Valannor 6345 Popular Post Share Posted April 22, 2021 “Within me swells the light of Purity unbound; a sacred calling, which I shall heed.” - A disciple of Tahariae, explaining their duty. ♫♫♫ Soon it would come to pass, as time’s quill once again spilled its ink upon history’s forlorn pages, and the fallow halls of His temples were graced by the likes of impurity, that the Stag’s view would once again shift to that of the mortal plane. As a father who had been left to punish their begotten son so that they may learn from their mistakes, remorse and longing would fill the heart of Tahariae as those remnant Clerics struggled against the chains of a world that sought to break them, the very same world that the Stag sought to elevate. Though above the likes of mortal folly, indecision would fill the mind of the Stag even still, caught between his longing to rekindle the dying light of those who remained, and his desire to remain aloof from the affairs of the realm of descendants, so that he might refrain from further damaging the realm with his presence. This indecisiveness would perhaps reach its peak as Impurity after Impurity racked the continent of Arcas. The likes of the voidal calamity upon the land filled the Stag with righteous indignation, as such horrors sought purchase upon that which Tahariae sought to purify. The Aengul of Purity would feel his heart rent asunder further still, as the comets from beyond struck the sands of the Korvassa, and heralded the arrival of a force that threatened to spell the undoing of descendant-kind as a whole; The Inferi Incursion. Tens of thousands of mortal souls, if not hundreds of thousands, would be claimed by the Infernal host, the melding of the Infernal plane of Moz Strimosa and that of the mortal world on the sands of the Khorvassa serving only to affront the Stag, and all that He stood for. As all seemed lost, it was then that the Aengulic Hierarchy finally relented, intervening in mortal affairs on a deeply personal level for, perhaps, the first time in centuries. Descending to the mortal plane, the likes of Aeriel and Malchediael fought alongside the descendants as they marched upon the veritable fortress of the damned, while Tahariae stood as a valiant defender upon the shores of Arcas, at the request of his brother, Xan. With His sight eternal, He saw what should have never occurred, not by mortal means… Gazardiel, the Aengul of New Beginnings, had been slain. In his deceptions, he had lured that which was required to fulfill his purpose into the mortal world, and singing his damnable song, sought to rewrite all of Creation. It was then that the Rex of Krugmar, Murdok’Lak, let loose a terrible spear of frightening power, impaling the Aengul upon the brimstone-laden ground of the demonic camp, and with the aid of Malchediael and the Grand-King of Urguan, Jorvin Starbreaker, utilized the two remaining Golden Relics to fell the traitorous Aengul. Such a revelation delivered pure, unbridled fear into the heart of the Lord of Purity, as well as a haunting realization; He could not risk descending to the mortal plane to enact his vision upon the world. Not when that which could spell his undoing sat in Descendant hands, guided by confusion and mortal-minded panic. Thus, the hand of Tahariae would be forced; once more, he required agents in the realm of man, who bore his Light untainted, and bound to bring forth his vision of a Pure and just world into existence. He could not repeat his prior follies, which would only serve to spell disaster once more. Retreating deep into the halls of judgement within his realm, the Stag set to work. He knew, no longer, could the relationship between he and his Clerics be that of the worshipped and worshipper by necessity, for down that path lay naught but ruin and heartbreak in the wake of their zealous devotion. Nor could those select servants of his Light be allowed to fight amongst one another further, as such only tore their attention from the true goal of the Stag; A pure, flawless world, like that which may be found within a snow globe. So upon his dais, Tahariae, The Vehement Judge, The Lord of Purity, The Great Purge, drew a weary breath of divine exaltation as he raised but a single mote of Light from his being, held in grasp immaterial and brought before him. With but a minute flex of his will, he changed the very nature of the Light he saw fit to deliver unto his chosen, the weave and bindings of his power flitting betwixt starlit antlers as the Stag bent such divine ichor into proper shape, the language of the gods inscribed into this nascent Purity, potent, yet ever different in its make. The workings of the Light had been reforged by divine decree, sacrosanct in its purpose as Tahariae cast his gaze to the world below, to that which dwelled beneath the Heavens, that which he sought to cleanse and purify in His name; the mortal realms. His eyes would take on blinding brightness, ablaze with auric radiance as he, for what felt like the first time in aeons, hearkened to the prayers of his Faithful. Selecting but the most pious and devoted among them, regardless of their current occupations or loyalties, he would grasp upon these errant souls bound in faith and fealty to the cause of Purity, and illuminate them with Light anew, pure and untainted as the morning dew borne of spring's arrival. And thus, it was by His will that the Clerics of Tahariae returned to the mortal world, upon the continent of Almaris. Known to Tahariae as those Forgiven of their Follies, he made pact with those errant servants, they who would be cradled in the Light as babes, ignorant of the true nature of the world. Etched into the very luminance they would wield, these new entrapments of holy ilk would be known to all who would call themselves Cleric, or bear His Light. In their service to their Lord, they would become exalted, and in due time, glimpse but bare semblance of what Tahariae dreamt of, that which he desired above all else; A world of untainted, unblemished purity. A world where none might suffer the pain of loss or hardship, sorrow or disease, nor the likes of common mortal frailties. A paradise for all who might align themselves with the Stag's philosophy, to stand tall across the ages as his perfect, painted world. No challenges would be had, naught to push one beyond their own limits from fear of the darkness… Only Purity. And nothing more. “The world needs Order, brother, as well as its guardian…” - Tahariae nourishing his brother Xan back to health, after his battle with Setherien in the Age of Itharels. The Clerical Mission It is oft the case that an Aengul seeks an agenda on the mortal plane, and Tahariae is no different from his kin in such regard. To serve under the Stag as one of his chosen Clerics is to take such an agenda as one's own, for with such a pact sealed in holy luminance, servitude must surely follow, and the aims of the Stag shall become their own. Always lingering at the back of the mind, there shall be The Vehement Judge, ever vigilant in his wardenship as shepherd of the Pure flock. So long as one harbors the Light in their soul, these commandments shall remain branded in holy flame, until such a time that the Light has been snuffed; a vile act of sacrilege, but a sometimes necessary one. Such an agenda may surely seem wonderful at first glance; for the goal of Tahariae is to craft the mortal realms into a perfect, painted world, where none shall suffer the pain of disease, wound, or hardship. A realm free of Ibleesian taint, or of the mortal powers that seek the undoing of the Aengudaemonica and their work. To craft the perfect world, such that it may remain so ad infinitum, where naught shall shift as the turbulent battlegrounds of the Aspect’s domain, and remain as pure as fresh laden snow upon the greenest grasses. This is Tahariae’s perfect world; stagnant, unchanging and immovable like marbled rock. To varying degrees, all of His servants are bound to herald such drastic change through their service in His name. Mechanics The Clerical Mission as well as the Covenants shall forever be in the back of a Cleric’s mind, an ever-present reminder of the sacred duty they have sworn to uphold. The Covenants are as defined below, and the above text may be used to interpret exactly what the mission is, and how it should be executed. This is intended to allow healthy debate among individual Clerics or Clerical Orders as to how best to bring such a world to fruition, akin to how priests may argue scripture. So long as an individual holds a valid, accepted Clericalism MA, that persona will be forever reminded of their duty. Additionally as one remains a Cleric for long periods of time and their capacity to bear Tahariae’s Light increases, this zealous fervor towards His mission will grow in proportion. The mental burden of being connected to an Aengul, especially one such as Tahariae, cannot be understated. As they are coaxed into perfect servants of His divine will, Clerics may find themselves questioning whether their choices are truly their own, or merely that of the Stag's. Due to the mental alterations involved in Clericalism, an individual must OOCly consent before being connected to Tahariae. The Tahariaen Covenants With the newly reforged nature of the Light, Tahariae deemed fit to usurp the Utterings of old; Different rules and creeds, for a different time. Though the dissolution of traditions millennia-old did not come easily to the Stag, he reasoned that it would be for the better. Out with the old, and in with the new. Thus a new array of tenets were set in place, dubbed "Covenants" by the Vehement Lord. Each created as he stared at the world below, and those he had selected most carefully. Time would pass as he prepared to do what he had sought, to stage the return of His influence. So it would come to pass that Tahariae in His radiance, appeared in the visions of those newly connected to His Light. Glaring down upon them with a righteous gaze, the Stag spoke, His mouth unmoving as His voice, furious yet patient, surrounded the Forgiven. In His words, His decree was laid bare, ironclad, and bound into the very fabric of the Light He had bestowed unto the Forgiven. On the winds of Purity, He spoke thusly, “You who are Forgiven may bask in my Light anew, and shall abide by the terms I have set forth as your LORD. Thus is my decree, sealed in holy Light.” He boomed, and in their visions, He loomed over the Forgiven as a mighty titan. A bastion of Justice against the Impurity of the realm. “As bearers of the Light, divine in its purpose, you shall abide. Never again shall you who have become hallowed by my words, raise up arms against the Pure and bring your blades to bear against those who seek not to taint this world. Bear not the Light against them in the din of battle, lest crimson ichor spill, and mar your newfound Purity.” He firstly decreed, the fur upon his body as white as fresh snow and his gaze golden like the Sun’s rays as He strode forth. Where His hooves met the emptiness of the vast mindscape, radiant energy expanded outwards, purifying all in His wake. “Spill not the blood of the Innocent.” Spoiler - No murder hoboing. Don’t slay a Descendant unless they are defined as impure, as dictated within Vile Impurities. This includes having other people kill Descendants for you. - No banditry against Descendants. - No murdering other Clerics unless they’re Impure as defined in Vile Impurities, or they have broken a Covenant. - No torture of those that aren't Impure, as defined in Vile Impurities. - No using Clericalism in any variation to perform the above acts. - Self-Defense is permitted, in an immediate situation, or in defending one's home in a defensive war. - Duels are a notable exception to this Covenant, so long as they are consented to by both parties. He would deliver unto His Forgiven yet another decree, galvanized by His memory of past Clerical follies. The vision would shift to a temple, long claimed by the passage of time. Crumbling stonework littered the vastness of such a shattered cathedral. A vision in metaphor, as viewed by Tahariae in days of yore. Shapeless entities of darkness would lurk in the shadows, greedily clasping blurry relics from an age long since gone. “Gaze upon the sundering of the Light, you who now carry Purity in their heart. See the failure of those who came before, who abused the GIFT of the Light bestowed upon them. Walk not in their footsteps, and consort not as one who would deliver the Light into servitude for petty material gains.” With His words, the crumbling cathedral quaked, His will made manifest in a wave of divine radiance, expanding outwards from the heart of the Stag, so pure and hallowed that time’s passage was reversed, and the temple restored anew to its former, unblemished state. Stonework arose, repairing the long-broken archways, and stained glass mosaics reforged to paint a story of their own, of the Stag and the covenant between He and His clergy. “Taint not My Light, lest I strip it from you entirely.” Spoiler - You cannot sell your magic for personal gain. This includes connections, MArts, Artefacts, etc. - You cannot use your status as a Cleric as leverage to rule over others by force. Similarly, you cannot use it to bully others into following you. This covenant is pointed towards situations wherein a Cleric may attempt to rule a nation or settlement through their magics and not their merits as a leader; an affront to what Tahariae stands for. - Willingly assisting “dark” entities, groups, or organizations with their acts of villainy will break this tenet. Standing by idly in the face of such would also qualify. “‘Dark’ entities, groups, or organizations” is simply defined as any organization which actively perpetuates Impurity in all forms or that plays host to Revealed Dark Creatures. Such an effort however, would not be carried upon the Aengul of Purity’s shoulders alone. Around him, faint forms shimmered into existence, adding their Light to Tahariae’s in a gesture of bolstering the Aengul. Through such their own forms were given clarity, the haze that muddled their visage prior fading swiftly as the cathedral stood proud once more, held aloft by the Stag’s crown of antlers, which shone with the beauty of a clear night’s sky. Some of these were brighter than others and all were of the four colors of His servants. Tahariae smiled warmly, those undefined figures now huddled together in the center of the temple. “Hearken to me, you of new-found Purity. Learn from those who are of Pure stock, and watch as they embrace with true love and brotherhood, without threat or fear. Just as you would lay down your life for those of your own blood, so too shall you throw yourself into oblivion for your kin within My Service. Those of the Light are now your family, not through a lineage of blood, but a chorus of my Light, and as such, you shall protect them as you would those of familial bondage.” “Shelter and protect thy brothers and sisters in Purity.” Spoiler - No holy wars between Clerical orders, with the only exceptions being if an Order has, at large, perpetuated Impurity as defined under “Vile Impurities," or the Order has, at large, flagrantly broken the Covenants. - Similarly, no murdering other Clerics unless they are Impure as defined in Vile Impurities, or they have broken a Covenant. - If another Cleric is under attack, it is expected of their fellow Clerics to assist them, unless the one under attack can be proven to have broken a Covenant, or have broken the laws of the nation they are being pursued in. - To deny access of a Temple to a fellow Cleric in need would go against the very spirit of this covenant unless allowing such would put the Temple itself in danger. - To attempt the disconnection of a Cleric who has not broken a Covenant, or attempting to do so without knowledge of the Covenant broken IRP, would break this tenet. Within this reclaimed bastion of the Light, the Forgiven were treated to a foreign, yet warming display. Dozens of hooded figures, their robes a soft white in hue, sat in pews arrayed parallel to each other, their hands clasped firmly in prayer. A priest of great power stood down the aisle, upon a dais, and behind an ornate lectern. Their arms lifted as they preached to their flock, the exact nature of the sermon unknown to the Forgiven. Striding down the aisle on a golden carpet, Tahariae rose His voice once more, staring back at His newly-ordained Servants upon the mortal realm, His tone stern yet comforting, as a Father who wished to scold their child. “See they who congregate as servants to My Light, they who clasp their hands in manaakh and devout worship. Gaze upon those who give of themselves unto Me, as I have given of My Light unto them, and take from them an example. You who have entered into covenant with Me, may you never forget that I am the Lord you serve. It is you who beseeches My aid, ne’er the contrary. While you who are my Chosen may take upon the worship of other powers without fear, it is I, your Lord, whom you serve over all else. Follow in My path, and let your faith in My Light falter not in the face of tenebrous adversity. Walk forth steadfast, your belief in a world without Impurity ironclad in its resolve.” “Do not stray in thy dedication to My Mission.” Spoiler - A user of Clericalism is not obligated to spend every waking moment of their lives doing Clerical activities, but it is generally expected of them to make an effort to bring about Tahariae’s view of Purity to the world at large, increasingly so as they progress in tier. - A user of Clericalism is not explicitly required to worship Tahariae, merely act in his service, and recognize him as their patron. To not recognize such would constitute breaking this particular covenant. Veneration however, is encouraged. - A user of Clericalism is demanded not to actively work against Tahariae's mission of Purity, such as by consorting with dark powers for personal gain, banditry, etc. Once more, the shifting tides of Light swept across the gaze of the Forgiven, replacing the scene anew. Now a field of shimmering hues of gold and white graced their vision, with trees of cobalt blue to form a forest they now found themselves in. In the center of a distant clearing, there lay the glistening silver form of the Stag, an arrow shaft of inky shadow protruding from the chest of His form, the fur around the wound stained and tainted by such darkness. His head lifted, gazing softly upon his Forgiven. The visage of an armored figure, traversing the forest in a mad sprint, appeared to rushe to aid its Lord, golden light flowing from its hands as it pressed them firmly against the wounded flesh. Wisps of glimmering, auric radiance extended from outstretched palms, burning away at the blackness, and replacing such with unblemished flesh, as if such taint had never marred the Stag’s countenance. Tahariae arose to His full height, once more towering above those He had Forgiven. His voice echoed in the minds of the Forgiven once again, delivering His final decree. "Hark Servants of the Light, so that you may ne'er know ignorance henceforth. For while my Light may cleanse and purify, so too may it renew that which has been left fallow and tainted. Receive that which has been left Impure and touched by the darkness, and bathe it in holy luminance, so that all may be preserved in my name. Guide those who may be restored to my Light, and their sins shall be forgiven, as you have. For those who lavish in their refusal to repent, offer them naught but holy fury, and deliver them unto damnation eternal. This is your sacred duty. This I have DECREED." “Offer mercy to the Impure, so that they might be returned to their Pure form. If they are to refuse, scour them from the planes of existence. Return to Purity what has been made Impure, at all costs.” Spoiler - This tenet simply means that Clerics are not obligated to instantly murder anything Impure, be it a dark mage or a serial killer. Rehabilitation, or at the very least the attempt thereof, is encouraged. - Likewise, for those who refuse any prospect of rehabilitation and cling to their vile and reprehensible ways, it is demanded of a given Cleric to make an attempt to purge the Impure who deny any hope of redemption. - This tenet also demands Clerics to perform their duties as expected of them, by mending Impurity within the realm. This is defined within Lesser Impurities and Vile Impurities, but some examples would be healing the sick, performing charity, attempting to spread happiness, or attempting to fight against the influence of dark magics and undead. Lesser Impurities: Things a Cleric should attempt to mend through peaceful action. Spoiler - Those who are ravished by injury or scars, are impure. OOC: Clerics should heal the wounded and sick. - Those who live in squalor, with disease or in starvation, are impure. OOC: Clerics should attempt to uplift those in poverty. - Those who walk the earth with illness born of the mind, are impure. OOC: Clerics should seek to aid those suffering from mundane mental illness. - Those who do not offer respect to your Lord’s Light and his mission, are impure. OOC: Clerics should attempt peaceful dialogue with those who disparage Tahariae and the Clerical Mission, and seek to turn them to the path of Light. - Those who have been filled with sorrow and struck with hardship, are impure. OOC: Clerics should attempt to rectify sadness in the hearts of the Descendants. - Those who seek me only for the power that I might bestow unto them, are impure. OOC: Clerics should not humor those who only seek Tahariae for his magics, and should either convert them to His path, or turn them away. Vile Impurities: Things a Cleric should attempt to mend through peaceful action, but may cleanse forcibly if unmendable. Spoiler - Those who practice dark magic, and thus defile this world, are vile impurities. OOC: Clerics should attempt to turn practitioners of dark magics from their path of ruin, but may slay them if that fails. - Those who bear foul curses afflicting the mind, soul, and body, are vile impurities. OOC: Clerics should attempt to cleanse any and all manner of curses by whatever means are available to them, be it things such as the Shade parasite or the afflictions of Witch Doctors. - Those who refuse the call of death and rise anew, are vile impurities. OOC: Clerics should attempt to send the undead to eternal rest peacefully, but may slay them if such proves necessary. - Those who seek to harm the Pure and Innocent as blackguards and servants of darkness, are vile impurities. OOC: Clerics should attempt to turn bandits, cultists, murderers, etc. from the path of darkness, but may slay them if such proves necessary. Simply put, anyone who would kill an innocent being. - Those who would pillage and plunder from those who are Pure and Innocent, are vile impurities. OOC: Clerics should attempt to turn thieves and brigands from their thieving ways, but may slay them if such proves untenable. - Those who seek to spread Impurity within the world as archons of evil, are vile impurities. OOC: Clerics should attempt to redeem those who might wish to spread Impurity within the world, e.g robber barons, tyrant kings, etc., but may slay them if such proves untenable. Breaking a Covenant & The Pilgrimage of Penance “Hark for I have seen your sins, and they affront me. Tempt not my wrath, and repent for the darkness you have wrought. Witness me, Little Light. Witness me.” Breaking a Covenant Under normal circumstances, should an individual Cleric manage to break one of Tahariae’s Covenants, they will swiftly find themselves with a variety of afflictions; a sign of their patron Aengul’s displeasure, made manifest by the very make of the Light they carry. While inherently unable to be used to metagame unless made explicitly obvious, those who have broken a Covenant would find themselves swiftly reprimanded, a variety of symptoms beginning to make themselves apparent over the following days. These can range from insomnia, nightmares as visions of the Stag appear in their dreams each and every night, loss of appetite, joy, etc. and many other mental maladies, as well as a perpetual ‘dirty’ feeling, as if their Light had been sullied, leaving them with feelings of great shame and uncleanliness, and they may find it painful, or perhaps simply shameful and disrespectful, to call upon the Light. Though not required to show such openly, these effects would forever linger, following the Cleric until they have either been disconnected from Tahariae’s Light, or have undertaken a Pilgrimage of Penance. To have broken a Covenant, and thus the pact that exists between Tahariae and a given Cleric, is a sin most foul, and a sign of violating Tahariae’s precious trust that can not simply be overlooked. Thankfully, under normal circumstances, Tahariae is willing to accept measures of penance to right the wrong that has been done. Until such a process has been completed however, the offending Cleric will remain vulnerable to the act of disconnection. The Pilgrimage of Penance “O’ wings of immortal flame, free me from these mortal temptations!” When a Cleric has committed sin most foul, and whether by purposeful intent or accidental action breaks one, or even multiple, of the sacred Covenants, there are two courses of action. One of which is widely regarded as horrific, repulsive, and even heretical at times for its implication; the act of forcefully severing the tie between an individual Cleric and Tahariae. Often the last avenue that should be pursued, an alternative is necessary. Instead the primary option available to His clergy to rectify the internal taint of their forsaken fellow is that of a Pilgrimage. Oftentimes, this is a course of action initiated by the sinner themselves, and it is the task of their caretaker to carve the path of redemption and illuminate it in Tahariae's Light, so that the sinner might soon repent for the offense they have wittingly or unwittingly committed in the eyes of the Vehement Lord. Generally a Pilgrimage has three steps before it may be considered complete, and these are as follows; 1. The first step is of repentance, the offending Cleric must seek out one who has reached the pinnacle of their service to Tahariae (A t5 Cleric) and confess what sacrilege they’ve wrought, and what Covenant they broke, to the master Cleric. After this has been done, and should the Elder Cleric not have called for their disconnection, or sought to perform such ritual themselves, the Pilgrimage will have but one thing to do in order to properly commence, wherein the Elder Cleric shall take up the role of Arbiter, responsible for overseeing the offending Cleric's hopeful redemption. 2. The second step is one dictated largely by the Arbiter, left to the offending Cleric to carry out. In order to repent in proper fashion, the Arbiter shall lay out a path forwards for the Cleric to take, largely dependent on the Covenant broken. Such a path must be related to the Covenant that has been broken, in its make. This step of the Pilgrimage is largely decided by the Arbiter's judgement. Intended to be a more freeform path to redemption that may be tailored to an individual circumstance, this step can take as long as an Arbiter deems fit, though should not be absurdly so. 3. Finally, once the second step of the Pilgrimage has been completed, might the Cleric's gifts be restored in full, the taint that blights their soul scourged in its entirety. The Arbiter, having deemed the Pilgrimage complete, must guide the Cleric into a Temple, where the Cleric kneels in front of an altar or object of the Arbiter’s choice. Then the Arbiter shall summon forth their Light, performing a Rite of Penance. Such ceremony will often result in visions, guiding the Cleric through the haze as the damage upon their soul is repaired in full. These visions are largely freeform in their make, but should be based on the sin committed, and may even include a mental battle against the Cleric's own sin made manifest. After this has been completed, the Pilgrimage is concluded, and the Sin and possibility of disconnection are no more. However, marked by glowing tattoos on their body shall be vows they must take in penance. The vows are as follows: Spoiler Temperance The vow of temperance is one which demands the moderation of corporeal pleasure and the expression of emotion. Though clerics who take up this vow do not necessarily need to be cold-hearted or grim, the public exhibition of grief, rage, desire, and other judgement-clouding sentiments is prohibited; requiring that the cleric maintain a collected and thoughtful presence. The breaking of this particular vow will result in the individual being made bitter and emotional at even the smallest of trifles. Chastity The vow of chastity is one which loathes sinful indulgence and corporeal impurities, namely the engaging in sexual intercourse. The thought of and giving into lust is one which the cleric who has chosen this vow must push from the mind, and the more devout among these may even rebuke the notion of romantic relationships overall. The breaking of this particular vow will result in the individual being made sterile until the Vow is renewed. Reverence The vow of reverence is one which demands the total silence of the cleric, unable to speak or even whisper. Those who bind themselves to this vow are unable to speak whatsoever save for when they are invoking the light of Tahariae, restricted solely to prayer. Many of these clerics are often cloistered or are made hermits as a result, seeking to enact their silent vow through isolation. The breaking of this particular vow will result in the individual being unable to pray, nor feel the comfort of the Light, until the Vow is renewed. Patience The vow of patience is one which bars the cleric from engaging in combat unless absolutely necessary, and even in these cases, their clerical gifts may only be drawn upon for combat should the lives of their charges be threatened. This may push the cleric to seek out the diffusal of intense combative scenarios, and instead adopt a more peaceful or supportive role. The breaking of this particular vow will result in the individual being made eager and overexcitable, prone to fits of particular exuberance and lending to an inability to calm down or relax until the Vow is renewed. Honesty The vow of honesty is one which demands that the telling of the truth and nothing else; no matter who asks it of them or whatever cause they withhold the truth from. Though they may refuse to answer claims, the cleric may never weave any fib or falsehood, and must tell the truth in full. The breaking of this particular vow will result in the individual being compelled to weave elaborate falsehoods for most idle inquiries and statements, such as why they took a particular course of action, until the Vow is renewed. A maximum of two pilgrimages may be undertaken per Cleric, and should a Cleric see fit to violate Tahariae's trust in such a foul manner yet again, they are generally considered to be beyond redemption by their fellows. The vile act of disconnection is all that awaits such horrific traitors to the Mission. For a Cleric to renew the Vow they have taken in Penance, they must likewise admit such to a given Arbiter, who must forgive them for their transgression. Such is not contingent upon a prerequisite journey taken by necessity however, it is often encouraged. Forgiveness may be as simple as an “I forgive you,” or might take place much as a Pilgrimage would, though on a vastly smaller scale. There exists no “limit” on how many times a Vow might be broken, or forgiven. Vows must be adhered to for a period of three IRL months at a minimum, though may last as long as an individual Cleric wishes; regardless, the glowing marks and tattoos shall remain. MECHANICS Spoiler A pilgrimage of Penance requires a T5 Cleric to acknowledge the sin of the Cleric, and to help them on the path of penance as an Arbiter. They must then ascend to a high mountain peak and pray to begin the journey, usually signalled by some sort of holy phenomenon, which are decided by the Arbiter OOCly. What follows is a rather freeform journey largely determined by the Arbiter, based around the sin and severity thereof, that the Cleric must undertake. There is no exact time limit to a Pilgrimage, but it should not be unreasonably long. The final step is the Arbiter guiding the Cleric to a Temple, and performing a Rite of Penance, which will result in a series of visions for the Cleric being redeemed, and perhaps even leading them to fight a manifestation of their own sin in their mind. Once the Rite is completed, the Cleric will be considered redeemed, and no longer be able to be disconnected. Upon being redeemed, the character is marked with a tattoo representative of a Vow they take to uphold for a period upon redemption, as described above, resulting in the mentioned consequences if broken. Broken vows can be renewed by seeking forgiveness from one’s arbiter, and vows last for 3 IRL months minimum, but may last longer if the individual Cleric wishes. One may only take 2 vows, and go on two pilgrimages, before they may take no more. Spoiler The Pilgrimage is always encouraged to be the first step taken in regards to those who break the covenants, rather than immediately jumping to disconnection. It is intended to be a tool to facilitate further story-telling, and to encourage those who manage to break covenants to come forward and undergo the IRP journey of repentance, rather than hiding such out of fear of immediate disconnection. In this, it is necessary to state that one may not make a Pilgrimage overly long or harsh for the sole purpose of taunting the offending Cleric with the possibility of disconnection. The Pilgrimage is a good-faith tool to encourage fulfilling redemption roleplay, and it would be remiss if it were used in a malevolent manner to harass or discourage others from roleplaying down the line. If an Arbiter is found to be abusing the Pilgrimage system to harass a player, the Cleric undergoing their pilgrimage may petition another Cleric to become their new Arbiter with ST/Lore-Holder approval. In addition, Vows are meant to be stipulations that a character must abide by in their penance, adding an additional layer of depth to the journey, though they are not necessarily disconnectable for breaking, and are easily forgiven. “I wield the Light in His name… How could I not? This world is foul, tainted by nigh endless corruption… How could you not want to make it Pure again?” The Light To channel the Stag’s power and enact His will upon the mortal realm, something extraordinary, more than simple Mana is needed; an energy, borne not of the mortal soul. Instead such magicks require a divine spark, a radiance to banish the darkness of mortal fallibility, and to replace such with divine perfection. To those who serve Tahariae, this is known simply as the Light; a mere fragment of the Purity held by their Lord, visited upon them and bound to their very soul, so that they may utilize such in accomplishing His mission. The Light bestowed by Tahariae unto His clergy is unlike that of any other, beyond reproach, even by the likes of the Ember carried by the Paladins of his brother, Xan. Whereas the latter may illuminate the darkness and bring courage to those who follow the Lion, the Light of the Stag washes over those subject to it as a veritable wave of Purity, cleansing away both sin and imperfection alike. A distaste for the Light could not mark a practitioner of dark magicks as a warlock of tainted ilk, nor would a positive reception necessarily make an individual above suspicion. Chiefly, as a sort of signifier among Clerics, the Light may manifest within them as one of four auras, which serve as signifiers of what Tahariae might think of a given individual upon connection. These are as follows: Spoiler White: The Light of the Pure. Regarded highly by Tahariae, this particular color represents the inherent Purity that Tahariae may believe a person possesses, as well as their worldly wisdom, or their sense of morality. Often the keepers of Clerical relics or temples, those who bear White Light are usually inclined towards more civilian dispositions, rather than entering the fray and basking in the din of battle. Silver: The Light of the Servant. Clerics with silver light are seen by Tahariae as the most dedicated to His vision of a painted world, unblemished by Impurity or Taint. This is the most ambiguous and vague of the light colors; Clerics of Silver Light can have aspects of the other three colors, but they simply don't fit into the stricter archetypes. Gold: The Light of the Knight. Those who bear such golden radiance give Tahariae pause, for often they may be more fit in service to His brother than Himself, but he recognizes their merits all the same. These brave souls wield the power of their Lord in order to shield and protect those they care for from the many evils of the world, and are oft characterized by stalwart bravery and valor in the face of the Darkness’ spawn, neglecting paperwork or clergy duty in favor of applying their Lord’s philosophy more directly to the world at large. Blue: The Light of the Warrior. Clerics with blue light are considered the focused hunters of Impurity, and its effects on the realm. Always the first to heal the wounded and on the front line of battles, they are considered by the Stag to be His fighting arm upon the mortal plane, driving that which repulses Him out of existence. The Stag looks upon such cobalt courage favorably, appreciating the boundless aggression and dedication with which these individuals carry out their duties. The color of an individual Cleric’s Light has no tangible combative benefits, but rather, they serve as a symbol of what Tahariae thinks of the Cleric and their moral caliber, as well as their standing. OOCly, this is chosen by the player, but IRPly it is not up to their persona what color Light they are blessed with. Light Exhaustion However, to wield such holy luminance is not without consequences, extending beyond mere personality tweaks and worldview corrections. This manifests in the form of exhaustion of both mind, soul, and body, as the Light becomes an inherent part of the bearer’s being. In this, as a Cleric would begin to utilize the exalted energy within them, they would find themselves lacking in most regards as more Light is expended, be it in the form of healing magics, blessings, or combative spells. Mechanically, this exhaustion is represented in the form of Motes of Light. As one draws upon their internal reserve of Motes, they will find a multitude of afflictions present themselves as they utilize the power granted to them by divine edict. With a quarter of their internal reserve utilized, the Cleric would begin to feel a creeping mental unease, a sort of wroth born of a sudden realization; that as their soul expends Light, they become much more aware of Impurity within themselves, a dirty and horrible realization as they are beset by mental agitation, a touch easier to anger, and to lose their temper, especially in regards to things they would deem ‘Impure.’ Sometimes, this can manifest as a rapturous or righteous attitude, but far more often is characterized by a driving need, a fervoured panic to aid others and rectify Impurity in the immediate area, much akin to an EMT rushing to save a life. With half of their reserves utilized, the Cleric would then be afflicted with even greater unrest, their mind despairing at the continued expenditure of that which comforts it so. Generally, this may manifest as a sense of panic, anxiety, righteousness, need to assist, etc. While this would not hinder the Cleric in their duties to any major detrimental degree, its effects would still very much be felt. With three quarters of their internal well of Light expended, physical symptoms would begin to manifest, in the form of slowed bodily function. At this level of expenditure, this would take the form of hitched motor function, becoming ever so slightly delayed and slowed as a result of mild exertion, as if they had run a mile or two. Mechanically, this is represented by a -2 to any rolls the Cleric would make if in roll CRP, in normal roleplay circumstances, this would entail their physical and mental functions beginning to slow to a slight degree. With every glimmer of Light utilized, however, is when the full weight of Light Exhaustion would batter the Cleric. The previous unease and wroth would turn to despair, perhaps compelling the Cleric to mutter prayers or mantras under their breath compulsively. Their bodily functions would become hitched and slowed, their limbs moving as a robot who hadn’t had any form of maintenance performed on unmoving limbs in years would. A greater mental haze would accompany this, a great toll taken upon their mental capacity in these endeavors, as if they had run a great marathon or marched for days without sleep. Mechanically, this is represented by a -5 to any rolls the Cleric may make in roll CRP, though regardless of circumstances, the symptoms are as described above; rendering the Cleric largely unable to fight for the rest of the encounter, more of a dead weight than a beneficial comrade in arms. The first time that a Cleric attempts to cast while their reserves are empty, they would swiftly find themselves reprimanded by patches of skin and muscle whitening in hue, becoming incredibly stiff and almost akin to marble; these areas comprise, at a minimum, two limbs and render them mostly ineffectual for movement. Undisturbed, this will fade naturally over the course of an Elven week. Should they attempt to cast a second time without any Light, however, they would find this effect to overtake the entirety of their body; in effect, petrifying them, and most of their equipment. This is considered a suicide, and thus a PK. The number of "Motes" available to a Cleric per tier may be found in “Tier Progression.” Mechanics: Spoiler - The Light is what powers all Clerical spells, feats, abilities, etc. - Similar to Auras, the Light can take on a wide variety of aesthetic features to offer a level of uniqueness to an individual Cleric's casting. These may not harm people on their own. - If a Cleric has been afflicted with a magical curse of any variety, they may choose to roleplay such as tainting their Light. This offers no mechanical detriments or benefits beyond the curse's effects, simply mild to severe mental discomfort. Azhl Anemia may apply this effect as well. - On its own, the Light is incapable of harm beyond Light Exhaustion, as well as any healing beyond incredibly minor cuts, bruises, etc (Unless target’s lore states otherwise). The Light may only heal wounds when shaped into appropriate spells. - Due to the ritual, prayer, and style of casting required, it is generally considered impossible to cast a spell from any variation of Clericalism subtly. - Similar to how a Paladin’s Ember may provide them with eternal comfort and warmth, a Cleric’s Light would constantly supply them with a sense of cleanliness and purity; Once an individual has been connected to Tahariae, the pervading essence of Purity within the soul would soothe a Cleric, but not to a degree where they would be easily able to overcome horrific fright, magically induced terror, etc. - As one utilizes their light, they are afflicted with varying levels of "light exhaustion," as described above. This cannot be avoided in any capacity, and is a natural consequence of utilizing the magic. - One regains all expended Motes of Light every 6 OOC hours. Red Lines: Spoiler - The Light cannot be used to metagame the fact that someone is a dark creature, mage, feat user, etc., as anyone can react negatively to having it cast upon them. Don’t even try it. ‘Tests’ are also included in this. - In its base, conjured form (such as through the spell Pure Light,) the Light is incapable of bringing harm to others, unless stated otherwise in the target’s lore, or it is being utilized to fuel a combative spell. Additionally, it is incapable of healing beyond eliminating light scrapes, small bruises, etc. without harnessing it further into a more concrete healing spell. - Consequences of using the Light and Light Exhaustion must be roleplayed adequately. Failure to do so will be considered powergaming, and repeated instances of such may result in your MA being revoked. - The feeling of utilizing the Light, being healed by it, harmed by it, etc. vary from individual to individual (unless stated otherwise in target’s lore), and are shaped as much by the Cleric conjuring the Light as they are the person the Light is being utilized upon. - The aura colors able to be taken by a Cleric are as follows, and cannot be changed once chosen: Blue, White, Silver, Gold. These aura colors provide no tangible combative benefit, and only serve as a display of the Cleric’s personality traits and what they stand for. - Must have a valid MA in Clericalism to utilize Tahariae’s Light. - The soothing, clean aura that a Cleric feels will never be enough to overcome extreme terror, magically induced fear/stress, etc. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No.” - The Light may only force a negative reaction upon those considered to be "Revealed Dark Creatures," unless otherwise stated in the Target's lore. This cannot be used to metagame or test if something is, in fact, a dark creature. Examples would include Zar'ei, Zar'Akal, etc. - Quietus Crystals may turn a Cleric’s light to a red hue, if used as a casting focus. - If one attempts to cast without any Light left in their internal reserve, they would find that some of their skin hardens and lightens akin to marble, rendering a minimum of 2 limbs ineffective for combative purposes. This state lasts for an IRL week if undisturbed. Should they attempt to cast a second time like this, they would swiftly find themselves practically petrified. This is considered a suicide, and thus, a force PK. “Gaze upon the radiance of my Lord! Et Lux Vide!” Verily, indeed then, does it come that one must learn to wield their new-found hallowed nature, for merely possessing the Light does not grant intrinsic knowledge of how to coax such into practical application. The methods for doing such must be taught, as all aspects of Clericalism must, by a teacher knowledgeable of every individual facet of the Light. In order to cast spells, a Cleric must establish a connection to their inner well of Light, often done through merely tugging on their internal well. Notably, when connected, numerous ‘tells’ will be displayed; from glowing of the eyes and any tattoos upon the body, one’s voice taking on a divine reverb, tendrils or wisps of pure Light coiling about the extremities, etc. While the connection itself, once established, is nigh-impossible to break, one may still interrupt the casting of spells through inflicting harsh pain and grievous injury upon the Cleric, though they may still dodge, parry/deflect strikes, attack, etc. while casting, unless the spell requires active concentration. Additionally, as a Cleric reaches Tier Three, they may choose to embody one of Tahariae’s two mantles; that of Purity, or of Justice. Referred to as the path of Remediation or Adjudication, these paths shape a Cleric’s identity, affording them access to new rituals and spells depending on which they have chosen. However, should a Cleric wish to walk another path, they may choose to change their path over the course of three IRL days, being afflicted with the symptoms of ½ Light Exhaustion during this period, taking on the new path at the end of the third day. This may be done a total of three times, before it may not be done anymore. Redlines Spoiler - One must possess a valid, accepted Clericalism MA to connect to their inner Light. - To utilize the Light, one must display a connection emote beforehand, utilizing a minimum of one (1) of the described tells to signal that they have connected to the Light. These must be readily visible, cannot be hidden, and are included in the emote requirements for spells. - Regardless of whether or not a Cleric is currently utilizing Adjudication or Remediation, they will retain the ability to utilize Clericalism, Consecration, and Sanctification, even during the duration of the shift. - While it is generally impossible to break a connection once it has been established, sharp sensations of pain such as being hit with a warhammer in the shoulder, a sword swinging full-force into your helmet, an arrow colliding with/penetrating armor, etc. will interrupt a Cleric’s cast, forcing them to start from the first non-connection emote all over again. - Upon reaching Tier 3, a Cleric may choose to either practice the path of Remediation or Adjudication, which gives them access to unique spells or modifies their spells depending on which they have chosen. They may choose to change what path they follow a total of 3 times, before they may change no more. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No.” “You have done well, Sister… You have shown your worth, and proven that you are Pure beyond all doubt. For this, you may now glimpse upon that which you serve, and carry our Lord’s Light within you forevermore.” To even begin to utilize the Light, however, a link between the Vehement Lord and a prospective Cleric must be established. Hardly can an Aengul be expected to tend to every minute aspect of his Follower's dealings, nor can they be expected to actively set forth upon the mortal realms to acquire new servants on their lonesome; For while the Forgiven may have been connected directly by Tahariae himself, such an occurrence is the exception, rather than the rule. Indeed, such a task is instead passed down to His Chosen Clerics; for as they walk as paragons of His Light, so too, then, does the burden of furthering the Stag's influence in the mortal world fall upon their shoulders. Such a tether is not to be established lightly, however. Often, Clerical Orders will have trials or other such milestones that must be completed for an acolyte to prove their worthiness and inherent Purity, though the individual tasks may vary wildly from Order to Order, and indeed, from acolyte to acolyte. Connection The process of first weaving the tether between Tahariae and a prospective Cleric is a curious one, esoteric in its make, and must be taught with utmost care to be executed properly. Once the fledgling adherent has been deemed worthy, and indeed Pure enough to be granted the true blessing of Tahariae, might the process begin in full. Directing their apostle into the confines of a Temple, the Elder Cleric must draw upon the wealth of holy energy within the area as they connect, their own well of Light becoming bolstered by that of the Temple’s. Then, they must channel such radiant power into their disciple, as they begin to hallow the soul of the nascent Cleric, cresting it with the essence of their patron as Tahariae would turn his gaze upon the mortal realms, observing the connection. As the soul is swaddled in Light, the process thereafter is rather freeform; It can be as simple as a swift tethering, or as complex as a long and intimate series of visions that the individual must experience before the connection is finalized, a small well of light formed within the soul of the connected, connecting them to the Vehement lord. Regardless, it is after this process that the student becomes connected to Tahariae, and thus, may make a Clericalism MA. MECHANICS Spoiler Once a student has been deemed worthy, they’re taken into a temple. the TA holder draws upon the power of the temple, and Tahariae’s attention is drawn as he oversees the connection of the student. Connection can be anywhere from a very fast one and done connection, or go through visions for a more immersive experience. Regardless, after this they will have been connected, and may make a Clericalism MA. Woeful Severance In stark contrast to the above, however, exists a vastly different process. A horrific, baleful rite, swift in its execution and appalling in its majesty, for such is one of the only viable methods for forcefully severing the link between Tahariae and a given Cleric. Though necessary, given the possibility of His chosen straying from the Path of Purity, the art of severance is nonetheless terrible to experience… and just as, if not more, terrible to carry out. The practice requires only a singular Cleric of relative mastery to perform, and but a singular unfortunate recipient, who will pay the ultimate price for their treachery against the Pure. It begins by the Elder Cleric channeling their light into an arm of their choice, the limb swiftly beginning to glow brightly, as the material nature of such is left behind, flesh and bone turning to pure, hallowed Light for the duration of the rite. Then, they must take hold and grab the Cleric that is to be disconnected, though the face is often chosen for the symbolism behind the act; A gesture of divine domination, for the victim shall be rendered nigh-helpless as they stare into brightly glowing eyes, veritable pits that showcase the fury of their former Lord, racking them with a feeling as if their very soul is being held in the palm of the individual disconnecting them, a sort of panicked fear and forlorn sense of doom swiftly overtaking them. Finally, the Elder Cleric must siphon the light from the victim's soul, tearing such out by sheer force of will, brutally cleaving and displacing their inner Light from their being, damaging and rending the soul asunder in the process, scarring it beyond repair by normal means. The effects on those who perform the rite are less severe, yet nonetheless a worthy reprisal for the undertaking of such a horrible endeavor. For the next Elven week after they have disconnected an individual, they would find themselves fraught with worry, potentially even second thoughts as the situation plays through their mind multiple times, prompting them to ask if things could have perhaps been done differently. A sort of malaise would follow them, a metaphorical rain cloud hanging above their heads for the duration as symptoms of mild depression set in, and the lens through which they perceive the world turns their outlook into one of grayish hue; slothful, slow to act at times, and wrought of sorrow and regret. MECHANICS Spoiler Rite of disconnection can be performed anywhere, minimum of two emotes to perform. Individuals performing the rite must be able to verifiably prove that they possess IRP knowledge of a broken covenant through valid roleplay. First emote involves driving your light into your chosen limb, second is grasping an individual's body and tearing the Light from them. If one cannot prove that the person being disconnected broke a covenant, and that the individual performing the rite would know of such, disconnection fails. While being disconnected, the individual is rendered helpless and unable to stop it. Person who performed the rite successfully would be afflicted with mild depression and anxiety for 1 IRL week afterwards. If disconnection is willing and the individual being disconnected has not broken a Covenant, neither Cleric is afflicted with negative effects. Sundered Sanctity The aftermath of having the soul sundered in such a horrific manner is cruel, in many ways. For the soul shall be left scarred and deformed, as it would in any other deity magic, in the wake of having the Light forcefully stripped from their very being. For as the Light ‘mended’ their mind towards the ‘proper’ worldview, and sheltered their conscious from having to contend with the constant, sinking realization that all else is covered in the dirt and muck of worldly taint, the removal of such would leave its former bearer with a plethora of mental maladies; Such may include a perpetual feeling of imperfection or unworthiness, a loss of passion or liveliness, or worse still, a hollow-esque state wherein the individual is afflicted with what is known as ‘emotional blunting.’ Regardless, once one has been disconnected from Clericalism, they would find themselves unable to be connected again, for the sin they have committed in the eyes of Tahariae would be too severe so as to accept their servitude once again. However, if the disconnection is willing and the Cleric being disconnected has not broken a Covenant, then Tahariae will coax the Light from their being gently, using the elder Cleric as a medium, resulting in none of the above symptoms taking effect, and the former Cleric may be connected once more without incident in the future. MECHANICS Spoiler Once disconnected, one may not be connected to Clericalism again, as their soul is scarred, and will be afflicted with a perpetual feeling of unworthiness and imperfection, a loss of passion/liveliness, or emotional blunting. Even if their soul is healed, they will be unable to be connected to the magic again. Willing disconnections as defined above result in none of the symptoms setting in. Redlines: Spoiler Clericalism is a 4 slot deity magic of the “Holy” classification, intended to be an extremely major commitment for a given persona. Clericalism is incompatible with all other Deific connections and magics (E.G, Druidism, Templars, Paladinism, Shamanism, etc.) with the sole exception of the Seer feat, and the Sycophants of Boletius. Connections to the outlined deities or magics must be dropped before one is able to take Clericalism. Clericalism is compatible with non-deific, miscellaneous sorceries such as Kani, Housemagery, etc. Additionally, feats may be utilized, if they do not conflict with the other prerequisites for Clericalism. Afflicted is explicitly incompatible with Clericalism, due to its soul-altering properties. One may not cast voidal magic while they possess an accepted Clericalism MA. This does not negate them having the magic itself, but it may not be utilized, nor will Voidal Poisoning affect the Cleric until they have been disconnected from Clericalism. Clericalism is explicitly incompatible with all dark magics and feats, excluding Pale Blood Magic, as it is merely an engine of creation, provided that no Covenants are broken during its practice. If one has questions on what can and cannot be utilized by Clerics, contact the ST. Only Descendants and Descendant equivalents may practice Clericalism, e.g beings with a greater soul. Creatures with modified souls, lesser souls, etc. may not practice Clericalism, e.g no Kha, Wonk, Machine Spirit, Azdrazi, etc. For clarification, contact the ST. Additionally, those with a condition or state of being that might cause them to prioritize material gains and objects over their duty to Tahariae may not practice the magic, e.g Epiphytes. One must be taught the Connection and Disconnection spells through valid roleplay by an individual who already knows the aforementioned spells. If an individual has been proven not to have broken a Covenant, or has undergone a Pilgrimage of Penance and completed such to rectify the broken covenant, the Disconnection ritual will fail, though will still afflict the caster with the negative maluses for their transgression. One may not metagame broken Covenants as an excuse to disconnect someone, nor may it be used to ‘test’ if someone has broken a Covenant. In either event, the ritual will simply fail, and afflict the caster with the negative maluses of the spell. Due to the mental effects that come with Clericalism, one must OOCly consent before being connected to the magic. If one is unable to drop or disconnect from a given magic, then that individual is simply unable to become a Cleric. One must be within grabbing distance of an individual to disconnect them from the Magic, and indeed, must physically touch them. Must RP disconnection effects, on both sides. Once disconnected, an individual may not be connected to Clericalism again, unless the disconnection was willing. One does not automatically gain knowledge of new spells and abilities as they increase in tier in Clericalism, and indeed, must be taught each individual ability by their teacher, who holds an accepted TA. Each spell and ability in Clericalism must be learned before one may apply for their TA, with the last of the spells and rites being able to be taught at T5, excluding disconnection. Connection is required. If any loopholes or grey areas are spotted within this segment, contact the ST, otherwise the answer is a firm “No.” Once a Cleric has learned Disconnection, they must post a feat app for Clerical Disconnection, and their teacher must vouch for them. One must possess an accepted Clericalism TA in order to connect students to the magic. “Lay your eyes upon the halls of Purity made manifest. Transcend this... mortal frailty, and step foot into the domain of the divine.” As in ages yore, however, exist certain structures; examples of utmost piety and devout servitude that stand testament to the Faith of His Chosen. Cathedrals, basilicas, hidden coves and altars… throughout time, these have all been labeled but a singular thing; Temples. Brilliant confluences of divine power, these structures act as anchors of Tahariae’s influence upon the mortal realms, beacons of Purity that stand tall against the tenebrous jaws of the Impure scum who litter the planes. These Temples stand as sites of worship and ritual, required for the growth and health of any Order of Lightbearers in all capacities; indeed, their presence is necessary for the likes of many a ritual, the connection of new Clerics, and are vital to the art of Clerical enchantment, known as Consecration. And, perhaps in a more crucial function, serve as gathering sites and hubs of Clerical activity, and are often used as halls of judgement in lieu of Descendant courthouses. These Temples are no mere altar that can be hidden away in a basement, rather, they are always elaborate, intricately constructed nexi of Clerical activity, oftentimes majestic even by the standards of the ever-aloof Mali’Thill of the Silver City. Wrought of a material entirely left to the Order’s choice, it is a necessity that the construction of the structure is pristine in its make, never to be given a half-effort, and are nigh-always decorated and emblazoned with Tahariaen runework to aid in the transference of the holy energies employed in the Temple’s creation. Creation of the Hallowed Grounds To actually create a Temple, a structure must first be made to house it. This structure, most often, is stand-alone and grandiose, such that it cannot simply be stuffed into an apartment basement. As part of the Temple, an altar must be present for purposes of enchanting, serving the purpose of an enchanting workspace once the temple is operational, and as an aid in bringing the Temple to fruition beforehand. This structure, regardless of what it is made of, must be well constructed, and comprise an area no smaller than a 10mx10m area. The creation ritual itself must be taught by a teacher with knowledge of the ability, and it begins by drawing a ritual sigil around the area that is to be the Temple’s central Nexus (defined under The Holy Temple.) While the majority of the ritual is relatively freeform, the beginning and the end are more concrete. The ritual would begin by all participants, or a single participant, kneeling and praying before what is to become the Nexus, and utilizing approx. half of their Light reserves to power the sigil. What follows thereafter is largely up to a given Order’s preferred tastes, but should consist of a minimum of 7-8 high quality emotes from all involved, performing a rite/sacrament/etc. of their choosing. The ritual would then end by a surge of holy energy washing over the area as Tahariae acknowledges the Temple’s creation, sealing a wealth of Light within the area, and thus bringing a proper Temple into being. This requires an ST approved sign stating what the area is, and which ST signed off on it. For every t5 Cleric participating in the Ritual, the area of holy energy may expand up to another 10mx10m, stopping once it encompasses the entirety of the structure. Once a T5 Cleric has created or bolstered a Temple, they may not do so again until that Temple has been destroyed or dismantled. To later bolster the energy within the Temple, the ritual must be performed again with the new t5 Cleric contributing their power to the Temple’s, and likewise presented to the ST to confirm the expansion. This is required to expand the Temple, and to nurse it back to health, should it be left unattended to. Redlines: Spoiler - Temples require LT approval to be made, with a sign placed explaining what the area is, as well as which LT approved the Temple. - Temples may not be low-effort structures hidden in city basements. If a Temple is to be hidden, it is to be done in a tasteful way, as a structure of its own. - As implied above, Temples are expected to have a decent amount of work put into them, and as an end product, be quality builds that serve to contribute to roleplay and the Clerical aesthetic. - Temples require a minimum of a 10x10 area to function properly, as well as a Consecration Altar and Sanctimony Ritual Sigil. - The Rite of Sanctification must be taught in roleplay by a Cleric who likewise knows the spell. - For every t5 Cleric that participates, the zone of holy influence shall expand up to another 10x10m, until it encompasses the entirety of the structure. - Once a Cleric has created a Temple or served to Bolster a Temple, they may not create or bolster another Temple until the prior one has been destroyed or dismantled. - The ritual takes at minimum 9-10 emotes; 1 to pray and empower the sigil, 7-8 high quality emotes performing a sacrament/rite/etc. of the order’s choice, and one to finalize the creation. - Nexi must be easily accessible within the Temple itself, for both ritual and enchantment use, as well as potential destruction should a raiding party breach the Temple’s defenses. - Temples may not encompass entire cities, be placed to act as wards to gates, or be utilized for "spook tests" in any way. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No.” The Holy Temple A Temple possesses a relatively simple anatomy, though the power it brings to bear upon the land is no small thing. These structures are comparable to the vaunted Chanceries utilized by Xan’s Paladins, though much more powerful and ornate in their make; indeed, one shall find the sheer wealth of Light within a Temple to bring about many boons, but should one fall, perhaps just as many maluses for those who crafted the radiant structure, for the loss of such a blessed sanctuary, and indeed a Nexus, entails the loss of more than just a Cleric’s home. For clarity’s sake, the following are strictly mechanical explanations, for ease of understanding. Temple Nexi A necessary centerpiece to every Clerical Temple, a Nexus is simply defined as the central font of holy energy within the structure; akin to the braziers or pools of Chanceries. Nexi may take many forms, from blessed fountains of holy water, to gleaming crystals brimming with power, but all must be able to be destroyed, given time, and all remain susceptible to being made Lightless via cursing by various methods, thus destroying the Temple. The sign stating that a Temple is, in fact, a Temple, is to be placed near or on the Nexus itself. It is from the Nexus itself that the “Hallowed Grounds” effect is applied, in a 10x10 radius per Cleric that has bolstered/created the Temple. A Temple cannot exist without a Nexus. Common sense redlines apply, no metagaming using Temples. The Hallowed Grounds Radiating outwards from a Nexus, the Hallowed Grounds are defined as the area in which Connection, Penance, Consecration and Sanctification may take place, as well as the area in which Clerics receive combative and non-combative benefits alike. It is an area which possesses a wealth of Light, producing its own Aura of Light (Defined in Base Clericalism) within its area of effect, following all the redlines of the aforementioned ability. Additionally, while within the confines of the Hallowed Grounds, a Cleric is always considered connected for casting purposes, and all appropriate effects of such must be displayed. Exposed Dark Creatures/Mages within the radius will feel a distinct sense of discomfort and anxiety at the sheer volume of holy magic within the area, as well, though this is nothing debilitating unless stated otherwise by the target’s lore. It is also within these Hallowed Grounds that Lightstones form upon the Nexus of the Temple, for use in enchantment and rituals, able to be harvested once a week, per node rules. Purity on the Land In the general region around a Temple, curses and blights will find increased difficulty in taking root, due to the sheer volume of Tahariae’s essence found therein. A Mystical Hindering, for example, would clash violently with the abundance of Light in the area, perhaps resulting in creatures of Light chasing after the darkened spirits that reside in Hindered land, and vice versa. A Naztherak’s foul Ilkgarokk would likewise find that encroaching into the hallowed earth would prove most damaging to the unholy and demonic workings at play, and perhaps attract greater Inferis to the area in pursuit of the divine ichor; Put simply, the region around the focal point of a Temple would find itself to sport increased resistance to curses of the land, though more traditional blights of an alchemical sort would find no trouble, as they are natural effects. These areas of contested influence may even be made event zones by the ST should they please, as a result of the struggle between Light and Dark. It is recommended that one contacts the ST should they wish to visit such a plague upon the holy land of the Clerics, for better clarity and more profound results. Aesthetically, the land changes little until a curse encroaches into the general region of a Temple, in which case an Aura of Light would hang about the vicinity of the region. This effect may not be used to metagame the location of either the ritual center, or the Temple, and exists purely to provide incentive for friendly conflict should this unlikely situation ever come to pass. Personal curses such as Witch Doctor curses, Necromancy Maledictions, Naztherak Malices, etc. are not hindered by this effect. Maintaining Purity & Degradation Thereof However, to sustain these holy boons is no small thing. To maintain the benefits of a Temple, and to keep it hale and hearty by most standards, the Clerics who built the structure must participate in a ritual of prayer every IRL month, lest the Temple begin to degrade and slip into stagnancy. For every 10m of Hallowed Grounds, a single Cleric of t3 or higher is required to participate in the ritual. This ritual is incredibly freeform, able to be decided by any individual Order, though as a rule of thumb should consist of more than a few high quality emotes, and after completion, a tithe must be paid, a quarter of all participant’s Light reserves being consumed by the rite. However, should this ritual not be performed, the Temple would swiftly degrade over the course of the following month and be considered destroyed by the end of said month, unless a Bolstering is performed during that period. Sundered Sanctity If a Temple is destroyed, be it by means of inactivity or more direct destruction by outside forces, every individual involved in the creation or bolstering of the temple will be afflicted by an intense sickness of a sort for an IRL month after the Temple’s destruction. This takes the form of the mental symptoms of full Light exhaustion without any of the penalties for such, such as exhaustion and lethargy; merely the mental unrest and anxiety. As well, for an IRL week after the Temple has been destroyed, they will be capped to approx. half of their Light reserves, as the structure they had tethered themselves to has been destroyed, and their Light will need some time to recover. Once destroyed or corrupted, a Temple may not be remade for a period of two IRL weeks. Should a cabal of dark magi not wish to destroy the Temple, but instead corrupt it, they may do so via submitting an MArt for the corrupted temple, and its effects. These must be reasonable and in-line with the corrupting magic’s theme. Destroyed Temples may be freely used as event sites by the ST, should they so wish. Additionally, while inside a destroyed Temple, Clerics are afflicted with the mental symptoms of ¼ Light Exhaustion, but not the physical or combative penalties, and all spells will cost twice the amount of Light to cast. Should one wish to destroy a temple by force, one must make an sreq so that an ST may preside over the rp and confirm the destruction. To Dismantle Purity However, should a Temple need moved or taken down for any reason, there exists an avenue for Clerics to do so in a respectful, safe manner. Gathering about the Nexus, all who helped to create or bolster the temple must reach out, beginning to siphon the Light from the Nexus while calling out to Tahariae, beseeching his forgiveness and aid in the endeavor, and provide a valid reason as to why the Nexus must be dismantled. Should their prayer indeed be heard, Tahariae would grant his blessing, allowing the Light to leave the Nexus and suffuse into the forms of His chosen Clerics, thus removing the holy energy from the area. Mechanics If Clerics need to dismantle a Temple for any reason, they may do so by conducting the ritual described above, and upon providing proof of completion to the ST, the sign near/on the Nexus shall be removed, thus removing the Temple and its effects with no negative drawbacks to the Clerics. “The path to the Light… is a lonely one.” Of the disciplines of Tahariaen magicks, there lay a basis that all sects draw from, a bedrock from which an Adherent might rise to master the Clerical arts; the most basic utilizations and foundations of Tahariae’s holy sorceries. Drawing upon the core nature of one’s Light, they may form such into the basest of spells and miracles, such as minor combative applications, and the nascent art of Clerical healing might additionally be enacted. It is from this starting point that one might further bloom and practice all of the aspects of the Light, from the justiciary arts of Adjudication, to the art of weaving enchantments of most holy ilk through the practice of Consecration. Necessary Definitions Minor wounds Minor wounds are defined as anything non-life-threatening. Such wounds include small lacerations to the body, sprains, fractured bones, small scars, burns of 2nd degree or lower, and smaller breaks. No internal wounds are considered minor. Lacerations that fall under this category are not immediately life-threatening in nature, e.g . Minor wounds also include impure debris that is no bigger than a nickel that can be removed from the body through the light. Major wounds Major wounds are defined as more life-threatening than other wounds. Such wounds include large lacerations to the body, large scars, third degree burns, broken bones of any caliber, or internal wounds of any kind. Lacerations that fall under this category are gashes that penetrate deeper into the body. They have larger affected areas and the blood loss rate from wounds such as these are high. Major wounds also include impure debris that is no bigger than the size of a half-dollar coin. Diseases and afflictions also fall under this category. Unnatural Wounds Unnatural Wounds are defined as wounds that originate from magical or esoteric means. Such wounds would include burns from dragonfire, malflame, or any other strange wounds that might be sustained from a magical source, usually dark in nature. Mortal Wounds Mortal Wounds are defined as wounds that even the healing arts of Tahariae are helpless to heal with few exceptions, often being immediately fatal to an individual and rendering them dead in an instant, e.g stabbed hearts, beheadings, etc. Only through the Final Oblation might wounds of these ilk be remedied. Impure debris Impure debris is defined as something that resides where it should not within the body. This could be a rock that has lodged itself within a person's skin, or metal shavings that have pierced the skin after it was cut. This debris is considered impure to the body in general, and as such the light can dissolve such items to remove them so that the person can be healed of their other wounds. Revealed Dark Mage/Creature Defined simply as a practitioner of Dark Magics or a creature of unnatural persuasion that is known to the Cleric, and thus “Revealed.” Examples would be Naztheraks, Mystics, Vargs, Strigae, etc. that have had their true nature made known to the Cleric. Alternatively, dark beings that expose themselves would fall under this definition, e.g willingly revealing themselves and not in a disguise or shapeshifted form. Spells & Abilities [NC] = Non-Combative [C] = Combative Pure Light [NC] | Tier 1 Emote Requirements: (1 Connection, 1+ cast) Light Requirements: [N/A] The first ability learned after taking the mantle of ‘Cleric,’ nascent adherents will find that once taught, that they may manipulate their Light, drawing it forth to coax it into shapes and images freely, though not quite to the degree that Paladins might manipulate the Xannic Mists, or that the Templars of Malchediael or Heralds of Azdromoth might coax flame into bewildering, complex stories. MECHANICS Often the first spell that a Cleric will learn, Pure Light is a simple utilization and manipulation of the Light to form shapes and images, purify objects for use in Sanctification rituals, and aesthetically exerting a Cleric’s power to do incredibly minor healing, such as mending a scrape that a child might get when they fall off their bike. This manipulation is never quite as fine or intricate as Paladin Mists, Templar Tales, or Azdrazi/Herald fire manipulation, lacking finer details and complexities in favor of more versatile application. The ability of a Cleric to manipulate their Light increases as they reach higher tiers of the magic, outlined below. Spoiler Tier 1: The Cleric, having only just been connected to the magic, may not form objects larger than a small pebble to begin with. Their ability to mend even the lightest of bruises at this stage is likewise nonexistent, and formed images or objects lack all manner of physicality and detail; vague shapes of pure light, and nothing more. Tier 2: Having now acquired some manner of intimacy with the Light, objects and images are now able to be around the size of a tennis ball, and they may possess a scant amount of detail; ever so slightly more refined curves imparted unto an object. Tier 3: Having now reached what might be called an intermediate level of experience in utilizing their Light, a Cleric may form individual objects and images no larger than a small cart, and the vaguer details might be applied more easily; impressions of a face or symbol, for example, or a more hazy butterfly to delight a child with. At this level, a Cleric will also be able to have their Light take on the physical consistency of a thin fog, and will be able to mend minor cuts and bruises freely. Additionally, at this stage, a Cleric may conjure their Light and manipulate images in a 7x7 radius around themselves. Tier 4: At this point, the Cleric is nearly a master in the practice and discipline of Tahariae’s holy sorceries, and may form individual objects and images no larger than a large wagon, and a greater level of detail may be applied, such as more undefined facial features such as a jawline or eye sockets. By this stage, the Light would be able to take on the consistency of a thick smog, and a Cleric of this tier would be able to conjure and manipulate their Light in a 14x14 radius around themselves. Tier 5: A Cleric of this tier would be able to form individual objects and images as large as, or a touch larger, than a moose. The finest detail possible at this stage would be akin to an amateur painting; facial features, eyes, etc. might be possible. The greatest physicality that one might impart at this stage would be akin to an incredibly thin gelatin, such that if one made to brush it away, their hand would pass through with little difficulty before the Light would fill the empty space. At the pinnacle of their power, a Cleric of this tier would be able to conjure and manipulate images, constructs, etc. within a 24x24 radius around themselves. Redlines: Spoiler - May not be used for any combative benefit or application, as the Light in this state cannot blind, harm, etc. If one attempted to do so, they would find the Light to fade and return to them in short order. Likewise, the "healing" able to be done is limited to inconsequential scrapes and bruises. - Pure Light is purely for aesthetic & flavorful purposes. - How this ability is cast is largely freeform, given its use as a flavor spell. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No.” - Images & Objects conjured by the Light possess comparatively little detail when compared to Paladin Mist Manipulation, Herald/Azdrazi flame manipulation, or the Templar’s practice of weaving stories from flame. - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. Radiant Armaments [C] | Tier 2 Emote Requirements: (1 Connection, 1 summon. 1-3 to dismiss/bind/unbind.) Light Requirements: [½ of Light reserves to bind/unbind, N/A to summon] On their path to the Light, a Cleric will find themselves in need of constant arms and armors to stand as bulwark against the Impure wretch and heretic alike. Though this spell may not conjure forth the latter, the former is more than doable. In this, a given Cleric will find that once taught, they are able to flood a weapon with their Light and bind it intrinsically to their internal well of holy energy, and thereafter shall be able to summon and dismiss their bound weapon with ease. An unfortunate folly of such a binding, however, is that weapons wrought of Azhl might damage a Cleric’s bound weapon as if it were gold. MECHANICS A Cleric may take 3 emotes and expend approx. ½ of their Light reserves to bind a weapon to their internal well of Light, thereafter able to summon such in combat with a singular emote and no Light expenditure, provided they have connected prior. If they were to still possess the weapon, it may be dismissed in a singular emote likewise, but if the weapon were lost from their grasp it would take 3 emotes to de-apparate the weapon. A number of weapons equal to a Cleric’s tier may be bound in this way, however, these bound weapons possess a distinct weakness to fabled Blightsteel, able to be damaged much as gold would upon being struck by an Azhl weapon. This is due to the corrupting nature of Azhl steel, as such carries plague and poison in its wake powerful enough to kill even the strongest Fae in a few blows, and it's virulent and impure nature reacting violently with the Light. Redlines: Spoiler - May not summon armor with this ability. - May not summon complex ranged weaponry such as arbalests and ballistae with this ability, outside of specific MArts made to be compatible with this ability. - Weapons bound and summoned must be reasonable for your persona; you cannot summon a trebuchet, for example. - Requires line of sight on a Lightbound item, or awareness of the location thereof, in order to dismiss the item. - May not be cast while bound/restrained. - May not summon ammunition for ranged weaponry with this ability. - If one does not possess a Lightbound item MCly, they do not possess it ICly. - A number of weapons may be bound equal to ½ a Cleric’s tier, rounded upwards. - Weapons bound with this ability are able to be damaged akin to gold by Azhl steel, unless their enchantment states otherwise, or they are an MArt. - Azhl weapons are unable to be bound with this ability, given their virulent and impure nature reacting violently with the Light - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No.” Aura of Light [NC] | Tier 3 Emote Requirements: (1 Summon, 1 Dismiss) Light Requirements: [N/A] It is once the Cleric has reached the mesial of their studies, and the growth of their power experiences its first real ‘surge,’ that the Light they harbor would begin to spill forth from their form, should they not take express measures to restrain it. Indeed, for the Light is unabashed in its resplendent nature, and should it not be expressly contained and bound, it would radiate from the Cleric like the sun’s rays, suffusing the area around the Cleric in short order. Oftentimes, this will result in dancing wisps of Light coiling about the Cleric’s form, or other such ‘heavenly’ phenomena within their immediate vicinity. MECHANICS As a Cleric reaches T3, and their well of Light expands even more, it will start naturally “overflowing” and producing an aura around the Cleric. This aura would give off the natural feeling of Purity that comes with the Light, though would also impress a distinct feeling of comfort upon those affected with OOC consent, as if they were being assured by a divine influence. This aura extends in a 5x5m radius around the Cleric, and at T5, a Cleric may manifest a number of heavenly or ‘angelic’ phenomena within the radius of their aura, such as rays of light shining down upon them, distant choirs being heard, wisps of light dancing about themselves, etc. This aura may be withdrawn and restrained by a Cleric taking a singular emote to do so. Revealed Dark Creatures within the aura would feel an uncomfortable sensation of being watched by judging eyes, given a minor amount of anxiety and fear by the divine radiance. Redlines: Spoiler This is a passive aura that radiates out from the Cleric’s form, able to be hidden and restrained by taking 1 emote to do so. Likewise, it is able to be unveiled with a singular emote. This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. This ability can only remove a sense of unease or worry. Deep rooted fear, or bloodlust can not be calmed by this effect. This ability can not be forced upon anyone, requiring OOC consent to take effect. This aura only extends in a 5x5m radius around the Cleric. Heavenly phenomena may not inflict harm on others, nor may it be used to create special items. They are strictly for aesthetic purposes to encourage flavorful roleplay. If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No.” Healing Hands | Tier 3 Emote Requirements: (1 Connection, 4-5 Cast) Light Requirements: [3-4] Available to all Clerics, regardless of denomination, path, or philosophy, is the ability to mend wounds. By drawing forth their Light and refining it through prayer, ritual, and sacrament, they may coax the divine radiance they wield into a more proper spell for healing the wounded and the injured, directing such into the injured area and allowing the true nature of the Light to mend flesh rent asunder. MECHANICS By first connecting, a Cleric may take 4 emotes and utilize their Light, healing a single injury upon themselves or an individual to the severity outlined in “Minor Wounds.” These injuries will first be filled with light, and will heal themselves over the course of 6 OOC hours, and while the wound is healing, the individual would be struck with lethargy and exhaustion as if they had mildly exerted themselves, their stamina pool lowered to that of a t2 Voidal Mage’s, and engaging in pitched combat would merely cause the wound to re-open. While a wound is healing, it is numbed and soothed, as if one had applied Blissfoil to it. At Tier 4, the following variants of the spell may be utilized. [Adjudication] By taking an additional emote to cast, a Cleric may expend an additional mote to stabilize a singular wound to the severity outlined in “Major Wounds.” While stabilized in this manner, the wound would be sustained through the Light, preventing it from further harming the injured individual. This lasts for 2 OOC hours before the spell fades, and may not be performed in active combat. While stabilized, an individual is physically weakened akin to a T3 voidal mage (E.G Struggle to wield heavy weapons, wear platemail, tire quickly). [Remediation] By taking an additional emote to cast, a Cleric may expend an additional mote to heal a singular wound to the severity outlined in “Major Wounds” and “Unnatural Wounds.” While healing, the injured individual would be physically weakened akin to a T5 voidal mage, and once this spell has been cast, the injury would require 1 OOC week to heal. This spell may not be performed in active combat, and engaging in combat while a wound is healing in this way will result in the wound re-opening. Redlines: Spoiler - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No.” - This spell may only heal what falls under the outlined definitions. - Must roleplay the maluses of Clerical healing. - This spell may not be performed in active combat. - You can not replace blood loss with this ability. - One must be aware of a wound in order to heal it. Lux [C] | Tier 3 Emote Requirements: (1 Connection, 2-3 Cast.) Light Requirements: [2-3] The first directly combative ability that will become part of a Cleric’s repertoire, this spell teaches a Cleric to begin to manipulate their Light for offensive purposes; in this instance, a timeless classic of their arsenal, an orb of light. MECHANICS Provided that the Cleric has already displayed their connection emote, they may form a projectile of their choice within the palm of their hand in one emote, and on the next, they may send it towards a target area of their choice. This projectile is formed of pure holy energy, and would impact with the force of a shortbow arrow; approx. 80lbs of force, at most. Being made of holy Light, this projectile possesses additional efficacy against things weak to holy magicks. The projectile dissipates after it has collided with a target. This spell possesses additional effects, depending on the path the Cleric has chosen. [Adjudication] By taking an additional emote to focus, a Cleric may expend a mote to enhance this spell. Upon impacting a target, the projectile would explode into a 1x1 meter flash of holy light, blinding an individual caught within this radius for a duration of two emotes, with the blindness fading upon the third. This light does not inflict any additional pain or damage upon a target. [Remediation] By taking an additional emote to focus, a Cleric may expend a mote to enhance this spell. Upon impacting a target, they would find an additional, albeit harmless, impact to be behind the projectile, as if they had been tackled by a human of average strength. This may, at most, move an individual a singular block. Redlines: Spoiler - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. - This spell has a maximum range of 24 blocks. If the projectile were to go beyond this distance, it would fade into nothingness harmlessly. - This spell is quite visible, as an object of relatively solid Light, and may not be subtly cast whatsoever. - For Revealed Dark Creatures, and those otherwise possessing a weakness to holy magic, they would experience the effects outlined in their lore. Normal Descendants, or creatures not possessing a weakness to holy magic, would not experience such effects. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No.” - The blindness is equivalent to having a powerful flashlight shined into one’s retinas upon the first emote, to staring outside on a bright sunny day after spending a significant length of time in darkness on the second, to non-existent upon the third emote. If an individual were to not gaze on the light directly, the blindness would instead last for a singular emote, merely blurring the vision of an individual. Sacralize [C] | Tier 4 Emote Requirements: (1 Connection, 3 Cast) Light Requirements: [4] The practice of blessing has long been relegated to the practices of enchantment and temples, yet as the Light changes, so too, then, does the purview of those versed in the priestly ways. Indeed, a Cleric may bless their comrades in arms in a variety of ways. MECHANICS Provided they have first connected, a Cleric may spend 3 emotes channeling their magicks, and upon the third emote, cast a blessing on a maximum of 3 individuals. Only individuals within #rp range may be blessed, and the Cleric requires line of sight or awareness of their allies position in order for the spell to be cast. To maintain a blessing requires a great deal of concentration, the Cleric being unable to dodge or block attacks without their spell cancelling out, and they may move no faster than half of their movement speed while channeling These blessings are dependent on their Path, and are as follows: [Adjudication] Blessing of Celerity Those affected by the Blessing of Celerity would experience a rush of speed and agility; They would benefit from an increase to their movement speed equal to 1.5x the distance that they could normally move, and their reflexes would benefit ever so slightly; not to the degree of an Acuity Potion by any means, merely slightly faster reaction times; this manifests mechanically as a +1 to rolls made to block, dodge, etc. This blessing may be channeled for a maximum duration of 4 emotes. [Remediation] Blessing of Light Those affected by the Blessing of Light would find their primary armaments to be wreathed in light, lending well to combatting the dark and demonic; They would benefit from their weapons being covered in holy energy, which would deal increased damage to creatures and entities weak to holy magicks, and additional damage dealt is dependent on target lore. This blessing may be channeled for a maximum duration of 4 emotes. Redlines: Spoiler - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - Channeling Blessings requires a good deal of concentration; while channeling, a Cleric may not move faster than a brisk walk/half of their movement speed, and abrupt or sudden motions will disrupt the channel. E.G, dodging, blocking an attack, etc. - Blessing of Celerity does not grant one superhuman agility or reflexes, only the specified bonus to speed and reaction time. - Blessing of Light only possesses an increased efficacy against Revealed Dark Creatures with a weakness to holy magic. - Those under the effects of a Blessing will possess a distinct aesthetic tell to denote such; E.G a glyph of Light hovering around them, a glowing halo, etc. - Only individuals within #rp range may be blessed, and the Cleric requires line of sight or awareness of their allies position in order for the spell to be cast. Exorcism [NC] | Tier 4 Emote Requirements: (1 Connection, 7-10 cast from all participants) Light Requirements: [36-60] The practice of removing curses is one often best left to Xan’s Paladins; for indeed, the Lord of Sunlight makes up for what he lacks in the healing arts in his proficiency with purging the damnable taint of Darkness with ruthless efficiency by anointing a soul in holy flame. This is not to say, however, that those of Tahariae’s ilk are incapable of such an art… merely that it is extraordinarily difficult, in comparison, and often it is better to seek out a servant of the Lion for optimal results. Indeed, Tahariae’s Clerics excel in the art of healing taint of flesh and body, but to rend fell malediction and bane asunder requires careful, surgical precision, necessitating the presence of multiple Clerics, and sometimes, an entire order. MECHANICS By guiding the individual they wish to remove the curse of into a Sanctification ritual sigil, a small group of Clerics may spend 7 emotes performing a ritual in order to lift a curse upon an individual or plot of land, as outlined below. To perform the ritual of Exorcism requires use of select Artefacts, items of great power that enhance and alter a Cleric’s magicks when used as foci, as Tahariae’s Chosen are not nearly as proficient in the art of curse purging as Xannic Paladins, and must expend greater effort and resources in order to accomplish the task themselves. Mysticism Hexes Spoiler To banish the malignancies wrought by the workings of the Synod is no easy feat for those errant Lightbearers who encounter the profane enchantments known as Hexes. The hexed item must be placed in the center of the ritual sigil, and those Clerics seeking to remove the curse must ensure they are not to be interrupted, or worse still; trigger the curse and turn its wrath upon themselves. The process thereafter is relatively simple; the object must be flooded with Tahariae’s Light, such guided carefully to suffuse every facet of the object, before such is swiftly retracted as the ‘geist trapped within is rent asunder by the holy energies employed, wailing in most horrific manner as it is banished back to Ebrietaes. In this way, Hexes of up to Tier 3 might be removed, though Hexes crafted by a Tier 4 Mystic or a Wight are beyond the scope of a Cleric’s abilities, such instead requiring a Paladin’s touch. Phantoms Spoiler Through the Rite of Exorcism, these remnant souls may be granted some manner of final reprieve, and forcefully guided to the Afterlife; though this is not an easy task in the least. The phantom must first be bound in some manner, such that it cannot escape the sigil and harm or disturb those performing the Rite. Then, the Clerics must channel their Light through their Artefact of choice, cocooning the ghost within and allowing the Light to evaporate and dismantle the very structure of their Ectoplasm. By the ritual’s end, then, should there be not even a trace of the Phantom remaining, nary even a shred of ectoplasm. This aspect of Exorcism might be used to permanently banish a Phantom with OOC consent, resulting in a PK of the persona, though if one did not PK after falling victim to the ritual, the Phantom would still be unplayable for a period of 1 OOC. Narthruzka - Cursed Idols Spoiler Of deepest aversion to the Clerics of Tahariae would be the foul and damnable workings of the ‘Rokul, and the Naztherak they employ to act as their agents upon the living realms. Curses wrought by the Princes are often two fold, as the source resides not within the victim but instead in Cursed Idols crafted in fel rituals and profane rites. To remove a curse upon an individual is a simple enough matter; three Clerics must use their Light to peel the infernal magicks from the victim’s soul and body, such taint burning in the air. To remove the magicks upon an Idol in a non-destructive manner, however, is a different matter entirely, requiring a minimum of 5 Clerics to participate in the ritual, as if they were removing a curse upon the land. Channeling their light through their Artefacts, a freeform ritual must be enacted of the leading Cleric’s choice, the end result being that the cursed object would produce a blinding flash of holy light and a demonic screech signalling that the malediction has been removed. Curses of Frost Spoiler The curses enacted by the Fjarriagua are simpler things, well within the bounds of what is possible for Clerics to remove with some level of ease. Placing the cursed individual in the center of a Sanctification sigil, the Clerics must drive their Light into the area possessing the chunk of accursed hoarfrost, such causing foul whispers and chants to be heard as the Witch’s magic is undone. Notably, as the ritual is performed, the runes and sigils making up the sigil may frost over. Frost Witch altars are beyond the scope of this ability, and must be purged by Paladins. Witchdoctery Spoiler The curses delivered by the Witch Doctors of the Orcish people are curious things; not technically dark in nature; these curses are known as Maledictions, are near limitless in number and complexity, and the mechanics by which they work are especially so. The victim of such a curse must be taken into the center of a Sanctification sigil. A freeform ritual is then enacted, the sigil beginning to swirl and glow brightly as the ritual reaches its apex, before a swift rebuke would banish the curse itself from the victim; such does not undo the harm it has already done, merely preventing further damage from being enacted upon the victim by the curse, though diseases and such will remain and must be healed through other methods. Event Curses Spoiler For curses falling outside the purview of magics and into the realm of ST sponsored event curses, communication with the ST running the event is crucial, as they decide under what circumstances a curse may or may not be removed under. Curses such as these can generally be purged if the individuals involved don’t wish to participate in the event anymore, but as stated previously, communication is key. Curses upon the Land Spoiler To remove curses placed upon swathes of land is a difficult task, requiring no small amount of preparation and expertise. 5 Clerics are required, and such would take 10 emotes, rather than 7. A Sanctification sigil of incredible magnitude must be drawn around the area of cursed land, and the ritual itself shall require ST oversight. Notably, Blights may not be purged in this manner, as such falls under the purview of the Drui. Generally, the ritual is rather freeform in this manner, and the aesthetic effects of which are largely dependent on the curse being purged; a Hindering will not elicit the same reaction as an Ilkgarokk would, for example. Other Curses Spoiler Some curses may not be listed within this selection, and new methods or magics involving cursing may appear in the future. For the sake of future-proofing, other curses may generally be assumed to be removable, though one should consult the ST in such cases. New specific methods of removing curses may be added to this list via an amendment. Redlines: Spoiler - Requires the use of an Artefact (as outlined under Consecration) for each participant (save for the individual being cured), for a minimum of 3-5 Artefacts required. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - Requires the use of a ritual sigil, found under the “Sanctification” subtype. - May not be used to “test” for curses, metagame knowledge thereof, etc. The spell will simply not work without such knowledge. - This spell requires complete concentration to perform, and if such is broken, the spell will fail. - May not be used to PK a Phantom without their explicit OOC consent; if the Phantom chooses not to PK, they would still find themselves demanifested for a period of 1 OOC week. - Requires OOC consent to perform on an individual, though not necessarily IC consent. - For purposes of removing event curses, Clerics should always be assumed to possess a lesser affinity for the practice than Paladins. Sacral Flame [C] | Tier 5 Emote Requirements: (1 Connection, 3 Cast) Light Requirements: [4] Holy fire… a mythical symbol of antiquity coveted by all religions of the world, from those errant Xionists who kneel ‘afore a flame in honor of the Lord of Embers, to the revered Church of the Canon and their Exalted Owyn, there is no small number of zealots and pious individuals who take flame to be the utmost expression of divinity and purpose. Indeed, throughout the history of those Chosen, has flame wrought of the Light been utilized to scourge those who would dare defy the will of the Stag, and return dust to dust. MECHANICS After connecting, a Cleric may take three emotes to conjure an application of holy flame, based on their Path. This holy fire may only catch upon the flesh or tissue of an individual, sputtering harmlessly against plate, cloth, etc. as it requires the presence of ‘Impurity’ to burn properly. This fire would pain an individual much as a red-hot iron does, and any flesh that had been ‘burnt’ would possess a density and texture similar to that of marble, and would need to be manually removed from the ‘burned’ area through surgery, or heal over the course of 1 IRL week. Ethereal substances burnt with it would merely fade to nothingness, consumed by the fire. A Cleric’s given application of Sacral Flame is dictated by their Path, and is as follows; [Adjudication] Enwreathment A Cleric may brush their hand or casting implement across the extent of their weapon, wreathing and covering it in holy fire; this may be the blade of a sword, the head of a poleaxe, or even the metal and leather upon a gauntlet, allowing the flame to catch upon a viable target. This flame may also be expelled in a small arc with a range of 3m, in lieu of striking directly with the weapon itself. This would apply the flame’s effects to whatever it struck, and the enwreathment would last for a duration of six emotes. [Remediation] Projection A Cleric may form the flame in the palm of their hand, spraying the Sacral Flame in a 5 block long, 1 block wide line, applying the effects of the flame to whatever is caught in this line. This flame carries no physical impact to it whatsoever, and may only be sustained for a duration of 3 emotes maximum. Redlines: Spoiler Sacred Flame will burn an individual regardless of whether or not they are a Revealed Dark Creature, and may be snuffed by submerging it in water, depriving the flame of a viable fuel source, the Cleric willingly dismissing the flame, or the individual being ‘burned’ may take two emotes to extinguish the flame by means of patting it out, rolling on the ground, etc. If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." Enwreathment may only encompass the striking surface of a weapon, such as the blade of a sword, the head of a poleaxe, the metal upon a gauntlet, etc. and will not be able to be applied to ranged weapons such as bows, or to munitions such as arrows. Projected Flame, once conjured, may only be sprayed in a 5x1 line; no wider, no taller, and no longer. This gout of flame may only be sustained for a duration of 3 emotes. This gout carries no physical force behind it, as a directed stream of energy. For flavor purposes, inanimate objects may be petrified and made ‘pure’ with Sacral Flame. Hindsight [NC] | Tier 5 Emote Requirements: (1 Connection + 1 Cast) Light Requirements: [4] Though the ability to receive and interpret prophecy is constrained to the performance of powerful rites and sacraments to gain guidance from their Lord, the Clerics may yet utilize Tahariae’s gift of sight freely in a far more brusque manner; the practice of sifting through the sands of time to see what was, rather than allowing the grains to fall to see what will be… the gift of Hindsight. By utilizing this gift, an Elder Cleric may channel Tahariae’s power to harken to the song of time, and make known the melodious cadence of the past. MECHANICS By displaying a connection emote, and focusing on that which they wish to show and siphoning their Light into any limb upon their body, a Cleric may draw any number of individuals into a vision of the past through Tahariae’s gift of prophecy; this requires OOC consent, though not necessarily IC consent. This vision shall display a particular memory, occurrence, etc. that the Cleric was personally there to experience, as their soul acts as the tether they tug on to recall such a moment in time. While experiencing the vision, those present shall be formless observers, watching from an amicable position to experience the vision to the fullest while it unfolds. For those within the vision, it may last as long as necessary, but for outsiders watching the process, it would be over in an instant. This spell is strictly to be used for flavorful storytelling. Specific Red Lines: Spoiler - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - This spell can only be used to display visions of events that the Cleric personally attended and can account for. - Requires OOC consent to showcase specific individuals within the vision. If such is not granted, they merely appear as hazy, unidentifiable figures. - This spell requires OOC consent from all participants, though not necessarily IC consent. - This ability may not be used to metagame whatsoever, try and display events that the Cleric was not there for, etc. - Visions may not be falsified, warped extraneously, etc. They are to tell stories, and are not to be used to lie or deceive others, as such goes directly against Tahariae’s will. - Those participating are not “locked” into the vision. If an individual has to leave, feel uncomfortable with the contents of the vision, etc. they may freely leave, this being roleplayed as being ‘jolted’ out of the prophetic experience. “You can only do so much on your own; A Shepherd with no flock is merely an idiot with a stick.” Not all applications of His Light are able to be performed while charging in the van, or in casual circumstances. For these occasions, ritual & ceremony is required by His Clerics, to weave their Light into powerful, fantastical spells through the ceremonious worship of the Silver Stag. Largely freeform in nature, these works of Clerical magicks all remain uniform in their requirement of devout faith, devotion, and worship in His name to accomplish these extraordinary feats, from creating pools of holy water, to sacrificing oneself to raise the recently departed from an ill-suited end. This subtype may be learned at T3 Ritual Sigils Necessary to the function of all ritualistic practices, a Sigil is a large ritual circle laden with Tahariaen runework and Flexio script, able to be easily drawn with Purified chalk, or wrought from consecrated salts, etc. These sigils do not have a defined size limit, but for purposes of Linking, Exorcism, etc. should generally encompass a minimum of a 3x3 area. The sigil itself does not have any magical or holy properties beyond being used to channel Clerical magic, and will not affect Revealed Dark Creatures to any major, or even moderate degree whatsoever. It may be accented with candles, be made of unique materials, etc. for aesthetic flavor, and more permanent Sigils such as those found within Temples may even manifest a number of flavorful ‘heavenly’ phenomena within their radius, though this may not be used to harm anyone. It’s a ritual circle, nothing more. Linking An intrinsic aspect of the practice of ritual, Linking is the ability of a Cleric to split the burden of a spell between themselves and their fellows, and indeed empower such in a ritualistic fashion. For brevity’s sake, Linking is simply the process of channeling one’s Light into a Sigil for the leader of a Linking ritual to use in order to cast specific ritual spells such as Exorcism, Hallow the Tainted, Hallowed Waters, etc. and to cast empowered versions of normal spells for event use. One may learn how to partake in Linking at T3, and likewise how to lead a Linking at T3. A Linking requires a minimum of 1 Leader, and 1 participant to likewise funnel their power into the Sigil, but there may be any number of participants involved in such. The cost of a particular ritual or spell is equally distributed amongst all participants of a ritual, drawing an equal amount of Light from their available Motes; e.g if a Linking has three participants and the spell costs 36 motes, 12 motes would be subtracted from each participant. For the purposes of empowered spells, such require explicit approval from the ST running the event they are to be used in, and will always add 3 emotes at a minimum to the casting time of the spell, though an ST may rule that this requires more. Generally, it may be assumed that for every additional participant, the spell would be incrementally more powerful, while also draining the Clerics much more. Linking empowered spells may only be cast in an event scenario. In the latter case, if the Linking circle is disrupted, or the conditions to interrupt a Cleric’s cast are met by any of the participants, the resulting aftermath would be a relatively volatile expulsion of holy energy, knocking all involved backwards a distance of 8 blocks as if thrown by a creature of Golem strength, consuming the Light that would have gone into the spell anyways. Redlines: Spoiler - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. - One may only learn to lead & participate in Linking rituals at T3. - Linking empowered spells may only ever be utilized in an event scenario, outside of specific exceptions that may be granted by ST management. - Linking empowered spells require the explicit consent of the ST running the event, and Clerics should strive to cooperate with the ST regarding the effects of these empowered spells. - Linking requires a minimum of two participants; One to lead, and one to funnel energy into the Sigil. - Linking requires a Sigil to perform. - Linking is required to perform most rituals under the Sanctification subtype. - If a Linking is interrupted by means of the Sigil being broken or any of the Cleric’s involved having their cast interrupted, an explosion of holy energy would throw back all involved a distance of 8 blocks as if thrown by a Golem, and consuming the Light they would have used for the spell. Rituals Holy Ceremony [NC] | Tier 3 Emote Requirements: (1 Connection, 5/7/10 Cast) Light Requirements: [6/12/24] One of the first ceremonies a Cleric will learn to conduct upon reaching an intermediate level of experience in their practice, this particular spell serves as an introduction to the ritualistic use of Tahariae’s Light. Utilizing the holy energy within, a Cleric may perform any of the following ceremonies they have been taught, through the described methods. MECHANICS By utilising a Sanctification Sigil, as well as their Artefacts, a Cleric, or Clerics, may perform any of the following Rites, provided they have been taught how to conduct such. Rite of Matrimony [T3] Spoiler The union of two souls under the watchful eye of the Stag may be performed by any Cleric who knows this ritual, for a pair of descendants who wish to marry one another. Gathering their light, the Cleric may suffuse an area with holy light, which will remain for the duration of the marriage ceremony. As the vows are said, the light would rapidly infuse itself into the forms of the now-husband and wife, cementing their bond to one another. This would take the form of a general feeling of happiness and fidelity that would last for a singular Elven week, and would gradually fade over the course of the following Elven week. This Rite takes 5 emotes to cast, and will consume 6 Motes of Light. Rite of Rest [T4] Spoiler A minimum of two Clerics may perform a ceremony of Last Rites for a deceased descendant. Indeed, by calling forth their light, they may perform a burial ritual that wreaths the body of the deceased in pure Light over the course of five emotes, akin to a divine cocoon of sorts, before it would proceed to sink into their form. This rite has the benefit of aiding a soul on its journey to the afterlife, and in addition, their body and soul shall be protected from being raised by the likes of Necromancy or Mysticism for a period of 1 IRL week, after which the protection fades, and any manner of sorcery or occult devilry may be performed upon them. This Rite takes 7 emotes to cast, and will consume 12 Motes of Light. Rite of Communion [T5] Spoiler Should the Clerics require the counsel of the departed, they may call upon them from Tahariae’s realm, such that they might speak and converse for a limited time. This requires a minimum of three Clerics to perform, and this ritual should generally be performed with the utmost quality. The ritual itself is relatively freeform, but the end result is summoning an apparition of a departed Cleric or Patron of Tahariae, wrought of pure Light, allowing them to converse from the Realm of Purity for a short time. The apparition is always the hue of the Cleric or Patron’s light, and would be a hazy replica of the form they took in life. If a PKed Cleric were to be summoned in this way, an Artefact of theirs or a similar item of personal significance belonging to them is required, or the leading Cleric may spend an additional two emotes focusing on their memory of the individual they wish to call upon. The Clerical spirit who has been summoned can only speak on the things that occurred within their life, and they may not provide any details about their death, or the cause thereof. They may remain within the Sigil for up to a narrative hour, after which point they shall bid the Clerics farewell, and return to their rest within Tahariae’s realm. This Rite takes 10 emotes to cast, and will consume 24 Motes of Light. Alternatively, the Clerics participating may attempt to contact a Patron of Tahariae through concentrated effort, though the process for such varies between individual Patrons. Should an order of Clerics wish to commune with the likes of Sordran, Rebekah, Jakob, etc. they should contact ST management. In extremely rare cases, Tahariae himself may even be contacted. These attempts are not guaranteed success whatsoever. Patrons/Tahariae may only be communed with for a maximum of half a narrative hour. Rite of Communion Red Lines: Spoiler - Summoning a PKed player requires their consent. - Should consent be given they are then allowed to play this character for the duration of the ritual. - The deceased cleric appears as a version of themself composed of only light, unable to interact with the world around them. Their skin may only be shades of their aura, with very few defining features. E.G, Blue, Gold, Silver, or White - The deceased only knows what they did in life, and can speak nothing about Tahariae and his plans. Essentially, this spell cannot be used to metagame. - The deceased may not give out any details on how they died, and must follow normal death rules. - An ST played Cleric follows all the normal rules listed above. - A patron of Tahariae, or Tahariae himself, can only be communed with through ST managerial approval. - This patron, or Tahariae himself, must be approved by ST Management, and then played by the ST. - Patrons can include Rebekah, Jacob, or even Sordran himself. These are merely examples. Redlines: Spoiler - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. - All Rites require the use of an Artefact, as found in Consecration, for all participants. - All Rites require the use of a Sigil, as found in Sanctification. - All Rites require explicit OOC consent to perform, though not necessarily IC consent. - The effects of Rite of Matrimony cannot be forced, by any stretch of the imagination, to make an individual act as they normally wouldn’t. - Rite of Rest only lasts for 7 IRL days, its effects fading thereafter. This rite may not be cast upon the same individual again to infinitely protect their body and soul. No. - None of these rites may be performed in combat. At all. End of story. Hallowed Waters [NC] | Tier 3 Emote Requirements: (1 Connection, 7 Cast) Light Requirements: [18] Holy Water… often a staple to those of the Canon in mending maladies of the spirit, the ability to craft fonts of such is available to those of Tahariae’s ilk; wondrous waters, able to mend the body from grievous injuries, given enough time. These waters are often confined to a singular location, such as a fountain or great pool, and are often closely guarded for their miraculous powers of healing and renewal. In ages yore, errant adventurers and scholars would have called such ‘Fountains of Youth’ out of pure naivete, not knowing the true nature of the milky liquid within. MECHANICS Over the course of several emotes, a minimum of three Clerics, the leader of which must be a Remediation Cleric, may utilize their Artefacts to perform a ritual to bless a fountain, pool, basin, etc. of clean water, turning such into a site of Hallowed Water. This basin or pool may comprise an area no larger than a 7x7, and must be approved by the ST, with a sign placed by the ST stating the pool gives off some sort of aura. The water itself glows a milky white, and is plainly visible as some sort of magical liquid. These pools are not immediately made effective, however, and must scale up in tier to become more powerful. These waters are generally harmful to Revealed Dark Creatures, and may heal wounds as specified below. Additionally, flasks of this holy liquid may be created once a pool has reached Tier 2, outlined below, though the effects of waters within these flasks is weakened, compared to the pool itself. While submerged within a pool, an individual is impressed with a degree of calmness and serenity, allowing sleep to come easily should they so please, though this impression may be quickly overcome if danger or panic presents itself. Revealed Dark Creatures would conversely feel a sense of anxiety and panic, within the pool or waters, in addition to the described pain. Spoiler Tier 1 [Upon Creation] Upon the immediate creation of a pool of Hallowed Waters, their efficacy is hardly anything to be impressed about. The water glows a faint white, and at this stage, is unable to be placed into flasks for use, due to the weak strength of the pool. Revealed Dark Creatures who attempt to touch the water would feel a mild stinging sensation, or whatever the equivalent would be should they possess a weakness to Holy Magic. An individual may place themselves into this pool for a duration of 6 emotes, the magic within the pool healing their minor injuries under the guidelines laid out in “Healing Hands.” Only one individual may be healed in this way at a given time. Tier 2 [2 Weeks] Once a pool has existed for 2 total weeks, they experience a large growth in power, the glow now a pale, dim white, like a fresh winter snow. At this stage, the pool may heal the major injuries of an individual, under the T4 guidelines laid out in ‘Healing Hands - Remediation,’ with the individual needing to reside within the pool for a minimum of 10 emotes to receive the benefits & detriments of the spell. Minor wounds, as the pool has increased in strength, heal over the course of 5 emotes under the guidelines laid out in “Healing Hands.” At this stage, the water will feel like steaming hot water to Revealed Dark Creatures, or whatever the equivalent would be should they possess a weakness to Holy Magic, though this would not actually scald the flesh of an individual, merely leaving the feeling of such. Only two individuals may be healed in this way at a given time. Additionally, once a pool has reached Tier 2, its waters become incredibly satisfying to consume to holy mages such as Paladins and Clerics, and help to nourish the body, like eating one's favorite food. This property is non-addictive, may not force anyone to feel certain ways, etc. It's simply a flavorful aspect of the water. At this stage, one is also able to fill a singular flask per IRL week from this pool. Regardless of the pool’s tier, the healing benefits of Hallowed Waters in a flask are equivalent to the emote guidelines and effects of “Healing Hands,” and the equivalent pain inflicted upon Revealed Dark Creatures would remain as the sensation of scalding hot water. These flasks must be signed by the ST. Tier 3 [4 Weeks] Once a pool has existed for 4 total weeks, it has reached the height of its power, glowing a strong snowy hue that’s pleasant on the eyes. At this final stage, an individual may submerge themselves within the pool for a period of 14 emotes, healing their major wounds under the T4 guidelines laid out in “Healing Hands - Remediation” At this stage, the water would feel like an incredibly hot flame to Revealed Dark Creatures, or whatever the equivalent would be should they possess a weakness to Holy Magic. Only two individuals may be healed in this way at a given time. Individuals healed by, or that bathe within, a Tier 3 pool, as well, will find themselves to possess a fairer complexion and countenance, causing them to look as if they were 10 years younger or equivalent for a period of 1 IRL week. This does not actually increase one's lifespan, and merely causes them to look younger and fairer than they otherwise would. At this stage, one is able to fill two flasks per IRL week from this pool. Corruption Should a living descendant actively die within the pool and taint the holy waters with the blight of death, or it is otherwise directly afflicted with a curse, the pool shall be Corrupted. This entails a complete reversal of all effects, E.G the waters now harm Revealed Holy Mages, heal Revealed Dark Creatures, etc., and the coloration and aesthetics of the water shall change to match the curse, by default being a black and abyssal hue spewing forth shadowy smog. These corrupted pools may also attract monsters and other foul phenomena, or whatever other effects the ST may wish to ascribe to the corrupted pools, should they wish to appropriate them for event purposes. To cleanse this corruption requires an ‘Exorcism’ ritual to be performed upon it or equivalent, under the guidelines of ‘Curses upon the Land.’ To corrupt a pool requires one to make an SREQ so that the corruption might be overseen, and confirmed by the ST. Redlines: Spoiler - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. - The individual leading this ritual must be actively practicing the Remediation subtype. - This ritual requires a minimum of three individuals to perform, as well as an artefact for each participant. - Pools of Hallowed Waters require ST approval, and a sign to be placed by the ST to ensure their validity. These pools should generally be decent quality builds, to denote their significance. The sign should have the date of creation on it, so the tier may be tracked. - Due to the life-sustaining nature of the pools, one cannot drown while submerged within one. It would feel as if they were breathing through a thick fog, but breathing would still be very possible. - Healing via Hallowed Waters follows all specified guidelines, and to not abide by the detriments of Clerical Healing will be considered powergaming. - Hallowed Waters may not force an individual into a calm headspace if they are not feeling calm, or force anyone to feel any sort of way, outside of outlined effects. - The seeming "Age reversal" properties of T3 waters are purely aesthetic, and only last for 1 IRL week. One may only be made to look 5-10 years younger or equivalent, and this property cannot make one look younger than the age of maturity for their race, nor does it change their physicality beyond complexion tweaks; a 60 year old man is still as weak as he normally would be. - The pain caused to Revealed Dark Creatures by Hallowed Waters does not actually harm their physical form, and merely leaves the feeling of pain. - May not cure death. Foresight [NC] | Tier 4 Emote Requirements: (1 Connection, 8 Cast) Light Requirements: [48] The act of perceiving prophecy is that of a most esoteric persuasion, held by few Aengudaemons, and even fewer amongst the mortal population. Tahariae, however, is one such Aengul, renowned for his gift of holy prophetic power, to perceive that which has not yet occurred. Even still, the Vehement Lord may opt to visit this power unto his Chosen, if called upon in times of dire need, and grant them much needed guidance. MECHANICS A minimum of 4 Clerics may come together to enact a relatively freeform, yet high quality, ritual over the course of 8 emotes, utilizing their Artefacts over the course of the ritual to beseech their patron Aengul for prophetic guidance. This prophecy is delivered through a vision, if the ritual is successful, defined as having received ST Managerial approval to utilize such in a given event, or eventline, or indeed in anticipation thereof. All who receive such a vision shall lose their sight for 1 IRL week, unable to be circumvented by any means or devices, as the burden of glimpsing that which has not yet been can not be understated. The format of the prophecy and the contents thereof are entirely left to the ST, as well as the messenger it is delivered by; whether this be Sordran, or even Tahariae himself. To receive a prophecy does not necessarily require this ritual to be cast, as the ST may choose to deliver a prophecy unto the Clerics without requiring the spell to be enacted, be it through a forum post or spontaneous event. This spell, due to the momentous power it entails, may only be used once per month, and only once per given eventline. Redlines: Spoiler - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. - This ritual requires a minimum of 4 Clerics to conduct, as well as Artefacts for each participant. - This ritual must be performed with undisputed quality among the participants, due to the gravity of its effects. It is a ritual to be used when the Clerics are in need of genuine guidance and prophecy, i.e for event use only, or in anticipation thereof. May not be used to see in the future of player conflict… because that’s literally impossible. - The use of this spell must abide by currently accepted prophecy guidelines, or those set in place in the future. - May only be used once an IRL month, at the very most, and may only be used once per eventline. - All clerics who receive a prophetic vision will lose their sight for a period of 1 IRL week, and are unable to regain it prematurely by any means. This applies even if the individual possesses the Seer feat, prosthetic eyes, etc. - Information given is up to ET discretion, as well as the format of the prophecy. This isn’t a free win for getting exact information on an event. - Messages may be given from Tahariae himself in dire circumstances, but far more often will be delivered through one of his patrons, such as Sordran. - In order to be successfully cast, the spell’s usage must receive ST Managerial approval, and such requires ST oversight as the ritual is conducted to play the messenger, or indeed, Tahariae himself. - Even without casting the ritual, the ST may offer prophecies to the Clerics for event purposes, though the individuals receiving the vision will still suffer the negative consequences of Foresight. Sealing [NC] | Tier 4 Emote Requirements: (1 Connection, 5 Cast) Light Requirements: [64] Sometimes, as it was during the war against the Betrayer, to slay a foe is untenable; they may be undying, unyielding, or to attempt to kill them would prove more danger than it is likely worth. When Tahariae’s Clerics prove unable to fully slay a foe ad infinitum, they may enact a particular rite, crafting coffins or great tombs in which they may seal away the Darkness, such that it might never return, unless it were to be unleashed by the foolish and naive... MECHANICS Provided they have restrained an individual and locked them within their vessel of choice, a minimum of 4 Clerics may enact this ritual over the course of five emotes and utilize their Artefacts, drawing a Sigil around or upon the coffin, sarcophagus, prison cell, etc. and expending their tokens, sealing the individual away afterwards, provided that the individual has given their explicit OOC consent for such to occur. While sealed away, an individual is placed into a state of suspended animation, wherein they shall not age, wither, decay, starve, etc., but likewise may not act under their own power, forever suspended within a particular moment in time as the Light forces their corporeal form into a state of eternal existence, effectively soft-PKing the persona until unsealed. The coffin/vessel itself will likewise not deteriorate due to the passage of time. To break the seal upon an individual is rather easy, contrary to what it might seem. While from within, the individual may not break their bonds, one need only erase the Sigil in its entirety, and spend a duration of five emotes to force the coffin/cell/etc. open, freeing the individual from their captivity with OOC consent. Should OOC consent not be given, the tomb will simply refuse to open, and the Sigil would reform after a small while. This spell is chiefly intended to provide a satisfying pseudo-end to personas, while allowing them to regain their characters at a later date in a cinematic jailbreak of sorts. For this reason, Sealings may not be held within Temples, or be locked behind an excessive number of doors, etc. For further purposes to provide compelling roleplay and an exquisite narrative, an MArt may be made to create an entire crypt or tomb to contain an individual, or a host thereof, featuring its own unique guardians and such that the ST may use for those wishing to free an individual from such a tomb. Redlines: Spoiler - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. - Requires explicit OOC consent from the individual being sealed away. Likewise, to break the Sealing would require OOC consent from the individual sealed away. - The leader of this ritual must be actively practicing the Adjudication subtype. - This ritual requires a minimum of 4 Clerics to perform, as well as Artefacts for each participant. - To seal an individual requires a coffin, cell, etc. large enough to fit their whole body within to be prepared. Once sealed, an individual may not escape under their own power, nor shall they die while within the tomb, effectively preserved in a manner similar to ‘Painted Salvation.’ - Temples may not house Sealings, or MArt Sealing Tombs. Sealings, as well, may not be locked behind an excessive number of doors or otherwise made completely inaccessible. They are a good-faith tool to provide a satisfying, temporary or permanent end to a given Persona, nothing more. Hallow the Tainted [NC] | Tier 5 Emote Requirements: (1 Connection, 4 cast) Light Requirements: [72] Clerics excel in the art of healing; this much is true. But some wounds run deeper than the body and the corporeal, and extend into that of the metaphysical and ethereal; that of the soul itself. Such a wound is not beyond the reach of the Pure, however, and as with the body, the spirit might be mended from scar and taint alike to restore what has been lost through sacrament and ritual, though this form of healing is the most exhausting one shall ever experience, given its implications and the magnitude of the task itself. MECHANICS This ritual requires a total of 3 Clerics to perform, as well as their Artefacts. The Clerics must place the individual being healed inside of a Sanctification ritual Sigil. They then must enact the ritual itself; the minutiae being rather freeform, so as to allow the Clerics to provide an enjoyable experience for the individual undergoing this rite. Through the performance of this ritual, scars of the soul might be mended, such as those experienced by those who have been disconnected from a deity, by bridging and filling the hollow gaps with Light, which shall encourage the soul to heal over a period of 2 IRL weeks, during which time the ritual must be performed a second time in order to fully heal the individual’s soul. During this period, the individual will be greatly exhausted, constantly left drained as if they had run a marathon without food or drink, and their stamina pool would be even lower than that of a T5 Voidal Mage’s, leaving combat as a fool’s errand for the near future. For greater wounds or impurities such as the foul chains wrought upon a Naztherak’s soul by the Pentacle, or anything of a similar magnitude, an MArt must be made detailing the process used to mend what has been broken, the consequences the individual will face thereafter, etc. This requires consultation with the lore holders or ST, in order to ensure lore compliance. Redlines: Spoiler - Requires the use of an Artefact (as outlined under Consecration) for each participant (save for the individual being cured), for a minimum of 3 Artefacts required. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. - Consequences of having one’s soul healed in this manner must be roleplayed adequately. - This ability requires IRP and OOC consent in order to work properly; should consent not be given, the soul would simply not heal. - This spell may not be used to drop magics, merely mend the consequences of being disconnected from said magics, e.g Paladinism Disconnection, Druidic Unattunement, Mysticism Sapping, etc. - This spell must be performed for a second time within the two week period in order to be successful in healing the individual’s soul. Final Oblation [NC] | Tier 5 Emote Requirements: (1 Connection, 5 Cast) Light Requirements: [N/A] The Clerics of Tahariae enact justice and purity; and there is no greater purity than to give one’s own life for another. Thus, by means of zeal and faith, the cleric may take one who has fallen and draw them near; invoking the divine light of their patron to spill from themselves into the dying. This act of faith and brotherhood revives the individual completely, mending all wounds and restoring their life, yet at the cost of the Cleric’s own. MECHANICS By first connecting, a Cleric may take 3 emotes to perform a daring act of self-sacrifice, concentrating all of their effort and their Light to mend an individual completely, giving their own life so that another may live. This ritual requires OOC consent from the one being healed, and may even restore them from beyond death, should they have perished within the last 30 narrative minutes, and their body is somewhat intact. This heals all Major, Minor, Unnatural, and Mortal wounds, removes all magical curses, etc., and results in the individual being afflicted with a weakness and exhaustion that renders them unfit for combat for a period of 1 OOC week, beyond attempting to flee from their assailant. Redlines: Spoiler - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. - The use of this spell may be performed upon another individual who is dying or has only died within the last narrative half hour. The deceased body must be moderately capable of sustaining life; you cannot revive a charred skeleton. - Final Oblation may be performed in combat, though the cleric must maintain direct touch with the individual they wish to revive. Total concentration must also be given, meaning you cannot fend off someone with a blade and perform this spell at the same time. - The individual revived will have all their wounds healed, all diseases or ailments cleansed, and all magical curses expelled. Upon waking up, they will be incredibly groggy and weak, unable to perform in combat for one OOC week beyond attempting to flee. - Performing this spell is an enforced PK upon the cleric, and there will be punishment if the consequences are not adhered to. - Performing Self-Sacrifice requires OOC consent from the recipient. - The flaking away of the cleric reduces their body to nothingness, leaving their clothing and whatever they held on their person at the time. Clerics who sacrifice themselves in this way may not be returned to life, or to the mortal world, by any means. E.G, they may not rise as Phantoms or Undead. “My sword is named ‘Virtue,’ and it burns eternal…” As with many things, the practice of Clerical enchantment and blessing has shifted greatly; for the ability to construct great wards that cover entire cities has been lost, and instead, the depths of the practice have extended more towards forging great relics and personalized items of power for His Chosen. Often, this art is used to bequeath the power found in the Light to those yet unilluminated by His radiance, and afford them the ability to wield power similar to the Clerics themselves. From the smallest of trinkets to grand enchantments to strike fear and awe alike into the hearts of onlookers, the practice of weaving the Light into particular baubles and weapons of war is one that has stood with the Faithful for centuries, and shall remain for millennia still. This subtype may be learned at T3 Consecration Altars Altars are great shrines and work surfaces, inscribed with numerous examples of Clerical iconography, prayers, runework and script, requiring a decently sized area to fully contain. An Altar must consist of a large stone table that has been consecrated with purified waters, a shrine or statuette with wax candles set about it, as well as any number of holy tomes or other assorted additions. To channel the energy required, and to properly bless and consecrate items, an Altar must either be located inside of a Temple, and thus supplied all of the power it would need from the Nexus, or it must be adorned with an array of three Lightstones, laid into the stonework. In either case, the altar must have signs upon it describing the aforementioned runework and holy iconography, as well as possess an ST signature on a sign upon the altar, verifying its validity. The sheer amount of holy energy stored within one of these altars, as well as the flagrant and flamboyant nature thereof, allows the altar to possess its own “Aura of Light,” as defined within Base Clericalism. As such, Revealed Dark Creatures in direct proximity to the altar would feel a heavy sense of anxiety and apprehension upon approaching its likeness, while mundane individuals would be more so brought to awe or impressment upon entering the area. As well, Revealed Dark Creatures entering the general vicinity of the altar would feel a biting chill, as if one had stepped into the arctic with improper protection. Redlines: Spoiler - Altars must be ST signed to ensure validity, whether or not they are within a Temple or out on their lonesome. This ST signature must have the date of its creation upon it, as well as a clear statement that it is an Altar. - Altars not present in a Temple require three Lightstones in order to power them. - RP Signs must be present describing the runework and consecrations, as well as the holy aura within the area. - An Altar may be rendered inactive by either destroying the stone table by means of pickaxes or blunt instruments over a period of time, or if it is outside of a Temple, simply by destroying the Lightstones powering it. - Anti-magic effects such as those found in Fi’, or if the Altar is cursed directly, may also render the Altar inactive. - Revealed Dark Creatures within direct proximity to an Altar would feel a sense of heavy anxiety & fear, while mundane individuals would feel a sense of awe or impressment. This must be hinted at through the sign describing the Aura of Light. As well, Revealed Dark Creatures would feel a biting chill, as if one had stepped into the arctic with improper protection. - Only three total Consecrations may be made per IRL day, per altar. This includes Latent Consecrations, replacement limbs created through Purity Grafting, Artefacts, and MArts. - Altars should generally be quality builds that add to roleplay, rather than hastily constructed crafting centers. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - Altars cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. Latent Consecrations Not all blessings are as grand as imparting large swathes of Clerical magicks unto a given object, but even those blessings that lay dormant and ever-present carry their own unique touch. By taking a given item to a Consecration Altar, a Cleric may utilize their magicks and the power of the altar to carve a vast number of runes, sigils, prayers and flexian script onto an object, not yet requiring the aid of a Lightstone to bring their full power to bear. Often, these are applied to smaller trinkets and baubles, but may be carved upon larger objects, such as weapons and armor, as well. Latent Consecrations are best described as passive enchantments with a variety of effects, and may be rendered inactive by destroying the item itself. These enchantments do not lend increased durability to an object, merely granting it a particular blessing. Spoiler Woven Light | Tier 3 By carving a small series of runes and glyphs upon an object, a Cleric may imbue it with their Light, and allow it to manifest a specific conjuration per the T3 guidelines of “Pure Light,” within the immediate vicinity of the object. This could be anything from an illusory butterfly, to lines and geometric shapes. Specific Red Lines: If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." No tangible combative benefit whatsoever, however does not disappear in combat. Follows all applicable redlines of T3 Pure Light conjuring. Does not count towards the number of enchantments one may possess, due to its entirely aesthetic nature. Sanctified Mark | Tier 4 By inscribing a particular mark, a Cleric may bless an object with the illuminating nature of Tahariae’s Light, causing darkness to naturally recede when near the blessed item. This does not produce any light directly, and thus may not blind an individual, as it merely forces the darkness to withdraw as if there was light present in the area. This mark is inherently unable to banish magical obscurities or magically conjured darkness, merely drive back mundane shadows and absence of light. Specific Red Lines: If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." As this enchantment does not produce any light directly, it may not blind an individual whatsoever. Does not have any effect whatsoever on magically conjured obscurity or darkness. Reliquaries | Tier 5 Through a long process of inscribing, blessing, and consecrating a small object no larger than a thick volume, a Cleric may impart a portion of their knowledge and store it within. This may be used in lieu of large tomes and vast bookshelves to store large amounts of information, by means of anchoring visions of such into the object, similar to ‘Hindsight.’ These visions may be experienced by any individual with a moderate amount of clarity, though connected or disconnected Clerics would be able to perceive them best. TA holding Clerics may even use these Reliquaries to transcribe and record lessons on the Clerical arts, such that if they were ever to go inactive or die, their students may still learn with some manner of ease. Specific Red Lines: If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." May be used by TA holders to archive particular lessons for spells, so as to ensure the magic never dies due to potential teacher inactivity while the students remain active. For these Reliquaries to be considered valid for use, the teacher must be inactive for a minimum of 1 IRL month, or dead. It is not possible for a non-Cleric to self-teach Clericalism via reliquaries. Mundanely may be used to transcribe knowledge, like bestiaries and tomes. Must be represented by book and quills in game. Reliquaries containing lessons on Clericalism must be ST signed, to ensure the validity and authenticity thereof. May not store knowledge that the enchanter does not possess, as such would be considered metagaming. Lumine Edge | Tier 3 By inscribing prayers of war and battle, or associated runes and glyphs, a Cleric may bless an object to gleam in the presence of Revealed Dark Creatures (as defined in ‘Necessary Definitions’) with holy energy, allowing the object additional efficacy against their likeness, akin to the effects of Slayersteel, though perhaps with a touch more pain added to the strike. This energy would cover the inscribed area over the course of three emotes, and once the combat encounter has ended, would fade over the course of one emote. For event purposes, the redlines of this ability may be bent by the ST to showcase the presence of hostile creatures. Specific Red Lines: If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. One must be actively practicing ‘Adjudication’ to enchant this consecration onto an object. The inscriptions upon an object would be covered with holy energy over the course of three emotes in the presence of Revealed Dark Creatures, granting benefits similar to Slayersteel, though with a minute amount of additional pain imparted onto the strike, should the target possess a weakness to holy magic. Revealed Dark Creatures must be within #rp range for this consecration to activate, and if a Revealed Dark Creature is not present in this radius, the energy would fade over the course of 1 emote. Presence of Judgement | Tier 4 By etching a harrowing series of prayers or runes upon an object, a particular Justiciar may imbue it with the raw essence of Judgement. This causes an aura of raw justice to emanate from the marked object, impressing a variety of effects upon individuals within a 5 block radius of the item. For mundane individuals guilty of no Impurity, this manifests as the feeling of being judged by a court of their peers, likely inducing mild anxiety and nervous behaviors upon an individual, though nothing strenuous or overly forceful. For Revealed Dark Creatures, however, or those that the bearer of this blessing know to have committed a Vile Impurity, this would manifest as if they were being stared down by a being of great power, judging them and forcing the weight of their sins upon them heavily; for brevity’s sake, this gradually induces a feeling of great fear and panic upon an individual over the course of four emotes of being within the blessing’s immediate area. This panic and fear may not be ignored through sheer willpower, and would generally force an individual to either vacate the radius to escape the effects, or their ability to focus and concentrate on anything would be rather diminutive, given the emotions and feelings being evoked. Specific Red Lines: If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. One must be actively practicing ‘Adjudication’ to enchant this consecration onto an object. This consecration has a comparatively diminutive effect upon mundane individuals who the Cleric does not know to have committed Impurity, merely impressing a feeling of anxiety and unease upon them, as if they were being judged by a court of their peers. The enchanted item must be readily visible in order for the enchantment to work. Upon Revealed Dark Creatures, however, or those the Cleric knows to have committed Vile Impurities, the effect is much more profound, inducing an incredibly oppressive sense of fear and panic upon the individual over the course of 4 emotes, such that they must either vacate the blessing’s radius, or suffer an incredibly hampered ability to focus, concentrate, or coordinate themselves. This includes combative ability, as well. The wielder, unless they have broken a Covenant or committed a Vile Impurity, will not be affected by Presence of Judgement. Guiding Light | Tier 5 By etching or carving a variety of glyphs or prayers upon the surface of an object, a Tier 5 Cleric may bless it with the blinding power of the Light, granting it the ability to drive back magical obscurities and darkness. If the object were to be captured in a radius of magical fog, darkness, etc. such as Herald Virolah or Mystical Deadbreath, the surface of the runes would begin to shine brightly over the course of three emotes, expelling a bright flash of Light on the fourth emote and dispelling the conjured obscurity. This has no effect on mental constructs wherein no true obscurity exists, such as Sensory Illusion. Specific Red Lines: If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. One must be actively practicing ‘Adjudication’ to enchant this consecration onto an object. If an object consecrated with ‘Guiding Light’ were to be placed in an area of magically conjured obscurity, such as Herald Virolah or Mystical Deadbreath, it would begin glowing brightly over the course of three emotes, and upon a fourth emote, would expel a bright flash of Light, ending the spell. Tahariae’s Repose | Tier 3 Those of a more priestly inclination are able to bestow gentler boons onto an object, and by carving a small prayer for the dead and dying, an object may be blessed with the ability to soothe ailing souls. Within a 10x10m radius around the consecrated item, individuals who find themselves slipping towards death would find soothing visions of purity, happiness, and comfort to fill their mind; these visions may either be emoted by the holder of the blessed item, or by the dying individual. Those in the process of dying would find their pain to be eased, as well, instead feeling a sense of comfort as their soul passes on to the Soulstream. Specific Red Lines: If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." One must be actively practicing ‘Remediation’ to enchant this consecration onto an object. An individual must be actively dying to receive the benefits of this consecration, and to experience the visions and comfort. Grants no benefit to those actively engaged in combat, even if they are suffering from a mortal injury such as a pierced lung. Hallowed Hymn | Tier 4 A more difficult blessing, by inscribing the lyrics to a hymn upon an object, a Cleric may infuse an object with the softer aspects of their Light, causing it to emanate a soft hymn at all times, able to be heard within a 5x5 meter radius around the object. Mundane individuals, or other Clerics, within the radius would find their mental state to be soothed to a mild degree, and any wounds they suffer would slowly numb as if they had been treated with a singular measure of Blissfoil. In active combat, this hymn ceases to function. Specific Red Lines: If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." One must be actively practicing ‘Remediation’ to enchant this consecration onto an object. This enchantment will not work while its bearer is engaged in active combat. The soothing effect on the mind is simply as if the individual is in a comfortable place, and drinking a nice warm cup of their favorite tea/coffee/etc. The pain nullification is equivalent to the application of a single measure of Blissfoil to the wounded area. Sanctified Anchorage | Tier 5 At the peak of their power, a practitioner of the priestly arts may inscribe a small series of glyphs upon an object, and infuse it with their Light, crafting an anchorage of sorts. Within a 5x5m radius around the consecrated object, the area becomes minutely saturated with warding Light, acting as an ‘anchor’ for reality in many ways. Translocation and similar methods of teleportation will be disrupted and toss the caster from their shift violently, and voidal/dark corruption would generally shy away from an item consecrated in this manner, granting those within the radius a reprieve from the effects thereof. Specific Red Lines: If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. One must be actively practicing ‘Remediation’ to enchant this consecration onto an object. Magical teleportation such as Voidal Translocation would be disrupted upon entering the area of a Sanctified Anchorage, throwing the user violently from their shift, upon that individual teleporting into the radius. If an individual were to attempt to teleport out of the radius, they would merely be tossed from their destination roughly. Voidal/Dark corruption, such as Hinderings or Voidal Heaths, would generally shy away from the radius of a Sanctified Anchorage, granting those within a small amount of reprieve from the effects of such corruption. This does not dispel the corruption outright, nor will it remove any benefits that particular creatures or mages may receive while within said corruption, merely protecting those within the radius from the effects to a minute degree. Animate Consecrations In a stark contrast to latent blessings, however, there exist far more powerful methods of ascribing Clerical magics to great tomes, arms and armors, and similarly sized objects. By utilizing a Lightstone and channelling an Altar’s power, as well as the Cleric’s own, a Cleric may use the Lightstone as an engraving tool of sorts, the divine gem being consumed in the process as its essence is merged with the inscriptions. This manner of consecration is incredibly strenuous, and a Cleric must expend the full cost of a spell in order to permanently bless an item with the magic. Due to the intricacies of Clerical magicks, however, only a small selection of spells may be imbued into a given object, for the full might and healing power of Tahariae, and his Clerics, is no small thing. For objects able to receive an Animate Consecration, a maximum of one Latent and one Animate may be applied at most, or two Latent, with the only exception being MArts. These consecrations may be utilized by most any individual, but the blessings will reject the attempts of Revealed Dark Creatures who attempt to utilize the holy enchantment. Oftentimes, Animate Consecrations will have a particular method of activation, be that reciting a specific prayer, tracing a symbol upon the object, etc. Due to being a pale reflection of the true power of a Cleric, all Animate Consecrations have incredibly restricted usability, defined below, and after their use has been expended, they shall recharge fully after 3 IRL hours outside of combat, absorbing light into the consecrated inscriptions to do so. If the enchanted item is forced from the grasp of its wielder, or it is dropped, the enchantment ends prematurely. A maximum of three total enchantments may be carried by an individual at once. Spoiler Lux | Tier 3 Allows for one to bless an item to cast ‘Lux’ a total of three times in a single combative scenario, before the enchantment runs out of power. Radiant Armaments | Tier 3 Allows for an item to Lightbind a singular item per the guidelines of Radiant Armaments. Lightbinding takes place, for the purposes of this enchantment, over six OOC hours by leaving the blessed inscription in direct contact with the item(s) being bound. Sacralize | Tier 4 Allows for an item to cast a predetermined blessing, decided by the enchanting Cleric at the time of creation, before the enchantment runs out of power. All applicable casting conditions apply, such as maintaining concentration. Sacral Flame | Tier 5 Allows for an item to cast a singular instance of Sacral Flame. For Enwreathment, such will only last for a duration of 4 emotes before the enchantment would run out of power. For Projection, the stream of flame may only be maintained for a duration of 2 emotes before running out of power. Consecration Red Lines: Spoiler - Maximum of two total consecrations may be placed on any one object, unless one were to make an MArt. - Revealed Dark Creatures may not utilize Animate Consecrations. - An individual may possess a maximum of 3 total Consecrations on their person at a given time. - All Consecrations must be ST signed, with no exceptions. - All Consecrations must possess a description, a method of activation, and date of creation within the item description. - Must be T3 in order to learn the Consecration subtype. - Consecrations do not grant an item any additional durability, nor any benefits outside stated benefits. - For all intents and purposes, Latent Consecrations act as passive abilities, and may not be disabled except by means of destroying the blessed item. - Latent Consecrations may be placed on objects of any size, but only a singular one may be placed upon smaller objects such as necklaces, non-Artefact pendants or crosses, or objects of similar size. - Animate Consecrations must be placed on objects of significant size, and only one may be placed on an item at a time. Examples of viable objects include weaponry, armor, large tomes, Artefacts, etc. - To bless an item with a Consecration, one must be the specified tier and know the spell in question. - Azhl steel weapons may disable Consecrations in five blows, due to the virulent and impure nature of the steel. - Animated Consecrations require activation in order to be used, following all casting guidelines, redlines, etc of the specified spell. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way. Purity Grafting The practice of restoring lost limbs is one that has long been lost to the Clerics of Tahariae for decades, if not centuries; the ability to restore flesh and bone from nothing relegated to the annals of history in perpetuity. However, even still, the Stag’s profound and unparalleled vision divined the necessities and tribulations that His Chosen would face, in their trials of healing both themselves, and the mortal races. As a blacksmith would labor over their heated forge and powerful bellows, so too, then, did the Vehement Lord bend the Light to his will, forcing it into shape and allowing new possibilities and long-forgotten dreams to become reality. Thus, with the advent of His Chosen returning to the world, he has deigned fit to allow them a simple kindness; to return to Pure form that which has been rendered Impure. Once they have reached T4, a Cleric may begin to indulge in the practice of what is known as ‘Purity Grafting,’ the process of crafting, carving, and blessing vessels of marble and gilded steel to serve as prosthetic limbs for those who lose them in their duties, or the unfortunate innocents who find themselves crippled simply living their lives. This process is extraordinarily strenuous and difficult to enact, and even more so to learn, as the skill of stonemasonry and forging is vital in achieving this complex and intricate craft. As an end result, however, all limbs and prosthetics made through Purity Grafting will tend to look akin to works of art, nigh-unrivaled in their beauty and splendour. These replacements are rather durable, owing to their hardy construction, and even possess a muted sense of touch. However, these replacements carry a cost; that those who play host to them find a small sliver of their soul to be hallowed in a manner similar to a Cleric’s, binding them to follow and uphold one of Tahariae’s revered and fabled Woes, listed below. If an individual were to forsake or break the Woe they are bound to, their limb would experience decreased function. The Woes Any individual who possesses a Purity Grafted replacement limb is beholden to one of the following decrees by Tahariae, chosen by the Cleric replacing the limb at the time of enchantment, though OOC consent is required before a Purity Graft may be bound to an individual, necessitating a level of communication between the Cleric and the crippled individual to reach an outcome satisfactory to both parties. This aspect of Clerical prosthetics is intended to encourage roleplay and add a price to this aspect of healing, as opposed to a simple ‘get out of being a cripple’ free card. Spoiler [I] Woe to those that turn against Me and My Mission, for they must be cast out of thy ranks. The holder of the Purity Graft must refuse to consort with those who have actively gone against Tahariae and His Mission, such as traitorous Clerics, Revealed Dark Creatures, etc. [II] Woe to those who only know Me for My Blessing, and not for My Mission, and do not recognize Me and My Glory in prayer except when My power is needed. The holder of the Purity Graft must acknowledge Tahariae for what he stands for and represents, rather than merely a source of magic. [III] Woe to those who refuse to heal the Innocent, to return to Pure form what has been rendered Impure. The holder of the Purity Graft must never turn away an innocent soul who requires medical aid. [IV] Woe to those who let the Impure, the Beings of Darkness and Evil, and the Descendants who bring harm to the Innocents, walk free when they cross thy path. The holder of the Purity Graft must oppose those who have committed Vile Impurities when able, regardless of personal affiliations. [V] Woe to those who cause harm to the Innocent, for they are those you are sworn to protect. The holder of the Purity Graft must never bring physical harm to an innocent again, defined as any strike that would draw blood or break bone. [VI] Woe to those who are sexually immoral, who give themselves outside of the holy bed of marriage, who dirty themselves and thus dirty the Name they represent. The holder of the Purity Graft must never have intercourse outside of marriage. [VII] Woe to those who give themselves over to perpetual drunkenness and intoxication, for they dirty themselves and thus dirty the Name they represent. Such is only acceptable in celebrations and festivities. The holder of the Purity Graft must never reach an unflattering level of intoxication outside of festivals and parties, be it through alcohol or drugs. This is defined as what some would refer to as ‘piss-faced drunk.’ [VIII] Woe to those who steal, cheat, and utter vulgarities, who abuse the Innocent with their tongues and hands. The holder of the Purity Graft must never steal from others, cheat, or utter curse words in malice towards another individual. Grafted Limbs Limbs crafted through Purity Grafting are statue-esque creations of beauty and art, embodying the Clerical values of Purity wholesale. To create such a limb, a Cleric must craft a hollow frame of gilded steel and bring it to an Altar, etching minute prayers and flexian script along the metal via a Lightstone to begin blessing it with Tahariae’s essence, causing them to glow the faint color of the Cleric’s Light. Once this has been done, polished sections of marble would fill the empty space upon the frame, acting as the ‘flesh’ of the new limb. This marble would likewise be blessed and consecrated by whatever means a Cleric might fancy, and upon a prominently visible section of such, the Lightstone would be utilized to carve a particular Woe in both Flexio and Common, and the Cleric must pray over the limb while channeling their light. Should this succeed and they not have failed in the construction, the words would swiftly take on a cobalt hue, glowing faintly as the rest of the limb shone with Light, now completed. These limbs must match the missing limb of the host in most regards, unable to host additional features such as claws, increased strength, hidden gadgets or compartments, etc. Their durability is that of steel and marble, though the glyphs and runes allowing their function may be destroyed to render the limb inactive, given enough time and effort. Should an individual manage to violate their prescribed Woe, the limb would experience incredibly jerky motion, loss of all sense of touch, difficulty moving, and perhaps Phantom Limb Syndrome, over the course of the next IRL week. After this time, the limb’s functions will return to normal, acting as a “punishment” for those who violate Tahariae’s decrees. Grafting Red Lines: Spoiler - Grafted limbs must match the previous limb of their host, unable to sport any additional features or benefits beyond the durability of their construction. This means no gadgets, increased strength, etc. - Must be T4 in Clericalism in order to learn this ability. - The Woe must be placed in the description of the grafted limb’s item, in totality. - Grafted limbs must be ST signed. - One may not attach additional limbs they did not originally possess via Purity Grafting. - Grafted Limbs must be constructed of marble and gilded steel, and may not be wrought of Carbarum, Thanhium, etc. - Azhl steel weapons will generally be able to disable a limb in 4 strikes. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No.” Artefacts To utilize a vast many ritualistic and priestly ability, a certain symbol of devotion and piety is required; known simply as an Artefact. Devised by the likeness of Tahariae, these implements may, when utilized, change the very nature of how a Cleric’s magic functions, granting His Chosen an unparalleled level of versatility and individuality amongst their contemporaries. Artefacts may be made up of staves, great tomes, or even consecrated rosaries, with the listed effects and caveats when explicitly used as a casting focus, which must be specified in the first emote of a cast. (E.G: Nameless Cleric mutters a small prayer beneath their breath, coils of light beginning to surround the end of the ornate crook they bore.) Artefacts are items of great power and personal value to a Cleric, due to the investment and toil that goes into their creation, and upon creation are automatically Lightbound to an individual Cleric’s well. Due to this tie to their Light, a Cleric may only ever possess a singular Artefact at once, and may not create another unless they wish for their previous Artefact to lose all of its holy properties and blessings. It is for this reason, as well, that Clerics may not utilize each other’s Artefacts, due to the intrinsic tie between a Cleric and their Artefact. Artefacts may only be made from the following examples. Spoiler Staves / Crooks / Rods The use of a staff or crook in the channeling of Tahariae’s light would allow a Cleric to heal an additional wound through the use of healing spells, and the Cleric may take an emote of additional focus to increase the maximum radius of all Area of Effect spells by up to four meters in each direction. In exchange, while actively utilizing a staff or crook, the cleric may not move faster than a walking pace (two blocks per emote) while casting, and regardless of the spell being cast, must maintain complete concentration upon the spell, able to be interrupted from casting such easily. Tomes / Grimoires / Lexicons The use of a tome or grimoire in the channelling of Tahariae’s Light would allow a Cleric to increase the effect duration of directly combative spells by two emotes by taking an additional emote to focus. Should the former property not be utilized, a Cleric would require one less emote to prepare and cast combative spells, assuming the emote count does not go below two. In exchange, while actively utilizing a Tome or Grimoire, the maximum radius of AoE spells is reduced by two, and healing spells require an additional two emotes to cast. Pendants / Rosaries / Necklaces The use of a pendant or rosary in the channeling of Tahariae's Light would decrease the amount of emotes needed for any Ritual or Linking by two, and would additionally increase the duration of supportive combative spells by two emotes. In exchange, while actively utilizing a pendant or rosary, the range of all spells is reduced to 8 blocks around the Cleric, or #q range. Creation To make one of the specified examples into a Clerical Artefact, the Cleric must first construct and craft the prospective Artefact near-entirely on their lonesome, preferably done within a Temple. Once this object has been completed, whether it be an exquisitely carved shepherd’s crook, or a golden-clad holy grimoire, the Cleric must take it to an Altar and allow Purified incense to waft about the area. A total of two Lightstones shall then be used to trace patterns, prayers, and runes about the item, the Cleric’s hand guided by the holy magics within the Incense. During the process, a number of flavorful phenomena and aesthetics may occur, due to the defining nature of this particular blessing. What happens thereafter is relatively freeform, but should consist of a small ritual of at least 3-4 high quality emotes, and the process would conclude with the entirety of the Cleric’s Light flooding into the object; a symbolic gesture of sacrifice and devotion to Tahariae. Should a Cleric wish to create a custom Artefact with its own unique blessings, they may do so by submitting an MArt detailing the process used in the creation of it, why it is different and imbued with special properties, etc. Likewise, should a dark mage, or coven thereof, wish to corrupt an Artefact to turn its powers to their own, they may do so via MArt submission. This requires them to actually possess the Artefact in question. Artefact Red Lines: Spoiler - A Cleric may only possess 1 active Artefact at a time, and should they make another Artefact, the previous one would lose all benefits, blessings, consecrations, etc. - A Cleric must actively specify they are utilizing an Artefact in the first emote of casting in order to receive the benefits and maluses of their Artefact. - All Artefacts, no matter the size, may possess Animate Consecrations and Latent Consecrations. - Clerics may not utilize each other's Artefacts. - One must adequately roleplay the unique maluses of their Artefact. To not do such would be considered powergaming. - If any loopholes or grey areas are spotted or noticed, contact the Story Team regarding it, otherwise the answer shall be a firm and definitive “No." - Upon creation, an Artefact is immediately Lightbound, and may not be unbound unless it is destroyed. - Azhl steel weapons may destroy an Artefact in two strikes. Tier 1 At this tier, the Cleric has only just received a small fragment of the Light, their soul becoming minutely hallowed as they are connected to their patron Aengul. At this stage in their development, they only have access to two total spells; that being the conjuring of Light, and the ability to use their Light to diagnose medical issues. It is at this tier that they are further inducted into the Clerical hierarchy from their status as an acolyte, and taught the basis of manipulating the Light to form spells and sorceries. At this stage, their soul only harbors a small amount of Light, given their nascent connection. Spells Available: Pure Light Motes of Light: [4] Tier 2 After a total two IRL weeks of harboring the Light, the Cleric’s connection has grown more stable, their soul ever so slightly more sanctified than before, and the mental ramifications of Clericalism would begin to set in by this point. They gain the ability to learn their first two ‘real’ spells, and the well of Light within their soul would expand a slight amount. Spells are likely still difficult to enact, and the pervading feeling of Purity within themselves still strange and somewhat foreign at this point. Spells Available: Radiant Armaments Motes of Light: [8] Tier 3 After IRL 1 month of growth and tutelage, the Cleric would experience a great surge of power and ability, their internal well of Tahariae’s Light now having grown to a substantial size. At this stage in their development, they may now undertake one of Tahariae’s two chosen mantles; The Path of Justice & Adjudication, or the Priestly Ways of Purity & Remediation. In addition, they may now participate and lead rituals if taught properly, or even enchant their own personal effects with Clerical sorceries. As well, they begin to exude an aura of Light around themselves, bathing all within Purity incarnate. Spells Available: Healing Hands, Aura of Light, Lux, Holy Ceremony, Hallowed Waters Access gained to Consecration & Sanctification subtypes Motes of Light: [12] Tier 4 After IRL 2 months of combined learning and practice, the Cleric has begun to master their holy craft, their soul harboring an increasingly large amount of Light, and their fervor in regards to Tahariae’s ideals only increasing as time goes on. At this stage, a Cleric gains access to some of their most iconic spells and powers, rituals of prophecy and imprisonment, and even the ability to replace the lost limbs of others. Spells Available: Sacralize, Exorcism, Purity Grafting, Foresight, Sealing Motes of Light: [16] Tier 5 At this point, the Cleric has practiced their craft for 4 IRL months, becoming true masters and paragons of the Clerical way, nigh-unmatched in their skill of healing or scourging the Impure. Their Aura of Light would begin to manifest a number of heavenly phenomena should it not be restrained, the incredible amount of Light within their soul spilling out with reckless abandon. The Elder Cleric would gain access to powerful sorceries and rituals, such as the fabled ‘Clarion Call,’ or gain the ability to sacrifice themselves to save another through the Final Oblation. It is at this tier that, should a Cleric possess all abilities save disconnection, they may apply for a TA. Spells Available: Hindsight, Sacral Flame, Hallow the Tainted, Final Oblation, Connection, Disconnection Motes of Light: [24] Credits New Gen Cleric Team (Early 2021 onwards): Sorcerio - Feedback, Consultation, Balancing, Co-Writing & Review Johann - Feedback, Consultation & Review Vic - Feedback & Consultation Covey - Feedback Witchlore - Moral Support Luciloo/Nivndil - Feedback, Consultation, Grammar Checking, Balancing & Review Cypher_nicus - Grammar Checking, Consultation Altiar1011 - Writing. All of the writing. I totally don’t want to kill myself. Old Gen Cleric Team (From 2020 to early 2021): Faewilds - Feedback, assistance w/ Necessary Definitions & History. Farryn - Allowing the use of IC resources for “History,” Consultation as Tah lore writer. Vic - Feedback & Consultation Myself - Writing. Purpose Clericalism, in this iteration, serves largely to fill the niche of a priestly holy magic on the server, with more to the lore itself than strictly combative mechanics. Having been shelved for over a year now, I feel that this rewrite is a step in the right direction regarding many of the issues that have been levied at Clerics, as well as their history and the innumerable complaints I’ve heard about such. In this, since I joined the Cleric project, and eventually took it over entirely, I can only hope to offer a new path forwards in regard to the Clerical niche and lore itself. For the lore as a whole, I’ve done my best to implement and build a sense of community and good will into the magic itself, seen in numerous mechanics such as Penance, Rituals, etc. in an effort to incentivize a united, communal mindset, even after I’m gone. I’ve done my best to remove a lot of the chaff and introduce new, exciting, and easy-to-understand mechanics for interaction with the dark mage/creature community, such as the ability to corrupt pools of holy water, or even Clerical Temples, providing another layer of unique, dynamic roleplay should both parties wish for it. Largely, the lore has shifted towards a pursuit of Tahariae’s mantles, rather than merely war or crusades against dark magi. This is, in large part, seen in “Vile Impurities,” as well as many abilities affecting regular individuals as well as dark mages. It is my hope that this will incentivize conflict with more than just select groups, and provide fulfilling rp for both the Clerical community, and the rest of the playerbase at large. Healing, as well, has been given some fairly hefty penalties, and a long timeframe, to follow in the footsteps of Witch Doctor “Cursed Healing” and similar abilities seen in other lore pieces. I have also done my best to remove a lot of the religion from the magic itself, and those who have been following me would see that it has instead been shifted to a near-purely IRP angle, allowing for a larger variety of Clerical orders and niches to form; in all technicality, under this lore, there could even be an order of secular Clerics, should the player base so wish. This tonal shift has been accompanied by a large restructuring of the precedents seen in former rewrites. Compared to before, any singular TA holder now holds the ability to revive the magic as a whole, and with the ability for a Cleric to switch their active subtype between the newly introduced ‘Remediation’ and ‘Adjudication’ subtypes, a level of commitment has been introduced while still allowing a given Cleric to walk the other path, after some temporary consequences. The old dynamic of Priest Healing and War Clericalism has largely been abandoned due to the separation it inspired, as well as requiring separate TAs for each, with Priest Healing largely relegated to… well, healing exclusively. Now, both subtypes stand on their own as facets of the magic, and equally possess the ability to provide compelling and enjoyable roleplay to those who interact with them. Rituals and artificery likewise make up a large portion of the magic, allowing for deeper roleplay and interaction beyond the capabilities of a singular Cleric. Wards, as they were in previous iterations, have been removed entirely, as I found them unconducive to roleplay as a whole. Throughout this lore piece, I have caked in a lot of potential for extraordinary possibilities for events to allow Clerics to help craft truly cinematic moments with the help of others, while still keeping such in check and balanced for event usage. With avenues for deeper cultural and religious roleplay, I like to think of Clerics as flawed individuals; mortals, seeking after an impossible standard set by Tahariae that they can never truly achieve, yet will try to do so anyway. Not out of moral good or concern for others, but the sheer necessity of what they define as ‘Purity.’ Clerics are not meant to be good people, not in the traditional sense; they’re meant to be what their Aengul wants them to be… which is Pure, and to eradicate all that is Impure in the world, be it through peaceful or violent means. The ends justify the means. Myself, as well as the Cleric team, are pushing for a complete MA and TA wipe for this submission, as the shift in the Clerical aesthetic and doctrine is rather monumental, and with the history of the magic and its users, we feel it is best that Clericalism receives a blank slate from which it can rebuild itself into a positive addition to the LoTC universe and narrative, rather than a detraction from it. Thank you for taking the time to read this submission. Cited Lore https://www.lordofthecraft.net/forums/topic/157049-%E2%9C%93-tahariae-aengul-of-purity-updated/?do=findComment&comment=1485647 https://www.lordofthecraft.net/forums/topic/163951-%E2%9C%97-tahariaen-clericalism-the-clerics-of-tahariae/?do=findComment&comment=1550620 https://www.lordofthecraft.net/forums/topic/131260-shelvedthe-clerics-of-tahariae/?do=findComment&comment=1255407 https://www.lordofthecraft.net/forums/topic/190249-%E2%9C%93-world-lore-light-stones/ https://www.lordofthecraft.net/forums/topic/189643-%E2%9C%93-world-lore-the-blighted-steels-ch-1/ Changelog: Spoiler Radiant Armaments can no longer be cast while restrained or bound. Aura of Light clarified. Hindsight no longer able to showcase individuals in any real clarity without OOC consent, leaving them unidentifiable figures in the vision. Decreased number of items able to be bound to 1/2 of a Cleric's tier, rounded upwards. Efficacy against Voidal removed. Sixth woe modified to be a touch harsher, for Purity Grafts. Removed "History" to shorten post. Restructured primary spell list & lore. Adjudication & Remediation changed into mechanic. Trimmed Animate Consecrations. Tweaked Animate Consecrations, shortened redlines & Presence of Judgement must now be visible to activate. Removed Golemancy incompatibility. Trimmed connection emote guidelines. tweaked Hallowed Waters, now requires less time to proc heal. Massively restructured and trimmed bulk of lore piece. 51 Link to post Share on other sites More sharing options...
Johann 1400 Share Posted April 22, 2021 Tahariae smiles upon this piece. 2 Link to post Share on other sites More sharing options...
Bhased 3587 Share Posted April 22, 2021 the office of heero zero and son will contact you in three to seventeen business months regarding the state of holy magic 19 Link to post Share on other sites More sharing options...
AfroJoeTheOlogBro 1093 Share Posted April 22, 2021 The time has come... 2 Link to post Share on other sites More sharing options...
BobBox 3203 Share Posted April 22, 2021 Best of wishes to whoever has to read this for the mag 13 Link to post Share on other sites More sharing options...
Vic 483 Share Posted April 22, 2021 Imagine writing over a hundred pages of lore.... hahhahahahahaahahahahaha i know youre dead inside alty 2 Link to post Share on other sites More sharing options...
Wolfey34 243 Share Posted April 22, 2021 Glad to see it's finally up after you've been working on it for a while Link to post Share on other sites More sharing options...
Evonpire 1816 Share Posted April 22, 2021 I threatened to chatmod ban salty out of every chat I could if he didn't format this nicely. 3 Link to post Share on other sites More sharing options...
Kholibrii 978 Share Posted April 22, 2021 I’m not reading that entire post it’s a entire freaking book but +1 1 Link to post Share on other sites More sharing options...
exanimated 1360 Share Posted April 22, 2021 Pog write 2 Link to post Share on other sites More sharing options...
Xx_BloodStalk_xX 2120 Share Posted April 22, 2021 reserved 2 Link to post Share on other sites More sharing options...
ronin_champloo 5951 Share Posted April 22, 2021 Rather unfortunate that I’ve come to see a bunch of spells that might be abused to hell and back, granted the misuse of Clericism from the past - it’s fair to say that I’m extremely wary about the whole ordeal and rewrite. For Searching Light, I have a severe issue with ‘sensing’ abilities since they - even if it’s without the intent of the Lorewriter - will be used for metagaming purposes. I can already see conflict occurring and a person running away, only for a Cleric with ill intentions using the spell to see and spot that the runner’s identity. Etc, a masked man gets into a fight with a nation. He’s able to run away but suffers an injury in his arm. A bruise or gash. He returns or hides in a disguise. A Cleric uses their power to sense that injury and will be able to spot that they were in that conflict. While you may have good intentions with this spell, I don’t see it being used in a mature manner by the player base granted by the abundant OOC that’s strife in conflict. For Radiant Armaments, I’m rather disappointed with this spell. You could easily go for an aesthetic method for this where they’re able to have some effect on their weaponry. Granted Heraldry and Translocation, this simple spell can be heavily abused in conflict where the person is bound or in trouble. Etc, a Cleric is beaten or infiltrates an area. They search him/her for weapons - spot none because all of them are bound. By this, they’re able to ‘hide’ weapons rather than use the spell of aesthetic purposes which I believe your intentions are. Furthermore, if Azhl Steel can damage a bound weapon. I’d suggest that Thanhic-Steel may do so as well as they negatively affect mana. Something that all descendents have. For Lux, I’m rather wary of the vague wording. What does it exactly do to an affected individual? - does it blind them to the point where they can’t see or does it slightly blur their vision. Even then, I can already see this ability being able to one-shot kill individuals. The impact of an arrow - even to a helmeted individual, can cause severe brain trauma and more. I suggest being more concise and specific with how this ability affects people. For Aura of Light, I’m rather confused since it states: ‘Revealed Dark Creatures within the aura would feel an uncomfortable sensation of being watched by judging eyes, given a minor amount of anxiety and fear by the divine radiance.’ But at the same time, you also say: ‘This ability cannot forcefully reveal a dark or voidal creature/mage/feat user, or metagame in any way.’ I’d suggest that you reword this since it may cause complications. I’m heavily against Swiftward for this reason: ‘Voidal and Dark magic spells slung towards this area would often veer off course, for example, this manifesting mechanically as a +4 bonus to rolls for those within the circle to avoid being hit by a target spell.’ This is an extremely Overpowered ‘**** You’ spell that isn’t a shield, but rather a 3x3 aura. If I were to minmax this, I’d just bring a goon squad - all within my aura - as I bring them along to a dark creature or group who cannot do anything, in terms of magic, to attack the clerics. There’s not even any way to break or dismantle this shield from an opponent’s view. I don’t agree with this spell. I dislike Hindsight very much. It’s been proven again and again that ‘memory’ spells are just used for metagaming. It’s inane to include them. ‘a Cleric may draw any number of individuals into a vision of the past through Tahariae’s gift of prophecy’ ‘This spell can only be used to display visions of events that the Cleric personally attended and can account for.’ I can see Clerics being used in court cases as a CCTV camera, using their spells to show if a person’s guilty or not in the story of ‘flavorful storytelling’. Etc, A person does a crime. He’s able to run scot free but a cleric sees them. He goes to court. A cleric uses their spell to show he did the crime. He’s off to jail. Radiant Repluse - like before - is Overpowered. A 3x1 arc that travels 5 blocks in an ‘incredibly quick rush of energy’. It's incredibly undodgeable, due to the dimensions that you’ve provided. A spell that pushes people back 3-4 blocks away. Stagger or knocking them away - making it so that running away in CRP is unlikely to be impossible. I suggest either tuning this down or reworking it entirely. Purity Healing seems like an extremely powerful healing spell that completely rids the player of consequences in CRP or Events just using a spell to quickly heal themselves. I’m wary of this. Painted Salvation has the problems of Purity Healing but emphasises. A spell that allows a person not to die IRP. If you’re at the point where this spell can be used, you have to die. Etc, someone suffers a severe assassination attempt. They are stabbed through the heart. Someone uses this spell to freeze them and find an Animii crafter to make them replacements or a new body - as if nothing happened. Hallow The Tainted - I believe - is yet another spell that goes too far. I don’t believe this should be a spell since it allows for previously disconnected people to easily be able to be reconnected to a magic, their soul repaired. Etc, I’m dc’d from Paladinism twice. I cannot get any deific magics. With this spell, I can again. It’s the complete disregard of consequences in RP. Clarion Call is Overpowered as ****. A 48x48 dome that heals and grants stamina back to everyone. This is utterly broken and it can be synergized with various other things - allowing a void mage to continuously cast or a Paladin, like you’ve said, to supply the place with Lion’s Roar. Even if this is only in an event scenario, I don’t see this being balanced at all. Radiance is Overpowered in the area and effect that it gives. A 5x5 radius flash that completely blinds people for 3 emotes. I’d suggest reworking it completely since someone can easily use this spell to just run away without consequence. Angelic Charge is Overpowered as well. It ignores CRP movement rules - allowing you to run with a range of 6 blocks as a ‘silhouette of Light’, briefly masking your identity be it in a chase. And you’re able to attack with double strength? - I suggest rewording this since it’s vague and everyone already plays a minmax variant of the strongest person alive. This only amplifies problems. Divine Edict is broken. Constant frostbite if an order’s not carried out. Constant paranoia. And this stays for 1 OOC week. This reminds me of old ascended wards. Sacral Flame, it’s a flame that can’t be extinguished unless water is there. Frostbite is already broken, I don’t suggest working with it as the effects of it can easily make limbs unusable. Enwreathment is just a way of granting your weapon Thanhic-Steel properties due to the inability of a person to cast magic - due to the flames - and the frostbite acting on their body. Projected Flame, in my opinion, sounds like a more Overpowered variant of Flamethrower from Fire Evocation. Chains of Justice - likewise - is inherently broken and Overpowered. The fact that you can bind and trap a person with a range of six blocks. To see that it’s stronger against Voidal or Dark magicks seems more broken. I suggest reworking this. Mercy allows Clerics to buff their companions to become ‘Doomslayers’ - allowing them to quickly return to the battle, etc. I don’t like it. The fact that the cleric has to be within 4 blocks of them is decent, however - perhaps the line of sight must also be added. Sanctuary is the Paladin’s Spell but emphasised to the point where it’s incredibly broken and Overpowered. The fact that it’s around the caster allows spells and blunt force to not be carried off onto the caster. It’s a ‘**** you. I can’t be hurt’ spell. ‘This shield lends well to protection against Voidal and Dark magic attacks in particular, able to take six blows from spells of those classifications that are t4 or lower, and only three from t5 spells of those classifications. Normal assaults with conventional weapons by individuals of significant strength, or deific/misc spells, require four blows to break the shield’ What of the effects of Thanhic-Steel? - this is rather broken. Needs to be tuned or reworked in my opinion. I’m of the opinion that all spells must be able to be used in ordinary CRP. I don’t like Event-Only spells at all since it’s just a free card to winning an event. I don’t personally enjoy Perdition either. It should be specific and not vague. What is the effect, don’t leave it up to a player or ST. Hostile Entity is iffy as well - as they may regard someone as an enemy and murder them. I haven't finished reading the entire thing yet but this is just my opinions from reading the abilities of two(?) of the subtypes. I don't believe you're doing this maliciously in a way to make an Overpowered Magic - but clarifications, tuning can make this far more balanced in my opinion. 25 Link to post Share on other sites More sharing options...
Valannor 6345 Author Share Posted April 22, 2021 Just now, FamilyGuyMoment5 said: a a a a a a a Link to post Share on other sites More sharing options...
MikoMonster 1393 Share Posted April 22, 2021 1 minute ago, FamilyGuyMoment5 said: a b Link to post Share on other sites More sharing options...
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