Archipelego 2096 Popular Post Share Posted September 18, 2021 Spoiler Confessors The Hallowed Progeny ♚ `̷̧̻͘͝?̸̠̑͝ͅ.̴̱́̓?̶̥̹̂̇͒,̷̠́̈͠͝>̶̮̟̑̅̃̽?̴̡̞̤̼̿~̵̡̛̛̭͚͛͆"̴͇͖̣͕̽;̷̬̮̒̑"̴̡͇̩͎̿̅ To salvage.+̴̟̖̌͊̈́-̶̨͇̫͇͠}̵̬̓͊[̷̢̻̀:̴̼̗̲͌͂̕̕.̷̭̣͕͙̇̇/̴̬̾̄"̵̙̟̇:̷̛̤̓̈́̀}̴̪͈͙͗̈́͐͛͜{̴͚̉͐́'̸͚̮͆;̴̠̲̤̞͂̿̍~̵̲͈͐͑̀̾`̸̢̛̤̖͖͘͠ -̴̼͖̒͊̚=̶̥̱͒͑̃ͅ-̵̣̣̈̐͠=̵̪͕̘̰̃-̸͖̣̟̭̏]̴͈͓͍̾̎̆͜[̵͕̊͋ͅ`̷̧̝͔̈̀]̵̘̎[̸̠͗ͅ`̸̳̦̩̮̉͆̈́=̵̦̖̺̜̈́̅̕ To restore.+̴̟̖̌͊̈́-̶̨͇̫͇͠}̵̬̓͊[̷̢̻̀:̴̼̗̲͌͂̕̕.̷̭̣͕͙̇̇/̴̬̾̄"̵̙̟̇:̷̛̤̓̈́̀}̴̪͈͙͗̈́͐͛͜{̴͚̉͐́'̸͚̮͆;̴̠̲̤̞͂̿̍~̵̲͈͐͑̀̾`̸̢̛̤̖͖͘͠ That which will be will not be what once was.-̴̼͖̒͊̚=̶̥̱͒͑̃ͅ-̵̣̣̈̐͠=̵̪͕̘̰̃-̸͖̣̟̭̏]̴͈͓͍̾̎̆͜[̵͕̊͋ͅ`̷̧̝͔̈̀]̵̘̎[̸̠͗ͅ`̸̳̦̩̮̉͆̈́=̵̦̖̺̜̈́̅̕ ~̷̰̯̊̈\̷̹͙͍̾̇̄̍}̷̨̣̝̐̄͝[̷̲̳̮̪̉̌+̷̡̞̐̐̈͠_̸͓͂̔̾̈́~̴̛̳̱͋.̶̛̛͕̱̋̌/̵̬͈̕͘:̴̜͇͓̪̓̔͝͝'̵͎̲̍͠:̸̧͇̰̤̆̉͆͠ The portrait was incomplete, effigies of corruption walking amongst the divine.`̷̧̻͘͝?̸̠̑͝ͅ.̴̱́̓?̶̥̹̂̇͒,̷̠́̈͠͝>̶̮̟̑̅̃̽?̴̡̞̤̼̿ +̴̟̖̌͊̈́-̶̨͇̫͇͠}̵̬̓͊[̷̢̻̀:̴̼̗̲͌͂̕̕.̷̭̣͕͙̇̇/̴̬̾̄"̵̙̟̇:̷̛̤̓̈́̀}̴̪͈͙͗̈́͐͛͜{̴͚̉͐́'̸͚̮͆;̴̠̲̤̞͂̿̍~̵̲͈͐͑̀̾`̸̢̛̤̖͖͘͠It was never complete.-̴̼͖̒͊̚=̶̥̱͒͑̃ͅ-̵̣̣̈̐͠=̵̪͕̘̰̃-̸͖̣̟̭̏]̴͈͓͍̾̎̆͜[̵͕̊͋ͅ`̷̧̝͔̈̀]̵̘̎[̸̠͗ͅ`̸̳̦̩̮̉͆̈́=̵̦̖̺̜̈́̅̕ -̴̼͖̒͊̚=̶̥̱͒͑̃ͅ-̵̣̣̈̐͠=̵̪͕̘̰̃-̸͖̣̟̭̏]̴͈͓͍̾̎̆͜[̵͕̊͋ͅ`̷̧̝͔̈̀]̵̘̎[̸̠͗ͅ`̸̳̦̩̮̉͆̈́=̵̦̖̺̜̈́̅̕ That which is new shall be granted wholeness.+̴̟̖̌͊̈́-̶̨͇̫͇͠}̵̬̓͊[̷̢̻̀:̴̼̗̲͌͂̕̕.̷̭̣͕͙̇̇/̴̬̾̄"̵̙̟̇:̷̛̤̓̈́̀}̴̪͈͙͗̈́͐͛͜{̴͚̉͐́'̸͚̮͆;̴̠̲̤̞͂̿̍~̵̲͈͐͑̀̾`̸̢̛̤̖͖͘͠ ~̷̰̯̊̈\̷̹͙͍̾̇̄̍}̷̨̣̝̐̄͝[̷̲̳̮̪̉̌+̷̡̞̐̐̈͠_̸͓͂̔̾̈́~̴̛̳̱͋.̶̛̛͕̱̋̌/̵̬͈̕͘:̴̜͇͓̪̓̔͝͝'̵͎̲̍͠:̸̧͇̰̤̆̉͆͠ I shall take what is needed to complete my grand work.~̷̰̯̊̈\̷̹͙͍̾̇̄̍}̷̨̣̝̐̄͝[̷̲̳̮̪̉̌+̷̡̞̐̐̈͠_̸͓͂̔̾̈́~̴̛̳̱͋.̶̛̛͕̱̋̌/̵̬͈̕͘:̴̜͇͓̪̓̔͝͝'̵͎̲̍͠:̸̧͇̰̤̆̉͆͠ -̴̼͖̒͊̚=̶̥̱͒͑̃ͅ-̵̣̣̈̐͠=̵̪͕̘̰̃-̸͖̣̟̭̏]̴͈͓͍̾̎̆͜[̵͕̊͋ͅ`̷̧̝͔̈̀]̵̘̎[̸̠͗ͅ`̸̳̦̩̮̉͆̈́=̵̦̖̺̜̈́̅̕ Touched by the insignia of another,`̷̧̻͘͝?̸̠̑͝ͅ.̴̱́̓?̶̥̹̂̇͒,̷̠́̈͠͝>̶̮̟̑̅̃̽?̴̡̞̤̼̿~̵̡̛̛̭͚͛͆"̴͇͖̣͕̽;̷̬̮̒̑"̴̡͇̩͎̿̅ `̷̧̻͘͝?̸̠̑͝ͅ.̴̱́̓?̶̥̹̂̇͒,̷̠́̈͠͝>̶̮̟̑̅̃̽?̴̡̞̤̼̿~̵̡̛̛̭͚͛͆"̴͇͖̣͕̽;̷̬̮̒̑"̴̡͇̩͎̿̅ they shall bear my crest and heed my name.]̵͎̑̈̚{̵̢̀̑͊̅|̵͉͖̗̎͆/̶͉̑̎̋̉.̴̯͕̳̊̎͑'̶̟͉͠:̸̡̺̝̋]̴̡͍̌ͅ\̸̡̗̹͈͆̊́͛[̴̢̹͉̬̌̐̀_̷̖̊͠=̴̧͓̞̓͑̀̈ͅ_̷̤͐̃̀ `̷̧̻͘͝?̸̠̑͝ͅ.̴̱́̓?̶̥̹̂̇͒,̷̠́̈͠͝>̶̮̟̑̅̃̽?̴̡̞̤̼̿~̵̡̛̛̭͚͛͆"̴͇͖̣͕̽;̷̬̮̒̑"̴̡͇̩͎̿̅ Now, the portrait is complete.-̴̼͖̒͊̚=̶̥̱͒͑̃ͅ-̵̣̣̈̐͠=̵̪͕̘̰̃-̸͖̣̟̭̏]̴͈͓͍̾̎̆͜[̵͕̊͋ͅ`̷̧̝͔̈̀]̵̘̎[̸̠͗ͅ`̸̳̦̩̮̉͆̈́=̵̦̖̺̜̈́̅̕ ]̵͎̑̈̚{̵̢̀̑͊̅|̵͉͖̗̎͆/̶͉̑̎̋̉.̴̯͕̳̊̎͑'̶̟͉͠:̸̡̺̝̋]̴̡͍̌ͅ\̸̡̗̹͈͆̊́͛[̴̢̹͉̬̌̐̀_̷̖̊͠=̴̧͓̞̓͑̀̈ͅ_̷̤͐̃̀Now, we begin.-̴̼͖̒͊̚=̶̥̱͒͑̃ͅ-̵̣̣̈̐͠=̵̪͕̘̰̃-̸͖̣̟̭̏]̴͈͓͍̾̎̆͜[̵͕̊͋ͅ`̷̧̝͔̈̀]̵̘̎[̸̠͗ͅ`̸̳̦̩̮̉͆̈́=̵̦̖̺̜̈́̅̕ Integration of Divinity The forces of purity have always stood as a bulwark against the natural state of the universe: a constant degradation. It is entropy, a simple force that breaks down all things. All things are eventually broken by the passage of time, but it is rather the loss of integrity that betrays purity. To remain steadfast, even as you go quietly into that good night, is the true way to stand against the corruptive force of darkness. To wither is mortal. To settle is divine. This is not to say that change is bad. Change itself stands as a counterpoint to entropy, the only way one can save themselves from falling apart into something incorrigible. To change, as contradictory as it seems, is often the only way to subsist as a unique and whole being. Whether it is fighting for survival, changing your opinions, or something much more cosmic, change is a force of that which is good and pure. It can be said simply as such: Purity comes in the form of necessary change. It is this idea that would lead to a completely new definition of a holy descendant, one blessed by a burgeoning, twisting ideology of purity. Tahariae exists as a manifestation of purity, seeking to see it wrought onto the mortal plane, to correct existence to be a pure thing. This pursuit, sought through the clerics of old, proved fruitless. Some caveat was missing, some fatal flaw in the idea of instilling Tahariae’s pure might. So, in pursuit of true purity, change was brought and forged into the world. Aeriel stands often in opposition to Tahariae, a fact that remains unchanged. Yet, as the weakened Archaengul crouched over her realm, Tahariae sought a small modicum of her power, taken without consent. This small spark of Aeriel’s purity of the soul completed the connection of Tahariae, leaving Aeriel largely helpless to prevent the use of her power in such a fashion. As such, a new kind of servant was created, bearing the Agrestal Connection: the eternal, warm flow of Tahariae’s power with a chaotic variable of Aeriel’s spark. These servants of purity are known as Confessors, the Hallowed Progeny. Tahariae, the Father, maintains the connection of the Hallowed Progeny and brings most of their boons. Strength, independence, and clarity are traits of Tahariae, fulfilling his divine and pure connection of the soul. This is a restraining force, representing the organizational tendencies of the Confessors. Aeriel, the Mother, brings a spark of compassion and bounty to the Hallowed Progeny. This is a chaotic variable, and leads to the relatively unstable condition of the Agrestal Connection. This is what truly completes the Confessor’s power, however, creating a servant in pursuit of true purity in both war and in compassion. These two aengudaemons, as opposed as they might be, are both essential to the continued existence of their Hallowed Progeny. The Confessor is a descendant of the utmost standard of purity, the absolutism of Tahariae met with sudden bursts of compassionate morality. The influence of Tahariae and Aeriel will clash often, creating the unique physiological and psychological state of the Hallowed Progeny. However, this fighting is required, too, for a creature of true change and true purity. ♚ Table of Contents The Agrestal Connection Physiology & Traits Psychology & Mental State The Vows of Purity Euphony & Disunion Exhaustion & Augmentation Cantrips & Blessings Charms & SolemnitiesTier Progression Purpose Citation ♚ The Agrestal Connection A Confessor (Known as Hallowed Progeny) hosts a unique element to their aengudaemonic connection; the subtle, isolated influence of a second aengudaemon. The spark of Aeriel creates a strange and never before seen connection. It is still a single connection, tied to Tahariae, but with a funnel of power granted from that which has been stolen from Aeriel. The Confessor is completed with this spark, the influence of both aengudaemons occupying their minds, bodies, and souls. This unique connection is known as the Agrestal Connection. The Agrestal Connection has many strange quirks and requirements, active detriments that must be made up for via the tools and options available to a Confessor. However, this comes with some added benefits as well, such as the united front of purity in both the body and soul. The Agrestal Connection comes with some protection from both the Mother and Father patrons. Aeriel, with her spark of purity, protects the souls of Hallowed Progeny. Confessors are immune to Naztherak idols, but not malflame, nor the curse of a malice that may be imbued in it. Confessors are also immune to the maledictions of shamans and the hexes of mystics, but not to the plagues of a Necromancer. Confessors cannot gain any other connection to a deity (No Druidism, Paladinism, Shamanism, etc), they may not learn voidal magic, and they cannot become hexed or cursed. Additionally, Confessors can not learn any sort of dark magic. This includes necromancy, mysticism, blood magic, or anything else under the consensus of what is dark. Confessors can also not become any sort of creature such as a Machine Spirit, Tree Lord, Wight, or anything else. Tahariae also enacts his will unto the Confessors, pouring his focus into guarding the purity of the body. Confessors cannot take on an afflicted symbiote, catch natural diseases, or become intoxicated or poisoned through mundane means. A necromancer can still cause a Confessor to suffer from horrific necrosis, and an enchanted drink can still get a Confessor drunk. However, the natural occurrence of these things does not affect the body of the Confessor. Given the peculiarities and strain of the Agrestal Connection, the general priority that becoming a Confessor is supposed to take, and the scope of the abilities, Hallowed Progeny is a 3 slot magic. Additionally, there are many restrictions listed above for what other things a Confessor can learn. Alchemy, Kani, Animii, Shunting, and other activities that do not affect the body or soul can be learned and practiced. Spoiler Hallowed Progeny is a [3] slot Deific magic, with a single connection to both Tahariae and Aeriel. When creating one's app for the magic, such is the title they would use. Hallowed Progeny is incompatible with ALL CA creatures, including Klones, Machine Spirits, etc. This includes the Afflicted symbiote. Only descendants may become Confessors (Halflings, Elves, Orcs, Dwarves, Humans, as well as "half-breeds" between descendants). Hallowed Progeny is incompatible with all other deific magics or connections such as Shamanism, Heraldry, Xannic Mists, etc. although the feat version of Seer is acceptable, though its slotted variant is not. Hallowed Progeny is incompatible with all dark magics, such as mysticism or blood magic, or anything that may generally fall under the 'dark' classification of magic. Hallowed Progeny are also incompatible with voidal magic. Hallowed Progeny is unable to utilize golemancy, as the possibility of creating a soul-bound Golem is something that Aeriel would not permit, and the process of Golemancy tampers with one's soul. Miscellaneous magic and feats are otherwise compatible with Hallowed Progeny, so long as they do not tamper or taint one's soul. Hallowed Progeny is immune to Naztherak idols, but not malflame nor malices that may be imbued in malflame. Confessors are also immune to the maledictions of shamans and the hexes of mystics, but not to the plagues of a Necromancer. Hallowed Progeny is immune to any mundane manner of poisoning or disease, such as becoming inebriated by mundane alcohol or catching the common cold or a virulent plague. Magically induced plagues or poisons will work as normal such as Necromancy Plaguecraft, Thanhic poisoning will function as normal, and enchanted alcohols may still get a confessor drunk. ♚ Physiology & Traits A Confessor is subject to several physical changes due to the effects of the Agrestal Connection on the body. These are relatively minor things but are present in most Confessors. First, universal to all Confessors, those with the Agrestal Connection are limited in their physical strength. Every Confessor, given the strain of the Agrestal Connection and their intended combative role, can only maintain the average strength level of their race. While not weak, any individual that actively improves their strength like a warrior or soldier would be able to outclass a Confessor in a contest of pure strength. This would not prevent a Confessor from wearing armor or utilizing melee weapons but would make them less versatile and effective when using such things compared to a warrior. Additionally, there are other reasons that a Confessor would not want to use a great deal of armor, outlined below in the relevant section. Additionally, there are some minor secondary characteristics that a Confessor may gain throughout their progression of Hallowed Progeny. The recommended progression of these traits can be found in the section Tier Progression. As a Confessor’s connection strengthens, they may find their eye color changing. This is an optional trait but is common among Confessors. A Confessor’s eyes may either turn to dark, cobalt blue to reflect the influence of Aeriel or to light, shining silver to reflect the influence of Tahariae. The silver of Tahariae is more common, yet some Confessors may feel the influence of Aeriel’s spark particularly strongly. The transformation to either of these is a permanent trait gained by the Confessor unless they become disconnected and is a permanent replacement of their previous eye color. A Confessor also cannot switch between these two and must stick with whatever choice they make if they choose one of these two eye colors at all. Additionally, many Confessors find their hair changing color as well. While not a mandatory or enforced thing, most Confessors their hair slowly turns to a pure white or silver color that reaches its conclusion by the time they reach tier 5. This is in no way a required thing for a Confessor, and they can still maintain their original hair color, but it is recommended for a Confessor to have at least one or both traits of eye color or hair color. The tell or tells of a Confessor vary greatly. However, the coloration is always silver, white, blue, or somewhere in-between. The exact tell a Confessor wishes to use may vary from ability to ability, but it is recommended to have some consistency. Whether it’s a light tether when connecting to another to heal them or glowing eyes when using a Cantrip, a Confessor must have a visible magical tell. Spoiler Hallowed Progeny are capped at possessing the average strength of their race, due to the strain of the Agrestal Connection. This does not mean they are necessarily weak, merely that they will be overpowered in a contest of strength if pitted against a seasoned warrior or strongman. Hallowed Progeny may, as an optional change, have their hair begin to turn white or silver as they progress in tier. Once taken, this change may not be reverted unless through disconnection. Hallowed Progeny may, as an optional change, have their eye color begin to turn blue or silver as they progress in tier. Given Tahariae’s dominance, silver is much more common. Once taken, this change may not be reverted unless through disconnection. The coloration of a Confessor’s tell must be silver, white, blue, or somewhere between those colors. Hallowed Progeny must always have a clearly visible arcane tell when casting a spell, whether it’s a Cantrip, Blessing, Charm, or Solemnity. ♚ Psychology & Mental State The influence of Tahariae and the spark of Aeriel can be felt within every Confessor, a subtle tug of war within their mind. Within each Confessor is the capacity for empathy and selflessness tied with the capacity for anger and righteousness. The righteous rage and restraint of Tahariae battles endlessly with the small, vocal influence of Aeriel advocating for compassion and love. This creates a strange dichotomy within each and every Confessor, the two distinct and conflicting aenguls pulling the Confessor in two different directions. This means that a Confessor’s behavior can sometimes change on a dime or seem erratic as a Confessor feels an equally strong pull for two very distinct reactions to a situation. This will never completely define a Confessor or the extent of what they’re capable of but is a constant pull within each Confessor. A Confessor can, over their tier progression, nurture or suppress Aeriel’s influence into being weaker or stronger within themself. Tahariae’s side cannot be manipulated in this way, given how it is the warmth and purity of Tahariae that maintains the greater portion of the Agrestal Connection. However, no matter how much the voice of Aeriel may be suppressed, it will never fully leave, an enduring, smoldering ember of compassion. The two will always fight a conflict within a Confessor, drawing them in both directions simultaneously. This is why you may see the most compassionate Confessors suddenly seem stiff or callous and the most furious Confessors suddenly seem kind and caring. Ultimately, how a Confessor acts is up to them. However, there is this constant dichotomy, this constant tug of war, going on within their mind and soul. By the time a Confessor’s power is at its full strength, the general state of Aeriel’s influence has stabilized to reflect the behavior and actions of the Confessor; more compassionate, or more righteous. This may be how a Confessor OOCly chooses what eye color change they want, depending on if they want to be more or less Aeriel-minded. Spoiler Though the influence of Tahariae is significantly stronger, there will always be the voice of Aeriel to create conflict of interest within the mind of every Confessor. The influence of Tahariae is rage, properness, and righteousness. The influence of Aeriel is compassion, caring, and sympathy. A Confessor can never be completely free of Aeriel’s influence, but can train it to be stronger or weaker, to help define their normal behavior. Confessors may have sudden mood changes or complete changes in perspective, thanks to the conflicting influence of both aenguls. Ultimately, how a Confessor behaves is up to them. The influences of Tahariae and Aeriel are intended to be an aesthetic choice and helps manage the kinds of personality you see among the Hallowed Progeny. Generally, it is encouraged that if a Confessor chooses a new eye color as they progress that it reflects the aengul they associate with more. A more Aeriel-minded Confessor may more often have cobalt blue eyes, while a less Aeriel-minded Confessor may be more prone to developing silver eyes. ♚ The Vows of Purity Tahariae controls and directs his Confessors through a set of ideals known as the Vows of Purity. Though dictated by Tahariae, these Vows each have an element of Aeriel within them to reflect the inflamed nature of the Agrestal Connection. Each of the three Vows is a promise made by the Confessor to uphold for themselves and in their interactions with others. Vows must be taken when progressing as a Confessor. The Vow of Duty must be taken up upon connection. The Vow of Peace must be chosen upon advancing to Tier 3, and then the Vow of Temperance must be chosen upon reaching Tier 5. When a Vow is broken, a Confessor is knocked down to where they would be when they took their previous Vow. A Tier 5 Confessor that breaks the Vow of Temperance would be knocked down to Tier 3, and a Tier 3 that breaks the Vow of Peace would be knocked down to Tier 1. Given how these Vows are built on top of each other, a Tier 5 Confessor who breaks the Vow of Peace would also be knocked down to Tier 1. The Vow, once broken, must be done once again, and it takes the Confessor one week from reaffirming their Vow to regain the tier they had lost. Abilities do not have to be learned again, but a week must be taken to regain each tier. For instance, a Tier 5 that was knocked down to a Tier 3 must take two weeks to reach Tier 5 again. Breaking the Vow of Duty qualifies a Confessor for disconnection and cannot be renewed, elaborated upon in the below section on Connection & Disconnection. The Vows are as follows. Vow of Duty: All Confessors, whether they are tier 1 or tier 5, uphold the Vow of Duty. It is the first Vow that a Confessor agrees to, and is an essential part of the connection process. It makes up the core of the duties of the Confessors and serves as the primary directive of Confessor culture. The Vow of Duty is the only Vow that cannot be renewed if broken. The Vow of Duty is as follows: "Under the eyes of mine Mother and Father above, would that this vow be held true, 'lest I abandon mine covenants and post. I am charged to pursue Purity unblemished in all quarters, and never shall I sully myself through dealings of the unhallowed. Naught of mortal dealings will ever eclipse this duty mine, and never will the blade of treachery be raised against mine kindred. Let this promise be held true, from now, until the end of days." Spoiler - A Confessor cannot knowingly/willingly make deals with, bargain with, or trade with any sort of dark creature or dark mage. - A Confessor cannot knowingly/willingly assist any sort of dark creature or dark mage. - A Confessor, while capable of holding political offices and cabinets, can never allow those obligations to override their duty as a Confessor or any of the above about not breaking bread with dark entities. - A Confessor can never knowingly/willingly act against the wellbeing of the Vow of Duty or other Confessors, with the sole exception being capturing and reprimanding one who has already done so. - The camaraderie of the Hallowed Progeny comes above all mortal obligations. Vow of Peace: The Vow of Peace is an essential aspect of being a Confessor. It manages values of peace and pacifism that are essential to being a Confessor. The Vow of Peace is as follows: "Under the eyes of mine Mother and Father above, would that this vow be held true, 'lest I abandon mine covenants and post. I am charged to pursue Peace in all quarters, and never shall I harm another without great necessity. Never shall I initiate violence, yet I shall give no quarter to those who prove they wish to harm the fellowship of the Hallowed Progeny. The foul and corrupt creatures of this world I can slay, yet even to they I shall naught bring unnecessary cruelty. Let this promise be held true, from now, until the end of days." Spoiler - A Confessor cannot knowingly/willingly hurt another living thing. This is not extrapolated to an extreme extent; A Confessor can step on plants or nonsentient life, or poke someone causing mild pain, without breaking this Vow. For it to be considered hurting, it must be intentional and it must cause a great deal of pain or be in an attempt to wound. - For a Confessor to attack an aggressor and subdue or kill them, the Confessor must be attacked first. This does not need to be on an individual basis; if a Confessor is in a group of allies, the group being attacked counts as the Confessor being attacked. - Known and identified dark mages/creatures are not counted under this Vow. This does not excuse metagaming, however; killing an individual without evidence, and then going "it's okay because they turned out to be a dark mage!" would still be violating this Vow. However, these creatures and mages cannot be tortured, subjugated, or otherwise exposed to unnecessary cruelty. They are simply to be culled, their pitiful existences removed. - Questionable life in the forms of Animii, Sorvians, Golems, etc. all count under this Vow. Vow of Temperance: The Vow of Temperance is another cornerstone of Confessor life. It enforces values of honesty and moderation within every Confessor. The Vow of Temperance is as follows: "Under the eyes of mine Mother and Father above, would that this vow be held true, 'lest I abandon mine covenants and post. I am charged to pursue Temperance in all quarters, and never shall I reduce myself to meaningless bellows of insult or groundless accusations. The traps and failings of mortal society shall never befall me, and I shall hold both myself and others in high regard. Let this promise be held true, from now, until the end of days." Spoiler - A Confessor can not ever knowingly/willingly participate in needless cruelty or unusual punishment. - Confessors are capable of experiencing and expressing anger, but that anger must be controlled and productive; no screaming insults and no heckling. - This includes participation en masse, such as in the crowd of a hanging. Confessors are expected to hold themselves and others in high enough regard to not do this. - A Confessor is still capable of mild insults, double meanings, sarcasm, and teasing. This is purely for extreme vocations of rage, hatred, and cruelty. Calling your student a “smart aleck” and similar things is perfectly acceptable. ♚ Euphony & Disunion It is through the Solemnity of Euphony and Disunion that a Confessor is connected or disconnected from their magic. They are opposites, with Euphony representing the discordant harmony of the Agrestal Connection and Disunion representing the stripping of it. Both of these Solemnities are only available to a tier 5 Confessor with a TA. They do not need to be recorded anywhere, but you should absolutely learn how to do both of these things. If you do not, then you should not roleplay them. This will be enforced. Euphony Euphony is a beautiful, harmonious thing. By drawing on the power of Tahariae with the compassionate spark of Aeriel, a new student can be imbued with the Agrestal Connection. This process requires two Confessors, with at least one being T5 and holding a TA. The other Confessor must be at least T3 but does not need to be holding a TA. One Confessor draws upon the spark of compassion instilled into them by Aeriel and grants it to the student. The other Confessor draws upon the reserves of strength granted to them by Tahariae and simultaneously pours the light into the student. These two forces, with the dominant force of Tahariae, twist and bend together into a single band of light; pure silver light, with a streak of blue running through it. Before the process can properly begin, the prospective Confessor must make the Vow of Duty, promising to uphold their duty, witnessed by the two Confessors doing the Euphony. After this is done, the Solemnity can begin. After the two Confessors begin channeling, two manifestations of light emerge from their bodies: from the one channeling Tahariae, it is a silver tether of warm light. From the one channeling Aeriel, it is a single shimmering spark of deep cobalt blue. These two forces, Tahariae’s light dominant, wrap around each other and twist into a single force. Tahariae’s silver light gains a single streak of blue that runs through it, the spark of Aeriel that completes the Agrestal Connection. Then, with a sudden movement, the tethers shoot down into the chest of the targeted student. The one undergoing the Euphony will then be lifted off the ground, as if gravity no longer applied to them, with their chest thrust out towards the heavens. The intense energy tether continues spreading throughout their body, temporarily turning their veins, eyes, and hair a blue-ish silver. The Agrestal Connection is a unique, fickle thing. The process can occasionally go unexpectedly as the expectations and desires of two aengudaemons fight within a single connection. At this point in the Euphony, the prospective student should roll 1d20. This determines how drastic the effects of the Euphony are on their wellbeing. 1 - The prospective Confessor is rendered unconscious and is weak in the body for one full elven day, needing to take time to recover. The Euphony, while successful, proves to be a very painful experience. The pain ceases upon the conclusion of the Solemnity, however. 2-10 - The prospective Confessor remains conscious, but will collapse to the ground upon the conclusion of the Euphony with the breath stolen from their lungs and their limbs weak. They would take a full narrative hour to recover from this experience, and the Euphony itself would prove to be a somewhat painful ordeal, an ache deep in their chest that fades after the Solemnity. 11-19 - The prospective Confessor retains full awareness, and may only stumble a bit upon the conclusion of the Euphony. There is no pain, only a vaguely dazed sensation. The Euphony itself is pleasant in its own alien sort of way, the student feeling the conflict of both compassion and righteousness from the Agrestal Connection. 20 - The prospective Confessor retains full consciousness and control, feeling no pain or exhaustion from the procedure. They prove to be well suited towards the Euphony and embrace it within their soul easily. At this point, they fall to the ground and land perfectly on their feet, and are capable of walking, talking, and experiencing the world as normal. Throughout the Euphony, they feel the disjointed, yet whole nature of the Agrestal Connection. At this point, the student has become a tier 1 Confessor and should make their MA. No magic or physical changes should happen until the MA is accepted. Gradually, should the Confessor wish, the possible physiological changes can begin to happen as they increase in tier. By tier 5, these changes should be in full effect. Spoiler Euphony requires two Confessors, with one being Tier 5 with a TA and the other being at least Tier 3. Before Euphony can begin, the student must promise to uphold the Vow of Duty by repeating it word for word. The student must roll out of 20 during the Euphony, to see how well their body responds to the Euphony. It cannot fail, even on a 1. After the Euphony, the student should make an MA. If there was only one T5 with a TA participating in the Euphony, then that should be the one used as a teacher. However, should both of the Confessors have a TA, either one can be chosen. Upon the acceptance of the MA, the physiological changes of a Confessor can slowly begin to develop. . . . Disunion The Disunion is the dark mirror to the Euphony and is an essential function of maintaining a divine order. The Disunion is the process of stripping the Agrestal Connection from a Confessor, removing the divine presence of Aeriel & Tahariae from their souls. This leaves a person broken and depressed and is reserved for only the most extreme circumstances. For this reason, the Disunion can only be used on one who has broken the Vow of Duty. Should it be tried on any others, it shall not work and will fail utterly. The process begins much the same, with two Confessors. Unlike Euphony, Disunion requires two T5 Confessors with a TA. The two will begin the grim task, calling upon their deities. One calls upon the spark of Aeriel to remove itself suddenly from the unstable Agrestal Connection. The other calls upon Tahariae to strip the Confessor of the greater part of the connection, made of his influence. These two are pulled out of the chest of the Confessor, leaving them screaming even as they are pulled into the air in a mockery of the pure Euphony. The tether of light splits as it leaves their chest, once more pure silver with a separate spark of manifested blue energy. These two forces disperse into the air. After several minutes of this sobbing agony, the magic of the Agrestal Connection has fled the Confessor entirely, leaving them gaunt, pale, tired, and hollow inside. At this point, the Hallowed Progeny MA (and TA if applicable) should be stripped from the player, being moved to denied. Over the course of an elven year, the features they might have gained from being a Confessor (eye color, hair color) will fade away and return to their original color. Spoiler Disunion can only be used on a Confessor who has broken the Vow of Duty. Disunion requires two Tier 5 Confessors who hold a TA. At the completion of the Disunion, the Hallowed Progeny MA (and TA) should be moved to the denied section. The possible physiological changes such as eye color change or hair color change will leave the now disconnected individual over the course of one OOC week. ♚ Exhaustion & Augmentation The Agrestal Connection is a unique and difficult thing, with heavy restrictions and specific requirements to be used well. This comes in two things that every Confessor needs to know of and use to their advantage: Exhaustion & Augmentation. Exhaustion Like all magic users, Confessors become tired as they use their abilities. Mechanically, Confessors have a simple spell slot system. However, the amount of spells a Confessor can use is limited, with a T5 Confessor only having 5 spell slots. This limitation can be overcome, however, by taking on wounds. As a Confessor casts and exceeds their limit, the Agrestal Connection within them grows more unruly and the power they control begins to lash out. This culminates in thin, non-life-threatening lacerations on the skin of a Confessor that grow more intense the more they push their power. A Confessor can take up to 5 wounds before going unconscious, and each additional wound causes them to grow more exhausted and makes concentrating more difficult. A Confessor gains a spell slot with each tier, up to 5. It is recommended that a Confessor keep track of their number of spell slots, and be aware that when they reach 5 they must stop casting spells or begin taking on wounds. The number of wounds taken on for casting a spell is the same as the number of spell slots, i.e. casting a 3 slot spell would cause 3 wounds if the Confessor was out of spell slots. If a Confessor had 1 spell slot left and used a 3 slot spell, then it would carry over and the Confessor would gain 2 wounds. Wounds exude a visible energy, that is the color of the Confessor’s aura (either blue, silver, or white). It exists as a form of light that seems to pour out of the wounds. It is purely an aesthetic effect meant to symbolize the unbalanced Agrestal Connection, and a Confessor will bleed as normal. The use of spell slots makes a Confessor tired but does not mechanically hinder them. However, once spell slots are used, a full 12 hours are needed for them to regenerate. Wounds stack until they are fully healed, i.e. a Confessor with one wound from an encounter an hour ago would start with 1 wound already. Given that wounds are surface level, it is a somewhat trivial matter to allow them a 12 hour period to heal. Strangely, the healing abilities of Confessors do not work on these exhaustion wounds caused by the Agrestal Connection, nor do the healing abilities of alchemy or other magics. Gaining the first wound is a minor inconvenience. The Confessor feels the pain of it, but it is manageable and superficial. There is likely no blood. Gaining the second wound is a distraction. The Confessor is still able to cast, but they would be compelled to tense up, wince, or otherwise express the pain as their flesh rips. There is a trickle of blood. Gaining the third wound is a major distraction. The Confessor may have a hard time focusing on a target, may have blurred vision, and is experiencing a significant amount of pain. The blood from this wound should be significant. Gaining the fourth wound is dangerous. The Confessor’s movement becomes limited to two blocks per emote, and they are incapable of dodging all but the most extreme attacks. They are close to becoming unconscious and are barely staying on their feet. The bleeding from these wounds should be extreme and the cut should be painful. Gaining the fifth wound renders a Confessor unconscious. The Confessor blacks out immediately after casting their spell, requiring a full elven day to recover their strength and wake once again. In this time, their now drastic wounds must be treated lest they bleed out. Dying from this is not considered a suicide unless the Confessor specifically wishes it to be; there is every reason your fellows would help you once you go unconscious. Spoiler Confessors have 5 spell slots. Using these spell slots makes a Confessor tired, but does not actively hamper their physical ability in any mechanical way beyond sweating, heavy breathing, etc. Spell slots take 12 hours to regenerate. That is 12 hours from when the spell slot is used, i.e. a spell slot used now and then a spell slot used later would regenerate at different times. On top of their spell slots, Confessors can take wounds. Confessors can take up to 5 wounds, growing increasingly tired and wounded the more they take. Upon taking the 5th wound, a Confessor will go unconscious. Wounds exude a light the same color as the Confessor’s aura. Gaining wounds tick over from spell slots. If a Confessor has 1 spell slot and costs a 2 slot spell, then the 1 open spell slot would be used up and the Confessor would also gain 1 wound. If left untreated after going unconscious from the 5th wound, a Confessor will die. This is not considered a suicide unless the Confessor wishes it to be, or knows there will be no one to help them. There is every reason a Confessor would expect their allies would bandage them or otherwise assist them. However, if a Confessor is alone and does this, there may be sufficient justification to enforce a PK unless someone assists the Confessor. The above progression for gaining wounds should be used by all Confessors. Wounds take 12 hours to regenerate, the same as spell slots, and no healing ability will heal them any faster. The wounds are skin-level lacerations that are non-life-threatening, but build up the more a Confessor takes. These can be on arms, legs, the body, the face, etc. . . . Augmentation The Agrestal Connection is a fickle thing and it struggles to express its full strength without assistance. Luckily, the Hallowed Progeny have found a way to extrapolate the strength of their connection to its full potential through the use of augmentation. Augmentation is the use of fibers charmed by a Confessor when making clothing that allows for them to make outfits and articles of clothing that work as a conduit of their power. Without an augmented outfit, a Confessor’s power is capped at that of a Tier 3, including both spell slot limitation and ability limitation. However, with an augmented outfit a Tier 4 or Tier 5 Confessor can reach their full strength. It must be cloth, soft leather, or a similar soft and pliable substance to be conducive to augmentation. Armor, whether it’s hard leather, chain, plate, or any other kind does not work with augmentation. Additionally, armor can not be worn over or under augmented clothing as it serves to interfere with the Agrestal Connection and utterly negates the benefits of wearing augmented clothing. This clothing could be a one-piece dress, robes, tunic and trousers, or many other things. Just the majority of what a person is wearing, i.e. torso and legs, needs to be one or more pieces of augmented clothing. Shoulder pads, jewelry, gloves, socks, shoes, etc. do not need to be augmented. Traditionally, all Confessors that follow the establishment own an augmented white dress or set of robes. This is the traditional color of purity, and Confessors are expected to wear this white clothing for official functions. This is merely cultural, however, and other colors and types of clothing can be augmented so long as they follow the above restrictions. Augmented clothing is expected to be represented with an ST signed item, and the roleplay is expected to follow the process laid out in the Charms & Solemnities section. As well as having an ST signed item, the Confessor should be wearing the relevant article of clothing as their MC skin as well. Without both of these things, a Confessor can not make use of augmentation. Spoiler Without augmented clothing, a Confessor is capped at Tier 3. A more advanced Confessor can only access their Tier 4 or Tier 5 abilities via augmented clothing. Cloth, soft leather, or a similar soft and pliable substance must be used for augmented clothing. No hard leather, no metal, no chainmail, etc. No “armor” in any fashion can be augmented. Armor cannot be worn over or under augmented clothing without nullifying the effects of the augmentation. The majority of one’s clothing (i.e. torso and legs) should be augmented, whether it is one piece or multiple pieces. There is no color restriction on augmentation, and many different things can be augmented. However, the culturally appropriate color is for a Confessor to own an augmented white robe or dress for official functions. Augmented clothing should be represented with an ST signed item as well as an adequate MC skin. Without both of these things, a Confessor cannot make use of augmentation. ♚ Cantrips & Blessings The arsenal of a Confessor is split into two categories: Cantrips & Blessings. Cantrips are simple, defensive combat abilities. Blessings are a Confessor’s specialty, being abilities of enhancement, augmentation of another, healing, and more. Cantrips Confessors have five Cantrips available to them. They are as follows. Lock - Combative (T1)1 Spell slot A Confessor can cast Lock on a target, causing their body to momentarily lock up and become unresponsive. By reaching out with the spark of Aeriel within the Agrestal Connection, a Confessor can subtly manipulate the soul of their target into momentarily causing their locomotive functions to cease. This can cause someone to freeze mid-swing, fall over if running, stumble if walking, or drop something if held loosely. Beyond temporarily locking them in place and causing some mild muscular pain, this ability does not harm the target. The target is locked for one full emote round, after which full locomotive response returns in its entirety. This is done over two emotes, one for connection and one for casting. This Cantrip requires Line of Sight. Fann paused, pressing her hands together and standing with good posture. After a moment’s pause, her eyes come to light with a cobalt glow as interweaving tethers of blue energy begin to manifest around the woman’s clasped hands. [!] The man that was raising his sword to attack Fann would find his body freezing suddenly, body clenched. It was as if every muscle in his body were held very tight, and the man was suspended momentarily with his sword only half raised. The effect would last only for one emote round. Spoiler This Cantrip is tier 1 and requires 1 spell slot. The target has their muscles locked in place for one full emote round. This Cantrip can only affect one target at a time. If you wish to use it again, it must be cast again. Casting takes two emotes, one for connection and one for the casting itself. Line of Sight is required. If a connection emote has already been completed when doing another spell, and the connection has not been interrupted, then there is no need to do another connection emote. The connection of Hallowed Progeny can be broken via a hard physical contact, a wound that breaks the skin, or an extremely loud noise that causes ringing in the ears. Blur - Combative (T2) 2 Spell slots A Confessor can cast Blur on a target, causing their vision to temporarily blur into a mess of colors and vague shapes. By reaching out with the spark of Aeriel within the Agrestal Connection, a Confessor can subtly manipulate the soul of their target to cause their eyes to go out of focus and become hazy. This can cause someone to become distracted, lose sight of a target, miss an arrow shot, or otherwise have their visual ability hampered with. The effect of Blur lasts for two full emote rounds, and full ordinary vision returns at the end of the second emote. This is done over two emotes, one for connection and one for casting. This Cantrip requires Line of Sight. Fann paused, pressing her hands together and standing with good posture. After a moment’s pause, her eyes come to light with a cobalt glow as interweaving tethers of blue energy begin to manifest around the woman’s clasped hands. [!] The man that was raising his bow towards Fann would find his vision suddenly clouding, to such a significant extent that he could only make out the general colors and shapes around him. Any arrow shot made in this state would surely miss, lest a target did not move. The effect would last for two full emote rounds and would be gone by the end of the second emote. Spoiler This Cantrip is tier 2 and requires 2 spell slots. The target has their vision greatly blurred for two full emote rounds. This Cantrip can only affect one target at a time. If you wish to use it again, it must be cast again. Casting takes two emotes, one for connection and one for the casting itself. Line of Sight is required. If a connection emote has already been completed when doing another spell, and the connection has not been interrupted, then there is no need to do another connection emote. The connection of Hallowed Progeny can be broken via a hard physical contact, a wound that breaks the skin, or an extremely loud noise that causes ringing in the ears. Lethargy - Combative (T3) 2 Spell slots A Confessor can cast Lethargy on a target, causing their strength to leave them and causing them to become temporarily weak. By reaching out with the spark of Aeriel within the Agrestal Connection, a Confessor can subtly manipulate the soul of their target to cause their muscles to grow temporarily weak. The target becomes as strong as a ten-year-old, capable of only lifting a gallon of milk with every ounce of strength in their body. This can cause a target to drop something heavy, cause the swing of their weapon to do very little, make their armor feel incredibly heavy, or make them incapable of pulling back a bowstring. The effects of Lethargy lasts for two full emote rounds, and full ordinary strength would return at the end of the second emote. This is done over two emotes, one for connection and one for casting. This Cantrip requires Line of Sight. Fann paused, pressing her hands together and standing with good posture. After a moment’s pause, her eyes come to light with a cobalt glow as interweaving tethers of blue energy begin to manifest around the woman’s clasped hands. [!] The man that was holding the heavy safe would find his strength draining quickly, to such an extreme extent that he could no longer carry the heavy metal box and was forced to let it drop. This feeling of weakness was akin to the strength of a child and would last for two full emotes. Spoiler This Cantrip is tier 3 and requires 2 spell slots. The target has their strength reduced to that of a ten-year-old for two full emote rounds. This Cantrip can only affect one target at a time. If you wish to use it again, it must be cast again. Casting takes two emotes, one for connection and one for the casting itself. Line of Sight is required. If a connection emote has already been completed when doing another spell, and the connection has not been interrupted, then there is no need to do another connection emote. The connection of Hallowed Progeny can be broken via a hard physical contact, a wound that breaks the skin, or an extremely loud noise that causes ringing in the ears. Push - Combative (T4) 3 Spell slots A Confessor can cast Push on a target, causing someone grappling or holding them to be pushed back with intense fierceness. By reaching out with the tether of Tahariae within the Agrestal Connection, a Confessor can cause their connection to push out suddenly. This has little effect on the Confessor themselves, but anyone within a one block range of the Confessor would be met with a sudden and intense concussive force. This can cause a target to be pushed back up to 3 blocks, lose their grip on a Confessor, or suffer minor concussive trauma. The effects of Push take place over one emote and have no lasting effect beyond pushing someone away from the Confessor who casts it. However, possible minor injuries may be sustained. This is done over two emotes, one for connection and one for casting. This Cantrip requires Line of Sight. Fann paused, pressing her hands together and standing with good posture. After a moment’s pause, her eyes come to light with a cobalt glow as interweaving tethers of blue energy begin to manifest around the woman’s clasped hands. [!] The man that was attempting to grapple Fann suddenly found himself subject to an outward pushing force, thunder without sound. It was concussive, knocking the man back several meters from the Confessor and causing him to become dizzy. Spoiler This Cantrip is tier 4 and requires 3 spell slots. The target, who must be within 1 block of the Confessor, will find themselves forced back 3 blocks and possibly suffering minor wounds such as bruises, nausea, or dizziness. This Cantrip can only affect one target at a time. If you wish to use it again, it must be cast again. Casting takes two emotes, one for connection and one for the casting itself. Line of Sight is required. If a connection emote has already been completed when doing another spell, and the connection has not been interrupted, then there is no need to do another connection emote. The connection of Hallowed Progeny can be broken via a hard physical contact, a wound that breaks the skin, or an extremely loud noise that causes ringing in the ears. Orison - Combative (T5) 3 Spell slots Orison is the final Cantrip available to a Confessor and is a remnant of the old power of the clerics of Tahariae. By reaching out with the tether of Tahariae within the Agrestal Connection, a Confessor can manifest a condensed ball of silver light. This ball of light is roughly the size of a basketball and is extremely bright. It can be given one simple direction (straight ahead, down, one of the cardinal directions, somewhere in between) so long as it’s in a straight line. The ball of light then travels with roughly the speed of an arrow towards its destination. Whether it makes contact with a person or object, the Orison explodes with silver light and a concussive force. A direct hit can break a bone at the point of contact and otherwise causes ringing in the ears, eye floaters, and general concussive wounds such as bruises. Orison takes place over three emotes, one for connection and two for casting. This Cantrip requires Line of Sight. Fann paused, pressing her hands together and standing with good posture. After a moment’s pause, her eyes come to light with a cobalt glow as interweaving tethers of blue energy begin to manifest around the woman’s clasped hands. [!] Above the woman’s clasped hands and web of blue light, silver light begins to manifest. It seems to be coming from everywhere and nowhere, coalescing above Fann’s hands. This eventually forms a silver ball, both made of and exuding a great deal of light. It almost hurts to look at. [!] The ball of light then speeds off in a straight line, heading directly towards the unarmored man that was charging towards Fann. Should the Orison make contact, the man would find himself stopped in his tracks. Given that he is unarmored, it may break or fracture a bone at the point of contact, and would otherwise leave his eyes watering and ears ringing. The point of contact and the surrounding area would develop a nasty bruise. Spoiler This Cantrip is tier 5 and requires 3 spell slots. The target, should the Orison hit someone, will break a bone at the point of contact should that point be unarmored. A shield or armor, however, would prevent the breaking of a bone. Whether armored or not, the target would experience an extremely bright flash of light that brings about ringing in the ears and eye floaters. The point of contact, even through armor, would develop a painful bruise. This Cantrip can only really affect one target. Even if there are multiple clustered together, the surrounding individuals would only experience the ear ringing and eye floaters. Only one target will suffer the true extent of the concussive force. Casting takes three emotes, one for connection and two for the casting itself. Line of Sight is required. If a connection emote has already been completed when doing another spell, and the connection has not been interrupted, then there is no need to do another connection emote. The connection of Hallowed Progeny can be broken via a hard physical contact, a wound that breaks the skin, or an extremely loud noise that causes ringing in the ears. . . . Blessings Blessings are the true strengths of Confessors, allowing them to help others and bolster their allies. The Blessings are as follows. Sacral Flame - Noncombative (T1)1 spell slot The Sacral Flame is a modern incarnation of the once-powerful Soulfire, yet much more regimented and moderate under the Agrestal Connection. A Confessor can, using both parts of the Agrestal Connection, manifest an arcane flame of blue, silver, white, or blue-silver coloration. This flame functions like a mage light, and while the Confessor can keep it in the air or otherwise move it, this flame can not be used as a weapon to harm others. Even a dark or spectral creature (Abyssal creatures, liches, corrupt dragonkin, frost witches, inferi, wight, phantoms, Boggarts, etc.) touching the flame would feel mildly uncomfortable, and other descendants feel nothing at all beyond a general sense of deific warmth. The Sacral Flame works to ward off darkness, fog, and miasma. Of arcane creation, the Sacral Flame completely nullifies eldritch darkness or blankets of fog cast by others. While not outwardly dispersing these things, the effects become naught and they become semi-transparent, allowing those within the radius of the Sacral Flame immunity to these effects. Otherwise, the Sacral Flame only works as a very effective, very bright light. Additionally, a Confessor can cast Sacral Flame with the use of a specifically charmed implement. A staff, a torch, a lantern, et cetera. Something charmed with Sacral Flame allows for a Confessor to conjure the ability on or in the implement without the need to use a spell slot, allowing Sacral Flame to function as a free spell. Sacral Flame takes two emotes to cast, one for connection and one for casting. The range of the effect of Sacral Flame is five blocks. The Sacral Flame is considered to be on the same block as the Confessor, as it must be something they hold or something that is directly next to them. Implements must be held by a Confessor to be used, and can not be used by non-Confessors. Fann paused, pressing her hands together and standing with good posture. After a moment’s pause, her eyes come to light with a cobalt glow as interweaving tethers of blue energy begin to manifest around the woman’s clasped hands. [!] Above her hands, a ball of light begins to manifest. A serene yet bright thing, it takes on a blue glow that emanates light outwards. The encroaching unnatural darkness would find it had no effect within a five block radius of the Sacral Light, the darkness fading into a translucent mist and its effects nullified. Spoiler Sacral Flame is a tier 1 Blessing, and costs 1 spell slot. Sacral Flame is noncombative, and cannot be used to harm someone. However, it can still be cast and used during a combative encounter. It simply has no element of use in combat, intended purely as a utility spell. The flame can be silver, white, blue, or somewhere in between. The flame cannot harm another individual. Normal descendants feel a sense of mild warmth when touching it, and dark creatures feel only a mild discomfort that can not in any way be used as a testing method or other form of weapon. The Sacral Flame utterly negates the effects of any unnatural darkness or fog, and any pestilence or curse it may carry. Additionally, it allows for individuals to see within such fogs as if it were not there. This only applies within the radius of the flame; those outside of it would be fully affected, and even those inside of the radius cannot see outside beyond the radius. It essentially allows a Confessor to create a bubble of safety for themselves and those around them. The radius of Sacral Flame is five blocks. A charmed implement can be used to negate the spell cost, so long as the Sacral Flame is cast on or in the implement. More information can be found in the relevant section on Charms. Implements, when used, must be held by a Confessor and cannot be used by non-Confessors. Casting takes two emotes, one for connection and one for the casting itself. If a connection emote has already been completed when doing another spell, and the connection has not been interrupted, then there is no need to do another connection emote. The connection of Hallowed Progeny can be broken via a hard physical contact, a wound that breaks the skin, or an extremely loud noise that causes ringing in the ears. Aeriel’s Spark - Noncombative (T2)2 spell slots Aeriel’s Spark is among the most essential functions carried out by a Confessor and is a Blessing used to heal others. This allows a Confessor to easily set bones, knit flesh, repair damaged veins and blood vessels, heal burns, and otherwise restore a target. This act favors the compassionate flicker of Aeriel within the Agrestal Connection. Anything besides serious internal damage, missing limbs, or mental complications (brain damage, internal bleeding, failing organs, a missing arm, eyes) can be healed this way. Additionally, this can only heal active or fresh wounds. A Confessor can not heal wounds more than an elven day old, and no chronic wound such as liver failure or cancer. Wounds healed by Confessors in this fashion will gain a silver sheen over the scar tissue. Should the wound be small enough that the scar tissue fades and goes away, so does the silver sheen. However, large wounds with more permanent scar tissue retain the silver-effect for longer. Areas that are covered by this silver sheen cannot be healed again by a Confessor, as they lose the ability of the Confessor to manipulate that part of the soul blueprint. This means that small wounds and cuts will lose their silver sheen quickly (24 OOC hours), while a moderately sized wound like a large cut or minor burn will lose the silver sheen slower (1 OOC week), while the largest wounds such as missing fingers and third-degree burns will take much longer (1 OOC month). Aeriel’s Spark takes four emotes to cast, one for connection and three for casting. This can only be done on one target at a time, and the regulations for what determines a small, moderate, and large wound are listed in the redlines below. There is a more sophisticated version of Aeriel’s Spark, explained below in the section on Solemnities. Fann paused, pressing her hands together and sitting with good posture. After a moment’s pause, her eyes come to light with a cobalt glow as interweaving tethers of blue energy begin to manifest around the woman’s clasped hands. [!] A tether of blue light emerges from the woman’s hands, growing and stretching out. It extends effortlessly through the air, before slowly spiraling downwards and making contact with the chest of the wounded man next to her. The man had a deep gouge in his left arm, tearing through tendons and leaving the arm lame and vulnerable. [!] The man would feel a subtle sense of surprise as a feeling of warmth and love flows through his body. It feels as if something invasive, but not unpleasant, is traveling through to his left arm. When the sensation reaches the location of the wound, a web of cobalt blue light begins to emerge from the edges of the wound, knitting it shut and beginning to pull it shut. This creates a certain, itching sensation that continues throughout the rest of the process. The man can feel this happening on internal layers as well, tendons and muscles being knitted back together. [!] Soon, the web of light has pulled itself together, hiding it beneath his skin. In its place, the surface of the freshly healed skin has taken on a silver sheen that is entirely the same as normal flesh beyond being somewhat reflective. Fann sits back, breathing heavily and rolling her shoulders. Spoiler Aeriel’s Spark is a tier 2 Blessing, and requires 2 spell slots. Aeriel’s Spark is noncombative, and cannot be used to harm someone. However, it can still be cast and used during a combative encounter. It simply has no element of use in combat, intended purely as a utility spell. The spell itself should be the aura color of the Confessor in question, but it will always leave behind a silver sheen where the wound has been healed. Any immediate, serious wound can be healed. However, internal bleeding, damaged organs, eyes, tongues, teeth, missing limbs, mental complications, or brain damage cannot be healed. Additionally, more permanent and chronic conditions such as a failing liver or cancer cannot be healed in this way. A Confessor cannot heal a wound that is more than 24 OOC hours old. When a Confessor heals a wound, it gains a silver sheen that is exactly like normal flesh but somewhat reflective. So long as this silver sheen remains, a Confessor can not heal that part of the body. The exact duration that the silver tissue remains depends on the scale of the injury, and is defined below. Small wounds take 24 OOC hours to lose their silver sheen. Small wounds include small scrapes and cuts, skin level lacerations that do not draw more than a little bit of blood, missing fingernails, and other small wounds. Moderate wounds take 7 OOC days to lose their silver sheen. Moderate wounds include deep skin lacerations, first and second degree burns, and blood vessels as well as arteries. Large wounds take 30 OOC days to lose their silver sheen. Large wounds include third degree burns, missing fingers and toes, ears, and very large or deep cuts. Casting takes four emotes, one for connection and three for the casting itself. If a connection emote has already been completed when doing another spell, and the connection has not been interrupted, then there is no need to do another connection emote. The connection of Hallowed Progeny can be broken via a hard physical contact, a wound that breaks the skin, or an extremely loud noise that causes ringing in the ears. Touch of Divinity - Noncombative (T3)2 spell slots A Confessor can imbue a portion of their own power and their own protection into another, allowing them a temporary form of the same immunity that a Confessor enjoys. This does not come with the protection of the body (i.e. from poisons) that a Confessor has, but does have the effect of giving the target an immunity to Naztherak idols, shaman maledictions, and mystic hexes. This can be used to augment one’s allies, work as a temporary solution to a curse that is affecting them, or to allow said individual to be capable of disposing of a dangerous artifact by themselves. The target of Touch of Divinity gains an immunity to Naztehrak idols, shaman maledictions, and mystic hexes which lasts for 24 OOC hours. After the fact, the target cannot benefit from the effects of Touch of Divinity for a full OOC week. This protection functions the same as a Confessor, but only has the protection of the soul and is without the protection of the body from toxins that a Confessor enjoys. The target will also experience a general sensation of warmth and love yet also internal conflict, the small remnant of the Agrestal Connection that touched them when they were being blessed with Touch of Divinity. Touch of Divinity takes four emotes to cast, one for connection and three for casting. Only one target can be done at a time, and if you wish to do the Blessing on another target you must cast it again. Touch of Divinity does not give any of the other aspects of being a Confessor, exclusively just the soul protection against hexes, curses, and similar malicious effects. Fann paused, pressing her hands together and sitting with good posture. After a moment’s pause, her eyes come to light with a cobalt glow as interweaving tethers of blue energy begin to manifest around the woman’s clasped hands. [!] A slowly gathering collection of cobalt mist begins to congregate around the hands of the woman, a small shimmering field of twinkling energy. This energy grows and grows, enveloping both of the woman’s hands. [!] Then, the mists stop growing. With a flourish of her hands, the mist seems to surge forward, engulfing the young man who stood before Fann. It seemed to twist and curl around him, taking up his vision and his senses.[!] The mists suddenly sink into his skin, absorbing into the young man and granting him a sense of warmth and love from the two aenguls of Aeriel and Tahariae. For the next 24 elven hours, the young man would be immune to hexes and curses. Spoiler Touch of Divinity is a tier 3 Blessing, and costs 2 spell slots. Touch of Divinity is noncombative, and cannot be used to harm someone. However, it can still be cast and used during a combative encounter. It simply has no element of use in combat, intended purely as a utility spell. Touch of Divinity grants the target an immunity to Naztherak idols, shaman maledictions, and mystic hexes. This Blessing lasts for 24 OOC hours. The target also experiences a sense of both warmth and conflict, a leftover from being touched by the Agrestal Connection. Casting takes four emotes, one for connection and three for the casting itself. If a connection emote has already been completed when doing another spell, and the connection has not been interrupted, then there is no need to do another connection emote. The connection of Hallowed Progeny can be broken via a hard physical contact, a wound that breaks the skin, or an extremely loud noise that causes ringing in the ears. Aengul Fire - Combative (T4)3 spell slots Aengul Fire is a leftover of the Ascended of old and allows one to coat their blade and the blades of their allies in pure white flame. This flame is entirely harmless to the touch, and only pleasantly warm. However, any dark or spectral creature (Abyssal creatures, liches, corrupt dragonkin, frost witches, inferi, wight, phantoms, Boggarts, etc.) will experience extreme, searing pain. The flame does not burn them, but the casting of it on a weapon allows for one to swing their weapon through the flesh of dark creatures as if it were butter. This allows them to cut and dice such creatures with frightening ease. For spectral creatures that could not be cut by default, this allows them to make concussive contact and harm such creatures. Aengul Fire takes three emotes to cast, and can be cast on three currently equipped, in-use blades. A Confessor can cast it on their own blade, but it may prove more effective to do so on their allies. Additionally, the three currently held blades and their holders must be within 5 blocks of the Confessor in question. Fann paused, pressing her hands together and sitting with good posture. After a moment’s pause, her eyes come to light with a cobalt glow as interweaving tethers of blue energy begin to manifest around the woman’s clasped hands. [!] A sudden and intense white flame suddenly lights, directly above the woman’s hands. Fann, concentrating heavily, cast her arm out with a flourish.[!] The white Aengul’s flame went with it, flying out in three directions to land on the swords of her allies. The swords of her three allies seem to absorb the white flame, and even as the flame disperses, the three blades become covered in a brilliant white, licking flame. Spoiler Aengul Fire is a tier 4 blessing and costs 3 spell slots. Aengul Fire is noncombative in the sense that it itself cannot be cast to harm an individual. It is intended, however, to coat a blade that will then be used to attack someone. As such, this spell is marked as combative. Normal individuals will experience only a slight, pleasant warmth when touching Aengul Fire. Any dark or spectral creature (Abyssal creatures, liches, corrupt dragonkin, frost witches, inferi, wight, phantoms, Boggarts, etc.) will experience extreme, searing pain. A weapon coated in Aengul Fire can cut through the flesh of a dark creature as if it were butter, and allows for the weapon to make a concussive impact with spectral beings. Aengul Fire can affect a maximum of three targeted blades when cast, and they must be within five blocks of the Confessor in question. These blades must also be actively held; putting them in their scabbard makes the Aengul Fire dissipate. This is intended to work by encounter, and after a conflict is complete the Aengul Fire should snuff out. Casting takes three emotes, one for connection and two for the casting itself. If a connection emote has already been completed when doing another spell, and the connection has not been interrupted, then there is no need to do another connection emote. The connection of Hallowed Progeny can be broken via a hard physical contact, a wound that breaks the skin, or an extremely loud noise that causes ringing in the ears. Final Oblation - Combative (T5) A Confessor can give the full breadth of their existence towards preserving their allies, restoring any and all wounds of those they wish to heal within a 5 block radius. However, this will kill the Confessor in what is considered a PK death. This is a way for a Confessor to grant their allies a second wind, at the expense of their own life and wellbeing. This is an irrevocable clause, a permanent sacrifice. This consumes the Confessor in Aengul Fire, exuding their essence all around them in a bright light. Final Oblation has no spell slot requirements, and will simply take every spell slot a Confessor has remaining, whether it is 1 or 5 and 5 wounds. Either way, the effect will be the same, and the Confessor will be PK’d at the conclusion of the spell. Final Oblation takes four emotes, one connection emote and three to cast. Fann paused, pressing her hands together and sitting with good posture. After a moment’s pause, her eyes come to light with a cobalt glow as interweaving tethers of blue energy begin to manifest around the woman’s clasped hands [!] A bright white fire begins to manifest on the woman, a gasp coming to her lips as the white Aengul Fire begins to spread across her body. [!] The woman begins to sob softly, seemingly something she can’t control as the Aengul Fire consumes her body entirely. Bright cracks of silver and blue begin to split the woman apart, as her essence begins to spread and coat those within a five block radius of her. [!] With a bright flash, the woman is consumed entirely, rendered into a pile of white and silver ashes on the ground. Yet her essence remains, imbuing itself into those around her that she wished it to. Those chosen would find every wound on their body, no matter how grievous, healed and repaired near instantaneously. Additionally, their exhaustion would be virtually gone. It was as if they had just entered this encounter, without the wounds and exhaustion they had received. Spoiler Final Oblation is a tier 5 spell, and has no spell slot requirements. Instead, it consumes every available spell slot or wound slot. Using Final Oblation is a PK, with no way to reverse or undo. Final Oblation will heal all of the wounds of someone within 5 blocks of the Confessor when it happens. The Confessor can pick who is affected by this within that 5 block range, but cannot pick what wounds specifically are healed. Every applicable wound will be healed for those she chooses to heal. There is no hard cap on the number of possible targets, only that they are within 5 blocks at the final emote of the Final Oblation. Casting takes four emotes, one for connection and three for the casting itself. If a connection emote has already been completed when doing another spell, and the connection has not been interrupted, then there is no need to do another connection emote. The connection of Hallowed Progeny can be broken via a hard physical contact, a wound that breaks the skin, or an extremely loud noise that causes ringing in the ears. ♚ Charms & Solemnities Beyond the most basic functions of a Confessor’s abilities (Cantrips & Blessings), there are other supplements that a Confessor can do in order to maximize their potential and to function as a community. This comes in two forms: Charms, which are a form of enchantments, and Solemnities, which are rituals and rites. Charms Charms, which are created via the act of “charming” an object, are simple enchantments and effects that a Confessor can give an object. The objects charmed by a Confessor are jewelry, gems, or other items of widely accepted beauty or lustre. Anything charmed by a Confessor must feature a precious metal such as silver or gold, or at the very least have a semi-precious gemstone. The exceptions to this are Sacral Flame, which can be done on implements, and Augmentation, which can be done on clothing. Sacral Flame - Noncombative (T1) Charming an object with Sacral Flame allows for a Confessor to cast the spell exactly as outlined above in Blessings. However, an implement charmed with Sacral Flame causes the spell to be isolated on or in the implement. For instance, a lantern would allow for the flame to manifest inside of it, or a staff could allow the flame to manifest on top of it. The benefit of charming an object with Sacral Flame is that it negates the spell slot cost, allowing a Confessor to cast Sacral Flame without spending the required 1 spell slot. Objects that can be charmed with Sacral Flame include lanterns, staffs & staves, torches, candles, and other forms of lighting device. If you are unsure if something would be valid, ask the lore holder or the ST. The actual charming process is freeform, so long as the object is valid and a Confessor does the roleplay while doing a visible tell. An object charmed with Sacral Flame requires an ST signed item to be used. Fann knelt next to the lantern, clasping her hands together and closing her eyes. As her eyes open, they begin to exude an intense cobalt blue light. She turns her palms upward, as interweaving tethers of blue light begin to manifest and create a web. [!] With a gesture, Fann motions her hands out. The web of pure light floats through the air, landing over the lantern. With a slight hum of energy, the web begins to bind to and connect itself to the lantern. [!] Over the course of several seconds, the web of light seems to become absorbed by the lantern, fully sinking into it and disappearing. The lantern has now become a Sacral Flame Lantern. Spoiler Sacral Flame is a tier 1 charm. It cannot be done in combat, but the charm itself can exist and be used in combat. The Sacral Flame charm allows for a Confessor to cast Sacral Flame without using a spell slot. Only a Confessor can make use of an object charmed with Sacral Flame. Objects that can be charmed with Sacral Flame include lanterns, staffs & staves, torches, candles, and other forms of lighting device. If you are unsure if something would be valid, ask the lore holder or the ST. The charming process itself is freeform, but should be done with a visible tell and with suitable roleplay. An ST signed item is required to have this charmed item. Augmentation - Noncombative (T3) Charming a piece of clothing or multiple pieces of clothing with augmentation allows a Confessor to achieve their maximum tier potential. The exact details of how augmentation works can be found in an above section titled Exhaustion & Augmentation. Without augmented clothing, a Confessor’s power is capped at Tier 3. With it, a Confessor of Tier 4 or Tier 5 can access the full span of their abilities. Augmentation can only be done on clothing. This can be one piece, two piece, etc. However, to get the benefits of augmentation, the majority of what a person is wearing (i.e. torso and legs) must be augmented. Further redlines and clarifications can be found in the above section on augmentation. The actual charming process is freeform, so long as the object is valid and a Confessor does the roleplay while doing a visible tell. Clothing charmed with augmentation requires an ST signed item to be used, as well as a relevant and equivalent MC skin. Fann knelt next to the folded up white dress, clasping her hands together and closing her eyes. As her eyes open, they begin to exude an intense cobalt blue light. She turns her palms upward, as interweaving tethers of blue light begin to manifest and create a web. [!] With a gesture, Fann motions her hands out. The web of pure light floats through the air, landing over the dress. With a slight hum of energy, the web begins to bind to and connect itself to the dress. [!] Over the course of several seconds, the web of light seems to become absorbed by the dress, fully sinking into it and disappearing. The dress has now become augmented. Spoiler Augmentation is a tier 3 charm. It cannot be done in combat, but the charm itself can exist and be used in combat. Clothing charmed with augmentation allows a Confessor to access Tier 4 and Tier 5 abilities, so long as they are those tiers already. To put it concisely, a Confessor is locked at Tier 3 in abilities and spell slots without augmented clothing. Augmented clothing must cover the majority of the body, i.e. torso and legs. This can be one piece or more pieces. These can be charmed at the same time, assuming it is all part of one outfit. Augmentation can only be done on clothing. The charming process itself is freeform, but should be done with a visible tell and with suitable roleplay. An ST signed item is required to have this charmed item. Tithing - Noncombative (T3) Charming a piece of jewelry with Tithing allows Confessors to communicate with each other over distances, the jewelry bearing a small modicum of the soul energy of a Confessor. By wearing or holding such jewelry, Confessors can send small and simple messages to one another telepathically. This is, mechanically, an alternative to birding. No full conversations can be had, and only brief messages a few sentences long can be exchanged. Mechanically, this functions exactly like birding, and follows all of the server’s rules on exchanging messages this way. An object charmed with Tithing must be a piece of jewelry, made of gold or silver or featuring a semi-precious gemstone. Bracelets or necklaces are the most common jewelry used. The actual charming process is freeform, so long as the object is valid and a Confessor does the roleplay while doing a visible tell. An object charmed with Tithing does not require an ST sign. However, an item should still be made. Fann sat in a chair next to a bracelet on the table, clasping her hands together and closing her eyes. As her eyes open, they begin to exude an intense cobalt blue light. She turns her palms upward, as interweaving tethers of blue light begin to manifest and create a web. [!] With a gesture, Fann motions her hands out. The web of pure light floats through the air, landing over the bracelet. With a slight hum of energy, the web begins to bind to and connect itself to the bracelet. [!] Over the course of several seconds, the web of light seems to become absorbed by the bracelet, fully sinking into it and disappearing. The bracelet is now charmed with Tithing. Spoiler Tithing is a tier 3 charm. It cannot be done in combat, but the charm itself can exist and be used in combat. Tithing allows for Confessors to have an aesthetic alternative to birding. Nothing more, nothing less. All server rules as far as birding apply. An object charmed with Tithing must be a piece of jewelry, made of gold or silver or featuring a semi-precious gemstone. The charming process itself is freeform, but should be done with a visible tell and with suitable roleplay. An ST signature is not required. Ward - Noncombative (T4) Charming an object with Ward turns the object into what is considered a ward. A ward is a piece of jewelry that has been enchanted to protect a non-Confessor from one specific force of corruption. This must be chosen during the creation process, and clearly labelled on the ward item. Possible protection includes Naztherak idols (but not malflame itself, nor the malice it may carry), shaman maledictions, or hystic hexes. An individual could be protected from hystic hexes, but still suffer the effects of a Naztherak idol. The ward only protects against one specific source of corruption, which must be clearly defined. Additionally, an individual cannot stack wards; only one can be worn or active at a time, and wearing more than one causes them to cancel each other out. Possible ward items include pieces of jewelry, made of gold or silver or featuring a semi-precious gemstone. Bracelets or necklaces are the most common jewelry used. The actual charming process is freeform, so long as the object is valid and a Confessor does the roleplay while doing a visible tell. An object charmed with Ward requires an ST signed item to be used. Fann sat in a chair next to a necklace on the table, clasping her hands together and closing her eyes. As her eyes open, they begin to exude an intense cobalt blue light. She turns her palms upward, as interweaving tethers of blue light begin to manifest and create a web. [!] With a gesture, Fann motions her hands out. The web of pure light floats through the air, landing over the necklace. With a slight hum of energy, the web begins to bind to and connect itself to the necklace. [!] Over the course of several seconds, the web of light seems to become absorbed by the necklace, fully sinking into it and disappearing. The necklace is now charmed with Ward, and will protect any wearer against mystic hexes. Spoiler Warding is a tier 4 charm. It cannot be done in combat, but the charm itself can exist and be used in combat. Warding must be done on a piece of jewelry, made of gold or silver or featuring a semi-precious gemstone. A ward will protect an individual against one specific source of darkness and corruption (Naztherak idols, shaman maledictions, or mystic hexes) but will protect only against that one source, and will not protect the individual in any other way. Wards cannot be stacked. Someone already wearing a ward cannot wear another without cancelling the effect of both. The charming process itself is freeform, but should be done with a visible tell and with suitable roleplay. An ST signed item is required to have this charmed item. Memorandum - Noncombative (T5) An object charmed with Memorandum allows a Confessor to instill a story into an object. This is like a memory, except it is something entirely forged by a Confessor and could very well be fabricated or unrealistic. It is intended as a storytelling tool, an alternative to writing books. A Confessor’s palace could have a library full of gold and silver memorandums, which can be touched to grant the target something that is part story, part vision. A memorandum must be made of gold or silver, or some sort of metal featuring semi-precious gemstones. It could be a golden plaque, a silver handle, a locket, a ring, etc. It is recommended that the memorandum by a physical object in the world be marked with a sign that could take an individual to a forum post or google doc where they can read what story is connected to the memorandum. Memorandums are intended to function as a book alternative and cultural storytelling method for Confessors. The contents of a memorandum are as trustworthy as the words or claims of a Confessor, and is purely a created story intended to grant others the same experience. Memorandums do not require ST oversight or signage. Fann sat on the ground next to the golden plaque, clasping her hands together and closing her eyes. As her eyes open, they begin to exude an intense cobalt blue light. She turns her palms upward, as interweaving tethers of blue light begin to manifest and create a web. [!] With a gesture, Fann motions her hands out. The web of pure light floats through the air, landing over the plaque. With a slight hum of energy, the web begins to bind to and connect itself to the plaque [!] Over the course of several seconds, the web of light seems to become absorbed by the plaque, fully sinking into it and disappearing. The plaque is now a memorandum, and will tell a specific predetermined story to those who touch it. Spoiler A memorandum is a predetermined story/vision that is put into an object by a Confessor, not a memory. Memorandums are intended to be an alternative to books and cultural writing for Confessors, not a metagaming tool. A memorandum must be made of gold or silver, or some sort of metal featuring semi-precious gemstones. It could be a golden plaque, a silver handle, a locket, a ring, etc. It is recommended that a memorandum be a physical object in the LotC world and not a signed object. It should also have signs or a link to the forums/google doc that tells the story that the Memorandum contains. Memorandums are not memories, and do not necessarily reflect the absolute truth. They are merely preconceived stories being told by a Confessor and stored in a physical object. The charming process itself is freeform, but should be done with a visible tell and with suitable roleplay. An ST signature is not required. . . . Solemnities Solemnities are rituals and rites that Confessors can do that function as necessary and beneficial aspects of a magical, religious order. The Solemnities are as follows. Euphony - Noncombative (T5) Euphony is the process of granting others the Agrestal Connection, and it is considered a Solemnity. Given how Euphony & Disunion are clearly defined above in their own section, they will not be repeated here. Euphony is considered a Tier 5 Solemnity, but that only means that one of the two Confessors need to be Tier 5. The other one that is simply participating and not leading the Solemnity need only be Tier 3. Spoiler Euphony is defined above in its own section. Only the leader of Euphony needs to be Tier 5. The other Confessor must be at least Tier 3, however. Disunion - Noncombative (T5) Disunion is the process of removing the Agrestal Connection from others, and is considered a Solemnity. Given how Euphony & Disunion are clearly defined above in their own section, they will not be repeated here. Euphony is considered a Tier 5 Solemnity, and both participating Confessors need to be Tier 5 in order to disconnect someone. Spoiler Disunion is defined above in its own section. Both participants of Disunion need to be Tier 5 and TA holders. Asseverate - Noncombative (T5) Asseverate is a method by which a Confessor can take on new Vows as they progress in tier, as well as how a Confessor who has broken a Vow can renew it. This is a simple process that requires only one other Confessor. This Confessor should be the teacher marked on the Confessor’s MA, but another TA holder can be used if proven to be necessary. The process begins with the Confessor in question bowing their head and connecting to their magic, doing a connection emote. Their teacher should then also do a connection emote, and tell the student to repeat after them. After the teacher says the Vow in question, the student then needs to repeat the Vow verbatim. After this, the teacher can reach out with their connection (via mist, a light tether, etc.) and touch the student. The rest of the details and aesthetic are freeform, but the end result is that the Confessor can now progress through the next part of the magic. At this point, such a thing should be marked on the Confessor’s MA. The Vow of Duty comes first, and is part of Euphony. Then comes the Vow of Peace to reach Tier 3, and finally the Vow of Temperance to reach Tier 5. When a Confessor has broken a Vow and had their power limited, they must undergo Asseverate to renew their broken Vow. Further details on the subject can be found in the section The Vows of Purity. In case of a Confessor with no teacher breaking a Vow, such as a Tier 5 Confessor, any other Tier 5 TA holder can be the one to help them renew the Vow. Spoiler When a Confessor takes up a new Vow, it should be marked on their MA. A Confessor needs to take up all Vows in order to reach Tier 5. The Vow of Peace must come first, then the Vow of Temperance. Beyond the outline above, the rest of the Solemnity is freeform. Asseverate can also be done when a Confessor has broken a Vow in order to renew the Vow and relearn their lost Tiers. The only Vow that cannot be renewed is the Vow of Duty. Asseverate should be undergone with the Confessor’s teacher. In the case of a graduated Confessor with no teacher, another Tier 5 TA holder should be used. Aeriel’s Light - Noncombative (T5) Aeriel’s Light is a more advanced form of Aeriel’s Spark. Three Confessors can work together, under the cover of moonlight to heal an individual. Unlike Aeriel’s Spark, Aeriel’s Light can heal all things except death. Those near death, those with torn out bowels, etc. can all be healed. So long as an individual is still alive breathing, they can be healed with Aeriel’s Light. The three Confessors kneel or stand around the injured individual, and begin casting as they would with Aeriel’s Spark. However, instead of casting directly onto the target, the three merge their casting into one vast weaving web of light or mist, that is then lowered onto the injured individual. Almost immediately, silver flesh will begin to knit over wounds and repair the body. Chronic illnesses, cancers, cut open intestines, and any other illness that is not psychological or otherwise mental will rapidly begin to heal. Unlike Aeriel’s Spark, wounds healed by Aeriel’s Light will never lose their silver sheen. They will remain silver and shining for the rest of a person’s life, and those wounds can never be healed by a Confessor again. Additionally, participating in Aeriel’s Light will fully drain a Confessor’s spell slots for 3 OOC days, or 72 hours. That means that if a Confessor wishes to cast, they will immediately start taking on wounds until their spell slots regenerate. Spoiler Aeriel’s Light requires 3 Confessors. Only one needs to be Tier 5, but the other two need to be at least Tier 3. The “moonlight” aspect can be fudged, given how fickle and quick day and night cycles are. Just roleplay it as nighttime. Aeriel’s Light can heal every wound EXCEPT for those that have another reason (i.e. event purposes) for why they cannot be healed. General weaknesses and wounds, however, can be. Aeriel’s Light can not bring someone back from the dead, but can heal fatal wounds. Besides the guidelines above, the rest of the Solemnity of Aeriel’s Light is freeform. Participating in Aeriel’s Light fully drains a Confessor’s spell slots, and they take 72 hours to regenerate. Absolution - Noncombative (T5) Absolution allows a group of Confessors to purify a corrupted being or object. The amount of Confessors required varies depending on the size of the being. This allows unnatural and dark corruption to be purged, purifying a being. This only works on beings that can be purified; a shade can be purified, but a darkstalker cannot. There is nothing for a darkstalker to become if purified, as the darkstalker is all that they are. A shade, however, can be reverted back to their pre-corruption state. The following are things that can be purified by Absolution: Corcitură, Shades (If ever applicable), corrupted Azdrazi & corrupted Dragonkin, Silit Thralls, general/event curses, and cursed items (Ilzakarn circuit or the curse of a poltergeist). The minimum number of Confessors for Absolution is 2, but can go up to 10. A small being or object (a halfling, cursed idol, etc) can be purified by two Confessors. A person-sized being, i.e. a corrupt Azdrazi, can be purified by three Confessors. A large being, i.e. a cursed orc, can be purified by five Confessors. A massive being, i.e. a drake, might be able to be purified by ten Confessors, at event and ST discretion. They could also require more depending on the target. Anything larger than a drake might be able to be purified, if following event standards and with all criteria met. The target must be restrained. For something such as a corrupt Azdrazi, very strong restraints are recommended. If the target leaves the circle of Confessors, the purging will fail. It must be a noncombative event. The three or more Confessors kneel or stand around the corrupt individual, and begin with casting emotes. However, instead of casting directly onto the target, the three merge their casting into one vast weaving web of light or mist, that is then lowered onto the corrupt individual. The magic hums, and then hisses, and sinks into the skin of the corrupt individual. A great deal of discomfort and pain follows, before whatever corruption that was in their soul is washed away. After the corruption fades, they are filled with a sense of warmth and cleanliness. Upon participating in Absolution, a Confessor’s spell slots will be fully drained for 3 OOC days, or 72 hours. That means that if a Confessor wishes to cast, they will immediately start taking on wounds until their spell slots regenerate. Spoiler Absolution requires a minimum of three Confessors, but can require more depending on the size of the being that is being purified. The individual must be restrained, given the pain involved with purification. If the target leaves the circle of Confessors, the purification will fail. The kinds of individuals that can be purified include: Corcitură, Shades (If ever applicable), corrupted Azdrazi & corrupted Dragonkin, Silit Thralls, general/event curses, and cursed items (Ilzakarn circuit or the curse of a poltergeist). Besides the guidelines above, the rest of the Solemnity of Aeriel’s Light is freeform. Participating in Aeriel’s Light fully drains a Confessor’s spell slots, and they take 72 hours to regenerate. ♚ Tier Progression Confessors progress through the 5 tiers of their magic over a 5 OOC month period, unlocking different abilities as they go. Tier 1 is achieved upon Euphony and the acceptance of the MA. Tier 2 is reached after one full month after the acceptance of the MA and continued lessons. Tier 3 is reached after an additional 1 month with continued lessons, for a total of 2 months. Tier 4 is reached after another additional month with continued lessons, for a total of 3 months. Tier 5 can be achieved with another two months and continued lessons, for a total of 5 months. Spoiler Euphony - Vow of Duty Tier 1 The Confessor is freshly connected, and begin to experience the conflict and turmoil of the Agrestal Connection. A peculiar mix of serenity clashes with righteous stiffness within their minds, bodies, and souls. They likely haven't developed any physiological changes at this stage, and haven't been able to foster the spark of Aeriel to be weaker or stronger. The sudden new influence in their lives may cause rapid mood swings, changes in energy levels, and other minor behavioral traits. 1 spell slot Cantrips - Lock Blessings - Sacral Flame Charms - Sacral Flame Tier 2 The Confessor has been connected for a full month now, and has begun to foster their connection, slowly beginning to grow used to the eternal conflict with how they now think and see the world. The first hints of any physiological changes have begun to develop at this stage, though the Confessor likely hasn't begun to dominate or subjugate the spark of Aeriel yet. The minor behavioral flaws of a Confessor grow marginally stronger at this stage, as the strength of the Agrestal Connection waxes. 2 spell slots Cantrips - Lock Cantrips - Blur Blessings - Sacral Flame Blessings - Aeriel’s Spark Charms - Sacral Flame Asseverate - Vow of Peace Tier 3 The Confessor has undergone the Asseverate Solemnity for the first time, taking on the Vow of Peace. This also allows them to become tier 3, now two months after original connection. The Confessor's physiological changes have likely begun to properly develop at this stage, and the Confessor can begin to suppress or express the spark of Aeriel and compassion that constantly fights within them. The Confessor has begun to master and control their sudden behavioral changes and mood swings, though they will still manifest suddenly sometimes. 3 spell slots Cantrips - Lock Cantrips - Blur Cantrips - Lethargy Blessings - Sacral Flame Blessings - Aeriel’s Spark Blessings - Touch of Divinity Charms - Sacral Flame Charms - Augmentation Charms - Tithing Solemnities - Participation in Euphony Solemnities - Participation in Aeriel’s Light Solemnities - Participation in Absolution Tier 4 The Confessor has been connected for three full months now, beginning to understand and fully be one with the inflamed Agrestal Connection that they have been slowly overcoming. Their physiological changes may or may not be fully developed at this point, and they have begun to largely understand how they choose to interact with the chaotic variable of Aeriel's spark. The mood swings of the Confessor begin to finalize into common behavioral patterns that simply become normal to them. 4 spell slots Cantrips - Lock Cantrips - Blur Cantrips - Lethargy Cantrips - Push Blessings - Sacral Flame Blessings - Aeriel’s Spark Blessings - Touch of Divinity Blessings - Aengul Fire Charms - Sacral Flame Charms - Augmentation Charms - Tithing Charms - Wards Solemnities - Participation in Euphony Solemnities - Participation in Aeriel’s Light Solemnities - Participation in Absolution Asseverate - Vow of Temperance Tier 5 The Confessor, now having been connected for a full five months and undergoing the Asseverate Solemnity for the Vow of Temperance, has now fully mastered their understanding of the Agrestal Connection and the conflicting forces of aengudaemonica within them, though they can never fully control it. Their physiological changes, if still developing, are absolutely finalized at this point. They have begun to understand what kind of servant and what kind of Confessor they wish to be, understanding the spark of Aeriel and fostering or suppressing its influence within themselves. A tier 5 Confessor is still capable of change, sudden actions, or mood swings. However, they have largely gained peace with themselves and their typical behavior. 5 spell slots Cantrips - Lock Cantrips - Blur Cantrips - Lethargy Cantrips - Push Cantrips - Orison Blessings - Sacral Flame Blessings - Aeriel’s Spark Blessings - Touch of Divinity Blessings - Aengul Fire Blessings - Final Oblation Charms - Sacral Flame Charms - Augmentation Charms - Tithing Charms - Wards Charms - Memorandum Solemnities - Lead/Participate in Euphony Solemnities - Lead/Participate in Disunion Solemnities - Lead/Participate in Asseverate Solemnities - Lead/Participate in Aeriel’s Light Solemnities - Lead/Participate in Absolution Can now make a TA ♚ Purpose Holy magic has become a rare thing on LotC. Primarily, the torch has been carried by the Paladins of Xan, a holy warrior archetype. The once prevalent magic of the Ascended of Aeriel and the Clerics of Tahariae has been missing from the server for a substantial amount of time. This is due in no small part to how inherently similar the two magics were: casting magics from aenguls of purity. Clerics and Ascended always occupied parts of the same territory, even if the semantics were different. Yet the removal of both has left the entirety of that niche bereft, leaving Paladins as the only holy and divine magic to carry the torch. Hallowed Progeny, sponsored by Tahariae yet influenced by Aeriel, manages to neatly solve this issue. Influenced by both Clerics and Ascended, the Confessors serve to walk a path of both parts of purity: both the body and the soul. Thus the niche is neatly filled for largely noncombative holy roleplay, without oversaturating it with two different kinds as in the past. This also leaves Paladins to their own niche, that of a combative physical warrior. Additionally, Hallowed Progeny serves to address the condition and facets of a modern LotC, something that dated ideas such as Ascended or Clerics could not have done without significant overhaul. By taking the best of both and creating something altogether different, a new and prosperous holy magic can be established on LotC for the first time in years. ♚ Citation Spoiler Archipelego - Writing Altiar1011 - Assistant Writer, Criticism, & Ideas Johann - Criticism & Ideas Confessor name & aesthetic inspired by the Sword of Truth series. https://www.lordofthecraft.net/forums/topic/141038-aeriel-aengul/ https://www.lordofthecraft.net/forums/topic/157049-%E2%9C%93-tahariae-aengul-of-purity-updated/ https://www.lordofthecraft.net/forums/topic/159076-shelvedthe-agents-of-the-archaengul-ascended-rewrite-ii/ https://www.lordofthecraft.net/forums/topic/178233-shelved%E2%9C%93-the-ascended-the-tears-of-aeriel-rewrite/ https://www.lordofthecraft.net/forums/topic/176572-%E2%9C%97-rewrite-the-clerics-of-tahariae/ 34 Link to post Share on other sites More sharing options...
Johann 1495 Share Posted September 18, 2021 werewolf's cleric rewrite was better Spoiler /s 5 Link to post Share on other sites More sharing options...
Archipelego 2096 Author Share Posted September 18, 2021 Just now, Johann said: werewolf's cleric lore was better Reveal hidden contents /s 3 Link to post Share on other sites More sharing options...
rukio 8913 Share Posted September 18, 2021 Cute clerics 2 Link to post Share on other sites More sharing options...
Archipelego 2096 Author Share Posted September 18, 2021 1 minute ago, rukio said: Cute clerics 2 Link to post Share on other sites More sharing options...
Valannor 6352 Share Posted September 18, 2021 ONE MORE DAY, I SEE THE LOREMAGS PINGED READ THE REVIEWS, RE-DO EVERYTHING, YEAH! 4 Link to post Share on other sites More sharing options...
MangoManMini 129 Share Posted September 18, 2021 He's done it again. 1 Link to post Share on other sites More sharing options...
WysteriasMyth 120 Share Posted September 18, 2021 AYO??? this seems really cool 😏 2 Link to post Share on other sites More sharing options...
Archipelego 2096 Author Share Posted September 18, 2021 1 minute ago, WysteriasMyth said: AYO??? this seems really cool <img src="> ty 1 Link to post Share on other sites More sharing options...
bloomtiara 368 Share Posted September 18, 2021 AYo this is amazing and i'm excited for it. I've only heard of when cleric-types existed. Can't wait to see how it turns out. 1 Link to post Share on other sites More sharing options...
Nooblius 5823 Share Posted September 18, 2021 you've inspired me. rune magic this weekend 5 Link to post Share on other sites More sharing options...
Archipelego 2096 Author Share Posted September 18, 2021 7 minutes ago, bloomtiara said: AYo this is amazing and i'm excited for it. I've only heard of when cleric-types existed. Can't wait to see how it turns out. :) 2 minutes ago, Nooblius said: you've inspired me. rune magic this weekend God help us all 1 Link to post Share on other sites More sharing options...
Monomakhos 1838 Share Posted September 18, 2021 only good deity magic thats been written @JoanOfArc 3 Link to post Share on other sites More sharing options...
JoanOfArc 4587 Share Posted September 18, 2021 Just now, Monomakhos said: only good deity magic thats been written @JoanOfArc true 2 Link to post Share on other sites More sharing options...
Werew0lf 12673 Share Posted September 18, 2021 my clerics are better honestly u just wrote a lot, mine had a whole video! +1 tho cus ur poor and u need it 5 Link to post Share on other sites More sharing options...
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