupting one. For starters, the Paladins must figure a way to reach the focal point of the Chancery without the Wardens stopping them; perhaps having a group fight them. Then, three Paladins must attempt purging upon the focal point at once. Should this go uninterrupted, the Chancery is considered cleansed.

 

Red Lines:

  • 7x7 or equivalent block Chanceries can be made by a single Paladin. 14x14 or equivalent by two, 21x21 or equivalent by three, etc.
  • LT must approve the creation of a Chancery, and OOC signs must detail the location.
  • OOC signs must also detail if any Wardens are connected to the Chancery.
  • Drops of the Paladin’s blood and prayer must occur to create a chancery.
  • Any LT must be present to witness a chancery get removed/relocated, done by removing/breaking the focal point of such(Brazier, pool of water, mural, etc).
  • Should the Chancery be corrupted, an LT must simply be present to see the individual emote touching the focal point with dark magic of any variety. Signs must be left saying it is corrupted and useless until fixed, and Wardens must be PM’d the moment the focal point is touched, as their characters undergo their changes.

 

Spells

Holy Affinity: Melee | Combat | T2

Emote Requirements: (1 Connection + 1 Cast)

Spell Slot Requirements: 1

Spoiler

Description: 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. A method of temporarily enchanting their weapons.

 

Mechanics: 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. The damage of this is akin to a hot iron. The spell lasts until dispelled or the weapon is let go of. Lastly, the Paladin can opt to cast this spell on someone else’s weapon instead of their own.

 

Specific Red Lines:

- As Holy Affinity: Melee requires constant touch, losing physical connection with the affected melee weapon instantly dispels the enchantment. The exception to this is when thrown; in which the enchantment fades immediately after the emote of hitting or missing.

Extra damage is dealt as though the metal was scorching hot, growing more effective the more it is used. Upon the strike hitting exposed flesh or causing flesh to be exposed, first degree burns would be left directly around the wound, though not cauterizing it. With the second strike and then after in the same location, the weapon will leave behind second degree burns. Armor such as leather, chainmail, plate, etc can negate this effect as long as flesh isn’t exposed when the weapon strikes. 

- This must be used on a weapon. Gauntlets count as weapons if you’re punching someone.

- There is a clear visual effect to this, as well as every other spell in Paladinism. The aesthetic of which is up to you, though with some limitations. In essence, the magical appearance should spread no more than 3 inches from any surface of the weapon. They may not take the appearance of living matter, either. Things such as glowing edges, glowing in general, magical ‘veins’, fire, electricity, etc, are all fine.

- Upon the third successful burning strike of the Holy Affinity enchantment, the ability then starts to fade from the weapon itself as having now expended its xannic energies.

- Once the ability’s effects have faded, the paladin must use another spell slot and correct emotes to activate it once again. This includes with the paladin not physically holding the weapon any longer and needing to recast. 

 

Holy Affinity: Ranged | Combat | T2

Emote Requirements: (1 Connection + 1 Cast)

Spell Slot Requirements: 1

Spoiler

Description: 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.

 

Mechanics: Casting this spell is not so much offensive in and of itself as a Paladin simply forms their Mists around them into a set of four spectral pieces of ammunition of any variety. They hover around the Paladin, able to be used by them or another. The casting time of the spell does not include the time it takes to fire the weapon. Once launched, the ammunition takes upon the same properties as Holy Affinity: Melee - where it behaves as a normal piece of ammunition, and will scorch its targets upon contact as though it were hot iron. Lastly, a Paladin can use this on siege weaponry as well, summoning only one piece of ammunition for this.

 

Specific Red Lines:

- Upon firing this kind of ammunition, they remain present until the Paladin either dispels them or begins casting this spell again, constantly burning anything they are touching.

- Scorching done by these arrows will leave first degree burns around the wound after two emotes. Upon the fourth emote, should the arrow still remain within the target, it will cause second degree burns. These effects only apply should it penetrate the flesh successfully. Removing the arrows would be the same as regular arrows of its make and design.

- The type of ammunition used is up to the Paladin. I.E. weighted arrows, so on so forth.

- The Paladin’s own burns exist regardless of whatever protection they wear on their hands.

- These arrows must appear as the type they are meant to mimic, with a translucent appearance with the Paladin’s aura. They may have additional aesthetic effects as written in Holy Affinity: Melee

- The emote time for this is specifically for summoning the ammunition. Loading/Firing must be done as with any ammunition and rules on the server.

- For siege weaponry, only one ammunition can be summoned at a time to use and will take up a Spell Slot for each one conjured there after. 

 

Ambuscade Rune | Mixed | T2

Emote Requirements: (1 Connection + 5 Cast)

Spell Slot Requirements: 1

Spoiler

Description: 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.

 

Mechanics: 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.

 

Specific Red Lines:

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

- The side of the rune is 3 by 3 inches at minimum, and 5 by 5 inches at most.

- These runes may only be placed upon the floor.

- Max of two traps can be laid at any given time, expending Spell Slots and casting time accordingly.

- 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.

- The trap only stuns the lower half/legs of a given person or creature. This doesn’t stop them defending themselves.

- The size of the rune is 3x3 inches at minimum, 5x5 at most.

- These may only be placed on the floor.

 

Guardian’s Bulwark: Shield | Combative | T3

Emote Requirements: (1 Connection + 3 Cast)

Spell Slot Requirements: 1

Spoiler

Description: 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 to fend off both magical and physical attacks alike.

 

Mechanics: 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 too much to be able to be maintained and shatter upon the fourth solid blow. When that occurs, the shield would explode outwards with force; anyone or anything one meter in front of where it was facing receiving a blast of force to knock a fully grown man back five meters.

 

Specific Red Lines:

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

- Shields are, in the case of this spell, namely ones worn along the arm ONLY. Such as a heater shield, kite shield, etc(Whereas Bubble Shield is as the name implies; a dome around you and not contacting you). You cannot remove them or move them once they are made except by dispelling the magic entirely or having the shield break. Any shield made will be transparent and aura-colored.

- Shields 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. Magical attacks that are not energy-based, such as earth evocation, combustion, etc, also hurt the shields. If unsure, contact a LT.

- For further definition on ‘attacks’, the shield is namely immune to energy itself, attack or not. But that doesn’t mean it dispels the energy. Fire would hit the shield but wouldn’t heat it, lightning would glance off, etc; the shield can take it but cannot make it disappear. Additionally, projectile arcanism spells harm the shield as though a solid blow, but the force of it gets negated due to the energy-base of the magic.

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

- Shields can take 3 blows with ease. Upon blocking the fourth, the explosive force occurs. It must be clear that the shield is nearing its end as this draws closer, and progressively grow cracked from the first hit onwards.

 

Mist Healing: Purging | Non-combative | T3

Emote Requirements: (5 Minute Cast IRP)

Spell Slot Requirements: 1

Spoiler

Description: While a Paladin’s healing is not a replacement for any kind of doctoring, Paladin’s 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.

 

Mechanics: A Paladin is capable of utilizing their mists in order to cleanse most purges. This requires the Paladin to be within one block of the cursed individual, and for them to either be unable to fight back, or they simply chose not to. If any attempts at fighting against the Paladin are made properly, then the spell will instantly fail. For the most part, this spell is based off the lore of what it functions off of - I.E. A Dark Magic lore stating an ability may be purged/cleansed by Holy Magic. If they give specific descriptions on how, then that must be followed. A few things however, need further defining:

 

Shades: For shades up to T3, with OOC permission, the shade within them can be fully removed based on the requirements stated in the Shade Lore. Without OOC consent to purge a shade, however, they can have their magic sealed by a singular Paladin for up to 5 days. A T1-3 shade has their magic locked at T1. A T3-5 shade has their magic locked at T2. For purging Shades, Paladins do not have to be at T4-5; any Paladin who has learned this spell counts as one of the 1-3 Holy Mages necessary(based on Shade Lore still).

 

ET Curses: This is entirely up to the ET in question. It should be noted that the use of Purging is one of the most versatile abilities of a Paladin in the sense that it covers mind, body, and soul. An ET can easily exclaim that a curse either vanishes at the meer touch of a Paladin’s Mist, or that it takes multiple Spell Slots to use, or they could simply say no. This is one hundred percent up to the discretion of the ET in question.

 

A final note for Purging is that a Paladin cannot use this to ‘test’ people. That is to say, the Paladin must be sure of what the person is and cannot be taking a guess, or simply have heard rumors and are attempting to make sure. The mists only function when the Paladin is certain of what they are doing.

 

Specific Red Lines:

- OOC Consent is required for some of them, stated in their given lore.

- If a curse does not state that it is purgeable in its given lore, then the answer is assumed no unless the LT/Loreholder says otherwise.

- Purging removes the curse in question. It does not heal the effects of the curse. I.E. A curse that causes one to randomly generate wounds can be removed, but the already existing wounds remain.

- Cannot purge natural ailments such as disease, nor physical such as poison! They aren’t curses.

- No using this for “Spook Testing.”

- To be “Certain” of someone being a ‘spook’, you must have either seen them cast such magics yourself, heard them admit to it themselves, or to be told from someone who has done likewise.

 

Mist Healing: Healing | Mixed | T3

Emote Requirements: (1 Connection + 3 Cast)

Spell Slot Requirements: 1

Spoiler

Description: As much as the Lord of Sunlight is an Aengul of Order, he also extends his hand to those in dire need and binds 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. 

 

Mechanics: The Paladin is capable of summoning their mists in order to perform a simple healing spell. With this spell, they are capable of fully healing shallow cuts and light bruises, as well as first degree burns. Any other external wounds may be stabilized at best. That is to say, a large cut across the body, or a second degree burn, or stab may be sealed shut to stop bleeding. This does not allow anyone to negate their wounds and rise back up to join the battle, and medical attention is still required after the fact. This is a temporary solution at best to avoid someone bleeding out. Additionally, a silvery scar will always be left behind from healing anything more than the smallest of wounds or burns. Internal wounds, broken bones, or otherwise may not even be touched upon by the mists. Regardless, anything healed or sealed by this will have the pain numbed as the mists perform their work.

 

Specific Red Lines:

- The mists can mend minor wounds such as cuts, scrapes, bruises, etc on the body. Anything deeper than that may only be sealed off.

- While pain is numbed, you cannot act as though the wounds are not/were not there. No suddenly getting back up, etc. You’re stabilized, no longer bleeding, but not mended. After an hour IRP, the wound will begin bleeding anew.

- Healing works on everyone except EXPOSED dark mages(I.E. The Paladins knows what they are) or draconic entities.

- Cannot heal mortal or heavy injuries. Nothing internal, etc.

- 1st degree burns may be fully healed. 2nd degree may be stabilized, 3rd may only be numbed.

- Cannot heal land or things in nature. Can heal animals. No dryads/treelords, etc.

 

Holy Spear: Dawn’s Spear | Combative | T4

Emote Requirements: (1 Connection + 3 Cast)

Spell Slot Requirements: 1

Spoiler

Description: The Dawn Spear is a Paladin’s method of fighting armored foes. The Paladin may bring forth their mists to form a spear, transparent in the color of their mists and yet solid still, and fight with it for a short time.

 

Mechanics: Over the course of three emotes the Paladin may create a spear, capable of bypassing certain types of armor and causing damage to others. To armored beasts such as a dragon or other scaled/chitinous creatures, the spear would function to break past their defenses. The same applies to foes wearing lighter armors - Leathers, breastplates, etc. For foes wearing heavier armor, the spear would do no damage in the traditional sense to the wearer of it, but instead would deal devastating blows to the armor. Any medium/heavy armor will completely block one hit from the spear per area of the armor, leaving it ruined after. The second hit will go through. An example of this would be stabbing at a man in plate armor, and he catches it with his wrist. The armor would crack and begin to break down only in that segment, leaving it vulnerable to future attacks. However, the spell comes at the cost of the durability of the Paladin’s own armor, and gives it the same downsides the spear gives them against other armor.

 

Specific Red Lines:

- This spell allows one to bypass light armor/natural armor on beasts as though it isn’t present with the use of a spear, solid and in the color of the Paladin’s mist.

- If hitting heavier armor, the specific segment of the armor hit will be ruined and able to be bypassed on future attacks, but the initial blow is blocked entirely.

- The same downsides apply to the Paladin’s own armor; Lighter armors are even softer and virtually useless, while heavier armors can only take a single blow before being useless. Granted, this doesn’t mean your armor can take a head-on blow entirely and stop it; if the blow would’ve hurt you anyway, you’re still hurt.

- This spell does NOT affect shields. They work in their entirety on both ends of the spectrum. It also does not affect magical armor, regardless of how simple the enchantment on it is; if your foe’s armor spits out rainbows when it is hit, the spear will do nothing to it. This works on the receiving end of the spell; the Paladin cannot wear enchanted armor to bypass their restrictions.

- This spell cannot be cast in turn with Mist Weave Armor.

- This spell need not be a Spear specifically, but any long polearm-based weapon.

- Its magical properties only work on armor of steel or less. Anything more, the weapons will function as normal against such.

 

 

Guardian’s Bulwark: Bubble Shield | Combative | T4

Emote Requirements: (1 Connection + 2 Cast)

Spell Slot Requirements: 1+

Spoiler

Description: In order to protect both themselves and those around them, the Paladin may build his mists up in a protective barrier some distance from him to protect from magical and physical assault, in the color of their mists. In protecting their allies, they as well take upon the brunt of the assault upon themselves.

 

Mechanics: Over the course of the spell, a spherical shield of Paladin Mists forms around the Paladin in a three block radius. Such a shield is as strong as the Paladin is willing to make it. When cast, the shield can take two physical blows before either shattering, or remaining - a flash of energy visibly coursing through it as the Paladin would expend another Spell Slot to keep it going for another two blows. This can be done until the Paladin is out of Spell Slots entirely, giving them the effects of pending each as it happens. Those within the shield are not capable of attacking outside of it, however, those the Paladin views as allies may pass through the shield freely. The Paladin takes the brunt of the damage and pain onto themselves.

 

Specific Red Lines:

- Upon every second hit received, the Paladin must visibly choose to lose another Spell Slot to maintain it, or let it shatter. They suffer the self-harm of spending these extra Spell Slots.

- The Paladin feels the pain of any physical blow the shield takes. Should a sword swing against it, they feel as though they were cleaved into. Should the shield be hit with the talons of a dragon or another beast, they feel as though torn apart. Depending on what happens, the Paladin can be susceptible to going into shock and letting the spell falter.

- Those allowed to move through it CANNOT attack through it regardless.

- When moving through it, you can’t go in and back out - If you go out, wait until your next emote to go in, and vice versa. No “Jim jumps out, swings his sword, and jumps back in” moments. This is explained by the shield being physical enough to those allowed to move in/out that they use up the majority of their given movement to do so, having to push through.

- Energy based attacks do not harm the shield. I.E. fire, lightning, etc. Only attacks that deal physical damage hurt such, such as a mace swing, an arcanism bolt, crossbows/bows, etc.

- All physical attacks count against the shield’s blows taken. From the swing of a dragon’s talons, to the strike of a human adult wielding a sword. Pulled punches do not count.

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

- You are stationary when casting this ability. Able to move within the bubble, but should the Paladin leave it, it will vanish. It cannot be moved.

 

Holy Spear: Sun’s Spear | Combative | T4

Emote Requirements: (1 Connection + 3 Cast)

Spell Slot Requirements: 1

Spoiler

Description: 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 color. Such a spell is capable of stunning foes with ease.

 

Mechanics: When thrown, the projectile is packed with raw power, able to stun lesser foes with ease. Upon creation, the spell must be thrown to take effect, travelling at the speed of an arrow with the appearance of a lightning bolt in the color of a Paladin’s given mist. Upon connection, the target is stunned for 2 emotes, plummeting from the sky if they are a flying beast. The maximum cap on this for one use of the spell is a direwolf-sized creature. Anything up to the size of a mid-tier dragon requires three successful strikes. Drakaar sized creatures(Max cap) requires 5. When used in an event, it is in the end up to the ET’s discretion exactly how long the stun lasts, and if they would allow it on larger creatures.

 

Specific Red Lines:

- The stun effect lasts for 2 emotes. In an event, it can be more/less depending on the creature/ET in question.

- This spell works on creatures to the size of a direwolf. For anything larger, such as a dragon, 3 strikes are needed to stun them. For things of Drakaar sized or greater, 5 are necessary.

- This spell cannot be cast while any other abilities remain active/cannot persist and be prepared while another is prepared after. Mist Weave Armor is an exception to this.

- This spell must be thrown to be used properly, it cannot be swung around like a weapon.

 

Blessed Resurrection | Combative | T5

Emote Requirements: (1 Connection + 6 Cast)

Spell Slot Requirements: 5

Spoiler

Description: One of the greater spells that a Master Paladin can conjure. A Paladin is capable of bringing forth all of their energy saved up within them, casting it out to those around in order to temporarily seal shut their wounds. Such a spell is devastating to the Paladin though, and will leave them fully beaten.

 

Mechanics: While casting this spell, the Paladin’s mists gather up around them in a five meter radius, wisps of such reaching out towards any and all wounds upon those within such. The Paladin’s Aura extends in this radius as well. Upon completion of the spell, the mists gathered would all funnell towards any non-life-threatening wounds, and heal them temporarily. For the next 6 emotes/turn order rounds(From the Paladin), those who were in the radius upon completion have their wounds fixed. This spell requires a Paladin to have all of their spell slots to cast, and will give them the effects of such.

 

Specific Red Lines:

- This spell is a temporary fix! This does not negate people's wounds beyond the short amount of time. Such an ability will mostly be kept to events.

- If a Paladin has any missing Spell Slots, this cannot be cast.

- The wounds healed by this spell return in full at the end of the six emotes, exactly as they were prior, bleeding with the same intensity and not at all stabilized.

- The wounds temporarily healed with this must NOT be life threatening. For instance, a lost limb would not be regrown, but would be sealed. A slit throat or stabbed heart CANNOT be mended. The idea of this spell is to temporarily put those who were taken out of combat back in, at the cost of the Paladin’s own wellbeing.

- The wounds healed by this spell return in full at the end of the six emotes, exactly as they were prior, bleeding with the same intensity and not at all stabilized.

 

Lion’s Roar | Mixed | T5

Emote Requirements: (1 Connection + 1 Cast)

Spell Slot Requirements: 1

Spoiler

Description: A Paladin’s Aura is always present around one at this stage in their learning, and they’ve now learned to expand their once close-to-personal borders beyond what they once could, multiplying its effects tenfold in the process.

 

Mechanics: A Paladin may open their mouth and release forth a mighty roar, the effects of which bringing their aura to expand outwards to fifteen blocks in all directions centered on the Paladin. Any of their allies caught within this aura would find all negative emotions, cowardice, and likewise washed away and a firm bravery taking hold. Additionally, the aura would double as one of danger to those against the Paladin. Their enemies, within this radius, would find a certain emotion washing over them. Not fear or dread, necessarily, but one that the Paladin who cast this spell is a foe to be wary of - That they are the enemy.

 

Specific Red Lines: 

- An agro spell. Enemies of the Paladins will feel as though the Paladin is specifically a danger in this fight, even if they are not. This doesn’t force them to go against their plans or attack the Paladin; it is only a mentality.

- Allies of the Paladins feel brave within the aura.

- Effects of the aura last for five emote rounds.

 

Mist Weave Armor | Combative | T5

Emote Requirements: (1 Connect + 2 Cast)

Spell Slot Requirements: 1

Spoiler

Description: 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.

 

Mechanics: 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.

 

Specific Red Lines:

- 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.

- This spell cannot function with Holy Spear: Dawn’s Spear, or Guardian’s Bulwark: Shield/Bubble Shield

 

 

Magic Redlines

Paladinism has a number of set rules that must be abided by and noted. This section will serve to state all the necessary red lines a non-paladin(and paladins as well) should note to assure that one is not powergaming against them.

  • Paladins have 5 Spell Slots, only able to regenerate them outside of combat.

  • A Paladin Enchantment may only be used once per encounter.
  • Paladin healing is stabilization only. Be sure to clarify this in your emote or OOCly.
  • Paladin wounds caused from their own casting cannot be healed except through the regeneration of their Spell Slots. Other wounds heal normally.
  • Wardens of Xan are progressively stronger near their Chanceries. When fully away, they’re an average joe in strength.
  • Paladins must obey their Creeds, resulting in possible disconnection if they fail to do such.
  • Recovery Time to regenerate Spell Slots is 30 irl minutes after the conflict encounter ends. The injuries sustained by the Spell Slot negative effects cannot be mended by any other methods and begin to fade when the paladin begins to rest after said encounter.

  • Upon casting their first spell, the Paladin’s body begins to ache some. With the second cast used, their body begins to strain and muscles begin to feel sore. When the third spell is casted, the Paladin’s skin begins to flake and the sensation of heat is felt along their flesh as well as their muscles continuing to feel strained. As the fourth cast is spent,  the paladin’s body starts to be covered in various hefty burns across their body. Upon the fifth, the Paladin is now entirely encapacitated and covered in burns, unable to function any longer and now must rest for the duration of the encounter.

 

Tier Progression

Tier 1 (1 Week) -

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/ability 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 ability 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.

Abilities: Mist Manipulation | Aura

Spells: N/A

 

Tier 2 (3 Weeks) -

After one irl week of practicing with the xannic mists, the paladin’s skill has advanced further. With the basics fully taught, the student is now able to begin applying it to certain spells. This is where the first of the spells 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.

Abilities: Mist Manipulation T2 Upgrade

Spells: Holy Affinity: Melee | Holy Affinity: Ranged | Ambuscade Rune

 

Tier 3 (1 Month) -

After one irl month of practicing and perfecting the art of the xannic mists, the paladin has now progressed further in their training. At this stage, more advanced spells and 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. Healing as well can be used in the form of Purging to cleanse various curses and/or seal them away for a time. The art of Sacred Artificery and Light Forges 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.

Abilities: Mist Manipulation T3 Upgrade | Light Forge/Blessed Artificery

Spells: Guardian’s Bulwark: Shield | Mist Healing: Healing | Mist Healing: Purging

 

Tier 4 (2 Months) -

After two 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 Mist Manipulation comes more spells as well. Guardian’s Bulwark may be used to its fullest extent. Both Holy Spear techniques as well may be learned, for combating either aerial or armored foes. Though not immediately, a month into being tier 4 is when one may as well learn the abilities for connection and disconnection, as well as the creation of chanceries.

Abilities: Mist Manipulation T4 Upgrade | Connection | Disconnection | Chanceries

Spells: Guardian’s Bulwark: Bubble Shield | Holy Spear: Sun’s Spear | Holy Spear: Dawn’s Spear

 

Tier 5 (N/A) -

After four 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 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.

Abilities: Mist Manipulation T5 Upgrade

Spells: Blessed Resurrection | Lion’s Roar | Mist Weave Armor

 

Light Forge/Blessed Artificery

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 condensed light breaking it asunder. For larger objects, the mists are able to take hold more effectively and the creation of various effects extends further.

 

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 will loses it blessing every week and must be blessed by a paladin with knowledge the correct tier and knowledge. With the lightstones, the forge does not need to be re-blessed, unless it is somehow disrupted. Even if it is disrupted in both cases, this will not reset progress on creating magic items – only stopping them from progressing any further 

 

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 it contains lightstone or not.
  • The forge losing its blessing does not reset any progress on creating magical items
  • 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 and must be recreated.
  • Undead, dark creatures, or dragonkin that directly expose themselves (As in revealing themselves and not in a disguise) 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 re-blessed every week if it does not contain a lightstone.
  • A Light Forge must be approved by ST, with a locked sign saying so. The recharge-sign can be dealt with by the Players using such, rather than having to constantly ST Req.

 

Gems

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. 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.

 

Ruby- Able to store minor enchantments with a life of 5 days.

Sapphire- Able to store minor enchantments with a life of 10 days.

Emerald- Able to store minor and major enchantments. Life of minor is 15 days. Major is 5 days.

Diamond- Able to store minor and major enchantments. life for minor is every 20 days life for major is every week.

Light Stone- Able to store minor, major, and used in very powerful enchantments requiring MArts. Life for minor is infinite. life for major is 30 days.

 

The paladin can re-bless the object once it has expired (recreating the item) with ST oversight and/or giving proof to ST the enhancement has been done as per enchanting/magic items rules. For combinations upon objects, it cannot exceed past two gems of any sort. A light stone cannot be used more than once on a minor or major enchantment, twice on a 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.

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. 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.

Mark of Holding- This enchantment is only used in the creation of a Warden of Xan’s suit of armor. Each individual piece of this armor requires this to be placed upon it, and when forging the armor it is expected to be cast upon twice a day - effectively lowering a Paladin’s maximum Spell Slots to 2 for the week required to make such.

Mist Manipulation – This enchantment allows for one to set up pre-determined forms of Mist Manipulation, following all its red lines and just as strong as the tier in which they are when it is made.

 

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 Major Enchantments are more so bound by a list of the Paladin’s spells more than anything, and are capable of being used by anyone who is given such. There does exist one more major enchantment however, allowing for the creation of “Limbs of Light” - The one enchantment only able to be used by a Paladin directly. It should also be noted that all enchantments have the same redlines and restrictions as actual spells for the process of casting, with the “Connection” emote replaced by activating the enchantment. Additionally, each individual major enchantment may only be used once per encounter,

 

List of Major Enchantments:

- Holy Affinity: Ranged

- Holy Affinity: Melee

- Guardian’s Bulwark: Shield

- Guardian’s Bulwark: Bubble Shield(One Spell Slot only).

- Holy Spear: Dawn’s Spear

- Holy Spear: Sun’s Spear

 

Red Lines

  • 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 most that can be placed is two enchantments (one minor, one major).
  • Must state the description, activation, date of creation, and the date of expiry on each crafted item.
  • For an attempt at more enchantments or a more powerful version of an enchantment, a MArt must be made.
  • Once the charge has expired it losses the enchantment 
  • To ‘re-enchant’ an item it must be created again.
  • If a Paladin is using an enchantment, or someone else, you must keep to the redlines of the spell; some spells cannot function together, etc.
  • Only three enchantments can be used per-combat scenario. Each individual enchantment may only be used once.

 

Limbs of 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.

 

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. Additionally, it only serves as strong as a normal limb should the metal be steel. There is a noticeable weakness to this if it is of any other material, to a degree enough to be mentioned in emotes and fail in contests of strength to one of equal size and stature to yourself. This is a trade-off for the durability that some metals and materials will offer the limb.

 

Red Lines

  • 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.
  • If the limb is not made of steel, then the limb grows weaker. This must be mentioned in any emote where it might affect someone else. The effect isn’t major, but it is enough to be noticeable for sure. If you’re naturally an orc, it would drop to a more buff individual. If you’re a buff individual(as paladins normally are), it would instead be near that of an average individual in strength, so on so forth.

 

Purpose

The Paladins and Wardens of Xan serve to act as heralds of order, ensuring that chaos does not wreak havoc upon the realm and that proper law is upheld. They are warriors against all that is vile, and intended to uphold the ideals of “honor” dictated through the Creeds that Xan bestowed upon them. Through their fierce devotion to their ways and their Lord, they provide a level of zealotry not often seen - unrelenting in their code, and yet as well holding ways of cleansing those they find, being gentle and yet firm in their pursuit of an orderly world.

 

Wardens of Xan serve much the same purpose, but bring with them the niche of roleplay that comes with being a warrior sent back by the Aengul of Order and Guardianship. They are intended to act as protectors of Chanceries, and give them further use with the detailing of how corruption of such works. Chanceries have gone as the areas in which Paladins have been connected for eons, and yet have never seen any importance in their day-to-day roleplay beyond the few connections that happen.

 

Overall, Paladins bring forth a level of holy roleplay that proves non-abrasive and functions well with the laws of various nations, unlike Clerics of old in which their absolute creeds demanded instant action that, from time to time, created large conflicts. With the enriching of their Chanceries and addition of Wardens to hold proper meaning within their orders, combined with the overall niche that Paladins currently fill in holy roleplay outside of their orders, along with the rebalancing of a number of spells, Paladins are sure to provide ample forms of roleplay for any group they interact with.

 

Wardens of Xan

TFIhY9grCsX_rijG-qmU2wZ0BW5jVJV_f1UJ5-g0PkY29oYRBgRR3OJl_PYiM2KsUpfd9vbqj7jkCIp0OuMfm8L9IGgyfT9OB7jXxyMD3HpgqWOzTIzjhmakW9Iv-cz8GmEofUJ0

 

Origin/Background

Background: Born of the great ocean of power that is Xan, and guided into being through the heavy effort of multiple Paladins, the Wardens of Xan exist as testaments to their undying faith. In their natural state they are a creation born entirely of Xan, with an innate sense of his Creeds burned into them upon their arrival in the mortal planes. It is possible however to call forth the Paladins of old, should they accept, from their new home in Xan’s realm to once more serve his cause and actively fight for order. Whereas Paladins are easily compared to the sword and shield of Xan, a Warden can be compared to a stalwart wall in the same regard. Unmoving in their fierce devotion, and bound to protect the most sacred of Xan’s holy spaces; The Chanceries.

 

Wardens of Xan are considered to be the protectors of Chanceries upon their creation, the ones who stand as the gatekeepers to determine who is allowed to enter and what occurs within. This is not forced, though to disrespect a Warden so would be a grave error, as they may opt to deny anyone entry to what is now considered theirs. Protecting such a place is the reason for their existence.

 

Creation: Creating a Warden of Xan is a painstaking process for Paladins to endure. To begin with, one must create a suitable vessel capable of not shattering under the immense strain of Xan’s Sapphire Mists - As the ritual for bringing one into being takes place within a Chancery. Creating this armor is done at a Light Forge, where on the inside of each piece of armor various runes are inscribed and blessed daily with the Holding enchantment. This allows the armor to withstand the presence of a Warden being birthed within it, and serve as their vessel. The process of this takes a week IRL, and causes the Paladin to expend 2 Spell Slots daily during the process(lowering their spell slots to 3 for the week). Should this be interrupted by death or any other factor, the entire process must begin anew.

 

At the end of this week, the armor created is ready to serve as a vessel for the ritual required. Three Tier 5 Paladins must be present for such, praying together and drawing forth Xan’s Sapphire Mists within the sacred space of a Chancery. Weaving these mists through the armor, they may either create a new conscious, a fresh mind to learn as though a newborn Construct and eventually develop personality, or they may call upon one of Xan’s fallen servants. Should the person be willing(OOCly and RPly) to play their character in such a state, they will be drawn forth from Xan’s realm to once again serve his will on the mortal plane.

 

It should be noted that only two Wardens may be born per Chancery, though if a Warden has been inactive for two weeks on that character or on LOTC in general, their CA may be revoked in place for a new Warden instead. Additionally, should they willingly break one of Xan’s Creeds, they will instantly suffer death as a PK as the mists that maintain them vanish. Finally, should a Warden perish at any point, they respawn as any other - though only if another set of armor is made for them, requiring a week of no playing the character and the downsides on the one who creates said armor. They cannot manifest without such a vessel present, and neither can there be saved up vessels for them, for the enchantments would wear down.

 

Physical Description

Appearance: Wardens of Xan stand as armored figures of any descendant height, from dwarven to Orc. Their appearance is that of whatever armor they inhabit at the time, though they as well possess Mist like any paladin(though not a Paladin themselves). That is to say, one can see within their armor their given mist color swirling around as a pool of energy. When within a Chancery, however, this energy turns Sapphire as Xan’s presence flows through them.

 

Strength: The given strength of a Warden of Xan changes drastically depending on where they are. Though able to be played as a character in their own right and explore the world, they only have access to their true strength in and around the Chancery that they are bound to. When within their Chancery, their strength is comparable to an Olog. When in the direct vicinity of such(i.e. A Paladin base around the Chancery), their strength is lessened to that of a very fit orc. While in the region their chancery is in, they will possess the strength of a very fit soldier. Any further than this however, and their strength is comparable to a fit enough individual, able to function as your average fighter. It should be noted that regardless of where a Warden is, they are slow, comparable almost to a golem. The weight of their armor keeps them very much incapable of chasing people down easily. Lastly, a Warden is capable of casting Mist Manipulation wherever they are present, the same as a T5 Paladin; remembering this is an aesthetic-only ability.

 

Weakness: Though it is already detailed that as they leave their Chancery, a Wardens strength lowers drastically until they’re weaker than an average fighter, it has not yet been detailed the process of beating a Warden in combat. This is easy - Destroying their armor is the same as destroying the vessel that holds them. The easiest method is to destroy their helmet entirely as their given weak point. Do such, and their energies will escape the armor and they will be “killed.” Outside of this, when their armor’s structural integrity hits about halfway destroyed, they as well perish in the same way. It should be noted that they do register pain as well, though they can shoulder it much better than one of flesh and blood. Dark magic of any variety would cause pain as though they were lit aflame where it touched them, though it does not necessarily damage the Warden any more than a regular person.

 

Mental Description

Mindset: A Warden of Xan is set entirely in their ways. If forged of a past Paladin, they hold onto their values in life jealously and are incredibly stubborn in changing such. If forged of a fresh mind, they will learn how to behave and act as a person, and gain emotions over the course of a month’s time IRL - though even then they are difficult to change once they have decided how they shall act.

 

A Warden is, regardless, severely devoted to Xan’s Creeds and the protection of his Chanceries. To dishonor a Chancery is a slight upon Xan himself, and one of the most vile crimes one can perform to a Warden. They exist to guard these Chanceries, and will take it upon themselves to be the overseer of the one in which they were born from.

 

It should be noted that once created, a Warden does not have any inclination or requirement to obey a Paladin. They are equals, and both a part of the Creed. Attacking a Warden because it does not obey you is breaking a Creed and can get a Paladin disconnected. They do not even need Paladins for upkeep unless they perish in battle and need new armor altogether. Otherwise, they will heal slowly in their Chancery when out of combat/roleplay at a rate of 10% of their armor’s integrity per IRL day.

 

Mental State: Wardens of Xan suffer from the memories of their battles. Though slower progressing in fresh minded ones who have not yet fought, all Wardens will find that when at rest in their Chancery, memories of past conflicts they partook in flood through them. Particularly, memories related to Xan’s work, be it working for or against his Creeds. Perhaps they might suffer silently the agony of their failures, or dream gloriously of their victories and honor. Regardless, each of these possibilities should have a profound impact on the general mindset of a Warden. They as well are incapable of going against Xan’s Creeds. Within their mind, it is the singular most defining aspect of their existence. It’s physically possible for them to do such, but they should never wish for it. If, for some reason, they do break a Creed, the consequence is death, and banishment from Xan’s afterlife.

 

Additionally, it is possible to corrupt a Warden. Chanceries themselves are easily capable of corruption, and such is why the Warden exists to protect it. But should the Wardens not be present or be bested, and the Chancery corrupted, their attitudes and behaviors will shift dramatically. Though they will not explicitly break the Creed, their perception of it will become warped with dark influences. Their view of order so forceful that they must enact it upon others. Perhaps they shall close off the Chancery and refuse to allow any Paladins to use it for connection, or demand that those of Xan’s ilk be brought forth for non-existent crimes. Though they should still not attempt breaking a creed purposefully, while in this state they are granted forgiveness enough to not be PK’d or killed for doing it. Paladin duties should draw them to try and save the Warden through purifying the Chancery, not destroy it.

 

General Red Lines/Restrictions

  • Wardens cannot practice magic.
  • All Wardens are physically the same strength regardless of size. It is ALL based on how far one is from their own given chancery.
  • Only two Wardens may be born per Chancery at any given time.
  • Should a Chancery be corrupted by the presence of dark magic, the Warden(s) born from such will have their creeds twisted as well. They will remain in the chancery and defend it from everyone, including non-threats and those who arrive to cleanse such.
  • Should a Warden break a creed, except in cases of corruption, they will perish - regardless of if they were caught doing such IRP or not. Their soul, forever after, barred from Xan’s realm.
  • Wardens are made from those who played past paladins, though it is also allowed to create a new mind from nothing, given the presence of Xan’s sapphire mists. They start with a mind similar to a golem or other construct, though with the intense desire to protect their chancery and follow the Creed. Over a month’s time, they gain their own outlook and personality.
  • Wardens, if made of past Paladins, must have the player’s consent and be PLAYED BY THEM. Characters referenced in the Paladin lore are to be judged case by case by the LT, if their players returned and wanted to play one.
  • Wardens are ET ONLY.

 

Purpose

The purpose of the Wardens of Xan is to add an engaging and interesting dynamic to roleplay for those in and around Paladin Order’s, those in the same city as a Paladin Order may come accustomed to the sight of one of these constructs, it may even add to the guard roleplay, aiding the city as long as it aligns with the Creeds and the personality it develops. It would also make the process of corrupting a chancery a much more fun and engaging event for dark magic groups, having to fight the Warden where it is strongest in order to corrupt it’s ideals and throw a wrench in the workings of that Paladin Order thus creating more dynamic RP for both the Paladins and the group opposing them.

 

More Information/Cited Sources

All the links used in the creation of this lore:

 

Credits:

  • DELMODAN. The writer of the previous Paladin lore, who left us in a wonderful place to build from with the Lore Games.
  • TSUYOSE. Original creator of Xan and Paladin lore.
  • FURY_FIRE. Co-writer in creating this lore with the aid of the fellow Paladins.
  • SAFFRYIE. Co-writer in creating this lore with the aid of the fellow Paladins. Came up with the idea for Wardens of Xan - Absolute unit.
  • DEER__. Made a spell.
  • MINEMANBAD. Lit a fire under our ass to actually get this done, and supplied a great number of ideas for various spells/Abilities.
  • THEALPHAMOIST. Helped us to create our relation with shades in a way that was actually enjoyable. No arguments really.
  • THA_MYSTERY_MAN. Literal major critique. I bet he vlogs at food restaurants. We changed so many things because of this man.
  • KILLMATRONIX. Worked alongside Delmodan with the previous Paladin lore.
  • All the other WONDERFUL Paladins and others who helped read over and critique.

 

Changelog:

[April 11, 2020] – Fixed the redline about loading/firing emote requirements to be in Holy Affinity: Ranged instead of Holy Affinity: Melee. Additionally added Mist Manipulation T5 Upgrade to the abilities for Tier 5 progression.

[April 11, 2020] – Fixed the redlines to reflect the buff given to Paladin Spellslots; now 5, and removal of burnout.

[April 11, 2020] – Fixed spells to remove unnecessary weaknesses. No more self-harming from Holy Affinity. Slight nerf to strength of the spells in return. Guardian’s Bulwark: Shield may no longer be broken through barely existing strikes.

[April 11, 2020] – Returned the harming to dragonkin within Light Forge spaces.

Link to post
Share on other sites

This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

Link to post
Share on other sites

Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

Link to post
Share on other sites

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...