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Spoiler

 

 

Paladins - Champions of Xan

 

Forenote: This rewrite of Xannic Paladins is not intended as an insult to any group. It is not intended to establish superiority over any group. It is a product of my own frustrations over the current state of Paladin lore, and how the lore was shafted through the loregames process. I do not blame those that worked hard on the currently implemented lore. The basis of the rewrite I have here is Delmodan’s rewrite from before the loregames. Thank you to her for letting me use it. There were issues within it, but it’s solid lore that only disappeared because of the loregames. If any Paladin player has issues with the contents of this, contact me and maybe we can work something out. There will be no TA or MA wipe, but this will be an opportunity for people to drop the magic should they want to at this point.



 

History

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“We are the sword that enacts Xan's wrath and the shield that protects all those we hold dear, even when betrayed. That is the truth of our path.”

 

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 forbade 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 in 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 a 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 lack of servants, that instead of disdain or dismay, the realm was, as a whole, changing. Thus the Aengul of Order and Guardianship saw fit to shift the magic of his servants once more. Their roots were long forgotten and it was time to give the knowledge and wisdom back. To invoke purpose in what they once were and find the meaning for them in this changing world.

 

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

 

 

 

Creeds

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“We exist as funnels. Not just o’ power, but o’ His vision. As we are His sword, He is our shield. Wield it, n’ give devotion through yer service.”

 

Creeds are divine laws that the holy men and women of Xan follow, set before them by their deity since the creation and establishment of Paladinism. They have followed for as long as history recalls, with no intention of stopping. Creeds are guidelines to which they listen, bare necessities in how one should act, making it absolutely essential to follow them to the letter when it comes to it. If an oathbreaker’s deed reaches the ears of their brothers and sisters, it is their duty to search upon them, the follow up of which will usually be immediate disconnection. Since some Creed information has changed in this rewrite, I will specify: there is no retroactive Creed breaking, and anything done in the past before it was against a Creed does not count, as it happened before this was enforced.

 

Creeds of Xan

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

 

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

 

 

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

 

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

 

 

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

 

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

 

 

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

 

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

 

 

V. The light is the fire in our hearts, the light is the wrath of Xan, the light is the Creator’s glory manifest, and with it we burn away the shadow, cleanse the darkness and all the taint within. The power of Xan is not used lightly, nor ever against the Descendants save for those corrupted and turned against their brothers. We wield the Light only in defense of them, only in service of Xan, or against those once-children of the Creator whose hearts have been made blackened ash, and turned to darkness. Never shall the light of Xan be used against a descendant, except in the most extreme of cases of those poor souls 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.]

 

 

VI. A Paladin serves as an extension, the blade, of Xan’s will. As Aengul of Order & Guardianship, the forces of the dark that spread chaos and prey on the Descendant races must not be assisted nor permitted in their nefarious acts. The antithesis to Xan and his Champions, any Paladin who assists dark groups, participates in their misdoings, or observes without interfering as they harm innocents has forsaken their sacred vow to Xan and their duty. There is a fine line that can be walked, as far as tricking or infiltrating a questionable group. However, any participation or willful allowing in dark acts will result in this Creed being broken.

 

[Do not assist dark groups in working their dark arts, committing slaughter, hurting innocents, or anything else that may jeopardize the Creeds. Willfully standing to the side and watching as they do this counts as well, as bad as if the Paladin had committed these acts themselves. Infiltrating or tricking dark groups is acceptable, as long as no Creeds are broken in the process and no dark or nefarious deeds are done or permitted in the name of ‘subterfuge.’ Above all, guardianship and order must reign supreme.]



 

Redemption

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“Redemption? Please...it's just another word for saying you fucked up and now you give a damn about the consequences that happened because of it. If you actually care enough to amend what you did, learn from the mistakes, and fix what was lost. Otherwise, you are wasting everyone's time.”

 

The zealous servants of Xan take the matter of their Creeds of the utmost seriousness, since the betrayal and neglect of them is tantamount to betraying Xan himself. However, Xan is aware of the mortal and flawed state of his servants, and even those who love and serve him may stray from the path in the worst of situations. As such, a path of Redemption was written into the streams and workings of Xannic magic, by Xan himself to offer salvation at a price for any of his Paladins who may have strayed.

 

Realizing the Sin

The road of Redemption for a Paladin is not one walked with ease, and is different depending on the Creed broken, which promise to Xan was undone through their sin. It all begins there, with the breaking of the Creed. Should a Creed be broken, a Paladin shall begin to suffer from a never ceasing existential dread, often viewed as the rage of displeasure of Xan’s connection within their soul, knowing of their sin. This can culminate into a variety of symptoms, from night terrors to developing mental illnesses and paranoia. However, these symptoms are only as obvious as the Paladin makes them out to be; they can be hidden and suppressed, though still felt. As in, they cannot be used to metagame or assume that a Paladin has broken a Creed, not unless the Paladin has made them very outwardly evident.

 

The road of Redemption begins with confiding in a fellow Paladin of their sin, one who was not a participant in their Creed breaking, nor one who has broken Creeds themselves and not followed the path of Redemption. This is traditionally an elder Paladin or teacher, but can be done through a peer as well. The one informed of the sin, should they be consenting, will become the Warden of the Paladin. In this situation, the term ‘Warden’ refers to the watcher of the Paladin who wishes to redeem themselves. To Xan, this is an important step of camaraderie and healing, and it is through this ceremonious process that the pathway of Redemption is opened to a Paladin.

 

The Path of Redemption

Following the confiding in and the gaining of the Warden, the process can begin. The Paladin must correct their sin in order to regain Xan’s trust. Throughout this whole process, the dread within them remains, and they are vulnerable to the usage of the ability of disconnection. Only once the process is complete is the Paladin once again safe from the threat of having their sapphire ember snuffed out by a fellow Paladin, or even their own Warden should they fail to redeem themselves.

 

Depending on which Creed was broken, the following punishment and reparations must be made in order to follow the path of Redemption.

 

Spoiler

Breaking the first Creed of Xan

When a Paladin breaks the first Creed of Xan, they must seek Redemption through realizing the error of their ways and seeking peace and diplomacy through both sides of the conflict they helped rage on. Making reparations and offerings to those they harmed, making their peace with them, is a necessity for any Paladin who dared participate in the machinations of the Descendant races. Should reconciliation be impossible, it may be enough to give and assist them in reconstruction and other needs even as they despise you and your actions.

 

Breaking the second Creed of Xan

When a Paladin breaks the second Creed of Xan, they must seek Redemption through renouncing and leaving the organization they supported that was enacting harm. This includes doing their absolute best to undo any harm they caused through their actions in this organization, righting wrongs and apologizing to any affected by the forsaking of their duty. Should a Paladin have broken another Creed, or multiple Creeds, through participation in a harmful organization, those sins must be absolved before the second Creed’s sin can be absolved.

 

Breaking the third Creed of Xan

When a Paladin breaks the third Creed of Xan, they must seek Redemption through offering themselves up for judgement and forgiveness to those Paladins whom they betrayed or harmed. Should they have murdered and permanently killed another Paladin, the only one who could have judged and forgave them, then there is no way to redeem this Creed. Should it be redeemable, then the betrayed or wounded party must come up with some trial or task for the Paladin to do in order to redeem themselves. Of course, the wounded party could at this point disconnect the Paladin, meaning committing this sin and absolving it is one of the most dangerous. However, should the wounded party be forgiving, and the Paladin complete their trial, i.e. by combat or managing some victory in the name of Xan, then the sin can be absolved. The contents of this trial and judgement is entirely up to the wounded party.

 

Breaking the fourth Creed of Xan

When a Paladin breaks the fourth Creed of Xan, they must seek Redemption through understanding and fixing the issues caused by their avarice. Burning or burying of any ill gotten funds, disposing of any items gained through selling out Xan, or any other method of disposing of and permanently getting rid of any ill gotten items or promises that they acquired by breaking the fourth Creed. Additionally, to finalize the process and be redeemed, the Paladin must burn, bury, or otherwise permanently dispose of a personal item. Whether one of legitimate or sentimental value, some item important to the Paladin must be sacrificed to Xan. This, to Xan, proves that the Paladin can finally see their duty above any mortal possessions.

 

Breaking the fifth Creed of Xan

When a Paladin breaks the fifth Creed of Xan, they must seek Redemption through gaining a deep sympathy for the innocent in their heart, and right what wrongs they made. If they hurt a Descendant, then amends must be made to that Descendant, whatever they may be. Should forgiveness be gained, the sin can be absolved. Should the Descendant be dead by the hands of the Paladin, their next of kin or family should be granted reparations and apologies. Should they have no next of kin, it follows the same pattern as breaking the third Creed, where the Paladin is judged by their peers. In this case, the injured party is replaced with fellow Paladins, including their Warden.

 

Breaking the sixth Creed of Xan

Breaking the sixth Creed of Xan is a dark and evil thing, the antithesis to Xan and all his mission stands for. As such, there is no method of Redemption. There is no mere act that can be done, no sin washed away, that can give Xan cause to forgive one who has so grossly thrown aside their vow and their mission as a Paladin. A Paladin who has broken this Creed only has the fate of disconnection ahead of them.

 

 

Reparations

Upon absolving of a sin, and returning to their Warden and telling them, the pair must descend to a Chancery. Here, a deific rune must be carved into the body of the Paladin who wishes to be redeemed. This serves as a reminder, and as penance, for their sin and their hubris. The details of this and how it's done can be found in the relevant section on deific runes.

 

A broken Creed can only be absolved once. Should a Paladin break the same Creed for the second time, they have proved themselves to be beyond Xan’s ability to help and are unable to follow the path of Redemption again. With each Creed broken and absolved, a new deific rune must be constructed on the Paladin’s body, never to leave their mortal coil so long as they live.

 

 

 

Connection/Disconnection

Noncombative

 

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“Xan has allowed me this gift,

so I may in turn give it to others.

Thus we guide the lost and in turn,

spread the light while banishing the dark.”

 

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

 

Connection

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

 

Disconnection

However in disconnection, if a Paladin deserves their falling and it is known to their fellow brethren then the ultimate punishment may be given to remove the eternal embers within them. If it wasn’t, Xan will be sure to witness such and cancel the attempt. When a Paladin knowing the ritual of disconnection opts for this grave, extreme step, it should be for a very good reason. When the reason is deemed valid and a creed is truly broken, the Paladin must find and be directly near the one getting disconnected. Should the Paladin not have followed the path of Redemption and absolved the broken Creed, or if they have broken that Creed for the second time, then the process of disconnection can take place.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 are a myriad of other ways to punish an orderman, unless their conduct truly was horrendous.

 

Effects of Disconnection

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

 

Other Magics

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

 

Spoiler

Redlines

 

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

 

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

 

-Every ability must be learned before a Paladin can gain their TA. The last of the abilities must be learned at T5, including connection & disconnection. Such is outlined in the Tier Progression section near the bottom.

 

-Additionally, each ability must be learned via being taught by their teacher, who holds a TA. The new abilities, when a Paladin reaches a new tier, are not automatically ‘learned’ through time. Each must be taught.

 

-If a Paladin has proven to not have broken a Creed, or have absolved their broken Creed through the path of Redemption, the disconnection ritual performed on them will simply not work. Willing disconnections are excluded.

 

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

 

-Paladin magic is a 3 slot magic, intended to be a major commitment for a character.

 

-Things such as Kani, Chi, Afflicted, and other neutral magics may be learned and utilized. Additionally, feats can be utilized if applicable and do not break any other conditions of being a Paladin.

 

-Pale Blood Magic, given it's nature, can even be learned by Paladins. However, one who practices such an art, as debatably dark as it can be, could be walking a rather dangerous line. When practicing this art, all Creeds must still be followed, and the forceful taking of Descendant blood is absolutely breaking a Creed.

 

-If one cannot be removed from a deity or dark magic, for instance Necromancy, then they cannot become Paladins.

 

-Any Descendant or any Descendant equivalent can become a Paladin. However, any who have a condition or state of being that may cause them to prioritize the material over their service, they cannot become Paladins. An example is the Epiphyte, who have their plant to take care of under their charge. Even Machine Spirits can, in theory, become Paladins. Additionally, Kharajyr and Houzi cannot become Paladins because Xan views their souls as amalgamations, abominations.

 

-Must stand directly near the person, close enough to touch,  in question in order to disconnect them.

 

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

 

-Once disconnected, the person cannot be reconnected again.

 

-Must RP disconnection effects once the connection is gone.

 

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

 

 

 

Chanceries

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

 

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

 

As its most sacred location for the Paladins, a Chancery is a place where pools, braziers, caves, shrines, etc have 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 infuse 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 be able to dismantle the 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. 

 

Spoiler

Redlines

 

-For Chanceries at maximum 7x7 blocks, one Paladin is enough to create it. For anything larger, more Paladins are required. As a rule of thumb, one Paladin is capable of adding another 7x7 of size to the Chancery.

 

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

 

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

 

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


 

 

Nature of the Mists

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“Into the darkness we humbly carry this torch.

With its light, we banish corruption and fear,

With its warmth we comfort the worn and weary

And with this gift, we protect ourselves and others.”

 

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

 

Aura of the Mists

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

 

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

 

Spoiler

Redlines

 

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

 

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

 

-The effects of the warmth are not fully significant. It can aid in warding off cold, yet not to an impossible degree. A Paladin can still, and will, die of exposure like any other.


 

 

Effects of Mists

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

 

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

 

Spoiler

Redlines

 

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

 

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

 

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

 

-Once the fifth ability is cast, the Paladin is unable to summon their mists for the rest of the encounter as well as RP the possible effects. An additional 3 major enchantments on top of this can be utilized in a combat encounter. After three have been utilized, none more can be activated or utilized by the person in a combat encounter.

 

-Utility Magic and Holy Affinity are exempt from the five possible casts, meaning they can be cast without counting as one of the five. However, should a Paladin exhaust their 5 casts, then any Holy Affinity or Utility Magic attempting to be cast would fail. To explain it simply, 5 casts is the point of exhaustion, and even casting something that doesn’t count towards that afterwards would be too exhausting for a Paladin. However, already summoned starlight arrows or already having Holy Affinity on a blade when reaching the point of exhaustion will remain. As in, should a Paladin be utilizing Holy Affinity: Melee on their blade when they reach their exhaustion point, the spell will continue to be effective.


 

 

Deific Runes

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

 

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

 

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

 

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

 

Spoiler

Redlines

 

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

 

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

 

-Requires LT approval to confirm the equal weakness in exchange to obtain the Deific Rune(s).

 

-Must RP the effects of what is confirmed and agreed upon when receiving the Deific Rune(s). What is decided must be roleplayed, doing otherwise will result in an infraction from the ST.

 

-Must be at least Tier 3 to request/receive the Deific Runes. The exception to this is those who have broken a Creed and been redeemed.

 

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

 

-An ST must comment on the MA of a Paladin receiving a Deific Rune, commenting that it is now in place and what the specific tradeoff in place is.


 

 

Utility: The Mist Weaving Arts

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

 

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

 

 

Mist Manipulation

Noncombative

 

From the beginning of when the first Paladin was born, 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 magic 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 of the mists for example can be created and aid in practicing. A mundane view seen yes, but as well a good foundation to start with in understanding the mist weaving art. As the Paladin progresses through their training, they are not only able to unlock more advanced spells, but as well master their mist manipulation. Designed clothing, various objects, emitting an aura, and/or even stories weaved before our eyes are but examples of what Paladins could do with the mists. It is of note however that none of these outside of the more specific abilities are harmful in any way, shape, or form. To use in such a way would immediately cause the mists to disperse immediately.

 

Emote Requirements

(1 for connecting, 1+ for anything else)

 

Example:

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

 

Spoiler

Redlines:

 

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

 

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

 

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

 

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

 

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

 

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

 

 

Aura of the Mists: Lion’s Roar

Noncombative/Combative

 

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

 

Emote Requirements

(1 to connect, 1 to cast)

 

Example:

It was there that the group stood before the enemy in sight. Several showed fear and hesitation, as if there was lingering doubt in succeeding in such a venture. Even with the rise of shields, it was clear to the Paladin of the moral rather low. Thus, Ben stepped forward some with a silvery hue suddenly flashing within his gaze.

 

The hand around the sword he carried would then start to tense up before raising high in the sky. A cry, or perhaps a roar, echoed across the area as a wave of holy aura erupted from the Paladin’s form. His words spoke confidence and courage into his allies while the holy aura emitting brought calm and comfort. A showing of hope in the battle to come, that seemingly lingered within each their own upon the Paladin’s side.

 

Spoiler

Redlines:

 

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

 

-Cannot affect dragonkin or exposed dark beings.

 

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

 

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

 

 

The Ambuscade Rune

Noncombative to make, combative when activated

 

The Xannic huntsmen of yore would often use this device to capture their stoic prey; usually in the forms of blackened beasts and blemished creatures. The means to forge this useful tool was once lost with the death of Henryk, the last Huntsmen of Sol Invicta's dutiful reign; lost to the Abyss. Alas, knowledge once lost, can be scribed once more, for those knowledgeable in the Mists of Xan had performed sacred divinations to recover the lost knowledge, and once more- they were enlightened.

 

With this ability, a Paladin can summon a temporary trap to be placed and hidden on the ground. The trap in question is a deific rune of sorts infused into the ground with the outline of it visible when active. This may be concealed and hidden with the use of mundane means. When an enemy steps onto it, it binds them in place for four emote rounds. The victim in question is able to attempt to strike at the trap to break it, requiring two effective strikes of a strong weapon in order to break and disperse it. Given this ability, the Paladin is able to have at most two out at any given point. 

 

Emote Requirements

(1 summon, 2 cast)

 

Example:

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

 

Her mists begin to gather and coalesce as they move downward towards the forest floor, pooling before beginning to actively move and take on a shape. Soon, there are the beginnings of a golden rune-like mark upon the forest floor, made of golden light.

 

The rune hums softly with Xannic light, then fades with an outline depicting of it now placed. With a covering of leaves and bait placed, Anna would then move to hide and await for her prey to draw near.

 

Spoiler

Redlines

 

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

 

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

 

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

 

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

 

-The traps in question are only a snare, the snare itself incapable of harming the target. A max of 4 emotes rounds before the trap disperses. 2 emotes rounds if the person successfully strikes the trap with a strong weapon. Aka, a mere dagger isn’t going to do it.


 

 

Combat: The Paladin's Arsenal

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

 

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


 

Holy Affinity

Combative

 

Melee

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

 

Emote Requirements

(1 to connect, 1 to cast)

 

Example: 

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

 

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

 

 

Range

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

 

Emote Requirements

(1 to connect, 2 to cast)

 

Example: 

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

 

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

 

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

 

Spoiler

Redlines:

 

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

 

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

 

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

 

-Gauntlets, iron knuckles, and other fist based melee weapons count as valid weapons that can be used with Holy Affinity: Melee.

 

-Cannons, if applicable, can be utilized with Holy Affinity: Ranged. They are treated as siege weaponry, in this case.

 

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

 

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

 

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

 

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

 

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

 

-The burning sensation received is that of a second degree burn, very painful and damaging but not capable of melting flesh, burning through flesh all the way to bone, et cetera. It is simply a surface burn, unless the flesh is broken and the internals are burned.

 

 

Guardian’s Bulwark

Combative

 

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

 

Shield

When a Paladin invokes the Guardian’s Bulwark ability to create a shield, any form of shield is able to be conjured. The strength of this shield is superior in its protection from 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 hits 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 physical force that shatters it would get hit with a knock back that moves said enemy back five blocks.

 

Emote Requirements

(1 to connect, 2 to cast)

 

Example:

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

 

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

 

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

 

 

Frontal Wall

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

 

Emote Requirements

(1 to connect, 3 to cast)

 

Example: 

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

 

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

 

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

 

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

 

Spoiler

Redlines:

 

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

 

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

 

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

 

 -Arcane projectiles, such as those classically in Arcanism, count as physical attacks because they do physical damage.

 

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

 

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

 

-The ‘four physical hits’ that both Shield and Frontal Wall can take before breaking refer to hits from things of moderate strength. A physical attack from a dragon, a firing ballista, or anything that’s significantly stronger than a Descendant will instantly shatter both. As said, Guardian's Bulwark is intended for magical attacks and effects.

 

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

 

-Given the focus required to activating this ability, a Paladin summoning Shield can only walk while such is happening, being somewhat vulnerable and incapable of attacking while doing so. Summoning Frontal Wall is much more intensive, preventing the Paladin from walking or moving and requiring them to be focused upon the wall the entire duration of it being up.

 

 

Sun’s Spear

Combative

 

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

 

Emote Requirements

(1 to connect, 2 to cast)

 

Example:

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

 

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

 

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

 

Spoiler

Redlines:

 

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

 

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

 

-Has no effect on grounded foes.

 

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

 

-While this traditionally works on all aerial foes, an ET can decide the stunning effect is minimized or the Sun’s Spear has a different effect; for example, the aerial creature is only pained by the Sun’s Spear, or only lasts for one emote, et cetera. Additionally, the ET can also determine how many Sun’s Spear strikes are required to ground the creature.

 

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

 

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

 

 

Mist Weave Armor

Combative

 

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

 

Emote Requirements

(1 summon, 2+ cast)

 

Examples:

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

 

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

 

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

 

Spoiler

Redlines

 

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

 

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

 

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

 

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

 

-Summoning leather takes two emotes. Summoning iron takes three emotes. Summoning steel takes four emotes.

 

-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 it's shattered for the encounter.

 

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

 

-Summoned armor does not have any antimagic capability, nor does it have the magical immunity of Guardian’s Bulwark. For all intents and purposes, it functions as mundane armor.


 

 

The Art of Mist Healing

Nombative, but can be used in a combat encounter if not distracted/attacking

 

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“Through the salvation of others,

we save ourselves.

Deliver the salve and

bring comfort to those in pain.”

 

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

 

Emote Requirements

(Requires 3-4 emotes)

 

Example:

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

 

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

 

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

 

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

 

Spoiler

Redlines

 

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

 

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

 

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

 

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

 

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

 

-Any wounds mended have scars left behind.

 

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

 

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


 

 

Purging

Noncombative

 

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

 

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



 

Emote Requirements

(Requires 4-6 emotes)

 

Example

Ethen stood before the cursed individual in question, having now restrained the firmly so they could not struggle free. The infliction itself was seen clearly by the eyes of the man being pure pitch black, revealing that of the shade curse. This however wasn’t a powerful shade, one not yet connected to a shade gem by the look of it. Thus the Paladin would begin their focus.
 
Silver mists would erupt around the gauntlet of the Paladin now, having now fixated on the man in question who couldn’t move from the bonds and cursing whatever the shade within wanted to say. As the particles would take full effect, the Paladin would then move their hand over to place on the person’s flesh.

 

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

 

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

 

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

 

Various Curses 

In the case of some curses however, the darkness upon one’s soul is so deep that it cannot be purged no matter how much of the Lord of Sunlight’s mists sears into the body. These curses which cannot be removed are instead weakened greatly in a variety of ways, depending on what it is. Here are the effects of each curse and how the purge ability affects it. Additional curses and how purging effects them may be added in the future, with communication with the loreholders of said future magics and with approval of the Story Managers.

 

Spoiler

Shade

The shadeling parasite is a peculiar and despicable form of life, latched onto the soul of a Descendant and twisting them with internal corruption. Purging a weaker shade, one not tied by unholy threads to a shade gem, can be purged outright. The process is as simple as restraining the host, and sending aggressive surges of mist through the host’s body. The process is incredibly painful, a burning agony, but as soon as the shadeling parasite has been eviscerated, the electric pain turns to a soothing fatherly warmth. It’s not enough, however, to change the emptiness inside of the host’s soul now that the parasite that once resided there has been removed. This does not require OOC consent. The process requires anywhere from one to three Paladins, depending on the tier of the shade. A tier one shade requires one Paladin, a tier two shade requires two paladins, and a tier three shade requires three Paladins. One of these Paladins in the ritual can be replaced with the usage of a Sunlight Wrath relic.

 

However, a shade parasite that is connected to an unholy shade gem would be a much more difficult case, forcing the Paladin to invoke a more specific way of removing the parasite. This process would require three Paladins, all three of which know how to Purge. One Paladin can be replaced in this situation with a Sunlight Relic. The host, still, must be restrained face up. Then, a lightstone must be stabbed into the upper torso of the host. This need not be a savage act, simply piercing the flesh with a sharp ended lightstone would serve the task, it need not be inserted deeply. However, the process of puncturing the flesh is important for this process. Then, the regular purging process should be followed. However, instead of surrounding and eviscerating the parasite, it must be herded upwards and out of the soul. The shade parasite at this time is then forced by the pressure of the Xannic mists into the lightstone, it’s metaphysical parasitic being pushed into a prison with no soul to latch onto. Throughout this whole process, the host is suffering similar suffering as the easier purging method. However, as soon as the shade parasite is pushed into the gem, the fatherly warmth fills them.

 

It is at this time the lightstone will grow dark and clouded, faint whispers being heard from it as the shade fights a battle against the pure nature of the lightstone, a soulless protector, a battle it cannot win. Should the shade player consent, the shade parasite can become permanently neutered, virtually dead, imprisoned within the lightstone, which will never shine quite so brightly again. Clouded and darker than a regular lightstone, it marks the shade parasite within it. This functionally PKs the parasite, removing the shade from the host. Should this happen, an sreq should be made and a new item should be created for the lightstone, the old one discarded. The new item takes on the name of a Sealed Lightstone, sealing away the shade parasite. This Sealed Lightstone cannot be utilized in any enchanting purposes, now an inert prison. Even if shattered, what remains of the parasite will simply fall apart and dissipate, no longer ‘alive.’ The shade player could still, at any time, get reshaded and begin the process anew with a new shade parasite. However, should the shade player not consent to their shade being removed fully, then the lightstone eviscerates the dark energy inside of it, and returns to a normal state. However, enough of the parasite is trapped within the soul of the Descendant still, not fully dragged out to be eviscerated. In this case, the parasite is weakened greatly, the shade being taken down to T1 for 2 IRL weeks.

 

Unfortunately, the pinnacle of shadedom, the endgames, cannot be purged properly. Too merged with the parasite, beyond saving even for Xan, the purging process will simply evoke great pain but not much result.

 

 Mysticism’s Hexes

Hexes placed upon objects take on dangerous and despicable properties. The paladin in question must be careful with such items. Once the object is identified as hexed, the paladin uses the Sunlight’s Wrath relic in order to effectively remove it from a distance. The amount of paladins required is dependent upon the tier of the Mystic who created the hex. One paladin is required for T2 Hexes, two required for T4, and three for hexes created by a Wight. Only one Sunlight’s Wrath relic can be used total per hex object. 

 

 Witchdoctor’s Curses

The legendary and horrid tales of the fable witch doctors and practitioners of the shamanism art has been something to truly take heed. Their curses are ones of more than just the soul and mind as curses can attack the physical bodies as well. It is not uncommon for curses such as decaying of flesh, rot of the body, or diseases of the skin are seen regarding such foul magic. It is with this that the Paladin ability of Purging can only go so far. The curses/hexes are able to be lifted fully however the effects of such curses remain, requiring additional healing sessions or remedies needed in order to mend fully from what has been placed upon the victim's body. Additionally, a curse directly from the spirits themselves is beyond the scope of a mere mortal Paladin, requiring some material assistance to seal away the curse.

 

The process of sealing a witch doctor’s curse is similar to purging a shade gem connected with a shade parasite, requiring a lightstone thrust into the flesh of the cursed party. This requires only a single Paladin, though more can participate if they wish. Agony will fill their form as the curse is flushed out of their system, forced outwards into the lightstone sticking out of the flesh of the cursed party. As soon as the curse is fully gone from them, the pain will fade, replaced with a fatherly warmth. The lightstone will quickly overcome the curse, trapping it deep within itself and rendering it inert. This too, like shade purging, results in a Sealed Lightstone. An item must be made for this, the lightstone now colored with a sickly color up to that of the cursed, a color relevant to the specific curse. Even should this lightstone be shattered, the curse is now inert energy, and would dissipate quickly. This process does not require OOC consent, though in most situations such consent would be given anyways.

 

Event Curses

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

 

Spoiler

Redlines

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

 

 

The Art of Sacred Artificery

Noncombative, creates possibly combative items

 

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"His might is our weapon,

His mercy is our shield;

Let the light seep into our crafting,

So our enemies may know his wrath."

 

The Aengul of Order and Guardianship enacts his will in many forms. Most notably out of all his brethren is the forging of relics and weapons to invoke his wrath and smite down upon his enemies. His legendary forge high up within the Lord of Sunlight’s realm is the birthplace of the fable Golden Lance, Sun’s Radiance, and other artifacts. This sacred gift was brought down and knowledge granted to his most loyal of servants. Thus the hidden art of Holy Alteration made way for his mortal servants to craft onto the realm artifacts that would aid in their fight against the likes of dragonkin and dark abominations of the Betrayer. Throughout the history of the Paladins, it has been passed down from person to person. Each one refining and finding their own creations come into existence, until that day when the Lord’s Will cast off all of the relics and stored them away in his vault. Though most have not been seen since, the art of Holy Alteration remained and shifted once again. Xan’s will is ever changing and so too 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 to create enchantments upon objects, whether it be a small necklace to a large weapon, that is infused with Xannic light which is then able to be invoked for its intended effect. The mist itself is very versatile and able to be formed to what the Paladin wishes for it to be. For smaller objects however, these tend to only know certain effects without the pure condense light breaking it asunder. For larger objects, the mists are able to take hold more effectively and the creation of various effects extends further. 

 

The Forge of Sunlight

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. However, the Sunlight Forge is not capable of its max potential. Without the addition of the fabled Lightstone within the Forge, the Forge would be incapable of producing major enchantments. The addition of Lightstone would allow for the full potential of Xannic energy to fill the Forge. Unlike in the past, once created, a Sunlight Forge does not need recharging. However, it can still be destroyed or removed simply with mortal hands interfering with the Lightstone or desecrating the holy runes.

 

Spoiler

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 that it is ST approved.

 

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

 

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

 

-Those magics that can silence other magics can cause the runes to be drained and go dormant, which would require the Forge to need to be essentially remade and reactivated to be used once again.

 

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

 

-The creation of major enchantments requires a Forge to have Lightstone.

 

- Only one major enchantment can be made per day in a Sunlight Forge.



 

Creation

The creation process of any enchantment begins with the materials used and the object to receive it. Be it leather, iron, steel, or even dragonbone, materials used for crafting follow the same guidelines of said materials. Dragonbone in particular is one of the things known to be worked on by Paladins, given the Xannic mists’ effect on dragonkin of any sort. This enables them to carve out pieces using tools infused with Xannic mists. Regardless of material however, the Xannic mists are infused directly by the aid of the forge so that the enchantment will be activated. Gems are key to this. Each minor enchantment requires a different gem, outlined below. The usage of Lightstone is necessary for two minor, and all major, enchantments.

 

Gems

 

Spoiler

Ruby - The required gem in an Eternal Embers enchantment.

 

Sapphire - The required gem in a Fatherly Embrace enchantment.

 

Emerald - The required gem in an Enduring Resolve enchantment.

 

Diamond - The required gem in a Guardian’s Veil enchantment.

 

Light Stone - The required gem in a Sunlight’s Wrath or Deific Rune Carving enchantment. Additionally, required for all major enchantments.

 

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

 

 

Minor Enchantments

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

 

Spoiler

 

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

 

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

 

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

 

Enduring Resolve - This enchantment when placed on an object and activated emits Xannic mists to flow into the user and fill with a boost of endurance. Tasks such as with crafting, smithing, farming, etc that would normally exhaust the user they would find easier to accomplish without the hindering of fatigue though it is still minor. For combat, this has no application. It applies only to menial tasks, and even then simply helps deal with tension and soreness from repeated action.

 

Eternal Embers - This enchantment placed on an object and activated causes it to emit Xannic mists that flow 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. It's a minor effect to aid in a cold environment or if the user is hit by frost type magic. For example, it’s similar protection that Paladins experience normally from minor cold, though one is of course still capable of dying from exposure. It does protect from any freezing or ice based attack in combat, though, helping the target stay warm.

 

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, but that charge lasts for a full encounter. Ie, should one attempt to shade someone and the enchantment goes off, they can’t immediately attempt to shade them again. It lasts until the end of the encounter.

 

 

Major Enchantments

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

 

The list of major enchantments really falls upon the list of spells in a Paladin’s arsenal. Most spells are able to be used on a large object with the list shown below. For most of these enchants, only a Paladin is able to wield its ability as it requires the Paladin’s mists to invoke the magical property. For some however, anyone may use them, except for those of dragonic origin or exposed dark beings. A major enchantment is activated through one simply ‘willing’ it to activate. It can be deactivated similarly, however doing so will cause it to lose any remaining energy and require recharging. Activating a major enchantment requires the same emote times as their spell parallels. The object will glow and activate with the mist color of the one who forged it. Should the item be let go of, it will deactivate. The exception to this is the Ambuscade Rune, which is intended to be separated and laid as a trap.

 

Each major enchantment has limited usability, deactivating after a time of being activated. Those times and other specifications are below, and are to be followed for any major enchantment item. To ‘recharge’ a major enchantment after draining, it simply needs to be sat in the sun so it’s Lightstone can regenerate its energy. This is for a thirty minute period, outside of combat.

 

Lists of Spells

Spoiler

All minor enchantments

(Treated as passives. Active constantly, even included with a major enchantment. Viewed separately from the major enchantment.)

 

Holy Affinity: Range and Melee

(Holy Affinity: Melee allows for 5 emote rounds of the enchantment, before running out and deactivating.)

(Holy Affinity: Ranged allows for 4 arrows, bolts, et cetera to be fired before the enchantment runs out. Alternatively, a single ballista bolt or similar large piece of siege ammunition can be manifested.)

 

Guardian’s Bulwark: Shield and Frontal Wall

(Guardian’s Bulwark: Shield allows for one specific kind of shield to be created, determined at the time of forging. This shield, following all the normal rules of regular Guardian’s Bulwark, breaks and shatters outwards after 4 solid physical hits.  Additionally, if not shattered, the enchantment will fade out on it’s own after 5 emote rounds, deactivating afterwards and requiring recharging.)

(Guardian’s Bulwark: Frontal Wall allows for an object to be enchanted with the ability to summon the Frontal Wall. Since it’s bound to an object and not a Paladin, the one activating the enchantment does not feel every blow like a Paladin summoning it would. However, this comes at a cost of being weaker, only being able to take two solid, physical hits before shattering outwards. Additionally, if not shattered, the enchantment will fade out on it’s own after 5 emote rounds, deactivating afterwards and requiring recharging.)

 

Mist Weave Armor

(Mist Weave Armor allows for an enchantment on a weapon or piece of armor, which will summon armor on the body of the holder. A good example is a helmet enchanted with the enchantment, that will summon the mist armor on the rest of the body. Additionally, any larger object such as a weapon can be enchanted with this. The item must describe in its description what sort of armor, and how much armor, is summoned by the enchantment. It allows for 5 emote rounds of the enchantment, before running out and deactivating.)

 

Mist Manipulation

(Mist Manipulation allows for an object to be enchanted which manifests mist in a predetermined form, determined on the item. This can be as simple as making a blanket of mist across the ground in a dark area to light it up, to something as intricate as a repeated telling of a story as the mists go through different shapes, forms, and images. When whatever it is set to do is finished, the item deactivates. Has no combative usage.)

 

The Ambuscade Rune

(The Ambuscade Rune allows for an item to be enchanted with the rune, which can then be placed into a hole in the ground and covered. An active Ambuscade Rune enchantment is one that glows faintly, inactive until made active by one holding it. It will remain active if activated before being placed on the ground, and will deactivate after stunning temporarily, whatever steps on it while activated.)

 

Spoiler

Redlines

 

-Must be Tier 3 to begin learning Sacred Artificery.

 

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

 

-Cannot create major enchants on spells not known. 

 

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

 

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

 

-Major enchantments cannot be placed on smaller objects.

 

-Functionally, all minor enchantments work as constant passives, lest they be deactivated or destroyed through some fashion. All major enchantments must be activated for usage, not passive.

 

-On larger objects, the both that can be placed are two enchantments (one minor, one major). As in, a larger object cannot have two major enchantments.

 

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

 

-All enchanted items must be ST signed.

 

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

 

-Should the item be destroyed, the enchantment will also be destroyed. Enchanted objects gain no extra resistance, and can break as much as if they weren’t enchanted to begin with.

 

-Enchantments last ‘forever’ until destroyed, with major enchants having a set amount of emotes they can be utilized before deactivating and needing time to recharge on their own.

 

 

 

Limbs of Light

Creation noncmbative, usage can be combative

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

 

From a vision of the Lord of Sunlight himself, the original creation of the Limb of Light was granted to those Paladins that had fallen useless in their line of duty for the loss 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 too 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 Lightstone 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 quite as smooth or dextrous as a normal Descendant limb, too foreign for such, but strength and speed can be gained depending on experience and the materials used. The materials used are of the utmost importance, and effect the versatility and abilities of the limb. A very heavy but strong metal would mean the limb is slow and sluggish, but capable of taking more damage and has higher resistance. Using something lighter but more fragile would obviously grant more speed but allow it to break quicker. It’s all relative, and the materials used must be considered and described.

 

Spoiler

Redlines

 

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

 

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

 

-Cannot have extra limbs attached using Limb of Light.

 

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

 

-Cannot replace lost of senses.

 

-Cannot function as dextrous as a normal limb. A hint of this must be made in an emote regarding the movement of that limb when attempting very specific and delicate actions.

 

-Limbs made out of any super light but also very strong material cannot retain both of those qualities; you must pick one, discarding the other. For instance, you can have a limb that is as light and as fast as a mortal limb, but it would be more fragile and capable of denting compared to the metal it originates from. On the other side of that, you can have a very tough and strong limb at the cost of it being slower and harder to move, about an emote slower in movement.

 

-Limbs of Light can be used with Holy Affinity: Melee as a melee weapon.

 

-Requires an ST signed item.

 

-The materials used must be defined in the item, and considered on its weight and strength.


 

 

Tier Advancement

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“It is not the mists that truly define us;

Instead, it is merely an extension of ourselves.

We wield such with mastery and resolve,

So our enemies may know our true might and prowess.” 

 

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

 

Spoiler

Tier 1

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

 

Spells:

Mist Manipulation

 

 

Tier 2

After 2 Total IRL Weeks 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 abilities. This is where the first of the abilities comes into play, Holy Affinity and The Ambuscade Rune. Both of which are fairly simple to learn as well as maintain/apply with its intended effect. Mist Manipulation steps up further as well with the ability to start weaving it into more complex or larger shapes such as baseball-like spheres. At this stage images can be created with the mist particles though, with some effort on the Paladin’s part.

 

Spells:

Holy Affinity: Range & Melee

 The Ambuscade Rune

 

 

Tier 3

After 5 Total IRL Weeks of practicing and perfecting the art of the Xannic mists, the Paladin has now progressed further in their training. At this stage, more advanced abilities are unlocked and may be learned. The Guardian’s Bulwark serves as a very good defensive measure to have when combating stronger foes. The usefulness of healing increases for the battlefield should one become injured and need something quickly mended. The art of Sacred Artificery  is unlocked as well, though major enchantments cannot be placed on objects unless the spell is known to the Paladin. With Mist Manipulation itself, it has become increasingly easier for the Paladin to be able to summon. Short stories created out of the mists able to be shown or larger objects like an article of clothing able to be made. 

 

Spells:

Guardian’s Bulwark: Shield

Sacred Artificery

Mist Healing: Healing

 

 

Tier 4

After 11 Total IRL Weeks have passed, the Paladin will now have advanced further within the art of the mists. Mist Manipulation has become second nature to the Paladin, able to summon the mists into the form of harmless shapes the size around a basketball. Several articles of clothing could easily be placed on the Paladin for a time, with more detailed designs of the Paladin’s creation. With the advancement of the Mist Manipulation comes more spells as well. Guardian’s Bulwark can now be used to its fullest effect as well as the art of Mist Healing. Given the Mist Manipulation art at this stage, Mist Weave Armor is now fully utilized and able to be learned with its intended effect. It is as well at this tier that the Paladin can now become a teacher and start the process of learning how to teach others.

 

Spells:

Guardian’s Bulwark: Frontal Wall

Mist Healing: Purge

Mist Weave Armor

 

 

Tier 5

After 16 Total  IRL Weeks of training and experience, the Paladin has mastered the art of Mist Manipulation. With such a stage, an aura of holy light could be felt from the Paladin’s form to all those immediately near them. However of course, this is not something damaging to the likes of dragonkin or even exposed dark beings to any degree. If anything, it would just make them uneased to stand near the master Paladin. With such a presence to behold, their craft is most notably seen in their mist weaving. Long stories of legends, myths, history, and so forth so easily able to be told with the images created by the Paladin’s mists. A testament of true control and mastery however is seen with the unlocking of the most powerful abilities within their arsenal. The Lion’s Roar stands as true pride and courage that the Paladin can now emit from themselves onto others. The Sun’s Spear showing the true might of the Paladin’s wrath and legacy. With these now unlocked, the Paladin is now a full master of the Xannic mists. With this comes the capacity to connect and teach new Paladins, a responsibility laid upon the shoulders of the masters of the mists.

 

Spells:

Lion’s Roar

Sun Spear

Connection & Disconnection


 

 

Credit

Spoiler

 

Archipelego - Me, who reformatted, fixed grammar, and made necessary updates and changes to the lore.

 

Delmodan - The one who was instrumental in the creation of the old lore I used as a heavy basis for this. Thank you to her for allowing me to utilize it. ❤️

 

Killmatronix - Instrumental in working on this lore with Delmodan.

 

Tsuyose - Original creator of Paladin lore, Xan lore, & Sol Invicta.

 

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

 

 

 

Additional Information 

 

 

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16 minutes ago, Archipelego said:

Forenote: This rewrite of Xannic Paladins is not intended as an insult to any group.

yeah but **** fury_fire amirite

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Beautiful work as always armche

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Based

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Good ****.

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23 minutes ago, Sorcerio said:

Beautiful work as always armche

Couldn’t have said it better myself

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Yeah this can work. 

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very nice archipelAgo

Edited by Nozoa
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I don't have to read the lore to know it’ll be good. I’ll give a little background for anyone interested in the state of the current Paladin lore:

 

When we set out to make it, at the time I was the one and only active Paladin on the server. I ended up gaining a few students, though before connections could begin, so did the lore games. I sat and waited, knowing that officially our lore was being written by a certain LT. But then he answered a question wrong. Then another, a third, so on so forth – Amounting to the point that my students and I were appalled that in every question from the beginning of the lore games, except for 1 or 2, we had been given incorrect information. We went to Flamboyant at the time, who agreed that it was dumb of an LT in charge of lore to seem to hardly know the lore at all, but nothing was really done about it.

 

Whatever, right? We were making lore anyways... We thought. Beyond I believe one person, this LT in question refused to show a single person in the community the lore. He refused to answer anything but the most vague of questions. He said no to every single suggestion of something to add, without exception. At a point, we got tired of it and wrote our own lore. The LT in question dipped(until Telanir shot him and labelled it a suicide). The Lore itself was given a set of basic requirements from the get-go that were.. Less than satisfactory. But we’d make do. When we started, the LT in question deleted the Paladin chat out of spite.

 

We wrote. It took the span of about 2 weeks to have it built from scratch, to forum-worthy. It looked good enough, but when votes came in and we got put on pending – massive amounts of the lore had to be changed. It was supposed to be anonymous, but the LT who wrote our needed changes was the very same LT who was initially writing the lore; who Flamboyant had told us was no longer allowed to touch our lore due to clear show of bias against us. The changes essentially.. shafted the lore. Bent it over a table and made ram ranch look tame. Spells from the previous rewrite that never had any issues, got nerfed to oblivion to the point of being hardly unusable. An ENTIRE section of the lore, got “nerfed,” before additionally getting “passed” and then made... Inaccessible by the players but still accepted? Yikes. This was the first wave. When we finished it, a second wave of necessary changes came that essentially ruined things more. They said we can’t even imply we are required to hunt spooks(we did it anyways lol) and essentially made us neutral over holy(grr). They also gave us so little spell-slots and asked for such high cost for each one that essentially casting a spell made you useless and hurt all over, and if you cast 4 spells you would be at risk of death(Old lore allowed for 5, I had allowed for 6). Oof.

 

Alas, our savior came. Delmodan herself(I miss you). Pissed off by the clear antics of the LT in question from before(lets be real we all know who it was), she went to Flam and argued. She got a list of changes along with Archi here to make the lore even functionally playable. Barely. It worked for a time, but also, the issues never got really fixed beyond slight buffs/rebalancing. To the point that, since its passing, I’ve not once cast Paladinism. I was super excited for what we originally wrote, and almost none of it really went through beyond one oddly specific spell(Yes, only one).

 

tldr: Current accepted Paladin lore got butt-fucked by an LT with a vendetta(the LT kept it secret that it was him who gave the necessary changes) to the point where it was hardly recognizable as the lore I had published, and has driven myself and a few others to essentially not even use the magic since then.

 

Let me get a little personal from here on... Honestly I’ve been looking for a time and place to say what’s below for a while. It’s a little off topic, so bear with me.

Spoiler

Paladin is really a staple magic of LOTC. It’s existed for ages. Dragonslayers, with a huge amount of history related to the server. I’ve done things with the Paladins that I’d never have the chance to if I wasn’t one. I love them. But beyond that, for me, they were a huge turning point in my position on the server.

 

When I was about sixteen years old(I am nineteen now), my character’s daughter was RPly kidnapped by Tahmas. An admin at the time. To ensure my silence, he killed my character with a group of others. He pulled me into a Teamspeak server, and along with another GM-Manager at the time, essentially told me I was forced to PK my character. A complete and utter abuse of admin and GM power, but alas, dumb child me was not smart enough to realize what was happening. I was sure pissed though.

 

My character came back as a graven, draught of incite to gain a body, became a lich(was a **** situation, shouldn’t have done it. But I was sixteen), and essentially was “back.” Anyways, I got lied to about having my phylactery, and my owner thought it would be funny to tell me to go murder Suticans. A lot. That was my life now, walking into a city and killing folk. It was about this time, the very same Admin who, in one arcanism spell destroyed the entire 100 block long Sutican bridge with a beam of energy, began to circulate rumors about myself. “Carrying around a buttload of enchantments,” which inadvertently lead to the rule you can only carry 3 – I never actually did this one. I’ll admit, in my conflict with this admin I definitely min-maxed from time to time. But well over half of the situations I was accused of, and/or blamed of, were entire fabrications of this individual and his group of friends. Since then, people have realized what a terrible person this individual was, but the rumors didn’t go away, once people saw cliche sixteen year old me. At the end of the day, I was the result of someone laughing and wondering what would happen, if they gave super hard to achieve magic and creature status to a still new player. Imagine giving “Saiko the deadiest warrior” necromancy, and you get the same result. Big oof. So sad.

 

Along came the end of necromancy, liches, so on so forth. RP lead my character to immediately be found by Paladins, who helped him out, and he saw that was Xan giving him a second chance at life. He became a Paladin himself. For me, this very quickly turned into a turning point for my time on LOTC. I turned 18, then 19, with the Paladins. I’ve essentially used them over a long period of time to try and put aside the blame and pressure from a literal child version of myself abusing lore, and work with people and push for events where others can enjoy themselves. It’s lead the “Lefkos Amethil” name, which has largely been interchangeable with “Fury_Fire,” to start being referenced with holy magic and good people instead of powergamer or minmaxer(at least with newer players). It’s a shame to me, that most of the older players fail to see that people change as they grow older, but that’s fine. Paladin’s meant a lot for changing how I behave and act on the server, never getting old or boring even without casting the magic itself, and I’m going to keep soldiering on that path.

 

I hope it goes well @Archipelego

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Always good work from Archie, they know too well how to sweat out lore pieces to get accepted.

Whens a paladin teacher gunno talk to me, I need that holy fire in my life.

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proceeds to bang dragon-man

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2 hours ago, Jentos said:

proceeds to bang dragon-man

mm....

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