Johann 1478 Popular Post Share Posted May 17, 2021 Origins; From Sunbreak The Aengul of Order and Guardianship, the Aengul Xan; brother of Tahariae. The reasoning for Xan’s intervention with mortals is still that of a mystery today, but the Wingless Lion, capable of ripping off his own wings for mere mortals, would be heralded as Guardian of the Weak, for those wings would be a symbol of Xan’s sacrifice for the greater good. He would give up his own divine weapon, the Golden Lance, in order to aid the mortals in their defeat of the corrupted dragons, Chrysteria, Setherien, Gudour, that threatened the far flung lands, upon the isles of Sheerok. The Athna bloodline, long serving champions of order and guardianship, were the first to be blessed with His divine presence. Nazh’ghal, would be the first Prophet of Xan, whose son, Hilan Athna, would inherit the title to be the Herald of the Ten Apostles, and bearer of the Golden Lance, leading to the rise of the Order of the Golden Lance. Hilan would be the first Vindicator, Zyanna the first Vestal. Though that bloodline would be met with misfortune, as Zyanna was devoured by Gudour atop her tower, and Hilan immolated by the black flames of Setherien. The loss of the battle and the immolation of the Apostles would turn them as the first twelve Harbingers in service to the Drakaar and his mysterious armies; they became known as his Dark Lieutenants. Setherien would break Golden Lance into three pieces, hidden away in a faraway land, confident that no other weapon would match it. Seeing their defeat, Herun Athna would open a portal to Anthos, the Doors of Eternity, so that the wounded bannermen could make their escape, to live to fight another day. And that day would come, many years later. Their fallen home would turn into the deadened Red Realm, also known as the Burzumkototaz. The Black Wyrm would eventually travel through the portal himself, plaguing the lands of Anthos after totally destroying Sheerok. Over the course of a couple of years, the Order of the Golden Lance became vagabonds relentlessly pursuing the Drakaar after he followed them through the portal -- what would later be named the Door of Eternity. If he were to be given the chance to recoup and rebuild, he could quite possibly inflict harm and devastation upon these new found lands of Anthos. Fearing what could happen if Setherien were to make contact with the Descendants, they explored the farthest reaches of the Northern Wastes only to discover to their horror that the race of Pig-Men, the Boh’ra, had been enslaved to the will of the Black Wyrm. The Black Scourge would lay siege to the heartland of Anthos and ravaged the known world with an undead army consisting of Bohra, Drakes, and all manners of life-less, twisted aberrations. In service to their dark master they destroyed many settlements, among them the capital city of the elves Leumalin. It seemed as though their forces were unstoppable and people began to lose all hope. However, a mysterious adventurer in service to Xan emerged from obscurity to guide the new paladins of the reformed Order of the Golden Lance to the Door of Eternity, alongside the Descendants as all hope appeared to be lost and the flood waters were sinking Anthos. The world was losing their combined fight against the terrifying forces of the Drakaar, and sought to escape annihilation by fleeing the land as blood shards started spreading in major settlements, forcing the Descendants to flee to the Fringe through the reopened Door of Eternity. Arriving at the Fringe, the mysterious adventurer, who now came to be known as the Seeker Jack began to rebuild the Order of the Golden Lance in preparation for what was to come. The final battle would commence upon the mustering of vast elven, human, dwarven, and orcish armies at the helm of a massive portal leading to the realm of Burzȗmkȗtotaz. As the Harbingers’ master Setherien was extinguished through the combined efforts of the citizens of all the world, and the Harbingers were pressed into hiding. Anthos was swept over in a flood that submerged the continent, and now the Descendants were trapped in a foreign world. [... refer to reference links below] Xan would once again descend as he did in Aegis, and in Sheerok, in the lands of Arcas; as the threat of the Inferi were heralded by the death of Metzli. Together with Aeriel, Gazardiel, Eshtael, and Malchediel, the Pantheon sought to stop the latest plot of Iblees to be reborned. Inhabiting the body of Keeper Yulia Horen, Xan would lead the Paladins to circumvent the Straits of Al’faiz, smiting down foes with its spears and lances, to storm the main Inferi encampment. After the resolution of Gazardiel, Xan and his brethren left for the skies again, entrusting the future of the grey to His mortal instruments once more. Spoiler https://www.lordofthecraft.net/forums/topic/121496-xan-aengul/?tab=comments#comment-1165575https://www.lordofthecraft.net/forums/topic/150744-xan-the-herald-of-order-aengul/https://www.lordofthecraft.net/forums/topic/121496-xan-aengul/?tab=comments#comment-1165575 https://www.lordofthecraft.net/forums/topic/109072-end-anthosia/?tab=comments#comment-1024690https://www.lordofthecraft.net/forums/topic/109513-the-day-of-reckoning/?tab=comments#comment-1030375https://www.lordofthecraft.net/forums/topic/109005-the-end-of-the-anthosian-era/?tab=comments#comment-1023994 https://docs.google.com/document/d/1m03JLubtgAKq90tcaJ2F_x9uc2zhbIxkXNTbwJTqD14/edit https://docs.google.com/document/d/16m2feex-PGlotaN-W3wTvGUCKqNFKXCr9NUeR9_oR1c/edit Ordainment "To you, I swear my soul. To your cause, do I swear my heart. To your Light, I promise eternity." In the wake of trials and tribulations, when they are conquered by an aspirant initiate and thus deemed worthy by their Master, one who possesses a [TA], they will be ordained through a resplendent ritual at a Chancery of Xan to be granted His power. The ritual proper is naturally freeform, left to the aesthetic discretion of one who performs it, but the principle outline is that the soul is awakened in a painful, perhaps even gruesome, unpleasant experience to Xan’s mists by the mandate of His cobalt mists to manifest a tether, a connection to Xan’s realm akin to a voidal magi’s attunement to the Void. Following this awakening, an eternal ember is sparked within the soul of the ordained knight, forevermore signifying their duty to their Aengul, to Order and Guardianship. As the paladin grows in power, so too does the vigour of these embers, which serve as their means of calling upon Xan’s mists to fulfill his duties as well as a pervading reminder of their responsibility. To the untrained initiate who has only attained His power, the gaze of an Aengul is intimidating, they may fear blunder, inadequacy or incompetence, as though their work is always scrutinised, judged. Yet as one becomes more experienced, this gaze becomes more comforting like a parental gaze, a reminder that their righteous deeds are seen and even if they fall, salvation is promised by their Lord; one becomes emboldened to do what they must, discouraged to do what they must not, and over time, the growth of these embers and this presence proffers a mental sanctuary for the Knight in the face of adversity, peril and fear. Let it be known that to become a Knight of Xan, one’s soul must be untampered by unnatural influences such as those daemonic - the Kharajyr - and those of dark magics, and one must remain in their original physical body, meaning machine spirits, epiphytes, and other descendant-derived CAs are not eligible for taking up Xan’s power. Though Xan values the utility of His servitors, He nonetheless values the integrity of their souls from the heinous influence of other magics, arts or even his divine peers. It is for this reason that a paladin may not take up any other deific magics with the exception of Seer, and may not under circumstance practice magics of voidal or dark provenance. Neutral magics such as Kani or Chi or neutral feats such as Arcane Displacement, Golemancy, or even Pale Blood Magic are tolerated by the Aengul alongside his gift, for after all, any power amassed by his Knights may as well be the growth of his own. Evidently, any magics practiced alongside the mists of Xan are still subject to the same covenants a paladin must uphold, and breaking covenants in any manner entails the same, grievous consequences. Spoiler Paladinism is a [3] slot deific magic Connection MUST be performed at a chancery of Xan where His power is the greatest, by a paladin who possesses a [TA] A paladin is only eligible for a [TA] at T4 once they have been taught the connection ritual though disconnection is not necessary. Those who possess a rune which signifies their ability to partake in a disconnection ritual will have this marked on their TA - the latter will be elaborated in its respective section. The mental resilience granted by a paladin’s eternal ember does by no means nullify or make one resistant to pain in any way, it only emboldens their personal resolve against fear when performing their duties that are by no means covenant-breaking. The bolstering of mental resolve and courage is by no means enforced upon characters, it is purely dependent on their inherent qualities. One must be a descendant, or descendant equivalent, to become a paladin, possessing a greater soul unaffected by dark or deific influences. This means that Kharajyr and dark mages are NOT eligible for this magic. A descendant or descendant equivalent must also be in their original physical state to become a paladin, this means epiphytes, machine spirits, or any other descendant derivative CAs are NOT eligible for this magic, however Klones are exempt from this rule. The Covenants of Xan “Devotion through actions.” The Covenants of Xan are sacrosanct laws that the Knights of Xan once upheld, set before them by their deity since the advent of His gifted power. They have been adhered for as long as history recalls, though varying Chapters across the Mortal Plane may profess to Covenants significantly different, yet still adequate of performing His bidding. Covenants are guidelines to which the Knights harken, bare necessities in how one should act, making it absolutely essential to follow them to the letter when it comes to it. If an oathbreaker’s deed reaches the ears of their brothers and sisters, it is their duty to search them and punish them through a path of redemption or disconnection. Varieties of deific runes have often been used for the former purpose, however methods of punishment vary from chapter to chapter. The following Covenants are what are simply considered "cultural convention", but are by no means concrete, for they are left to the wisdom of Wardens and Seekers who lead Knights of Xan in their righteous duty. I. You are the child of the Maker, the Creator, the Divine, for it is HE who made all the First, the Aenguls and Daemons, and the Second, the Descendants. The Four Races, the Second Children, the Descendants, given life divine by the Creator’s breath, have Xan’s shield and his sword. For that reason, a Paladin may not put himself above descendants, for they are equal. It is also not the concerns of mortal wars which draws the Lion’s gaze. For always there is war amongst the Descendants for struggle is eternal, a curse of the Betrayer which cannot be given relief, a result of the first sins. So it is that the wars of mortals are not touched upon by the Lion’s Pride, for they are meant to be absolved by the descendants by whom they are waged. Spoiler [Do not engage in descendant/descendant wars. All descendants are equal in the eyes of Xan and engaging in such a war is enacting harm upon descendants over politics. This is exempt if the Paladin’s area (a place where a paladin performs their duties in the name of Xan, something like a keep or a temple) is directly affected by a warring/raiding party.] II. As Xan demands service from his champions, he expects them not to equate him with the same reverence as God, chiefly expecting it over worship. In the same vein, he allows them to serve other organizations and militias, as long as they continue following their order’s credo and do nothing that would count as breaking it. Spoiler [Paladins may join any organization they want as long as it doesn’t break other Covenants. It also doesn’t matter if the Paladin worships another as long as the Paladin isn’t breaking other Covenants in doing so.] III. As all Knights of Xan are equal before him, they shall treat each other equally and as brethren. No sword or mace or axe or any other weapon of warfare shall be raised in malice against the fellow followers of the Sunlit Lord. Spoiler [Do not attack, betray, and/or kill fellow Paladins. This as well sending others to kill your fellow Paladins too. If an honorable duel is declared, then it is exempted from this Covenants.] IV. While it is said that the Order protects all Descendants from foulness, using the magic given to them by their patron, it should not be confused with offering said magic to just everyone. There is a difference between selling divine artifacts for personal gain and teaching those willing of Paladinism. Offering divine artifacts in such a manner, whether it is trading in coin, power or favours, is strictly frowned upon and shall not be tolerated by either the Order or its patron. Spoiler [Do not sell out your deity. This obviously means giving connections, deific artifacts, and/or abilities for money, favors, or personal gain. Donations or praise rewards given are fine, but not the sole reason for doing your duty.] V. The light is the fire in our hearts, the light is the wrath of Xan, the light is the Creator’s glory manifest, and with it we burn away the shadow, cleanse the darkness and all the taint within. The power of Xan is not used lightly, nor ever against the Descendants save for those corrupted and turned against their brothers. We wield the Light only in defense of them, only in service of Xan, or against those once-children of the Creator whose hearts have been made blackened ash, and turned to darkness. Never shall the light of Xan be used against a descendant, except in the most extreme of cases of those poor souls misled by the evil present in all hearts. And yet so all attempts shall be made to cause no permanent harm, all instances of such reported to the rest of the Order. Spoiler [Do not use your holy abilities on innocents except in self-defence or its clear intent said person is a threat to others. On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well.] VI. A Paladin serves as an extension, the blade, of Xan’s will. As Aengul of Order & Guardianship, the forces of the dark that spread chaos and prey on the Descendant races must not be assisted nor permitted in their nefarious acts. The antithesis to Xan and his Champions, any Paladin who assists dark groups, participates in their misdoings, or observes without interfering as they harm innocents has forsaken their sacred vow to Xan and their duty. There is a fine line that can be walked, as far as tricking or infiltrating a questionable group. However, any participation or willful allowing in dark acts will result in this Covenant being broken. Spoiler [Do not assist dark groups in working their dark arts, committing slaughter, hurting innocents, or anything else that may jeopardize the Covenants. Willfully standing to the side and watching as they do this counts as well, as bad as if the Paladin had committed these acts themselves. Infiltrating or tricking dark groups is acceptable, as long as no Covenants are broken in the process and no dark or nefarious deeds are done or permitted in the name of ‘subterfuge.’ Above all, guardianship and order must reign supreme.] Revocation of the Light When a Knight of Xan is too far gone, when a Paladin has strayed too far from the light and when the fire within them begins to fade must revocation be considered for one deemed irredeemable in the name of Xan’s covenants and ideals. The ritual of revocation is a guarded secret reserved only for the greatest among Xan’s servitors, those capable of delivering Xan’s very judgement on his own behalf, and thus it can only be taught to another by those with knowledge and practice of this sanctified rite. When a seasoned paladin with mastery of the mists is taught, it is indicated by an Aengulic rune upon their self which manifests only when Xan’s power is called upon, a marker of their divine mandate to exercise the will of their Lord, indicating their status as an anointed Wardens. Wardens are entrusted with the duty of redemption and disconnection, and thus have the right to consider one "redeemed", or perform revocation when they deem it necessary. Conduction the rite of revocation requires two Wardens and one paladins, those with the ability and knowledge of the rite’s inner workings, where the damned Knight is restrained in place as their connection to Xan’s realm is severed by the same cobalt mists that once made them whole, and their eternal embers snuffed out, leaving behind a forlorn soul in its wake, devoid and deprived of the light it once coveted. For the first week, the trauma of disconnection leaves the damned Knight with a pervading sensation of cold emptiness in the place of the soul as the light that once illuminated it is now absent, forsaken. Similarly does this bring about mental trauma that is equally, perhaps more so detrimental to the damned, as their resolve wavers due to the guilt, shame, and other negative ailments that may wrack the mind of a now disempowered mortal. The forceful severance of a soul’s connection to a deity leaves a persisting mental mark upon one, for souls were never meant to be tampered with so lightly or so violently. Nonetheless, the revocation may also be a willing one, performed for a seasoned paladin who is no longer willing or capable of continuing their service. Their days may be numbered or their strength far too dwindled, so a fulfilling end offered by those of their chapter to mark the conclusion of their duties in the name of Xan. Gentle and benevolent in nature, this manner of revocation begets far less physical and mental trauma to the Knight, any form of such usually fully dissipating after a week’s time, though extended effects can be left to discretion. Spoiler Only T5 paladins, Seekers, may become Wardens upon learning the rite of revocation - this is marked on their MA. A rite of revocation may only be performed by two Wardens and one accompanying paladin at a chancery. The target to be disconnected must be within arm’s length of the those conducting the ritual. The two Wardens conducting the rite of revocation may deem whether or not the Paladin has broken a Covenant or not, disconnection is purely at their discretion. This ritual must be performed uninterrupted, requiring at least four emotes. Revocation RP must be performed adequately by both parties, and the disconnected paladin also has responsibility to roleplay effects of disconnection afterwards. Once disconnected, an individual may not be connected to Paladinism again, and are afflicted with a soul scar - counting towards one's 2 disconnection limit for deific magicks - the persona in question being unable to learn further deific magicks after this limit is reached. Objects enchanted with the orison "Sunlight's Wrath" by be used as proxy chanceries for the purposes of disconnection. The Mists of Xan Order and Guardianship incarnate, the mists of Xan are the quintessence of a paladin’s capabilities, the very groundwork of Xan’s power evoked and harnessed from His realm to perform His will. The mists, when manifested, form in a fluid gaseous state much akin to their namesake; they are a force of order and guardianship wielded by those endowed with its power, a microcosm of the Sunlit Aengul from which they originate. Warmth is brought to the innocents and grays in its fray, while those of dark or draconic inclinations are exempted from this effect, instead experiencing a wintry scorn characteristic of Xan’s own. The enemies of the Sunlit Lord, those perceived as the blights of the breathing world, are dubbed darkspawn - corrupted, twisted or ineffably dark, daemonic or draconic beings that have long been Xan’s foes: Dragonkin, the Undead, the Inferis and all their respective servants, Siliti, Strigae, Frost Witches and Vargs are but examples of these scourges. Born of the unnatural meddling of mortals and the mortal world, the Darkspawn are the eternal enemies of Xan’s Order, evermore facing the searing ire of His mists when His servants make war with their kind. Spoiler The mists of Xan manifest in a fluid gaseous state when summoned, serving no combative purpose whatsoever. Non-Darkspawn within the mist’s embrace feel a sense of warmth and comfort, while Darkspawn feel a cold, wintry scorn. Freeform mist manipulation remains possible, with its intricacy and size obviously scaling with tiers to no combative benefit. Connection, charging and channeling cannot be broken by a Wight's wail. Spells weaved from the mists of Xan and its derivatives all induce the sensation of a searing burn upon coming in direct contact with Darkspawn. Auric oil still has an effect in nullifying sub-tier 3 projectiles weaved from the mists, such as the projectile from Xannic Fervour. The mists of Xan and its effects cannot be used as a metagaming or testing tool against Darkspawn, for its hostile effects only manifest when the paladin is fully aware of the Dark nature of the Darkspawn. Darkspawn shall be defined as beings of dark or draconic provenance, such as the Dragonkin, Liches and Necromancers, Ghosts, Wights and other spectral entities, Inferis, Zar’akal and Naztherak, Frost Witches, Transformed Vargs, Siliti, Striga. Naturally, the definition extends beyond these examples, and applies to any unnatural entity that has been twisted and subject to some manner of meddling affiliated with the Dark, Dragonkin or Daemons. In event scenarios this is left to the ET’s discretion. Direct servants of these dark beings or those who possess magics directly affiliated with them are included in this definition. This does NOT automatically grant a paladin knowledge of how their lores work or even their existence, so being a paladin cannot be used as an excuse to metagame details surrounding Darkspawn, such as the names “Striga”, or “Siliti” Xannic Light cuts through Mystic Deadbreath, so long as cast at tier 4 or higher, 4m in each direction from the light's origin. Xannic Light cuts through Menhir Fog, regardless of tier, 10m in each direction from the light's origin. This restores after 1h in narrative, or until the end of combative encounter. The Triumvirate of Hues Like centuries that came before, harkening back to the first days of Xan’s lordship over Sheerok, the mists of Xan may manifest in three colours, each representing the first of their kind from the fabled Apostles and Athnas– Marian Cross’ stalwart guardianship of gold, Seyren Windsor’s vindictive order of silver, and Zyanna Athna’s remediating faith of emerald. The colour of one’s mists is the defining colour of a paladin's spells and is believed to be reflective of one’s fundamental nature in the eyes of the Sunlit Lord, perhaps even suggestive of their true calling in their servitude as Xan’s patrons. Gold epitomises the selfless, the empathetic and the resolute, like the Apostle Marian Cross who once offered his life where many did not in his stand against Setherien’s forces. A man who always believed in redemption, that descendants are made imperfect so as to grow and change for the better, Marian Cross vindicated those perceived to have been condemned forever, bringing countless who walked darkened paths back to the light. As the Vindicator’s hue, it symbolises Xan’s guardianship and a guardian’s traits, those of a stalwart sentinel against adversity, and those of the redeemer that offers refuge to the lost. Silver is the colour of the dogmatic, merciless and uncompromising, its beginnings trailing back to the first Wyrmstalker, the Apostle Seyren Windsor, a legendary hunter of Sheerok who mercilessly felled countless servants of Setherien through his skill of the hunt. Reminiscent of the Sunlit Aengul’s distant brother, Tahariae, the mists of silver also echo His purifying sentiments, the duty of maintaining Xan’s eternal Order through ridding the world of its many reprehensible scourges. As the Wyrmstalker’s hue, it symbolises Xan’s order and a hunter’s traits, meticulous, calculating and fleeting. Emerald augurs goodness and piety, perhaps the most compassionate out of the three as it was first the token of the first Prophet of Xan Zyanna Athna, the first Vestal who compensated martial strength for sorcerous prowess. A priestly figure who presided over the people of Sheerok while Hilan traversed the world in Xan’s name, her life was taken at the hand of the Night Terror Gudour, and thus the blood of goodness spilled inevitably sparked the birth of an eternal conflict. As the Vestal’s hue, it symbolises faith in Xan’s cause and a priest’s traits, reverent and pious, yet also amicable and clement. Beyond this iconic triumvirate lies a fourth, elusive hue, one that represents the prerogative and authority of the Aengul himself - cobalt. These legendary cobalt mists are only made manifest in the direct presence of the Sunlit Lord, or His direct subordinates entrusted with His very insignia, his patrons such as Keepers and their kin. The Derivative States Though these mists were previously the only implements of Xan's knights in their previous homogeneity, revitalisation of their abilities has restored the nascent potentiality it once held in the days of Vindicators and Wyrmstalkers. Upon reaching middling strength of the third tier, a paladin becomes capable of energising Xan's mists to its greater states - the Vindicator's light or the Wyrmstalker's lightning. Distant tales too speak of the feat of glimpsing upon one's eternal embers for great sorcerous feats, harnessing the power of flame - alas, this has long been lost with the forgotten orders of Vestals from times immemorial. The Vindicator's light is Xan's sunlit radiance made manifest, and upon coalescing, emits a soft, gentle glow that takes upon the Knight's colour, furthermore serving as a feeble guiding light at best. A derivative of the mists, it too possesses its qualities concurrent to the light's radiance, the primary instrument of the Vindicator's undertakings. Born of Xan's divine wrath against the dragonkin in a bygone age, the Wyrmstalker's lightning is a mirthless instrument much unlike its counterpart, yet irrefutably resolute. Where the light emits an all-comforting warmth to many, the Wyrmstalker's lightning represents unparalleled convictions, an aura of courage that longs for battle so that Xan's order may be enforced and purveyed. When manifested, it too takes upon the Knight's colour, however serves as a meagre source of light that gives off a weak static numbing when touched. Verily, it is a tool of war, not of a tool of feeble inclinations. Harnessing the mists and its limitations Upon a certain threshold of experience, a Knight of Xan is endowed with a certain number of casts where Xan’s mists are gathered and coalesced for a purposeful spell. These spell casts are known as “embers”, derived from their eternal ember which serves as a bridge of connection between the Aengul Xan and the paladin. Naturally, as a paladin’s experience grows, as does the vigour of this eternal ember, allowing for more spell casts with tier, with these embers replenishing after a few narrative hours of rest. Power comes with a price, and the mortal being is only capable of channelling so much deific energy before fully suffering its physical detriments and maladies. As a paladin approaches half of their ember reserves, they begin to feel the onset of mounting fatigue, the aching of muscles and the harshness of breaths, indicating the extent of their exertion. All spell casts afterwards are characterised by agonising eruptions of pain that plague their being, hindering the accuracy of spells and significantly raising the difficulty of maintaining them. The final spell cast before complete depletion is a selfless, sacrificial one, as one would have to utilise all the vestiges of vitality that remains to muster one last, leading to the coughing of blood, locking of limbs, unconsciousness, or any other sign of ineffable strain that comes with channelling divine energies. Tier 1: 4 embers Tier 2: 6 embers Tier 3: 8 embers Tier 4: 10 embers Tier 5: 14 embers The Unspoken Weakness In spite of its grandeur and righteousness, the mists of Xan are intrinsically creatorial constructs, derived from an Aengul whose origins lie with the Creator. It is for this reason that magics weaved by the Knights of Xan also suffer the same weakness to creation’s anathema - the Void. Anti-creation triumphs the Light over other magics when it comes to breaking through its defenses and disrupting its function, capable of nullifying Xannic Fervour when the weapon is directly struck by void magic, and Vindicator’s Mantle if it comes into direct exposure with void magic for more than three emotes. Furthermore, in the case of Guardian’s Bulwark tier 3 voidal projectiles count as one physical strike, tier 4 count as two, and so forth. As the Achilles’ heel of the Knights of Xan, beings derived from the Void inspire far greater strength against Xannic magic. Spells conjured by an atronach will be twice as effective in the previously mentioned weaknesses, their turbulent and chaotic nature as constructs of the Void reflected in the spells they cast. Nonetheless, the true anathema of paladins lies in combating Voidal horrors, emissaries of anti-creation feared by even their Sunlit Lord. In their presence, the pervading courage and warmth of the mists shies away in abandonment of the Paladin, leaving them austere and demoralised without the strength they are accustomed to leaning upon. Spoiler As a result of the creatorial nature of the mists, paladin magic has a weakness to voidal magic. Xannic Fervour is fully nullified and deactivated if it comes into direct contact with voidal magic, while Vindicator’s mantle will do the same if directly exposed to void magic for more than three emotes (a fire evocationist’s flamethrower, an ice evocation projectile dislodged in armor, etc.) Voidal magic bypasses the magic resistance of Guardian’s bulwark, counting as “physical hits” Spells that are conjured by an atronach are twice as effective in the aforementioned weaknesses, meaning a projectile fired by an atronach counts as two "physical hits." When combatting Voidal Horrors or any being of the Void, the warmth and courage provided by the mists and eternal embers of a paladin will be completely nullified, leaving them demoralised and exposed to fear. Other fonts of voidal corruption such as tears, nodes and voidstalkers will inspire a growing unsettling sensation about the Paladin's wits. This can't be used to metagame Voidstalkers however, beyond the fact that there is something terribly uncanny about their nature. A Paladin would find themselves unable to cast Lion’s Roar while in a Voidial Hollow, or the proximity of a Voidal Tear as they’re lacking their own aura and courage, and thus would not be able to share it with others. Mist Weaving The fundamental font of a paladin’s strength, mistweaving is the particular manipulation of the mists of Xan evoked for the derivation of spells, constructs and other utile abilities. As it is the most basic form and manifestation of the Sunlit Lord’s power, mistweaving is the first technique to be taught to newly attuned paladins prior to the third tier, though it remains an important part of a Knight’s arsenal even beyond. The splendour and capabilities of this cardinal sorcery evolves with the paladin’s eternal embers and archetype, enabling further augments throughout a paladin’s journey. Xannic Fervour A Knight’s most reliable tool in their repertoire, Xannic Fervour is the imbuement of the sunlit mists to temporarily bless a weapon that they are currently wielding. Spoiler This basic imbuement allows the weapon’s touch to create a burning sensation when striking the flesh a target, or any other equivalent of matter such as a ghost's ectoplasm. It requires one ember and two emotes to cast, and the mists remain upon the weapon so long as contact is maintained and the paladin does not reach their limits of exertion and grow too weary. Xannic Fervour may also be manifested upon ranged weapons for the same effects and additional ammunition, requiring three emotes for the Knight to call upon the mists, imbue it upon their weapon and manifest a sunlit arrow upon the third which dissipates when it hits its mark. Siege weapons and other larger contraptions require two paladins at the very least to manifest ammunition befitting of its size, requiring two emotes instead of one to manifest. Upon the awakening of a paladin’s true archetype at the third tier, Xannic fervour too gains additional effects with respect to the paladin’s growth, reflective of the energised states of the mists they now harness. Sun’s Favour: An augmentation from the Vindicator’s light, Xannic fervour applied upon melee weapons now possesses a radiant aesthetic of light and inflicts supernatural marks on wounds that last for four emotes, glowing the colour of a Knight’s mists when it strikes a target. Though these supernatural wounds are fleeting, they are capable of inducing debilitating fatigue and pain to the point of unconsciousness if repeated wounds are allowed to accumulate, starting from minor aching at one wound which grows in magnitude with more inflicted, peaking at four where the target is reduced to half their speed and stamina. The enchantment can be dispelled and released prematurely at the cost of one ember, manifesting in the form of a dull, concussive projectile which takes the shape of the imbued weapon. This projectile travels at the speed of an arrow like any other, inflicting only minor bruises at best though direct contact with bones may lead to fractures. This releasing mechanism requires two emotes to perform, and can only be used from a distance. Storm’s Wrath: The Wyrmstalker’s gift, Xannic fervour applied upon melee weapons now takes up an aesthetic of crackling lightning intertwined with the Knight’s mists, capable of inflicting a minor onset fatigue when it directly pierces or cleaves flesh, the sensation of burning spreading from the wound as the “lightning” is conducted about its vicinity. These wounds inflicted by Storm’s Wrath prevents healing by dark or draconic means for four emotes after which the effect ceases. As Storm’s Wrath is fundamentally an imbuement for ranged weaponry, its melee augmentations are feeble at best. When applied upon a ranged weapon like a bow, Xannic fervour now manifests arrows of Xannic lightning that are effective at piercing natural armour, such as the tough hide of beasts and the scales of lesser dragonkin, these arrows remaining manifested even afterwards. In the case of throwable ranged weapons such as javelins or spears, this effect is applied like it would an arrow, enhancing its piercing effect all the same. Like Sun’s Favour, this ranged enchantment can be dispelled and released prematurely at the cost of one ember, creating an empowered arrow that strikes with a harsher force, inflicting an additional concussive knockback effect. Xannic fervour is a tier 1 spell, intended to be the bread and butter ability of all paladins. Costs [1] ember and [2] emotes to cast, and [1] ember and [2] to release in its augmented variants Xannic fervour may not be used as a means of testing whether or not one is of dark or draconic provenance. Xannic fervour applied upon siege weaponry follows all existing moderation rules for their operation. Sun’s favour may ONLY be applied upon melee weapons by Vindicators, it possesses none of its effects upon ranged weaponry. The supernatural marks of Sun’s Favour are only applied if the weapon directly hits the “matter” of a target, such as the ectoplasm of a ghost or the flesh of inferis. This means that material-based constructs such as Eidola are unaffected by these marks as their ectoplasm is beneath stone. The projectile released from Sun’s Favour cannot by any means be redirected or controlled, when it is released, it only travels in its original direction. The fatigue inflicted by Storm’s Wrath is by no means debilitating, at best only hindering one’s ability to keep a stance, or one’s dexterity for properly wielding their weapon. Arrows manifested by Storm’s Wrath only acts as if the natural armor was not there, meaning it does not travel any deeper in the absence of armor. Natural armor only applies to armor of a similar nature to tough hide or scales of lesser dragonkin, and does NOT apply to the rocky skin of Eidola. The projectile released from Storm’s Wrath does not provide any additional piercing force, but rather only possesses an additional “pushing” force for knockback. Mist Healing Aengulic power has long been associated with the remedying of disorder and soothing of minds, and it is in merit to this common trait that the mists of Xan possess the particular ability to seal wounds. Spoiler Though not as effective as the magics of Tahariae, Xan’s mists allow one to quickly seal wounds upon themselves or others to prevent blood loss and infection, alongside diminishing pain through a soothing effect. This requires three emotes and two embers for moderate wounds such as deep lacerations, or four emotes and three embers for anything more severe, though the upper limit is any considered mortal, such as a major chest wound. This spell can be cast in combat, but must be uninterrupted for interruption will leave the wound half-healed and susceptible. Sunlit Splint: When an ally suffers broken bones, a fellow Paladin may call upon their mists to allow them to tether and burrow itself within the injured party. From there the mists wrap around the broken bone in question, re-aligning it if necessary, before serving as a pseudo splint, knitting the bone back together. As with other iterations of healing, the mists provide a soothing warmth and comfort to the person being healed. By using their mist a Paladin may create a 'splint' of sorts along a broken bone. The mist will wrap itself around the bone in question, pulling it together temporarily so that the wounded individual may return to the fight. This spell cannot be used on bones that are not currently suffering a break. Attempts to use it to strengthen healthy bones will fail. After one narrative hour, or the end of the fight, whichever comes first, the splint will weaken but not disappear. Instead, the bone will be more susceptible to injury. A punch to it, for example, would rebreak the bone and cause the recovery time to be double what it would normally take to mend with the splint if not re-injured. If the bone is not damaged in that time, however, the bone will mend to full strength in 36 OOC hours for Transverse breaks and 60 OOC hours for worse. Further, sunlit splint can only be used once per break. If the bone is broken again while under sunlit splint's effects the spell cannot be cast on it again until it has fully healed. This requires a varying number of emotes to cast ranging from four to six total depending on its severity. Requires [4] embers for traverse or greater and [6] embers for compound fractures. This particular variant of Mist Healing can only be learnt at tier 3 due to its strenuous nature. Mist healing is a tier 2 spell Costs [2] ember and [3] emotes to heal moderately shallow lacerations, and [3] embers [4] emotes to heal wounds more severe. The size limit for lesser and moderate wounds will be defined as minor cuts no deeper than 5 centimeters, or a stab wound no deeper than 10 centimeters. First degree burns are included. The size limit for grave injuries is defined as wounds akin to a large cut which runs horizontally across the chest that is at max 10 centimeters deep, or a stab wound that is at max 20 centimeters deep. Second degree burns. Mist healing cannot heal mortal wounds, internal injuries, lost limbs or resurrect the dead. Mist healing cannot mend broken bones or stop the spread of toxins, mist healing is only a spell dedicated to the mending of flesh. Mist healing must be cast uninterrupted as it requires undivided attention, any form of disruption to the caster or the casted will entail the sealing failing. Sunlit Splint is a variant of Mist Healing which may only be learnt at tier 3. Sunlit Splint can only heal broken bones, nothing else. It is incapable of healing completely shattered and crushed legs, and is only capable of healing a single break at a time. It is a battlefield splint intended to aid one in returning to the fray after a moderate break, and not as immensely powerful healing magic able to mend everything. Bones mended this way will retain half their normal durability until enough time has passed that it would have healed on its own. Cannot mend wounds caused by broken bones, i.e. if a rib is broken and punctures a lung the person will still die of the lung puncture, even if the bone is pulled back into place. Cannot use other abilities while using Sunlit Splint Cannot use while attacking/being attacked. Transverse and other similar breaks take one and a half real life days to return to their original strength. Compound fractures take two and a half real life days to return to their original strength. Overuse of the mending region in question will double the previous two stated heal times. If the bone is rebroken while Sunlit Splint is in effect it cannot have the healing spell cast on it again and will have to heal on its own and the timer for it to mend is reset and doubled, i.e. Transverse breaks would now take three real life days to mend, Compound would take five real life days to mend. Half durability of bone comes into effect one narrative hour after the spell is cast. Cannot be used on bones that are not broken to "reinforce" them. Xannic Armaments The sword is a Knight’s greatest ally, yet there may come a time where it may be out of reach. Spoiler It is in these perils that a paladin is able to command their mists at the cost of one ember to coalesce into a tangible state which takes up the form of a desired weapon over two emotes, its durability comparable to that of regular steel. Prior to electing a subtype, a paladin is only capable of manifesting one type of Xannic armanent which is a replica of whichever weapon they consider as their "main" weapon of choice. The armaments that a Knight is capable of manifesting vastly differs depending on their archetype: Vindicators of the third tier are able to create one handed melee weapons at the third tier, and larger two handed weapons at the fourth, while Wyrmstalkers are allowed all bows at the third tier, javelins, spears, throwing knives, & other throwable arms at the fourth, and Greatbows (Reflavored Arbalests, following all mechanics of such under current Techlock) at the fifth tier. Much like Xannic Fervour, ammunition can be freely manifested for summoned bows and Greatbows. These provisional weapons are by no means more powerful or lighter than their mundane, material counterparts. On the contrary, one may not cast Xannic Fervour on Xannic armaments for they already comprised of the mists, though dark and draconic beings may still feel a searing pain when struck due to their nature. Two emotes are required to use Xannic Armaments. The density and durability of these Xannic constructs when it leaves the Knight’s touch gradually dissipates with time as it is no longer sustained, the mists that sustain its form trickling away over four emotes until it is no more. When thrown, Xannic armaments shatter on impact instead of piercing, inflicting concussive damage capable of inflicting major bruises and knocking the target back with force as if the Paladin had shoved them strongly. Xannic Armaments is a tier 2 spell. Costs [1] ember and [2] emotes to cast, with a 2 emote cooldown in between casts. Must have knowledge of the weapon to be able to manifest it out of the mists Xannic Armaments conjured are not sharper or more durable than mundane weapons by any means, it is simply an aesthetic means of effectively summoning a weapon. Xannic Fervour cannot be applied on Xannic Armaments Sunlit Salvo Vestigial of the first order of Xan before the days of the Golden Lance, primarily composed of servitors who wielded their Lord’s light against the dark, sunlit salvo is a technique reminiscent of these earlier days, one dedicated to combating the vices of an ancient enemy. Spoiler Fuelled through the active flow of combat, over three consecutive emotes of fighting- defined as combative action of either defense or attack, not grapples or idle guarding- the paladin may coalesce their mists until it becomes a vigorous blast of light that travels a very short distance, functional only for close quarters combat. Sunlit Salvo, despite its potency, will be interrupted and cancelled should the paladin incur a direct hit during its three emote charge. Depending on the archetype of the paladin, this burst of light yields varying effects. For Vindicators, this burst of light scorches the skin of darkspawn it contacts as though it were a flame, resulting in burns of the second degree. For Wyrmstalkers, Sunlit Salvo creates a knockback effect when it directly strikes darkspawn, capable of shoving them backwards by two meters. Sunlit Salvo is a tier 3 spell. Requires [1] ember and [3] emotes to cast for both variants, and the spell can be interrupted should the paladin be directly hit. Sunlit Salvo is not blinding in any way whatsoever, its brightness comparable to that of fire conjured by a fire evocationist. A direct hit constitutes a blow to a Paladin's body [armor included], not their weapon. If struck directly, Sunlit Salvo will reset its charge in totality. Sunlit Salvo cannot be used as a means of testing or metagaming whatsoever, for its effects only manifest upon revealed dark beings that are known to the paladin, in turn the light. Lion's Roar Created by the Apostle Azrael “the Breaker” in the ages of yore, this technique instilled his courage upon the Grey, ensuring that they would fight to their end, and surely they did. Spoiler Lion's Roar is the inner aura of a Paladin being stretched to the size of [15] Meters, and any within this border would soon feel the Lion’s embrace upon them over the course of [2] Emotes, touching them with the Mists and instilling the Paladin’s allies with courage at the cost of [2] Embers. Accompanying the expanding of the Borders would be a loud Xannic-Infused shout, or sort of visible sign. After [5] Emote Rounds, the Aura would begin to fade away. Lion’s Challenge Like Xannic Fervour, Lion’s Roar gains an augmentation upon a Paladin being twice-ordained a Vindicator of Order. In addition to the latent courage effects of Lion’s Roar, they gain the ability to make their presence known to their enemy on the battlefield, drawing them to begin focusing on the Vindicator, essentially challenging them. This ability would be only usable on Darkspawn, having no effect on Descendant-kind due to their untainted souls. Lion’s Heart Those who take up the mantle of Wrymstalker are able to calm the nerves of their allies. Granting them courage, and providing calmness in battle, allowing their aim to be uninhabited by external pressures, whether this be because of stress, environmental, or fear wracking upon the Paladin and their allies. Though, unfortunately, there is no respite for physical ailments affecting their allies. Lion’s Roar is a tier 3 spell for all Paladins which gains an additional effect upon a sub-type being chosen. Lion’s Roar requires [2] emotes to cast, and costs [2] Embers. Lion’s Roar and all of its Augments effects expire after [5] Emote Rounds. The Wave of Mists does not inflict any sort of pain upon Darkspawn, though, it would inflict feelings of scorn and bitter cold that typically accompanies Xannic Mists encountering Darkspawn. Lion’s Roar only affects beings in the [15] meter range. Any Fear-Inducing Spells or Curses are temporarily broken by Lion’s Roar due to the abundance of Xannic Mists, after it expires, they would immediately resume. "Allies” is defined as anyone who is not actively fighting against the Paladin and their allies, or isn’t a known Darkspawn. Any former Corcitura who have been purged by Xannic means would find themselves filled with fear, as per their lore. Negating any beneficial effects of Lion’s Heart and the base-level Lion’s Roar. This cannot be used to metagame the identity of any Darkspawn. A Tell, ex. A literal roar, or a shout, must accompany Lion’s Roar when cast. Lion’s Challenge has no effect on mundane Descendants, solely Darkspawn, ex. Zar’Akal, or a Nephilim. Lion’s Challenge does not force the Darkspawn to immediately begin attacking the Vindicator, OOCly, it is up to the affected target's player whether the taunt will be ignored or not. Alternatively, if both parties are willing a roll could be used to determine success. Lion’s Challenge cannot be used outside of combat. Lion’s Heart simply calms the nerves of the Paladin and their allies, and does not guarantee their blow/shot will hit. The Dichotomous Instruments; Xan’s Vindicators and Wyrmstalkers Though the power of the mists granted to the Prophets was nigh immeasurable, it was a formless magic that simply seared dark beings. It was the innovations of the various Apostles that lead to the arsenal of spells that the Paladins have, and it is only after continuous dedication to holy spellcraft that more branches and opportunities open upon the Sunlit Path. Upon reaching the third tier, an initiate will be given the choice by their master, of whether they wish to become a Vindicator, the guardians of the grays, or Wyrmstalkers, wrathful keepers of order. This often comes as a culmination of being tutored the ways and beliefs of both under their master's tutelage, leading to a ritual at a Chancery where the soul of the initiated Knight is ordained once more, awakened to either the radiance of Xan’s light or the power of Xan’s lightning. The Apostles who defined such Paths were the Vindicator Marian Cross, and the Wyrmstalker Seyren Windsor. One sought to protect and defend with its magic, the latter saw it fit to hunt the darkspawn ruthlessly. Though they share the same ideals of Order and Guardianship, their means to achieving them could not be further apart. The Chapter of Vindicators and the Chapter of Wyrmstalkers thus came to be, under the banner of the Order of the Golden Lance. Vindicators, Paragons of Guardianship “Service through deeds, faith through actions.” Vindicators, paragons of guardianship. They were those who came first, for after all, it was Xan’s guardianship that was first made known to the mortal world through his intervention. Their lineage traces back to the second apostle of Xan who rose in the wake of his sacrifice and vindications, Marian Cross, the progenitor of all other Vindicators to come. Sworn protectors of Xan, it is for atonement that they would sacrifice anything in the name of order and guardianship. Every grey has a purpose, and even the most cowardly and petty will fight ferociously for what it believes in, and will commit the same sacrifice to protect what it cherishes, becoming vindicated in the eyes of the Aengul Xan. Service through deeds, faith through actions. "His presence had always been formidable; the man's aura a veritable echo of that ineffable, divine sensation which ever gripped my brothers and I when our hammers rang within the consecrated forge. How, I must now wonder, did we manage to underestimate him still? In waves did they crash upon his bulwark as its radiance engulfed the entire crumbling southern wall, the darkspawn hordes all but tearing themselves apart in their fervor to consume us. In his eyes, I saw certainty and sunlight, and I realized- we'd never been in any danger at all." -Initiate Vathrus' observations of Marian Cross, the first Vindicator. The most zealous, the most faithful, yet with the darkest of pasts. It was Marian Cross who developed the techniques of the aegis that the Vindicators favour, as well as the ideal that there is always hope for redemption when one walks upon the Sunlit Path. Indeed, throughout the millennia have Vindicators continued to be the favoured vanguards of their Lord, epitomical of his ideals of guardianship as these mythical crusaders partook in many crusades, making war against dragonkin and purging the world of its pervasive darkness, one step at a time. It is in consequence and homage to Marian’s legacy that the Vindicators continue to be these fabled vanguardian crusaders of their Sunlit Lord, making up for what they lack in offensive prowess with defensive faculties most fitting of Xan’s guardianship, and proudly championing His solar light as the first of His kind. Their mists are more tranquil, silken and lustrous in contrast to the Wyrmstalkers, however their benevolent guise must not be assumed for granted. They will do whatever is necessary in the name of atonement and service, and thus in the name of the Xan. Guardian’s Bulwark Perhaps the most emblematic tool of the Vindicator’s arsenal, Guardian’s Bulwark was believed to have been pioneered by the first Vindicator Marian Cross in order to better defend the weak and vulnerable against the ire of the darkspawn. Spoiler The ability encompasses two archetypes, barrier and aegis, each with their respective purpose of use in the Vindicator’s arsenal. In essence, Guardian’s Bulwark is the solid coalescence of the mists of Xan to replicate a shielding effect of the arcanists of old, although the nature of the mists hinders the physical durability of this technique, making it better suited against the forces of dark and dragonkin. The strength guardian’s bulwark lies against attacks of magical and alchemical nature, such as dragonfire, a beast’s toxic sludge and other similar assailants, fully impervious to their kind. Barrier: The Vindicator creates a translucent mistwoven barrier of a meter in thickness, no taller than four meters and no wider than 3 meters across. With a range of four meters maximum, the barrier’s feeble physical durability decreases significantly with distance, starting off with the ability to withstand four direct, heavy strikes which decreases by one strike for every additional meter away. This variant of guardian’s bulwark expends [3] embers from the Vindicator’s reserves, requiring four emotes including connection to fully cast. Should the barrier run out of “physical strikes” that it can endure, the Vindicator is able to fortify the barrier at the cost of [1] ember per additional strike it can tank, capped at six additional strikes maximum. Aegis: The Vindicator creates a replica shield upon their arm through the mists that weighs the same as their mundane counterpart. Upon being shattered, the physical force responsible for this will experience a harmless knockback force much like a strong shove, shifting the enemy back by half-pace at most. This variant of guardian’s bulwark expends [1] ember when summoning a kite shield or smaller, and [2] embers when summoning a tower shield or its estimated equivalent, requiring three emotes including connection to fully cast. Guardian’s Bulwark is a tier [3] spell for Vindicators. Costs [3] embers and [4] emotes to cast Barrier, which can be fortified at the cost of [1] ember per additional strike it can tank, capped at six additional strikes maximum. For Aegis, kite shields and tower shields both require [3] emotes to cast, though the former only requires [1] ember while the latter requires [2] embers. Voidal magic bypasses the magic resistance of Guardian’s bulwark, counting as “physical hits”, with T3 counting as 1, T4 counting as 2 and so forth. Spells that are conjured by an atronach are twice as effective in the aforementioned weaknesses, meaning a projectile fired by an atronach counts as two "physical hits." Guardian’s Bulwark cannot be cast with any other spells with the exception of Xannic Fervour, Xannic Armaments and Vindicator’s Mantle. Barriers require a paladin’s undivided attention to maintain, being unable to move as all their focus is to maintain the spell. Manifesting an aegis restricts the paladin to walking pace and disallows them from attacking before the spell is casted. Shields manifested from the aegis variant must be reasonable in form, no spikes, chains, or additional modifications. "Strong hits" refers to strikes from things less than Olog strength, anything stronger than this such as a dragon’s attack will instantly shatter any variant of Guardian’s Bulwark. Vindication Utilized by Azrael Athna to deliver righteous judgement upon the wicked, this aspect of Xannic sorcery is akin to the curse-breaking art of Purging, though much more violent- utilized solely in the damnation of those deemed lacking in the eyes of the Wingless Lion. Spoiler Vindication harnesses the unadulterated wroth of Xan’s Chosen to deliver judgement upon the wicked in His name. Taking [3] emotes including connection to charge, as well as 2 Embers, the Vindicator must maintain a grasp or grapple upon the Darkspawn they seek to harm for up to an additional [4] emotes- for this spell will only ever work upon the enemies of the Lord of Sunlight. Then, in a process similar to purging, the Vindicator would proceed to flood the target’s form with pure Xannic mist over the course of 4 emotes, expending an Ember for each emote their grasp is maintained. [1 Emote] The target would be afflicted with a searing brand of Xannic light across the area, as if they had placed it on a hot stove. [2 Emotes] The target would be afflicted with weakness equivalent to the application of [4] Sun’s Favour stacks, this exhaustion lasting until the end of the combative encounter. First degree burns would manifest where they had been grasped. [3 Emotes] The target would be afflicted with a crippling sensation of immolation across their entire body, with 2nd degree burns manifesting across the limb or general area that was grasped. [4 Emotes] The target would be left incapacitated from the pain and be afflicted with burns of the third degree, which at this point would extend partially onto the torso if a limb was grasped. While not slain outright, they would likely be left unconscious, and at a minimum left unable to fight further. Vindication is a Tier [3] spell for Vindicators. Costs [2] Embers and [3] emotes to charge including connection, incurring a cost thereafter of [1] Ember for every emote the grasp is maintained, to a maximum of [4] additional Embers. This means that at maximum, this spell consumes [6] Embers and takes [7] emotes to reap the full effects of this spell. Requires the Vindicator to maintain a grapple or grasp upon the target in question, being unable to move or turn their attention to other individuals while channeling this spell. This spell will function even with armor in the way, as it merely floods the target with the Mists in a more violent form of Deific Purging. Upon Phantoms, Wights, or similar ephemeral beings, each emote of the spell's duration would count as a single hit from a holy magic spell so as to represent the damage. Against particularly powerful Event Creatures, the presiding E.T may decide the effectiveness of this spell. The effects of this spell will never go beyond what is outlined in its mechanics. May only be utilized against Darkspawn, lacking any effect on non-Darkspawn. Marian’s Refuge A protective field of light pioneered by the first Vindicator Marian Cross, symbolising his stalwart guardianship against the forces of Xan’s enemies, enemies of Order. Spoiler Marian’s Refuge harnesses the Vindicator’s light to create a semi-transparent dome of a [4] meter radius bearing the mists’ hue, which acts as a ward only against things pertaining to darkspawn. Those of this kind who attempt to breach this barrier suffer tangible burns upon their flesh as part of its scorching effect, and even weapons utilised by them fail to break through this staunch refuge. The refuge is only for guardianship, ergo whoever is within this barrier are also disallowed from any form of counterattack or preparation thereof, as this will immediately entail the spell breaking with the exception of minor actions such as the unsheathing of blades or the drawing of potions. Marian’s refuge is a costly yet effective spell for Vindicators, requiring undivided focus from one who casts it, alongside a cost of [4] embers and four emotes to fully manifest. The dome of light remains for [3] rotations of emotes, with every additional rotation requiring an additional ember. Marian’s Refuge is a tier [4] spell for Vindicators. Costs [4] embers and takes [3] emotes to cast and lasts for [3] emote rotations, incurring [1] ember of cost for every additional rotation it is maintained for. Marian’s Refuge only nullifies the attacks of darkspawn, and thus is obsolete against attacks of any other nature, be it voidal or even physical attacks that do not originate from darkspawn, which will pass right through without any impediment. Though a Naztherak’s malflame can be blocked by Marian’s Refuge, an ordinary descendant’s strike will completely pass through the barrier. Against particularly powerful event creatures or threats, the resilience of Marian's Refuge against their attacks can be determined by the presiding ET, and additional paladins may lend their aid in "reinforcing" this Refuge. Marian’s Refuge does NOT deflect attacks in any way, it only nullifies and stops them by acting as a barrier. Arknight’s Rally At times of peril and strife, a Vindicator may not be able to face their foe alone, one too great or too many that other helping hands are sought for collective salvation. Arknight’s Rally is a technique employed by the Vindicators of old in their struggles against the Dark, as a means of arming their compatriots in their noble crusade. Spoiler Towards the peak of their power, a Vindicator may share their radiant mists with their allies to imbue their weapons with baseline Xannic Fervour without any augmentations, subjecting them to the same effects and redlines of said spell. This collective blessing expends [1] ember and two emotes minimum for a single ally blessed, with every additional ally requiring another ember and an additional emote of casting, limited to three allies at most and one ranged weapon at most. Arknight’s Rally is a tier [4] spell for Vindicators Costs [1] ember and two emotes minimum for a single ally blessed, every extra ally costing [1] ember and [1] extra emote, capped at three. Arknight’s Rally cannot be used to share any spells other than Xannic fervour with allies. This shared Xannic fervour follows the same mechanics and redlines as the original, outlined in its respective section. Vindicator’s Mantle The incarnation of a seasoned Vindicator’s attunement to Xan’s light, once the favoured instrument of the Ten Apostles in the field of battle, to don the Vindicator’s Mantle is to glimpse the legacies of the crusaders of before, honouring their untold tales through duty and reverence. Spoiler The Vindicator's armour becomes imbued with their light over three emotes when Vindicator's Mantle is casted, drapes of mistwoven fabrics decorating their being like an effulgent, radiant raiment. This enchantment imbued upon a Vindicator’s apparel grants it mist-like aesthetic features left to the player's discretion, and properties akin to the magic defense of guardian’s bulwark with no added physical durability, searing darkspawn that come in direct contact with it. In absence of armour, Vindicator’s mantle also manifests a mistwoven set over three emotes, its physical protection feeble at best given the nature of the mists, identical in mechanics to Guardian’s bulwark. Regardless of form, Vindicator’s Mantle costs [5] embers to cast, and lasts for eight emote rotations. As the apparition of the legacy of those that came before, Vindicator’s Mantle can be manifested with singular blessing which represents an Apostle of Old, but only one can be taken up by a Vindicator in their lifetime. Azrael’s Tenacity: This blessing is reminiscent of the Breaker Azrael Athna, a gilded and merciless warrior Apostle who massacred countless darkspawn and miscreants alike in Xan’s name. To take up his blessing is to glimpse into his tenacious ways, granting Guardian’s Mantle a pain-dulling effect; however any injuries a Vindicator suffers will still be as harmful as they normally are. When Xannic Fervour is casted after Vindicator’s Mantle, the aesthetic of the enchantment will shift from radiant light to vigorous flames, with additional no mechanical benefit. Mithran’s Insight: This blessing represents the Levin Tactician Mithran Yuln, a shrewd, ingenious coordinator of Vindicators and Wrymstalkers in their assaults against the Drakaar Setherien’s forces. Enlisting this blessing is attaining a moment’s understanding of the acumen of Mithran, heightening one’s senses briefly to the extent of a potion of acuity for four emotes after casting Vindicator’s Mantle. Marian’s Fortitude: A boon evocative of the first Vindicator Marian Cross, a simple hedge knight who was once perhaps the very embodiment of Xan’s guardianship through his vindicative deeds. Shouldering this blessing means aspiring a true Vindicator, a paragon of protection capable of defending the innocent and the grays. This blessing grants Vindicator’s Mantle an additional protective enchantment upon being casted which is negates a singular blow no stronger than the direct impact of a mace swung by an orc, or a magical spell of darkspawn origin no more potent than tier 5 – this protective enchantment can be dispelled and projected in the form of an “instant ward” that serves the same function. Vindicator’s Mantle is a tier [5] spell for Vindicators Costs [5] embers and [3] emotes to cast Vindicator’s Mantle, when applied to armour, grants NO additional physical durability, only the magic resistance of guardian’s bulwark and a searing effect. The armour is left unchanged in every other regard. The aesthetic appearance of Vindicator’s Mantle is left to the discretion of the player, though its radiant qualities may not be used as a means of blinding or deception in any way. The mistweave armour manifested by Vindicator’s Mantle in the absence of proper armour is identical in mechanics to guardian’s bulwark, resistant to magical attacks but yielding quite easily to physical attacks, only requiring four direct strikes of moderate strength to shatter. This cannot be further fortified in any way like regular guardian's bulwark, nor can it replicate the knockback effect of guardian's bulwark: aegis. The weight of the mistweave armor is comparable to that of half plate, and this armor manifested must also be reasonable in creation, no spikes, thorns or any other modifications. Only one blessing may ever be taken up by a Vindicator, though others can be learnt for teaching purposes. This is recorded upon one’s Vindicator MA. The pain-dulling qualities Azrael’s blessing does not negate the physical effects of injuries in any way, wounds do not heal faster, nor do you become impervious to its effects. It only dulls it like anaesthesia. The aesthetic augmentation of Azrael’s blessing does not grant any additional mechanical benefit to Xannic fervour, these “flames” have no effect beyond aesthetics. The sensory heightening of Mithran’s insight functions identically to potion of acuity lore, meaning that it does not grant you supernatural reflexes like the ability to dodge arrows. When one is met with more than one attack simultaneously with Marian’s Fortitude, assuming they reach at the same time, only the strongest attack is negated assuming it is within the ward’s limits of protection. If Marian’s Fortitude is met with something beyond its limits of protection such as the direct physical attack of a large beast, its protective capabilities will be completely negated as the ward is shattered, providing minimal defense to the Vindicator. Continuous spells like a sustained breath of dragonfire within the limits of Marian’s Fortitude will only be stopped for one emote before the ward is rendered obsolete and shattered. Wyrmstalkers, Sentinels of Order “Salvation is our liturgy.” The dogmatic and zealous silver sentinels of the Order, reforged by Seyren Windsor to be the Wyrmstalkers. They who are guided by the Sun yet seek the advantages of the Moon, there is nothing more noble than achieving their goals, and to successfully hunt their prey. No quarter to be given to those of the dark, it is the Wrymstalkers who fashioned traps, tactics, and perfected the spears of lightning as reprisal against the Black Wyrm, for it is the ingenuity of the grey that will triumph, rather than the raw, unchecked powers. These Huntsman of Yore are reflective of the gift of lightning they wield, featuring a strange volatility, erraticness and hints of static suggestive of their nascent capabilities. “The five day mountain detour, in the opposite direction of our destination, probably should have tipped my brothers and I off, in retrospect. The Wyrmstalkers wouldn't tell us why- but while we struggled against exhaustion, they trudged on; clearly driven by some unspoken purpose. When the earth shook with that visceral roar, and a fetid shadow eclipsed the sun and rained its rotten scales, however, a terrible understanding dawned upon my brothers and I. In moments the crackle of lightning filled our ears as those we had been ordered to trail launched to action- if they had been weary, or afraid, none but our Lord could have known it. When the chaos calmed, the drake and two of the Wyrmstalkers lay dead, but I could almost swear that I saw smiles on their faces.” - Initiate Vathrus’ observations of a Wyrmstalker sortie. Henryk’s Binding Rediscovered decades ago was a lost rune of the last Wyrmstalker Henryk of Sol Invicta’s dutiful reign in the Abyss, dubbed the “Ambuscade rune” which was extensively employed by the homogenous servants of Xan in their struggle against the Inferi upon the twilight of Arcas. Over the ensuing years, this method was practised and perfected by the Knights, now returning to the hands of Wyrmstalkers as its true masters. Spoiler Henryk’s binding consists of two variants, one which serves as a trapping spell better known as the “Ambuscade rune”, and “Sanctioning” where the Wyrmstalker directly casts this binding through their crackling mists. The Ambuscade rune requires two embers and three emotes including connection to fully arm on a relatively level surface, where the Wyrmstalker calls upon their mists to etch this Aengulic rune and imbue it with its purpose. When armed, the paladin may conceal the rune by covering it up so that it blends in with its surroundings, though the covering must be superficial and removable easily at best lest the trap does not activate. The Wyrmstalker must also be in the area and connected to the mists for the Ambuscade rune to retain functionality, which will ensnare any target smaller than an Olog that steps on it for four emotes. Multiple ambuscade runes can naturally be used to ensnare larger targets, with each additional ambuscade rune used in tandem doubling its maximum restraining size. Sanctioning is a more sophisticated variant of the Ambuscade rune where the Wyrmstalker directly manifests its essence out of their hands as a crackling, tangible cord which ensnares a target. There is a [3] ember and [3] emote requirement including connection to fully manifest this chain-like, mistwoven rope with a durability comparable to that of steel, ensnaring the target should it hit its mark without any interruption or impediment for as long as Sanctioning is maintained. Should the target's leg be hit with Sanctioning, that particular leg will be ensnared, should their chest be hit their chest and shoulders will be ensnared, and so forth. This costs [2] embers per emote of restraining, and the Wyrmstalker may not cast any other spells while being reduced to a walking pace due to the focus necessary for this action. Needless to say, this does not mean it is all over for the target, as they too can attempt to break free from Sanctioning by rolling out of 20 for every emote it is attempted, with the condition of success being a roll higher than 12. Should they be the target of sanctioning by more than one Wyrmstalker, this roll requirement increases by 3 for every additional caster. In the case of Sanctioning being utilised against event creatures, roll requirements are left to the discretion of the ET, though a baseline would be a roll higher than 10 for humanoid creatures of average descendant strength. Henryk’s Binding is a spell for Wyrmstalkers which consists of two variants - the Ambuscade Rune and Sanctioning. Ambuscade Rune is a tier 3 spell for Wyrmstalkers, costing [2] embers to cast and arm. Sanctioning is a tier 4 spell for Wyrmstalkers, costing [3] embers to cast and [1] ember per emote of maintenance. Ambuscade Rune requires the Wyrmstalker to be in the area and connected to retain functionality. A Wyrmstalker may only cast 2 Ambuscade runes at once Sanctioning can be avoided or blocked by the target through any conventional means, for restraining to actually be successful the spell has to directly hit without being interrupted in any way. The Wyrmstalker may not cast any other spells with the exception of Xannic Fervour or Xannic Armaments while Sanctioning is being cast and maintained. Sanctioning can be used as normal shackles outside of combat with OOC combat, bearing no functional differences from normal shackles beyond aesthetics. Stalker’s Step A deft manoeuvre believed to have been developed by accident by an unnamed Wyrmstalker who desired a quicker means of escape from the clutches of Ashen Ones, Stalker’s Step is more a means of disengage than gaining offensive advantage over enemies. Spoiler This ability incurs a cost of [3] embers to cast due to its impromptu and rushed nature in the midst of combat, and [2] emotes to connect and cast. When cast, the Wyrmstalker dashes a full pace's worth of distance maximum away from the enemy with the option of manifesting a small, singular bolt of Xannic lightning to hurl at the enemy for [1] additional ember of cost. Should it hit its mark, this projectile only deals minor concussive damage comparable to the force of a thrown baseball, inflicting a sharp zap and disrupts the concentration of the target. Stalker’s Step is a tier 3 spell for Wyrmstalkers Costs [3] embers and 2 emotes to cast, with an additional ember of cost should a projectile also be manifested. Has a two emote cooldown after being cast. When charging, a Wyrmstalker must indicate the spell's intent by displaying a tell of Xannic Mists by their feet. Stalker’s Step can only be used as a defensive maneuver to move AWAY from enemies, meaning it cannot be used to dash towards enemies for delivering strikes. Using an ally to attack and "boost" a Wyrmstalker towards a target is a violation of this redline. The Wyrmstalker does not become incorporeal or “teleport” when the dash is performed. No dashing to places that cannot be mechanically accessed, or places that are obstructed in any way. A "full pace" is defined as 6 blocks. The Xannic lightning bolt projectile does not burn the target in any way, it only deals minor concussive damage accompanied by a sharp zap that disrupts concentration. Sunlit Volley Hunters by trade, masters of the bow, the pride of Wyrmstalkers have always lied in their prowess in archery, best characterised by the sunlit volleys they fired upon Ashen Ones in the days of the Black Scourge. Spoiler To cast this spell, a Wyrmstalker calls upon their static mists, weaving it on a ranged weapon such as a bow already blessed with Storm’s Wrath to begin manifesting three arrows of lightning over three emotes, loosing it to the sky in the form of a volley of six arrows on the fourth. These arrows are more akin to stinging, sharp projectiles of lightning than they are actual arrows, dealing concussive damage in force that also leaves singeing burns of the second degree before dispersing. Soaring to the skies after being shot, this airborne volley of starlit arrows lands in a 2 meter radius area determined by the Wyrmstalker before firing. Against singular targets, a roll out of 20 must be made six times to see whether the arrows hit their mark or not, with rolls higher than 10 counting as successes. As this is primarily a means of inflicting some damage over a large area, its telegraphed and lengthy nature makes it a better spell against large beasts than it is against small, singular enemies, harkening back to the hunting nature of the Wyrmstalkers. Sunlit Volley is a tier 4 spell for Wyrmstalkers Costs [3] embers and [3] emotes of channelling to cast on the fourth, this spell can be held for three emotes before the mists disperse. The intended target of sunlit volley must be specified before the spell is cast, the volley cannot simply be fired without a target, lest the spell be wasted. The lightning arrows released by Sunlit Volley do not share the physical properties of normal arrows, instead only dealing some concussive zap that leaves singeing burns of the second degree. Daybreak Spear Often the first of the two Spears of Order taught to a Wyrmstalker nearing the apogee of their strength, the Spear of Daybreak is fitting of its namesake as a tool for the advent of subjugation, like the breaking of day that comes before the sunlight’s rise. Spoiler Daybreak Spear is a lesser, more utility oriented variant of Sunlight Spear that is manifested by a Wyrmstalker with three embers over three emotes. The projectile takes the form of a lightning bolt the colour of the Knight’s mists much like its greater counterpart, however possessing a strange property of being a harmless piercing force, with the physical properties of a spear that still impales but does not hurt. When Daybreak Spear pierces a darkspawn, they are subject to a constant, searing burn that minorly singes and burns its vicinity, and renders them unable to use their magics so long as the Daybreak Spear remains in them. This of course means that the spear can be pulled out with some effort over two emotes if the target is unimpeded, though it dissipates itself after four emotes. Beyond this primary use, Daybreak Spear can be used as a means of pinning foes and acting as a “skewer” of sorts, which gives this ability particular utility in debilitating the joints of large beasts. Daybreak Spear is a tier 4 spell for Wyrmstalkers Costs [3] embers and [3] emotes to cast. Daybreak Spear does not “phase” through objects, but rather acts like an ordinary spear with the supernatural property of not causing any form of harm besides burning for the case of darkspawn. If a target is directly hit by a daybreak spear and penetrated, the spear will not simply "fly through them", but rather remain stuck in the struck spot like a spear would. The force behind Daybreak Spear is akin to a normal spear. If a normal spear can pierce x armor, so can Daybreak. This is to say it cannot reasonably bypass armors designed to negate spear thrusts without maneuvering/aiming for gaps. Direct, penetrating hits from Daybreak Spear will always initiate the "pin" effect the moment it makes contact. A paladin must be fully aware that the hidden Darkspawn struck is a Darkspawn. Otherwise, the searing/unable-to-use magic effect doesn't work. (See Mists of Xan Section Redlines) Sunlight Spear The greatest incarnation of the Wyrmstalker’s coveted lightning, Sunlight Spear is the grandest culmination of their power, pioneered in ages past by the Sorcerous Apostle Mithran Yuln to fell the draconic lieutenants of Setherien. Its practise and prominence in strength waned with time, however with the return of Xan’s dichotomy this technique once again glimpsed its true purpose. Spoiler Sunlight Spear entails the Wyrmstalker channelling and weaving their mists to form a bolt of Xannic lightning over three emotes at the cost of four embers, loosing it on the fourth. This lightning bolt possesses concussive force comparable to an orc strength punch with the force of a thrown spear when it strikes true upon Darkspawn, capable of easily shearing past the scales of greater dragonkin and the natural armours of dark beings as it immediately vanishes after hitting its mark. A caveat that comes with this power is that it can only be called upon against those who directly threaten Xan’s Order, the darkspawn, and attempting to utilise it against any other beings would yield no effect, only wasting the Wyrmstalker’s reserves in vain display. Sunlight Spear is a tier 5 spell for Wyrmstalkers. Costs [4] embers and 4 emotes to cast, possessing force equivalent to an armor-piercing projectile capable of piercing dragonscale when thrown against darkspawn, but wholly ineffective and obsolete against anything else. Primarily, this is utilized for event monsters and CAs that possess natural resistances when unarmored. Though potent against Darkspawn and Dragonkin, Sunlight Spear does not function as an armor piercing round against properly armored opponents. The force of Sunlight Spear is comparable to an Orc-thrusted spear. If an Orc-thrusted spear can pierce x armor, so can Sunlight. Regardless of penetration, it would retain concussive force comparable to an Orkish punch. Does not directly stun the enemy in any fashion Sunlight Spear is only effective against darkspawn, and harmless against anything else. Sanctuaries of Xan - Chancery Tradition In the depths below the Order of the Golden Lance’s Keep, in a far away land of Sheerok, stood a symbol of worship and prayer to their patron deity, the Lord of Sunlight, of Order and Guardianship, the Wingless Lion, the Aengul Xan. Murals and icons would decorate the marbled halls, where the Prophets and their Apostles would give sermons and lead the faithful in prayer. Though as their world crumbled beneath the onslaught of the Black Scourge, as the Apostles were immolated upon the snowy fields by Setherien, the survivors fled, only with the memory of their gilded halls, where they made their vows to their Lord, to protect the grey against the dark. Though the temples and shrines of Xan now lay in ruins across worlds, the Keepers preserve the tradition, of honouring sacrifice, of forming covenants to the Sunlit Path, and of seeking communion and guidance, under the Aengul Xan’s watchful gaze. A drop of devoted blood, a reliquary to house it, and prayer is all that is needed to consecrate the grounds, to bless the area known as a Chancery. It is said that the blood of the Paladin represents the sacred waters of the Immaculate Palace, and that the realms are connected by the covenant, as the Lightsworn are bequeathed Xan’s powers, to serve as His will upon the mortal plane. Sacred powers, in exchange for their devotion and service to the lands. The Chancery is also the foundation in which sunlit armaments are made, as the forge of Jared Blockfoot was only a stone’s throw away from the chanceries of the Golden Lance. Any acts of the dark arts are hindered in the presence of these hallowed grounds, while the devoted are baptized in the azure mists, upon connection to the Aengul Xan. Rituals to commune, to sacrifice, to honour, and to even embalm the fallen are all conducted upon the holiest of grounds to the Paladins, under the Lord’s watchful gaze. Salt, ash, candles, incense, oils, the ritual tools of the Xannic traditions expand upon each culture it has brought in, but will never stray from its purpose for the ritualist Vestals. Chanceries are the only site of connection for Paladinism Chanceries are commonly used as sites for communion with Xan for events and possibly other rituals such as connection, disconnection, divination, and so forth. Chanceries have 3 tiers that can be achieved, shrines, temples and sanctuaries. Shrine: The most basic archetype. A shrine requires just a drop of Warden blood upon a reliquary, an ST signed holy artifact serving as the shrine’s epicenter. Reliquaries can be created by blessing a single object such as a suit of armour, a relic, a weapon, and so on with the power of one lightstone. The ritual serves as symbolic sealing of consecration that marks the beginning of a fledgling Chancery. Spoiler A Warden and reliquary is required for creation. New paladins can be connected by Arknights and Wardens at a shrine. Blessings can be made, but not lightforges. One lightstone node is placed. Temple: The intermediate progression. A temple requires a shrine that has connected 3 Knights of Xan at the very least, thus emboldening the presence of the Sunlit Lord with these sanctified deeds. Temples possess features of a shrine but can now also: Spoiler Heal the wounds of paladins in half the time if resting in a Temple, assuming they are not mortal wounds. No healing lost limbs. Weaken dark magic by two tiers casted within a 6 meter radius from the reliquary. Serve as the foundations of lightforges to create orisons. Can graduate tier 3 paladins to their respective archetypes, Wyrmstalkers or Vindicators. Two lightstone nodes are placed. Sanctuary: The final and greatest nexus of the Sunlit Lord’s presence upon the living world. A Sanctuary requires a ritual at a temple performed by six unique Knights of Xan and the original Warden, and a sacrifice of some manner to Xan such as the bones of a darkspawn, or symbols of the hunt, a testament to its storied history in celebrating the ideals of Xan. A sanctuary has features of temples and shrines, alongside the following: Spoiler Paladin are automatically entering into a state of connection upon walking these grounds, this connection may not be broken as they are directly under the light of Xan. A valid sacrifice shall be defined as the corpse or carcass equivalent of a Nephilim, Wight, Lich, Siliti, Zar’Akal, or similar. Event creatures such as wyverns, Zentherak, Apparitions, etc. shall also suffice. Weaken dark magic by two tiers casted within a 12 meter radius from the reliquary. Exaltations may be created as MArt artefacts. Three lightstone nodes are placed. Redlines and Guidelines Spoiler At maximum, shrines can be 7x7, temples 21x21, and sanctuaries 42x42. Slightly larger areas may be negotiated for temples and sanctuaries with ST depending on the number of paladins involved. A Warden may only be one to one chancery. They cannot make any more unless the current chancery is destroyed. Reliquaries that serve as the “anchors” of chanceries must be mechanically represented in some way such as a block or an item frame, alongside a sign of ST approval and adequate descriptions. Reliquaries require ST oversight to be destroyed and must be destroyed completely to cease the functions of a chancery. As per moderation and roleplay rules, reliquaries must be mechanically accessible. If the reliquary of a shrine, temple or sanctuary is destroyed, a replacement may be administered in the form of a ritual performed by its Warden. Rituals done upon the same site as the previously destroyed chancery will automatically grandfather its tier prior destruction. Chanceries may be relocated by moving Reliquaries through a ritual of prayer and reverence as this moving is “requested” to the Sunlit Lord. ST oversight is necessary for confirmation. Shrines simply require the Warden, Temples require the Warden and two other paladins, and a Sanctuary requires the Warden and four other paladins. Deific Purging The duty of paladins has always lied in the preservation of Xan’s Order, best exemplified by the many crusades they have undergone throughout the ages or the forces of evil they have uprooted and exorcised. Deific Purging serves as a ritual for the latter purpose, allowing multiple paladins to collaborate in a concerted effort to cleanse an object or an individual of a particular blight, curse, illness, or other varieties of unnatural influences. With the vigour that comes with these rituals, they must be performed either directly under Xan’s light at a Chancery, or through the use of a lightforged trinket possessing the “Sunlight’s Wrath” enchantment. The effects that deific purging has upon specific targets are outlined below, and it must be borne in mind that only paladins of tier 3 or higher may participate in these rituals and only paladins of tier 4 or higher may lead these rituals. Spoiler Mysticism Hexes and Possessed Items - Objects inhabited or influenced by the spectral undead of the Ebrietaes, geists, are subject to the ire of the light in the form of a harsh and forceful severance that banishes and demanifests the geist from the item. This leaves the hexed object in a “blessed” state after the completion of the ritual, unable to be possessed by geists and even becoming an object of aversion to their kind. Two paladins are required for this ritual, while lesser T1-T2 hexes can be purged with only two. Cursed Items - An artefact afflicted with an Ilzakarn circuit or the curse of a poltergeist will be cleansed in a similar fashion to the varieties above, the cleansing potency of the mists overpowering the blight that lays dormant within the item. One paladin is required for this ritual. Silit Runes of Binding and Azdrazi brands - Runes of subduing persuasion such as those created by the Siliti and Azdrazi can be overcome and purged by a more elaborate ritual which can only be performed at a chancery. The target to be purged is restrained in place for the process to ensue, requiring two others to channel Xan’s light upon the detrimental sigil so that its effects may be nullified and removed. Do note that thralls that undergo this process will suffer the same memory loss as they would in the case of abandonment by their master. Miscellaneous curses and blights from events are left to ET discretion. The target in question must be restrained or consenting Cannot purge diseases, poisons, or anything else. Only curses and hexes. Cannot use this ability for any form of metagaming. Must be 100% sure of there being a curse or hex in question on the person or object. Contact and communication is required regarding any ET related curse event and how purging affects those cursed. Sacred Artificery Imbuing the mists as a permanent construct upon the physical world is a feat as old as the first days of the paladins of Sheerok. Ranging from minor baubles to formidable enchantments bearing Xan's power, the works of Sacred Artificery are trinkets treasured by paladins, allies, and even common folk as a means of recourse from the hardships of the world in many ways. Later perfected by the deft handiwork of the astute Dwed Apostle Jared Blackfoot, his method of practising this divine art continues to be upheld by the paladins today, the lightforging methods he devised practised alongside traditional prayer blessings of the past. Sacred Artificery itself is comprised of three loose "tiers" and types of enchantments - blessings, orisons and exaltations. Blessings are, in a traditional sense, minor and usually non-combative enchantments that are imbued into items by a prayer closely describing the desired effect, performed at a chancery; these prayers may vary from the described conventions below so long as it's meaning is captured. Orisons, conversely, require a far more involved process in the form of "lightforging", the permanent melding and forging of Xan's mists into an item at a lightforge so that it may house a particular spell from a paladin's arsenal, powered by a lightstone. A lightforge is necessary for this process, which is a blessed forge carved out of a specific set of runes that can only retain functionally at a chancery where it is closest to the Sunlit Lord's light. While the art of blessing can be performed and learned by paladins of the third tier, lightforging only becomes a prospect when they reach the fourth upon the advent of becoming accustomed to their energised mists. Exaltations, unlike the former pair, can only be envisaged by those of the fifth tier and are essentially Xannic artifacts of MArt tier, usually involving both prayer and lightforging; these are often the magnum opus of Xan's knights as grand incarnations of His power, artefacts that glimpse the greatness of the Golden Lance. Spoiler Blessings require tier 3 to be able to learn, while lightforging and orisons require tier 4. Blessings may be enchanted upon small trinkets such as rings, but orisons, with the exception of Xannic armaments and mist manipulation, may not. Larger objects like swords can hold one orison and blessing at the same time, though this does not mean it can hold two of the same type of enchantment. All blessings and orisons must be ST signed with evidence of roleplay. Only three blessings may be active upon a person at one time. Orisons may only be used once per combative encounter before returning to an inert state for recharging. If the lightstone is destroyed, so is the blessing upon the item. The descriptions of these items must specify the type and mechanics of the enchantment. More powerful enchantments or “exaltations” require MArts to create. Enchanted items do not gain any additional resistance, and the enchantment imbued upon it will deactivate if the item is destroyed. Revealed darkspawn may not use blessings or orisons at all. Many blessings of legendary figures in the Xannic mythos have been preserved by the paladins throughout the ages, the litanies currently known listed below: Spoiler Blessings of Heroes White's Auspice "Innocence of White, the goodness of His name. Unsullied purity, bless this offering upon this day. The deceit of the Dark, its hateful hexes and blight, Let His enlightened auspice ward them from its bearer away." Harkening back to the Blind Apostle Jonathan White and his pure righteousness for the sake of Order, White's auspice is a blessing reminiscent of the story that led to his anointment as an Apostle of Xan. When applied upon an object, usually a trinket or charm, the bearer is provided a one time defensive "veil" against any forms of curses or mental influence of Darkspawn origin that are attempted to be applied. Curses include those of frost witches or naztheraks, while mental influence only encompasses the persuasive incitement of Siliti in their processes of thralling. After this charge is used up in the form of a soft pulse of Xannic light, the enchantment can be recharged under sunlight over a few narrative hours, or one OOC day. White’s auspice does not counter the deception of voidal or miscellaneous magics such as illusion and mentalism. Stalwart Radiance “Lonely light who trended Man's Dark, A forgotten Legion who preserved Xan's Ark, To the Abyss they once fell, From their ashes they defied knells, Though they were soon overcame by mortality's worst, The light they kindled was desolation's erste.” An illuminant enchantment that whispers the legacy of a wayward daughter of Xan, stalwart radiance applies a soft, sunlit lustre upon the item it blesses, acting as a meagre shine at best. When the blessing is properly called upon through prayer or through will, stalwart radiance emits a guiding light of a brightness comparable to a torchlight lasting for 5 emotes, banishing darkness and even dissuading shadows away. In times of strife against darkspawn, it provides an additional effect of courage to stand against Xan's foes, akin to the story of the lonesome light it represents. After this enchantment is activated once, it may not be activated for 30 narrative minutes. Stalwart Radiance, when activated, does not give off a blinding light in any way. Does not nullify the effects of fear, it only gives encouragement and motivation. Doesn't dispel dreadbreath or any forms of magical darkness, shadows and darkness receding is only an aesthetic effect limited to natural darkness. Karlem's Peace “Be still, your mind empty as the falling feathers of the tree, Be calm, as the ashes fell upon Karlem's crescent blade, Be inscrutable, as the flames of war surrounds you, Be at peace, as David knew what had to be done. Blessed are the Arknights, for they shall be called the servants of Xan.” Items blessed with Karlem's Peace act as religious charms much like a Canonist's cross, its powers purely grounded in the bearer’s faith and piety. When a prayer to Xan is spoken or thought of with this blessing in one’s grasp, the item imparts a comforting sensation of a peace of mind and recourse, capable of remedying the hysteria and panic brought about by fear. Karlem’s Peace does not null pain or heal wounds. Blessings of Knights Sanctified Litanies “By the daybreak of Sheerok, my hopes of salvation and duty, Clad in your virtues and armoured by your covenants, I seek refuge in you for the knowledge that does not benefit, Understanding that yields no fortune, To perform deeds so You and Your words are heard.” Usually reserved for those of more scholarly inclinations, items blessed with Sanctified Litanies interprets and gives voice to scripts and texts written in Flexio, the Aengudaemonic tongue, voicing its translation in the mind of the bearer. When imbued upon a written piece of text in a language known to the paladin instead of a charm or item, the blessing encodes the text in Flexio instead, its contents only translated to those with knowledge of a certain keyword - guardianship of knowledge from misuse. Sanctified Litanies is unable to translate any other languages that are not written in Flexio. For sanctified litanies to be applied upon an existing script, the paladin must possess knowledge of the language it is originally written in otherwise it will not be encoded at all The encoding feature of Sanctified Litanies is limited to a regular tome at best, retaining functionality upon plaques of text or a few lines of engravings upon a wall. Soothing Remedy “First light illuminates the land, The warmth to cradle our broken souls, Chosen of Xan, divine light shines within you, It gives us strength and guides our hand.” The tender sunlight of Xan imbued, soothing remedy proffers an embracing warmth upon the bearer of the blessing, the item itself also becoming ever warm like the rays of the Sun. The embracing warmth provided by soothing remedy wards away the cold though it does not provide absolute resistance to any degree akin to wearing thick furs or being near a warm fire, only a minor protection useful in enduring wintry environments or spells of gelid nature. The remedying nature of this sunlit mantle also seals inconsequential wounds naturally, and offers a minor soothing effect to any greater wounds suffered, never to the degree of proper misthealing or anaesthetics, however. Does not accelerate the healing of non-inconsequential wounds in any way, but rather only soothes them to some extent. Being covered in a thousand cuts does in fact count as a consequential wound. Does not provide absolute resistance to the cold. The art of lightforging is considered by many as the greater variant of sacred artificery for its ability to imbue complete spells into artefacts, the legacy of the Apostle Jared Blackfoot as explained below: Spoiler The Lightforge For the creation process to begin, the Paladin must have a forge blessed with the Lord of Sunlight’s will. This is consecrated by the Paladin carving a known set of holy runes along the anvil, forge, and crafting area. With this, the Paladin starts to summon forth their mists and directly infuse each rune with it. As the runes begin to alight and shimmer, the final act is creating a seal within the center of the area that acts as a focal point where the holy energy is stored, completed with the addition of a fabled Lightstone. Acting as a nexus of empowerment, the lightstone acts as a conduit for Xan’s mists to be channeled. Unlike in the past, once created, a Lightforge does not need recharging, but it can still be destroyed or removed simply with mortal hands interfering with the Lightstone or desecrating the holy runes. These forges, being conduits of the Sunlit Lord's power, must be stationed close to a chancery, within 20 meters of one at best. Orisons Orisons are for larger objects able to store and maintain their infused power. Armor, weapons, shields, and so forth are prime examples of what can be infused with orisons. For these, they tend to be able to hold up to one orison and one blessing at a time without much problem. If a Paladin seeks to place more enchantments or increase the power of a specific enchantment, a MArt would need to be created listing what it does, the gems used, how it was created, and so on. The list of orisons falls upon a specific pool of spells derived from the arsenals of Vindicators and Wyrmstalkers, and their forging process can be learned by any archetype. For most of these enchants, only a Paladin is able to wield its ability as it requires the Paladin’s mists to invoke the magical property. For some however, anyone may use them, except for those of dragonic origin or exposed dark beings. An orison is activated through one simply ‘willing’ it to activate. It can be deactivated similarly, however doing so will cause it to lose any remaining energy and require recharging. Activation requires the same emotes as their spell counterparts, while the object will glow and activate with the mist color of the one who forged it. Should the item be let go of, it will deactivate. The exception to this is the Ambuscade Rune, which is intended to be separated and laid as a trap. Each orison has limited usability, deactivating after being used in a combative encounter. List of Spells Sunlight’s Wrath - An enchantment unique to lightforging, sunlight’s wrath allows for deific purging to be done outside the bounds of a chancery, acting as a powerful conduit of the Xannic mists channeled towards the object to be purged. This enchantment may not be used for any combative purposes. Xannic Fervour - Unchanged mechanics from Xannic fervour without augmentations. Retains enchantment for 5 emote rounds before lightstone is used up. Guardian’s Bulwark - Barrier cannot be "maintained" for additional embers like it's spell counterpart, requiring 4 emotes to manifest and lasts for 5 emotes before lightstone is used up. The same longevity applies to Aegis. Ambuscade Rune - The lightforged item is self-sufficient in maintaining Ambuscade Rune meaning it does not require the caster to be in its range or remain focused. The same mechanics apply in every other regard. This particular enchantment is limited to objects such as a stone with the rune on it, and may not be applied upon weapons or armour. Freeform Mist Manipulation - Primarily a flavour spell, freeform mist manipulation allows for the lightforged item to portray some manner of predetermined form such as an image or a projection, or a selection of scenes. The mists conjured have no combative use, and may last as long as the enchanter wishes it. Sunlit Salvo - An aesthetic modifier. When enchanted with Xannic fervour, this orison causes it to adopt a fiery, golden-white aesthetic instead of mundane mists, offering no combative benefit or additional functionality beyond intimidation. This orison does not take up a slot. Xannic Armaments - This particular orison is bound to a lightforged item which will hold the blueprint of the Xannic armament to be manifested, requiring two emotes to do so and identical in durability to a mundane weapon. Like its original spell, Xannic armaments shatter upon impact when thrown instead of piercing, inflicting concussive damage comparable to an ice evocation projectile and knockback akin to a harsh shove. Lion’s Roar - Unchanged Mechanics from Lion’s Roar without Augmentation. Retains effect for 5 emote rounds before lightstone is used up. Tier Progression Initiation Spoiler Tier 1 A fledgling initiate only newly attuned to the mists of Xan will find much difficulty in adequately harnessing the mists for its greater purposes, their eternal embers only just awoken with their connection. Embers available: 4 Spells available: Xannic Fervour Lasts 1 week. Tier 2 Better acquainted with the mistweaving arts, a paladin at the second tier is able to harness it for more sophisticated uses such as healing and concentrating it to smite foes. Embers available: 6 Spells unlocked: Mist Healing, Xannic Armaments Lasts 2 weeks. Trials of Brotherhood Spoiler Tier 3 There will come a time in the Sunlit Path, that the road diverges. Two schools of mist weaving, though derived from the same source, expands it in a completely different manner with different goals. One to protect, and one to hunt. At this point in a paladin’s journey, they will often begin to learn under the tutelages of both Wyrmstalkers and Vindicators that will teach them their ways, before they themselves will have to make a decision, and commit to a higher tier of learning from the legacy of Marian Cross or of Seyren Windsor. Harnessing and manipulating the mists becomes close to a triviality for the paladin, however energising them to their respective states of light and lightning becomes a new difficulty for them to overcome. Trial mechanics: To join either school, the paladin must take a trial that deems them worthy of that school. Either by performing a feat of sacrifice for Vindicator, or a feat of the hunt for Wrymstalkers. Ritual to join said Brotherhood to be performed at a Chancery, with the mentor to consign them as a twice-ordained Knight of Xan. Naturally, the nature of these trials may vary depending on cultural preferences, though this is generally a recommended outline. Once a student has done this and chosen an archetype, they are then deemed graduated according to the Arknight Trials. Embers Available: 8 Spells unlocked: Sunlit Salvo Vindicators: Guardian’s Bulwark Wyrmstalkers: Henryk’s Binding (Ambuscade Rune), Stalker’s Step Sacred Artificery: Blessings can be learned and practised. Lasts 4 weeks after an archetype has been chosen. Trials of the Arknight Spoiler Tier 4 As the Paladin grows more familiar in their role and duty in the world, the time will come for them to begin proselytizing, and guiding the next generation of Paladins on how to uphold their oath. They become eligible for applying for a TA and being taught the ritual of connection by their master, beginning their trials to become a Seeker themselves, to stoke their eternal embers through proof of duty. Alongside other requirements, the most important aspect of this tier is their duty to ordain and train a protege in the Sunlit Path until the protege “graduates” at tier 4. In terms of their powers, a T4 paladin is known as an Arknight, one who has acquainted themselves with their newfound archetypes reasonably well, though they still continue to learn the intricacies of their more refined arts alongside Sacred Artificery. Embers Available: 10 Spells unlocked: Vindicators - Arknight’s Rally, Marian’s Refuge Wyrmstalkers - Sunlit Volley, Daybreak Spear Purging rituals can be led. Sacred Artificery: Orisons and Lightforging can be learned and practised. Eligible for a [TA], but they may only take up and connect ONE student until they reach Tier 5. Lasts 9 weeks and requires the trials of the Arknight to be completed. Trials of the Arknight for progression: The Arknight must have graduated at least one student The Arknight has performed great feats that embodies the faith of paladin, like hunting darkspawn, charity for innocents, saving another from grave danger, aiding those of their brotherhood in a grand endeavour such as a crusade, etc. The Arknight has written a manuscript on Xan and his teachings, which may be in the form of a mechanical tome or a forum post. The Arknight has crafted and created Sacred Artificery, and has learned of all blessings and orisons. Triumph of the Seeker Spoiler Tier 5 The Paladin is now dubbed a Seeker, one who has seen decades of service, with the oldest Seeker spanning worlds and centuries. They who are the backbone of the Order, who are at the pinnacle of service and faith to their Lord. With this, they reach the peak of their capabilities in Xan’s mists, able to wield his gift of light or lightning with ease to perform righteous deeds in his name, or weave storied tales of myths and legends for many to behold. Their eternal embers burn the brightest, to the extent that they seem to exude a sanctified aura only indicative of their years of service and faith. Embers available: 14 Spells unlocked: Vindicators - Vindicator’s Mantle Wyrmstalkers - Sunlight Spear Eligible to become a Warden in order to create chanceries. Now possesses three student slots. Changelog Spoiler - Clarified mechanics for redemption and mist colours being retained even after a spec is chosen. - Specified that mist healing, when interrupted, leaves the wound half-healed. - Removed the ability of purging to remove necromantic plagues to follow previous precedents - Added clarification on lightforge placement. - Adjusted durability mechanics of Marian's Refuge and Guardian's Bulwark. - Applied all ST requested changes. - Covenants made cultural, redemption removed. Purpose Spoiler Paladinism has long needed a rewrite given the Flam-era state of the lore relative to the updated pieces on LotC at the present. Seeing as we have been using the same compatibility patch of the past 2 years, which has understandably lead to many frustrations and grievances from the paladin community, I figured I would give a rewrite a try and try to breathe some life back into the lore. Obviously the issues with paladins lie more than just in that of lore, and that's something that's beyond the scope of this piece because player issues can only be solved by the playerbase. Nonetheless, the main intention with this rewrite itself is giving paladins a fresh new take, endeavouring doing it tastefully so that it comes with interesting flavour that pays homage to its long history on the server. As a fantasy server, paladnism fills the "holy knight" niche that we so often see in media, and as the sole holy magic (asides from the emerging cleric writes as of late) it should serve as an important driver of conflict against those of darker or draconic inclinations. The previous lorepiece had many issues, mainly the lack of content and strength, that stunted any attempt at conflict rp in general in consequence to how laughably weak it was. A quote from someone that particularly stuck with me was how much text the piece had, yet how little it actually provided, which is something I made an attempt at rectify. If you're reading this Joel, yes I've cut down on the cameronposting, hopefully. My aim of this piece was keeping it relatively concise but still entertaining to read so fingers crossed in that regard. This rewrite was a roughly monthlong project I spent some time thinking about and dishing out, primarily in collaboration with Kai or Firespirit44 who was a pleasure to work with, and many other people I spoke to to bounce off ideas and so forth. Accompanying Apostles world lore should be posted by Kai soon enough, to better clarify the figures referenced in this piece. I do hope this was a satisfactory read. ...If not feel free to scream at the lore in replies. - Johann Credits Johann (Author) Firespirit44 (Co-Author) Kalehart (Consultation and flavor texts of 'Vathrus') Altiar1011 (Consultation) Rift (Consultation) Aelesh and Heero (Initial Inspiration) Delmodan (Previous Rewrites & Exponential Effort to sustain Paladinism as a Magic) 79 Link to post Share on other sites More sharing options...
Hephaestus 1317 Share Posted May 17, 2021 ptolemy of thoth 3 Link to post Share on other sites More sharing options...
Ryloth 4316 Share Posted May 17, 2021 oh god he actually posted it edit: what the hell you didnt add a tenet requiring a vow of celibacy why johann why 6 Link to post Share on other sites More sharing options...
Bones 152 Share Posted May 17, 2021 maevuna of thoth 3 Link to post Share on other sites More sharing options...
NLThomas 1076 Share Posted May 17, 2021 Xans simps 1 Link to post Share on other sites More sharing options...
Nozgoth 2989 Share Posted May 17, 2021 +1 giga-chad Johann lore 3 Link to post Share on other sites More sharing options...
Xx_BloodStalk_xX 2165 Share Posted May 17, 2021 it's a good post i really liked reading it jojo, i have a few questions tho 1. why is seer-ism able to work with paladinism? 2. what happens when mist healing is interupted - does the wound stay the same or is it half-healed? otherwise it was a great read +1 3 Link to post Share on other sites More sharing options...
firespirit44 1279 Share Posted May 17, 2021 wow 2 Link to post Share on other sites More sharing options...
Morigung-oog 2509 Share Posted May 17, 2021 The Xandits make a return. +1 1 Link to post Share on other sites More sharing options...
Valaryon 513 Share Posted May 17, 2021 This post is anti-Dragon. I do not support this. However, I am being threatened with death. +1 Spoiler 4 Link to post Share on other sites More sharing options...
Johann 1478 Author Share Posted May 17, 2021 7 minutes ago, Valaryon said: This post is anti-Dragon. I do not support this. However, I am being threatened with death. +1 Hide contents This picture is doctored and is by no means an accurate representation of Joeposting:TM: 6 Link to post Share on other sites More sharing options...
rukio 8912 Share Posted May 17, 2021 To be clear, ST, if you complain about fluff and that is a reason you try to deny it, I will find you. +1, well written and thought out 1 Link to post Share on other sites More sharing options...
DrakeHaze. 2490 Share Posted May 17, 2021 thank you 1 Link to post Share on other sites More sharing options...
Evonpire 1850 Share Posted May 17, 2021 Looks good but currently my brain is short circuiting 4 Link to post Share on other sites More sharing options...
Honourary 676 Share Posted May 17, 2021 Looks good johann+1! 1 Link to post Share on other sites More sharing options...
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