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fetty bridgers

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  1. Veythism is the belief that the mortal realm will end through Bithe’Vah, the great cleansing, guided by the will of the Serpent. It is not a religion, nor does it demand worship or devotion to any god, demon, or higher power. Those who follow its path do not revere Azdromoth, Iblees, or even the Serpent itself—they simply acknowledge the inevitability of the world’s end and their place within it. Rooted in the earliest teachings of the Sarkozic family and their dealings with dark forces, Veythism evolved through its embrace of Azdromoth’s influence, ultimately shedding both Ibleesian worship and blind servitude to any singular entity. Its adherents exist as enforcers of fate, carrying out Bithe’Vah or choosing to stand idle as it unfolds. There is no divine calling, no promised salvation—only the certainty that the world will be undone, and that through destruction, something greater may emerge. The Order of the Serpent carries this philosophy forward, though they do not see themselves as priests, prophets, or fanatics. They are merely those who understand the cycle of ruin and rebirth, acting as catalysts or observers in the grand design. The Serpent itself is not a deity to be worshiped, but a symbol of the inevitable—a force entwined with fate, neither demanding loyalty nor offering it in return. Veythism rejects the morality of gods and men, instead embracing the reality of entropy and change. It does not seek converts, nor does it promise enlightenment. It is a path for those who see the world as it is and choose to take part in its unraveling—or accept their place as another piece in the cycle of destruction. "Azdromoth’s Wrath Upon Elvenesse – The great Titan looms over the nation, fire spilling from his maw as Tobias and his heralds stand alongside him, aiding in the siege. The once-thriving city is consumed in flame, marking a pivotal moment in the early rise of Veythism." THE HISTORY OF VEYTHISM Veythism traces its origins to the Sarkozic family, a lineage of nobles who first embraced dark forces in their pursuit of power and destruction. During the era of Ibleesian influence, they aligned themselves with Striga, vampires who embodied a perverse form of immortality, and sought to bring ruin upon the world in Iblees' name. Their ranks swelled with practitioners of forbidden arts—Naztherak, Carrion necromancers, mystic rogues, and those who consorted with the Red Prince. Yet, even as they worked toward the Unmaker’s design, the seeds of their eventual evolution had already been sown. With the fall of Striga dominance over the human world, a new presence rose to prominence: Azdromoth, the Titan. This shift marked a turning point, as Tobias Sarkozic and his followers abandoned Iblees in favor of Azdromoth’s vision. The first generation of what would later become the Order of the Serpent emerged, composed mainly of human nobles who carried the flame of Azdromoth’s influence. Tobias, alongside his many heralds, worked to spread the Titan’s teachings, forging a new doctrine that separated itself from traditional worship. This was not faith—it was understanding. They saw Azdromoth not as a god to be revered but as a being whose strength and knowledge could be wielded to bring about the world’s end. This era ends with the Ascension of Tobias de Sarkozy into Morur’ei - The Dragon of Rot. _________________________ "The Gates of the Academy of Dragur – Standing at the heart of a volcano, these imposing gates mark the entrance to a place of knowledge, power, and ambition. Beneath its molten depths lies the greatest treasure hoard known to mankind, guarded by those who sought to reshape the world through fire and prophecy." The Academy and the Birth of Bithe’Vah The Academy of Dragur was the first organized attempt to spread these beliefs on a grand scale. Morur’ei and his followers sought to infiltrate and subvert governments, embedding themselves within the highest echelons of mortal power. Their influence extended beyond mere political maneuvering, as they pursued the prosperity of the Azdrazi and the establishment of an order that would further the Titan’s cause. This period was one of deception, conquest, and the slow, methodical corruption of entire nations. However, ambition soon turned to excess. The group failed to recognize their greed and grew too bold in its ways. They engaged in grand acts of destruction, most notably the burning of the Jungles of Almaris, a catastrophic event that gave birth to the term Bithe’Vah. This marked the peak of Azdromoth’s direct involvement with the Academy, as the Titan’s influence guided them toward purification through fire. But their arrogance proved to be their undoing. In their overreach, they invited enemies who sought to bring their reign to an end. The Academy collapsed, leaving its members scattered, hunted, and in disarray. In the aftermath, Morur’ei found himself at his lowest. Branded as a failure, he faced betrayal, exile, and the creeping realization that his path had led only to ruin. It was during this time that he encountered Balthazar and Azli, two of his most trusted brethren, who guided him toward redemption. Through their commitment and belief in his potential, Morur’ei was reborn as Ut’torvioth, shedding his past failures and forging a new identity. _________________________ "The Scorched Hills of Almaris – Once a lush jungle, now reduced to smoldering ash. The remnants of orcish machinery lay scattered across the charred earth, while towering smokestacks billow into the sky. The ancient stone ruins, once hidden beneath the dense canopy, now stand exposed amidst the raging inferno." The Uruloki Brotherhood and the Duel of Ut’torvioth With his redemption came the formation of a new order: the Uruloki Brotherhood. No longer mere tools of Azdromoth, they rejected blind servitude in favor of a different path. The Brotherhood comprised Nephilim and heralds who aligned with the Titan’s goals but no longer worshiped him as a god. They viewed Azdromoth as a powerful entity whose wisdom could be utilized, but their ultimate purpose lay in the spreading of Bithe’Vah, the great unraveling of the mortal realm. The Brotherhood operated in the shadows, refining their beliefs and growing in strength. They sought to ensure that Bithe’Vah would come to pass, not as a senseless act of destruction, but as a necessary stage in the world’s cycle. Yet, even within their ranks, challenges arose. The culmination of this era came in the form of a fateful duel between Morur’ei—now reborn as Ut’torvioth—and one who sought to test his resolve. Under the gaze of Azdromoth, Ut’torvioth survived the duel, yet he did not revel in this triumph. Instead, he was marked a martyr by the Titan, a symbolic gesture that signified the end of an era. With his purpose seemingly fulfilled, Ut’torvioth vanished from the world, leaving the Brotherhood to carry on his work in his absence. _________________________ "Monk Gouda at the Gates of Ruin – With the skies ablaze and the great trees of Elvenesse collapsing in fire, Monk Gouda gazes upon the destruction with revelry. Behind him, his teacher Tobias stands in silent affirmation, witnessing the fall of the city they helped to bring about." Present Day: The Way/Order of the Serpent Years later, Ut’torvioth returned, not as a servant of Azdromoth but as a force unto himself. He walked alongside An-Gho, learning the ways of enlightenment, ascension, and immortality. With no followers of his own left, he bided his time, spreading his beliefs to those willing to listen. In time, he gathered a new generation of like-minded individuals, forming what is now known as the Order of the Serpent. Unlike its predecessors, the Order does not claim allegiance to any god, demon, or higher power. They do not revere Azdromoth, nor do they acknowledge Iblees as their master. They exist beyond faith, beyond devotion. Their only truth is Bithe’Vah—the unraveling of the mortal realm, whether by their hands or by forces beyond their control. They see themselves not as priests, prophets, or zealots, but as those who understand the cycle of destruction and rebirth. The Serpent, to them, is not an entity to be worshiped but a representation of this eternal cycle. "Ut’torvioth and His Students in Tor'Praeth – Amidst the prosperous lands of Tor'Praeth, Ut’torvioth stands with his disciples during his time aiding his brother, An-Gho. Here, they refine their understanding of Bithe’Vah, preparing for the trials that lie ahead." INFLUENCES AND ORIGINS Veythism did not emerge from a single doctrine but was shaped by the beliefs and actions of those who came before. Throughout history many individuals have made an impact on Veythism and its development. These individuals, whilst they are heavy influences, are not members nor practitioners of Veythism. _________________________ Tobias Sarkozy – A former Cannonist priest, nobleman, and knight of the Empire, Tobias was the founder of the earliest incarnation of Veythism. His descent into vampirism and Striga influence marked the group’s first foray into the dark arts and set the foundation for their initial alignment with Iblees. Monk Gouda – A herald of Azdromoth who introduced the group to doomsday prophecy, furthering the idea that the world was meant to be consumed by flame. His influence steered the Brotherhood toward the Titan’s doctrine. Haskir, Gamling, Balthazar, The Inquisitor Eternal – These individuals cemented the group’s servitude to Azdromoth. They orchestrated great acts of destruction, such as the burning of the Orenian Cathedral, and originated the concepts of Azdromothian worship and arson as a means of purification. Godfrey Briarwood – A master of secrecy and infiltration, Briarwood brought alchemy and dark magic into the group’s arsenal through his interactions with Tobias. His knowledge of Iblees and vampirism allowed for the refinement of early Veythism’s understanding of the world and the various powers upon it. Patrick Brae – A prestigious Herald who served as a pivotal figure in how the teachings of the Order are carried out and performed. His knowledge of enlightenment and his pursuit of life proved as evidence of prosperity and a future for the order. Patrick introduced the usage of relics and symbolism within the order. Nehtamo – Another prestigious Herald who was one of the most prominent and victorious warriors within Veyhthic culture. Their strategies in combat and usage of the mortal realm were pivotal in the development of Veythic combat. An-Gho – Perhaps the most significant figure in shaping modern Veythism, An-Gho introduced the ideals of enlightenment, ascension, and immortality. Through him, and his disciple Remon, the philosophy of Bithe’Vah expanded beyond simple destruction and into the understanding of the cycle of existence itself. Veythism has evolved through centuries of conflict, enlightenment, and the ambition of those who sought to shape the fate of the mortal realm. While its origins can be traced to the Sarkozic family's entanglement with dark forces, it was through the passage of time and the influence of various figures that it transformed into the ideology it is today. From the teachings of Tobias Sarkozy and Monk Gouda to the trials faced by the Uruloki Brotherhood, each era of its existence has refined and redefined its core beliefs. An-Gho and Remon expanded the scope of Bithe’Vah, while the likes of Balthazar and Azli brought about the redemption of its founder, leading to the emergence of the Order of the Serpent. Now, in its present form, the ideology of Veythism has taken its final shape under the guidance of the Serpent’s members. Unlike its past iterations, the modern Order of the Serpent is not driven by worship or servitude to gods or greater beings. The Serpent is not an object of reverence but a title carried by those who accept the burden of their path. The members of the Serpent are not bound by faith, but by purpose—the inevitability of Bithe’Vah. They are not prophets, but enactors of fate, neither seeking salvation nor damnation. The Serpent itself has distinct roles, each contributing to the current and future course of Veythism. Through the fulfillment of these roles, its members have crafted the present iteration of the ideology, shaping what is to come. While the past was dictated by external influences (e.g. Iblees, Azdromoth, Vamparism, etc.), it is through their actions, their choices, and their understanding of Bithe’Vah that the world will either find its end or persist beyond its destined ruin. "The Nephilim's Catacombs—Once a resting place for the dead, now a hoard of trophies, skulls, crowns, and relics of conquest, each carrying a lesson of power and legacy.” SYMBOLISM AND ICONOGRAPHY Veythism is steeped in symbolism, each object or practice serving as a physical conduit to something far greater. Unlike traditional faiths that look to the divine, the Order of the Serpent wields mortal objects as representations of metaphysical concepts—tools to understand, consume, and ultimately control the forces that shape reality. This culture of material symbolism is an extension of their philosophy: nothing is inherently sacred, yet everything can be used to further their purpose. _________________________ Greed, Consumption, and the Gathering of Trophies At the core of Veythism lies an insatiable hunger—not for wealth in the conventional sense, but for dominion over knowledge, power, and legacy. Members of the Order, particularly the Nephilim within, indulge in excessive consumption, feasting on raw meats and drowning themselves in strong drink. It is not an act of indulgence for its own sake but an assertion of dominance, a way to strip away mortal limitations and revel in unfiltered existence. Beyond sustenance, this hunger manifests in the practice of hoarding, though not of gold or magical relics. Instead, the Order collects trophies—remnants of conquests, physical mementos of battles fought and lessons learned. Skulls of significant figures are gathered not for idle display, but as embodiments of the past, reminders of what has been taken and what yet remains to be conquered. The Crowns of the Fallen Crowns hold a particular significance within Veythism, not for what they are, but for what they represent—authority, prestige, and the illusion of rule. To steal a noble’s crown is not merely to take an object but to strip them of their perceived power. It is a symbolic act, a statement that rulership is fleeting and that true strength lies not in titles, but in action. Some members of the Order wear stolen crowns as marks of victory, while others keep them as trophies, reminders that the world’s rulers are nothing more than fleeting obstacles in the march toward Bithe’Vah. The Collection of Senses The Order does not engage in reckless slaughter. Killing is an act of purpose, and sacrifice is a ritual meant to extract meaning rather than indulge in chaos. When an individual is deemed worthy of death, their remains are not discarded but repurposed. The eyes are taken as vessels of insight, the ears as conduits of wisdom, the tongue as a testament to the power of speech, and the hands as symbols of action. These parts are not mere trophies but tools—objects used to temporarily embody emotions, experiences, and knowledge. Through them, the members of the Order learn to wield and meld the intangible, shaping their own existence beyond mortal constraints. Snakes, Dragons, and Ash Serpents and dragons are ever-present in the imagery of Veythism. The serpent is the form of the Order itself—unbound, coiling, consuming. The dragon, meanwhile, is power incarnate, a being of raw will and destruction. Those within the Order often adorn themselves with serpent imagery, be it in the form of tattoos, engravings, or relics taken from their conquests. Ash, too, is significant—not as a symbol of death, but of transformation. To burn is to erase the past and create something new. The Order often marks themselves with ash before rituals, signifying their detachment from what was and their focus on what must be. Some even collect ashes from their greatest acts of destruction, keeping them as relics of Bithe’Vah’s slow but inevitable approach. _________________________ Every object and action within Veythism carries weight, serving as a bridge between the physical and the metaphysical. Whether through the theft of crowns, the collection of skulls, or the ritualistic consumption of senses, the Order of the Serpent does not simply exist within the world—they shape it, break it, and mold it to their will. Their culture is not one of blind faith but of deliberate, calculated intent, a manifestation of their ultimate purpose: to see Bithe’Vah come to pass. "The Ruins of Emgash—Once a stronghold of the Order, Emgash stood as a symbol of their influence in southern Aevos. Now, its crumbling walls and shattered towers serve as a reminder of ambition lost to time. The winds whisper through the ruins, carrying the echoes of those who once sought to shape the world from within its halls.”: THE RIFT BETWEEN VEYTHISM AND MODERN NEPHILIM Despite Veythism’s origins within the teachings of Azdromoth, it diverges sharply from the ideology of modern Nephilim. While both groups claim some level of alignment with the Great Titan’s vision, their fundamental goals are at odds. Modern Nephilim seek to integrate into the world, reveling in its beauty and grace. They see their place as one of guidance and dominance, rather than destruction. Veythism, however, holds a vastly different belief. They see the mortal realm as something fleeting and insignificant—a temporary stage upon which Nephilim are forced to play along with lesser beings. The Order does not seek to destroy the mortal world for chaos’s sake; rather, they believe its fall is a necessary step in securing true prosperity for Nephilim. Their goal is not meaningless annihilation but the fulfillment of Bithe’Vah, the end of the mortal realm that will ensure Nephilim’s place beyond it, sealed safely away from the impermanence and decay of mortal existence. _________________________ The Weight of Mortality – All modern Nephilim were once mortals, and remnants of their former selves linger—attachments to people, places, and ideals. Veythism rejects these sentiments. To them, mortality is a weakness that must be shed entirely. They believe that holding on to mortal concepts only prevents Nephilim from realizing their true nature. The Fear of Stagnation – Modern Nephilim seek to thrive in the world, ruling over it, but Veythism sees this as complacency. The Order believes that no matter how high Nephilim climb, they remain shackled by mortal limitations. To truly ascend, they must consume all, to take in everything they can—whether power, knowledge, or even the symbols of mortality itself. Azdromoth’s Acension – Veythist does not worship Azdromoth. They recognize his strength, his influence, and the undeniable role he played in shaping their ideology, but they do not revere him as a god. His absence in the mortal realm is not seen as guidance but as evidence of a prison—whether literal or metaphysical. Where modern Nephilim believe his will can be upheld through presence in the world, Veythism sees only a cycle of false existence that must be broken. The Legacy of Power – Power, to Veythism, is not meant to be held gently—it is meant to be wielded. Their doctrine of greed, hunger, and consumption stands in opposition to modern Nephilim restraint. Where others seek to build and rule, Veythism takes, seeing acquisition itself as the ultimate truth of existence. The Nature of Bithe’Vah – The prophecy of Bithe’Vah is central to Veythism’s worldview. Unlike modern Nephilim, who wish to exist within the world, Veythism believes in its inevitable end. They do not act as harbingers of destruction without reason—they believe that the Order is meant to guide this fate, ensuring Nephilim survive the collapse rather than be consumed by it. _________________________ The Unbreakable Rule: Nephilim Shall Not Be Harmed For all the differences between Veythism and modern Nephilim, one law remains absolute: Veythists will never harm their own kind unless it is the very last possible resort. This is not a matter of mere sentimentality, but a fundamental truth within their beliefs. Nephilim are the only beings that truly matter, the only ones worthy of preservation beyond the end of the mortal world. To harm another Nephilim is to diminish the Serpent itself, to weaken the Order, to betray Bithe’Vah itself. Even when modern Nephilim stand against them, even when they refuse to see the truth of the world’s fate, Veythists will not lift a hand against their kin. They will argue, they will coerce, they will manipulate, they will push and pull and twist as needed to guide their wayward brethren back toward enlightenment—but they will not kill them. This doctrine has been reinforced by Morur’ei’s own past, shaped by hard-learned lessons of loss and regret. Once, he too may have acted in haste, believing that some Nephilim were beyond saving—but time and consequence have shown him otherwise. The weight of past misjudgments, the echoes of kin lost to misguided zeal, have solidified his resolve. To him, and to all who follow the Serpent’s path, a Nephilim’s life is a flame never to be extinguished by their own hand. Only in the gravest, most inescapable circumstances—when a Nephilim’s actions threaten not only themselves but the very future of the Serpent—will a Veythist resort to violence. Even then, it is a tragedy, an act taken with the utmost reluctance. It is a failure, a loss not only of a life but of potential. When such an act occurs, it is not celebrated, but mourned. The blood of a Nephilim is never spilled lightly. "The Veythist – A devoted seeker of ascension, adorned with the trophies of past trials.” PRACTICING VEYTHISM: THE PATH TO THE SERPENT To practice Veythism is to strive toward ascension—to shed the shackles of mortality and embrace the path of the Serpent. It is not a faith in gods nor a blind devotion to prophecy; it is a philosophy of transformation, a pursuit of power, understanding, and purpose. A Veythist does not simply follow teachings—they seek to embody them, to become more than what they were, to consume the lessons of the past and forge themselves into something greater. The first step toward Veythism is acceptance. One must acknowledge the transient nature of the mortal world and the inevitability of Bithe’Vah. From there, they must seek to consume—not in the way of gluttony, but of growth. Veythists hoard not material wealth but wisdom, victories, and trophies of the past. A crown taken from a fallen ruler, a relic from an ancient foe, the skull of a worthy adversary—each object holds meaning, each serving as a temporary vessel for power and understanding. True practice requires action. Veythism is not passive; it demands ambition. A follower must pursue their own evolution, honing their mind and body, perfecting their ability to wield influence, fear, or reverence. The ultimate goal is to ascend, to become one with the Serpent—not as a worshiper, but as an aspect of its will. Some achieve this through combat, others through manipulation or mastery of knowledge. Each path is different, but all lead toward the same truth: to rise above mortality and shape the coming of Bithe’Vah. Only those who can walk this path without faltering, who can balance the weight of ambition and the burden of wisdom, can truly call themselves Veythists. To waver is to fail. To fall is to be forgotten. But to persist—to consume, to learn, to rise—this is the way of the Serpent.
  2. | THE SUMMONING OF THE ALCHEMIST | [!] This is only Viewable to those of Tor’Praeth From the halls of the Servants of Bithe’vah - The Order of the Serpent To those of Tor’Praeth, specifically the one who has become its known Alchemist - a summoning is in order. Recent events have driven our gaze to fall onto you and your workings, one craft of yours in particular. Our towers yearn for your presence, the halls of the Serpent whisper about you throughout the night - it has become obsessed. Gather yourself and begin your march to fulfill this calling, a journey to the south has been foreordained. We will greet you when you arrive upon our blessed halls.
  3. Any voidal spell would destroy a cleric spell which is stated in the original post. In regard to healing, if there is void in one's body then the spell would not be able to go through. It's less about the soul, but the mere presence of the void.
  4. Hey Primnya! Thank's for the feedback I'll go ahead and address some things. Klones - Looking back at klones they should be compatible since the soul goes unchanged, I think there was just a bias against them whenever i was writing that part. Kani - Kani works fine, it just wasn't specifically stated so that wass added in. Slots - We intend for this to be a 3 slot magic, the redline was lost in doc combining but it's been added back now! Cleric Spellcasting - It will require for connection to be remade, given that connection involves summoning the rings, and casting involves expelling the rings. Thank you for pointing out the confusion here! It's been explicitly stated now. Void - A further look will need to be taken with the void, we generally have the idea that voidal beings would be a hard counter to this magic given it's origin, however some things may be tweaked!
  5. The Clerics of Tahariae “In The Gilded Court, Tahariae is the judge, jury, and executioner of his enigmatic dogma.” 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 three stories of champions 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, upon the blackened, tattered banners of a primitive war standard, there stood, emblazoned upon the fabric, a Stag—radiant and silver as the sunlight gleamed off it. A man, bloody and exhausted, leaned on the wooden pole of the standard. A field of carnage lay in front of him, the crescendo of the maelstrom long silenced. The bodies of comrades and Ibleesian creatures lay all around him. He had led the charge that day—years of planning and toil. Death and betrayal led to this moment. Justice was finally at hand, the Betrayer’s forces were here, the last of their worldly strongholds in this land. The fighting was unceasing, an endless gauntlet of horrid creatures, after foul sorceries, after visages of trickeries. Comrade after comrade fell, the dark seemed unending. But everything ends eventually. The zenith of the fighting culminated in the arrival of some horrific general of the Ibleesian army. Many of the stalwart band of warriors from the Vehement Eye challenged this beast, only to be felled. But the commander, fearless and unwavering, stood up to the foul abomination. A long and gruelling duel commenced, blow after blow was shared between the two. But yet it ended with a decisive strike upon the creature’s neck. The Ibleesian general now slain drove fear into the hearts of those remaining of the Dark. This day was a victory for the Vehement Eye. The man caught his breath. Gripping the pole of the war banner he’d raise it high, the words leaving his mouth in the silence of the aftermath; “Am gyda Tahariae! Cofiwch Zecharael!” The sole champion of the Stag, unmarred and untainted by corruption and sin. The blood of heretics and the scratches of their infernal sorceries and vestiges upon his armour. He stood just as brilliantly as the sun shining off the silver thread embroidered on the fabric of the banner—a paragon of brilliance, and the brutality of the uncompromised ideals of justice. The Story of Glyndŵr, The Righteous. There once was a land secluded in the mountains, full of worldly delights and the constant temptations of the Dark. The lies of the betrayer clawed themselves deep here. Violence and strife were constant; blood soaked the ground more than water for the crops. Descendants were toyed upon like blank canvases to be painted. Whence from this land came a woman, fair and motherly. She saw the suffering and debasement of her kin and wept. This was not how they were meant to be, this was not how God made them. So, she opened her heart, full of love that it was, to the suffering of her kinsmen. She opened her home to them, her heart, her mind, her soul. She took on the brunt of their pains and made them whole again. But there was only so much a mortal woman could do. So the Silver Stag saw fit to give her part of his Purifying light; “Continue your work, make them Pure through me and in the eyes of God.” He said to her, sanctifying her goal as divine. In the support the Stag gave her, she gifted upon her people Purity. Excising the Dark that was left to fester and spread in their mountain village for too long. When the Dark was kicked from their lands. The woman saw fit to build a church for God and the divine Stag that gifted her the ability to save her kin. So they did, a tiny place of worship was built for God and Tahariae in their lands, further spreading the message of purity for as long as someone lived to tell the story. The Story of Arianwen, The Saintly 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 these paragons 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. EXPLANATION Souls, a precious thing. A creation not to be taken lightly. It is the seat of personhood, what makes a man a man, the divine creation of God. The seat of Purity, one would say. A thing that should remain untampered, unmarred and untainted. It should remain pure, the way God intended. The Aenguls, Daemons, Inferi and Ibleesian creations have seen it that Souls act as the perfect bargaining chip, the perfect collateral and the perfect meal to subjugate Mortals, whether willingly or not, to their wills. As such, Tahariae, Aengul of Purity and Justice, sees it upon himself now to keep the Souls of Descendants pure and untainted. Given this, it is a primary that new mortal agents for the Aengul do not relinquish their souls to him. To keep themselves pure and able to reach dikaiosis. So there will be no signs of impurity upon the world if his goal is met. LEGAL TENETS FROM THE GILDED COURT - The slaughter or desecration of another Cleric 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 the aims of furthering the goals of other Aengudaemonic, the Dark or Infernal. You will not willingly harm another Pure Descendant. To do so would make yourself an enemy of the people, further shedding them away from Justice & Purity and towards my siblings or Dark and Infernal powers. - Tahariae’s Clerics 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 my mission and law or forsake it for the rest of creation. - Give those 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. THE SCALES OF JUSTICE & PURITY Tahariae, envisioning a world free from the taints of Aengudaemonic, Infernal, and Ibleesian meddling, has endowed his new adherents with a tangible manifestation of their loyalty to the Aengul. Unlike his counterparts, Tahariae does not demand the souls of his followers. This manifestation takes the form of the Scales of Justice, which can be crafted solely from pure, refined silver. One plate of the scale holds the tranquil, silver-white waters of Clarity, representing Purity, while the other carries the righteous, scorching golden flames of Flare, symbolizing Justice. These elements embody the Mantles of Tahariae and serve as the sources of magic from which Clerics cast their spells. Throughout their journey, a Cleric blesses a scale of their own, signifying their independence from their mentor and their ability to bless the scales of their own future students. The first scales, created by the initial chosen, were blessed by Tahariae himself, marking the beginning of this tradition. From that point onward, teachers bless the scales of their students, ensuring the continuation of Tahariae’s intended absence of physical presence in the Mortal Realm and the self-sufficiency of his agents. Mechanics The scales are the physical representation of the magic. Each plate of the scale—one for Clarity (water) and one for Flare (fire)—embodies the ideals of Purity and Justice that Tahariae upholds. Clerics have a set amount of Clarity and Flare to cast spells, with Clarity being attributed to Purity spells and Flare to Justice spells. These scales visually display the available spells and energy for each Cleric as a representation of their tier, with the higher tier resulting in a brighter pool of water, or a brighter flame. When using Clarity the water would noticeably dim in shine. When 0 Clarity is reached, the pool would look akin to normal water. When using Flare the fire would noticeably shrink. When 0 Flare is reached, the fire would be reduced to smoldering ashes. As well, when using Flare, the scale will take on a golden sheen to represent the domain of Justice. The tier that a Cleric is, also represents the amount of counts that they have regarding Flares and Clarity. These Flares and Clarity counts are replenished over a 24 OOC hour period. The creation of a scale is outlined in the abilities below. [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 CONNECTION Overview When a master Cleric 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 Cleric 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. Even if 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. 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 Clerics. Should the accused cleric be fully constrained a means of a hearing will be held in which 3 Master clerics present their scales, fire and water dwelling within each. The processes of this trial are at the hands of the accusers, however should each Cleric 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 Cleric. With each channeling emote, a ring forms around a limb or part of the accused cleric’s constrained form akin to shackles. Once channeling is completed, a cleric 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. If the accused is found innocent, the shackles will fizzle off them, though leaving their magic inhibited for 1 month. 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. WEAKNESSES Weaknesses of Clerics When one becomes a Cleric they take upon certain weaknesses that are a result of their devotion. These weaknesses go as follow: The Void Cleric magic, since it is a byproduct of creation, is inherently countered by Voidal arts. When a manifested Cleric 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 5 emotes after the effect ends. Mental and Physical The physical aspects of a Cleric are in no way limited or inhibited nor are they strengthened. The physical form of a Cleric becomes untouched, their prior state to taking upon the magic serves as their state whilst having the magic. Clerics are capable of taking upon alchemical mutations, however they can in no way shape or form become a klone, machine spirit, etc. As per the mental aspects of Clerics, 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, Clerics 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 Cleric 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 cleric 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 5 emotes after the effect ends. RINGS OF SACER Overview Once one has been initiated into the Order which is Tahariae’s Clerics they gain a newfound mission in which they will accomplish this world. Acting as an agent of Tahariae the Cleric's connection to the Aengul manifests in more than just their words and actions. Signified by their Rings of Sacer, which manifest through their deeds to achieve a pure world, the Clerics become beacons of justice and purity, wielding the power bestowed upon them to cleanse the world of darkness and corruption. Casting Tells Blessings and Abilities performed by Clerics are represented in the form of white-gold Rings which manifest around the appendage or item in which the spell is being used to cast. These Rings let off a soft glow as well as a dull humming noise. These Rings are no larger than 2 meters in diameter and are no thicker than a normal finger Ring. When cast from the domain of Purity, the Rings will take on a smooth, pristine sheen, almost like the water in the Scales they come from. When cast from the domain of Justice, the Rings will take on a burning, marbled appearance to echo the carved marble pillars in the Gilded Court. When casting higher tier spells, the Rings gain in quantity with one Ring per tier of the spell cast (e.g. T1 = 1 Ring, Tier 2 = 2 Rings, Tier 3 = 3 Rings). Further aesthetical changes to Rings include nothing more than words of a known language of the user embedding on them, engravings / decorative features upon the Rings, or small fragments of light forming around them. When connecting, the Rings of Sacer will immediately form around either the scale, or the arm in which the ability is being cast. When channeling the Rings grow brighter, larger in size, and hum louder. ABILITIES The spells and enchantments in which Tahariae’s Clerics perform demonstrate the two domains in which he rules, Justice and Purity. The Domain of Justice [T1] The Stag’s Hide [Combative] [ 3 Emotes : 1 Connect - 1 Channel - 1 Cast ] [1 Flare] A Cleric using a Ring of Sacer can manifest it on their scale. Using it to act as a shield for foul sorceries. Mechanics: A Cleric over the course of THREE emotes and the cost of ONE Flare can bring a Ring of Sacer around it. Sanctioning it to the scale to act as a shield for THREE emotes or if it is hit ONCE by a spell equal to the Cleric’s tier and TWICE by tiers below. This shield is a Ring manifested vertically around the scale and has a diameter of 2 meters forming a circular shield around the item. [T1] The Stag’s Sword [Combative] [ 2 Emotes : 1 Connect - 1 Cast ] [1 Flare] Clerics are capable of imbuing a weapon with their Ring of light to enact Tahariae’s justice upon those who threaten the order of the world. Mechanics: After spending ONE emote connecting and ONE emote to cast a Cleric may summon Ring of Sacer around a weapon within their hand so long as their other bears their Scales. This ability lasts for FIVE emotes and may be continued at the cost of ONE Flare. Those hit by the weapon should they be of Deific origin, Darkspawn, or undead would find themselves affected by a horrible warm-yet-chilling sensation. This chilling sensation would last for 2 emotes after being struck. 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. [T3] Ring of Light [Combative] [ 4 Emotes : 1 Connect - 1 Channel - 1 Cast ] [3 Flare] A Cleric is capable of channeling their Rings onto their scale to emit a large, bright Ring around them to blind their enemies. Mechanics: A Cleric, over the course of THREE emotes can hold their Scales before them as the Rings of Sacer form around the device. After spending ONE emote connecting and ONE emote channeling, a bright Ring of light will emit from the scale in a 5 meter radius around the Cleric blinding all in this range for the course of ONE emote. There is a THREE emote cooldown between casting this spell. [T4] The Shackles of Repentance [Combative] [ 4 Emotes : 1 Connect - 2 Channel - 1 Cast ] [4 Flare] Clerics are capable of producing a Ring from their scales as a means of restraining a foe. This occurs through the Cleric connecting through their scale, before a 5 meter radius Ring is placed around them. 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 Cleric over the course of FOUR emotes can summon a large Ring of Sacer from their scale. This large Ring lasts for 5 emotes of constant channeling, meaning that the Cleric cannot move from their casting location. From there a Cleric with direct line-of-sight on a target within the expanded Ring’s radius can close the Ring around them as a means of restraining and stunning them. This restraint lasts for ONE emote or until the target is incapacitated or slain, the Cleric is incapacitated or slain, or combat ends. The Ring itself, if hit by a Voidal spell ONCE it is broken immediately, as well as hit TWICE by any weapon, or other combative magic is broken. [T5] The Ring of Judgement [Combative] [ 5 Emotes : 1 Connect - 3 Channel - 1 Cast ] [5 Flare] Using a Ring of Sacer a Cleric can break the bind a mage has on a controlled creature. This is achieved through the Cleric manifesting a Ring of Sacer around the entity, seveRing its connection from its caster/user. Mechanics: Over the course of FIVE emotes, a Cleric will manifest a Ring of Sacer around a creature within a 5 meter radius of them. After spending one emote connecting and a Ring of Sacer forming around their scale, then three emotes of channeling a Ring around the selected creature, they are then able to sever the creature's connection from their caster/user. HEALING Overview When entering Combat, a Cleric’s current Clarity becomes locked. To gain clarity within combat, Clerics are capable of landing significant blows onto their enemies to generate a loaned-clarity, acting as a token to cast Combative clarity spells. Through this careful use of loaned Clarity, a Cleric can offer their support to their allies and fellow Clerics in combat. Mechanics: When in combat, a Cleric’s healing spells are made transactional. Clarity is instead locked behind a set amount of “hits.” Each significant hit given to an enemy in combat generates a temporary count of Clarity to be used. From here, each subsequent hit after offers another loaned Clarity until it hits the max of 5 loaned Clarity. Clarity is only generated through a cleric making a significant hit, meaning that it creates a wound. This can only be performed on those of other deific origin, dark souls, infernal souls, specters, undead, etc. Upon combat ending, these transactional units are nullified allowing Clerics to access their initial Clarity pool. The Domain of Purity [T1+] The Stag’s Wound [Non-Combative] [3 Emotes : 1 Connect - 1 Channel - 1 Cast ] [1-3 Clarity, depending on wound and Cleric’s Tier] Clerics are capable of embedding a Ring of Sacer into one’s wound. To do this, Clerics take upon a reminder of the wounds in which they heal in the form of an ivory white scar. Mechanics: Scaling at specific tiers, the Cleric is capable of sealing flesh wounds and ailments inflicted on descendents. Over the course of THREE emotes, using a Ring of Sacer around one arm or both hands they can touch the wound(s) and embed an additional Ring of Sacer into the wound of a descendent. During the duration of this wound’s healing period, a glowing golden Ring would become visible beneath one’s flesh. Wounds healed by a Ring of Sacer form an ivory white scar with small golden veins in the shape of the Ring. If a Cleric 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. During the duration of this healing period the Cleric will undergo a painful experience as an ivory white scar forms upon their body. This scar serves as a reminder of the pains that the descendents of the world undergo, never being able to cleanse them from their form. This pain comes in the form of a sharp chill upon their flesh as the scar forms - resembling the wound in which they heal. Wound Chart For Healing [1 Base Clarity - T1+ - 6 OOC Hours]Minor Wounds: Scrapes, cuts, bruises, scratches, and lacerations. [2 Base Clarity - T3+ - 12 OOC Hours] Medium Wounds: Lost hands/noses/ears/eyes/feet, broken bones, first-second degree burns, Malflame burns, necromantic wounds and punctures. [3 Base Clarity - T5+ - 24 OOC Hours] Major Wounds: Lost limbs, third-degree burns, nonlethal organ damage. [T2] The Stag’s Soul [Non-Combative] [Combative] [ 4 Emotes : 1 Connect - 2 Channel - 1 Cast ] [2 Clarity] [3 Loaned Clarity] Using a Ring of Sacer a Cleric can soothe and cure the minor curses and maladies of Dark and Infernal beings upon Descendants. Mechanics: Over the course of FOUR emotes. A Cleric can use a Ring of Sacer around a hand to cure the curses from minor Mystic hexes, Necro plagues, Naztherak Boons & Banes, Dispel hauntings from ghosts/poltergeists. As well as healing Malflame burns 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. [T2] The Sheen of Purity [Combative] [ 5 Emotes : 1 Connect - 3 Channel - 1 Cast ] [2 Loaned Clarity] A Cleric, using a Ring of Sacer, can give the properties of Aurum to a chosen individual’s weapon. Mechanics: Over the course of FIVE emotes, a Cleric, using a Ring of Sacer, will bind it to their Scales. Eyeing another person they will shoot the Ring outward to bind to the arm holding a weapon in a 10 meter radius of the cleric. The weapon in their hand would begin to gain the properties of Aurum, reflecting a golden sheen to reflect this. 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. [T3+] The Stag’s Lift [Combative] [4 Emotes : 1 Connect - 2 Channel - 1 Cast ] [3 Loaned Clarity] Combative Mechanics: Scaling at the tier like the base spell. Using this spell in combat will heal the wounds present on one person. As long as the Cleric is alive, conscious and has concentration and sight on the target. Over the course of FOUR emotes a Ring of Sacer will manifest from their scales, surrounding the person being healed. A white light will wash over them in TWO emotes as their wounds in that moment are healed. Leaving them with ivory scars. The Cleric, taking on the brunt of the pain as a cold-hot burning sears through them. Scars lining their body from the wounds they’ve healed. If a wound is present on the target that is above the Cleric’s current tier. The wound will fail to heal, leaving the injury. This spell, in all its splendour, cannot heal major wounds in combat. [T3] The Stag’s Shedding [Non-Combative] [Combative] [ 5 Emotes : 1 Connect - 3 Channel - 1 Cast ] [3 Clarity] [3 Loaned 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 Cleric over the course of FIVE emotes, can wrap a Ring of Sacer around an item to break a curse on it. After spending ONE emote connecting with 1 Ring forming around the Cleric’s scale, then THREE emotes channeling with another Ring(s) forming around the item, then on the final emote the Rings around the item shattering, the curse upon the item will be broken. This immediately destroys the curse rendering the item to its prior state to its enchantment / cursing. Curses under this purview are Naztherak cursed idols, major Mystic hexes, Necromancer Oculus, etc. [T4] The Stag’s Sacrifice [Non-Combative] [ 3 Emotes : 1 Connect - 1 Channel - 1 Cast ] [4 Clarity] A collection of Three Clerics may come together to combine their collective Clarity as a dire effort of saving a pure soul. Mechanics: Three Clerics may come together to combine their Clarity as a means of saving one from a physical death. This spell must be initiated by a T4 or higher Cleric. This task is extremely excruciating on behalf of the Clerics as well as the individual in which they seek to save. Requires a collective minimum of 10 Tiers (Two Tier 3 + One Tier 4, One Tier 2 + One Tier 5 + One Tier 3, etc.). To balance this, each participating Cleric must roll 20 and achieve a roll of 12 or higher. 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. No matter the tier of Cleric, should this spell be performed it will sap all of one’s unit’s of Clarity. [T5] Purity’s Mercy [Non-Combative] [ 7 Emotes : 1 Connect - 5 Channel - 1 Cast ] [5 Clarity] By summoning their Rings of Sacer around their scales, these Rings will also begin to manifest around a selected individual. Slowly wrapping around their form these Rings begin purifying a greater curse one might currently endure. Mechanics: Upon connection, 5 Rings of Sacer will form around one’s scale. Over the next 5 emotes, 5 further Rings will manifest around the body of a cursed individual. Each Ring added creates a cold, painful chill that amplifies with each summoned Ring as the Rings begin to extract the curse or corruption from the individual. This feeling that one endures send’s their body into a thrashing state as their flight sense reaches a height it has never reached before. Upon the final casting emote, the Rings shatter around the individual as the curse is dispersed. A Cleric can cure Corcitură, Lycanthropy, or a frostwitch whelping/seed from a Descendant with this ability. 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. [T5] The Stag’s Warmth [Combative] [ 7 Emotes : 1 Connect - 5 Channel - 1 Cast ] [5 Loaned Clarity] By summoning a Ring of Sacer, a Cleric can extend it upwards over a group. Blessing them with Light, granting them protection. Mechanics: Over the course of SIX emotes. A Cleric can manifest a Ring of Sacer, bringing it above a group of 3 players max within RP radius. The Ring will expand outward over them by 3 meters, bathing them in light. The light will then shield them akin to the Domain of Justice spell The Stag’s Hide. The protection from the light shielding them from dark and deific magics in line-of-sight. This spell lasts THREE emotes, the Ring and light dissipating as soon as it’s over. The Ring can be broken as well; able to take ONE direct hit from a Voidal spell, TWO hits from Deific or Dark magic and THREE hits from any physical weapon (arrows, crossbow bolts, etc.) Any physical blow, Voidal spell, and Blood magic Bloodbending spells will pass through the light, causing harm to those being shielded. [T3] The Stag’s Balance [Non-Combative] [ 4 Emotes : 1 Connect - 2 Channel - 1 Cast ] [3 Flare - 3 Clarity] To represent the duty in which a Cleric is to perform, they are granted Scales as a source of casting their magicks. Mechanics: A Cleric is capable of blessing a Scale which has been crafted from pure, refined silver. 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 Cleric must first connect to their Scale, in which a whirling pool of water and a flame will dwell within their Scale’s plates. 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 Cleric 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. 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 Wound. Tier Two : 2 Weeks After Connection [2 Rings of Sacer Available] Abilities : The Stag’s Soul, Stag’s Wound Medium Wound expansion Tier Three : 3 Weeks After Connection [3 Rings of Sacer Available] Abilities : Ring of Light Tier Four : 2 Month After Connection [4 Rings of Sacer Available] Abilities : Shackles of Repentance, The Stag’s Sacrifice, 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 Blessing of Light 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 three short, inspirational stories 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! Citations Woozerly - Writer & Prior Cleric Write Submitter Qizu - Writer Reviewers - Jentos, Pallodium (Credit to Pallodium as well for letting us use his Wound Chart,) Security. Credit to Werew0lf as well for the hitpoint idea of combative healing 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-shelvedClericalism-the-divine-warden/
  6. “In the wake of the Father’s Ascension, the material world found itself deprived of a sovereign worthy of the throne. The realm lay vulnerable, exposed to the insidious influence of the Aengudaemonic beings who once again extended their grasp over it.” Upon the frozen wasteland of the northern isle of Aevos, a gathering assembled at the dark gates of the halls that held both Frozen and Infernal. These hooded figures moved through the night, emanating a raging flame embodying purity and intervention. Flames that tore through the very world around them, devouring all in their path. Flames that disintegrated magicks where they stood, flames that would soon be known by all, both living and dead, as the fires of Bithe’vah. On this night, a message was left: "To those who still remain within these halls, your hearts have been shattered and broken. Your frozen bodies meander this earth without a true anchor. May you feel fear, for you are now but a glimmer of ice upon our realm with no means of binding yourself to it. May your insecurity gnaw at your very existence as you are exposed to the world. Your kind has entered new territory, a realm where witches coincide with infernal beasts and creatures of the High Hells. Your lives have become intertwined with these demonic beings, plaguing the North with their presence. Do you not feel the weight of your sins? Do your bodies not feel the infernal flames tearing at your souls? Do you sense the emptiness of the halls in the absence of a mother’s comfort? Do you not yearn for her embrace? On this night, you are given a final chance at redemption. Upon your death, no altar will yearn to accept you for the sins you have committed. Repent for what you have done, cast out the infernal from your halls, and rejoice in the true nature of your being. You have one year to succeed in this - for your failure will result in the extinction of any Witch who resides within the comfort of the infernal presence."
  7. Looking for someone to be homunculi player

    1. LobsterLarry

      LobsterLarry

      can i look like frankenstein and do the monster mash all over haense

    2. frvma

      frvma

      i'll play one if you trade me azdrazi qizu

  8. Aptrgǫngu-Maðr One who walks after death. The Arrival of the Mare - The Birth of the Aptrgǫngu-Maðr The origins of the Aptrgǫngu-Maðr are shrouded in mystery, unknown even to the creature itself. It was forged in the depths of a desolate cavern by rogue sorcerers of an ancient age. Once a stunning marvel of nature, the creature’s form was lush with fur and flesh, crowned by magnificent antlers that were as much a part of the northern forests as the trees themselves. In those days, it roamed the towering woods of Ailmere, its presence a blessing to any who glimpsed it. This titan of the forest, awe-inspiring and majestic, was a symbol of natural beauty. But while the peaceful admired such splendor, others saw it as a trophy to claim. Upon its discovery, the Aptrgǫngu-Maðr became the obsession of hunters across the north. This once-celebrated marvel turned into nothing more than a prize to be hunted. Armies of hunters set out to capture it, but despite their efforts, none could succeed. As time passed, it was pursued relentlessly, its existence a painful struggle to survive—until, finally, it was offered a release, though one of a bitter kind. A fierce storm swept through Ailmere, brought forth by one which held the name of the Mare. Her arrival was like a veil of snow. Ice blanketed the forests, villages were buried in avalanches, and the entire land was swallowed in a relentless freeze. Life within the north diminished, with each passing night bringing new horrors, until only the creature remained, enduring a much different fate. The Aptrgǫngu-Maðr’s fur was the first to succumb, freezing solid before falling away in frozen clumps. Its hide became barren, exposing it to the harsh, unyielding cold. Yet, it continued to journey across the frozen wasteland, as though seeking the origin of this winter’s fury. As it neared the mountains of its birthplace, its flesh began to tear away, shredded by icy winds and sharp frost. Bones broke through its skin, and still it climbed, dragging its frozen remains up the mountain’s peak. The journey spanned countless nights, each step transforming it further. The antlers that once gleamed now loomed dark and hollow, its body reduced to skeletal remains and shadow. Its heart, a pulsing blue orb within it’s bone-white ribcage, dark energies within it revealed onto the realm at last. With this great ascent, the creature became known as Aptrgǫngu-Maðr. Finally, at the summit, it looked out over the frozen land below, now a barren wasteland. It saw the silent remains of those who had once hunted it. What many saw as a curse upon the land brought peace to the creature, who now stood above it all, able at last to rest. Its true nature had been revealed—a creature destined to walk even beyond death. The March & Slumber Over the centuries of its unending life, the Aptrgǫngu-Maðr served as a silent warden of the North. As the last creature left within the wasteland, it roamed freely for years, traversing the frozen waters, moving above the treelines of the forest, and learning the ways of the people who once dwelt in its realm. Though it carried itself like a king, it was, in truth, a King of Nothing. During this time, the creature grew wise, an intelligent beast burdened with questions about the fate imposed upon it. Like an old toy cast aside, it wandered the great emptiness, sorrow and longing gnawing at its consciousness. Three hundred years passed from the time of the Mare’s arrival until the night the creature would face a harrowing end. The pain within it led to a sort of death—not of body, but of spirit. It returned to the mountains for the third time, likely for the last. After countless years of wandering, it descended into a deep ravine, where rock and ice eroded around it, leaving only its spine exposed to the outside world. As time marched on, the realm transformed: ice thawed and froze again, wildlife returned, and eventually, new life emerged from the lands of Almaris. With it came stories and legends unknown to the slumbering beast—for now. The Arrival of Devana - Present Day With the arrival of descendant-kind came new wonders and mysteries to the world. Wars erupted as armies marched across the continent, and raiders descended from Ailmere, casting deeper shadows over the northern lands. Witches hunted their prey, weaving ice and magic into the land itself. Yet amid this chaos, war, and lore carved into Ailmere, the beast continued its long slumber— that is, until the arrival of the Witches of Devana. These witches, hailing from Skjoldier, brought with them ancient prophecies and tales. In their visions, they had seen the great beast of the north, including its journey up the icy peaks of Ailmere, but they understood its legacy too deeply to claim it as their own. A group of witches was dispatched to the creature’s resting place, where their powers melded with the ice encasing the beast. Those of Devana understood its pain and suffering, knowing that such a tragic fate should not be the end of the legend that was Aptrgǫngu-Maðr. It was here that the creature’s form was risen once again, granting it a reminder of life—one not chosen, but one that deserved to be lived. Its ancient body cracked and shuddered as it rose, the centuries old creature lifted itself up once more. But this time, the despair and sorrow that once haunted it had faded, replaced by a deep devotion to the land that had held its life. For as long as it roamed the northern realm, it would walk not in anguish but in protection of the place that had been its cradle. The Devana witches had infused it with a prism of power, a force unknown to the world around it—a power the Aptrgǫngu-Maðr alone would wield and embrace.
  9. I would really suggest joining up with a small group there are a few good ones reaching out to you already! If you like tolkien inspired rp by chance I would really check out numendil especially the rangers, religious rp is also pretty interesting right now if you like that you can check out the holy see, if you like like vinland / norse esc rp check out solgaard! Personally I have a dragon doomsday cult if that interests you, if you need help getting connected to anyone above lmk!
  10. This is a very creative magic submission I like your ideas! One problem I see is having a 1 on 1 ST interaction needed for one of the paragon spells, could be bad if this were to happen quite often, could lead to bias accusations etc. etc. I think if this is fleshed out more it would be a really cool piece.
  11. Recruiting, check out my latest post!

  12. THE WAY OF THE SERPENT The Bastion of Purity WER IDOL DI WER ADULESE The Child - The descendents of Azdromoth, Nephilim. The Father - Azdromoth, the Daemon of Fate. Bithe’Vah - The Binding End, the sealing of the realm in which the plane of the Father is entered from. The Serpent - The egregore in which the Serpent has created. Egregore - An egregore is a non-physical entity that is thought to arise from the collective emotions and thoughts of a group of people. The Known - Tenets or Commandments of the Order. The Order of the Serpent The Order of the Serpent is a path that counteracts conventional philosophies and worship of Azdromothian Descendents. It is founded on the principle of transformation of oneself and the world around them through contrivance and manipulation. It is a collection of the Ascended Child, each embodying a unique aspect of the Serpent. These Children are not only the living embodiments of the Serpent’s nature but are also the harbingers of Bithe'vah—the ultimate cleansing of the world. Each soul that rises to Nephilim-hood mantles a part of the Serpent’s form that represents them best. When the serpent is fully complete, only then shall the day of Bithe’vah rain down upon the world. Followers of the Order master the arts of deception, power, and sacrifice to reshape reality according to their desires. Their existence is a manifestation of their ambitions, and through their ascended roles, they personify the very lies and aspirations they projected to gain their place among their kin. The Order’s hierarchy reflects different facets of the Serpent’s essence, with each member contributing to the enactment of Bithe'vah, ensuring its realization as both their embodiment and their destiny. To engage with the world around them, the Order works together to form a false identity in which they enact their goals and plans. Whether this be the broken image of a noble family, a band of traveling merchants, ancient knights descending from the ruins atop a mountain, the Order rarely engages directly with the world. This is to preserve the desire that is Bithe’vah so that the Order may succeed in their attempts. The Definition of Bithe’vah The meaning of Bithe'vah has long been misunderstood. Commonly translated as "The Binding End," it was originally interpreted as a sacred day for the Material Realm, when the world would darken and be revealed to the Flames of Perfection. Bithe'vah was believed to cleanse everything of its sins, curses, and maladies, leaving only purity and perfection in its wake. However, with the Ascension of the Father, the definition of Bithe'vah has been redefined for the New Age: It is now understood as the act of a convergence of the Material Realm—the unifying of the world into a single, untouched state of existence, a canvas that will bear no artist. This includes the removal of all worldly influences, even those who usher in this sacred day, as they ascend with its fires once their duty is complete. The Known In the wake of the Father’s Ascension, the material world found itself deprived of a sovereign worthy of the throne. The realm lay vulnerable, exposed to the insidious influence of the Aengudaemonic beings who once again extended their grasp over it. Below lies the Known, a term encapsulating the current state of the material world and its denizens. I. The mortality of descendent-kind has been forsaken, their precious gift of life withering away as they fail to seize the reins of ascension. II. No longer shall descendent-kind be regarded as the world’s driving force, for their souls and bodies too easily influenced by the Aengudaemonic presence. III. The Father, having ascended in Victory, is no longer King of the Material Realm. IV. The Father’s realm must be zealously safeguarded from those who would seek to taint and infiltrate it with their unworthy souls. V. The Child, an eternal being, is bound by existence itself to assume the vacant throne of the Father. VI. The Aengudaemonic hands must be manipulated as they reach into the Material Realm. VII. Those who seek to undermine the Child's ascension shall be met with an unyielding and devastating response. IX. The sanctity of the Father's legacy must be preserved, and all who challenge it shall face relentless opposition. X. The ascension of the unworthy must be thwarted at all costs, let dragonfire rain down upon man. Ascension In the Order of the Serpent, ascension represents the ultimate transcendence beyond mortal limitations, achieved through the completion of trials embodying various aspects of the Serpent. Each trial demands that aspirants demonstrate mastery over manipulation, power, and sacrifice, reflecting the essence of the Serpent’s nature. Those who aspire a place within the Order mentor beneath one of the Order’s crucial parts, undergoing a series of trials until the day of their proposed Ascension. Should they complete the tasks to determine their value to the Order, a vote will be held by the parts of the Order to determine if the aspirant shall ascend and claim a role of the Serpent itself. Should the aspirant seek to claim the role of an existing member a duel will be held on the greatest stakes a life can endure - the risk of eternal death. On the rarest of circumstances, a new role may be found within the mind of an aspirant, a feat never accomplished before. To ascend is to shed one’s mortal soul and reject their descendent-kind nature, embracing a higher, divine existence. This transformation is not merely a reward but a profound rebirth, aligning with the tenets outlined in The Known. It is a necessary step for those who seek to contribute to Bithe'vah, the grand cleansing of the world, as it signifies their readiness to fulfill the role of the Serpent’s embodiment. Ascension thus marks both the renunciation of the failures of descendent-kind and the preparation for the ultimate enactment of Bithe'vah, where the world’s flaws will be purged, and only the purified will remain. The Serpent The Serpent in itself is that of an Egregore - an entity that will form through the collective beliefs and actions of those who embody its existence. Each Nephilim within the Order takes upon a part of the Serpent to serve as a physical representation of it. Bithe’vah cannot come until the entire Serpent has been formed, as it is the Serpent that will be the weapon which is Bithe’vah - the Serpent that consumes reality itself. Should a part of the Serpent fail to the highest degree, it will be severed in an attempt to save those that remain. To accompany the Nephilim of the Order, the Serpent is also manifested in a series of relics and artifacts that members of the order wield. The Nephilim that make up the Serpent act as a joint council of the Way of the Serpent. These Nephilim cannot be intercepted from other groups of Nephilim, nor can they be outsiders. Nephilim within the Way of the Serpent can only be created from students within the Order. All nephilim are teachers, and are expected to contribute to guiding the mind of those who fall upon the bed of our lies. Nephilim of this path are signified by a wispy, serpentine voice. Their voices sound as if there are multiple whispers behind it. Should you be in the room of a Nephilim from this path, you will often hear otherworldly voices accompanying them. Many take upon yellow or golden fires to further tie themselves to this Way. (Roles that are filled are denoted with a * ) The Tongue* The Tongue of the Serpent embodies the aspect of manipulation and lies. To achieve greatness, all things must be accounted for—whether it be deception, politics, persuasion, or preaching. Nothing should be overlooked to accomplish what must be achieved. The foundation of this Way relies on the interpretation of the Serpent; how it is portrayed determines the success of Bithe’vah. The Tongue is the voice that guides and misguides, weaving the narratives that lead followers and foes alike toward the ultimate goal. The Eye* The Eye of the Serpent serves as the ceremonial figurehead of the Order's beliefs, guiding all aspirants and Parts of the Serpent through the rituals ordained by prophecy. The Eye shares prophecies and leads rituals to strengthen the belief in and conviction toward Bithe’vah, celebrating ascendants who achieve their place within the Serpent. The Eye oversees all, ensuring that every step taken is in alignment with the sacred path, providing vision and insight into the Serpent’s ultimate design. The Heart* The Heart of the Serpent is the gamemaker and teacher who upholds the Order. This role ensures that all members perform their duties effectively, propelling students forward and designing trials to test their resolve and capabilities. The Heart maintains the Order's structure, providing guidance and support to ensure that every part of the Serpent works in harmony toward the fulfillment of Bithe’vah. The Gut The Gut of the Serpent emphasizes the importance of timing, mercy, and diligence. Serpents must know when to recede into the shadows and when to strike. It is crucial that they practice restraint and patience, avoiding the pitfalls of greed and overreach. The Gut serves as counsel for decision-making, balancing morals and pragmatism, and ensuring that the Serpent's hunger is satisfied at the right moment without succumbing to reckless ambition. The Fang The Fang of the Serpent is its most notable feature, executing the orders of the Council with deadly precision. This role is responsible for teaching combat techniques, assassination methods, and espionage skills. The Fang strikes swiftly and decisively, ensuring that the goals of the Order are met through direct and often lethal action. They are the enforcers and protectors of the Serpent’s will, eliminating threats with cold efficiency. The Tail The Tail of the Serpent is the great Inquisitor of the Way, tasked with excising those who would hinder the coming of the Holy Day. The Tail constricts around enemies, eliminating them before they realize the danger. Teaching the art of appearing unassuming and using the element of surprise, the Tail ensures that the Serpent can strike effectively from the shadows. They are the guardians of the Order’s secrecy and integrity, rooting out and destroying internal and external threats. The Scale The Scale of the Serpent is the creator and smith, crafting and tinkering to advance the Order’s cause. This role is responsible for producing the tools, weapons, and artifacts necessary for the Serpent’s members to fulfill their duties. The Scale’s creations are essential for the survival and success of the Order, providing the means to overcome challenges and achieve Bithe’vah. The Flame The Flame of the Serpent is the screamer and martyr, the one who professes the beliefs of the Order to the world through fire. This role is for the loudest and most fervent members, those who are unafraid to proclaim the Serpent’s teachings and incite others to follow. The Flame inspires and rallies the faithful, sacrificing themselves if necessary to ensure that the message of Bithe’vah is heard and heeded. They are the torchbearers of the Order’s ideology, spreading its influence far and wide. The Shadow The Shadow of the Serpent is the master of stealth and subterfuge. This role involves gathering intelligence, spying on enemies, and executing covert operations. The Shadow works unseen, collecting vital information and performing tasks that require absolute secrecy. They are the unseen hand that manipulates events from behind the scenes. The Wing The Wing of the Serpent embodies the dual aspects of freedom and protection, essential for expanding the Order’s influence while ensuring its safety and stability. This role involves exploring new territories, establishing the Order’s presence in distant lands, and gathering vital information to identify opportunities for expansion. The Wing ensures the Order remains aware of external developments, allowing it to react swiftly to potential threats or opportunities. The Trials There are many trials that lay ahead of those who seek to join the Order of the Serpent. The first of these trials is unofficial, and refers to the discernment of prospective students. It is well known that the Order only takes students should they believe they can provide an unfilled, substantial role to the Order’s current standing. Students will be selected sparingly throughout time. Whether it be a stranger that approached the lands in which the order holds, or a selected being amidst a crowd in a town. These students enter a high stakes game which is their trials. They will be filtered and tested to ensure that they can serve a purpose. There may even be times, in which one does not know they have been entered onto these trials. Aspirants may select their trials based on their interest within the order. Once the completion of TWO trials has been made a marking is bestowed upon the aspirant. Once a total of FIVE trials has been made the marking is enhanced, expanding the power of the aspirant so that they may complete a total of SEVEN trials before undergoing the Serpent’s Trial. The Tongue The aspirant must infiltrate a high-stakes political or social gathering, using their skills in persuasion, deception, and rhetoric to manipulate key figures and influence the outcome in the Order’s favor. This trial serving as one in which the aspirant can show their ability to subtly steer conversations, sow discord among enemies, and secure alliances without revealing their true intentions. The Eye To understand the role of the eye, the aspirant is set out on a quest, seeking prophetic insights through engaging with the ebb and flow of the world on the most sacred of degrees. They must return with a vision of the Order’s future, interpret its significance, and lead a ritual that aligns the Order’s actions with this prophecy, demonstrating their ability to foresee and guide the path to Bithe’vah. The Heart The aspirant is tasked with designing a trial of their own design. This trial is one that they will undergo themselves as the results of such is studied by the Order. To succeed in this trial it must have a positive reflection on the members of the Serpent. There are no bounds that this trial may follow, leaving it to the hands of the one who undergoes it. The Gut The aspirant must navigate a series of moral and strategic dilemmas, making difficult decisions that balance mercy, pragmatism, and timing. They must demonstrate their ability to exercise restraint and patience, striking only when the moment is right. The options of this trial are determined by the member of the Order which presents it to the aspirant. Their success is judged by the outcomes of their decisions and their ability to maintain the Serpent’s integrity without succumbing to reckless ambition. The Fang To complete this trial the aspirant is given a target of the Order’s choice. To complete it the aspirant must effectively carry out a mission utilizing any tools available to ensure its success.. This trial tests their combat prowess, stealth, and precision. The completion of this trial is determined by their ability to complete the mission swiftly and efficiently, leaving no trace of their involvement. The Tail The trial of the Tail involves an aspirant being taken to a busy square. Upon which the giver of the trial will disguise themselves into the crowd. The aspirant will then be tasked to use the skills imparted onto them to find them within the crowd. The goal of this being the aspirant's ability to process the world and threats around them to use them to their own gain. The Talon The Aspirant will be set out on a mission decided by the Order. They are to take their own students or companions to form a small force of warriors to show their capability to lead. They must complete the goal set forwards at all costs necessary. Lives may be lost, blood can be spilled, the only thing that matters is that the task at hand is completed. The Scale The aspirant is tasked with designing and crafting a unique artifact or weapon that addresses a specific need of the Order. They must demonstrate their creativity, technical skill, and understanding of the Order’s requirements. Success is measured by the functionality, innovation, and impact of their creation on the Order’s missions. The Flame The aspirant must publicly profess a strong belief of the Known, inciting passion and loyalty among the faithful while enduring intense scrutiny and opposition. They must demonstrate unwavering conviction and the ability to inspire others, even in the face of personal danger. In many instances this may incite a riot, in others this may rally more to the cause. The Shadow The aspirant must gather critical intelligence on a formidable enemy without being detected. This involves infiltrating enemy territory, collecting vital information, and returning undetected. To succeed in this trial the success is determined by the one which holds the trial and the measurement of the accuracy and value of the intelligence gathered and their ability to remain unseen throughout the mission. The Wing The aspirant must explore a new territory or realm as well as establish a connection for the Order to begin its workings within it. They must demonstrate their ability to adapt to new environments, gather intelligence, and expand the Order’s influence. Success is judged by their ability to establish a foothold and provide valuable insights for the Order’s strategic planning. The Serpent's Trial The Trial of the Serpent, and the last trial of the Order, is that of ascension. It is in this trial that the student will stand before the Order, giving their plea to be fully implemented into the Serpent’s Workings. A vote will take place, should a ⅔ majority be achieved then the student will be granted ascension onto the Serpent. It is here that the final sacrifice will take place as their soul becomes consumed by the very entity before them, a flame claiming the husk of a body that is to be left behind.
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