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[✗] The Will of Tahariae: The Path of Illumination

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Clerics of Tahariae
The Path of Illumination

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“To bear the light of Purity is to walk a path of sacrifice, bound by justice and the eradication of corruption. The unworthy shall burn, the righteous shall rise, and the world shall know the unyielding will of Tahariae.”

Origin

Before time was measured in mortal years, before kingdoms rose and fell, there was Tahariae, the Aengul of Purity and Justice. His existence was forged from the fabric of divinity itself—a radiant force dedicated to the eradication of corruption and the preservation of the untainted. He was neither cruel nor merciful; his will was absolute and unshaken, his purpose singular. To Tahariae, there was no compromise between purity and corruption—only the sacred and the impure.

It is said that in the earliest days of the world, when darkness slithered unchecked and wicked beings crept in the shadows, Tahariae descended, his silver light searing the blackened remnants of impurity. Where he tread, disease was undone, the dead were laid to final rest, and the profane were obliterated in cleansing fire. Yet, he was no god to be worshiped—he was a force of divine order, a scourge upon all things tainted.

As time passed, he sought mortal vessels—beings who could act as extensions of his holy justice. From among those who revered purity and righteousness, Tahariae bestowed his blessing, crafting his first Clerics. These chosen bore his light, their hands instruments of healing and retribution, their voices heralds of judgment. They mended the worthy, protected the innocent, and smote the wicked.

However, this path was not one of glory or honor. To be a Cleric of Tahariae was to forsake worldly indulgence—to commit oneself wholly to the ideal of purity. It was to recognize that justice was not always kind, and that mercy was not always just. It was to walk a path where there could be no doubt, no hesitation, no faltering.

Through the ages, his Clerics have waxed and waned, rising in times of dire impurity and vanishing when their duty was fulfilled. But Tahariae's will remains unchanging, eternal, unyielding. Those who accept his light take up a burden that few can bear—a burden that demands absolute devotion, absolute faith, and absolute resolve.

 


Magic explanation 

The Clerics of Tahariae are chosen agents of the Aengul of Purity and Justice, wielding divine magic to heal, protect, and purge corruption from the world. Their powers stem from unwavering faith and adherence to Tahariae’s strict doctrine, granting them the ability to smite the unclean, mend the righteous, and shield the innocent. However, failure to uphold these sacred tenets results in punishment, exile, or forceful disconnection from the Aengul’s light.

Clerical magic is progressive, divided into five tiers, each representing a deepening connection to Tahariae’s will. As clerics ascend in their path, they gain new abilities, yet also bear greater responsibilities.

Spoiler

Redlines:

• Clerics of Tahariae occupy [3] Magic Slots.

• Clerics are incompatible with other Deific Magics, Dark Magics, CAs and Voidal Magics.

•  Clerics are incompatible with any race without a soul.

•  Clerics are incompatible with beings that have a lesser soul.

• Clerics are incompatible with anything that has a corrupt soul. 

• In the event that a Cleric be purged from Tahariae’s blessing thrice they will be unable to receive it a fourth time.

•Deific magic and Misc magics are not considered impure by nature. (Druids, Templars, Heralds, Shamans, Housemages, Kani users, Bandmancers and Seers) 

• Dark Magics, Witch Doctors, Undead, Phantoms, Paleknights, Palelords, Naztherak, Warlocks, Demons, Darkstalkers, Draugars, Ghosts, Mori and other dark creatures are considered impure. 

 

 

The Nature of the Light

Tahariae’s Light is a sacred force, bound by divine will and granted only to those who uphold purity and justice. This energy is stored within the cleric’s soul, burning like an ethereal flame that can be summoned to heal the worthy or purge the unclean.

Spoiler

Redlines: 

• Light regenerates every twelve [12] hours, reflecting a cleric’s spiritual attunement to Tahariae.

• The stronger the cleric, the greater their light capacity, allowing them to perform more miracles before exhaustion.

• Overuse of the light before regeneration causes fatigue, exhaustion, or even unconsciousness, as the cleric’s body is not meant to hold infinite divine energy.

 

Light Capacity by Tier

Tier 1 : Four [4] light per twelve [12] hours.

Tier 2 : Six [6] light per twelve [12] hours.

Tier 3 : Eight [8] light per twelve [12] hours.

Tier 4 : Eleven [11] light per twelve [12] hours.

Tier 5 : Fourteen [14] light per twelve [12] hours. 

Each spell and ability costs a specific amount of Light, meaning clerics must choose their actions wisely to avoid depletion before regeneration.

Light in the physical form

Light is similar to mana in a sense that it can be made to take physical shape. When this is done it would become holy water. The water then can be used as a catalyst for clerical healing spells with the water itself having healing properties. 

This form of Light is used for Connection rituals, healing, curing, blessing and more. 

Spoiler

Redlines: 

• Can be used in rituals. 

• Used in connection.

• Can be used to assist with healing.

• Bottled holy water must be signed by the cleric.

• Fountains with holy water must be ST signed.

 

 

Fountains and Sanctuaries

Sanctuaries are the holy sites of Clerics, used for their rituals. Sanctuaries contain a fountain of holy water that flows at all times. 

Spoiler

Redlines: 

• Sanctuaries and fountains require ST signing.

• Sanctuaries are freeform in creating, how they require an altar and fountain. 

 


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The Creed

To be a Cleric of Tahariae is to take an unbreakable oath, a vow that binds one's soul to the sacred mission of purity and justice. It is not merely an acceptance of divine power but a solemn duty to wield it righteously.

The Creed is as follows:

  1. I am the Light in the Darkness. -

“Where shadows fester and impurity lingers, I shall be the cleansing flame. I shall not fear the abyss, for the light of Tahariae guides my path.”

  1. I am the Shield of the Innocent. -

“The weak and untainted shall find sanctuary in my presence. I shall suffer before allowing the righteous to be consumed by corruption.”

  1. I am the Judgement of the Impure. -

“There is no compromise with darkness, no peace with corruption. I shall be swift in my justice, for hesitation invites ruin.”

  1. I am the Healer of the Worthy. -

“Where purity endures, I shall mend flesh and spirit alike. But I shall not mend that which is corrupted, for to do so would be to defile my gift.”

  1. I am the Unbroken. -

“Doubt is the enemy of the faithful; I shall not waver in my cause.”

  1. I shall not walk the path of taint. - 

“The path of the void shall not be walked, If I do so may my brothers strike me down for I have failed.”

  1. I accept that my end shall be met in service. -

“I do not seek comfort, nor glory, nor reward. My purpose is duty, and duty alone. When my task is complete, I shall return my light to Tahariae, and fade into the annals of history.”

To break this Creed is to forsake the Aengul’s blessing. To abandon it is to invite judgment, disconnection, and exile. It is a vow of devotion, sacrifice, and unrelenting purpose—a burden that only the worthy may bear.

The Light is Eternal. The Impure Shall Fall.

Spoiler

Redlines: 

• Retreating from a fight is not considered breaking a creed.

• Clerics must follow their creed, failure to do so may result in being disconnected by ritual.

• Trying to mis-inturpate/twist creeds for the sole reason of trying to disconnect someone is considered Fail-RP and can be subject to moderation and ST review. 

 


MAGIC TIERS + CONNECTION

 

The Path of Illumination (Connection)

To wield the power of Tahariae is not merely to cast divine spells, but to dedicate one's very essence to the cause. Those who seek his favor undergo three sacred rites, marking their transition from mere mortals to clerics bearing the Light of Judgment.

Spoiler

Redlines: 

•  A Player must consent to OOC to receive the blessing. If forced upon an unwilling participant, the connection process will fail.

•  Though the aesthetic and nature of the Connection Ritual may vary, the core conditions remain the same: 

[1] The player approaches the fountain in a sanctuary and drunks from the water within the fountain before kneeling before the TA Holder.

[2] The TA holder recites a blessing, taking a cup and pouring holy water over the head of the player.

[3] The TA holder would then place their hand on the forehead of the person.

[4] The TA holder would then invoke Tahariae’s name and ask them to cleanse so they join in purity.

[5] Holy light of Taherine is shined from the heavens and amplified by the holy water onto the new cleric, cleansing their body and soul and passing on the blessing.

•  The Connection Ritual must be taught to a T5 Cleric prior to applying for a TA. It cannot be inferred or observed passively and must actively be taught.
• The Connection Ritual must take place in a sanctuary.

 

 

Rite of the Veil

Before the initiate may touch the divine, they must be stripped of worldly impurity. They undertake a pilgrimage to a place of great holiness—an ancient monastery, the ruins of an old clerical order, or a site of miraculous light. There, their mortal sins are burned away in sacred incantations, leaving them reborn beneath the Silver Veil of Tahariae.

  • Effect: The cleric’s soul is attuned to Tahariae’s radiance, allowing them to receive their first blessings.
  • Mark of the Veil: A faint silver hue appears in their eyes, a permanent reminder of their new purpose.

 

Spoiler

Redlines: 

•  Hue may be hidden when not in active use of magic. 

•  May not be used to meta-game a cleric.

 

 

TIER ONE [Rite of Veil - Week 0-2]

Connection to Tahariae is established, marking the cleric’s first step into the path of purity. Their eyes take on a faint silver sheen, and their soul begins to glow with divine resonance.

Rite of Illumination (Requirement to hit T2)

Upon proving their devotion, the cleric is granted their first channeling of Tahariae’s divine power. They are tested against the impure—undead, dark mages, or even manifestations of corruption. In this trial, they must not falter, lest they be deemed unworthy. If victorious, their body is seared with divine markings, glowing etchings that flare to life when calling upon Tahariae's might.

  • Effect: The cleric would be viewed favorably in the eyes of Taharine allowing them to harness more of his power.
  • Mark of Illumination: Divine sigils appear on their arms, chest, or back, glowing with soft silver light when magic is cast.

 

Spoiler

Redlines: 

•  Sigils may be hidden when not actively using magic.

•  Where the Sigil is can be chosen by the Cleric.

•  May not be used to meta-game a cleric.

•  Gain access to T1 spells 

 

TIER TWO [Week 2-4 + Rite of Illumination]

Rite of Judgment

The cleric now wields offensive magic, capable of smaller-scale smites and stronger healing. Their body begins to glow faintly when casting, signifying deeper connection.

A cleric's ultimate trial is to pass judgment in Tahariae’s name. Guided by visions, they must confront and purge a great impurity—a necromancer, a twisted beast, or a heretical force. Failure means abandonment by Tahariae, while success solidifies their standing as a true Arbiter of Purity.

  • Effect: The cleric receives Taharine’s full blessing, allowing them the further mastery over their new powers.
  • Mark of Judgment: A permanent, radiant brand upon the cleric’s dominant hand, from which the raw might of Purity flows.

 

Spoiler

Redlines: 

•  Brands may be hidden when not actively using magic.

•  May not be used to meta-game a cleric.

•  Gain access to T2 spells

 

 

 TIER THREE [Week 4-8 + Rite of Judgement]

  • The cleric’s divine radiance intensifies, and they gain access to stronger healing and smiting abilities.
  • Ritual spells are unlocked, allowing the cleric to mark enemies for divine punishment.

 

Spoiler

Redlines: 

•  In order to advance to T3 the cleric must do the Rite of Judgment.

•  Rite of Judgement may be a player hosted CRP event. 

•  Gain access to T3 spells

 

TIER FOUR [Week 8-12]

At this stage, the cleric is no longer just a warrior or healer; they are a beacon of Tahariae’s divine will, a radiant force of justice and sanctification. Their very presence instills reverence in the faithful and dread in the impure.

Spoiler

Redlines:

•  Gain access to T4 spells and some rituals

 

 

TIER FIVE [Week 13]

At the peak of their path, the cleric becomes a true Paragon of Tahariae, a living extension of his divine judgment and mercy. They wield the full breadth of their abilities, serving as leaders of the faithful, teachers of the new generation, and enforcers of purity.

Spoiler

Redlines: 

•  Once all Spells, Rites and Rituals are learned a cleric may apply for a TA.

•  Upon reaching this tier clerics may learn all Rites and Rituals.

•  Gain access to Tier 5 spells. 

 

 


Weaknesses 

 

Voidal Weakness – The Taint of the Abyss

Tahariae’s Clerics embody purity, divine justice, and sacred light—forces that are inherently opposed to the Void and its chaotic, unnatural nature. The Void represents corruption, instability, and reckless creation, all of which directly contradict Tahariae’s doctrine of purity and order. Because of this, Clerics of Tahariae suffer severe consequences when exposed to Voidal magic or energies.

Effects of Voidal Exposure on Clerics

Weakened Connection to Tahariae – Prolonged exposure to Voidal corruption disrupts a cleric’s ability to channel Tahariae’s Light. Their divine power flickers, weakens, or outright fails, making their spells unreliable in heavily Void-tainted areas.

Spoiler

Redlines: 

•  In Voidal Hallows cleric’s magic would become ineffective.

•  In Voidal Hallows Cleric’s would find themselves physically weakened.

•  If a Cleric is struck by a voidal spell they would be disconnected from Tahariae’s Light for [3] Emotes and unable to use their spells.  

 

Voidal Taint – Due to the nature of the void, it is very effective against Tahariae’s light. Cleric would find their spells do not affect Voidal Mages as easily.

Spoiler

Redlines: 

•  Cleric spells would only be half effective against Voidal mages, dealing severely decreased damage.

•  If the voidal mage also holds a Dark Magic/CA This weakness is nullified.

•  Failure to roleplay the nullification out if you have a Dark Magic/CA is considered power gaming. You do not need to tell which Dark Magic/CA nor can this be used to meta-game such.

 

Inability to Use Voidal Magic – A Cleric of Tahariae cannot wield Voidal magic. The moment a Cleric willingly accepts Voidal energy into their soul, Tahariae’s blessing is revoked, and they are disconnected from his Light permanently. Attempting to reconnect after Voidal corruption is impossible, as their soul has been deemed too impure to bear his gift again.

Spoiler

Redlines: 

•  Clerics can not learn voidal magic. 

•  If a Cleric attempts to learn (not learn about) voidal magic well holding a Cleric MA, Tahariae will see this as a betrayal and the cleric will be marked for disconnection.

 

Trouble Healing on the Void-Touched – A Cleric’s healing magic is less effective or outright fails on beings tainted by the Void. This includes Voidal Mages, Void Mutants, or creatures warped by the Abyss. The deeper the corruption, the harder it is for the Light to take hold.

Spoiler

Redlines: 

•  If a cleric is healing someone with an active voidal MA they must roll a d20.

•  If it is 5 or lower the spell fails outright.

•  If it is 6 or higher the spell costs an additional light unit.

 

 

Thanhium Weakness – The Shackles of Frost

As sacred vessels of Tahariae’s Light, Clerics wield a divine force tied to purity, healing, and retribution. However, their power is not without weaknesses, and among the greatest threats to their abilities is Thanhium—the cursed mineral that drains magic and disrupts the flow of energy.

Effects of Thanhium on Clerics

Draining of Divine Light – Thanhium’s natural property of mana absorption directly interferes with a Cleric’s connection to Tahariae. When exposed to Thanhium dust, weapons, or enchanted objects, a Cleric’s Light is rapidly drained, depleting their reserves twice as fast as normal.

Spoiler

Redlines: 

•  Clerics carrying thanic weapons on them would see spells cost twice as much light.

•  If a Cleric is struck by a thanic weapon they would be disconnected from Tahariae’s Light for [3] Emotes and unable to use their spells.  

 

 

Unstable Miracles – Thanhium’s disruptive nature makes Clerical magic wildly unstable.

Spoiler

Redlines: 

•  Healing spells may fail, flicker, or be incomplete, leaving wounds only partially closed.

•  Offensive abilities such as smite may be stopped by the slashing of a thanic weapon, However this results in the same effect as if the thanic weapon was absorbing a spell of the same tier.

 

Frozen Essence – Since Thanhium absorbs heat as well as magic, Clerics are especially vulnerable to its freezing effects. When struck by a Thanhium weapon, the divine energy in their body reacts violently, causing a crippling cold to spread through their limbs, making movement slow and painful.

Spoiler

Redlines: 

•  If struck by a thanic weapon a cleric would feel their body slow, reducing movement speed for the next 2 turns. [-2 blocks to all movement]
•  Clerics are unable to connect/cast well carrying Thanhium.

 

 


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Magic and Abilities

Each tier grants new abilities, deepening the cleric’s bond to Tahariae. Progression is achieved through acts of faith, purging corruption, and spiritual trials overseen by a superior cleric.

[T1] Presence of  Tahariae (Passive - Non-Combative) - Given the cleric’s connection to Tahariae they would find their wounds healing faster over time, Taking approximately ⅔ of the regular time. 

Spoiler

Redlines: 

• Speeds up natural healing by making it two / thirds the normal time to heal.

• Does not insta-heal.

• Unable to heal lost or missing limbs/fingers/toes/ears/fingers, etc.

 

[T1] Guiding Light (Non-Combative) [1 connect + 1 cast] [0 light] - The cleric summons a soft silver light in their palm, illuminating dark spaces.

Spoiler

Redlines: 

•  Harmless light.

•  Can not be used to blind. 

•  Torch level lighting. 

 

[T1] Minor Mend (Non-Combative) [1 connect + 1 cast] [1 light] - Can slow bleeding, mend bruises, and alleviate pain, but cannot fix major wounds.

Spoiler

Redlines: 

•  Can heal; small cuts, slow bleeding lacerations, bruises and alleviate pain.

•  Can not heal: broken bones or any major wound.  

•  Can not be used in combat.

 

[T2] Smite (Combative) [1 connect + 1 charge + 1 cast] [2 light]  - A burst of radiant energy erupts from the cleric’s palm, dealing burning pain to undead, necromancers, and dark mages.

Spoiler

Redlines: 

• A strike from this would be akin to a blow from a mace infused with the power of aurum.

• Would cause 2nd Degree burns and severe pain on those hit by this spell.

• Would fill the target with the light of Tahariae for 2 turns, causing weakness during those 2 turns.

 

[T2] Lightforged Weapon (Combative) [1 connect + 1 cast] [1 light]  - Temporarily Blesses a weapon (sword, spear, hammer) that then would shine with the light of Tahariae dealing Increased damage to impure beings.

Spoiler

Redlines: 

• Weapons blessed this way gain the effects of slayer steel, only being half as effective as aurum. 

• Wears off post fight. 

• Spells nullified if hit by a voidal spell. 

 

[T2] Summon Stag (Combative) [1 connect + 1 cast] [2 light] - Summons a Stag completely made of Tahariae’s light, capable of holding 1 person in combat.

Spoiler

Redlines: 

•  May only carry 1 person in combat.

•  May be used as an aesthetic way of carrying 2 people out of combat. 

•  Follows all rules of mounted combat. 

•  May be summoned and ridden during combat.

 

[T3] Purge Disease (Non-Combative) [1 connect + charge + 1 cast] [1 light]  - Allows the cleric to cleanse minor illnesses and poisons from a willing target.

Spoiler

Redlines: 

• Can not be used in combat.

• Can be used to cure IRP sicknesses and poisons. 

• Can be used to assist in the curing of Azhl poisoning. 

 

[T3] Blessing of Light (Non-Combative) [1 connect + 1 cast] [1 light]  - The cleric can bless water, food, or objects.

Spoiler

Redlines: 

• Can not be used in combat.

• Objects and food blessed this way must be signed by the player who blessed it. 

 

[T3] Shield of Radiance (Combative) [1 connect + 1 charge + 1 cast] [2 light] - A holy aura surrounds the cleric, deflecting minor projectiles and weakened dark magic.

Spoiler

Redlines: 

• Deflects Arrows + T1-T3 spells for 2 turns.

• Ineffective against Voidal.

• Required the cleric to maintain it for the second turn.  

 

[T4] Greater Mend (Non-Combative) [1 connect + 1 charge + 1 cast] [3 light] - Can close deep wounds, help mend broken bones, and cure powerful curses, but requires ritual focus. - Requires 2 T4 clerics or 1 T5. 

Spoiler

Redlines: 

• Can not cure death. 

• Can heal broken bones, cuts, lacerations, etc.

• Can not be used in combat.

 

[T4] Wrath of Judgement  (Combative) [1 connect + 2 charge + 1 cast] [3 light]   - A sword of divine energy is summoned. It would then be hurled toward an entity, if struck it would cause the light of Tahariae shrine from the sword, causing searing holy burns to the area hit and damage around it. It would stay in place for a moment before dissipating, if touched causes 2nd Degree burns.

Spoiler

Redlines: 

• The sword would be able to travel as far as an arrow.

• Must have line of sight. 

• If struck it would cause burning to anything with a dark CA/MA. Causing immense pain, holy burns and suffering. 

• The Sword would remain in place for 1 turn after being impaled before dissipating, if touching during this time it would cause T2 Burns. 

 

[T4] Beacon of Faith (Combative) [1 connect + 2 charge + 1 cast] [2 light]  - The cleric emits a radiant glow, boosting the morale of allies and instilling fear in the unholy. A symbol of a stag appears above the cleric for all to see. 

Spoiler

Redlines: 

• Fear, Dead and other emotional effects would be nullified and have no effect for the next 5 rounds of combat on the cleric & party. 

• Allies would be filled with a feeling of Justice and a morale boost. 

 

[T5] Searing Judgment (Combative) [1 connect + 2 charge + 1 cast] [3 light] - Calls forth large pillars of divine light in the form of holy water, immolating dark beings.

Spoiler

Redlines: 

• 3x5 area in front of the Cleric. 

• All Demons, Warlocks, Undead, Ghosts, Necromancers, Mystics, Dark magic and Dark CA users caught in the area would find their footing slow, their mounts bogged down and their movement sloppy for 3 turns (Combat movement limited to 3 blocks, Sprint to 6, Mounted Combat to 6, Mounted Sprint to 8).  

• Does not affect those with Defific magics, Misc Magic or Voidal Magics less they have one of the CA/MA above. 

 

[T5] Divine Assault (Combative) [1 connect + 2 charge + 1 cast] [4 light]  - The cleric channels their energy into a devastating wave of holy light, seering undead and dark mages.

Spoiler

Redlines: 

• 2x6 area in front of the Cleric. 

• All Demons, Warlocks, Undead, Ghosts, Necromancers, Mystics, Dark magic or dark CA users caught in the area would take severe holy damage, causing third degree burns.  

• Does not affect those with Defific magics, Misc Magic or Voidal Magics less they have one of the CA/MA above. 

 

[T5] True Ascension (Combative) [1 connect + 2 charge + 1 cast] [All Remaining Light]  - The cleric gives their life for that of another. The ultimate sacrifice. In doing so the cleric dies in service to Tahariae, their body dissolves into radiant light, leaving only their purified soul.

Spoiler

Redlines: 

• PK Clause Spell. If a cleric uses this to save someone’s life on the verge of death it will result in a PK.

• When a cleric dies by this spell their soul is claimed by Tahariae.

• When healed this way the person healed would have everything healed, bones, blood, cuts, wounds, etc.

• This spell may be used on all who are not dead. 

• Does not revive the dead.

 

 

 


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Diving Light of Tahariae

A Divine Conduit for Purity and Justice

The Diving light is not a mere atmospheric anomaly but a vital component of the divine arsenal wielded by clerics of Tahariae. It is the medium through which the Aengul's will is channeled into the world, a manifestation of celestial power that cloaks the faithful during moments of ritual casting.

Manifestation

The Diving light materializes as a shifting veil of radiant energy that takes on one of three distinct hues—each a marker of its potency and purpose:

  • White light:
    The most commonly invoked form, the pristine white light embodies purity and the everyday blessing of Tahariae. Clerics routinely call upon the white Diving light  during routine rites and healing ceremonies. This gentle yet potent light manifests as threads and soft abnormal light out from the marks of the cleric, cleanses impurities, wards off dark influences, and sanctifies both space and spirit. Its subtle luminescence is a constant reminder of the ever-present grace of purity and serves as the foundation for the cleric’s divine work.

 

Spoiler

Redlines: 

• Most common form.

 

  • Azure light(RARELY USED, high ranking clerics/maybe st approval):
    Rare and awe-inspiring, the azure variation of the Diving light is summoned only under exceptional circumstances. Its deep, celestial blue symbolizes wisdom, insight, and the more profound mysteries of divine justice. When a cleric taps into this rarer form, they channel a higher echelon of magical potency—one that reveals hidden truths and bolsters the resolve of those who dare to confront corruption. The azure light is a harbinger of powerful rites and is often seen when a cleric faces enemies of truth or seeks to dispel deeply entrenched darkness.

 

Spoiler

Redlines: 

• Only used very very very rarely.

 

  • Gold light (Used by the Tahariae and his lieutenants):
    Reserved solely for the Aengul himself and his most trusted lieutenants, the gold Diving light radiates with a resplendent, almost blinding brilliance. This form represents the ultimate expression of divine authority and justice. Its manifestation is a signal of the highest power at work—used only when the forces of purity must be decisively enforced. In the presence of the gold light, all who witness it understand that the judgment of Tahariae is imminent and absolute.

 

Spoiler

Redlines: 

• Can only be used by Tahariae and his lieutenants.

• Requires ST approval to use.

 


Rituals

Spoiler

Redlines: 

• All rituals are freeform, however they each require set up, have required steps and a minimum of 6 emotes to complete. 

• All Purging of CA/MA/FA would require OOC consent, the ritual will fail otherwise. 
• Any attempt to pressure someone oocly into being cured/purged/DCing is considered Fail–RP and is subject to Moderation and ST Review

 

Ritual of the Sacred Sanctuary

Creating a Holy Space of Purity and Protection

Purpose:
This ritual establishes a consecrated sanctuary, a haven imbued with the white Diving lightt’s purifying radiance. It is performed when a sacred space must be set apart—a refuge for the faithful, a haven of healing, or a bastion against encroaching darkness.

Preparation:

  • Altar Setup: Arrange an altar.
  • Sacred Components: White candle and a chalice of holy water.
  • Fountain setup: There must be a fountain that shall be blessed during the ritual and flow with holy water.

Procedure:

  1. Invocation of Purity:
    The cleric stands before the altar, lifting the chalice high. In a clear, resonant voice, they intone:
    "O Tahariae, beacon of purity, descend upon us with the gentle grace of white light. Cleanse this space and bind it in your eternal light."
  2. Conjuring the Light:
    The cleric sprinkles the water around the perimeter of the alter. They then trace sigils of purity on the ground with their finger, each stroke an invocation for the white Diving light to coalesce. A shimmering white haze begins to form at the center, gradually expanding outward.
  3. Sanctification:
    With steady hands, the cleric moves around the circle, reciting prayers and recounting the creed. As the white light thickens, its gentle luminescence seeps into every corner of the designated sanctuary, forming a barrier that repels unclean energies.
  4. Sealing the Sanctuary:
    The ritual concludes with a final benediction:
    "In the light of Tahariae, this sanctuary is sealed. May purity reign, and may all who enter be embraced by divine protection."
    Shimmers of the light lingers as a visible aura, a constant reminder of the sanctuary’s sacred charge.

 

Spoiler

Redlines: 

• All Sanctuaries might be ST Signed.

• The Building of a Sanctuary is free form. 

• Sanctuaries are considered a holy site.

• Sanctuaries are where rituals may be performed.

• Sanctuaries are required to have a fountain 

• Any dark/voidal/demonic magic cast here would be only half as effective in terms of damage/destruction. Example: a fireball would cover half the area and deal half the damage.

•  T5 Ritual

 


Ritual of the Purging Shadows

Banishing Corruption 

Purpose:
This potent rite is employed to expunge darkness, curses, or malevolent influences from a person, object, or locale. The Diving light is invoked to reveal and eradicate hidden corruption with divine wisdom.

Preparation:

  • Altar Setup: A secondary, smaller altar adorned with symbols of insight—mirrors, a chalice tinted with blue water, and a crystalline vial of sacred dust.
  • Sacred Components:a dark dagger for symbolic cutting of dark ties, and Holy water.

Procedure:

  1. Invocation of Illumination:
    The cleric stands solemnly before the target, raising the obsidian dagger toward the heavens and proclaiming:
    "Tahariae, grant me the sight of truth. Let the light unveil the hidden and purge the unclean."
  2. Summoning the Light:
    With deliberate, sweeping motions, the cleric would sprinkle holy water around the subject. Slowly, a deep haze begins to materialize around the target. The light shimmers, stirring as if alive with divine purpose.
  3. Cleansing the Corruption:
    As the light envelops the area, the cleric uses the obsidian dagger to mimic the act of severing the ties of corruption. With each symbolic cut, they recite:
    "By the light of truth, sever the bonds of shadow and sin. Be purged in the wisdom of Tahariae."
    The light intensifies for a moment, then softens as the corruption is lifted away.
  4. Final Benediction:
    The ritual closes with a quiet moment of reflection as the cleric intones:
    "May the light of insight remain, and may all darkness be banished in the name of Tahariae."
    The light slowly dissipates, leaving behind a palpable aura of renewed clarity and purified energy.

 

Spoiler

Redlines: 

• Requires 1 T5 Cleric / 2 T4 / 3 T3 for.

• Malflame, Minor Curses, Possession, Other Minor ailments. 

• Requires 2 T5 / 3 T4 Clerics for. 

• Major Curses, Vampirism Curing, Other Major ailments. 

• Curing Vampirism Requires OOC consent.

• OOC consent rules still apply to all FA/CA’s that require it. 

• Does not bring the dead back to life / can not cure death.

• If this ritual would render a MA/FA/CA Null it requires OOC consent.

• This ritual is not to be used to forcefully DC people from MAs/FAs/CAs. Consent must be given. Any attempt to force it IRPLY will be considered powergaming, any attempt to bully them into DCing OOCLy will be considered Harassment and Bad-Faith and is subject to moderator and ST review. - If this redline is broken ST may revoke your MA.

•  T3 Ritual

 

 


Ritual of the Blessed Weapon

Imbuing a Weapon with Divine Might via the Divine light

Purpose:
This exalted ritual sanctifies a weapon, endowing it with the divine authority of Tahariae. Reserved for the highest moments of conflict, the Diving light is invoked to transform the chosen weapon into a beacon of justice—a tool for smiting the unclean.

Preparation:

  • Altar Setup: A sturdy, consecrated table upon which the weapon is placed, flanked by symbols of divine justice—a balance, a sunburst emblem, a stag and small vials of holy water.
  • Sacred Components: Gold leaf, a ceremonial oil mixed with rare herbs, and a scroll inscribed with the sacred creeds of Tahariae.
  • Purification: The weapon must be cleansed with holy water and left overnight on a bed of consecrated earth.

Procedure:

  1. Invocation of Divine Authority:
    Standing before the altar, the cleric holds the weapon aloft, speaking with firm resolve:
    "Tahariae, grant this blade the strength of your justice. Let the gold light descend and sanctify this instrument, making it a true harbinger of your will."
  2. Summoning the Light:
    The cleric slowly sprinkles holy water over the weapon while unfurling the scroll. As they recite ancient verses, a radiant Light begins to form—a brilliant, nearly blinding light that dances around the weapon. 
  3. Anointing the Weapon:
    The cleric would then recite the following:
    "In the name of purity and justice, be forged anew. Shine with the radiance of Tahariae, and may your strike be ever true."
    The light intensifies, seeping into every crevice of the weapon, imbuing it with energy.
  4. Sealing the Blessing:
    The ritual culminates in a moment of profound silence, during which the cleric lowers the weapon and offers a final prayer:
    "By the divine judgment, this [Weapon] is sanctified. May it cleave through darkness and deliver justice in the name of Tahariae."
    As the light gradually recedes, the weapon gleams with an unearthly light—a lasting testament to its newfound sacred power.

 

Spoiler

Redlines: 

• All weapons created this way are required to be ST signed.

• All weapons blessed this way gain the effects of aurum and salt.

• The scroll may be from anything, Religions, Blessings, etc.
• Only effective well in the hands of a cleric. If a non-cleric is using it, the enchantment does not work.

•  T4 Ritual

 

 


Disconnection Rituals of the Clerics of Tahariae

Disconnection from Tahariae’s divine blessing is a solemn and sacred process. A cleric may lose their connection for various reasons, from fulfilling their duty to falling into corruption. The method of disconnection differs depending on the circumstances, with three primary rituals used to sever a cleric from Tahariae’s light.

 


The Benediction of Release 

Clerics who have faithfully served Tahariae and wish to retire may return their blessing willingly through a peaceful and ceremonial process. This is considered an honorable transition, allowing the cleric to step away from their duties without disgrace or punishment.

Ritual Process:

  • The cleric is brought before a gathering of fellow clerics, where they kneel in solemn prayer.
  • A T5 Cleric of Tahariae places a hand upon their forehead, speaking a benediction of release, calling upon Tahariae to gently sever the bond.
  • The departing cleric’s divine light fades gradually, their silver sheen dulling until the blessing is gone.
  • The ceremony concludes with a final blessing, wishing the former cleric peace in their future endeavors.

Effects:

  • No pain or suffering—the severance is gentle and serene.
  • The former cleric retains fond memories of their service but can never reconnect.
  • Their body no longer resonates with divine energy, and they lose all access to clerical magic.

This is considered the ideal way for a cleric to step away from their duty, done with dignity and respect.

Spoiler

Redlines: 

• No harm is done to the disconnected during this ritual. 

• No negative effects.

• OOC & IRP consent required for DC 

•  Requires 3 Clerics, one of which must be T5

 

 


The Rite of Surrender 

If a cleric succumbs to corruption (e.g., allegiance with demons, necromantic influence, or other impure forces) but seeks redemption and willingly surrenders their power, they may undergo the Rite of Surrender.

Ritual Process:

  • The cleric kneels in penance before a tribunal of three T5 Clerics, confessing their sins and transgressions.
  • A sacred circle of light is formed around them, drawn with holy water.
  • The leading cleric places a Sigil of Atonement upon their forehead, invoking Tahariae’s forgiveness and release.
  • As the sigil glows, the cleric feels their divine energy drain away, replaced with a hollow, empty feeling—Tahariae has withdrawn his blessing.
  • The ceremony ends with a final judgment—if the cleric is deemed redeemable, they may remain within the order as a layperson, but if their actions were severe, they may be exiled.

Effects:

  • The process is deeply painful—though not physically harmful, it feels like a piece of their soul has been torn away.
  • Their holy markings vanish, leaving behind ghostly scars where divine energy once flowed.
  • They may experience lingering visions of Tahariae’s light fading from their soul, a reminder of their fall from grace.

This ritual is considered a merciful release, sparing the individual from Tahariae’s full wrath.

Spoiler

Redlines: 

• This form of disconnection would be painful but is reserved for those who have worked with Dark magic / CAs Knowingly and Willingly and wish to do the ultimate repentance. 

• For the disconnected it would feel like the blessing is being forcibly ripped from their body by Tahariae.

• The Sigil of Atonement can come in a few forms - A sword facing downwards, a person kneeling, open palm or anything else that might symbolise atonement. 

• This form of disconnection is considered a form of atonement.

• If disconnected by this method one may not reconnect for 5 OOC weeks. 

• OOC Consent required for DC

•  Requires 3 Clerics, one of which must be T5

 

 


The Scourging Severance

When a cleric falls into corruption and refuses to surrender their power, they are deemed a heretic and an enemy of Tahariae. In such cases, the Scourging Severance is enacted—a violent and punishing disconnection that forcibly rips Tahariae’s blessing away.

This is a grim and terrible process, often resulting in permanent scars, blindness, or even death. Only the highest-ranking clerics may perform this ritual, and it is reserved for those who have betrayed their sacred oaths and actively wield Tahariae’s gifts for impure purposes.

Ritual Process:

  • The fallen cleric is subdued, either through restraint or incapacitation. This can be voluntary if captured or involuntary if subdued in battle.
  • A T5 Cleric of Tahariae invokes the Scourging Sigil, an ancient mark that burns itself into the betrayer’s flesh, acting as a brand of divine judgment.
  • 2 other T5 Cleric calls upon Tahariae’s wrath, channeling raw divine energy into the traitor’s body.
  • Their soul is forcefully severed from Tahariae, causing agonizing pain as holy light is violently stripped away.
  • The ritual culminates in a final blast of divine force, leaving the individual scarred and cut off from the Aengul’s grace.

Effects:

  • Immense, searing pain—the target feels as if their soul is being burned away from the inside out.
  • Their holy essence is forcibly expelled, leaving behind deep spiritual scars.
  • Physical aftereffects may include:
    • Permanent blindness (if the severance is extreme).
    • Lingering, phantom pain where divine energy once flowed.
    • The former cleric may feel an unnatural coldness, as if the light within them has been snuffed out.

 

Spoiler

Redlines: 

• This form of disconnection would be painful but is reserved for those who have worked with Dark magic / CAs Knowingly and Willingly but refuse to repent. 

• For the disconnected it would feel like the blessing is being forcibly torn from their body by Tahariae.

• After disconnection the person would be weekended for 2 OOC weeks and have a feeling of shame.

• The Scourging Sigil takes the shape of a scale with a sword going vertical though it. When disconnected by this method it would remain in place for 10 OOC weeks or until they have managed to ‘redeem’ themselves and a cleric removes it. 

• This form of disconnection is not considered a form of atonement. 

• If disconnected by this method one may not reconnect for 10 OOC weeks. 

• For this type of DC OOC consent is required UNLESS ST force/oversite via Tahariae.

• If the Scourging Sigil is removed prior to 10 OOC weeks OR the person reconnects to clericism all negative aftereffects would vanish.

• One must take a physical after effect, it can be one listed above or something similar in nature. It may fade over the course of 15 OOC weeks or be permanent. 

•  Requires 3 Clerics, one of which must be T5

 

 

 


 

Roleplaying a Cleric of Tahariae

To follow Tahariae is to be a zealot of justice, a sword against the impure, and a healer of the worthy. Clerics must balance their duty between mercy and judgment—saving the innocent while condemning the wicked. Their faith is unwavering, their will indomitable, for they walk the path of righteousness.

However, with power comes responsibility. Should a cleric waver, become corrupted or misuse their gifts, they risk exile from Tahariae’s light. Such fallen clerics are marked as Apostates, doomed to wander in darkness, stripped of their blessings.

Those who remain true, however, ascend beyond mortality, their souls claimed by Tahariae upon death, where they may serve in his eternal court as watchers of purity.

Spoiler

Redlines: 

• These are suggestions on how to play a cleric not requirements. 

• When clerics die (PK) their soul goes to Tahariae’s realm.

• Clerics may still revive by normal means (Monk revival, Kloneing, etc).

• Clerics are not enemies of other deific magics and do not hate them, they are arbiters of balance and justice, not mindless zealots.

 

 


Conclusion

The Clerics of Tahariae are more than mere spellcasters—they are paragons of virtue, enforcers of divine law, and champions of light. Through devotion, they channel the Aengul’s might, waging an eternal war against the impure. Their path is not easy, nor is it forgiving, but for those who endure, they become something greater—beacons of righteousness in a world shrouded in sin.

"To be blessed by Tahariae is to bear the weight of purity. To wield his light is to pass judgment. Let no impurity stand."

Spoiler

OOC: Credits - 

Main writing - @JoshBright

Ideas - @Bird5k, @JoshBright

Formatting - @Bird5k, @JoshBright, KaisaurusRex

Feedback - @HogoBojo, @Pancho, FunTzu, @Frisket, KaisaurusRex

Support - Ibleesian 

 

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Of course I am gonna give this a +1 
Glad I could join you in this madness @JoshBright

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I love it very much! +1

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+1

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I would like to see something like this pass, albeit perhaps with a few balancing tweaks. +1 - You're on the right path. Beautiful work!

 

 

 

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2 hours ago, JoshBright said:

• If someone with a CA or Dark Magic attempts to consume the water, it would cause great discomfort. 

• Can not be used to Meta-game. Attempting to do so is considered Fail RP and can be subject to moderation review. Can be suspicious however if someone refuses or attempts to avoid it. 

Hey you, drink this water. Why arn't you drinking this water? Could you possibly be...?

This is pretty much a check method but with the redline I foresee endless looc arguments about meta. Why someone is just randomly handing out the water, if someone was suspicious enough to warrant being asked to drink water. Etc etc.

Also more info about what the discomfort is please. Is it just oof oww my tummy hurted?

 

2 hours ago, JoshBright said:
Spoiler

•  Failure to disclose that you have a Dark Magic/CA and attempt to nullify the weakness is considered powergaming. You do not need to tell which Dark Magic/CA.

 

Tell me if you have a dark magic/ca right now is kinda weird ngl.

 

2 hours ago, JoshBright said:

[T1] Presence of  Tahariae (Passive) - In The presence of a cleric, a feeling of unease would wash over necromancers, demons, warlocks, voidal horrors, or corrupted beings.

 

2 hours ago, JoshBright said:
Spoiler

• This can not be used to meta-game.

 

its just generally kind of weird to have something that you would expect someone to react to but nono dont its meta gaming if you use this. Like im not sure what your trying to do with this or how you think the RP would look like.

 

2 hours ago, JoshBright said:

• Those with Dark magic/Dark CAs would find great discomfort in touching objects/food blessed this way and a desperate need to put it down.

• May not be used to meta-game spooks.

Like here it is again like "No, you gotta put that down but no that doesn't expose you." But that exposes you. Like 100% that would mean you are dark. Or is this like, you're not allowed to hand blessed bread to someone? What are you doing?

 

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41 minutes ago, Eurielle said:

Hey you, drink this water. Why arn't you drinking this water? Could you possibly be...?

This is pretty much a check method but with the redline I foresee endless looc arguments about meta. Why someone is just randomly handing out the water, if someone was suspicious enough to warrant being asked to drink water. Etc etc.

Also more info about what the discomfort is please. Is it just oof oww my tummy hurted?

If your running around town with holy water trying to get people to drink it, first off why? Secondly, ya that's why that redline is there, holy water is meant to be a cool astatic thing with some properties and i know people will attempt to use it to reveal dark magic/ca users, honestly, I'm going to chance this now to remove "Can be suspicious however if someone refuses or attempts to avoid it."

Discomfort would just be oww my tummy hurts which im also going to add clarification on 

 

41 minutes ago, Eurielle said:

its just generally kind of weird to have something that you would expect someone to react to but nono dont its meta gaming if you use this. Like im not sure what your trying to do with this or how you think the RP would look like.

However people wanna rp it out, moving away from the cleric, internal monolog, etc 

 

41 minutes ago, Eurielle said:

Like here it is again like "No, you gotta put that down but no that doesn't expose you." But that exposes you. Like 100% that would mean you are dark. Or is this like, you're not allowed to hand blessed bread to someone? What are you doing?

Just be creative "ah no thank you im not hungry" or putting the bread in a bag or getting rid of it at the first possible moment. Just because they don't wanna hold it doesn't mean they have to deny taking it or throw it back at the person's face.  - going to remove the word desperate and make it just "A need to put it down"

 

 

 

I don't want the magic to be used for running around and just checking everyone to see if they are bad or not, honestly, i see that as fail rp. 

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3 hours ago, JoshBright said:

Voidal Taint – Due to the nature of the void, it is very effective against Tahariae’s light. Cleric would find their spells do not affect Voidal Mages as easily.

Spoiler

 

Redlines: 

•  Cleric spells would only be half effective against Voidal mages, dealing severely decreased damage.

•  If the voidal mage also holds a Dark Magic/CA This weakness is nullified.

•  Failure to disclose that you have a Dark Magic/CA and attempt to nullify the weakness is considered powergaming. You do not need to tell which Dark Magic/CA.

 

38 minutes ago, Eurielle said:

Tell me if you have a dark magic/ca right now is kinda weird ngl.


I mean at the end of the day, people can ask to see your MA/CA Regardless. Having a Dark MA/CA when you are a voidal mage and choosing to not rp out that you take full damage/effect is fail rp IMO.

 

You don't need to say ingame "O hey, im XXX" you just gotta rp it out properly. Its more about preventing powergaming, so long as the rp is done properly you don't need to disclose unless directly asked if you are attacking them or casting, but, yes i could have worded this part better. I have since gone back and reworded said redline.
 

•  Failure to roleplay the nullification out if you have a Dark Magic/CA is considered powergaming. You do not need to tell which Dark Magic/CA nor can this be used to meta-game such.
 

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Too much of this is just meta-checking with a "please don't meta-check!" redline. You should not be able to do testing RP through a MA. You should not be able to passively or actively create situations where you demand people tell you what MA/FA/CAs they have OOCly instead of just letting them emote a response. You definitely should not be writing magical utility that effectively encourages low-effort, low-level darkspawn gate checking RP through enchanted items that can be freely made and freely given to other players off a short CD.

 

-1. 

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5 minutes ago, PrimnyaQuorum said:

Too much of this is just meta-checking with a "please don't meta-check!" redline. You should not be able to do testing RP through a MA. You should not be able to passively or actively create situations where you demand people tell you what MA/FA/CAs they have OOCly instead of just letting them emote a response. You definitely should not be writing magical utility that effectively encourages low-effort, low-level darkspawn gate checking RP through enchanted items that can be freely made and freely given to other players off a short CD.

 

-1. 

If you have feedback I am not then happy to hear it, the disclose redline was removed already and reworded, again, i phrased that one badly. As for the testing rp, all nations do that at the gates and its never really the highest of quality rp. The enchantment itself is meant to be combative in nature.  

 

However I do see one point you made about giving them to other players so the following redline has been added:
• Only effective well in the hands of a cleric. If a non-cleric is using it, the enchantment does not work.

 

If have more feedback and stuff you think that should be changed i am more then happy to hear you out 

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Name it The Goons of Celia'nor: The Path Of Legal Metagaming.

 

Some ideas are cool, but too vague and lackluster. I would say it requires a whole rework because it feels like a tool to metagame disguises etc. . .

 

 

Also, hell yeah! More weakness against the necromancer themselves 

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