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[✗] [Magic Lore] The Paragons of Tahariae

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The Paragons of Tahariae

 

“In The Gilded Court, 

Tahariae is the judge, 

jury, and executioner 

of his enigmatic dogma.”

 

Defiler - One that offsets the naturality of the world; explicitly those of undeath, necrotic, ectoplasmic, infernal mages, infernal creatures and those of altered souls.

 

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ORIGIN

 

Alone in the marbled halls of the Gilded Court, while eyeing the engravings on the pillars that lined its long corridors. Tahariae remembered the words spoken to him from some decades ago and continued to echo in his mind. “It’s up to us now, you know.” Malleus, a patron of old Justice, said to him in the aftermath of Xan’s demise. Long has Tahariae ruminated on these words, and the choice to act or not. He remembered some words he said about reinventing an idea, leading the charge. Some bravado in the face of his brother’s death.

 

But, maybe it was time to lead the charge. He eye’d those pillars again taking note of their carvings. Punishment, brutal and deserved, Justice, carved into immaculate marble. In an empty courtroom did he manifest some grand old codex, and an empty scroll. The codex some old stories of the past he’s had with mortal agents. He’d pick a story of a prior Cleric of the past, qualities he’d wish to see in new adherents. Qualities he’d wish to see before he’d even think of fracturing off a small portion of his light to give to mortals again.

 

He’d remember, and write of the following:

 

Once there was a man; a liar, a cheat and a thief. Destitute and impoverished of all but his sharp mind, he made his money and living by tempting and stealing from the layman. He was a master thief, nothing was off-limits to him once his sights were on it. So when his eyes laid upon the house of a shameless nobleman, he thought it would be no different.

 

But in the middle of his heist, he was caught. A trap laid by the noble’s security. He was thrown in a dungeon, left to rot and die in obscurity for his crimes. Yet they were not cruel enough to leave him in solitude. Every week a priest from the local parish would visit him. Preaching to him the utility of forgiveness and the graces of God. But the man instead of listening would spend his time goading and lauding the priest with childish questions to waste his time. 

 

Then there was a plague, made by the dark, and something shifted in the man. He saw men after men were dragged into the dungeons. Ones suffering from sickness, and ones given into occult practice foul and horrid, grown desperate for a cure, an abatement for the hell laid upon their land. 

 

For once the man felt compassion, a twinge of guilt and empathy for people he only saw as sources of mina. When the priest came back the man begged to hear the scriptures, he begged to know if God truly preached of forgiveness. For the first time in his life the man wept for others. He wept for their suffering, the things men make themselves in desperation. He wanted to change, he wanted to help people, he wanted to be an example of what a life of betrayal can lead. 

 

For months the priest taught the man. He taught him of God’s word, forgiveness, abstinence of crime and the virtues of honesty and peace. He taught the man the story of a saintly figure, long passed. One who taught her people the merits of purity and Tahariae in a village gripped hard by the claws of the Betrayer. The man constantly engaged with the priest, asking questions, learning and discussing theology with him. 

 

But this didn’t change his or the situation of the outside world in the town. People continued to be brought in to die sick, or to die as punishment. The man saw fit in his freetime to preach to the other prisoners his story. The cost of a life of crime and betrayal, to give in to the temptations of the betrayer and his curses upon mortals. He preached to him in the style of the priest that there can be forgiveness given for sin, there can be a life of purity ahead. They ignored him, but he never gave up.

 

One day, the priest being led to the dungeons by a knight of the house heard the man preaching to the prisoners. It was then that the priest began to petition the lord for the man’s freedom. That he be taken under the church’s custody, that he will be given the life of a monk. Months of this led the lord to relent, handing the man over to the town’s church.

 

From here the man was taught further the ways of God and guidance. Until he was mantled with priesthood and set off into the world to find a place that desperately needed the words of God. So, he left his town, giving a sermon on his final day. He told his story from beginning to end until he grabbed his bags and walked onto the road, outside of the town.

 

The man continued his life as a traveling preacher. Each stop he stayed longer than the last, guiding and chaperoning the destitute of whatever land he arrived in. He taught the poor, the foul and the downtrodden in a life of purity and the words of God.

 

The Story of Angharad, The Chaperone.

 

From remembrance of this Cleric of the past did Tahariae build his framework for a renewed Legal Codices of Mortal Collaboration. The return of the manifestation of Purity & Justice upon Descendants from the heavens needed a new, strict, set of guidelines. One where there would be no room for the mistakes of the past; one that is guaranteed to succeed. With the failures of Order, Purity & Justice needed to reign once and for all. A realm where the tainting grips of Aengudaemons, the Void, Inferi and Ibleesian sorceries and creatures, was finally excised. Drowned in the sea of Purity, and burnt in the fire of Justice.

 

But, dikaiosis is a hard-won privilege. Worthy mortals, ones that have the fortitude to withstand the lies and temptations of the curses, Divine and Infernal are hard to come by. Descendants have long been tainted since the Betrayer’s first lies were set upon their ears. But worthy mortals are not impossible to find. 

 

For every hundred men there are only one or two that embody these values. The ones that are able to plant the seeds, to carry the banner, to guide Descendants and purify the dark. Rarer are those who embody these facets that don’t hand their soul over to the madness of the Aengul of Courage, or any other being foul and destructive to their soul. 

 

Men are fickle beings, but with the death of his dear brother Xan. Though mad as he was in his final years, this was the last straw. There must be someone who will take up a similar burden. For it was either the coward Eshtael awakens to bring balance, begging Aeriel, left to her devices guiding souls, to pick up the slack of the ones still alive. Or for mortals to sunder their souls to the madness of Malchediael in his ever burning crusade. Not even counting the Daemons and the creatures and magics of Ibleesian or Infernal make.

 

But there needed to be someone. One who would see the Descendants raised up to their former position, before the Betrayer set his eyes on them, before the Inferi started invading their realm, before the Aengudaemonica lowered themselves to claim Mortal souls in an attempt to emulate Iblees, to stem the damage, and before the Void was tapped into like an evergreen for sap.

 

But nowhere did it say he had to descend, nowhere did it say he had to be a figure in his adherents' lives outside of the being who gave them their first blessing. This was the reinvention of the idea; He would have mortal agents again. But, he would make of them self-sufficient soldiers. He would not be a figure in their lives, some being to pray to, give reverence to or even exist outside of passing thoughts and visions in their duty. This was his law and this was his divine form of Jusnaturalism. 

 

The Jurisprudence of Tahariae, Aengul of Purity & Justice.

 

So as inhabitant of Zecharael’s realm and mantle. Tahariae would put the strict, rigidness of this concept of legality and apply it to his purpose. For that is what was lacking in each of his attempts at mortal agents, strictness and a rigid code of some pseudo-divine legalism. For too long was Justice left at the wayside. Purity, his birthright mantle was always given free reign. But it was time to let justice take the reins and guide his hand.

 

So with a fine-toothed comb and the guidance of his new legal codices did Tahariae, Aengul of Purity and inhabitant of Justice set his gaze upon mortals once more. With a path fully unique and his own, Justice through Purity, Purity through Justice, he sent down but a miniscule fraction of his power. Let the mortals who grab it lead his charge; for Justice through his Purity will see the Descendants of the four finally made just in the eyes of God again, dikaiosis finally returned. Purity through his Justice will see the mortal realm finally made whole again, perfect and pure. Everything would be righted and returned as the way God made them.

 

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EXPLANATION

 

With the death of Xan and the apotheosis of Azdromoth; bringing about the start of the Age of Dragons. Tahariae, Aengul of Purity & Justice, reflected hard on the purpose of deific influence of the mortal realm. Coming to the conclusion that it is unneeded and unnatural and the consequences of the Daemon Iblees descending far outweighing any possible benefits. 

 

Aeriel is too busy to take over, Eshtael could care less, Malchediael is maddened and on his crusade and Xan, Xan failed in his crusade to simply kill one dragon. Something that should have been an easy task. Tahariae’s previous Clerics all failed him, Sordran failed him. Everyone around him for centuries has failed him constantly.

 

Tahariae thought again on if  it was, instead, unneeded and unnatural to leave the Creator’s creation to fend for themselves against the consequences of deific influence. Ibleesian creatures, Dark magics, Inferi, etc. Coming to the conclusion, that no, that something should be done to bring the mortal realm back to its natural state. Ultimately coming to the conclusion that he was the one, and the only one, right for the job. 

 

Tahariae then sought out those he deemed worthy to hold his mantles again. Bidding them then, to find themselves others they deemed worthy to carry on Justice & Purity throughout the world as its caretakers for him. It is this action that led to the creation of Tahariae’s Paragons.

 

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LEGAL TENETS FROM THE GILDED COURT

 

- The slaughter or desecration of another Paragon of Tahariae’s will is strictly forbidden. To do so will make yourself an enemy of Justice & Purity. You are Brothers and Sisters in arms, you will either work together or separately. You all have the same mission; so do not fight with one another. For then there will be no one to do your duty.

 

- To contribute to the spreading of Aengudaemonic, Dark and Infernal influence is to make oneself anathema. To willingly help my siblings, their servants and any number of Ibleesian creatures and the demons of the High Hells in their services. Is to make my blessings and mission inert and to make yourself an enemy of me. 

 

- No killing the descendents of the Four, should their actions be without harm to the Law and Descendants. No Paragon shall kill any Descendant unless they aid the Dark, Ibleesian and Infernal. We are above my siblings, not like them. If one who is Pure were to be found to aid or ally themselves with those beings and creatures of the Dark or Infernal. Or if a Paragon has found themselves to be targeted, hunted and assaulted by those who are Pure; then self-defense is a viable avenue. 

 

- Tahariae’s Paragons should demonstrate Purity, contributing nothing to the success of Deific, Dark or Infernal influence on mortalkind. Do not shirk the blessing I have deliberated tirelessly on giving you. Your blessing was mine to give and I can revoke it at any time. So use it in line with the law or forsake it for the rest of creation.

 

- Give your peers who are accused of darkness and impurity a fair trial and explanation, and give out fair punishment and penance duly for any crimes. To withhold a fair trial and to withhold the chance of explanation and judgment by peers is to go against the way of Justice. For I am not, and will not ever, be there to guide you. So any conflicts between yourselves in any severity must be laid to rest between yourselves in a conducive and satisfying way.

 

- Do not sell Descendants & servants of the Aengudaemons, Infernal and the Dark the blessings of my gift as tithe and charity. To do so will make yourself anathema & impure in my eyes. My blessings are not yours to give, they are yours to use in service to see a Just & Pure world. Selling and to give away them for your own gain is to make yourself akin to my siblings and the creatures of the Dark and High Hells. 

 

Spoiler

Redlines:

- Tenets are a cultural  ‘guidelines’ of group RP.

- Freedom in how a character interprets these tenets is encouraged.

 

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THE SCALES OF JUSTICE & PURITY

 

When one becomes a Paragon they are granted a Scale of Justice & Purity by their mentor. This scale is the device that allows a Paragon to manifest their abilities. These scales are crafted of refined ferrum and consist of two plates. Each plate symbolizes two aspects of a Paragon's abilities, Clarity, which represents Purity, and is symbolized by water, and Flare, which represents Justice, is represented by a flame. 

 

When casting, a golden flame will summon in one plate and a golden pool of water will summon in the other. Then, based on if a spell is one of Justice or Purity, the scale will tilt in the direction of that spell. When casting abilities Paragons will weave either the flames or the water that has manifested in their scale’s plates. 

 

Mechanics
Paragons are capable of casting both offensive and/or defensive/supportive abilities. To do this Paragons must garner Clarity and Flare through engaging in combat or by using passive amounts. When combat begins, a Paragon can gain 1 point of both Clarity and Flare by landing a non-incapacitating strike on a Defiler or they can gain 3 points by executing one. Paragons can only store an amount of both flares and clarity that is equivalent to their tier. When outside of combat Paragon's have passive Clarity and Flare equivalent to their tier. These units when used, regenerate every 12 OOC hours.

 

[Tier 1]  1 Clarity, 1 Flare

[Tier 2]  2 Clarity, 2 Flare

[Tier 3] - 3 Clarity, 3 Flare

[Tier 4] - 4 Clarity, 4 Flare

[Tier 5] - 5 Clarity, 5 Flare

 

Casting/Connection RP Mechanics
When casting Paragons utilize either the flare (flame) or clarity (water) within their scale. To do this Paragon’s must first connect and channel their powers around their scale. This involves them equipping their scale and connecting to it (1 emote). When connected to a scale a golden pool of water as well as a golden flame will manifest on each plate. Along with this a white ring will form around the opposite wrist of the arm which holds the scale.

 

Paragons may then use their free hand to wield either the flame or water within their scale to cast abilities. When casting healing abilities this will often involve them using their free hand to pool water from their scale and apply it to wounds and injuries of the one they are healing. When fighting, a Paragon could be seen pulling flame from their scale and applying it to their sword or onto a cursed item to break the enchantment! 

 

Spoiler

Redlines:

- The fire in the scale, unless being casted in a spell, cannot be used to harm.

- Scales must be ST signed as a significant magical item to be used in RP.

- Can only be made out of Ferrum.

- The durability of the scales is akin to that of Black Ferrum.

- Cannot be enchanted with other magics or alchemy.

- Scales are bound to the one they are created for.

- Only one scale can be bound to a Paragon at a time.

- Scale creation cannot be performed in combat.

- Scales cannot be given out to anyone. 

- If a scale is not physically accessible by a Paragon for over 24 hours it loses its blessings.

- If the scale is broken, the Paragon is incapable of casting.

- Scales cannot be shared between other Paragons.

- Scale items must directly state who they belong to.

- Scales can be blessed starting at T5 once a Paragon is taught “The Stag’s Balance.” Otherwise they will have to be blessed by their teacher.

- When a spell is being cast through the scale, if the scale is dropped, destroyed, or released from the Paragon, or if the Paragon’s attention is separated from the spell the spell fizzles out immediately. Scales must be in full contact with the Paragon's body.

- Fires from the scale persist in all environments until its resource pool is used up or the scale breaks. The water never spills from the scale.

 

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CONNECTION

 

Overview

When a master Paragon has deemed their postulant worthy. They will manifest their scales, holding it before the student. They will be asked to place their hands on the top of the scales, watching as the plates unbalance and seek to reach an equilibrium. If the justice and purity of a Master Paragon sees in them a soul unmarred and fit for service the plates will balance out as the scale reaches an equilibrium in perfect symmetry. Showing their Pure & Just soul, now able to be gifted a Scale. Though, once you are in his service, while you do not give your soul, your soul is forever barred from other deities and magics, sensing his light on the scales and his presence on you. Unless the blessing is revoked.

 

But, if one were to be of the Dark, have a soul in service to another deity or have a soul unfit for Tahariae. The scales will fail to balance out. Their fate in Tahariae shunned and deemed impure and unfit for his service.

Mechanics


Redlines:

- Paragon’s must be Descendants with an unchanged soul to be connected.

- Paragonalism is a 3 Slot Deific Magic. 

- Upon death Paragons undergo the monk revival system.

- When a Paragon PKs, There is no afterlife within Tahariae’s realm. They will instead go to where their base race goes. 

- While connected to Paragonalism a Paragon cannot become another mage. Either Deific, Dark, Infernal or Voidal.

- This is a learned ritual, meaning that it cannot be performed unless known and acquired through having it marked on the Paragon’s accepted MA.

 

Compatible 

- Alchemy

- Bardmancy
- Housemagery

- Descendents 

- FA Seer & MA Seer

- Kani

 

Incompatible 

- Non Descendents

- Klones

- Blood Magic

- Voidal Magic

- Dark Magic (Mysticism, Necromancy, Naztherak etc.)

- Other Deity Connection (Templarism, Druidism, etc.)

- Lesser Descendent souls
- Constructs (Golems, Automaton, Machine Spirits, Sorvian)

- CAs such as Azdrazi, Musin, Inferi, Kha, Cursed Children of Ixris, etc.

- Palmreading

 

 

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DISCONNECTION

 

Overview

If one has been found to be taking Tahariae’s word and laws as mere suggestion, showing lax in their duty of Purity through Justice, or have been aiding other Aengudaemonica, Infernal or Dark beings, they may find themselves before a council of 3 Master Paragons. Should the accused Paragon be fully constrained a means of a hearing will be held in which 3 Master Paragons present their scales, fire and water dwelling within each. The processes of this trial are at the hands of the accusers, however should each Paragon deem the accused guilty of no longer serving their purpose as such representing an imbalance in each of their spells, the accused will be stript of their blessings.

 

This ritual requires 1 connection emote, 5 channeling emotes, and 1+ casting emotes from each Paragon. With each channeling emote, a ring forms around a limb or part of the accused Paragon’s constrained form akin to shackles. Once channeling is completed, a Paragon may cast their decision of guilty or not. 

 

If one is found guilty of their accused crime(s) the shackles will tighten, their personal Scale will begin to lose their sheen and blessings, returning to a mundane item. As their being is filled with an immense sense of judgment, despair and shame for their action(s), a consequence of being forcefully forever separated from the flock of Justice & Purity, as the scales fizzle away. An emotional trauma that will stay with them in the face of any Deific, Infernal or Dark magic or being for 1 year (1 OOC week.) 

 

If the accused is found innocent, the shackles will fizzle off them, though leaving their magic inhibited for 1 month (1 OOC day.) A reminder that the stain of impurity is hard to wash away, and that work must be put into regaining trust. Both in the eyes of the congregation and in the eyes of Tahariae. 

 

Spoiler

Redlines:

- There must be a substantial reason to hold a disconnection trial. E.G. Selling Paragonalism, Knowingly aiding other servants of Aengudaemons, knowingly aiding Darkspawn, etc.

- This is a form of “Chaos Disconnection.”

- One must be T5 to perform this ritual.

- Should one perform this ritual, they cannot perform it again for 2 OOC weeks.

- Magic inhibition lasts only 1 OOC day.

- If a Paragon is disconnected, their soul cannot hold another Deific connection for 1 OOC week due to the emotional effects. 

- The emotional effects of disconnection are never severely intense. E.G. Will never cause suicidal ideation/action or madness.

- The emotional effects can be RPd for as long as the player wishes. But the trauma towards Deific and Dark magics/beings will be present for a minimum of 1 OOC week.

- This is a learned ritual, meaning that it cannot be performed unless known and acquired through having the knowledge of such marked on one’s MA.

- OOC targeting, metaplay, metagaming, etc. must be brought up to LoTC Staff.

- Tenets are a cultural  ‘guidelines’ of disconnection, however do not automatically disconnect an individual should they break them outright.

 

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ABILITIES

 

The spells and enchantments in which Tahariae’s Paragons perform demonstrate the two domains in which he rules, Justice and Purity.

 

Scale Creation Ability:

[T3] The Stag’s Balance  [Non-Combative] [ 4  Emotes : 1 Connect - 2 Channel - 1 Cast ] [5 Flare - 5 Clarity]

To represent the duty in which a Paragon is to perform, they are granted Scales as a source of casting their magicks.

Mechanics: A Paragon is capable of blessing a Scale which has been crafted from ferrum. This scale must have 2 plates to represent both Clarity and Flare. Further scale clarifications and guidelines are referenced in the scale lore above.

 

To create a Scale for another, a Paragon must first connect to their Scale. The first emote of channeling; a Ring representing the Flare will form around the flame, whereas in the second emote a Ring of Clarity will form around the plate holding the water. This Scale must then be placed above or beside the un-blessed Scale in which waters will flow and flame will spread onto the newly blessed Scale. This Scale must immediately be claimed by the one which will wield it through the Paragon in question, grasping the Scale and claiming it as their own.

 

Though in doing this, the Flare and Clarity need some time to recharge before they can be used to bless again.

 

Spoiler

Redlines:

- Only one Scale can be blessed per 1 OOC week.

- The scale must be ST signed.

- If the Scale is not claimed by the Paragon it was blessed for in 2 OOC days then the blessings will fade and the item will return to a mundane object.

- The fire from the Scales will not burn mundane objects.

- Fires from the scale persist in all environments until its resource pool is used up or the scale breaks. The water never spills from the scale.

- A replacement scale must be blessed by the Paragon’s teacher. 

- Once taught, a Paragon is able to submit a TA.

 

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Justice - Flare

Justice spells are spells that are designed to help Paragons carry out Justice for their Realm.  These spells take on a fiery aspect. The flames of a Paragon are golden and white in nature. Justice spells cannot be performed in combat until a Paragon has gained the amount of Flares required to cast them (see Scales mechanics.)

 


 

[T1+] The Stag’s Hide [Combative] [ 3 Emotes : 1 Connect - 1 Channel - 1 Cast ] [1+ Flare]

A Paragon is capable of using 1 Flare to weave the flames from their scale onto a shield of their choosing. 

Mechanics: A Paragon over the course of THREE emotes can enwreath their shield’s surface in a golden-white flame.  This creates a spell-barrier on the surface of their shield  for THREE emotes or if it is hit ONCE by a spell equal to the Paragon’s tier OR, TWICE by tiered spells below that of the Paragon’s. This only blocks spells if casted by one deemed as a Defiler.

 

This ability scales with tier, meaning that the higher tier Paragon the higher tier spells they can block. They can only block higher tier spells if they are both: the same tier or higher and if they have the matching amount of flares to the spell’s tier (e.g. T4 Spell means Paragon T4+ and has 4+ Flares Currently).

 

Spoiler

Redlines:

- Spells able to be blocked are respective to Paragon’s tier and below. (T1s are only able to block T1 spells, T2s block T2-T1 spells, etc.)

- This only blocks spells casted by a Defiler  or one directly aiding them in combat.

- Once the shield breaks or is deactivated there is a 3 emote cooldown before it can be cast again.

- Should a spell being blocked have a duration, it will only affect the 1st emote count on it if the spell tier is equal to or greater in tier, and if it is lower in tier it would only be able to block the first 2 emotes of it.

- This only affects spells in direct line-of-sight of the player.

 

[T2] The Stag’s Sword [Combative] [ 2 Emotes : 1 Connect - 1 Cast ] [2 Flare]

Paragons are capable of weaving a flaming sword from their scale.

Mechanics: After spending ONE emote connecting and ONE emote to cast a Paragon may summon a Stag’s Sword from the plate of their scale that holds their flame. This ability lasts for FIVE emotes and may be continued at the cost of ONE Flare per 3+ emotes. Those hit on exposed skin by the weapon should they be a Defiler would find themselves affected by a horrible warm-yet-chilling sensation. This chilling sensation would last for 2 emotes after being struck. 

 

This sword spans 2 meters in length and resembles that of a typical longsword. It holds the density of ferrum during the duration of its summoning and holds a sharp edge as well. This can be destroyed with 2 direct blunt strikes.

 

Those struck would also find a gnawing voice or whisper in the back of their mind, casting judgment and insult upon them for their actions that lead them to their current state during the effects duration. This voice mimics that of the caster’s own voice. Upon the affected individuals discretion this effect can last longer upon their character, serving as a reminder for their sins. 

 

Spoiler

Redlines:

- The scale of a Paragon must be held in one hand, whilst their summoned sword in the other.

- A hit must be on exposed skin.

- The sensation caused by this effect will disrupt spell casting.

-The voice and whispers will never be enough to cause severe emotional distress I.E. Will not lead to severe depression, suicidality, etc.

- If a Templar is hit by this. It in no way will trigger the Touch of Jophiael. Unless it is the 5th minor wound hit as per Touch of Jophiael lore.

 

[T3] Breath of Life [Combative] [ 3 Emotes : 1 Connect - 1 Channel - 1 Cast ] [3 Flare]

A Paragon is capable of feeding the flame within their scale to emit a large, bright flash around them to blind their enemies.

Mechanics: A Paragon, over the course of THREE emotes can hold their Scales before them as the flame within the plate holding such begins to grow with life. After spending ONE emote connecting and TWO emotes channeling, a bright light will emit from the scale in a 5 meter radius around the Paragon. Those who witness this will find all of their senses stunned over the course of ONE emote. This includes hearing, smell, sight, touch, etc. There is a THREE emote cooldown between casting this spell.

 

Spoiler

Redlines:

- The effects from blinding are not enough to stun, yet this flash will disrupt spell casting to those who flashes/bright lights would cease connection to.

- A telegraph must be performed with this spell.

- The flash will not expose disguises, polymorphs, etc. 

- The flash will not blind Seers and in general the blind.

- Turning your head away, or otherwise looking away from the flash will not cause the blinding effect. 

- After being cast, this spell has a three emote cooldown before being cast again.

- This spell does not go through walls.

- This spell does not affect anything physically below or above the Paragon.

 

[T4] The Shackles of Repentance [Combative] [ 5 Emotes : 1 Connect - 3 Channel - 1 Cast ] [4 Flare]

Paragons are capable of producing a  Fiery Ring from their scales as a means of restraining a foe. Paragons weave their flames to form a ring around them with a radius of 4 meters. From there if an individual is within this large Ring for the duration of 2 emotes they will become constrained as the Ring wraps around their form. 


Mechanics: A Paragon over the course of FOUR emotes can summon a large Fiery Ring from their scale that has a radius of 4 meters. This large Ring lasts for 5 emotes of constant channeling, meaning that the Paragon cannot move from their casting location. From there a Paragon can close the ring around them, rooting them for 2 emotes or until the target is incapacitated or slain, the Paragon is incapacitated or slain, the ring is broken, or combat ends. The Ring itself, if hit by a Voidal spell ONCE, is broken immediately. As well if the Ring is hit TWICE by any weapon, or other combative magic, is broken. Nullifying the spell.

 

Spoiler

Redlines:

- This spell will affect anyone.

- If the selected individual exits the 4m initial radius then the spell has no effect on them.

- The Ring and spell will also break if hit once by a Voidal spell, and broken twice by any weapon or other combative magic.

 

[T5] The Ring of Judgement [Combative] [ 5 Emotes : 1 Connect - 3 Channel - 1 Cast ] [5 Flare]

A Paragon can weave the flame within their scale to engulf an enemy creature - creating a barrier between them and their master’s control. 

 

Mechanics: Over the course of FIVE emotes, a Paragon will weave their flame around a creature within a 5 meter radius of them. After spending one emote connecting, then three emotes of spreading their flame on a creature within the radius, they are then able to sever the creature's connection from their caster/user on the fifth and final emote.

 

Spoiler

Redlines:

- If the creature exits the 5 meter radius then the channeling fails.

- Paragons can move at a rate of 2 meters per emote during this spell's channeling. 

- Paragons can continue fighting during this spell's channeling.

- The channeling of this spell is broken if the Paragon receives a fatal injury, is incapacitated, or is killed. 

- Necromancy creations return to being inanimate / lose control akin to an oculus being broken.

-Anchored ghosts will be weakened for 2 emotes. Their strength will be equivalent to when they were unanchored. I.E. Unable to give physical attacks. 

- Anchored ghosts are never unanchored. Their tether to their phylactery always remains.

- This cannot be performed on Voidally spawned creatures, automata, tawkin creatures, etc. 

 

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Purity - Clarity

Clarity Spells are spells that Paragons use to help those around them. These spells are utilized by weaving the water within a Paragon’s scale. This water is golden and has white speckles within it. Spells within this category can be performed outside of combat free of cost so long as a Paragon has unlocked that tier of spell and has learned it. However in combat, Purity spells cannot be performed in combat until a Paragon has gained the amount of Clarity required to cast them (see Scales mechanics.)

 


 

[T1] The Stag’s Ligature  [Non-Combative/Combative] [4 - Emotes : 1 - Connect - 2 - Channel - 1 - Cast ] [1 Clarity]

Using the waters of Clarity, a Paragon can weave the water from their scale to create a softball size, aurum density mass. 

Mechanics:

A cleric will manifest and weave from the water within their scale. To do this they will spend ONE emote connecting. Over the course of TWO additional emotes a Paragon will weave the water from their scale and into their hand and then onto their directed target. The water will have the consistency of a gooey paste during this time before hardening. Over the next THREE emotes the substance will have density, though not weight, similar to that of Aurum.

 

This can be applied over a wound to act as a bandage, over a broken bone to act as a splint, or even as a quick yet temporary adhesive. After the three emotes of hardening are completed, the salve will wash away as if it was natural water consistency once more.

 

Spoiler

Redlines:

- This cannot cause harm if ingested. 

- The paste will not heal wounds or fix broken bones.

- The paste will not have the properties of Aurum outside of density.

- This paste dissolves after the three emotes of hardening duration. 

 

[T2] The Stag’s Soul [Non-Combative/Combative] [ 4 Emotes : 1 Connect - 2 Channel - 1 Cast ] [2 Clarity]

Using  the waters of Clarity a Paragon can soothe and cure the minor curses and maladies of Dark and Infernal beings upon Descendants.

Mechanics:

Over the course of FOUR emotes. A Paragon can use the waters of Clarity around a hand to cure the curses from minor Mystic hexes, Necro plagues, Naztherak Boons & Banes, Dispel hauntings from ghosts/poltergeists. Weaving the water onto Malflame burns a Paragon can heal and cleanse them and the mark on the soul they cause, cleansing the scars as well to look as if an extremely faded scar from a Stag’s Wound healing, if not disappear completely depending on the severity of the burn.

 

Spoiler

Redlines:

- When a ghost is haunting/possessing someone they will be forced out of the body and made corporeal.

- Malflame burns, when healed, cleanse the mark on the soul, therefore the scar left behind will either be extremely faded or disappear completely. Up to the player.

- Naztherak Boons & Banes marks likewise will either be healed completely or extremely faded. Player’s choice.

- When healing Necromancy Pestilences, scars left behind will appear extremely faded.

- The emotional effects from Minor Mysticism Hexes will fade over 1 OOC day. 

- The physical effects from the Timegeist hex cannot be fully reversed, but as the geist is expelled, it would reverse some. 

 

[T2] The Sheen of Purity [Combative] [ 3 Emotes : 1 Connect - 1 Channel - 1 Cast ] [2 Clarity]

A Paragon, using the waters of Clarity, can give the properties of Aurum to a chosen individual’s weapon.

Mechanics: 

Over the course of THREE emotes, a Paragon, using the waters, a Paragon will weave it from their scale. Eyeing another person they will shoot the water outward to bind to the arm holding a weapon in a 10 meter radius of the Paragon. The weapon in their hand would take upon a wet surface, gaining a golden sheen to reflect this as well as the properties of aurum. This spell would last until a hit is made with it or after THREE emotes with no hits.

 

The weapon, until this spell is over, has all the properties of Aurum. Affecting everything that has an adverse reaction to Aurum.

 

Spoiler

Redlines:

- The weapon will revert to its original material once the spell is over.

- The prior material of the weapon is subdued or “silenced” until the spell is over.

- All redlines of Aurum and Aurum affected beings come into effect once this spell is cast.

- This spell cannot be used out-of-combat for Darkspawn testing.

- This spell will not work on ranged weapons.

- The weapon must actively be being wielded by the individual to work.

- The individual must be a descendant without a Dark or Deific connection.

- Can only be cast within a 10 meter radius, requires line of sight.

- This can be self-casted. 

 

[T3+] The Stag’s Wound [Non- Combative/Combative] [3-5 Emotes : 1 Connect - 1-3 Channel - 1 Cast ] [3-5 Clarity, depending on wound and Paragon’s Tier]

Paragons are capable of weaving the water within their scale onto a wound. 

 

Mechanics:

Scaling at specific tiers, the Paragon is capable of sealing flesh wounds and ailments inflicted on descendents. Over the course of THREE emotes, a Paragon will take water from their scales. Putting it in the palm of their free hand they can then touch the hand to the wound(s) of a descendent. The water within the Paragon’s control will then weave around the wound(s) to heal them.  

 

Wounds healed by the waters of Clarity form an ivory white scar. If a Paragon were to attempt to heal a wound above their tier they would find that the wound would fail to come together, leaving the injury as it was.

 

Wound Chart For Healing

[3 Clarity - T3+ - 6 OOC Hours]Minor Wounds: Scrapes, cuts, bruises, scratches, and lacerations.

 

[4 Clarity - T4+ - 12 OOC Hours] Medium Wounds: Lost hands/noses/ears/eyes/feet, broken bones, first-second degree burns, Malflame burns, necromantic wounds and punctures.

 

[5 Clarity - T5+ - 24 OOC Hours - Requires 2 Additional Emotes] Major Wounds: Lost limbs, third-degree burns, nonlethal organ damage. The Paragon is KO’d if a healing is completed at this tier. 

 

Spoiler

Redlines:

- Can only be performed on descendents.

- Cannot be performed on exposed darkspawn(Azdrazi, Mystics, Necromancers etc.)

- Cannot be performed on any being that holds a soul altering Voidal feat. (Arcane Scion, Void Stalker.)

- This does not heal non-fatal wounds nor save someone from the brink of death.

- This has no means of curing disease, poisons, etc. 

- Will not heal injuries above a Paragon’s wound tier.

- Will not regrow lost limbs or body parts.

 

[T3] The Stag’s Shedding [Non-Combative] [Combative] [ 5 Emotes : 1 Connect - 3 Channel - 1 Cast ] [3 Clarity]

Within the world there are a plethora of cursed objects and artifacts, these items having been used to spread curses, plagues, corruption and more. Items that enable the darkness Taharieae seeks to disrupt - items that must be purged. 

Mechanics:

A Paragon over the course of FIVE emotes, can weave their water/clarity around an item to break a curse on it. After spending ONE emote connecting, then THREE emotes weaving water around the item, then on the final emote the water washing off the item, the curse upon the item will be cleansed. This immediately destroys the curse rendering the item to its prior state to its enchantment / cursing. Curses under this purview are any curses belonging to those who are deemed Defiler (Naztherak cursed idols, major Mystic hexes, Necromancer Oculus, etc.)

 

Spoiler

Redlines:

- This can only be performed on event items and artifacts at ET discretion. 

- Players will need to /use the item if it is broken / destroyed.

- This can only be performed on items within a 1 meter radius of the Paragon’s casting hand. 

- This can only be performed on an item if the Paragon knows that there is a curse upon it.

 

[T5] The Stag’s Sacrifice [Non-Combative] [ 3 Emotes : 1 Connect - 1 Channel - 1 Cast ] [5 Clarity, 5 Flare]

One Paragon, at the cost of all their Flare and Clarity, may attempt a dire effort of saving a pure soul. 

Mechanics:

One Paragon may combine all of their Clarity and Flare as a means of saving one from a physical death. This task is extremely excruciating on behalf of the Paragon as well as the individual in which they seek to save. The Paragon must roll 20, and achieve a roll of 12 or higher for a success. Though, upon casting, successful or not, the Paragon would lose consciousness.

 

This can only be performed on someone dying from physical means through a wound that has been inflicted upon them. This cannot be performed upon a body which is already dead. Should this spell be successful, the saved individual is sent into a 24 OOC hour state of unconsciousness whilst they recover. If this spell is cast on an individual with supernatural or otherwise non-alchemical revival mechanics. The Paragon would find this spell would fail. Leaving the individual to die and respawn through their primary means. 

 

Spoiler

Redlines:

- Cannot be performed on any individual who has a current Deific connection, Dark magic or transformative CA. (Azdrazi, Mystics, Wights, Necromancers, Templars, Druids, etc).

- Can only be performed on descendents.

- Cannot be performed on someone who has died.

- This can only save someone from their physical wounds.

- The Paragon casting this spell will be knocked unconscious regardless of a successful cast or not.

- If this is being cast on someone with Klones the life of the intended Klone would be taken instead, requiring it to be remade. 

- If this is being cast on someone with other revival mechanics outside of Klones, the spell will not work.

 

[T5] Purity’s Mercy [Non-Combative] [ 7 Emotes : 1 Connect - 5 Channel - 1 Cast ] [5 Clarity]

By using the waters of Clarity, a Paragon can wash them over  a selected individual. Slowly wrapping it around their form the waters begin purifying a greater curse one might currently endure.

Mechanics: 

A Paragon will connect to their scales. A Paragon will then weave the waters from their scale over onto an individual. Over the course of 5 emotes they will engulf the individual in the waters/clarity. Over this duration the waters will begin to purge the curse within. On the 7th and final emote the waters will wash away onto the ground as the curse within the individual is cleansed. A Paragon can cure Corcitură, Lycanthropy. To perform this, the individual in question must be completely restrained.

 

Should one undergo this form of cleansing their mind becomes inflicted by the pains and discourse that this form of cleansing brings. Once one has been cleansed by this ability they gain a devout sense of fear and madness  from the ailment in which they were cured from. This leads the afflicted individual to take any means necessary to avoid related creatures, making them extremely fearful from interacting with them further.

 

Spoiler

Redlines:

- OOC consent must be given to perform this spell successfully.

- This spell can remove: Corcitură, Lycanthropy, etc.

- When performed on Cursed Children, the mark of Ixris is suppressed for 1 OOC month. 

- If restraint is broken, the spell breaks and fizzles out.

- Whilst one gains a madness/fear from the curse they are cleansed from, this does not prohibit them from gaining this curse again.

 

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WEAKNESSES

Weaknesses of Paragons

When one becomes a Paragon they take upon certain weaknesses that are a result of their devotion. These weaknesses go as follow:

 

The Void

Paragon magic, since it is a byproduct of creation, is inherently countered by Voidal arts. When a manifested Paragon spell is hit with a Voidal spell, the ability fizzles out and their concentration towards channeling it is broken immediately upon contact.

 

Should one’s scale be hit by voidal magics, the scale is unable to be used for a duration of 3 emotes after the effect ends.

 

Mental and Physical

The physical aspects of a Paragon are in no way limited or inhibited nor are they strengthened. The physical form of a Paragon becomes untouched, their prior state to taking upon the magic serves as their state whilst having the magic. Paragons are capable of taking upon grafted, moulded & lesser alchemical mutations, however they can in no way shape or form become a klone, machine spirit, etc.

 

As per the mental aspects of Paragons, they find themselves constantly reminded of their devotion to the world as well as the role in which the Stag plays in their lives. Often, Paragons find themselves seeing strange, momentary hallucinations or visions of the Stag. This stag appears in multiple forms, yet always it is ethereal. Whether it be the sight of a stag across the horizon, or the very antlers of it poking above the trees these visions constantly penetrate their mind. 

 

Corruption

Should a Paragon find their soul corrupted with the very aspects of the world they seek to bring justice to, they will become completely incapable of casting their magic during the duration of this corruption/curse. This includes malflame cursing, necrotic plague, becoming possessed, etc. During this duration the Paragon will endure multiple glimmers and hallucinations of an ethereal stag gazing upon them in a horrified manner, a highly amplified version of their regular sightings of such.

 

As well, the visions that occasionally plague them will remain a constant until the corruption is cleansed from them. The Stag an ethereal, constant reminder at their peripheral vision; of their now impure, tainted soul goading them until the taint is no more.

 

Should one’s scale be hit by corrupting magics, the scale is unable to be used for a duration of 3 emotes after the effect ends.

 

Spoiler

 

Redlines:

 

- Mental effects do not inhibit combat or roleplay, however they must be roleplayed and cannot be ignored.

- Visions caused by corruption will disrupt casting however a Paragon may still attack and defend oneself.

 

 

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TIER PROGRESSION

 

Tier One : 1 Week After Connection [1 Ring of Sacer Available]

Abilities : The Stag’s Hide, The Stag’s Sword, The Stag’s Ligature

Tier Two : 2 Weeks After Connection [2 Rings of Sacer Available]

Abilities : The Stag’s Soul, The Sheen of Purity

Tier Three : 3 Weeks After Connection [3 Rings of Sacer Available]

Abilities : Ring of Light, The Stag’s Lift, The Stag’s Shedding, The Stag’s Wound

Tier Four : 2 Month After Connection [4 Rings of Sacer Available]

Abilities : Shackles of Repentance, The Stag’s Sacrifice, The Stag’s Wound: Major Wound expansion.

Tier Five : 3 Months After Connection [5 Rings of Sacer Available]

Abilities : Ring of Judgement, Purity’s Mercy, The Stag’s Warmth, The Blessing of Light, The Stag’s Balance, Able to submit a TA

 

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PURPOSE

 

The purpose of this lore submission is to hopefully fill the lacking niche which is a “Cleric” upon the world that is LoTC. We hope that our version of a Cleric submission comes across as a gritty and “raw” form of Clerics. Our Clerics don’t necessarily come across as individuals who are angelic and pure, but individuals who have the highest grit among their peers for a better world and the need to survive. Our Clerics are intended to devote their lives to bettering those around them and becoming an example of what others should strive to be. We opted to split the magic between both combative and healing spells, inspired by the very old Cleric rewrite. In our origin we give one short, inspirational story for those that are a good example of our Clerics.

 

We hope that our work does not come across as confusing, but inspiring to characters. Even if this write does not go through, we hope that we inspire other writers and even the playerbase to give them ideas for their own characters and storylines!

 

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Citations

Woozerly - Writer & Prior Cleric Write Submitter

Qizu - Writer & Prior Cleric Write Submitter

 

Reviewers - Jentos, Pallodium (Credit to Pallodium as well for letting us use his Wound Chart,) Security.

 

Credit to Werew0lf / Squawk as well for the hitpoint idea of casting.

 

Tahariae Lore - https://www.lordofthecraft.net/forums/topic/238665-%E2%9C%93-aengul-tahariae-aengul-of-purity-and-justice/

Inspiration - 

https://www.lordofthecraft.net/forums/topic/148130-shelvedParagonalism-the-divine-warden/



 

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CHANGELOG

 

Spoiler

19/02/2025:  

- Changed Klone compatibility to incompatible.

- Clarified the effects and duration of The Stag’s Sword. As well as explicitly stating it needs contact with direct skin to work.

- Clarified wording on The Shackles of Repentance.

- Shortened wording on The Stag’s Balance.

- Clarified what mutations a Paragon is able to receive.

- Clarified Defiler.


 

image.png

 

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we ball again :3

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before i even put this in mag ON GOD take that shit outta spoilers this isn't going to be mystic 2.0

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No spoilers within spoilers

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32 minutes ago, woozerly said:

- If this is being cast on someone with Klones the life of the intended Klone would be taken instead, requiring it to be remade. 

this feels strange - is this saying that having ur life saved just severs the link to one of your vessels or that it entirely replaces a klone with another vessel and any mutations it has? 

 

34 minutes ago, woozerly said:

- This spell can remove: Corcitură, Lycanthropy, etc.

I feel like you might want to list out everything this can undo and not just leave it as etc.

 

35 minutes ago, woozerly said:

Paragons are capable of taking upon alchemical mutations, however they can in no way shape or form become a klone, machine spirit, etc.

 

35 minutes ago, woozerly said:

Compatible 

- Alchemy

- Bardmancy
- Housemagery

- Descendents 

- FA Seer & MA Seer

- Klones

- Kani

 

Feel like something got lost along the way - does the first thing imply Paragons can take on greater mutations without being in a alchemical vessel, or just "mutations" adherent to their respective pages?

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I like the flare / clarity system 

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remove me and @squakhawkfrom credits

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The issue I see, is that Taharie would not care for if the paragons aided him or not. Current lore page reflects Taharie is a cruel Anguel, who thinks ends justifies the means. He encompasses justice (Finally someone is showing he is not just purity) and purity. I know it doesn't matter in the grand scheme but to use Taharie's power should burden someone with the premise their character will not be spared from the judgement of the stag. 

I'd also like to this magic limited to half plate, that is all. +1, clearly a lot of thought went into this, formatting is well done. Core premise of being a cleric is there but also finally reflects Taharie's disgust for how intertwined the mortals have become with outside forces. chefs kiss

5 hours ago, woozerly said:

Wound Chart For Healing

This whole multi redline can be fixed, if you further clarify what a Defiler is, and probably add redlines to the defiler part cause it can currently be used as a way to meta game out others. Since it is a one sentence with no redlines for it even though its a core part of the casting. And read further for an issue I see with what is not being labeled as a defiler.
 

5 hours ago, woozerly said:

Those struck would also find a gnawing voice or whisper in the back of their mind, casting judgment and insult upon them for their actions that lead them to their current state during the effects duration. This voice mimics that of the caster’s own voice. Upon the affected individuals discretion this effect can last longer upon their character, serving as a reminder for their sins. 

This is amazing! Its a high risk high reward ability, 

 

5 hours ago, woozerly said:

[T3] The Stag’s Shedding [Non-Combative] [Combative] [ 5 Emotes : 1 Connect - 3 Channel - 1 Cast ] [3 Clarity]

I'd personally like to see a cooldown associated with any spell, that can just cleanse others hard work. As to not allow someone to go around and spam cleanse. 

5 hours ago, woozerly said:

Defiler - One that offsets the naturality of the world; explicitly those of undeath, necrotic,  ectoplasmic, infernal mages and creatures.

This should include Angueldemonic influenced as well. Just seems a lil odd to not include it when your explanation states that Taharie finds all influence wrong. 

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7 hours ago, woozerly said:

Incompatible 

- Non Descendents

- Blood Magic

- Voidal Magic

- Dark Magic (Mysticism, Necromancy, Naztherak etc.)

- Other Deity Connection (Templarism, Druidism, etc.)

- Lesser Descendent souls
- Constructs (Golems, Automaton, Machine Spirits, Sorvian)

- CAs such as Azdrazi, Musin, Inferi, Kha, Cursed Children of Ixris, etc.

- Palmreading


For the love of all the deifics and infernals aside from Tahariae.

Cursed Children arent CAs! Its fine that their incompatable but get it right!

Pretty based otherwise



Boy hit by car was waving baseball bats

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Nice looking lore! I am just nitpicky with a few parts that /could/ benefit from a bit more clarification, if you may.

 

8 hours ago, woozerly said:

This sword spans 2 meters in length and resembles that of a typical longsword. It holds the density of ferrum during the duration of its summoning and holds a sharp edge as well. This can be destroyed with 2 direct blunt strikes.

 

Those struck would also find a gnawing voice or whisper in the back of their mind, casting judgment and insult upon them for their actions that lead them to their current state during the effects duration. This voice mimics that of the caster’s own voice. Upon the affected individuals discretion this effect can last longer upon their character, serving as a reminder for their sins. 

8 hours ago, woozerly said:

- The sensation caused by this effect will disrupt spell casting.

 

What you wrote here implies that you can counter every single magic casting for 2 entire turns after hitting an enemy by simply spending a few flame points and activating a spell for 2 emotes in total, flame points that, I might mention, regenerate every single time you hit someone. Wouldn't that make it a spell that basically lasts forever,  has effects stronger than Thanium while not hindering your ability to cast other things as a mage?  (Also you didn't mention how the attack should touch the enemy, meaning one may probably lose spellcasting powers even if protected by armour/not being harmed by the hit/grazing hit whatsoever. Maybe mention they have to be stabbed/staggered for it to work? Not that important either way, but I could see some people trying to cheese fights by saying "As *insert paragon name* was getting pummled by *insert edgy darkspawn name*, *paragon name*'s sword fuller hit *darkspawn*'s armoured side in recoil, disabling their casting for two turns" ). Moreover, you should mention which magics this thing could actually affect, if you wish.  There are some who can cast even if they are in tremendous pain, and so a chilly sensation just won't cut it, and many darkspawn have more magics under their belt than just the "defiled" ones.

8 hours ago, woozerly said:

From there if an individual is within this large Ring for the duration of 2 emotes they will become constrained as the Ring wraps around their form. 

 

Okay so this one seems great. Looks balanced and fun to play with. Having the void disable it would also be a fun mechanic, even though you may mention other magics can affect the ring, as to not create confusion with players trying to defend themselves, just to be told their magic is unaffected by whatever reason. You don't have to make it weak to them as well, but maybe saying they need to be hit by 2 different mundane spells/2 continuous emotes of a spell hitting it?

image.png.b5c0d6d18581f91d4050e053ab1f390b.png

Also do explain how the enemy is constrained? What can they move/not move? 

 

 

 

Other than that, a damn good lore post, I truly hope to see it accepted!

 

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NIX COMPATIBILITY WITH KLONES THEY ARE LAME

edit: why are they lame? because they allow you to escape the consequences of your actions despite Tahariae being the justice guy

 

otherwise this is lovely, big fan

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