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[✗] [Magic Lore] Arbiters of Tahariae

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ORIGIN AND TAHARIAE

 

During the first war, many descendents were left powerless against the forces of ruin and darkness that tore through their homelands. Seeing this, Tahariae convened directly with these lost and suffering peoples to bestow upon them his blessings and boons. In this, they became the first of the clerics.

Through antiquity, Tahariae’s following of clerics have been marred by the unworthy, falling to inaction, insufficiency, and even becoming that very darkness which they had sought to purge. For this reason, the clerics were sundered, a tarnished stain upon Tahariae’s name.

 

However, following Azdromoth’s apotheosis, and the death of his beloved brother, Xan. Tahariae sought to not give up upon the endeavor of a mortal following; but to reinvent the idea, though no longer in the image of the now-dead Lion’s paladins, nor in the image of the once-sundered clerics.

 

Thus now he scrutinizes his Arbiters closely- for they are the means to justify the ends, and He is the judge, jury and executioner of His vision, in service to the purity that the creator initially bestowed upon descendantkind.

 

 

Spoiler

REDLINES

❖ Arbiter is a three [3] slot deific magic.

❖ Arbiter is incompatible with all other Deific, Voidal and Dark magics (with the exception of Seer).  

❖ Arbiter is incompatible with all CAs.

❖ Arbiter is incompatible with the Corcitura, Cursed Children, Heraldry, and Vivification FAs.
❖ Arbiter is incompatible with any race other than the Descendent Races: Humans, Orcs, Elves and Dwarves and halfbreeds of these races. 

❖ Arbiter is incompatible with Tawkin mutations and Klones.

 


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VISION OF PURITY

 

The vision of purity is the creation of a mortal world inherited by descendant-kind without impurities, without the meddling of the deific and daemonic. Arbiters are a mere extension of this higher will, that serve only to enact this sole imperative, entrusted unto them by Tahariae. The mortal world of ‘purity’ which they are guided to create is one where they are the sole Arbiters of Justice. This world is their domain and right as an extension of Tahariae’s will.

 

An ‘Impure’ being is defined as any descendant who has forsaken the pure nature gifted to them by the Creator, either by having their soul altered by any means or those who are under deific or daemonic influence.

 

Spoiler

REDLINES

❖ This purpose does not require an ST-intervention or ST-led disconnection. It is up to other existing clerics to interpret and enforce this purpose in the way they best see fit.

❖ ‘Impure’ beings include, but are not limited to: Naztherak, Inferi, Cursed Children, Mystics, Wights, Ghosts, Necromancers, Undead, Voidstalkers, Arcane Scions, Machine Spirits, Templars, Shamans, Druids, Palmreaders, Lycanthropes, Corcitura, Azdrazi, Ordained Heralds, Feat Heralds, and Klones.

❖ For all instances where ‘holy mages’ are mentioned, those include: Templars, Druids, Palmreaders, and Shamans.

 


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MANDATE OF JUSTICE


These are the guiding principles that have been bestowed upon the Arbiters of Tahariae, and expectations to follow these mandates are written through their very being. To betray these mandates is to betray their purpose, and Tahariae has no use for those who can not or do not act to fulfill His purpose.

 

I. “Woe to those that turn against Me and My mission, for they must be cast out of thy ranks.”
There is no tolerance for corruption, rebellion, or inaction within the ranks of Arbiters. Tahariae has no need for a tool that does not fulfill its purpose. 

 

II. “Woe to those who refuse to protect and heal the innocent, to return to purity what has been rendered impure.”

Arbiters have an obligation to protect those that are pure, and to cleanse and guide those that are lost from the vision of purity. 


III. “Woe to those who let the impure, the beings of darkness and influenced by corruption, walk free when they cross thy path.”
Arbiters have an obligation to purge the impure that can not be cleansed, with the exception of other holy mages.

 

IV. “Woe to those who lose sight of My mission. The strife of mankind is not to distract thy from My mission.”

Arbiters have an obligation to abstain from participating in wars, or otherwise killing and harming descendants without just cause.

 

Spoiler

REDLINES

❖ These mandates do not require an ST-intervention or ST-led disconnection. It is up to existing clerics to interpret and enforce these mandates in the way they best see fit.

 

 

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ARBITER’S AUTHORIZATION

 

The connection of an Arbiter is a grand event, as one commits their dedication to enforcing The Mandate of Justice, and the virtues that Tahariae embodies. Should an Arbiter find one who is worthy enough to authorize as a fellow enforcer of purity and justice, and with their will alone, they may grant another the blessing of Tahariae.

 

Spoiler

MECHANICS

[5 EMOTES] [1] PRAYER + [3] CHARGES + [1] CAST

In order to be authorized as an Arbiter, an aspirant must stand before an Arbiter that intends to connect them, having mastered the power by reaching Tier [5] and having learnt the miracle. The Arbiter must then sanctify up to a ten by ten [10x10] area near a Font of Renewal that will form the tribunal, creating columns formed of water within the area akin to marble, along with any seating, stands or other aesthetic effects for the crafting of a tribunal area.

 

The topics that are discussed during the tribunal are largely freeform. The aspirant could debate, be made to prove their memorization of the Mandates, discuss their convictions and hopes, or bring proof of a completed task to the tribunal. Whatever method of discernment is made, at the end of the tribunal the Arbiter must vote on whether the aspirant’s efforts were worthy or not.

 

Should the aspirant receive a vote in favor, the aspirant will then need to wade into the Font of Renewal, and in a near-blinding flash of light their soul is authorized with Tahariae’s will.

 

Should the aspirant receive a vote not in favor, the latent grace within the Font of Renewal will reject the aspirant, not allowing them to wade in, and they will be able to try again at a later date.

 

REDLINES

❖ OOC and IC consent is required to pass on Tahariae’s blessing. Should the connection miracle be performed on an unwilling participant, it will have no effect and fail.

❖ This miracle can not be performed during combat.

❖ This miracle must be performed near a Font of Renewal.

❖ The connection ritual is considered rare knowledge and must be taught to a tier five [5] Arbiter prior to applying for a TA. It cannot be inferred or observed passively.
❖ An approved TA must be accepted in order to connect a new Arbiter.

 

 

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WEAKNESSES 

 

[T1] [PASSIVE] MENTAL EFFECTS Tahariae’s blessing causes Arbiters to carry with them the constant feeling as though someone or something is judging them from just out of sight, as though Tahariae wishes for them to remember his expectations. This can, at first, be quite a nerve racking feeling, which can cause bouts of anxiety, stress, and even paranoia in new Arbiters, though eventually the feeling will fade to an uncomfortable itch in the back of one’s mind.
 

Spoiler

REDLINES

❖ This is not intended to bind the character to a static one dimensional personality, but rather create a narrative of relying on a greater power than oneself.

❖ Arbiters are not forced to roleplay having any sort of mental illness or anxiety attacks, this is only meant to be a flavorful underlying stressor within an Arbiter’s life.
❖ Arbiters who are tier one [1] will be most heavily impacted by this sensation, and it will fade to an uncomfortable, though bearable, feeling over the period of time that it takes to reach tier five [5].

 

 

[T1] [PASSIVE] PHYSICAL EFFECTS Tahariae’s blessing places a unique strain upon the Arbiter who has been authorized to carry out his will, and the mortal form is not a perfect vessel for his will. Arbiters are unable to wield two-handed weapons, nor are they able to wear heavy plate armor due to the strain that is placed upon their form.

 

Spoiler

REDLINES

❖ Upon being connected, Arbiters become unable to wield two-handed weapons, and are unable to wear heavy armor.

 

 

[T1] [PASSIVE] VOIDAL WEAKNESS Tahariae’s blessing, while powerful, is not infallible. When an Arbiter is wounded by three [3] voidal spells of tier three [3] or higher, within a single combat encounter, they become tainted. When tainted, their blessed waters take on a dark and murky appearance and Arbiters are unable to perform any combative prayers until they cleanse themselves at a Font of Renewal.

 

Spoiler

REDLINES

❖ In order for a measure of taint to occur, the cleric must be directly wounded by a voidal spell of tier three [3] or higher. For example, striking their armor would not cause the taint to occur.

❖ The taint does not stack beyond the three [3] hits, additional hits do not worsen the effect.

❖ In order to cleanse the taint, a freeform miracle must occur at a Font of Renewal, where a cleric either prays before the Font or wades into it, over the course of three [3] emotes. This freeform miracle can not occur during combat.

 

 

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BLESSED WATERS AND RELIQUARIES

 

[T1] [PASSIVE] BLESSED WATERS are the method through which all Arbiters are able to perform miracles and cast their prayers. In order for an Arbiter to be able to utilize their blessed waters, they must have a Reliquary in hand, and be able to maintain focus upon their spells.

 

Spoiler

MECHANICS

Blessed Waters are the physical manifestation of Tahariae’s blessing which every Arbiter receives upon being connected. When an Arbiter attempts to draw or call upon the latent blessing within them, it is these blessed waters which allow them to perform their litany of prayers and miracles.

 

When an Arbiter casts a prayer, they must always physically recite a freeform prayer or verbal uttering of some form while one hand clutches at their Reliquary. These prayers are most commonly directed to Tahariae, but they may also be offered to other beings or entities instead. Arbiters do not have a sustained connection, they must repeat this process for every single prayer that they cast.

 

An Arbiter’s prayer will be interrupted or broken if they receive a moderate wound, such as deep cuts and gashes or being stabbed. An Arbiter’s prayer will also be interrupted if they are unable to speak, such as being stunned or silenced.

 

When an Arbiter performs a prayer, it must always be accompanied by a magical tell. These tells can vary for flavor, but must always remain within the silver, white, or blue color set and must retain a watery or shimmering light appearance.

 

REDLINES

❖ All Arbiter prayers must be casted with an appropriate magical tell, with white, silver, or blue themes. Arbiter prayers may not be ‘stealth’ casted. 

❖ Prayers must be spoken in  #RP or #S on the prayer emote in order to be cast, and this prayer emote must be chanted for each prayer. 

❖ Prayers are unable to be used, or will be otherwise interrupted, if the Arbiter is unable to speak, such as being stunned, silenced, in too much pain to speak, etc. An Arbiter’s prayer will be interrupted or broken if they receive a moderate wound, such as deep cuts and gashes or being stabbed, or if they are involuntarily displaced or moved, such as being knocked back or knocked down.

❖ Arbiters can move and defend themselves while they are casting their prayers, but can not attack or sprint in the same emote.

 

 

[T1] [ITEM] RELIQUARIES are the casting implement through which an Arbiter may utilize the blessed waters. A Reliquary may be crafted through a freeform miracle, in which a trinket, a censer, a staff, scripture, or other item, is bathed within the blessed waters found at a Font of Renewal.

 

Spoiler

MECHANICS

An Arbiter’s Reliquary is what allows them to call upon their Blessed Waters, by bathing an item within the waters of a Font of Renewal. This process imbues the Reliquary with a connection to the Font of Renewal, allowing it to create the blessed waters needed to perform an Arbiter’s prayers.

Additionally, an Arbiter’s Reliquary gains one [1] unique noncombative effect, which can be chosen from the following when it is created;

❖ Calming: When an Arbiter touches their Reliquary, they will be soothed of sorrow, grief, and rage.

 

❖ Bolstering: When an Arbiter touches their Reliquary, their resolve becomes steeled, driving away fear.


❖ Lighting: When an Arbiter touches their Reliquary, it illuminates akin to weak sunlight, offering a light torchlit reprieve.

 

❖ Learning: When an Arbiter touches their Reliquary, it translates all mundane languages OR one [1] magical language (with the exception of Seer’s Caecic) into a language that the Arbiter knows.

 

REDLINES

❖ An Arbiter’s Reliquary can not be a shield, a piece of armor, or a weapon. It must be an item that is held in at least one hand and has religious or holy significance to the arbiter. Items that could be a Reliquary include: pendants, rosaries, books of scripture, holy trinkets, censers, staffs, and handbells.

❖ An Arbiter’s Reliquary can be worn, such as an amulet or piece of jewelry. However, in order to cast a prayer one hand must be clasped upon the trinket for the duration of the connection, charge, and cast emotes.

❖ An Arbiter may have multiple Reliquaries, but may only make one [1] a week.
❖ An Arbiter’s Reliquary must be as easily disarmable as any holdable weapon would be.

❖ An Arbiter’s Reliquary can be shattered with three [3] direct hits.

❖ The unique effects of an Arbiter’s Reliquary offer no benefits within combat. 

❖ An Arbiter’s Reliquary can only be created at a Font of Renewal.

❖ Upon creating a Reliquary with the effect of Learning, an Arbiter may choose one [1] of the following options for it to translate: All mundane languages, Flexio, Ilzakarn, Al'tahrn-Durngo, or Lower Draconic. Other languages not listed here may be approved at ST discretion.

❖ For an Arbiter’s Reliquary to be deemed valid, it must be signed by ST and have the “Significant Magical Item” tag.

 

 

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TIERS


[TIER ONE] IMMEDIATE POST CONNECTION

PRAYERS: Prayer of Weaving, Prayer of Lessening
MIRACLES: Tahariae’s Blessing

 

[TIER TWO] TWO [2] WEEKS POST CONNECTION

PRAYERS: Prayer of Calming, Shore your Resolve, Mending
MIRACLES: Miracle of Lesser Healing

 

[TIER THREE] ONE [1] MONTH POST CONNECTION

PRAYERS: Summon Steed, Shield of Faith. Intervention
MIRACLES:  Miracle of Lesser Purging

 

[TIER FOUR] TWO [2] MONTHS POST CONNECTION

PRAYERS: Prayer of Rescuing, Supreme Verdict
MIRACLES: Miracle of Greater Healing

 

[TIER FIVE] THREE [3] MONTHS POST CONNECTION

PRAYERS: Prayer of Judgement, Sanctuary, Mercy
MIRACLES: Miracle of Greater Purging, Miracle of Exaltation, Miracle of Consecration

 

 

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LITANY OF PRAYERS

 

[T1] [NC] [ACTIVE] PRAYER OF WEAVING An Arbiter will find that they are able to utilize their blessed waters, and the waters around them in new and skillful ways to create harmless heavenly effects.

 

Spoiler

MECHANICS

[2 EMOTES] [1] PRAYER + [1] CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to bend water to their will for the purposes of depicting stories and creating heavenly effects within a range of five [5] meters around them. Though this prayer is largely freeform, it is meant for the purpose of flavorful roleplay and storytelling.

Effects include: Bending and moving existing water, creating water with their Reliquary, shaping water to depict a scene, and refracting light off of a water’s surface akin to a prism to create a rainbow of colors.

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The Arbiter lifts one hand causing the water to flow forth in kind. In an ethereal display the water surges around their form, the surface rippling as shapes begin to form along its surface. That of a man knelt in rapt worship before a stag statue.

 

REDLINES

❖ These effects must occur within a range of five [5] meters of the Arbiter.

❖ These effects will dissipate upon the start of combat.
❖ These effects can not be used to injure or harm anyone in any capacity.

❖ If water is created with this prayer, the water will dissipate upon the start of combat.

❖ This prayer has no maximum amount of times it can be used a day.

 


[T2] [NC] [ACTIVE] PRAYER OF CALMING An Arbiter may sanctify an area with soothing rains that numb all physical pain, and ease intense emotions such as grief, fear, and rage.

 

Spoiler

MECHANICS

[3 EMOTES] [1] PRAYER + [1] CHARGE + [1] CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to sanctify calming rains within a five by five [5x5] area. Those within the area will feel numbed of all pain, and their emotions will mellow and ease. Intense emotions such as grief, fear, and rage become easier to bear.

Revealed Impure beings will instead feel agitated within this area. As though suddenly afflicted with a great sensation of being watched, as though their every thought, feeling, and action is being judged. They will benefit from none of this prayer's other effects.

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The water that pools out of the reliquary shifts and surges overhead, a reflective pool mirrors sky and earth in a small area just above the Arbiter as they stand before the grave of a fallen comrade.

 

❖ The Arbiter’s hand drops, and with it that pool of water begins to weep. The gentle rain that falls patters upon the Arbiter’s shoulders, soothing the grief that twists at their heart. Leaving them only with a dull ache.

 

 

REDLINES

❖ The five by five [5x5] area must be placed within a range of five [5] meters of the Arbiter.

❖ This area lasts for up to two [2] narrative hours, and dissipates if the Arbiter no longer has line of sight to the area – or if the Arbiter casts this prayer again in a different area.

❖ These effects will dissipate upon the start of combat.
❖ These effects can not be used to injure or harm anyone in any capacity.

❖ If water is created with this prayer, the water will dissipate upon the start of combat.

❖ Sources of mundane fire within the area will be put out.

❖ This prayer can not be used to alter mundane weather. The rains are formed of blessed waters from an Arbiter’s Reliquary.

❖ The Arbiter can not use this prayer to force certain emotions onto the players affected. It is up to the discretion of the affected players how much the prayer affects them.

❖ The target is considered revealed if the Arbiter is aware of the fact that they are impure, such as having witnessed them use impure magics through the course of combat.

❖ This prayer can not be used to metagame or ‘darkspawn test’ by any means. Using this to metagame is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.

❖ This prayer has no maximum amount of times it can be used a day.

 

 

[T3] [NC + C] [ACTIVE] SUMMON STEED A stag formed of blessed water can be called forth to bound out of the Arbiter’s Reliquary. This steed can then be used to assist the Arbiter with long treks through the descendant realm, and is otherwise a stalwart and unflinching companion.

 

Spoiler

MECHANICS

[3 EMOTES] [1] PRAYER + [1] CAST + [1] MOUNT 

An Arbiter may call upon their blessed waters through their Reliquary in order to call forth a physical manifestation of Tahariae’s blessing in the form of a stag. This steed can then be used to assist the Arbiter with long treks through the descendant realm. It is only able to be used as a mount and serves no other purpose. It is not an independent summon and can not attack or defend.

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The water that pools out of the reliquary shifts and surges forwards, taking shape beside the Arbiter’s side as an ethereal Stag of shimmering waters. The creature stares forth with a stoic disposition, saddled and ready for a long trek.

 

❖ The Arbiter hooks one boot into the saddle’s stirrup, with one leg swinging over in order to seat themselves atop their steed. With a deep breath inwards, they steel themselves for the long journey ahead.

 

 

REDLINES

❖ This steed is always a stag formed of an Arbiter’s blessed waters.

❖ This steed can hold up to two [2] riders at a time, the same as a normal mechanical steed can.

❖ This steed must be mechanically represented by a horse while being ridden.

❖ This steed can be brought into combat from out of combat, however it can not act in any capacity outside of the functions of a mount. This steed can not be made to attack in any capacity.

❖ This steed is not a living creature, but a physical manifestation of Tahariae’s blessing. It does not have a soul and is not capable of having emotions. Therefore, any effects that rely upon affecting a soul or emotions will have no effect upon the steed.

❖ This steed can absorb two [2] direct hits of any kind, after which it will forcibly dissipate and must be resummoned. 

❖ This steed can not tank or block a hit meant for its rider. This steed can not be summoned at the last moment to block an attack.

❖ If an Arbiter is mounted upon their steed, they may also use their steed in a freeform manner as an aesthetic for soulstoning, following all rules for soulstoning. This can not be used to escape combat, and can not be used if a proper halt emote has been made. This takes one [1] emote.

❖ Only one [1] steed may be summoned at a time, and a steed can only be summoned one [1] time per combat. 

 

 

[T4] [NC + C] [ACTIVE] PRAYER OF RESCUING An Arbiter may quickly pull a person out of harm’s way by dragging them to the Arbiter’s side with the ebb and flow of their blessed waters.

 

Spoiler

MECHANICS

[1 EMOTE] [1] PRAYER AND CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to pull a person within five [5] meters of them out of harm’s way, be that a hazardous environmental obstacle, nearly falling, or avoiding a lethal plunge of an arrow.

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection. As their companion teeters on the edge of a sheer cliff face, those waters snap forwards to drag them backwards away from the edge.

 

REDLINES

❖ The target must be within line of sight and within five [5] meters of the Arbiter in order for the prayer to be cast.

The movement portion of this prayer can not be used to get to somewhere that they could not access mechanically.

This movement is not a teleport, it can not be used to phase through people or structures.

❖ If a person struggles against being pulled in response to the casting emote, then they will not be moved.

❖ The person who is rescued can not attack in the same emote that they are pulled, if they are not successfully pulled then this effect does not apply.

❖ This movement is immediate and will protect the person against all attacks against them on the casting emote, in the event that they are successfully moved. If they are not successfully pulled then this effect does not apply.

❖ An Arbiter can cast this prayer [1] time per combat. The rescued cannot be affected by this prayer again by another Arbiter for [5] emotes.

 

 

[T5] [NC] [ACTIVE] PRAYER OF JUDGEMENT An Arbiter may deliver judgement upon someone that is no longer able to resist or fight back. This judgement imparts a soul-binding affliction, depending on the Arbiter’s will. This judgement may provide the push that is needed to change the path of even the most black-hearted of beings. 

 

Spoiler

MECHANICS

[4 EMOTES] [1] PRAYER + [2] CHARGES + [1] CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to sanctify the area around the Impure being to be judged, and then pass up to one [1] judgement upon them. Judgements last for up to one [1] OOC week, or they can be cleansed immediately by completing a form of repentance, which must be agreed upon between the Arbiter and the one being judged.

 

RESTRAINT: The Judgement of Restraint imparts a series of watery writ or symbols upon the person’s form, which is up to the discretion of the Arbiter. Upon being judged, the person will feel an all-pervading sense of being watched. As though every thought, action, and word spoken is being judged. During this period, they are incredibly adverse to antagonistic or combative actions, and as such must take two [2] emotes to join or start a combat encounter.

REJECTION: The Judgement of Rejection imparts a series of watery writ or symbols upon the person’s form, which is up to the discretion of the Arbiter. Upon being judged, the person will feel as though their magical connections have been impeded. When attempting to connect to an impure source, it will instead take one [1] additional emote.

 


RESPITE [PK / EVENT ONLY]: The Judgement of Respite offers those who are afflicted with soul-afflictions a better path. Through this judgement, the person’s soul is stripped of all marks, curses and afflictions, at the cost of their own life. Through this purification, they are claimed as one of Tahariae’s own, and upon the completion of this judgement, go to his realm instead of whatever damnation had awaited them.

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The Arbiter steps forwards, gaze shifting over the impure that knelt broken and defeated at their feet. A knight presses a sword to their throat. Though the Arbiter pleads for mercy, that this wayward soul may find purpose in defeat. Those blessed and shimmering waters flow outwards towards the defeated impure.

 

❖ The Arbiter kneels down beside the impure that awaits their fate, one hand lifting towards them, “You shall be judged, in place of death, I offer you judgement.” - “Reject your sins and learn the error of your ways.” They speak to the one before them in a stern tone.

 

 

❖ And so, the Arbiter’s hand comes to rest upon the impure being’s shoulder. Those blessed waters seep into the clothing of the one to be judged, coating their wounds in a blue shimmering haze. The writ of Tahariae’s law scrawling across their skin in that same ethereal sheen. It lingers there, a reminder, as the judgement or Rejection is made.

 

 

REDLINES

❖ Judgements last up to one [1] OOC week, or longer with OOC consent.

❖ In order to use the Prayer of Judgement, an Arbiter must be able to physically touch the person that they are attempting to judge on the casting emote. This prayer can not be done at range.

❖ Those who are affected by the judgement of restraint must take two [2] emotes to join a combat encounter, even if they are present for the initial start of the combat. During these two emotes they can not do anything more than announce their presence and intent to join or start combat. They may not prepare or charge any kind of attack or spell. If they are attacked within these two [2] emotes, they may defend themselves though they still may not prepare or charge any kind of attack or spell. This effect lasts for five [5] OOC days, or longer with OOC consent.

❖ Judgement of Respite can only be used with OOC consent or during an event with ST approval. Utilizing this miracle in bad faith to pressure a person into PKing is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.

❖ A person can only be under [1] Judgement effect at a time, with a cooldown of one [1] OOC week before they can be afflicted with a judgement again. Utilizing this miracle in bad faith, such as camping someone on respawn, is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.

❖ An Arbiter can only cast one [1] judgement per day.

 

 

[T5] [NC] [ACTIVE] MIRACLE OF EXALTATION  The path of piety and learning can never truly end, nor can it ever be truly mastered. When an Arbiter reaches tier five and has received an approved TA, they may exalt their Reliquary, though only once.

 

Spoiler

MECHANICS

[5 EMOTES] [1] PRAYER + [3] CHARGES + [1] CAST

An Arbiter may exalt their Reliquary through this freeform miracle. An Arbiter must bathe their reliquary within a Font of Renewal once more, and prostrate themselves in prayer. Typically this prayer should contain the culmination of an Arbiter’s thoughts on their path thus far. It can include what they have learned, what they have perfected, and what they still have to work on. The contents of this prayer should correlate to the exalted effects of the Reliquary that they are creating.

For example, an Arbiter that failed to save someone, could pray and confess their guilt for their inadequacy. Essentially, exalting the Reliquary to allow them to better protect those around them. This is the process through which a Reliquary is MARTed, and once approved this miracle can not be redone.

 

REDLINES

❖ The Miracle of Exaltation must be taught to a tier five [5] Arbiter, and can only be learned by an Arbiter who has an approved TA. It cannot be inferred or observed passively.

❖ This miracle is unique and is not required in order to make a TA.

❖ Exalting a Reliquary is the process through which it may be turned into a MArt. MArt approval and denial is purely up to ST discretion and they may set the precedent for MArts however they wish.

❖ Arbiters may continue to make non-exalted Reliquaries as normal, and will not be able to remake their exalted Reliquary unless such a mechanic is approved within their MArt.

❖ An Arbiter can only successfully perform this miracle one [1] time, and completion of this miracle and subsequent MArt approval must be marked on their MA. If the MArt is denied, the miracle effectively ‘fails’ and the Arbiter can reattempt it at a later point.

 

 

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[T1] [C] [ACTIVE] PRAYER OF LESSENING  An Arbiter may call upon their blessed waters through their Reliquary in order to create an orb of water. Those struck by the orb will be hit as though punched with the same strength as the Arbiter, and the water will lessen the target’s defenses.

 

Spoiler

MECHANICS

[3 EMOTES] [1] PRAYER + [1] CHARGE + [1] CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to create an orb or spear of water that either floats around them or just over their palm.  The orb can then be thrown at one [1] person within fifteen [15] meters of the Arbiter, bearing force equal to a punch from the Arbiter. Those hit by the orb will have their armor tier reduced by one [1] for three [3] turns. 

 

Reveal Impure beings that are hit by the orb of blessed water will feel a heavy sensation of being watched, as though their every thought, feeling, and action is being judged. Additionally, they will begin to cough up water and struggle to breathe, as though they are drowning in Tahariae’s blessing, which interrupts any spell charge for one [1] emote.

 

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The blessed waters coalesce into an orb and spindle outwards into the shape of a spear placed within the Arbiter’s hands. A deep breath is taken inwards as they steady their focus upon the enemy across from them.

 

❖ The Arbiter then steps forwards, throwing that spear of blessed water at their enemy’s form. It bashes against their chestplate, the waters seeping inwards to expose the cracks and leave them more vulnerable.

 

 

REDLINES

❖ The target must be within line of sight and within fifteen [15] meters of the Arbiter in order for the prayer to be cast.

❖ The target is considered revealed if the Arbiter is aware of the fact that they are impure, such as having witnessed them use impure magics through the course of combat.

❖ This prayer reduces the target’s armor tier, meaning that heavy armor will become medium armor, medium armor will become light armor, and light armor will become cloth. Cloth can not be reduced.
❖ The reduction in armor tier does not affect the armor’s weight, or the effect it has on the person’s movement speed. It merely allows for a greater range of attacks to pierce their armor, following techlock.

❖ If a shield is hit with this prayer two [2] times, it will instantly shatter, unless it is made of a material that is impervious to harm.
❖ The armor reduction lasts for three [3] turns and can not be stacked. If this attack hits armor that is already reduced, then the target would only be subject to the effects of the initial punch. If a character is hit by this effect, it affects all the armor that they are wearing, not just the spot that is hit.

❖ The effect of spell cast interruption does not stack, for people who are hit by multiple Prayers of Lessening at the same time.

❖ An Arbiter can cast this prayer two [2] times per combat.

❖ This prayer can not be used to metagame or ‘darkspawn test’ by any means. Using this to metagame is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.

 

 

[T2] [C] [ACTIVE] SHIELD OF FAITH An Arbiter may call upon their blessed waters through their Reliquary in order to summon forth a veil of blessed water over the Arbiter or their ally.

 

Spoiler

MECHANICS

[2 EMOTES] [1] PRAYER + [1] CHARGE

An Arbiter may call upon their blessed waters through their Reliquary in order to summon a veil of blessed water over the Arbiter or an ally within five [5] meters of the arbiter. This veil of water lasts for three [3] emotes. When someone makes an attack against a person that has a shield of faith, the watery veil absorbs the impact, negating the attack.

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The Arbiter lifts a hand, pointing towards their ally. The blessed waters coalesce over their form, a shimmering veil overlapping itself onto their armor, reinforcing it.

 

REDLINES

❖ The target must be within line of sight and within five [5] meters of the Arbiter in order for the prayer to be cast.

❖ This shield lasts for [3] emotes and follows the person that it is casted on, after which it will dissipate even if it has not negated any attacks.
❖ The shield can successfully protect against a maximum of one [1] attack, after which it will forcibly dissipate.

❖ Attacks or spells made that carry an abjuring force, such as auric oil, dragonsflame, and  thanhium, will pass through the shield and strike as normal.

❖ If this shield is hit by a voidal spell of tier three [3] or higher it will instantly dissipate, and the voidal spell will not be protected against.

❖ This shield can not be used to protect against siege equipment, or attacks that carry a force stronger than siege weaponry, which is left to ST discretion during events.

❖  This prayer has a cooldown of two [2] emotes between uses, and can be used up to a maximum of two [2] times per combat. A person can only receive a shield of faith one [1] time per combat.

 

 

[T3] [C] [ACTIVE] SHORE YOUR RESOLVE An Arbiter may call upon their blessed waters through their Reliquary in order to imbue two weapons with holy water that gives them additional effects.

 

Spoiler

MECHANICS

[3 EMOTES] [1] PRAYER + [1] CHARGE + [1] CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to bless up to two [2] weapons within five [5] meters of the Arbiter, and lasts for three [3] emotes. The Arbiter will soak water over the weapons to be blessed, and instead of dripping off, the weapons will gain a watery veil.

This blessing allows weapons to strike incorporeal beings that would ordinarily be unable to be hurt by mundane weaponry, such as ghosts. Revealed Impure beings that are wounded by a weapon blessed this way will feel a heavy sensation of being watched, as though their every thought, feeling, and action is being judged, which interrupts any spell charge and imparts an excruciating pain as though they are drowning in Tahariae’s blessing.

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The blessed waters coalesce and begin to condense upon the two nearest allies’ blades. The Arbiter’s attention remains focused on this task, stern gaze shifting from one blade to the other.

 

❖ The two weapon’s blades gain a pale blue sheen as water ripples over their surfaces. The blessing complete, and reinforces the weaponry. 

 

 

REDLINES

❖ The target weapon must be within line of sight and within five [5] meters of the Arbiter in order for the prayer to be cast.

❖ A weapon blessed in this manner will retain its blessing for three [3] emotes.

❖ The target is considered revealed if the Arbiter is aware of the fact that they are impure, such as having witnessed them use impure magics through the course of combat.

❖ The effects of this blessing only apply when an impure being is wounded. Simply hitting a shield or their armor will not apply the effect.
❖ This blessing can only be applied to melee weapons and ranged weapons, ammunition that is shot from a blessed weapon, such as arrows, will retain the effect. This blessing can not be applied to shields or armor.

❖ Weapons that are not able to be enchanted, such as Thanhium and Argentum, can not be blessed by this prayer. Weapons that have Furious Flame applied to them can not be blessed by this prayer. Dracanium will lose its fire-bearing properties for the duration that it is blessed with this prayer, and can not have Enwreathe or Yol Zahkrii used upon it for the duration.

❖ An Arbiter can cast this prayer two [2] times per combat.

❖ This prayer can not be used to metagame or ‘darkspawn test’ by any means. Using this to metagame is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.

 

 

[T4] [C] [ACTIVE] SUPREME VERDICT An Arbiter may call upon their blessed waters through their Reliquary in order to sentence a person. A person may be marked with Innocence or Guilt, conferring either a buff or a debuff depending on the decree passed.

 

Spoiler

MECHANICS

[3 EMOTES] [1] PRAYER + [1] CHARGE + [1] CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to make a verdict on a target within line of sight and fifteen [15] meters of the Arbiter. The verdict may be either Innocence or Guilt.

Those who are judged with Innocence will feel themselves coated with a light rain. The rain that shifts about them will numb them of all pain for a period of [3] emotes, and will increase their armor tier by one [1] for the duration as their armor is reinforced with a watery veil.

 

Those who are judged with Guilt will be battered in a downpour. The rain that beats against them will knock them to their knees, interrupting all connections and spell casts, and requires one [1] full emote to stand up from.

 

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The Arbiter focuses their attention upon an enemy across the battlefield from them. Water begins to coalesce overhead of them as the Arbiter comes to some internal decision, preparing. 

 

❖ The Arbiter finally speaks, “I have weighed your sins, and find you guilty.” As that stern voice cracks, the water overhead of the enemy comes pouring down in a crashing wave, knocking them to their knees.

 

 

REDLINES

❖ The target must be within line of sight and within fifteen [15] meters of the Arbiter in order for the prayer to be cast.

❖ Being judged as Innocent by this prayer increases the target’s armor tier, meaning that cloth will become light armor, light armor will become medium armor, and medium armor will become heavy armor. Heavy armor can not be increased.

❖ The increase in armor tier does not affect the armor’s weight, the effect it has on the person’s movement speed, or casting limitations. It merely allows for a smaller range of attacks to pierce their armor, following techlock.

❖ Even though a person is numbed to pain for the duration, this does not prevent the damage. They will still incur all wounds that afflict them, even if they are numb to the pain.
❖ The effects of this prayer do not stack.

❖ An Arbiter can not pass judgement on themselves, but may be able to pass judgement on other Arbiters.

❖ Revealed Impure beings, with the exception of holy mages, will always be judged as Guilty.

❖ The target is considered revealed if the Arbiter is aware of the fact that they are impure, such as having witnessed them use impure magics through the course of combat.

❖ An Arbiter can cast this prayer one [1] time per combat.

❖ This prayer can not be used to metagame or ‘darkspawn test’ by any means. Using this to metagame is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.

 

 

[T5] [C] [ACTIVE] SANCTUARY An Arbiter may call upon their blessed waters through their Reliquary in order to sanctify a dome of water in an area around them. An Arbiter may not move, attack, or defend while maintaining the dome, requiring their complete focus to maintain it.

 

Spoiler

MECHANICS

[3 EMOTES] [1] PRAYER + [1] CHARGE + [1] CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to sanctify a dome of water within a five [5] meter radius. The Arbiter must focus solely on maintaining the dome and can not attack, defend, or move while maintaining it, and can maintain the dome for up to five [5] emotes.

 

This dome negates deific and dark magic of tier five [5] or lower that comes into contact with it, though physical projectiles and thrown weapons will pass through as normal. Items that are imbued with deific or dark magic will be rendered inert of its properties while within the dome.

 

 

Revealed Impure beings that are within the dome will feel a heavy sensation of being watched, as though their every thought, feeling, and action is being judged. Additionally, they will begin to cough up water and struggle to breath, as though they are drowning in Tahariae’s blessing, which causes deific and dark magic to take one [1] additional emote to cast while inside the dome.

 

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The Arbiter kneels beside their comrade, hands clasping together over their chest as they focus. The waters shift idly about their form, beginning to surge overhead.

 

❖ The blessed waters form a sanctified dome that spreads out in a veil that protects those inside. The air glimmers with droplets of water, impeding the impure casting of those inside.

 

 

REDLINES

❖ The target is considered revealed if the Arbiter is aware of the fact that they are impure, such as having witnessed them use impure magics through the course of combat.

❖ If the Arbiter is hit by any attack while channeling or maintaining the dome, it instantly dispels.

❖ If the dome is struck by a tier five [5] voidal spell it instantly dispels and can not be recast.

❖ Those inside the dome may not hear what is happening outside, and those outside the dome may not hear what is happening inside. Vision through the dome is blurry, obscured by a veil of water.

❖ The dome possesses no physical force, people can physically pass into and out of the dome with ease. 

❖ Summoned creatures of an impure source that are inside the dome will be pushed out of it when the dome is created, and can not enter. Impure summoned creatures include Naztherak Imps and Zekul, Necromancer Reanimations, and Druidic Luonto.

❖ Physical projectiles, thrown weapons, and melee weapons will pass through the dome.

❖ Items that pass through the dome that are imbued with deific or dark magic will be rendered inert of its properties for as long as it remains within the dome. Those properties will return as soon as they leave the dome.

❖ The dome can be dropped at any point in order to defend or move. Though the Arbiter can not attack in the same emote that the dome is dropped.

❖ An Arbiter can cast this prayer one [1] time per combat.

❖ This prayer can not be used to metagame or ‘darkspawn test’ by any means. Using this to metagame is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.


 

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HEALING AND PURGING

 

The second greatest of Tahariae’s gifts is that of healing. Few others have such a power over the mortal form to mend what is broken, and to restore purity to what is impure. It is through these miraculous feats that Arbiters strive towards the vision of purity. 

 

WOUNDS that can be healed are categorized into the following categories:

 

MINOR WOUNDS: Scrapes, Bruises, Lacerations, and First Degree Burns. Everyday wounds that do not cause significant impairment.

MODERATE WOUNDS: Gashes, Cuts, Broken Bones, Punctures, and Second Degree Burns. Wounds that are debilitating and cause moderate impairment.
MAJOR WOUNDS: Impalement, Dismemberment, Mutilation and Third Degree Burns. Wounds that are severely debilitating and cause permanent impairment or eventual death.

 

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[T2] [NC] [ACTIVE] MIRACLE OF LESSER HEALING An Arbiter may repair some forms of mundane harm to a person’s form. Mending together bone, organ and flesh alike, though it can not be used to restore missing limbs or more severe wounds.
 

Spoiler

MECHANICS

[3 EMOTES] [1] PRAYER + [1] CHARGE + [1] CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to mend a person’s form that has been injured over the course of three [3] emotes when outside of combat. This miracle can completely mend all minor and moderate wounds such as cuts, scrapes, gashes, impalements, and even broken bones.

 

This miracle does not come without a cost, those who are healed with this miracle will have shimmering blue scars as though coated in water in place of their wounds, and they are subjected to a heavy sensation of being watched, as though their every thought, feeling, and action is being judged.  During this period, they are incredibly adverse to antagonistic or combative actions, and as such must take two [2] emotes to join or start a combat encounter. This effect lasts for one [1] OOC day, or longer with OOC consent.

 

 

In addition to the above effects, Revealed Impure beings will feel as though they are drowning in Tahariae’s blessing for the three [3] emotes it takes to be healed. They may even cough up water, or feel as though it is difficult to breathe. Though these are just narrative effects and can not lead to the harming or death of the person being healed.

 

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The Arbiter approaches their wounded compatriot, taking stock of their wounds. Blood trickles from their arm, as the clean cut of a sword strike has bit into their flesh. The water swirls about the Arbiter’s form, coalescing over their hands.

 

❖ The Arbiter leans forwards, one hand placing against the wound upon the wounded ally’s arm. The water seeps inwards in a cool wave through the wound, causing the flesh to knit back together.

 

 

REDLINES

❖ In order to use the Miracle of Lesser Healing, an Arbiter must be able to physically touch the person that they are attempting to heal. This miracle can not be done at range.

❖ The target is considered revealed if the Arbiter is aware of the fact that they are impure, such as having witnessed them use impure magics through the course of combat.

❖ This miracle can be used to heal minor and moderate wounds, including but not limited to: All manner of cuts, scrapes, gashes, bruises, punctures and broken bones.

❖ This miracle can not heal lethal or major wounds. Only the Miracle of Greater Healing can heal these types of wounds.

❖ This miracle can not be used to restore missing limbs.

❖ Those who are affected by the miracle of Lesser Healing must take two [2] emotes to join a combat encounter, even if they are present for the initial start of the combat. During these two emotes they can not do anything more than announce their presence and intent to join or start combat. They may not prepare or charge any kind of attack or spell. If they are attacked within these two [2] emotes, they may defend themselves though they still may not prepare or charge any kind of attack or spell. This effect lasts for one [1] OOC day, or longer with OOC consent.

❖ An Arbiter can cast this miracle three [3] times per day.

❖ This miracle can not be used to metagame or ‘darkspawn test’ by any means. Using this to metagame is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.

 

 

[T2] [C] [ACTIVE] MENDING  An Arbiter may wish to relieve themselves or another of their pain and suffering. They may lay their hands upon an injured person and call forth Tahariae’s blessing to staunch bleeding and stabilize the wounds of those they touch.

 

Spoiler

MECHANICS

[3 EMOTES] [1] PRAYER + [1] CHARGE + [1] CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to staunch and stabilize all minor and moderate wounds such as cuts, scrapes, gashes, and even broken bones for a duration of five [5] emotes. The one who is being mended will also be numbed for the duration.

 

This prayer does not come without a cost, those who are mended with this prayer will have shimmering blue scars as though coated in water in place of their wounds, and they are subjected to a heavy sensation of being watched, as though their every thought, feeling, and action is being judged.

Once the duration has passed, the protective film of water which had staunched the wounds will dissipate, causing the pain to return and the wounds to reopen. It is best to finish off the opponent and seek actual healing before this time comes to pass.

 

 

EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The Arbiter focuses their attention upon their wounded ally. As they rush towards them, the blessed waters coalesce about their hands.

 

❖ The Arbiter leans forwards, one hand placing against the wound upon the wounded ally’s arm. The water seeps inwards in a cool wave through the wound, causing a pale blue sheen to ripple over their various wounds, granting a measure of reprieve to allow them to continue to fight.

 

 

REDLINES

❖ Mending can staunch and stabilize all minor and moderate wounds for a duration of five [5] emotes.

❖ In order to use Mending, an Arbiter must be able to physically touch the person that they are attempting to mend on the casting emote. This prayer can not be done at range.

❖ An Arbiter can cast this prayer up to two [2] times per combat. A person can only be mended one [1] time per combat.

 

 

[T3] [NC] [ACTIVE] MIRACLE OF LESSER PURGING An Arbiter may cleanse curses, hexes, enchantments and inscriptions upon an object or item, purge structures of certain impure magic, as well as cure lingering malflame burns upon a person’s form.

 

Spoiler

MECHANICS

[3 EMOTES] [1] PRAYER + [1] CHARGE + [1] CAST

This miracle must be performed by at least one [1] Arbiter of tier three [3] or higher, and have been taught this miracle. An Arbiter may call upon their blessed waters through their Reliquary in order to cleanse the malediction of an item or object, purge structures of certain impure magic, as well as cleanse lingering malflame burns upon a person’s form.


EMOTE EXAMPLE

❖ The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones. Water begins to pool out of their reliquary, blue water shimmering with a pale gleam and heavenly reflection.

❖ The Arbiter’s stern gaze settles upon the item in their hands. The demonic inscriptions and pentagram etched into the necklace’s form radiate malice. The blessed waters that shift about their form ripple with light, beginning to condense upon the cursed object’s surface.

 

❖ The Arbiter grips at the cursed object as the water condenses over its form. The pentagram dissipates from its surface as Tahariae’s blessing seeps into the metal and purifies it of its curse.

 

 

REDLINES

❖ In order to use the miracle of Lesser Purging, an Arbiter must be able to physically touch the item that they are attempting to cleanse on the casting emote. This miracle can not be done at range.

❖ The Arbiter performing this miracle must know or have a reasonable IRP explanation to suspect that the item or object is afflicted in some manner. This miracle can not be used to metagame by any means. Using this to metagame is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.

❖ This miracle can cleanse hexes, enchantments, and curses placed upon an item, and can not cleanse anything that specifically states that it can not be cured in its redlines.
❖ This miracle can be used to cleanse the following, including but not limited to: Naztherak cursed idols, Necromancy black trinkets, Mystic hexes, Shamanism Witch Doctor hexes, Nephilim and Heraldry Inscriptions (with exception to greater inscriptions), and Blood Magic ensorcellments. In general, this miracle cleanses magical items of an impure source.

❖ This miracle can also be used to cleanse the following structures, including but not limited to: Naztherak Cisterns, Mystic Menhirs, Pale Lord Thrones, Necromancy Heith-Hedrons, and Templar Brazen Bonfires. In general, this miracle cleanses magical structures of an impure source.

❖ This miracle can cleanse lingering malflame burns upon a person’s form.

❖  This miracle can not purge voidal structures or voidal enchantments.

❖ An Arbiter can cast this miracle three [3] times per day.

 

 

[T3] [C] [ACTIVE] INTERVENTION  An Arbiter may intervene on behalf of those around them, and call upon Tahariae’s light in order to cleanse them of certain debilitating afflictions during the heat of battle.

 

Spoiler

MECHANICS

[1 EMOTE] [1] PRAYER + CAST

An Arbiter may call upon their blessed waters through their Reliquary in order to place their hands upon a person and cleanse one [1] debilitating effect that is affecting them. Debilitating effects that can be cleansed include physical, mental, and soul bearing effects.

 

This prayer does not come without a cost, the Arbiter that performs the intervention is subjected to a heavy sensation of being watched, as though their every thought, feeling, and action is being judged as they call upon Tahariae’s power. As such, they are unable to attack for one [1] emote following.

 

 

EMOTE EXAMPLE

❖ The Arbiter rushes forwards towards their ally as they are engulfed by demonic malflame. The Arbiter places a hand upon their reliquary, with a quiet prayer spoken in hushed tones, as the other hand reaches out and places itself upon their ally’s shoulder. Blessed water shifts over their ally’s form, putting out the soul-searing flame.

 

REDLINES

❖ In order to use Intervention, an Arbiter must be able to physically touch the person that they are attempting to cleanse on the casting emote. This prayer can not be done at range.

❖ If a person is afflicted with more than one [1] debuff at a time, then only one [1] can be cleansed.

❖ This prayer can cleanse the following debuffs: Burning, blindness, fear, rage, being stunned, being knocked down, strength weakening effects, and the soul-searing of Malflame.

❖ This prayer can only cleanse debuffs and does not provide any healing.

❖ Event specific debuffs may be cleansed with ST approval during an event.

❖ An Arbiter can cast this prayer one [1] time per combat. A person can only be affected by this prayer one [1] time per combat.

 

 

[T4] [NC] [ACTIVE] MIRACLE OF GREATER HEALING An Arbiter may repair almost all manners of injury to a person’s form. Mending together bone, organ and flesh alike, as well as restoring missing limbs or other body parts.
 

Spoiler

MECHANICS

[4 EMOTES] [1] PRAYER + [2] CHARGES + [1] CAST

This miracle must be performed by at least one [1] Arbiter of tier four [4] or higher that has been taught this miracle. An Arbiter may call upon their blessed waters through their Reliquary in order to mend a mortal’s form that has been injured and severed. This miracle can completely mend all minor, moderate and major wounds such as gashes, broken bones, impalements, and disembowelment.

 

This miracle can be used to restore a person’s missing limb, though it will regrow with an appearance of white stone akin to marble, or the Arbiter may elect to instead craft the limb out of blessed water. A limb regrown or crafted by this miracle can withstand three [3] attacks within an encounter before being rendered as destroyed.

 

 

This miracle does not come without a cost, those who are healed with this miracle will have shimmering blue scars as though coated in water in place of their wounds, and they are subjected to a heavy sensation of being watched, as though their every thought, feeling, and action is being judged. During this period, they are incredibly adverse to antagonistic or combative actions, and as such must take two [2] emotes to join or start a combat encounter. This effect lasts for five [5] OOC days, or longer with OOC consent.

 

 

In addition to the above effects, Revealed Impure beings will feel as though they are drowning in Tahariae’s blessing for the four [4] emotes it takes to be healed. They may even cough up water, or feel as though it is difficult to breathe. Though these are just narrative effects and can not lead to the harming or death of the person being cleansed.

 

 

EMOTE EXAMPLE

❖ The Arbiter 


❖ The Arbiter 

 

❖ The Arbiter

 

❖ The Arbiter

 

 

REDLINES

❖ The target is considered revealed if the Arbiter is aware of the fact that they are impure, such as having witnessed them use impure magics through the course of combat.

❖ This miracle takes too long to heal lethal wounds, though if a lethally wounded person was stabilized through some other means, this miracle could then be used.
❖ This miracle can be used to heal minor, moderate, and major wounds, including but not limited to: Missing limbs, missing eyes, missing tongues, paralysis due to a spinal injury, broken bones, and organ damage.

❖ This miracle can only heal one missing limb at a time, and must be performed multiple times to restore more than one limb.

❖ Limbs regrown with this miracle will appear stonelike, akin to white marble, or may be crafted of blessed water. A limb regrown or crafted with this miracle will weigh twice as much as a normal limb, rendering it inherently more clumsy. A limb regrown or crafted by this miracle can withstand three [3] attacks within an encounter before being rendered as destroyed. It takes one [1] OOC week to acclimate to the new limb. It must be ST signed in order to be considered valid.

❖ Those who are affected by the miracle of Greater Healing must take two [2] emotes to join a combat encounter, even if they are present for the initial start of the combat. During these two emotes they can not do anything more than announce their presence and intent to join or start combat. They may not prepare or charge any kind of attack or spell. If they are attacked within these two [2] emotes, they may defend themselves though they still may not prepare or charge any kind of attack or spell. This effect lasts for five [5] OOC days, or longer with OOC consent.

❖ An Arbiter can cast this miracle one [1] time per day and can not utilize prayers for three [3] OOC days afterwards.

 

 

[T5] [NC] [ACTIVE] MIRACLE OF GREATER PURGING Three Arbiters can come together to purify a soul of impure soul-afflictions, diseases, curses, marks, and hexes. Though there are limits to what an Arbiter can purge with their authorization of Tahariae’s blessing.

 

Spoiler

MECHANICS

[4 EMOTES] [1] PRAYER + [2] CHARGES + [1] CAST

This miracle must be performed by at least one [1] Arbiter of tier five [5] or higher that has been taught this miracle and two [2] Arbiters of any tier. The Arbiter may call upon their blessed waters through their Reliquary in order to cleanse the malediction of a person's form or soul.

 

This miracle does not come without a cost, those who are purged with this miracle are subjected to a heavy sensation of being watched, as though their every thought, feeling, and action is being judged. During this period, they are incredibly adverse to antagonistic or combative actions, and as such must take two [2] emotes to join or start a combat encounter. This effect lasts for five [5] OOC days, or longer with OOC consent.

 

 

In addition to the above effects, Revealed Impure beings will feel as though they are drowning in Tahariae’s blessing for the four [4] emotes it takes to be purged. They may even cough up water, or feel as though it is difficult to breathe. Though these are just narrative effects and can not lead to the harming or death of the person being cleansed.

 

 

EMOTE EXAMPLE

❖ The Arbiter

❖ The Arbiter

 

❖ The Arbiter

 

❖ The Arbiter

 

 

REDLINES

❖ The miracle of greater purging must be performed by at least one [1] Arbiter of tier five [5] or higher that has been taught this miracle and two [2] Arbiters of any tier, and can only be performed one [1] time every three [3] OOC days. The lead Arbiter can not utilize prayers for three [3] OOC days afterwards.

❖ The miracle of greater purging requires OOC consent, although IRP consent is not required. 

❖ The Arbiters performing the miracle must know or have a reasonable IRP explanation to suspect that the person is afflicted in some manner. This miracle can not be used to metagame in any capacity. Using this to metagame is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.

❖ The target is considered revealed if the Arbiter is aware of the fact that they are impure, such as having witnessed them use impure magics through the course of combat.

❖ This miracle can cleanse soul-afflictions, diseases, curses, marks, and hexes; and can not cleanse anything that specifically states that it can not be cured in its redlines, unless stated otherwise within this lore. This miracle can not be used to cleanse someone of their magical connections (MAs), nor can it be used to cleanse someone who has been completely and irrevocably transformed into a creature (CAs), unless otherwise stated within this lore.
❖ This miracle can be used to cleanse the following, including but not limited to: Naztherak Boons and Banes, Azdrazi Rite of Warding, Malflame Burns, Necromancy Curses and Plagues, Scars of Order, and Seer Cultivation.

❖ This miracle can be used to cleanse the following MAs, CAs, and FAs, specifically: Feat and Ordained Heralds, Cursed Children, Voidally Mutated Children, Voidstalkers, Arcane Scions, Lycanthropes, and Corcitura. This miracle may be used, even if the Soul Affliction in question states it is beyond the time frame of being cured. OOC NOTE: As a Cursed Child player, I personally believe that the PURITY DEITY should be able to purge CC, though I don’t know if on a cosmic scale, if Tahariae is considered ‘stronger’ than Ixris, as the source of the curse. This will offer CC more avenues for redemption roleplay aside from death or becoming an Azdrazi.

❖ Those who are affected by the miracle of Greater Purging must take two [2] emotes to join a combat encounter, even if they are present for the initial start of the combat. During these two emotes they can not do anything more than announce their presence and intent to join or start combat. They may not prepare or charge any kind of attack or spell. If they are attacked within these two [2] emotes, they may defend themselves though they still may not prepare or charge any kind of attack or spell. This effect lasts for five [5] OOC days, or longer with OOC consent.

 

 

[T5] [C] [ACTIVE] MERCY  An Arbiter may wish to spare their ally from certain death in the midst of combat. They may lay their hands upon a mortally wounded person and call forth Tahariae’s blessing to temporarily spare them for the duration that they remain in contact.

 

Spoiler

MECHANICS

[2 EMOTES] [1] PRAYER + [1] CAST + SUSTAIN

An Arbiter may call upon their blessed waters through their Reliquary in order to staunch and stabilize all major wounds such as impalement, dismemberment, and mutilation for the duration that the Arbiter remains in contact with the wound. The Arbiter and the mortally wounded person can not move, attack, or defend themselves while mercy is being sustained.

As soon as the Cleric loses focus, or otherwise loses contact with the wounds, then the lethal wounds will return in full force, leading to certain death without aid.

 

This prayer does not come without a cost, those who are healed with this miracle will have shimmering blue scars, as though coated in water, in place of their wounds. They are also subjected to a heavy sensation of being watched, as though their every thought, feeling, and action is being judged for the duration that they are being granted mercy.

 

 

EMOTE EXAMPLE

❖ The Arbiter

❖ The Arbiter

 

❖ The Arbiter

 

REDLINES

❖ Mercy can staunch and stabilize all major wounds for the duration that the Arbiter remains in contact with the mortally wounded person.

❖ If the Arbiter is pulled away from the mortally wounded person or otherwise ceases to maintain focus on keeping the mortally wounded person alive, the prayer will be interrupted and can not be recast. The lethal wound will return just as it had been, and will lead to death without immediate aid.

❖ Neither the mortally wounded person or the Arbiter can move, attack, or defend themselves while mercy is being sustained.

❖ In order to use Mercy, an Arbiter must be able to physically touch the person that they are attempting to grant mercy to on the casting emote. This prayer can not be done at range.

❖ An Arbiter can cast this prayer one [1] time per combat.

 

 

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RENEWAL AND REVIVAL 

 

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The greatest of Tahariae’s gifts is that of perseverance through defeat. Though Arbiters are a tool and extension to fulfill the vision of purity, only the most leal, faithful and successful of his followers will come to know the true measure of Tahariae’s gifts. For he seeks to maintain and keep those Arbiters of his who have proven themselves quality servants, worthy of his efforts.
 

[T5] [STRUCTURE] FONT OF RENEWAL These are communal consecrated pools formed of blessed waters, which refract in a brilliant display of colors and heavenly glow. Arbiters who wade within the pools will be healed of all mundane wounds, and will be restored to a youthful health and appearance. This font is also where Arbiters will emerge from in the event that they perish.

 

Spoiler

MECHANICS

Fonts of Renewal are areas that have been flooded with a vast amount of Tahariae’s blessing, and as such Arbiters are able to sanctify an area through which they may heal themselves of all mundane wounds, including but not limited to: cuts, gashes, organ damage, broken bones, paralyzation, and limb loss. The flesh will mend and knit back together over the course of a few narrative hours. It will also restore the Arbiters to a youthful health and appearance, as the holy waters seek to repair and mend all aspects of their form.

 

When Tahariae’s blessing is invoked, it is at one of these fonts of renewal that an Arbiter who perishes from lethal wounds will revive at.

 

 

Fonts can be no larger than a ten by ten [10x10] area, and must be a structure that is a pool of water in appearance. Only three [3] fonts of renewal can exist on a map at any given time. In order to create a new font if there are already three [3], one [1] of the already existing fonts must be destroyed. 

 

 

To destroy a font, at least one [1] Arbiter of tier [5] who has been taught the Miracle of Consecration and two [2] Arbiters of at least tier [4] can come together to revoke the authorization of Tahariae’s blessing within the area, causing it to dissipate over the course of three [3] emotes. 

 

 

Voidal magic may also be used to corrupt the font. In order to do so, three [3] voidal mages of tier five [5] can come together to funnel mana into the Font of Renewal to corrupt it over the course of four [4] emotes. The blessed water will take on a darkened and murky appearance.

A corrupted Font of Renewal can not be used to revive an Arbiter, and any Arbiter that enters a corrupted Font of Renewal will find that long old scars will begin to reopen, and they will feel as though they are drowning in rot. Staying inside of a corrupted Font of Renewal for longer than four [4] emotes is certain death for an Arbiter.

 

 

REDLINES

❖ In order to create a font, the Arbiter that is creating it must have appropriate access to build in the area, although PRO/RO permission is not required. Fonts can not be created during combat.

❖ Only three [3] fonts of renewal can exist on a map at any given time, including corrupted fonts if there are any.

❖ Fonts must be mechanically accessible, with at least one wall of the Font having direct access to sunlight, and must not be locked behind excessive doors. What is defined as excessive doors is left to staff discretion.

❖ Fonts can be no larger than a ten by ten [10x10] area.

❖ Fonts can only mend the wounds of and restore youth to connected Arbiters.

❖ The Font of Renewal will restore one to their prime age, essentially the equivalent of early to mid twenties for a human, and no younger than that.

❖ The Font of Renewal’s restoration and healing can not occur during combat.

❖ A Font of Renewal can be destroyed with five [5] direct hits.

❖ The Miracle of Greater Purging must be performed in order to cleanse a corrupted Font of Renewal.

❖ In order for a Font to be considered valid, an SREQ must be submitted and it must be ST signed.

❖ In order for a Corrupted Font to be considered valid, an SREQ must be submitted and it must be ST signed.

 

 

[T5] [NC] [ACTIVE] MIRACLE OF CONSECRATION An Arbiter may come together with other Arbiters in order to sanctify an area with a vast amount of Tahariae’s blessing, creating a Font of Renewal, through which Arbiters may revive themselves.

 

Spoiler

MECHANICS

[5 EMOTES] [1] PRAYER + [3] CHARGES + [1] CAST

A tier five [5] Arbiter who knows this miracle may create a Font of Renewal by authorizing Tahariae’s blessing within a ten by ten [10x10] area, with the assistance of two [2] Arbiters of tier four [4] or higher.

 

The Arbiter may sanctify a physical pre-existing structure to become the Font of Renewal, or may create it with Tahariae’s blessing. Though a Font of Renewal requires direct sunlight in order to sustain itself, and thus may not be built underground.

 

 

EMOTE EXAMPLE

 

❖ The Arbiter

❖ The Arbiter

 

❖ The Arbiter

 

❖ The Arbiter

 

❖ The Arbiter

 

 

REDLINES

❖ The Rite of Sanctity must be led by one [1] tier five [5] Arbiter who has been taught this miracle and has it marked on their MA, with the assistance of at least two [2] Arbiters of tier [4] or higher. It cannot be inferred or observed passively, and must be actively taught. Assisting with the miracle does not necessarily count as teaching. This miracle must be marked on the Arbiter’s MA.

❖ A Font of Renewal that is created with this miracle follows all redlines for Fonts of Renewal.

❖ The lead Arbiter can not utilize prayers for three [3] OOC days afterwards.

❖ An Arbiter may only lead this miracle once [1] every one [1] OOC month.

❖ This miracle is unique and is not required in order to make a TA.

 

 

[T1] [NC] [ACTIVE] TAHARIAE’S BLESSING The means through which Tahariae protects his Arbiters through death. Two Arbiters may come together to bring back an Arbiter that has been slain.

 

Spoiler

MECHANICS

[1 EMOTE] [1] CAST

This blessing can only be placed upon an Arbiter of tier one [1] or higher and is inherently received upon being connected. 


Upon receiving lethal wounds and perishing, this effect will be enacted automatically by Tahariae’s blessing. The Arbiter’s soul will return from the soulstream to a font of renewal over the course of one [1] OOC day. 

 

Upon reviving, they will not remember any specific pieces of information regarding their death, though they are aware that they have died and will be forced to contend with the despair of their failure. As such they are left with an intense feeling of ever-lingering judgment being cast upon them, wracking them with anxiety and guilt, and they will be unable to utilize prayers for a period of three [3] OOC days.

 

 

If there is no Font of Renewal available for an Arbiter to revive from, then they will remain within the soulstream until one is created through which they may emerge from, and thus will be unplayable during that time.

 

 

EMOTE EXAMPLE

❖ The Arbiter 

 

REDLINES

❖ Connected Arbiters can not use monk revival. Tahariae’s blessing is the only method through which they may be revived when they die. Arbiters may still be bound to PK clauses, or PK any time they wish.

❖ Connected Arbiters are not expected to undergo this revival mechanic if they die in PVP, unless they are captured and executed through roleplay following PVP.
❖ After reviving, they will find themselves at a Font of Renewal, and will be unable to utilize prayers for three [3] OOC days afterwards.

❖ The Arbiter will have all of their equipment and clothing that they had when they died upon reviving, minus anything that happened to be looted from their corpse, in the event that they were made to /d20 or were otherwise looted through roleplay. They will not be naked.
❖ If there is no Font of Renewal, they will be unable to revive themselves, and thus will remain unplayable until a new one is created or a corrupted one is cleansed.

❖ This miracle can not be used to metagame information about the circumstances of one’s death. The Arbiter is only left with the lingering despair of having failed Tahariae, and maintains no memories about the circumstances of their death. Using this to metagame is grounds for your MA to be revoked, and for you to be placed on a permanent blacklist from the magic.

 

 

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ARBITER’S DISAVOWMENT

 

Should an Arbiter determine that another Arbiter is unfit to serve the vision of purity, such as a lack of moral character, a breaking of the Mandates, or for other reasons, they may carefully weigh the option of disavowing Tahariae’s blessing within their fellow Arbiter. This is seen as a last recourse and a terrible act, because Tahariae has little tolerance for further failure and thus will not give his blessing a second time.

 

Spoiler

MECHANICS

[5 EMOTES] [1] PRAYER + [3] CHARGES + [1] CAST

In order to be disavowed as an Arbiter, the one to be disavowed must stand before a tribunal of a minimum of three [3] Arbiters, all of which must be tier [5] and know this rite. 

 

The lead Arbiter must sanctify up to a ten by ten [10x10] area that will form the tribunal, creating watery columns within the area akin to marble, along with any seating or stands. The topics that are discussed during the tribunal are largely freeform. The one to be disavowed could debate, be made to prove their memorization of the Mandates, discuss their convictions and hopes, repent in earnest, or bring proof of a completed task to the tribunal.

Whatever method of discernment is made, at the end of the tribunal the presiding Arbiters must vote on whether the Arbiter’s efforts were worthy or not, with a majority (two [2] out of three [3]) vote being needed for disconnection to take place. 

 

Should the Arbiter receive a majority vote in favor of disconnection, Tahariae’s blessing within them will flash with a near-blinding light, before forever dimming. Once disconnected, the blessing can never be called upon again. 


Should the aspirant receive a majority vote not in favor of disconnection, then the latent blessing within the area will dissipate, and they will remain connected.

 

REDLINES

❖ The disconnection ritual can only be taught to a tier five [5] Arbiter. It cannot be inferred or observed passively, and must be actively taught. This rite must be marked on the Arbiter’s MA. Disconnections are only valid if all the Arbiters performing it meet these qualifications.

❖ Three [3] tier five [5] Arbiters who have been taught this rite are required to perform it.

❖ This ritual is unique and is not required in order for an Arbiter to apply for a TA.

❖ This ritual does not require OOC consent.

❖ This ritual can not be performed during combat.
❖ An Arbiter who is disavowed will have their Arbiter MA denied.

❖ Once an Arbiter is disavowed, Tahariae will not grant his blessing to them a second time. Arbiters only have one chance to fulfill his will, and he has little tolerance for failures.

 

 

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PURPOSE

I hope LT doesn’t beat me over the head with a two by four. I wanted to give Clerics, which are a staple class in most fantasy genres, a chance on LOTC. The intention is for them to offer a mixture of supportive midrange casters, or frontliners, depending on the particular cleric's playstyle. I chose to utilize a 'holy water' theme, as it seemed to poll well with ST in previous writes, and is a good foil for Templarism's holy fire and Paladinism's holy light. This was also my attempt at making a very simple paired down magic, as simple as I could manage to make it while still being flavorful and fun to play. As that simplicity seems to be ST's current desire, at least from the previous compiles I have read.

 

 

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CITATIONS

 

REGALIA - Writing, Editing, Formatting

SQUAKHAWK - [TAHARIAE LORE]

 

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magic will be used as an st item laundering scheme

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44 minutes ago, ScreamingDingo said:

magic will be used as an st item laundering scheme

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are these launders in the room with us right now or did you forget your reading glasses 

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like everything aside from MIRACLE OF GREATER PURGING

-1 for me man. Equally as a CC player there are more Avenues for redemption then just "Death or azdrazi". Shamanism, druidism, seers unbound fates are just the few deific means. CA wise theres also avenues of yes, Azdrazi, A lich, going full Demon, Machine Spirit or Klone. Heck (I think) becoming a Demi-djinn too is up for debate there.

If the lore states that CCs cannot be cured then it should respecfully not be cured but suppressed, by that logic any "stronger" diety like Templarism should cure CCs as well.

Point is theres many avenues to persue and can already see one of the biggest worries is these "arbiters" trying to oocly strongarm or gaslite Random CC into being cured. (Plus, theres artifically nothing that stops someone from being re-cursed since theres now a ritual to make people into cursed children. So if the player doesnt actually wanna be cured then well. That happens.)

Love the rest aside from one other thing. Dont see how or what stand to reason why most these arbiter posts see everyone else as a kill on sight thing. Only really promotes murderhobo to hell. even OTHER aenguels as templars are seen as impure. Overall i dont see this passing but wish it luck. This doesnt feel like Clerics though, and feels more like a more justified 'kill all' paladin with void restrictions. Though thats just my view overall. Its all nice writing n effort though.

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24 minutes ago, PrinceJose270 said:

like everything aside from MIRACLE OF GREATER PURGING

-1 for me man. Equally as a CC player there are more Avenues for redemption then just "Death or azdrazi". Shamanism, druidism, seers unbound fates are just the few deific means. CA wise theres also avenues of yes, Azdrazi, A lich, going full Demon, Machine Spirit or Klone. Heck (I think) becoming a Demi-djinn too is up for debate there.

If the lore states that CCs cannot be cured then it should respecfully not be cured but suppressed, by that logic any "stronger" diety like Templarism should cure CCs as well.

Point is theres many avenues to persure and can already see one of the biggest worries is these "arbiters" trying to oocly strongarm or gaslite Random CC into being cured. (Plus, theres artifically nothing that stops someone from being re-cursed since theres now a ritual to make people into cursed children. So if the player doesnt actually wanna be cured then well. That happens.)

Love the rest aside from one other thing. Dont see how or what stand to reason why most these arbiter posts see everyone else as a kill on sight thing. Only really promotes murderhobo to hell. even OTHER aenguels as templars are seen as impure. Overall i dont see this passing but wish it luck.

I think that makes sense, the healing magic of a healing god could heal bigger things, whereas templars cannot. Since you know, Malchy is not a healer, regardless of his strength, that is not part of his domain.

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8 minutes ago, lemonke said:

I think that makes sense, the healing magic of a healing god could heal bigger things, whereas templars cannot. Since you know, Malchy is not a healer, regardless of his strength, that is not part of his domain.

Whilst i can see the point in that, there are other factors to consider when it comes to deific weirdness. If there was actual Powerscaling and not based around "Ifs and personal belief." Even when mentioned in the ooc note: I personally believe that the PURITY DEITY should be able to purge CC, though I don’t know if on a cosmic scale, if Tahariae is considered ‘stronger’ than Ixris, as the source of the curse.

For all that is said, Tahare is weak or on par with Ixris. which would make such a thing null. The only real comprehension thats been really noted is Infernals and Aenguls/daemons at the top, dragons under, then aengudemonics just below em, and thats stretching it vagely. Its all a tossup that really cannot be answered Less ST want to clarify. Likewise it seems very out of place that this specific "magic" is the only one that can break the redlines seems just an odd twist on it all.

Alternatively it could be interesting to instead treat it like a "Curse" in of itself, where one is marked by Tahare and whilst Marked their infernal traits are suppressed. Could be as long as its active or add a renewal feature with those pools to add flavor rp. But said spells could be broken once more by curse breaking magic or the mark being ''tainted''. Thus reverting the suppression. It gives a more balance thing then ''i truely wiped everything''. Simple fling of ideas since again, we dont know whos stronger and going off of ifs and personal opinions.

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Why would Taheriae see magic from fellow Aenguls (Templarism and Druidism) as impure? 
Talk about the pot calling the kettle black if Taheriar also gives mortals a deific magic.

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This lore has been VETO'd.
 

As was said in the Compiler Note for your previous Cleric Submission's feedback, the weight of the LT Vote rendered a "non-consideration" verdict, whereby future Cleric pieces authored by yourself would receive an automatic Veto. This said, you remain able to author other lore pieces.

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