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[Magic Lore] The Paladins of Xan | Champions of Order and Guardianship

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Xan’s Chosen:



Sorry Altiar, its at the very end :^) 




...They lived for the Crusade and they died for the Crusade…



I just felt that the current rewrite was lacking some of the dragon-hunter esque vibes one might expect, given their origin. Hope I didn’t offend anyone or anything, since I know it wasn’t the lore holders/people who helped them with the rewrites’ faults. They’re pretty chill and lore games really denied them what they actually wanted. I’ve tried to work with multiple Paladins to see changes we’d like to see occur, as well I asked some of the dark magic users about parts and pieces to make sure they don’t mind them. Shout out to everyone who helped me with this, especially Altiar, Ryloth, and Delmo (and the other Paladins who I knew well enough/aren’t ST and could actually get feedback from) for listening to me ramble and everyone who I sent massive excerpts to and said “Hey read this and give thoughts plz.'' I know it isn’t fun to read long pages of lore. I also know there’s some disappointment in not everything changing/some ideas being dropped but maybe in the future they can be added. Who knows. I’m burned out. Cheers.


Table of Contents:

  • Background

  • Magic Explanation

  • Creeds

  • Redemption

  • Tier Progression and Spells

  • More Information/Cited Sources





“Brimstone and frost begin to engulf your beloved paradise. Fiendish constructs of crimson dominate your sacred skies as they turn the land. Ash like snow falls before the Fringe. You surrender yourself further as you bear only more strain. Tell me Xan, why do you partake in this endless waltz of self-induced obliteration?”

-Excerpt from Jack, the Wanderer



A man draped in ivory and a woman whose story was lost to time. Star-crossed lovers, Aengul and mortal, forever intertwined by a touch of palms, the grasp of fate. From that first encounter she knew who and what He was, her existence forever changed, her destiny sealed. With a silent nod she had accepted his unspoken gift and two of his four wings had detached from the Aengul’s shoulder blades, splitting into a haze of ivory fog and embedding themselves deep within the very souls of the woman and her brother. She became His Cleric and her brother became His Vindicator.


Xan’s forbidden intervention in the mortal realm brought brief strife between his war-brother, Tahariae, Lord of Purity, and himself. The Lord of Sunlight rejected his brother's advice to leave the mortal realm alone, instead choosing to stand stalwart to the Isle of Sheerok and deliver what they  pleaded to the Lord of Sunlight for. With a mere lift of his arms the clouds laden with rain burst with tears of moisture greeting the cracked and dying earth, igniting life into the hearts of the Isles’ inhabitants.


As his arms split, so did the heavens, with the earth veiled in water, the phenomenon of sunbreak transpired, as Xan stood mighty atop the lone mountain-- golden bursts of sunlight cracked through the heavens to greet the glistening veil below with the inhabitants of Sheerok crying in confusion albeit primarily hope, joy, and they praised their God. With their Prophet peering upward to the lone mountain to view the shadowed figure, head lifted high, and arms spread wide as the entirety of his visage faded akin to dust in the wind. The elderly man tumbled to his knees with his elongated digits clasped to his arid palms, steadily breathing before he broke, and sobbed, visibly shaking in absolute love for their merciful Lord, Xan :: Naught but three words converged to lay across his mind alike a blanket across a bed, the tone was soft and comfortable, it brought peace and solace to the elderly man as he sobbed.






The isle was perfect for their basic requirements, and the years passed peacefully. Later the woman and a small band had erected a grand tower with the aid of their starlight magic; the elegant tower had been preserved by a rich charm cast by the woman to vanguard it from the elements of time and weather with three crystals buried deep into the earth to fuel the charm over the elongated tower that reached half the length of the skyward mountains. The intricately designed tower wasn’t the first of their designs as they shortly produced a library beneath the isle, brimming with enlightenment on all sorts, albeit pertaining to a particular book pertaining knowledge on the Sanctity of Guardianship otherwise known as the Guardian's Grimoire.


And finally, the Gate of Equilibrium was constructed at the behest of their Prophet in order to finalise their pilgrimage, requiring three keystones blessed by Xan during his stay in the mortal realm eons past, with two found, the woman sought out the third, and on the fated night that she was to implant the final stone into the Gate of Equilibrium, the isle was ambushed by an unknown figure.


The heavens were laden with rain and storm and atop her the tower the woman sat, peering in awe to the final keystone clasped between her hands, a mere, elongated rod of oak as her digits drummed along the wood. Unbeknownst to her, the prying eyes of Gudour, The Night Terror glared down upon the woman from the ebon clouds.


As dawn came, the clouds split, the woman was found by three remaining members of the folk that had accompanied her on the journey there. The library had been ravaged and ruined. It was there she sat, an ebon semi-transparent sphere encompassing the throne with the image of a blade jutted through her chest-- the illusionary guise of a steel blade that’d replaced the Blade of Horen that originally pierced her chest straight through; with tear stained cheeks and desolate eyes, head lulled upwards towards the heavens, some may swear the roar of a lion roared amidst the heavens upon the death of Zyanna Athna.


And so came Xan’s decree: To vanquish dragonkin, retribution for her death.

From her demise rose the Wyrmstalkers and from Xan’s grief came the Order of the Golden Lance.


Sol Invicta

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 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. It was 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.


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, just as the sapphire mists developed her very soul with the use of the Grimoire, so too were they used to strike down the Demi-God. 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.


“And as she fell, so did her immortal essence, her fires faded.


Except, death is a fallacy when faced with an Immortal.


And by extension, her fires reformed.”


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 lead to recent centuries and decades, to what the Paladin Order has become. It was clear with the lack of servants that 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 at long last 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.




The Modern Era

Setherin had been slain, Sol Invicta had eradicated most opposed to her view of Order. Yet still, enemies wrought of ancient curses, old hatred, remained. Gudour, known to some as The Night Terror, was one of those ancient enemies, a once Great Drake who had fallen to his own greed and malice. For centuries he lived, hostile, consumed by his insatiable desire for more. More gems, more wealth, his scales themselves encrusted with his riches, so horrific and complete was his spiral into madness. 


His reign of terror, his acquisitiveness defined him, and so too did it lead to his downfall. Weapons and siege weaponry at the ready, the Paladins had at last tracked the lightning Drake. They warred him with reckless abandon, as was their duty against all draconic entities. By Xan’s might, the Drake was finished off, his death ascertained by those there. 


Guardianship, Order, though unified at last their purpose lost to time. No longer were the Paladins a coalesce force beneath a constellating banner as they had been during the times of yore, now akin to a splintering tree, weathered and weary. The once organized force of Paladins began to dissolve, splitting off into their own, smaller groups. Age old grudges against each other had sowed dissent, had caused Paladins to stray from their Sunlit path, to break Creeds, and to betray their own brethren. 


The Inferi’s descent upon the mortal realm seemingly awoke the branches of Xan’s chosen. Somewhat silent since the time of Gudour’s demise it seemed the Lord of Light had at last called upon them once more to uphold his Guardianship and protect the Descendants. Begrudgingly, they obliged his call to reunite in full once more. A meeting within the Druid Grove was called. Yet still, there were sins unforgivable among those who heeded the summons, and so two were disconnected.


From here the Paladins began their preparations in earnest, stockpiling food and weaponry, preparing their ships. During the years of conflict a paladin was chosen to be Xan’s vessel for the final fight. She was chosen for her adherence and alignment to His ideals. She ascended to his realm to become the receptacle for the Lord of Sunlight. With the final, despite push against the Inferi, Xan, in his brilliant warmth, emerged. Shielding, aiding those who fought against the Inferi, he turned the tide and so Arcas was saved.


A decade passed and Arcas fell into disrepair, as all mortal lands in this plane do, and so the journey to Almaris began. It is here in these strange lands that the Paladins, alongside the other Descendants, have settled, for now... 


[For a more in depth history, view Cited Lore]


Magic Explanation

A Paladin undergoes incredibly minimal physical changes when they are connected. A Paladin should already be in near-peak physical condition by the time of their connection as their duty to the mortal realm extracts a heavy toll from their body, however this degradation and regeneration of the body is better explained as a core concept of the magic rather than a physical change. However once they are connected the Paladin is filled with constant warmth which comforts them, giving them the feeling of a continuous fatherly embrace. As a result, the effects of cold are also weakened on a connected Paladin, yet not to a very significant effect.


Any Descendant and most Descendant equivalents can become a paladin. However, those who have a condition or state of being that may cause them to prioritize the material over their service 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. 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. Those with a blight on their soul that cannot be purged or removed (Necromancer, Frost Witch, et cetera) cannot become paladins. Those who are already connected to a deity may not be connected until the prior connection is severed. Cannot be reconnected after you have been disconnected.



- Paladin is a [3] three slot magic, intended to be a major commitment for the character. Kani, Chi, Afflicted, and other neutral magics may be learned and utilized. Voidal magic cannot be learned or used. Dark magic cannot be learned or used.  Additionally, feats can be utilized if applicable and do not break any other conditions of being a Paladin.


- Paladins must maintain all of Xan’s Creeds, or risk disconnection.


- Paladinism is a subclass of Deity Magic, considered Holy.


- You must be connected by someone with an accepted TA in order to learn.


- Cannot be connected if the character has been disconnected from other deities two times in the past.


- Cannot be reconnected after you have been disconnected.


- Cannot be connected to another deity while being or already connected to Xan.


- Azdrazi, Heralds, Naz, Inferi, and other entities that go against Xan’s ideals for Order and Guardianship cannot become paladins.






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 this code of conduct 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 the oathbreaker, the follow up of which will sometimes be an immediate disconnection. Depending on the creed and the severity thereof ‘Redemption’ may be achieved in lieu of disconnection, the function of which is discussed later on.


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 azdrazi or 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. Likewise, do not aid Azdrazi, Heralds, or any other group that goes against Xan’s ideals of Order and Guardianship. 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.]


VII. Chanceries are a gift to Paladins, enabling them to commune with their deity when the need arises, alongside being the place a Paladin will connect their students when the time comes. A Paladin may not bar another Paladin from accessing a Chancery. To do so is to hinder his ability to serve Xan;  to put yourself above your brothers in arms.


[Chanceries should be accessible to all Paladins. To deny a fellow Paladin access to one can be considered a form of rejecting Xan’s purpose and will, as you are denying a fellow servant the ability to serve properly. If discovered to be doing so would mean you risk being disconnected.]  


VIII. A Paladin's soul is blessed by Xan, and by extension should reject the wicked. To love an Azdrazi or dark mage is to hate your patron. Romantic relations between Paladin and those who threaten Xan's Guardianship and Order will not be tolerated by Xan or his other Paladins.


[Refrain from romantic relationships with dragonkin or other dark entities. It needlessly complicates the war you are in against them. Pretending to befriend them in the name of subterfuge is an exception, so long as nothing further becomes of it.]






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:



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.


Breaking the seventh Creed of Xan

Redemption, when the seventh Creed is broken, can be found only in the hands of the one who was refused access to a Chancery by the one redeeming themself. If forgiven the broken Creed is marked by way of deific runes etched into their arms, though these runes will lack the innate benefits of runes carved willingly without a Creed having been broken. Disconnection is the only option, should the affront be unforgiven.


Breaking the eighth Creed of Xan

When the Eighth Creed is broken redemption is questionable at best. To love the enemy, to put them before Xan and the Creator is to reject the Sunlit path. To be redeemed from this sin the Paladin must remove their ring finger willingly and cast aside the affronting partner. Once done, a deific rune will be etched along their spine, signifying the sin has been forgiven. This Creed is only forgivable once.



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. 


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, as outlined below, must be constructed on the Paladin’s body, never to leave their mortal coil so long as they live.


Redemption Runes

Some broken creeds, as outlined above, can be forgiven. These broken creeds, however, cannot be forgiven without a cost to the Paladin who broke them. A mark, distinguishing the forgiven, separating them from those of Xan’s chosen who have not yet strayed from the Sunlit Path. These marks, carved deep into the flesh in the same way as outlined under Spells: Deific Runes, can never be removed by any means. They offer no benefit, beyond being a sign of Xan’s grace. They can be of any design, though most commonly they are made akin to runic languages of yore and placed upon the body along the shoulders, arms, legs, or back. 







The most sacred place for a Paladin, a Chancery is their connection to Xan. Of all spells, gifts, and wisdom He may imbue, none compare to His continuous direct influence, found within these sacred locations as long as they are well-maintained. These cleverly and painstakingly constructed altars are where a Paladin is first blessed with connection, where they first feel his comforting warmth. A Chancery can be, and has been, many things. A few examples of this are pools, braziers, caves, and shrines In times of calamity a Paladin may beseech the Lord of Sunlight here, to request his guidance, should they know how. 



When resting within these well hidden, mist suffused, locations, a Paladin’s recovery is ameliorated. Wounds, namely those physical in nature, mend faster here than elsewhere. While Paladins are strengthened in resolve and mental fortitude within the relative safety of a chancery the opposite is true of those affronts to his vision, be they dark, Inferi, Draconic, Naz’therak, or other entities, they would find their strength waned, the prowess of their spells drained to a significant degree upon entry.



While a Chancery is well maintained, actively used, and the proper rituals are done it will remain a powerful testament to Xan’s might. If a Paladin, or group thereof, lets their Chancery fall to the wayside, however, the aura within will shift. One real life week of inactivity will cause Lightstones to no longer grow and all healing benefits will no longer exist. Two real life weeks will cause Connection attempts to fail and any mental fortitude it once provided will now be gone. At three weeks of inactivity the Chancery is in utter disrepair and is able to be corrupted, hexed, or cursed. By four weeks of inactivity the Chancery itself will turn against Paladins who enter it, filling their minds with a sense of foreboding dread. 



See Spells: Chancery: Creation and Chancery: Protection for applicable redlines on Chanceries.



See Spells: Chancery Creation



To continue maintaining a Chancery is a simple thing. A singular Paladin of the appropriate tier and know how will suffice. A droplet of blood dripped onto the focal point as the Protection spell is cast will both begin and complete the necessary steps for a Chancery that is tended to often. This ritual will extend the Chancery’s health by a real life week from the time it was cast. Chanceries made in a group setting have a notable benefit: Instead of being maintained every week they only require a protection spell every two [2] IRL weeks. If in disrepair, however, they follow the same guidelines as Chanceries made by a singular Paladin, though they lose their benefits slower as well, reduced by one week, i.e. if it loses a blessing after one [1] week for a singular Paladin it would take two [2] for a group Chancery to lose that same blessing.



A neglected Chancery can quickly become a dangerous thing. While it is in a Paladin’s best interest to ensure their Chancery is well tended to, they can occasionally be left to rot for some reason or another. Mending an indigent Chancery begins easy and can quickly become a dangerous undertaking.


Week One -

The first real life week of a Chancery being in disrepair is a simple ordeal to correct. A singular Paladin of tier three or higher is necessary. With a droplet of their own blood dripped onto the focal point, accompanied by the Protection spell, the Paladin in question must then offer up a short, simple prayer of their choosing to Xan. If this is found sufficient by the Lord of Sunlight the Chancery will return to its original state. 


Week Two -

The second real life week of a Chancery being neglected is still, to some extent, an easy thing to mend. The only difference is how many Paladins are needed to restore it at this point. Two Paladins, one of at least tier three and one of at least tier four are required. A droplet of blood from each as the Protection spell is cast begins the ritual. To finish the ritual a tool enchanted with ‘Scrimshaw carving’ must be used to etch a deific rune near the focal point of the Chancery. A sign must be placed to denote that this has happened and when it occurred.


Week Three -

From this point on dealing with decaying Chanceries becomes harder. Three paladins, at least one of tier five, one of tier four, and one of tier three are necessary to cleanse at this point. As with the other purifications, this begins with each sacrificing a droplet of blood at the focal point of a Chancery and casting the Protection spell. Then a sacrifice must be brought forth. This can range from providing proof of a hex or curse that has been cleansed and trapped within a Sunlight Wrath’s Relic, the cleansing of someone with a purgeable affliction, to the blood sacrifice of an entity against his vision of Order and Guardianship, be they Azdrazi, Inferi, a Dark mage, or any other entity that is an affront to Him. To finish this ritual a tool, enchanted with ‘Scrimshaw carving’ must be used to etch two deific runes near the base of the focal point. A sign must be placed to denote that this has happened and when it occurred.


Week Four and Beyond - 

By this stage a Chancery is no longer a holy place filled with the Lord of Sunlight’s warmth. Instead, Paladins who enter will feel cold, that normal comfort which clings to their soul abandoning them just as they have abandoned the Chancery. The feeling of dread would be overwhelming for newer Paladins, and so this stage requires at bare minimum four Paladins of tier five. To begin this stage’s ritual, all Paladins involved must sacrifice a droplet of blood at the focal point of the Chancery and cast Protection. Unlike the previous rituals, however, one Paladin must continuously cast Protection, taking an additional spell slot with each second cast throughout the duration. If they run out of casts before the ritual is complete the attempt to repair the Chancery will fail. Next, they must etch three deific runes with a tool enchanted with ‘Scrimshaw Carving’ in front of the focal point, alongside an accompanying sign stating how many and when it occurred. After this is completed a sacrifice must be offered up. At this stage lesser sacrifices no longer count, the execution of an entity that is against Xan must be completed by the other three in front of the focal point. Once this is done a droplet of blood must be dripped onto the focal point once more from each of the four Paladins. A short prayer for forgiveness and final casting of Protection from all involved will end the ritual and restore the Chancery. A Chancery that has fallen this far, however, will forever lose its abilities to strengthen Paladins, weaken entities that are against him, and is susceptible to hexes and curses regardless of how well maintained it is thereafter. Moving it will not remove these weaknesses.


Tier Progression


Tier One:

The Paladin has just received the ignited embers in their soul. At this stage, it is fairly weak and they will find some difficulty in attempting to summon their mists. It is during this time, when they first summon the mist, that they will learn what aura color they bear until death or disconnection. 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 the cornerstone for all future spells in the Paladin’s arsenal. At first through mist manipulation, the creation of small objects like marbles for example, teaches the Paladin how to weave their mists. As time passes and the paladin’s control over mist grows, so too will the complexity and size of objects and stories able to be woven.


Mist Manipulation (Non-Combative)

Aura (Passive)


Tier Two:

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.


Holy Affinity Melee & Range (Combat)

Ambuscade Rune (Mixed)


Tier Three:

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 Paladin’s aura is now detectable from a short range. The Guardian’s Bulwark: Shield 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, as well as the ability to purge certain curses and plagues from other's souls. The art of Sacred Artificery as well as the ability to create Chanceries are unlocked as well, though major enchantments cannot be placed on objects unless the spell is known to the Paladin. Deific runes, an aspect of redemption when creeds are broken, are also able to be etched into others by the paladin and into their own flesh by other paladins who know how to. 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. 


Guardian’s Bulwark: Shield (Combat)

Purging (Non-Combative)

Chancery Creation (Non-Combative)

Sacred Artificery (Non-Combative)

Chancery: Protection (Non-Combative)

Mist Healing: Mending Warmth (Mixed) 

Deific Runes


Tier Four:

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, Limbs of Light may be created, and the final healing ability may be learned. Given the Mist Manipulation art at this stage, Vindicator's Spear is now able to be woven into existence and able to be used to its full intent. 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.


Vindicator’s Spear (Combat)

Wyrmstalker’s Bow (Combat)

Guardian’s Bulwark: Vindicator’s Defense (Combat)

Limb of Light (Utility)

Mist Healing: Sunlit Splint (Mixed)


Tier Five:

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 within three meters of 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. Given the Mist Manipulation art at this stage, Mist Weave Armor is now fully utilized and able to be learned with its intended effect. 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.


Lion’s Roar (Mixed)

Sun’s Spear (Combative)

Mist Weave Armor (Combat)

Connection (Non-Combative)

Disconnection (Non-Combative)




The way in which a Paladin calls forth their mists and utilizes their mana is not unlike most other magics in many regards. Focus is required to channel, though their concentration cannot be broken as easily as, say, a voidal mage’s focus might for most spells. While a spell is being channeled and the shape is being formed it can be broken with a substantial physical blow. A punch with weight behind it would suffice. A rock, however, would not, outside of healing and purging spells which specify needing full focus. As well, a Paladin may walk while casting summonable items, but are unable to run due to the concentration needed.  Exceptions that require more concentration are specified below, under their own subsection. 


Tier One:


Mist Manipulation

Non-Combative | T1

Emote Requirements: (1 Connection + 1 Cast)


With each new generation of paladins the mists and a paladin’s control over them has changed in some form or another. Gifts are discovered, lost, rediscovered and modified to fulfill the sense of duty they hold towards Xan’s vision of Order and Guardianship. Only one ability throughout time, Mist Manipulation, has remained integral to a paladin’s arsenal, though the prowess with which paladins have wielded it has shifted and changed. In days of yore master paladins were able to create weapons and objects of insurmountable power. In more recent years, more recent crises, this most basic and key spell has come to be the beginning of a paladin’s lesson on control over mists.  Images, stories, auras, and even tangible objects can be woven with time and practice, the size, shape, and detail of these things growing in unison with the paladin’s abilities as a whole. Yet still, while a paladin is able to form objects such as detailed clothing and teacups through great concentration these items cannot be used for combat (or other means of harm), craftsman’s tools (i.e. hammers and other similar things), or transport. Efforts in these endeavors would fail, the mists dispersing upon attempts to strike a foe or place a heavy load on or in them. From their mists a newly connected paladin may be able to mould something the size of a marble while a master paladin is able to weave together a long, complex story.  



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


- Mist Manipulation cannot be used to cause harm or in combat. Attempts to use it in this way would cause the object to dissipate immediately in a harmless fashion.


- Objects created from Mist Manipulation remain as long as the paladin is focused on them, disappearing once the paladin casts something else or ends the connection, unless created from an enchant (see Sacred Artificary for more).


- Cannot be used to shroud, hide, or blind anyone or anything. The objects you can make would be semi-transparent and in the paladin’s chosen mist color.


- Exposed dragonkin as well as exposed dark beings feel itchy if they touch the mist. The aura itself would cause an uneasy feeling.


- Cannot be used to metagame or 'test' in any form. 


- The advancement of Mist Manipulation can be seen in tier advancement.



Aura of the Mist

Passive | T1

Guardianship - Order - Healing


Without Mana spells would be impossible to cast. The mists, or aura, of Xan are woven alongside the paladin’s own inner mana, it is through this mana that the mist’s power is able to come to fruition. Mana in both its active and passive form is produced within all souls, and by extension so too do all souls have an aura. Auras, when among those not bound to a deity or soul changing magic (such as Treelord or, formerly, Shade), come in a plethora of colors while those imbued with Xan’s Embers are limited to one of the following three: Gold for Herun’s Guardianship; Silver for Hilun’s Order; and Emerald for Sarah’s healing. It is with the three symbolizing such that the mists today are still as they were long ago. A fourth mist color, Sapphire, or any true form of blue, is only present or able to be used when Xan himself is present, such as when performing a connection or disconnection.


When a paladin is connected to the magic the Eternal Embers are placed within their soul. When this occurs there are no physical or mental changes, as the trials initiates go through are intended to ascertain an apprentice’s worthiness of connection and ensure they are prepared for what lay ahead. Within the soul, however, a few key changes are to be noted. The paladin is filled with a constant warmth, the feeling of a continuous fatherly embrace which comforts them through all. Similarly, when positively affecting someone, i.e. healing or after purging them, that person will feel the same comforting sensation. As well, with the Embers in their soul, a paladin would feel the effects of cold diminished, though not to a significant degree. They can, and will, still perish from exposure. 


At tier four the paladin has gained enough control over the mist that their aura has grown in strength as well. With the aura’s strengthening, so too does the field within which it can be felt by those around the paladin, extending from close proximity to one meter in radius. The paladin is able to bring this sensation back inward to himself as well as let it spread once more to the appropriate radius at will. Within the radius of the aura at this stage people would be able to experience the same comfort and warmth as the paladin. Exposed beings of the dark and dragonkin, such as unpolymorphed azdrazi, feel a sensation of discomfort instead. This discomfort is negligible and easily hidden. As the paladin reaches tier five this radius extends to three meters. 


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.



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


- 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 and must 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, no more can be activated or utilized by the person in a combat encounter.


- Utility Magic, passives, 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, passives, or Utility Magic attempting to be cast would fail.Already summoned starlight arrows or already having Holy Affinity on a blade when reaching the point of exhaustion will remain. 


- The aura sensation of comfort and warmth, when spread passively to those in a radius is mostly aesthetic/flavor and cannot be forced, i.e. the effects can be ignored if the surrounding players so choose. 


- A Paladin’s passive aura cannot be used to metagame the knowledge that they are a Paladin, even by other Paladins. 



Tier Two:



Holy Affinity: Melee

Combative | T2

Emote Requirements: (1 Connection + 1 Cast (2 if throwing it)


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, Holy Affinity is often the go-to spell of Paladins in battle. The Paladin who has called upon the mists of Xan holds the weapon they wish to affect, allowing their mist to descend the weapon’s length. Once this occurs an aesthetical visual effect signaling that the weapon has had Holy Affinity fully cast on it would appear.  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. 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 hue mist its wielder uses, holding the spell until the wielder grows too tired to continue channeling his mana or he loses contact with the item with the exception of an intentional throw. Weapons with Holy Affinity imbued may have more mist woven onto them, enabling them to be thrown if throwing is applicable to the weapon type. After the throw weapon strikes it would then lose the Holy Affinity spell and return to normal. Lastly, the paladin can opt to cast this onto someone else’s weapon instead of their own at the expense of a spell slot.



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


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


- Paladins are required to carry a suitable weapon to activate the holy affinity ability, with the exception of Vindicator’s Spear which can be summoned. 


- 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.


-Gauntlets, iron knuckles, and other fist based melee weapons count as valid weapons that can be used with Holy Affinity: Melee but cannot be thrown and retain Holy Affinity, as that is not their intended purpose as a weapon.


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


- Cannot be used as a form of metagaming or ‘testing’.


- If a Paladin casts Holy Affinity: Melee on someone else’s weapon they cannot cast it on their own simultaneously and vise versa. Holy Affinity: Ranged can still be used by them, however.


- Only weapon types able to be thrown normally are able to retain their enchant when thrown, including but not limited to swords, javelins, spears.


- Arrows, bolts, crossbows, and bows cannot have Holy Affinity: Melee cast on them. Mundane siege weaponry ammo can, the spell dispersing after contact as with other thrown weapons. 




Holy Affinity: Range

Combative | T2

Emote Requirements: (1 Connection + 2 Cast for first arrow + 1 Cast (each) for next three)

Spell Slot Requirements: 1 per solo siege ammunition


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 siege weaponry, the strain and focus to maintain such a spell requires two or more Paladins if below tier three to  properly summon the needed mists and create a projectile befitting the size of the siege engine, while at and above tier three the paladin has enough mastery of their mists to create ammunition solo. Creating siege weapon ammunition solo takes one spell slot per ammunition created.



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


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


- Disguised undead/dark/dragonkin 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 be used as a form of metagaming or ‘testing’.


- Siege weapon ammunition requires two or more Paladins at tier two and three to invoke and maintain the projectile. At and above tier four can maintain a singular projectile solo, though it will disperse as soon as another is made by the same paladin.


- Creating siege weapon ammunition solo consumes a spell slot and the subsequent effects must be roleplayed.


- Creating siege weaponry in a group of two or more does not consume a spell slot, regardless of tier.


- 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 by the projectile and the internals are burned.



Ambuscade Rune

Mixed | T2

Emote Requirements: (1 Connection + 2 Cast)

Spell Slot Requirements: 1 (to activate)


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. Alas, 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. Yet still, as this tool once proved invaluable to Xan’s chosen, it was discovered 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. 




-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.


- If used on ET creatures it is up to the ETs discretion how many strikes or rounds it will ensnare the creature.


-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.



Tier Three:




Chancery: Protection

Non-Combative | T3

Emote Requirements: (1 Connection + 3 Cast)

Spell Slot Requirements: 1+ 


A Chancery is, above all other places in this mortal realm, where Xan’s influence is strongest. It serves many purposes, though, arguably, the most important to many is that this is where new Paladins are connected. In order to maintain and show diligence, some maintenance of these holy places is required. This comes in the form of a spell called Chancery: Protection. 


To use this spell for the purposes outlined in the Chancery section, a Paladin of tier three or higher who has been taught this spell must place their palms on or near the focal point of a Chancery. With a great deal of focus they summon forth the mists, creating a tether between Paladin and Chancery. What transpires next is not unlike that of how a purge works, the Paladin imbuing some of their own mist back into the Chancery. For repairing and spell slot requirements see the explanation under Chancery Rituals.



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


-This spell is only able to be used to recharge Chanceries. It serves no purpose outside of this.


-Must provide proof to a ST and they must put a sign down each time a Chancery is ‘recharged’, signifying when it was cast and when it ends.


- Must wait at least four [4] IRL days between extensions of a Chancery’s protection for Chanceries made by a single Paladin.


- Must wait at least eight [8] IRL days between extensions of a Chancery’s protection for Chanceries made by a group.


- For Chanceries in disrepair, must follow guidelines under Chancery: Rituals.


- The initial cast takes one spell slot and every second cast after that takes another until the Paladin is out of slots.


-Cannot be used to charge it for multiple weeks at a time. Only extends it to seven [7] days out from the day it was done for a single Paladin Chancery and fourteen [14] days out from the day it was done for a group’s chancery..


-For other redlines related to Chanceries see the subsection under Spells for Chancery: Creation


Guardian’s Bulwark: Shield

Combative | T3

Emote Requirements: (1 Connection + 2 Cast)

Spell Slot Requirements: 1


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 of sorts to fend off both magical and physical attacks alike. 


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.



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


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


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


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


-The ‘four physical hits’ that Shield 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 it. As said, Guardian's Bulwark is intended for magical attacks and effects. Chi and similar strength enhancements count as three blows.


-Given the focus required to activate this ability, a Paladin summoning Shield can only walk while such is happening, being somewhat vulnerable and incapable of attacking while doing so. 


- Cannot cast both Vindicator's Defense and Shield. Only one spell in Guardian’s Bulwark may be up at a time per Paladin, with the exception of enchantments. Attempts to summon one would despawn the other immediately. 



Non-Combative | T3

Emote Requirements: 4-6

Spell Slot Requirements: 2-4 (Group - Solo)


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. 


Various Curses 

Mysticism’s Hexes

Immortality… the false light that many a naive soul has been blinded by. Incapable of learning necromancy, ill-fated magi of yore turned their sight to other means of achieving it. They became The First Synod, led by the Tetrad and that damnable Grimoire of Phantoms. Doomed as all who pursue the dark arts are, they were massacred by the Tetrad shortly after discovering the obelisk, after which the Tetrad killed each other. The years came and passed, those corpses lying as skeletal frames where they had first fallen. A soft utterance, an overt curiosity began the Mystics in true. The apparition of The First Synod, seething in its wickedness, coiled, bound, within the pages of the Grimoire, waited centuries for the grim scene to be discovered. A hapless man, then known as Uldrivt, had the ill-luck of opening this Grimoire, awakening Mthyul Tlan. This choice led to the amalgamation of man and apparition, birthing the first wight, and by extension, mysticism’s hexes. 


There are two subtypes of hexes: Lesser, which may be purged by a singular Paladin, and Greater, which require two Paladins, or one Paladin and another Holy Mage, should those return to this realm. Objects that have been hexed become ‘stronger’, twice as durable as the material it originates from. Caution is advised when handling or looking upon these objects, lest the Paladin fall victim to the hex himself. From a distance, with the assistance of a Sunlight’s Wrath relic, the Paladin may safely purge the object of the unholy polygeist within. Only one Sunlight’s Wrath may be used per hex.


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 requires a lightstone being 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 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.


Frost Witch

A blight upon a female descendant’s soul that has existed since the times of Anthos, the Fjarriagua itself cannot be purged for she is no longer a Descendant. Instead these beings, born of heartbreak and malice, are a species all their own, with a true form resembling that of one who perished to a winter storm. Banshees, they may be known as, reborn and made anew in their despair.


While these beings themselves cannot be purged, that which they use to perform their sacred arts can be. At tier one the Frost Witch’s altar is still new, weak, having not yet cemented itself within the ground and may be purged by two paladins, one of tier three [3] and one of tier five [5]. At tier two the altar’s roots have begun to take hold, yet still, it is still weak to Paladinism. For this tier two masterful paladins of tier five [5] would be necessary to purge the altar from the land where it sits. By tier three it has settled itself fully into the land, unable to be purged regardless of how a Paladin, or many Paladins, may try.


Frost Witches also possess the ability to curse Descendants. A Fjarriagua, gifted in the manipulation of ice and snow, is capable of manifesting curses with chunks of ice. These chunks of ice, and by extension the curses they contain, are embedded into the flesh via physical contact, leaving behind a tell-tale etching. These etchings visually manifest as a frostbitten tattoo, enabling the Paladin to identify its place of origin. A single tier three [3] Paladin is capable of purging the etching, the maladies it causes dissipating once the curse is removed. (See: Fjarriagua lore for what curses they are able to perform. Link is in cited lore)  



Despair, fear of the unknown, unspeakable deaths… the reasons Descendants rise again as variants of Phantasmal beings are innumerable. Within the Elysian Wastes, that link between this world and Aerial’s Soul Stream, some souls find the indignity of a life left unfinished unbearable. With their rejection of reality, their rejection of fate they seal their own demise. They return to the mortal realm as beings moulded from ectoplasm, cursed to wander in this lost haze...or are they? Often, it is said, that they discover new purposes or continue what they left unfinished, yet this realm was never meant for them. Ailments of mental horror besiege all Phantoms, reminding them of their unrest. To purge them is considered a mercy, a way to amend that which they had rejected, death itself.


While most purging either removes a blemish or curse from a soul or object Phantoms are not of this realm. Because of this Phantoms are naturally ethereal, made of the unnatural, incorporeal substance known as ectoplasm. As Phantoms linger in this realm they develop the ability to become physical beings. A Paladin’s purge requires contact with that which they intend to dispel and Phantoms are no exception, though if an incorporeal Phantom were able to be restrained by some means then Purge would work as well as if they had manifested. When purged a variety of visual effects could occur, though most commonly a Paladin would notice their mists seemingly consume the ghost’s ectoplasm, destroying it. This purge can PK Phantoms, but only with the CA holder’s consent, otherwise treated as a week long demanifestation.



A curse as old, if not older, than that of the Fjarriagua, shrouded in mystery and ritual. Over the generations, just as with Paladinism itself, this deep affront to Xan’s vision of Order and Guardianship has gone through its own metamorphosis many times. Men old before their time, capable of wielding mist as black as their souls, so damned are they that even the Monks refuse them the blessing of revival. Tales of cannibals and hellish figures risen from the dead would haunt children, if only the world at large knew of this calamity. Veiled in secrecy, these dark mages and their powers are mostly unknown, yet from old iterations some semblance of understanding and cure can be given to their victims. 


While the Lord of Sunlight’s healing is not tailored to naturally occurring physical ailment, that which is unnatural and cursed is, to some extent, within his Chosen’s ability to mend. Disease of yore, maladies uncommon to those of good health and sanitary conditions are oft the hallmark of a necromancer’s wrath. Rare ailments, as with leprosy (or the other plagues listed under the page for necromantic pestilence), should their source be known to be unholy in nature can be treated by a Paladin’s healing purge.



Moz Strimoza, in all of its volcanic horror, seemingly shaped from fire and brimstone, is a perfect reflection of those who call the realm home, the Zar’rokul and their underlings. This realm’s tale, however, is one for another day. The realm itself, capable of conquering and absorbing both divine and mortal realms, is unable to be purged. The inhabitants, themselves, are likewise unable to be purged, their souls too corrupt, too damned to be saved by Xan’s grace. A particular group of those whose power comes from these lands, the Naz’therak, while unable to be purged themselves, wield many powers that are well within the Paladin’s ability to cleanse.


Malices: The term used for the curses a Naz’therak has at their disposal, are akin to the hexes or curses of other dark arts. The overall archetype, Narthruzka, has two variations. The first is cursed fire, which damages the person in question directly, akin to how a frost witch curses. The second are cursed idols, similar to the hexes of a Mystic upon objects, items imbued with a Malice through complex and painstakingly prepared rituals. How these blights are purged is dependent on the subtype of Narthruzka transpiring:


Cursed fire, or Malflame imbued with Malice, are short lived, fading after a real life hour outside of combat. A singular Paladin is capable of purging this affliction without the aid of other tools. As a side note, for both Cursed Fire and Cursed Idols, Tree Lords affected are unable to be spared by a Paladin’s Purge, instead requiring the Druidic gift of Blight Healing to be saved.


Cursed idols are vastly more complex. Victims of a cursed idol may be purged, yet this cleansing is a temporary solution. The curse’s effects would return over the course of three real life days. One way to prevent this resurgence is to destroy the idol. Without use of the sunlit wrath enchantment the Idol’s curse then takes three days to dissipate. With the utilization of Sunlit Wrath the Idol’s curse disappears forever once the purge is complete, the object itself no longer needing to be destroyed should this be the route chosen. 


Boons and Banes: All denizens and those who wield power from Moz Strimoza have some innate desire to be wicked, to bend others to their will. As the saying of honey and vinegar goes, these dealings are often sweetened with meaningless promises of power, objects, and other such notions. These powers, known as boons, are created by tattooing or drawing upon the flesh. With each boon comes a negative bane which the Naztherak may choose (a list of banes and boons can be located on the Naz’therak CA page, found in Cited Lore). These banes will continuously gnaw at the soul, fueling the boon. A singular paladin may utilize Purge to remove this effect from a being, the only other alternative being to physically remove the marks from the bearer’s body by scoring or cutting, else, these curses last forever.


 Ilkgarokk: A blight upon the land itself, this corruption is, strangely, unlike the draining of land that Necromancy causes. When Ilkgarokk occurs, nature is replaced with a hellish landscape, not unlike that of Moz Strimoza itself. A Paladin’s purge is effective, albeit for a limited time, when this ritualistic curse manifests in a region. Over the course of nine [9] real life days Ilkgarokk settles and spreads over a section of land. While this growth and spread of curse is in this pseudo-infant stage Paladins may purge it over the course of a few real life days. For a section of land 35x35 or smaller, two [2] Paladins casting Purge at the epicenter will suffice. For larger, up to 60x60 three [3] paladins are required. Over 60x60 plots of land will require four [4] Paladins, with at least two being of tier five or higher.This fiendish landscape is not easily conquered, however, requiring the group convene and Purge once a day for two to four real life days before it dissipates, dependent on the size of land that is scarred. As well, entering lands cursed with this malady induces several traits rarely felt by holy mages, notably: Sorrow, wrath, confusion, and fear, thus making it truly a daunting task to purge a land of Ilkgarokk. 



In the golden age of dragons, the bygone era where they ruled the skies unopposed, Azdromoth cast his gaze down to the lineage of Horen favorably. Fond of their spirit, feats, and clever ways the dragaar found it favorable to pact with them. Immortality, unending guidance in exchange for their vast wealth of knowledge. Through trials and rituals, those belonging to the tribes of the four brothers may shed their mortal existence to be cursed with near immortality, the ‘gift’ of inner-dragon flame. With this inner flame an Azdrazi becomes capable of many spells, not least of which is the branding of descendants.


Through touch, an Azdrazi may pervade the flesh and senses of a descendant under specific circumstances. These brands are obvious in make, bearing the appearance of a red handprint. To purge someone of an Azdrazi’s branding is a simple thing. A singular Paladin with the know-how and ability to use Purge is capable of this undertaking without the addition of enchants or others. Alternatively, should the person have burned the brand off on their own, a Paladin’s Mending Warmth will be capable of healing the burn scar left behind. As well, should the brand be left for a real life week, it will blacken, turning into a burn and losing the curse it provided. This burn is able to be healed by Mending Warmth, as all burns are, the extent dependent upon how bad of a burn it leaves behind. (See: Mending Warmth redlines for burn healing)


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.



Check with the Lore Team and/or their lore pages to see what can and cannot be purged. 



-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 not working on Witch Doctor curses if the Paladin is not aware it is one. Purge will work once the Paladin ascertains that it is indeed cursed and not of ‘natural’ phenomena.


-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. 



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.




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


- Paladins must have at least two signs, one denoting what parts of the smithy are enchanted and one 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.



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.



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.


Dragonbone Fragments - A replacement gem for all enchants that don’t require a Light Stone. It is also the required resource in the Chancery Cleansing enchantment. 


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



Minor Enchantments

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


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. 



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, Naztherak, Mystics, Necromancers, et cetera. 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 hex the wielder and the enchantment goes off, they can’t attempt to hex them again. It lasts until the end of the encounter.


Scrimshaw Carving - This enchantment allows tools to safely be able to carve Dragon bones. Dragon bone fragments carved by a tool with this enchant may be used in place of any gem except for Light stones. Larger pieces, i.e. intended for weaponry etc, carved with this enchant will retain their durability and shape better than if they had been carved without it.


Chancery Cleansing - Used in the rare occurrence of a chancery falling into utter disrepair. This enchantment is created by first using a tool imbued with Scrimshaw Carving onto a Fragment of Dragonsbone and then casting this enchant onto the fragment that was carved. When this is done the Fragment of Dragonsbone is able to negate the negative state of the dilapidated Chancery by being placed on the focal point. Has one use, shattering after the ritual to repair the Chancery ends. 


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. 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 exceptions to this are the Ambuscade Rune, which is intended to be separated and laid as a trap, and Holy Affinity enchanted onto melee weapons intended to be thrown, which deactivates after striking a target or the ground, if let go of.


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



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 Vindicator’s Defense

(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: Vindicator’s Defense allows for an object to be enchanted with the ability to summon the Vindicator’s Defense. Since it is 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 and being unable to be recast, as it is when a Paladin is channeling it. 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 temporarily stunning whatever steps on it while activated.)



-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.


- Larger objects may have two enchants if a major enchant is put on it (one minor, one major). As in, a larger object cannot have two major enchantments. Exceptions may be made for MArts.


-All enchanted items must be ST signed and the ST must state the description, activation, date of creation, and who can use it on each crafted item. Must also specify who can use what enchants, as some are paladin only.


-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.




Mist Healing: Mending Warmth

Mixed | T3

Emote Requirements: (1 Connection + 3 Cast)

Spell Slot Requirements: 2 for flesh wounds 3 to seal off deeper injuries temporarily


As much as the Lord of Sunlight is an Aengul of Order, he also extends his hand to those in dire need and binds their wounds so they can continue on. A testament to what he holds towards the descendants of this realm, the Healing Mists Art allows the paladin to enact the will of Xan through their mists, which are used to seep into the wounded and mend injuries. What is left, however, upon the flesh are scars, silvery and permanent in nature. Although they cannot be used to permanently mend deep wounds, the mists do provide a soothing comfort to those they are used on, acting as a numbing agent, capable of removing the sensation of pain while others tend to the wound in question.


Though unable to do more than temporarily seal off deeper wounds by way of a scar, Mending Warmth’s true purpose rests in its ability to fully heal the more superficial wounds, bruises, and burns that are of first and second degree in nature. Injuries as deep as the hypodermis may be healed entirely, though depending on the severity will often leave behind a silvery scar. Burns of the third degree may be healed visually, but loss of sensation in that area will remain permanently. When used on deeper wounds Mending Warmth acts as a temporary sealant, preventing the person in question from bleeding out for a short duration. The wound will reopen after thirty [30]  minutes in real time if not attended to by more capable means.   



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


- Despite pain being numbed the injured cannot act as though the wounds never existed. After half of a real life hour, wounds worse than minor injuries (defined in the previous redline) will begin bleeding anew.


- Exposed dark mages, dark/undead, and draconic entities cannot be healed by Paladin magic.


- Cannot be used in any form of metagame or ‘testing’ 


- Cannot heal mortal or heavy injuries. Cannot bring back the dead. Nothing internal, etc.


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


-1st and 2nd degree burns may be fully healed, but 3rd degree cannot fully be mended, i.e. sensation in that area will be lost.


-Any wounds mended leave silvery scars behind.


- Cannot be used while attacking/being attacked.


- Is able to heal the injuries/burns of Malfame, minor scars left behind. Cannot repair damage on the soul.


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 both a different way for a Paladin to show their weakness/fatigue when casting their abilities and a symbol of reparations, though the symbols used for each are different and convey different causations. 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.





-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.



Tier Four:



Chancery: Creation

Non-Combative | T4

Emote Requirements: 6+

Spell Slot Requirements: None


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. 




- Only one Chancery may be created per Paladin. When a Chancery is made by multiple Paladins it counts for all of them as their Chancery in this cap.


- This one Chancery cap is reset when their old Chancery is physically destroyed. States of disrepair do not count in this reset, nor does it count if the Chancery is corrupted or claimed as a haunt.


-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.


- A chancery should be a Paladin’s temple, in a way. While Xan does not demand worship it is paramount that where you go to connect with him should be well designed, taken care of, and built in a way that brings honor to your cause. I.e., no half-efforted builds.


-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 as well as if it is a singularly made or group made Chancery.


-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.


- Only Chanceries that have been in disrepair for more than four weeks may be destroyed by anyone using the above means.


-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.


- A chancery’s creation is a sign of a character’s devotion to Xan. This means that the roleplay to create one must be high quality, detailed emotes, and the intent of creation must be proven to LT to be more than just a Lighstone/connection hub that is ignored otherwise.


- A chancery is Xan’s connection to this realm. While within a ‘healthy’ Chancery dark mages, Inferi, Azdrazi, Naz’therak, and other entities that are innately opposed to Xan’s ideals of Order and Guardianship will have their strength sapped and find their abilities harder to cast, themselves weakened by two tiers in magics that are applicable.


- The exception to the above is when a Chancery is at or past the second week of disrepair.


- This sapping of physical strength is the equivalent of a well conditioned warrior becoming asthmatic and lethargic.


- While inside of a Chancery a Paladin will heal at a rate faster than that outside of one. Physical injuries, with the exception of mortal wounds, will heal in full after two days [1 hour irl].


- Mortal wounds cannot be mended by a Chancery. The Paladin in question would still die.


- Cannot be used to heal curses, hexes, or other spells of that nature; only physical injuries will mend within a Chancery.


- Non-Paladins do not receive the benefits a Paladin does when within a Chancery, this includes the healing effects.


- If a Chancery is not maintained by way of the Protection spell it will begin to fall into disrepair. The first week without this spell it will no longer produce Lightstones and the healing effects will end. The second week students will no longer be able to be connected and any mental fortitude it provided will end. At three weeks a Chancery may be cursed/hexed/corrupted by applicable dark groups. By the fourth week of inactivity a Chancery will actively turn against Paladins, causing them great mental harm, in a sense of dread, as well as physically weakening them to varying degrees while inside. 


- The exception is group made Chanceries, which begin to fall into disrepair after two [2] weeks instead of one [1].


- At least one sign must be placed by ST stating when the Protection spell was last cast on a Chancery.


- Negative impacts from a disrepaired Chancery only affect Paladins, not other entities.


- Maintenance rituals will extend the Chancery’s life by a week from the time it was cast; cannot be used to extend the Chancery’s life by multiple weeks unless it is a group made Chancery, whereupon the extension is two weeks but the cooldown is eight days instead of four.


- Hexes and Curses, after the third week of a Chancery being inactive, may be done as outlined in their lore, nothing extra needed.


- Other ways to ‘corrupt’ a Chancery by dark magics, Azdrazi, or Naz’therak (as well as other similar magics/creatures) would function the same as how they would naturally create their Chancery-equivalents or corrupt mundane locations.


- Chanceries that have not had protection cast in three [3] or more weeks may become Haunts and other similar sites.





Holy Weaponry: Vindicator’s Spear

Combative | T4

Emote Requirements: (1 Connection + 2 Cast)

Spell Slot Requirements: 1


The Vindicator’s Spear, discovered, lost, and then rediscovered through time and Xan’s will, is a Paladin’s main method of fighting all types of Draconic entities. The Paladin may bring forth their mists to form a polearm, transparent yet solid in the color of their mists and fight with it for a short time.


Over the course of two emotes the Paladin may create a (singular) polearm capable of bypassing dragon scale and other draconic defenses (not fire, however). Outside of fighting dragonkin it  functions as a mundane polearm should. After successfully clashing with an object ten times the weapon dissipates on its own in a harmless fashion. It may be summoned up to twice per encounter including the first summon, with subsequent attempts to cast it costing an additional spell slot without the weapon emerging. An aesthetic crack along the length of the polearm would appear during the second manifestation to signal that it is a secondary cast. Vindicator’s Spear retains a realistic weight, size, and balance for whatever type of polearm is summoned. No special features, i.e. spikes, may be added that are not commonplace on the weapon in its mundane form.



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


- This spell allows one to bypass natural armor on dragonkin, Inferi, and Naz’therak as though it isn’t present with the use of a polearm, solid and in the color of the Paladin’s mist.


- If hitting entities outside of the lore defined scope of dragonkin, Inferi, and Naz’therak  it would serve the same function as a normal polearm.


- Cannot be used to block dragon flame or other things of this nature. Attempting to block things that would shatter Guardian’s Bulwark:Shield would also shatter this spell and, unlike Shield, not protect the Paladin in question.


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


- Holy Affinity can be used on a polearm conjured with Vindicator’s Spear


- Works the same on Azdrazi as it would a non-dragonkin due to their lack of draconic armor scales/defenses.


- Cannot be used to metagame/”test” if someone/something is dragonkin, Inferi, or Naz’Therak.


- Can only be summoned twice per encounter.


- Cannot be summoned three or more times, attempts to do so will cost a spell slot and require the proper emote to signify exhaustion and/or injury as per lore.


- Cannot be used after ten successful (combined) strikes or blocks that involve the Vindicator’s Spear, despawns after the tenth harmlessly.


- Only one polearm may be summoned at a time


- Cannot be thrown, even with Holy Affinity imbued on it, would cause it to immediately demanifest.


Holy Weaponry: Wyrmstalker’s Bow

Combative | T4

Emote Requirements: (1 Connection + 3 Cast)

Spell Slot Requirements: 1


The Wyrmstalker's Bow, discovered recently through time and Xan’s will, is a Paladin’s solution for situations where melee is lackluster. To use this spell a Paladin summons their mist, condensing and shaping it into a reasonably sized bow, tailored to the paladin in question's frame and strength.


Over the course of three emotes the Paladin may create a bow that, when arrows are shot from it, is capable of bypassing dragon scale, though only by one to two inches at most. Beyond this it functions as a mundane bow. Up to twenty arrows, mundane or mist woven, may be shot from the bow, however, should the bow be struck by an outside force (I.e. not the Paladin wielding it) it will dissipate harmlessly. It may be summoned twice per encounter, with further attempts taking an extra spell slot but creating nothing. With the second cast the bow's string appears frayed, the bow itself seeming to have chunks missing from the length. Wyrmstalker's bow retains a realistic draw weight, size, and power to its mundane counterpart. No special features and no crossbows can be added or created with this spell. 




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


- This spell allows one to bypass natural armor on dragonkin, Inferi, and Naz’therak, though the arrow would at most pierce two [2] inches total.


- If firing at entities outside of the lore defined scope of dragonkin, Inferi, and Naz’therak  it would serve the same function as a normal bow.


- Requires the same amount of emotes to fire as a normal bow, requiring the same strength and exertion that using a mundane version would.


- If struck or used to block the bow would block and then instantly unsummon harmlessly. A hand grabbing it would not unmanifest it; a fist swung or harder blow would cause the bow to unsummon.


- This spell can only summon bows, not crossbows or anything requiring more than one Paladin. I.e. no siege weaponry, only things along the lines of recurve and longbows.


- Holy Affinity: Ranged arrows can be used with Wyrmstalker's Bow. Holy Affinity: Melee cannot.


- Cannot use spells in Guardian’s Bulwark in conjunction with Wyrmstalker’s Bow. Attempting to summon one would cause the other to dissipate.


- Cannot summon mist weave armor stronger than leather or chainmail while using Wyrmstalker’s Bow.


- Attempting to use Wyrmstalker’s Bow with armor heavier than leather or chain would result in the bow being unusable, the string aesthetically breaking until the armor is removed or despawned.


- Works the same on Azdrazi as it would a non-dragonkin due to their lack of draconic armor scales/defenses.


- Cannot be used to metagame/”test” if someone/something is dragonkin, Inferi, or Naz'Therak.


- Can only be summoned twice per encounter.


- Cannot be summoned three or more times, attempts to do so will cost a spell slot and require the proper emote to signify exhaustion and/or injury as per lore.


- Despawns after twenty arrows have been fired if it is not struck before that in a harmless aesthetic of the Paladin's choosing.


- Cannot summon bows for other people to use. May only have one bow summoned at a time.


- Cannot be used to attack in a melee fashion, would immediately dissipate upon contact, harmlessly.





Guardian’s Bulwark: Vindicator’s Defense

Combative | T4

Emote Requirements: (1 Connection + 3 Cast)

Spell Slot Requirements: 1+


In order to protect both himself and those around him, a Paladin may build his mists up into a protective barrier encompassing a small region surrounding himself to defend from magical and physical assault. This barrier appears as a semi-transparent sphere, taking on the same mist color as the paladin who created it. In exchange for defending their allies the casting paladin mentally experiences the bulk of the pain stemming from physical attacks against the sphere.


Over the course of the spell, a spherical semi-transparent shield woven from the paladin’s chosen color of mist forms above and around the Paladin in a three block radius. When cast, the shield can take two physical blows before either shattering, or remaining - a flash of energy visibly coursing through it as the Paladin would expend another Spell Slot to keep it going for another two blows. This can be done until the Paladin is out of Spell Slots entirely, giving them the effects of using each slot as it happens. Those within the shield are not capable of attacking outside of it, however, those the Paladin views as allies may exit the shield freely. The Paladin takes the brunt of the damage and pain onto themselves in mentally perceived pain that may, depending on the strength of the blow, culminate in shock, leading to the paladin collapsing and the shield dissipating.




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


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


- The Paladin feels a portion of any physical blow the shield takes. Should a sword swing against it they would feel as though they had been struck while in plate armor. Stronger blows, such as a dragon’s talons, would cause the Paladin to feel agony so intense the shield would break and the Paladin in question would collapse, requiring at minimum one emote round to recover from the experience. This pain is mental, not manifested on the body as a physical injury.


- Those allowed to move through it CANNOT attack through it regardless. This includes shooting bows or swinging swords outside of the bubble while any other part of them (the person) is inside of the bubble.


- Can only enter or exit the Vindicator’s Defense once per emote round. This is explained by the shield being physical enough to those allowed to move in/out that they use up the majority of their given movement to do so, having to push through.


- Exposed dragonkin, Inferi, dark mages, and other dark entities may not enter the shield once it is finished being cast, regardless of if the paladin views them as an ally or not.


- Cannot be used to metagame or ‘test’ in any form. 


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


- Alchemical potions and things of similar nature count as one of the shield’s blows taken but cannot pass through the barrier.


- All physical attacks (except mundane punches/kicks) count against one of the shield’s blows taken. Ranging from the swing of a dragon’s talons, to the strike of a human adult wielding a sword. Pulled punches do not count, Chi and Kani attacks, however, do count.


- Cannot have Guardian’s Bulwark: Shield and Guardian’s Bulwark:Vindicator’s Defense up at the same time. Must be one or the other. One would disperse upon attempting to summon the other. 


- The paladin creating the shield is stationary when casting this ability and is able to move within the bubble once finished. Should they leave the radius of the bubble it will vanish. It cannot be moved.



Limbs of Light

Creation is non-combative, can be used in combat


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, such as simple wood and complex metals, 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.





-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 dextrously 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.


- Must follow the lore of said materials used, cannot use unrealistic materials, i.e. thanhium.





Mist Healing: Sunlit Splint

Non-Combative | T4

Emote Requirements: (1 Connection + 3-5 Cast depending on severity)

Spell Slot Requirements: 2-3 for Transverse or worse breaks, 4 for Compound fractures


The Lord of Sunlight is the Aengul of both Order and Guardianship. A Paladin’s duty to Xan often calls them to battle, to wage war against his enemies. It can be expected, then, that while in service to him a Paladin will suffer broken bones, or those fighting alongside them will. When this occurs a Paladin may call upon their mists in a manner similar to that of how they would when purging, letting the mist tether and burrow itself within the injured party. From there the mists wrap around the broken bone in question, re-aligning it if necessary, before serving as a pseudo splint, knitting the bone back together. As with other iterations of healing, the mists provide a soothing warmth and comfort to the person being healed. 


Yet, as the Lord of Sunlight’s area of expertise is not healing, Sunlit Splint is not without its drawbacks.  The mended bone, although ‘fixed’ will still suffer weakness, being more apt to break again (defined as: half as durable as it normally would be) after one [1] IRL hour, until enough time has passed that it would have healed naturally. A well placed punch with strength behind the blow, for example, would be enough to break the bone once more, beginning the healing process over. 



- If any grey area or loophole is found contact LT or its a no.


- This spell can only heal broken bones, nothing else.


- Bones mended this way will retain half their normal durability until enough time has passed that it would have healed on its own.


- Cannot mend wounds caused by broken bones, i.e. if a rib is broken and punctures a lung the person will still die of the lung puncture, even if the bone is pulled back into place.


- Does not work on exposed dark beings or Dragonkin.


- Cannot use other abilities while using Sunlit Splint


- Cannot use while attacking/being attacked.


- Transverse and other similar breaks take one and a half real life days to return to their original strength.


- Compound fractures take two and a half real life days to return to their original strength.


- Overuse of the mending region in question will double the previous two stated heal times.


- If the bone is rebroken while Sunlit Splint is in effect it cannot have the healing spell cast on it again and will have to heal on its own and the timer for it to mend is reset and doubled, i.e. Transverse breaks would now take three real life days to mend, Compound would take five real life days to mend.


Tier Five:


Aura of the Mists: Lion’s Roar

Mixed | T5

Emote Requirements: (1 Connection + 1 Cast)

Spell Slot Requirements: 1


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, Azdrazi, Naz'therak, and other similar beings. The individuals affected by the aura would find themselves as comforted and calmed by it as they would when embraced by the normal Aura of the Mists, their panic and fears dispersing. The newly expanded aura would dissipate as soon as it arrived, leaving behind a lingering effect, 5 emote rotations.




-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.


- Negates effects that are negative in nature, dispelling doubt, fear, rage, and other similar hindrances from those able to be affected by it.


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





Sun’s Spear

Combative | T5

Emote Requirements: (1 Connection + 2 Cast)

Spell Slot Requirements: 1


Given that their origins began with Dragon hunting, 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 pierce the armor of, 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. Large foes will require more charges, at the discretion of the LT/ET member hosting the event.. 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.


Its effectiveness on grounded enemies depends on the state of the enemy’s soul. Strangely, despite it working on all aerial foes it seems that only specific entities may be stunned by the spear while they are on land or water. Those who are innately twisted to be against Xan’s desires, such as (but not necessarily limited to) exposed Dragonkin, Naz’Therak, Inferi, Mystics (and their constructs), Necromancers, Kha, Hou’zi, as well as creatures with lesser souls and those lacking souls, such as Striga, may be stunned by Sun’s Spear while grounded. However, as this bolt of pure Xannic energy was originally intended to ground aerial foes, it is less effective in stunning those who are grounded.  It is incapable of damaging Descendents who do not fit the aforementioned description, instead, harmlessly bouncing off of them. It cannot physically harm those who are grounded, simply stunning them for two emote rounds, as well as stunning those in a two block radius of the original target for the same length of time, so long as their soul or lack thereof also suffers the previously mentioned transgressions.




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


- One cast is required for anything dragon sized or smaller to stun and ground it.


- On non-ET beings (i.e. entities that have a player and are not notable lore figures) Sun’s Spear will only be effective in stunning them twice per encounter. Any more attempts to stun will fail.


- The AoE stun will only work on non-ET beings (i.e. entities that have a player and are not notable lore figures) once per encounter. The AoE stun will be ineffective after the initial one.


- Cannot physically harm grounded targets it is used on, it can merely stun them and those of similar afflictions in a 2 block radius of them.


- Cannot be used to harm normal Descendants. Exceptions exist for those who fall under one of the groups mentioned in the lore, i.e. Dark entities.


- Attempts to use it on normal Descendants or others who do not fit under the mentioned categories will cause it to harmlessly bounce off and disperse.


- Cannot be used for any form of ‘testing’ or metagaming.


- Will not work on polymorphed Azdrazi or dark entities that are not exposed/known to the Paladin, i.e. would not work on a husked Wight unless they were presenting tells (i.e. gleaming) or the Paladin knows (and can prove they know IRPly) it is a Wight,, same with Frost witches, et cetera.


- Does not work in Haunts made by ghosts unless the geist in question is visible/manifested in some way.


- Can be used to stun animals with greater souls, including hou’zi, kha, wonks, and animals with lesser souls. If it is an ET mob it is the ET’s discretion on how many rounds the animal may be stunned for, both from Sun’s Spear and its AoE stun, otherwise working as intended for other beings for player characters.


-This is a stun effect that lasts a minimum of two rounds (in events) 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 | T5

Emote Requirements: (1 Connection + 2+ Cast)

Spell Slot Requirements: 1


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.




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


-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.


- This armor retains the same mist color of the Paladin who summoned it, semi-transparent in aesthetic appearance, though shaped and structured in an equivalent to the mundane version.



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.



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.




-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 its 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 unless you have their consent either IC or OOC.


-Disconnection can still occur without a Creed broken, should the Paladin being disconnected allow or request it to happen.




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


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


- From Fury’s rewrite.


Paladins have just been in a lackluster spot for a while now. I understand the lore games and the desire of staff in regards to holy vs dark wars led to this spot that we’re in. I would, however, like to see some of it come back, not the lore rewrite wars of old, but just conflicts between the groups in general. I would also, if dragons ever do re-emerge, like for Paladins to be able to actually hold their own as a group against them and fulfill their Guardian role for the Descendants in general. Paladins have been on the server for a very long time, some people are very passionate about them, and I hope that people will find more interest/motivation to play again with this rewrite and potential future additions to it


Cited Lore























Haha syke


Or is it?


 got em




Edited by rukio
Citing Artists and grammar correction ><
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Rukio, you gotta change the title to be more epic. 


Also, I hope you step on a Lego brick <3 

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1 minute ago, altiar1011 said:

Rukio, you gotta change the title to be more epic. 


Also, I hope you step on a Lego brick <3 

I forgot to mention that the Redlines are in spoilers below everything too :( 

Edited by rukio
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yo, rukio has sat in cryostasis playing bed wars and making lore. crazy brother.

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You mad woman, rukio. 

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She has a gun against my head, please help

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mfw xan gets denied twice from the vienna art school bc he can't draw dragons well enough

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5 hours ago, rukio said:

While Paladins are strengthened in resolve and mental fortitude within the relative safety of a chancery the opposite is true of those affronts to his vision, be they dark, Inferi, Draconic, Naz’therak, or other entities, they would find their strength waned, the prowess of their spells drained to a significant degree upon entry.

In what way are spells drained? Does a Naz lose all their Maleus, or are they unable to speak Ilzakarn incantations? You should specify to what degree dark magics are weakened.


5 hours ago, rukio said:

One real life week of inactivity will cause Lightstones to no longer grow and all healing benefits will no longer exist. Two real life weeks will cause Connection attempts to fail and . At three weeks of inactivity the Chancery is in utter disrepair and is able to be corrupted, hexed, or cursed.

Typo here after "and"



In my skim read before work, I couldn't see all too much different from Archi and Delmo's rewrite, but it looks good. Love what you came up with for the Ilkgarokk, and I hope to see some healthy dark/light conflict come from it.

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based but when will xan accept my kha brethren 🥺

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1 hour ago, Luciloo said:

In my skim read before work, I couldn't see all too much different from Archi and Delmo's rewrite, but it looks good. Love what you came up with for the Ilkgarokk, and I hope to see some healthy dark/light conflict come from it.

I won't claim that I know everything that Rukio did, nor speak for all the Paladins but - there wasn't exactly too much wrong with Archi/Delmo's lore imo, just some things that needed to be tweaked. Which is exactly what Rukio went ahead and did, as well as bringing back some other stuff and new systems.

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3 hours ago, Luciloo said:

In what way are spells drained? Does a Naz lose all their Maleus, or are they unable to speak Ilzakarn incantations? You should specify to what degree dark magics are weakened.


Typo here after "and"



In my skim read before work, I couldn't see all too much different from Archi and Delmo's rewrite, but it looks good. Love what you came up with for the Ilkgarokk, and I hope to see some healthy dark/light conflict come from it.



- A chancery is Xan’s connection to this realm. While within a ‘healthy’ Chancery dark mages, Inferi, Azdrazi, Naz’therak, and other entities that are innately opposed to Xan’s ideals of Order and Guardianship will have their strength sapped and find their abilities harder to cast, themselves weakened by two tiers in magics that are applicable.


- The exception to the above is when a Chancery is at or past the second week of disrepair.


- This sapping of physical strength is the equivalent of a well conditioned warrior becoming asthmatic and lethargic.


With how Naz'therak works their Maleus would be capped at say tier three, two, one, depending on the tier of the Naz entering the Chancery since they don't have spell based tier progression but Maleus based instead, to my understanding. 


Ah thanks, I don't know how I missed that one. 😓


Delmo's rewrite was a solid base. A spell or two was removed, a few were changed and others were added. Two enchantments were added, Chanceries gained a bigger purpose and use, added the ability to interrupt casting, Chanceries are now corruptable again. Backstory lore was updated a bit since its not been touched really since the Sol Invicta lore. Purging got updated and accurately reflects other magics lore now. With the removal of Shades everything that revolved around them (which was sadly a lot as they were a Paladin's main enemy at the time to my understanding) was removed or replaced with stuff that works against the other magics instead with the hope of enjoyable light vs dark conflict and Paladin vs Dragon conflict. Delmo was a huge help with feedback on stuff so shoutout to her for that. 


And ah, thank you! I really like your lore and I hope the two playerbases get some enjoyable conflict in the future. :D 

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