Xarkly 17299 Popular Post Share Posted December 1, 2024 Spoiler ⋅ ───────────────⊱༺⠀☨⠀༻⊰─────────────── ⋅ So it was that the Archdaemon was vanquished, and his Curse lay heavy across the land. For his part, Malin watched as the holds of the Forest Folk grew silent and empty, bereft of new life and heirs to their wilting banners. Yet, for all their regret, they had helped see the Archdaemon laid low, and so the Aenguls promised them long and tranquil lives. For his part, Urguan watched as his brethren in the Hill Tribes squabble and feud for rations and wealth, even when their coffers brimmed. Yet, for all they coveted, they had helped see the Archdaemon laid low, and so the Aenguls promised them great strength and vigour. For his part, Krug endured as a primal anger swept his clan like a plague, ensuing an endless cycle of kinsman slaying kinsman for no greater purpose than raw instinct. Yet, for all they fought, they had helped see the Archdaemon laid low, and so the Aenguls promised them unrivalled honour. For his part, Horen watched his great lineage wither, and his villages despaired, for the world they had fought for with such valour was now denied to them, but for a few brief decades. Yet, for all they wept, they had helped see the Archdaemon laid low. And so it was that the Aenguls promised Humankind the Seven Skies. HOLY MAGIC DEIFIC | 2 SLOTS (MINOR ADHERENCE) | 4 SLOTS (GREATER ADHERENCE) ⋅ ───────────────⊱༺⠀☨⠀༻⊰─────────────── ⋅ The destiny of Humankind is the Seven Skies. For when the Four Brothers stood victorious over the Archdaemon Iblees upon the shattered fens of Aegis, the Tribe of Horen was stricken by the Curse of Transience; that which condemned them to short lives. It was the mercy of the Archaengul Aeriel - she whose divine intervention spelt Iblees’ defeat - that the gates of the Seven Skies were opened to Human souls. So it was that the departed found solace eternal within the vestigial radiance of the Sun - the legacy of the Creator - in the Seven Skies. For aeons, this promised destiny has been sung throughout Human history. To some, this promise became a faith; to others, a fiction. While the Seven Skies’ true cosmic role eludes even the souls that inhabit it, this was done little to deter Humankind - their scant years are spent in virtuous toil in the belief that they will watch from the Skies as their children harvest the fruits of their labour. Through the strength of this promise, empires had been carved from the earth, continents conquered, and dreams both realized and corrupted. Naturally, the bounty of souls affords the Seven Skies a great power that sustains the cradle of creation, but it is largely estranged from the living who yet walk the Material. The wayward touch of the Seven Skies is the fickle source of inexplicable miracles - from a soldier’s broken blade repairing itself in battle, to a child weathering a demon’s curse. For millennia since Aeriel first bid Human souls enter the Skies, these random, fate-defying miracles were the only true sign that the denizens of the Skies watched over the Material. Until one of these miracles blessed the first Human with the Vow. The miracle through which the power to invoke other miracles came to be. Spoiler ⋅ ───────────────⊱༺⠀☨⠀༻⊰─────────────── ⋅ THE VOW Since the fall of the Archdaemon Iblees, the bounty of the Seven Skies was promised to Humans by the Archaengul Aeriel as their elysian afterlife to compensate for their cursed lives. Whether draped in the auspices of religion or as a magical anomaly, power has bled out from the cosmic afterlife as inconsistent, haphazard miracles. That, however, changed when the first Adherent was blessed with the Vow. Named so for Humankind’s promised destiny, the Vow became the power interred with Humans that allowed them to call upon other miracles, as if they themselves had become an anchor on the Material. The Vow was truly a miracle in every sense of the word, for not only did it grant a Human the favour of the Seven Skies, but so too did it allow them to imbue the Vow within others as if passing a torch. Mechanics Spoiler ‘The Vow’ is the narrative term for the ability to practice Canon Adherence. It can be described as an anchor in a Human’s soul that draws the once random blessings of the Skies, and, as a Human hones their Vow through spiritual discipline, they can come to channel these blessings into specific manifestations. The power that the Vow draws upon is the bounty of countless, indistinguishable souls who inhabit the Seven Skies, who serve as a ‘collective’ patron. Redlines Spoiler A character be blessed with the Vow if a character with a Teacher Application in Canon Adherence casts Avowal on them, which ‘connects’ a character to the magic. Only Human characters can be blessed with the Vow and learn Canon Adherence. Canon Adherence is susceptible to all forms of all-magic techniques and materials. Compatibilities Spoiler Canon Adherence is a deific holy magic (drawing from the Seven Skies as a collective patron). Although these patrons are a greater ‘whole’ without individual will, there is a collective espousal of general virtue throughout the Seven Skies, which is underpinned by the sanctity of the Human soul and its destined afterlife in the Skies. Therefore, Canon Adherence is: Incompatible with any FA/MA/CA that curses, taints, or alters a character’s soul. Incompatible with any FA/MA/CA that prevents a character’s soul from going to the Seven Skies upon death (i.e., a different afterlife). Incompatible with Dark Magics. Compatible with Kani. Technically compatible with Klones, however, revival as a Klone will cause the Vow to perish within the character’s original vessel, removing a Kloned character's ability to perform Canon Adherence. They may, however, re-learn the magic starting from Tier 1. Incompatible with any Voidal magic. ⊱༺⠀☨⠀༻⊰ PORTENTS & CASTING Those Humans blessed by the Vow are gifted with the ability to call upon the Seven Skies’ storied miracles - fate-defying acts that bleed just a fraction of the Skies’ paradisian power onto the Material. In Canon Adherence, these acts are dubbed ‘Portents’, which manifest as shimmering threads of ethereal light that weave an effect into being, as if forming part of a tapestry. Mechanics Spoiler Spells in Canon Adherence are called ‘Portents’. Aesthetically, casting a Portant resembles threads of light materialising around an Adherent’s Sacred Aurum catalyst, which swirl into the air and weave the Portent’s effect into being. Redlines Spoiler Charging a Portent (no matter whether it’s the first or final emote) must be indicated by threads of light appearing around the Adherent’s catalyst. Charging & casting Portents produces a white-gold aura of light equivalent to the strength of an oil lamp (but does not lift supernatural/magical darkness). Unless specifically stipulated otherwise, all Portents can be interrupted while charging by attacking, interfering, breaking concentration, etc. Charging and casting a Portent constitutes a major action in combat. ⊱༺⠀☨⠀༻⊰ SACRED AURUM Even the most adept Adherent cannot invoke Portents unaided. While the Vow allows them to call upon the Skies, they cannot channel their blessings without the use of a catalyst forged from Sacred Aurum. Whether in the form of a dagger or polehammer, these catalysts of pure, enchanted gold must always be to-hand for an Adherent, lest the bounty of their Vow is beyond reach. In turn, though, using Sacred Aurum comes with a sacrifice of its own, for the material is innately heavy to the point of hindrance. Mechanics Spoiler To cast Portents, an Adherent must wield a catalyst of Sacred Aurum. Created through Sanctify (see Tier 3 Portents), catalysts of Sacred Aurum can take any form - from a dagger, to a shield, to a hammer. They must, however, be forged entirely aurum blessed through Sanctify and mingle with no other material whatsoever. When charging or casting a Portent, threads of white-gold light swirl around a catalyst. While Sacred Aurum retains the properties of mundane aurum, the blessings of Sanctify render its edge as hard and as sharp as steel. These properties, in tandem with the ability to channel Portents, do not come without cost, for aurum is a dense material, and the effects of Sanctify make it even heavier and has the following effects: ➵Characters wielding Sacred Aurum have a reduced sprint/dash of 6-blocks. ➵Characters are unable to wield Sacred Aurum while mounted. Redlines Spoiler The movement debuff from Sacred Aurum stacks with Heavy Armour mechanics. A character may travel by mount with a sheathed Sacred Aurum catalyst, but it is too unwieldy to be used as a weapon or to channel Portents from horseback. Pursuant to the mechanics & redlines of Sanctify (see Tier 4 Portents), a Sacred Aurum catalyst must be represented with an ST Signed mechanical item. Though very heavy, the weight of Sacred Aurum does not translate into additional combat prowess. Characters afflicted with physical weakness (including Voidal Weakness, Voidstalking withering, etc.) cannot lift Sacred Aurum. For clarity, even small catalysts of Sacred Aurum (i.e., a dagger) inflict the mobility debuff; in this regard, all forms of Sacred Aurum are treated mechanically identically. ⊱༺⠀☨⠀༻⊰ DESPAIR While the bounty of the Seven Skies is infinite, the ability of an Adherent to invoke it is not. While the Vow within them acts as a vessel for blessings, overuse of its potential effectively ‘burns out’ an Adherent’s own soul temporarily, sapping them of willpower, courage, and energy. This effect is known in Adherency as Despair, and it is aptly named, for, once afflicted, Adherents gradually lose their courage and willpower as they become spiritually weak. Mechanics Spoiler Despair is an inherent weakness in Canon Adherency that inflicts a spiritual weakness for overuse of Portents. The mechanical effects of Despair can be calculated as follows: ➵Casting a Tier 1 Portent contributes to 1 ‘point’ of Despair, casting a Tier 2 Portent contributes 2 points, etc. ➵Despair resets over 12 OOC hours without casting any Portent. ➵Despair’s effects begin at 10 points, at which point an Adherent begins to feel increasing fear, doubt, and anxiety. This stage is flavour only, but should be portrayed in roleplay. ➵At 15 points, these effects intensify and the willpower of an Adherent will falter. If someone attempts to intimidate or persuade an Adherent to do something, the Adherent must /roll a 10 or higher to resist. ➵At 20 points, these effects grow severe and an Adherent must /roll a 15 or higher to resist intimidation or persuasion. If in combat, at the start of every turn the Adherent must /roll, and if they roll a 5 or lower, they are compelled to flee the battlefield in fright. While fleeing, they can only defend themselves and cannot return to the combat encounter. ➵At 25 points, an Adherent loses all willpower and curls up in a ball on the ground, and the most they can do is crawl or mutter dejectedly. They are largely incapable of action until their Despair resets. Redlines Spoiler Attempting to convince or intimidate an Adherent afflicted with Despair must be within reason - for instance, an Adherent can be intimidated into opening a locked door or handing over their gold, but they cannot be convinced to kill themselves, betray an important relationship, or other actions of equal significance. Despair can be mitigated through magical means; any item or enchantment that instills courage, energy, etc. within a character will remove 5 points of Despair from an Adherent, though each method of doing so can only be availed of once during the 12-hour cycle. ⊱༺⠀☨⠀༻⊰ ARCLIGHT The most common physical manifestation of the Seven Skies’ bounty is in the form of Arclight - a shimmering, glassy golden hardlight that can be honed into blade and bulwark alike. Ergo, Portents that summon Arclight form one of the means by which Adherents can do battle. Arclight, while greatly versatile in which it can be moulded through various Portents, is naturally limited; this heaven-sent hardlight cannot retain its physical form for more than a few mere moments, before dissipating into immaterial glass-like shards. Mechanics Spoiler Various Portents can manifest the glassy-golden material known as Arclight, which can be plied both defensively and offensively. As a form of hardlight, Arclight resembles glassy, compact golden light, and, when used in combat, has prowess identical to common steel while exhibiting white-gold light akin to an oil lantern. Redlines Spoiler Arclight’s combat prowess does not exceed normal steel. Arclight is hardlight, and not actually metal - therefore it is not affected by magnetism, transmutation, etc. It is merely comparable to steel. For the purposes of Dark Magic weaknesses, Arclight is considered Holy Magic and may have greater effect against some Creatures. ⊱༺⠀☨⠀༻⊰ ENVOYS When graced with the Vow, an Adherent can learn to channel basic Portents that impart wondrous blessings from the Seven Skies. Those who wish to hone their gift beyond a fledgling state, however, face an arduous trial - for they require the assistance of an Envoy. An Envoy is a Human who enters a pact with an Adherent through the Portent of Covenant. In doing so, when an Envoy perishes and their soul transcends to the Seven Skies, this ‘perfects’ the Vow within the Adherent, allowing them to channel more potent miracles. While the Envoy’s soul will lose their individuality in the Skies, the Adherent will inherit the Envoy’s will - their driving goals, ideals, and beliefs. Mechanics Spoiler In order to progress to Greater Adherence (Tier 3 +), a character must dedicate 4 Magic Slots and enlist the help of an Envoy. An Envoy is a Human soul who pacts with the Adherent through the use of the Covenant Portent. When a Human affected by Covenant is permanently killed (PK’d), this enhances the Adherent’s power and enables them to progress to Tier 3. Upon the Envoy’s PK, the Adherent inherits their will - such as their goals and beliefs. The Adherent will not be forced to pursue these goals, but will find them constantly on their mind and in their heart. Redlines Spoiler An Envoy must be a Human character whose soul goes to the Seven Skies upon their death. An Adherent cannot communicate with an Envoy after their death; they do not inherit their memories, merely their general ideals and beliefs. The Adherent cannot kill an Envoy themselves or plan or participate in their death. ⋅ ───────────────⊱༺⠀☨⠀༻⊰─────────────── ⋅ CONNECTION The path of honing one’s Vow is a monumental spiritual journey, one that requires years of meditation and inner-discipline. When a Human has achieved true mastery over their gift, however, they can imbue an essence of their own Vow within another to induct a new Adherent into the art. The process of Avowal, therefore, is a most sacred one. AVOWAL | Tier 5 | Non-Combat | Ritual | Special Use The ceremony of elevating a new Adherent is the natural cornerstone of Canon Adherence, and one that requires not only the consent, but the aid, of several adepts of the art. If an aspiring Adherent kneels before an altar of Consecration, three master Adherents can invoke the potent miracle of Avowal, through which their power is pooled, and a mote imbued within the new Adherent. Mechanics Spoiler ➵Ritual Components: An altar of Consecration & 3 Tier 5 Adherents, one of whom must be the new Adherent’s Teacher. ➵Emote Count: [4] total (x1 charge emote per Adherent, x1 overall casting emote). ➵Effects: In the presence of an altar of Consecration, Avowal can be cast by three Adherents manifesting potent threads of light, which are channelled by the new Adherent’s teacher, and plunged into them like an ethereal spear to instil a new Vow within them. Having Avowal cast on a character allows a player to submit their Magic Application for Canon Adherence, on which their Teacher must vouch. Redlines Spoiler ➵A Human must have at least 2 Magic Slots available for Avowal to be used to Connect them to Canon Adherence. ➵Avowal will not work on a non-Human, a user of Dark Magic, or a Human whose soul will not go to the Seven Skies. ➵Half-Humans cannot learn Canon Adherence, as their souls do not ascend to the Seven Skies. TIER I & TIER II The school of Minor Adherence is for novice Adherents who either lack the means to temper their gift with the aid of an Envoy, or have chosen not to. Minor though it may be, even basic Portents prove immeasurably difficult for an Adherent to handle - without considerable mental and spiritual fortitude, it is akin to trying to catch smoke. Progression Spoiler After the acceptance of their Minor Adherence MA, a character must learn all Tier 1 Portents from their Teacher and remain at the Tier 1 stage for at least 2-weeks before progressing to Tier 2. After reaching Tier 2, an Adherent must similarly learn all Tier 2 Portents from their Teacher and remain at the Tier 2 stage for at least 3-weeks. In order to advance further, they require the death of an Envoy through the use of the Covenant Portent. ENVOY ENHANCEMENT Only through the aid of a departed Envoy, one who forms a pact with an Adherent through the Covenant Portent, is the Vow within an Adherent perfected, and amplified so that it can invoke blessings of greater calibre and complexity. COVENANT | Tier 2 | Non-Combat | Special Use Through the Portent of Covenant, light spools from an Adherent’s catalyst, imbuing themselves within a willing Envoy. It may take hours or years, but when the Envoy perishes and their soul transcends to the Seven Skies, their bond with the living Adherent enhances the Vow within them. In doing so, the ideals and beliefs of the Envoy are inherited by the Adherent, while the Envoy’s soul becomes lost in the Skies’ solar radiance. Mechanics Spoiler ➵Emote Count: [2] total (x1 charge, x1 cast). ➵Effects: Covenant is a special-use Portent whose only function is allowing an Adherent to ascend from Tier 2 to Tier 3. A Human persona must agree to have Covenant cast on them, which can be done at any stage, to make them an Envoy. It is only once the Envoy is PK’d and their soul transcends to the Seven Skies that the Adherent may become a Greater Adherent. Redlines Spoiler Covenant must be used on a real character. For Covenant to work, the Envoy’s soul must actually go to the Seven Skies (i.e., unaffected by any CA/MA/FA that would cause their soul to go elsewhere), though the failure of Covenant in cases like this will not be known until the death of the Envoy. While an Adherent can have multiple instances of Covenant active at once, an Envoy may only be bound to one Adherent at a time; if an Adherent uses a different Envoy to ascend, then a character may then serve as an Envoy to a different Adherent. Resurrection of an Envoy through any means (i.e., Klones, Monk Revival) will nullify the effects of Covenant. While the Adherent inherits the ideals and goals of their Envoy, they do not inherit their memories and cannot learn anything through the Portent. TIER III, IV & V With their Vow fuelled by the will of their Envoy, a Greater Adherent is unfettered in their pursuit of greater understanding and communion with the Seven Skies. Doing so, however, demands years of spiritual training in order for Portents of increasing complexity to be manifested from their Sacred Aurum. Few Humans are blessed to pact with an Envoy, and so it the burden lies with them to honour their aid with years of toil. Progression Spoiler ➵Tier 3: After the acceptance of their Greater Adherence MA, a character must learn all Tier 3 Portents and remain at the Tier 3 stage for at least 3-weeks before progressing to Tier 4. ➵Tier 4: After progressing to Tier 4, a character must learn all Tier 4 Portents and remain at the Tier 4 stage for at least 4-weeks before progressing to Tier 5. ➵Tier 5: After progressing to Tier 5, a character must learn all Tier 5 Portents and remain at the Tier 5 stage for at least 4-weeks before they are eligible to apply for a TA in Canon Adherence. DISCONNECTION Just as a gift may be granted, so too can it be taken away. Though the collective souls of the Skies lack individuality, there are some acts so universally perverse to them that they will permanently extinguish the Vow within an offending Adherent. So too, however, can an Adherent’s fellows attempt to strip them of the power through the grim rite of Condemnation. Severing Offences Spoiler If an Adherent does any of the following, the Vow within them is automatically extinguished, revoking their MA and rendering them permanently unable to practice or relearn Canon Adherence: ➵Learning a Dark Magic. ➵Performing any act that binds their soul to a destination other than the Seven Skies. ➵Murdering a fellow Adherent. Once severed from Canon Adherence, it can never be relearned by that character. CONDEMNATION | Tier 5 | Non-Combat | Ritual | Special Use Whether through selfish ambition or righteous judgement, master Adherents can seek to extinguish the Vow within one of their fellows through the Portent of Condemnation. Whether voluntarily or otherwise, the Adherent-to-be-severed must be kept before an altar of Consecration, while their fellows draw out the threads of light that first incepted the Vow within them. Mechanics Spoiler ➵Ritual Components: An altar of Consecration & 3 Tier 5 Adherents. ➵Emote Count: [6] total (x1 charging per Adherent, x1 casting per Adherent). ➵Effect: As threads of light were once speared within an Adherent, Condemnation requires these threads to be coaxed out. This process is spiritually sapping, leaving the target Adherent feeling as if they are undergoing severe substance withdrawal. Unlike severing offences, however, a character whose Vow is extinguished through Condemnation can learn Canon Adherence again - though, they must once again undergo Avowal and, if applicable, re-enlist the aid of an Envoy. Redlines Spoiler Condemnation does not require consent. An Adherent targeted by Condemnation may resist, but if they remained within the area of Consecration for [6] uninterrupted emotes, the Portent will take effect. Condemnation can be interrupted/reset by interrupting one of the casting Adherents. Possessing an anti-magic material (i.e., Thanhium) will prevent Condemnation from being cast on an Adherent until the material is removed. If the material is Soulbound, it may be narratively removed from the target for the purpose of this Portent, after which the target may roleplay having the material on them as normal. Spoiler ⋅ ───────────────⊱༺⠀☨⠀༻⊰─────────────── ⋅ SANCTUARY | Tier 1 | Non-Combat The most basic forms of blessing are invoked through the Portent of Sanctuary, through which Adherents can endow a small measure of power in the world. These modest blessings, enshrined in places of rest, offer a small balm to weary Descendants - both living, and dead. Mechanics Spoiler ➵ Emote Count: [2] total (x1 charge, x1 cast). ➵ Duration: 10 in-game years/10 OOC weeks. ➵ Effects: Through the use of Sanctuary, Adherents can create aesthetic blessings that can be used in the following instances: Blessed Graves: Casting Sanctuary on any kind of tomb, burial, etc. blesses it with a 4x4 area in which characters feel a serene, but solemn, tranquility that affords mental acuity and peace. Around the grave, wildflowers and nature blooms irrespective of the climate, and the burial itself becomes impervious to damage or exhumation. This blessing can be broken by being attacked with any Dark Magic spell for [3] emotes. Blessed Shrines: Adherents can cast Sanctuary of any kind of shrine to create a 4x4 area in which those resting at the shrine recover their stamina and energy at an increased rate (though not to an extent that provides an edge in combat). Poor weather, from rain to mist, parts around a blessed shrine, so long as that weather is not magically-induced. These shrines can be destroyed through any intentional means. Blessed Hearths: Within a home, Sanctuary can be used to bless a fireplace with a 7x7 aura of calmness and warmth, in which characters find it more difficult to become angry or annoyed. Minor structural damages are magically repaired, though the blessing can be interrupted by destroying the hearth through any intentional means. Redlines Spoiler Areas under the effect of Sanctuary must be indicated with a sign, which should also indicate the date the Portent’s effects expires (10 weeks from casting). The effects of Sanctuary cannot be incorporated into the defence of a location. A single Adherent may only cast Sanctuary once per OOC week. The effects of Sanctuary offer no advantage in combat. ⊱༺⠀☨⠀༻⊰ RESPITE | Tier 1 | Non-Combat The world is ripe with suffering, from mortal wounds to supernatural curses. While even the bounty of the Seven Skies is powerless to cure it all, Minor Adherents can offer some brief respite through the blessings of Respite. This Portent serves to alleviate any ongoing ailment that plagues a Descendant, whether it be poison, a curse, or a natural illness. True to its nature, however, Solace is but a temporal reprieve. Mechanics Spoiler ➵ Emote Count: [3] total (x2 charge, x1 cast). ➵ Duration: 1 in-game month/24 OOC hours. ➵ Effects: Respite is a minor healing Portent that dramatically reduces the effectiveness of any illness, injury, poisoning, etc. Progression of disease and poison will come to a standstill, and wounds will feel numbed of their pain. Characters affected by Respite will still be aware of their ailments, like a faint itch, but will be relieved from their effects for 24 OOC hours, after which the blessing fades. A character can only benefit from the effects of Respite once per 1 in-game year (1 OOC week). Redlines Spoiler Combat scenarios are too distracting for an Adherent to cast Respite. Respite does not apply retroactively - i.e., if a character is under the effects of Solace and then sustains some kind of injury, the pain will not be relieved. This Portent primarily offers relief, and not a cure. Common sense applies - i.e., Respite will not allow a character with broken legs to walk. ⋅ ───────────────⊱༺⠀☨⠀༻⊰─────────────── ⋅ BETROTHAL | Tier 2 | Non-Combat | Enchantment The legacy of Humankind is achieved through its dynasties and bloodlines, both great and small. Ergo, the founding of families is a sacred act, and one that is enhanced through the blessings of Betrothal. This Portent always an Adherent to bless twin tokens of marriage with a mote of power; this subtle Enchantment radiates the bonds of affection held between spouses, especially when they are apart, and they can even hold reminiscent traces such as scents, colours, and faint musical notes - all to remind one spouse of the other. Mechanics Spoiler ➵ Emote Count: [2] total (x1 charge, x1 cast on both rings/tokens simultaneously). ➵ Effect: Casting Betrothal allows a pair of wedding tokens (which need not be rings) to become Enchanted, which causes the twin tokens to radiate subtle sensations of affection and impart spiritual strength, which only the corresponding spouses can sense. Tokens Enchanted with Betrothal can also include other miscellaneous aesthetic details, such as colouring, scents, and faint notes of music. Tokens Enchanted with Betrothal must be represented by mechanical in-game items, which require an ST Signature to validate the effects. The effects of Betrothal endure even if one spouse perishes. The Enchantment breaks, however, if either spouse ceases to love the other. Redlines Spoiler Betrothal can work on any race of any religion. Players must consent to be bound to a token Enchanted by Betrothal. A character can only have a single token Enchanted by Betrothal at a time. The effects of Betrothal cannot convey messages nor can they be used to track characters. ⊱༺⠀☨⠀༻⊰ EXORCISM | Tier 2 | Combat & Non-Combat There are many things that lurk unseen, from mischievous spirits to malevolent geists. Whether they hide in plain sight or possess something else, an Adherent can expel them from their hiding spot and render them corporeal through the Portent of Exorcism through which a pulse of light radiates from the casting Adherent, forcing those who hide to come into the light. Mechanics Spoiler ➵Emote Count: [3] total (x2 charge, x1 cast). ➵Duration: [2] emotes/turns (after which any affected character can once again possess something or become incorporeal). ➵Range: 5-block radius. ➵Effects: Exorcism cancels any invisibility effect, including possession of objects, and forces hidden characters to become visible and, if applicable, corporeal. Exorcism prevents them from hiding or becoming incorporeal again for the Portent’s duration. Redlines Spoiler An Adherent must have reasonable suspicion to cast Exorcism - i.e., something happens that cannot be explained. Adherents cannot randomly ‘choose’ to cast Exorcism (i.e., if the player OOCly knows a hidden character is present). Exorcism can expel multiple hidden entities at once, as the Portent is cast in a radius. ⊱༺⠀☨⠀༻⊰ MOURNING | Tier 2 | Non-Combat To bid farewell to the fallen is a solemn rite across all cultures, both Human and otherwise. Through the Portent of Mourning, an Adherent can commemorate the life and death of one who has perished in their funeral ceremony; as their remains are laid to rest, memories can be draw from their transcending soul that illustrate the great moments of their life in an illusory theatre of white-gold light, so that they might be committed to memory. Mechanics Spoiler ➵Emote Count: [3] total (x2 charge, x1 cast). ➵Duration: [5] emotes/turns. ➵Effects: The Portent of Mourning can be used at the funerals of characters to display illusions of some of that character’s key memories in life - the memories that defined them, and made them who they are. These memories can be emoted by the person who played the deceased character, or indicated to the Adherent, who emotes accordingly. While it brings key memories to life, it is but momentary, and no secrets can be revealed from beyond the grave. Mourning is largely free-form, meant to pay tribute to a PK’d character. Redlines Spoiler Mourning requires the consent of the PK’d character’s player, without which an Adherent will find themselves unable to draw the soul’s memories. Mourning cannot reveal who killed a character, unless it is already public knowledge. It can illustrate the character being killed, but not by who. As a general rule, Mourning cannot be used to convey secrets from beyond the grave. The memories should be largely kept vague, with an emphasis on illustrating the deceased character’s general story. ⋅ ───────────────⊱༺⠀☨⠀༻⊰─────────────── ⋅ REQUIEM | Tier 3 | Non-Combat | Ritual | Lore Location The nature of Humankind is struggle and conflict - for, without these trials, there can only be stagnation. Even so, the battlefields that scar the continents are wastelands of the vanquished, to whom the Adherents can provide a small measure of comfort through the Portent of Requiem. In manifesting this powerful blessing through a conjoined tidal wave of gleaming threads, Adherents can consecrate the battlefields of yore, endowing them with a serene tranquility and glistening Arclight memorials for those slain. Mechanics Spoiler ➵Ritual Components: 3 Adherents of Tier 3 or higher. ➵Emote Count: [9] total (x2 charge emotes per Adherent, x1 cast emote per Adherent). ➵Range: 20-block radius. ➵Effects: The use of Requiem serves to turn a battlefield into a Lore Location that acts as a memorial for the battle. Within the consecrated area, characters experience a sense of solemn, but sombre, tranquility. Shards of Arclight form in the air as ethereal grave markers for soldiers who died, and glimpses of the battle - played out through flashing white-gold illusions - can be described at random. In the middle of the Lore Location is a central monolith of Arclight, which commemorates the battle with an ST Sign to indicate that it is a Requiem battlefield. An LC region may be requested at a Requiem Lore Location to apply the above aesthetics. These Lore Locations are intended to serve as ‘living monuments’ on a map. Staff may also oblige players with a region-greeting flag to describe the area. Redlines Spoiler Requiem works only on sites of Warclaims or event battles. Tile/region owner permission must be sought to cast Requiem. Permission is not required in unclaimed land, and Staff may facilitate the creation of an LC region as necessary. Glimpses of the battlefield through Requiem’s illusory effect cannot reveal specific information, such as a specific character killing someone else, unless it is a known historical fact. Requiem battlefields cannot glorify or favour one particular side from the battle. Requiem battlefields cannot be destroyed, but can be removed by casting the Portent ‘in reverse’. Requiem battlefields may be built on as a tile/region owner sees fit. ⊱༺⠀☨⠀༻⊰ HEAVENSENT | Tier 3 | Combat Arclight is the unbreakable vindication of the Skies, with which an adept Adherent can shape to their will through the Portent of Heavensent. Channelling this Portent imbues their Sacred Aurum catalyst with a sheen of Arclight, which they can discharge with a swing to send a crescent of slicing hardlight crashing at their mark. Mechanics Spoiler ➵Emote Count: [2] total (x1 charge, x2 cast). ➵Range: 4-blocks. ➵Effects: Through the use of Heavensent, an Adherent can swing their blade to send a crescent of Arclight that travels through the air. This crescent is approximately 2-blocks wide, and impact is akin to a slash from a heavy steel weapon. The crescent shatters after cutting into the first physical obstacle it impacts. Redlines Spoiler For Techlock/Armour purposes, Heavensent deals slashing damage. The Arclight crescent does not track a target; it flies in a static direction upon casting. Heavensent can be intercepted by placing any physical object in its path. ⊱༺⠀☨⠀༻⊰ GLASSBALM | Tier 3 | Combat & Non-Combat To heal with the power of any magic is a delicate sacrifice, one which is deftly illustrated through the Glassbalm Portent. To come to the aid of an injured ally, an Adherent can channel this blessing to conjure glassy-hold Arclight that can staunch open wounds and splint broken bones - of course, Arclight is but a temporary manifestation. A recipient of Glassbalm must be wary, though, for if they sustain a further wound, their Arclight coating will shatter to inflict even greater damage. Mechanics Spoiler ➵Emote Count: [3] total (x2 charge, x1 cast). ➵Duration: [5] emotes/turns. ➵Range: 1-block/arms’ reach. ➵Effects: Upon casting Glassbalm, a targeted character is given temporary reprieve from damaged bones and bleeding wounds by a coating of Arclight that will sit in their flesh like a layer of jagged, gold skin. This partially heals and stabilises a target’s condition for the Portent’s duration; however, sustaining any further attack will cause the Arclight coating to shatter and inflict deep, lacerating cuts on the character’s skin near their initial injuries that prevent them from further combat. The full severity of those initial injuries is also resumed at this point. Redlines Spoiler An Adherent can cast Glassbalm on themselves. Glassbalm does not fully heal a character; it can serve to stop bleeding and temporarily splint damaged bones, allowing them to support weight once more. If a character under the effects of Glassbalm sustains another wound, the Arclight staunching their wounds and splitting their bones will shatter to inflict severe cuts that prevent further fighting. Glassbalm naturally ending after [5] emotes does not inflict lacerating cuts. ⋅ ───────────────⊱༺⠀☨⠀༻⊰─────────────── ⋅ SANCTIFY | Tier 4 | Non-Combat | Ritual | Enchantment Without the aid of Sacred Aurum, an Adherent is a rudderless ship. It is through the blessings of Sanctify that mundane aurum can be transcended into its Sacred counterpart and imbued with the essence of the Skies. Sanctify does not lend itself easily, however, for a worthy tribute must be paid to the Seven Skies to commemorate the enormity of their gift. Mechanics Spoiler ➵Ritual Components: An altar of Consecration, 2 Tier 4 Adherents & 32 Gold Blocks. ➵Emote Count: [5] total (x2 charging per Adherent, x1 overall casting). ➵Effects: A slab of mundane aurum must be placed upon an altar of Consecration, where participating Adherents can pool their blessings and enwreath the aurum in threads of light. Completion of the ritual will transcend the aurum into Sacred Aurum. The Sacred Aurum automatically morphs into the shape of catalyst desired by the casting Adherents. An ST must add an ST Signature to a validly Enchanted catalyst of Sacred Aurum. In the process of doing so, the 32 Gold Blocks must be given to the ST or otherwise verifiably discarded. Note that the mechanical requirement for Gold Blocks exist to create a semblance of value to the ritualistic material and prevent ‘spamming’. Redlines Spoiler The volume of 32 Gold Blocks required for Sanctify does not equate to 32 literal blocks of gold in roleplay - this requirement is to attach a semblance of value to aurum. In roleplay, the aurum should be treated as a slab. ⊱༺⠀☨⠀༻⊰ CONFESSION | Tier 4 | Non-Combat Some of Humankind’s greatest wounds are not those carved into their flesh, but their minds. Through the Portent of Confession, an Adherent can delve into the memories of those plagued with trauma, and guide them through their inner thoughts in a bid to combat, and overcome, their internal strife. If they succeed, Confession acts as a balm on one’s soul, soothing mental anguish, guilt, and trauma. Mechanics Spoiler ➵Emote Count: [3] total (x2 charge, x1 cast). ➵Effects: Confession is a free-form player-event/narrative Portent through which the Adherent can enter the memories of another character. Together, the two characters can revisit memories of trauma and distress to the target, wherein an ‘inner demon’ will manifest that must be literally slain by the target in CRP (the demon is controlled by the casting Adherent). If successful in vanquishing their internal demon, the target is cured or soothed of their trauma (subject to their preference). If the target fails to slay the inner demon, both they and the Adherent are cast from the memory. Redlines Spoiler A target player must consent for Confession to be cast on them. Only memories associated with trauma or distress should be visited with Confession. It is for the target player to describe the visited memories to the Adherent. Memories portrayed through Confession cannot be deliberately falsified or mislead the Adherent. When visiting memories through Confession, any details that the target cannot remember or do not know are represented by grey mist. Mental damage/trauma resulting from an external source (i.e., a curse) cannot be treated with Confession. Confession is a largely free-form ability intended to create player events & enable character development and players are given relative freedom with this Portent to achieve that. ⊱༺⠀☨⠀༻⊰ PURIFY | Tier 4 | Non-Combat | Ritual & Non-Ritual Variants Dark Magic, as a source of corruption and taint upon the soul, is of great offence to the denizens of the Seven Skies. So it is that through the Portent of Purify, an Adherent can call upon their blessings to purge latent traces of Dark Magic from both objects and Descendants alike with the aid of their fellows. The process of Purify is an arduous one, though; not only does it invite Despair upon an Adherent, but each use of Purify leaves flecks of sickly darkness on their skin. Mechanics Spoiler Purify is a means of purging Dark Magic that has cursed items, characters, or terrain. Depending on the manner of the target of Purify, the requirements differ as follows: Objects ➵Emote Count: [3] total (x2 charge, x1 cast). ➵Effect: An item Enchanted with a Dark Magic can be purged of that Enchantment, after which an ST can amend the item if necessary. Cleansing an object with Purify immediately inflicts 10 points of Despair on an Adherent, and leaves permanent small flecks of darkness on their skin in an area of their choice. Characters ➵Ritual Components: An altar of Consecration & 2 Tier 4 Adherents. ➵Emote Count: [5] total (x2 charging per Adherent, x1 overall casting). Effects: A character suffering from a curse inflicted by a Dark Magic can be purged of that curse, if they willingly submit. The process inflicts short-term memory loss on the target, causing them to struggle to remember details of their time while cursed and, in particular, how they were cursed. Uncursing a character immediately inflicts 15 points of Despair on both Adherents, and leaves permanent streaks of darkness on their skin in an area of their choice. Redlines Spoiler A character must consent for Purify to be cast on them. FA/CA curses cannot be cured via Purify. Use of Purify on an object or character does not prevent that same object, character, or terrain from being cursed/corrupted again in the future. The darkness that afflicts an Adherent’s skin from using Purify is progressive; i.e., the more curses they purge, the more corrupted their skin will appear; this darkness, though aesthetic, cannot be treated or alleviated. Purify does not work on MArts. ⋅ ───────────────⊱༺⠀☨⠀༻⊰─────────────── ⋅ CONSECRATION | Tier 5 | Non-Combat | Ritual | Lore Location Whether pagan or codified, all schools of worship erect altars or idols of worship. No matter an Adherent’s underlying faith, the sacred Portent of Consecration creates a focal point, where the blessings of the Seven Skies are most concentrated upon the Material. Creating an altar of Consecration is not merely a form of tribute to the Seven Skies, but a necessity, for such altars are necessary conduits for many ritualistic Portents. Mechanics Spoiler ➵Ritual Components: 3 Tier 5 Adherents. ➵Emote Count: [10] total (x3 charge per Adherent, x1 overall cast). ➵Range: 15-block radius. ➵Effects: Three master Adherents conjure a long spear of threads woven of shimmering light, which is staked upon an altar to turn it into an altar of Consecration, which is a Lore Location and the altar must be marked as such with an ST Sign. Around an altar of Consecration, motes of immaterial Arclight glisten and Humans with unaltered souls experience incomprehensible bliss and tranquility, while characters with altered souls experience gnawing discomfort like an itch that cannot be scratched. Within an area of Consecration, Adherents do not require Sacred Aurum to cast and do not incur Despair points upon casting Portents. Redlines Spoiler Consecration need not be cast on an actual altar - any ‘focal point’ of worship can be used (i.e., shrines, idols, trees, stones), but they must be immobile, larger than a Descendant, and individual (i.e., cast on a particular tree and not several). The 15-block radius of an altar of Consecration is blocked by physical/building walls. Only one altar of Consecration may be set up per tile grouping (i.e., snow_lake_14 and snow_lake_10 cannot both have an altar; only one of these ‘snow_lake’ tiles). Altars of Consecration do not require Region Owner permission to create. Adherents can ‘undo’ altars of Consecration by effectively casting the Portent in reverse (with 3 Adherents and [10] emotes). Altars of Consecration can only be destroyed during a Heist by attacking them with [5] emotes of Dark Magic. All characters with altered souls should indicate subtle tells of discomfort, but this alone will not allow other characters to form the conclusion that they are Darkspawn etc. ⊱༺⠀☨⠀༻⊰ PARADISE | Tier 5 | Combat The Seven Skies foretells of divine bliss, but it is one that is not meant for those who yet walk the Material. Through the Portent of Paradise, an Adherent can embody but a fraction of the Skies’ true power as they thrust their catalyst into the ground, and exhibit a swirling aura of light in which heavenly bells chime, so blinding and intense that it burns and scours those who linger within it. Mechanics Spoiler ➵Emote Count: [3] total (x2 charge, x1 cast). ➵Range: 4-block radius around the casting Adherent. ➵Duration: [3] emotes/turns. ➵Effects: Unleashing Paradise creates an aura of white-gold light around an Adherent that inflicts searing heat on those within its area-of-effect. This heat is an intense one that inflicts 1st-degree burns if a character is caught within it for [1] emote, 2nd-degree if caught within it for [2] emotes, and 3rd-degree burns if caught within it for [3] emotes, irrespective of what a character is wearing. Other Adherents are immune to the effects of Paradise. Instead of mundane burns, characters hurt by Paradise will exhibit glassy-gold burns on their skin. Redlines Spoiler An Adherent must be knelt with their Sacred Aurum catalyst when casting Paradise, and thus cannot move while maintaining the Portent. Solid walls can be used to ward against Paradise’s heat. Paradise affects all characters besides other Adherents. For clarity, a character being in range of Paradise on the emote that it is cast will suffer 1st-degree burns. When Paradise is cast, characters may attempt to dodge out of its radius (if possible) before suffering burns. Paradise exhibits a heat that singes the soul; therefore, soulless characters are immune to the effects of Paradise, and the Portent does not interact with cold/low temperatures or flammable materials, and is not affected by clothing/covering. ⊱༺⠀☨⠀༻⊰ TAPESTRY | Tier 5 | Non-Combat The history of Humankind is a storied one that sings of mighty empires, noble knights, and depraved villains. The countless denizens of the Skies form the collective memory of this fabled history, and, by tapping into their collectivity through the Portent of Tapestry, an Adherent can not only indulge in those fleeting memories of history themselves, and allow others to as well. Mechanics Spoiler ➵Emote Count: [5] total (x4 charge, x1 cast). ➵Effect: Tapestry is a Portent intended to enable player-events by allowing Adherents to witness major historical events through the collective memory of the Seven Skies. Given relative free-form, the Adherent can manifest memories of specific historical events (i.e., the Fall of Johannesburg). There exists some limitations to Tapestry, mainly in the form that Adherents can only witness well-known historical events, and, the further back they attempt to go, the more obscure a memory becomes. Redlines Spoiler A character must consent to being affected by Tapestry, and can ‘wake up’ from the memory at any time. Tapestry can only be used to witness well-known, major events in Human history; it cannot be used to uncover any historical ‘secrets’. Events that predate server history are too obscure to be conjured via Tapestry. Characters may physically interact with a memory (i.e., walk down a street) but are prevented from interfering with it. Tapestry draws upon the collective memory of the souls of the Seven Skies, and not any particular soul; therefore, historical perspectives must be general. Historical recollections must be accurate and cannot glorify a particular faction or misrepresent a certain event (i.e., insinuating that a certain group won a war that they in fact did not); the onus of accuracy lies with the casting Adherent. ⋅ ───────────────⊱༺⠀☨⠀༻⊰─────────────── ⋅ Canon Adherence is a brand of cleric magic. While the area of clerics is an expansive one, Canon Adherence’s goal is to enhance roleplay associated with religion, order, and sacraments through its focus on Portents that offer new and engaging ways to conduct many religious roleplay events while also providing a free-form toolset to conduct player-events and drive more roleplay through Portents such as Confession and Tapestry. Drawing upon the Seven Skies’ relevance to Humans in particular, Canon Adherence also aspires to help incorporate magic and lore better into Human communities, which are typically disenfranchised from more recent facets of Server lore. In doing so, Canon Adherence also leaves ample room for other forms of cleric magic. Aspects such as the Envoy mechanic are intended to imbue a character’s journey to learning and mastering Canon Adherence with meaning, and feed heavily into the magic’s theme and roleplay approach to philosophy and reflection. By Xarkly & Julius 50 Link to post Share on other sites More sharing options...
Pallodium 3779 Share Posted December 1, 2024 Spoiler Already sent my thoughts about the piece to Julius; overall, I enjoy it a lot more than the prior two variants. 16 Link to post Share on other sites More sharing options...
Xarkly 17299 Author Share Posted December 1, 2024 4 minutes ago, Pallodium said: Hi - it may be helpful for everyone to articulate your opinion in a way that can be engaged with and built on. It seems to be a common trend among some groups to post stuff like this without really reading, engaging, nor trying to have a discussion. 28 Link to post Share on other sites More sharing options...
Irishmanmichael 504 Share Posted December 1, 2024 Holy Magic is needed, that is all. 5 Link to post Share on other sites More sharing options...
sarahbarah 7109 Share Posted December 1, 2024 here once again to express my support for the goated writing duo conor and joolius. +1 p.s. amazing format once again : ) i love the dividers. 6 Link to post Share on other sites More sharing options...
indiana105 5126 Share Posted December 1, 2024 might be used -1 not even vaguely japanese -1 useful to canonists (70% of playerbase) -1 please add more redlines and clarify how this interacts with robots (from warhammer 40k) also please add a mandatory soul harvesting mechanic. 1 player kill per week 25 Link to post Share on other sites More sharing options...
Frawlic 1602 Share Posted December 1, 2024 easily readable in the new format while still holding prior aesthetics :D +1 7 Link to post Share on other sites More sharing options...
ContestedSnow 1435 Share Posted December 1, 2024 5 minutes ago, indiana105 said: might be used -1 not even vaguely japanese -1 useful to canonists (70% of playerbase) -1 please add more redlines and clarify how this interacts with robots (from warhammer 40k) also please add a mandatory soul harvesting mechanic. 1 player kill per week plot twist about the source actually being an existing evil demon is missing from this lore i like the holy magic just being holy without needing some sort of dark edgy reveal + the reduced spell list is a big improvement from the massive catalogue on the original attempts 8 Link to post Share on other sites More sharing options...
erictafoya 3283 Share Posted December 1, 2024 No matter how much they try to ban the seasonings, these two chefs always cook + 1 5 Link to post Share on other sites More sharing options...
MunaZaldrizoti 8037 Share Posted December 1, 2024 Imagine putting this much effort into something and the team who is meant to look at it leaves vague gifs to dog on you... I think it looks great. And for all the grumbling I hear about how wary staff are of including human nations in ST events and storylines, I think something like this would go a long way into bridging that divide and perhaps opening a door into this very prestigious and top-tier roleplay that seems to often be confined to the same 30 or so players at any given time. +1 11 Link to post Share on other sites More sharing options...
Toffee 2843 Share Posted December 1, 2024 I'm usually wary of humans having magic because GENERALLY the aesthetic of humans is to be low fantasy, but I like this. I think it fills a different niche than Malchediael's Radiant Templars which is the current route Canonists go down to have holy magic while still being faithful Canonists. My only concern is that I think this form of magic should be rare and only practiced by hardcore Canonists, not widespread and casual like housemagery. I'd want to see it only being used by people who know more than the surface level of Canonism, and it should be a rare, miraculous occasion to see it used that people can look on with awe. I think this will come down to the teaching of it by people who are grandfathered in, who I assume will teach the magic strongly interwoven with the religion and history anyway!! Very nicely written, thank you both for sharing 11 Link to post Share on other sites More sharing options...
psychra_notte 618 Share Posted December 1, 2024 Time and time again I have seen their various posts on Canon Adherence, and once again I am saying this is fantastic work. even with all the lore changes I think it provides a wonderful niche to magic that tailors to human RP wonderfully and would help encourage faith rp that I think is often lacking in some areas. Major +1 5 Link to post Share on other sites More sharing options...
ScreamingDingo 20568 Share Posted December 1, 2024 39 minutes ago, indiana105 said: might be used -1 not even vaguely japanese -1 useful to canonists (70% of playerbase) -1 please add more redlines and clarify how this interacts with robots (from warhammer 40k) also please add a mandatory soul harvesting mechanic. 1 player kill per week only if you’re able to add the ooc harassment and organisation of the true heirs to humanity within this lore. we will plan the next eight generations of magic through a patriarchal system of inheritance and marriage 19 Link to post Share on other sites More sharing options...
Werew0lf 24181 Share Posted December 1, 2024 34 minutes ago, MunaZaldrizoti said: Imagine putting this much effort into something and the team who is meant to look at it leaves vague gifs to dog on you... I think it looks great. And for all the grumbling I hear about how wary staff are of including human nations in ST events and storylines, I think something like this would go a long way into bridging that divide and perhaps opening a door into this very prestigious and top-tier roleplay that seems to often be confined to the same 30 or so players at any given time. +1 yeah I don’t think you’ve heard any grumbles of any staff being wary to add human nations in ST events its usually the human nations grumbling about ST trying to involve them in events no opinion on lore but the formatting is cool 24 Link to post Share on other sites More sharing options...
PrimnyaQuorum 4008 Share Posted December 1, 2024 Definitely a cool read still - some concerns; 14 hours ago, Xarkly said: Compatibilities Hide contents Canon Adherence is a deific holy magic (drawing from the Seven Skies as a collective patron). Although these patrons are a greater ‘whole’ without individual will, there is a collective espousal of general virtue throughout the Seven Skies, which is underpinned by the sanctity of the Human soul and its destined afterlife in the Skies. Therefore, Canon Adherence is: Incompatible with any FA/MA/CA that curses, taints, or alters a character’s soul. Incompatible with any FA/MA/CA that prevents a character’s soul from going to the Seven Skies upon death (i.e., a different afterlife). Incompatible with Dark Magics. Compatible with Kani. Technically compatible with Klones, however, revival as a Klone will cause the Vow to perish within the character’s original vessel, removing a Kloned character's ability to perform Canon Adherence. They may, however, re-learn the magic starting from Tier 1. Technically compatible with Voidal Magic, however, FA/MA/CAs that inflict Voidal Weakness will prevent a character from being able to wield Sacred Aurum, which is required to cast Portents (outside areas of Consecration). The redline concerning Klones is a bit odd - that implies this isn't a soul bound or knowledge based magic, but something physically practiced - it's the only way it makes sense to say that a Klone become incompatible upon reincarnating, especially given Envoy's are bound, presumably, to the Adherent's Soul. It would make more sense, to me to say that in the 1 OOC Week a Klone takes to adjust to a new body, a Adherent can't access Canon Adherence Magics. The Voidal Magic is a bit trickly - obvious, large/two handed foci of Sacred Aurum would beyond what they could wield, but there is nothing [that I found so far] that says a mage could not make a small foci of Sacred Aurum and still benefit from being able to cast. More of a technical point as well but I think any Voidal Feat [Including Atronach Forging and Veilwatching] should be incompatible. Down with void feat + other magic minmaxing + 3 of them reasonably may interfere with the Soul or actually do. 14 hours ago, Xarkly said: SACRED AURUM Even the most adept Adherent cannot invoke Portents unaided. While the Vow allows them to call upon the Skies, they cannot channel their blessings without the use of a catalyst forged from Sacred Aurum. Whether in the form of a dagger or polehammer, these catalysts of pure, enchanted gold must always be to-hand for an Adherent, lest the bounty of their Vow is beyond reach. In turn, though, using Sacred Aurum comes with a sacrifice of its own, for the material is innately heavy to the point of hindrance. Mechanics Hide contents To cast Portents, an Adherent must wield a catalyst of Sacred Aurum. Created through Sanctify (see Tier 3 Portents), catalysts of Sacred Aurum can take any form - from a dagger, to a shield, to a hammer. They must, however, be forged entirely aurum blessed through Sanctify and mingle with no other material whatsoever. When charging or casting a Portent, threads of white-gold light swirl around a catalyst. While Sacred Aurum retains the properties of mundane aurum, the blessings of Sanctify render its edge as hard and as sharp as steel. These properties, in tandem with the ability to channel Portents, do not come without cost, for aurum is a dense material, and the effects of Sanctify make it even heavier. Redlines Hide contents The movement debuff from Sacred Aurum stacks with Heavy Armour mechanics. A character may travel by mount with a sheathed Sacred Aurum catalyst, but it is too unwieldy to be used as a weapon or to channel Portents from horseback. Pursuant to the mechanics & redlines of Sanctify (see Tier 4 Portents), a Sacred Aurum catalyst must be represented with an ST Signed mechanical item. Though very heavy, the weight of Sacred Aurum does not translate into additional combat prowess. Characters afflicted with physical weakness (including Voidal Weakness, Voidstalking withering, etc.) cannot lift Sacred Aurum. For clarity, even small catalysts of Sacred Aurum (i.e., a dagger) inflict the mobility debuff; in this regard, all forms of Sacred Aurum are treated mechanically identically. While this refers to some penalty to movement, I can't actually find one referred to here at all - is this a error of repasting from a prior WIP or just the movement penalty wasnt added. Further, it's a bit extreme to say being weakened at all prevents wielding of Sacred Aurum - Voidstalker Wither, Mystic Enervation, and probably other magical afflictions would be deadly against a Adherent with no real counter against it. I can say personally I liked how the last WIP described it - something that couldnt be hidden. It made it unique, and made them more of a always-present magic instead of how most magics tend to be buried under something else if they are not ovetly evil like Necromancy and Mystics [Literal Dead people] 14 hours ago, Xarkly said: DESPAIR While the bounty of the Seven Skies is infinite, the ability of an Adherent to invoke it is not. While the Vow within them acts as a vessel for blessings, overuse of its potential effectively ‘burns out’ an Adherent’s own soul temporarily, sapping them of willpower, courage, and energy. This effect is known in Adherency as Despair, and it is aptly named, for, once afflicted, Adherents gradually lose their courage and willpower as they become spiritually weak. Mechanics Hide contents Despair is an inherent weakness in Canon Adherency that inflicts a spiritual weakness for overuse of Portents. The mechanical effects of Despair can be calculated as follows: ➵Casting a Tier 1 Portent contributes to 1 ‘point’ of Despair, casting a Tier 2 Portent contributes 2 points, etc. ➵Despair resets over 12 OOC hours without casting any Portent. ➵Despair’s effects begin at 10 points, at which point an Adherent begins to feel increasing fear, doubt, and anxiety. This stage is flavour only, but should be portrayed in roleplay. ➵At 15 points, these effects intensify and the willpower of an Adherent will falter. If someone attempts to intimidate or persuade an Adherent to do something, the Adherent must /roll a 10 or higher to resist. ➵At 20 points, these effects grow severe and an Adherent must /roll a 15 or higher to resist intimidation or persuasion. If in combat, at the start of every turn the Adherent must /roll, and if they roll a 5 or lower, they are compelled to flee the battlefield in fright. While fleeing, they can only defend themselves and cannot return to the combat encounter. ➵At 25 points, an Adherent loses all willpower and curls up in a ball on the ground, and the most they can do is crawl or mutter dejectedly. They are largely incapable of action until their Despair resets. Redlines Hide contents Attempting to convince or intimidate an Adherent afflicted with Despair must be within reason - for instance, an Adherent can be intimidated into opening a locked door or handing over their gold, but they cannot be convinced to kill themselves, betray an important relationship, or other actions of equal significance. Despair can be mitigated through magical means; any item or enchantment that instills courage, energy, etc. within a character will remove 5 points of Despair from an Adherent, though each method of doing so can only be availed of once during the 12-hour cycle. I do think Despair should scale with a Adherent's Tier - I.E a T1 can withstand much less then a T5 Adherent. Equally, for the ability to reduce Despair by 5 points I'd go through the effort to list out a few examples. The 25 Despair consequence is a bit extreme - a forced flee would be much more fun that a lore mandated get killed effect 14 hours ago, Xarkly said: ENVOYS When graced with the Vow, an Adherent can learn to channel basic Portents that impart wondrous blessings from the Seven Skies. Those who wish to hone their gift beyond a fledgling state, however, face an arduous trial - for they require the assistance of an Envoy. An Envoy is a Human who enters a pact with an Adherent through the Portent of Covenant. In doing so, when an Envoy perishes and their soul transcends to the Seven Skies, this ‘perfects’ the Vow within the Adherent, allowing them to channel more potent miracles. While the Envoy’s soul will lose their individuality in the Skies, the Adherent will inherit the Envoy’s will - their driving goals, ideals, and beliefs. Mechanics Hide contents In order to progress to Greater Adherence (Tier 3 +), a character must dedicate 4 Magic Slots and enlist the help of an Envoy. An Envoy is a Human soul who pacts with the Adherent through the use of the Covenant Portent. When a Human affected by Covenant is permanently killed (PK’d), this enhances the Adherent’s power and enables them to progress to Tier 3. Upon the Envoy’s PK, the Adherent inherits their will - such as their goals and beliefs. The Adherent will not be forced to pursue these goals, but will find them constantly on their mind and in their heart. Redlines Hide contents An Envoy must be a Human character whose soul goes to the Seven Skies upon their death. An Adherent cannot communicate with an Envoy after their death; they do not inherit their memories, merely their general ideals and beliefs. The Adherent cannot kill an Envoy themselves or plan or participate in their death. This is probably the most unique and harshest magical progression I've seen. I would consider permitting one to progress to T5 normally, but locking some rites and combative spells, as well as the ability to make a TA, behind the Envoy process. Equally, I'd go the extra mile to ENSURE this is not bad faithed - there is nothing stopping someone, or extra OOC consequences, for OOCly coordinating a human to be made, envoy'd and then PK'd instantly to progress. There should be much more of a investment, so that even in the event someone tries to cheese it, it still takes a sizeable amount of time and effort. 14 hours ago, Xarkly said: ➵Emote Count: [4] total (x1 charge emote per Adherent, x1 overall casting emote). I'll put this here as a general note - for multi-adherent rites, you should specify how many rounds it takes, and then what emotes are required from each adherent. This format looks a bit weird, since it implies this entire process could take 2 rounds if each adherent does their charging and casting emotes together. Furthermore, it would be worth mentioning if Adherent magic works more akin to templar [connection is done each emote] or voidal [connection is 1 emote that persists until they disconnect, and must reconnect to cast further] 14 hours ago, Xarkly said: BETROTHAL | Tier 2 | Non-Combat | Enchantment The legacy of Humankind is achieved through its dynasties and bloodlines, both great and small. Ergo, the founding of families is a sacred act, and one that is enhanced through the blessings of Betrothal. This Portent always an Adherent to bless twin tokens of marriage with a mote of power; this subtle Enchantment radiates the bonds of affection held between spouses, especially when they are apart, and they can even hold reminiscent traces such as scents, colours, and faint musical notes - all to remind one spouse of the other. Mechanics Hide contents ➵ Emote Count: [2] total (x1 charge, x1 cast on both rings/tokens simultaneously). ➵ Effect: Casting Betrothal allows a pair of wedding tokens (which need be rings) to become Enchanted, which causes the twin tokens to radiate subtle sensations of affection and impart spiritual strength, which only the corresponding spouses can sense. Tokens Enchanted with Betrothal can also include other miscellaneous aesthetic details, such as colouring, scents, and faint notes of music. Tokens Enchanted with Betrothal must be represented by mechanical in-game items, which require an ST Signature to validate the effects. The effects of Betrothal endure even if one spouse perishes. The Enchantment breaks, however, if either spouse ceases to love the other. Redlines Hide contents Betrothal can work on any race of any religion. Players must consent to be bound to a token Enchanted by Betrothal. A character can only have a single token Enchanted by Betrothal at a time. The effects of Betrothal cannot convey messages nor can they be used to track characters. I don't see why it has to be rings, so long as the item holds significance to each person and is not combative in nature, like armor or weapons. 14 hours ago, Xarkly said: MOURNING | Tier 2 | Non-Combat To bid farewell to the fallen is a solemn rite across all cultures, both Human and otherwise. Through the Portent of Mourning, an Adherent can commemorate the life and death of one who has perished in their funeral ceremony; as their remains are laid to rest, memories can be draw from their transcending soul that illustrate the great moments of their life in an illusory theatre of white-gold light, so that they might be committed to memory. Mechanics Hide contents ➵Emote Count: [3] total (x2 charge, x1 cast). ➵Duration: [5] emotes/turns. ➵Effects: The Portent of Mourning can be used at the funerals of characters to display illusions of some of that character’s key memories in life - the memories that defined them, and made them who they are. These memories can be emoted by the person who played the deceased character, or indicated to the Adherent, who emotes accordingly. While it brings key memories to life, it is but momentary, and no secrets can be revealed from beyond the grave. Mourning is largely free-form, meant to pay tribute to a PK’d character. Redlines Hide contents Mourning requires the consent of the PK’d character’s player, without which an Adherent will find themselves unable to draw the soul’s memories. Mourning cannot reveal who killed a character, unless it is already public knowledge. It can illustrate the character being killed, but not by who. As a general rule, Mourning cannot be used to convey secrets from beyond the grave. The memories should be largely kept vague, with an emphasis on illustrating the deceased character’s general story. Given the nature of this is to recount memories of someones life, it feels disingenuous to allow the death of the persona to be illustrated - that should adhere to the public knowledge/historical event requirement similar things carry. 14 hours ago, Xarkly said: CONFESSION | Tier 4 | Non-Combat Some of Humankind’s greatest wounds are not those carved into their flesh, but their minds. Through the Portent of Confession, an Adherent can delve into the memories of those plagued with trauma, and guide them through their inner thoughts in a bid to combat, and overcome, their internal strife. If they succeed, Confession acts as a balm on one’s soul, soothing mental anguish, guilt, and trauma. Mechanics ➵Emote Count: [3] total (x2 charge, x1 cast). ➵Effects: Confession is a free-form player-event/narrative Portent through which the Adherent can enter the memories of another character. Together, the two characters can revisit memories of trauma and distress to the target, wherein an ‘inner demon’ will manifest that must be literally slain by the target in CRP (the demon is controlled by the casting Adherent). If successful in vanquishing their internal demon, the target is cured or soothed of their trauma (subject to their preference). If the target fails to slay the inner demon, both they and the Adherent are cast from the memory. Redlines Hide contents A target player must consent for Confession to be cast on them. Only memories associated with trauma or distress should be visited with Confession. It is for the target player to describe the visited memories to the Adherent. Memories portrayed through Confession cannot be deliberately falsified or mislead the Adherent. When visiting memories through Confession, any details that the target cannot remember or do not know are represented by grey mist. Mental damage/trauma resulting from an external source (i.e., a curse) cannot be treated with Confession. Confession is a largely free-form ability intended to create player events & enable character development and players are given relative freedom with this Portent to achieve that. A little more care should be taken here, imo - while the confessor shouldnt be able to lie, a Adherent also shouldnt be to able to sift through someones memories to get whatever information they want. To me the entire process is meant to be abstract/overcoming focused, and shouldnt even permit any amount of variation of getting information beyond however the abstract representation of the trauma is presented. 14 hours ago, Xarkly said: PURIFY | Tier 4 | Non-Combat | Ritual & Non-Ritual Variants Dark Magic, as a source of corruption and taint upon the soul, is of great offence to the denizens of the Seven Skies. So it is that through the Portent of Purify, an Adherent can call upon their blessings to purge latent traces of Dark Magic from both objects and Descendants alike with the aid of their fellows. The process of Purify is an arduous one, though; not only does it invite Despair upon an Adherent, but each use of Purify leaves flecks of sickly darkness on their skin. Mechanics Hide contents Purify is a means of purging Dark Magic that has cursed items, characters, or terrain. Depending on the manner of the target of Purify, the requirements differ as follows: Objects ➵Emote Count: [3] total (x2 charge, x1 cast). ➵Effect: An item Enchanted with a Dark Magic can be purged of that Enchantment, after which an ST can amend the item if necessary. Cleansing an object with Purify immediately inflicts 10 points of Despair on an Adherent, and leaves permanent small flecks of darkness on their skin in an area of their choice. Characters ➵Ritual Components: An altar of Consecration & 2 Tier 4 Adherents. ➵Emote Count: [5] total (x2 charging per Adherent, x1 overall casting). Effects: A character suffering from a curse inflicted by a Dark Magic can be purged of that curse, if they willingly submit. The process inflicts short-term memory loss on the target, causing them to struggle to remember details of their time while cursed and, in particular, how they were cursed. Uncursing a character immediately inflicts 15 points of Despair on both Adherents, and leaves permanent streaks of darkness on their skin in an area of their choice. Redlines Hide contents A character must consent for Purify to be cast on them. FA/CA curses cannot be cured via Purify. Use of Purify on an object or character does not prevent that same object, character, or terrain from being cursed/corrupted again in the future. The darkness that afflicts an Adherent’s skin from using Purify is progressive; i.e., the more curses they purge, the more corrupted their skin will appear; this darkness, though aesthetic, cannot be treated or alleviated. To the redlines, I'd add it just cant just FA/MA/CAs. I'd also specify some examples of what Object and Character purification can and cannot cleanse. 14 hours ago, Xarkly said: CONSECRATION | Tier 5 | Non-Combat | Ritual | Lore Location Whether pagan or codified, all schools of worship erect altars or idols of worship. No matter an Adherent’s underlying faith, the sacred Portent of Consecration creates a focal point, where the blessings of the Seven Skies are most concentrated upon the Material. Creating an altar of Consecration is not merely a form of tribute to the Seven Skies, but a necessity, for such altars are necessary conduits for many ritualistic Portents. Mechanics Hide contents ➵Ritual Components: 3 Tier 5 Adherents. ➵Emote Count: [10] total (x3 charge per Adherent, x1 overall cast). ➵Range: 15-block radius. ➵Effects: Three master Adherents conjure a long spear of threads woven of shimmering light, which is staked upon an altar to turn it into an altar of Consecration, which is a Lore Location and the altar must be marked as such with an ST Sign. Around an altar of Consecration, motes of immaterial Arclight glisten and Humans with unaltered souls experience incomprehensible bliss and tranquility, while characters with altered souls experience gnawing discomfort like an itch that cannot be scratched. Within an area of Consecration, Adherents do not require Sacred Aurum to cast and do not incur Despair points upon casting Portents. Redlines Hide contents Consecration need not be cast on an actual altar - any ‘focal point’ of worship can be used (i.e., shrines, idols, trees, stones), but they must be immobile, larger than a Descendant, and individual (i.e., cast on a particular tree and not several). The 15-block radius of an altar of Consecration is blocked by physical/building walls. Only one altar of Consecration may be set up per tile grouping (i.e., snow_lake_14 and snow_lake_10 cannot both have an altar; only one of these ‘snow_lake’ tiles). Altars of Consecration do not require Region Owner permission to create. Adherents can ‘undo’ altars of Consecration by effectively casting the Portent in reverse (with 3 Adherents and [10] emotes). Altars of Consecration can only be destroyed during a Heist by attacking them with [5] emotes of Dark Magic. All characters with altered souls should indicate subtle tells of discomfort, but this alone will not allow other characters to form the conclusion that they are Darkspawn etc. Altered Souls typically refer specifically to CAs [Djinn, Azdrazi, Wights, Inferi/Akals, Etc] which seems against the intent here (Bad Things have a Bad Time in the area of effect). It may be better to do Non-Humans, Altered or Tainted Souls, or any MA/FA/CA that is outright incompatible, or some variation of these with Adherence in general for the discomfort part. The Heist rule is Good, but I'd worry about Moderations willingly to work around ST/Lore, and the opposite - far as I know, they'll never cooperate in something like this, so a redline stating a mod mechanic is required to destroy a ST structure may just never happen. 14 hours ago, Xarkly said: ARADISE | Tier 5 | Combat The Seven Skies foretells of divine bliss, but it is one that is not meant for those who yet walk the Material. Through the Portent of Paradise, an Adherent can embody but a fraction of the Skies’ true power as they thrust their catalyst into the ground, and exhibit a swirling aura of light in which heavenly bells chime, so blinding and intense that it burns and scours those who linger within it. Mechanics ➵Emote Count: [3] total (x2 charge, x1 cast). ➵Range: 4-block radius around the casting Adherent. ➵Duration: [3] emotes/turns. ➵Effects: Unleashing Paradise creates an aura of white-gold light around an Adherent that inflicts searing heat on those within its area-of-effect. This heat is an intense one that inflicts 1st-degree burns if a character is caught within it for [1] emote, 2nd-degree if caught within it for [2] emotes, and 3rd-degree burns if caught within it for [3] emotes, irrespective of what a character is wearing. Other Adherents are immune to the effects of Paradise. Instead of mundane burns, characters hurt by Paradise will exhibit glassy-gold burns on their skin. Redlines Hide contents An Adherent must be knelt with their Sacred Aurum catalyst when casting Paradise, and thus cannot move while maintaining the Portent. Solid walls can be used to ward against Paradise’s heat. Paradise affects all characters besides other Adherents. For clarity, a character being in range of Paradise on the emote that it is cast will suffer 1st-degree burns. When Paradise is cast, characters may attempt to dodge out of its radius (if possible) before suffering burns. Paradise exhibits a heat that singes the soul; therefore, soulless characters are immune to the effects of Paradise, and the Portent does not interact with cold/low temperatures or flammable materials, and is not affected by clothing/covering. When you refer to "Solid Walls", does that include magically conjured [Voidal Ice/Earth, Naztherak Solid Wall, etc etc] walls, or SPECIFICALLY mundane walls? Overall not much I don't really understand when I sit down and read through it. I have my reservations about a human focused magic, given humanity is near-dominated by a singular religion and set of players, but that will always come down to player-interpretation and culture surrounding the magic. Glad to see Adherence is out of the WIP Stage 5 Link to post Share on other sites More sharing options...
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