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π‘“π‘–π‘™π‘–π‘Žπ‘™π‘ 

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  1. That isn't even something 'new'/buffed to the ca, in current iteration that is currently implemented flamebreath kills on the fourth emote spent in the fire, so my proposed change actually makes it more forgiving, but I am willing to hear out changes/recommendations and can replace unconciousness with a different effect. It is extremely difficult to properly balance burns in terms of mechanics without completely shooting the ca from what is currently implemented. But I mean you can also just step outside of it or hold a shield up. I don't think players should be rewarded for trying to tank standing inside of a flamethrower.
  2. All of the redlines have been moved to the general enrapturement section as all heating/burns have been standardized. It states that in the redlines in both sections. Also functionally all immolation did was let you light yourself on fire, but were unable to actually burn anything for 3 emotes after immolating. If I were to update it, I would have just given it the same burning effects as enwreath and the other enrapturements (as all burning effects have been standardized which again, is mentioned several times through out the amendpack. I'm not entirely certain how you missed that) and it seemed counter intuitive to have the same spell listed twice but one works on weapon and one works on body. Easier to merge them.
  3. OOC Purpose Note: The overall purpose of this amendment is not to buff or nerf the CA, but rather to modernize some aspects that are outdated, such as referencing outdated lore or mechanics. As well as fix contradictions between flavor text vs the actual redlines. And lastly to standardize the heating/burning effect that enrapturements cause. All enrapturements that would go on cooldown have been standardized for a [2] emote cooldown. I have also written my own recommendation for a 'nerf' to our double action, rather than outright removing it. Immolation has been removed entirely, and some of its effects have been added to enwreathe. Spells that saw a lot of use were nerfed slightly and spells that were weak or did not see much use have been either reworked or adjusted. For example, Cindering Ward has been proposed to be made a regular enrapturement since Immolation has been proposed to be removed. I personally believe it evens out given the nerfs that our double action will be receiving, either through this amendpack or through the amendment that stingy posted. At the end of the day, I think something that a lot of people don’t understand is that Azdrazi is not meant to be a caster or mage-like CA. Our combative spell list is very small compared to other magics (At a whopping 4 spells, one of which is proposed to be removed in this amendpack), and we do not have any spell slots so we can not magic-stack (which is how the CA should be). Compared to something like fire evocation that offers 11 combative spells and they can also double action by picking up the voidal scion FA, and are still capable of magic stacking. This fact needs to be taken into consideration when discussing the overall balance of the CA. SIDE NOTE 2: Can we please fix the broken image links? Or at least remove them? THE INNER FLAME OLD: NEW: FLAME WEAVING OLD: NEW: ENRAPTUREMENT OLD: NEW: ENWREATHE OLD: NEW: FLAMEBREATH OLD: NEW: FLAMESPEW OLD: NEW: IMMOLATION OLD: NEW: GENERAL REDLINES OLD: NEW: CINDERING WARD OLD: NEW: PRIMORDIAL DESCENT OLD: NEW: EMBOLDENED STRENGTH OLD: NEW: IMBUED ROAR OLD: NEW: RITUAL OF WARDING OLD: NEW: DRACONIC FALLALERY OLD: NEW: SHRINES OLD: NEW:
  4. I would recommend changing this: Should [5] Mystics, [3] of which must know the rite of conjoinment sap a Wight, the Wight will be rendered incorporeal and unable to interact with the material world for [2] OOC months. Unable to cast or use any mystic spells or abilities imbued by being a Wight. Only able to observe the world around them. In a similar manner to that of a Revenant, yet will be unable to engage in combat. To this: Should [5] Mystics, [3] of which must be tier 5 and know the rite of conjoinment sap a Wight, the Wight will be rendered incorporeal and unable to interact with the material world for [1] OOC month. Unable to cast or use any mystic spells or abilities imbued by being a Wight. Only able to observe the world around them. In a similar manner to that of a Revenant, yet will be unable to engage in combat. I personally think a 2 month soft pk is a really long time, longer than any other soft pk found in other cas (to my knowledge). This would bring it on par with Zar'akal, at the very least. I would also recommend putting in some kind of anti-spawn camping redline, although it's probably not strictly necessary. I do personally think phylacteries are a dated mechanic, as we've seen necromancy moving away from them in recent times. I'm not sure what the other comments are about but that's strictly my thoughts on the proposed lore change :)
  5. An ancient creature peers over the declarations. Smoke trailing from open maw, naught more than a disappointed sigh.
  6. The clouds are not emojis in my google doc and they weren't emoji's in the edit box. I hate everything. I will un-emoji the clouds later.
  7. ORIGIN AND TAHARIAE During the first war, many descendents were left powerless against the forces of ruin and darkness that tore through their homelands. Seeing this, Tahariae convened directly with these lost and suffering peoples to bestow upon them his blessings and boons. In this, they became the first of the clerics. Through antiquity, Tahariae’s following of clerics have been marred by the unworthy, falling to inaction, insufficiency, and even becoming that very darkness which they had sought to purge. For this reason, the clerics were sundered, a tarnished stain upon Tahariae’s name. However, following Azdromoth’s apotheosis, and the death of his beloved brother, Xan. Tahariae sought to not give up upon the endeavor of a mortal following; but to reinvent the idea, though no longer in the image of the now-dead Lion’s paladins, nor in the image of the once-sundered clerics. Thus now he scrutinizes his Arbiters closely- for they are the means to justify the ends, and He is the judge, jury and executioner of His vision, in service to the purity that the creator initially bestowed upon descendantkind. VISION OF PURITY The vision of purity is the creation of a mortal world inherited by descendant-kind without impurities, without the meddling of the deific and daemonic. Arbiters are a mere extension of this higher will, that serve only to enact this sole imperative, entrusted unto them by Tahariae. The mortal world of β€˜purity’ which they are guided to create is one where they are the sole Arbiters of Justice. This world is their domain and right as an extension of Tahariae’s will. An β€˜Impure’ being is defined as any descendant who has forsaken the pure nature gifted to them by the Creator, either by having their soul altered by any means or those who are under deific or daemonic influence. MANDATE OF JUSTICE These are the guiding principles that have been bestowed upon the Arbiters of Tahariae, and expectations to follow these mandates are written through their very being. To betray these mandates is to betray their purpose, and Tahariae has no use for those who can not or do not act to fulfill His purpose. I. β€œWoe to those that turn against Me and My mission, for they must be cast out of thy ranks.” There is no tolerance for corruption, rebellion, or inaction within the ranks of Arbiters. Tahariae has no need for a tool that does not fulfill its purpose. II. β€œWoe to those who refuse to protect and heal the innocent, to return to purity what has been rendered impure.” Arbiters have an obligation to protect those that are pure, and to cleanse and guide those that are lost from the vision of purity. III. β€œWoe to those who let the impure, the beings of darkness and influenced by corruption, walk free when they cross thy path.” Arbiters have an obligation to purge the impure that can not be cleansed, with the exception of other holy mages. IV. β€œWoe to those who lose sight of My mission. The strife of mankind is not to distract thy from My mission.” Arbiters have an obligation to abstain from participating in wars, or otherwise killing and harming descendants without just cause. ARBITER’S AUTHORIZATION The connection of an Arbiter is a grand event, as one commits their dedication to enforcing The Mandate of Justice, and the virtues that Tahariae embodies. Should an Arbiter find one who is worthy enough to authorize as a fellow enforcer of purity and justice, and with their will alone, they may grant another the blessing of Tahariae. WEAKNESSES [T1] [PASSIVE] MENTAL EFFECTS Tahariae’s blessing causes Arbiters to carry with them the constant feeling as though someone or something is judging them from just out of sight, as though Tahariae wishes for them to remember his expectations. This can, at first, be quite a nerve racking feeling, which can cause bouts of anxiety, stress, and even paranoia in new Arbiters, though eventually the feeling will fade to an uncomfortable itch in the back of one’s mind. [T1] [PASSIVE] PHYSICAL EFFECTS Tahariae’s blessing places a unique strain upon the Arbiter who has been authorized to carry out his will, and the mortal form is not a perfect vessel for his will. Arbiters are unable to wield two-handed weapons, nor are they able to wear heavy plate armor due to the strain that is placed upon their form. [T1] [PASSIVE] VOIDAL WEAKNESS Tahariae’s blessing, while powerful, is not infallible. When an Arbiter is wounded by three [3] voidal spells of tier three [3] or higher, within a single combat encounter, they become tainted. When tainted, their blessed waters take on a dark and murky appearance and Arbiters are unable to perform any combative prayers until they cleanse themselves at a Font of Renewal. BLESSED WATERS AND RELIQUARIES [T1] [PASSIVE] BLESSED WATERS are the method through which all Arbiters are able to perform miracles and cast their prayers. In order for an Arbiter to be able to utilize their blessed waters, they must have a Reliquary in hand, and be able to maintain focus upon their spells. [T1] [ITEM] RELIQUARIES are the casting implement through which an Arbiter may utilize the blessed waters. A Reliquary may be crafted through a freeform miracle, in which a trinket, a censer, a staff, scripture, or other item, is bathed within the blessed waters found at a Font of Renewal. TIERS [TIER ONE] ☁ IMMEDIATE POST CONNECTION PRAYERS: Prayer of Weaving, Prayer of Lessening MIRACLES: Tahariae’s Blessing [TIER TWO] ☁ TWO [2] WEEKS POST CONNECTION PRAYERS: Prayer of Calming, Shore your Resolve, Mending MIRACLES: Miracle of Lesser Healing [TIER THREE] ☁ ONE [1] MONTH POST CONNECTION PRAYERS: Summon Steed, Shield of Faith. Intervention MIRACLES: Miracle of Lesser Purging [TIER FOUR] ☁ TWO [2] MONTHS POST CONNECTION PRAYERS: Prayer of Rescuing, Supreme Verdict MIRACLES: Miracle of Greater Healing [TIER FIVE] ☁ THREE [3] MONTHS POST CONNECTION PRAYERS: Prayer of Judgement, Sanctuary, Mercy MIRACLES: Miracle of Greater Purging, Miracle of Exaltation, Miracle of Consecration LITANY OF PRAYERS [T1] [NC] [ACTIVE] PRAYER OF WEAVING An Arbiter will find that they are able to utilize their blessed waters, and the waters around them in new and skillful ways to create harmless heavenly effects. [T2] [NC] [ACTIVE] PRAYER OF CALMING An Arbiter may sanctify an area with soothing rains that numb all physical pain, and ease intense emotions such as grief, fear, and rage. [T3] [NC + C] [ACTIVE] SUMMON STEED A stag formed of blessed water can be called forth to bound out of the Arbiter’s Reliquary. This steed can then be used to assist the Arbiter with long treks through the descendant realm, and is otherwise a stalwart and unflinching companion. [T4] [NC + C] [ACTIVE] PRAYER OF RESCUING An Arbiter may quickly pull a person out of harm’s way by dragging them to the Arbiter’s side with the ebb and flow of their blessed waters. [T5] [NC] [ACTIVE] PRAYER OF JUDGEMENT An Arbiter may deliver judgement upon someone that is no longer able to resist or fight back. This judgement imparts a soul-binding affliction, depending on the Arbiter’s will. This judgement may provide the push that is needed to change the path of even the most black-hearted of beings. [T5] [NC] [ACTIVE] MIRACLE OF EXALTATION The path of piety and learning can never truly end, nor can it ever be truly mastered. When an Arbiter reaches tier five and has received an approved TA, they may exalt their Reliquary, though only once. [T1] [C] [ACTIVE] PRAYER OF LESSENING An Arbiter may call upon their blessed waters through their Reliquary in order to create an orb of water. Those struck by the orb will be hit as though punched with the same strength as the Arbiter, and the water will lessen the target’s defenses. [T2] [C] [ACTIVE] SHIELD OF FAITH An Arbiter may call upon their blessed waters through their Reliquary in order to summon forth a veil of blessed water over the Arbiter or their ally. [T3] [C] [ACTIVE] SHORE YOUR RESOLVE An Arbiter may call upon their blessed waters through their Reliquary in order to imbue two weapons with holy water that gives them additional effects. [T4] [C] [ACTIVE] SUPREME VERDICT An Arbiter may call upon their blessed waters through their Reliquary in order to sentence a person. A person may be marked with Innocence or Guilt, conferring either a buff or a debuff depending on the decree passed. [T5] [C] [ACTIVE] SANCTUARY An Arbiter may call upon their blessed waters through their Reliquary in order to sanctify a dome of water in an area around them. An Arbiter may not move, attack, or defend while maintaining the dome, requiring their complete focus to maintain it. HEALING AND PURGING The second greatest of Tahariae’s gifts is that of healing. Few others have such a power over the mortal form to mend what is broken, and to restore purity to what is impure. It is through these miraculous feats that Arbiters strive towards the vision of purity. WOUNDS that can be healed are categorized into the following categories: MINOR WOUNDS: Scrapes, Bruises, Lacerations, and First Degree Burns. Everyday wounds that do not cause significant impairment. MODERATE WOUNDS: Gashes, Cuts, Broken Bones, Punctures, and Second Degree Burns. Wounds that are debilitating and cause moderate impairment. MAJOR WOUNDS: Impalement, Dismemberment, Mutilation and Third Degree Burns. Wounds that are severely debilitating and cause permanent impairment or eventual death. [T2] [NC] [ACTIVE] MIRACLE OF LESSER HEALING An Arbiter may repair some forms of mundane harm to a person’s form. Mending together bone, organ and flesh alike, though it can not be used to restore missing limbs or more severe wounds. [T2] [C] [ACTIVE] MENDING An Arbiter may wish to relieve themselves or another of their pain and suffering. They may lay their hands upon an injured person and call forth Tahariae’s blessing to staunch bleeding and stabilize the wounds of those they touch. [T3] [NC] [ACTIVE] MIRACLE OF LESSER PURGING An Arbiter may cleanse curses, hexes, enchantments and inscriptions upon an object or item, purge structures of certain impure magic, as well as cure lingering malflame burns upon a person’s form. [T3] [C] [ACTIVE] INTERVENTION An Arbiter may intervene on behalf of those around them, and call upon Tahariae’s light in order to cleanse them of certain debilitating afflictions during the heat of battle. [T4] [NC] [ACTIVE] MIRACLE OF GREATER HEALING An Arbiter may repair almost all manners of injury to a person’s form. Mending together bone, organ and flesh alike, as well as restoring missing limbs or other body parts. [T5] [NC] [ACTIVE] MIRACLE OF GREATER PURGING Three Arbiters can come together to purify a soul of impure soul-afflictions, diseases, curses, marks, and hexes. Though there are limits to what an Arbiter can purge with their authorization of Tahariae’s blessing. [T5] [C] [ACTIVE] MERCY An Arbiter may wish to spare their ally from certain death in the midst of combat. They may lay their hands upon a mortally wounded person and call forth Tahariae’s blessing to temporarily spare them for the duration that they remain in contact. RENEWAL AND REVIVAL The greatest of Tahariae’s gifts is that of perseverance through defeat. Though Arbiters are a tool and extension to fulfill the vision of purity, only the most leal, faithful and successful of his followers will come to know the true measure of Tahariae’s gifts. For he seeks to maintain and keep those Arbiters of his who have proven themselves quality servants, worthy of his efforts. [T5] [STRUCTURE] FONT OF RENEWAL These are communal consecrated pools formed of blessed waters, which refract in a brilliant display of colors and heavenly glow. Arbiters who wade within the pools will be healed of all mundane wounds, and will be restored to a youthful health and appearance. This font is also where Arbiters will emerge from in the event that they perish. [T5] [NC] [ACTIVE] MIRACLE OF CONSECRATION An Arbiter may come together with other Arbiters in order to sanctify an area with a vast amount of Tahariae’s blessing, creating a Font of Renewal, through which Arbiters may revive themselves. [T1] [NC] [ACTIVE] TAHARIAE’S BLESSING The means through which Tahariae protects his Arbiters through death. Two Arbiters may come together to bring back an Arbiter that has been slain. ARBITER’S DISAVOWMENT Should an Arbiter determine that another Arbiter is unfit to serve the vision of purity, such as a lack of moral character, a breaking of the Mandates, or for other reasons, they may carefully weigh the option of disavowing Tahariae’s blessing within their fellow Arbiter. This is seen as a last recourse and a terrible act, because Tahariae has little tolerance for further failure and thus will not give his blessing a second time. PURPOSE I hope LT doesn’t beat me over the head with a two by four. I wanted to give Clerics, which are a staple class in most fantasy genres, a chance on LOTC. The intention is for them to offer a mixture of supportive midrange casters, or frontliners, depending on the particular cleric's playstyle. I chose to utilize a 'holy water' theme, as it seemed to poll well with ST in previous writes, and is a good foil for Templarism's holy fire and Paladinism's holy light. This was also my attempt at making a very simple paired down magic, as simple as I could manage to make it while still being flavorful and fun to play. As that simplicity seems to be ST's current desire, at least from the previous compiles I have read. CITATIONS REGALIA - Writing, Editing, Formatting SQUAKHAWK - [TAHARIAE LORE]
  8. generally if you have to remind someone what they did wrong in your ban appeal accept message, they probably didn't write a good appeal

    1. Show previous comments  1 more
    2. Unwillingly

      Unwillingly

      who is this about

    3. PrimnyaQuorum

      PrimnyaQuorum

      billions must vaguepost

    4. xo31

      xo31

      this is about narthok y'all hope this helps have a delightful day #endvagueposting

  9. This just means a cleric can't drop a Bastion early / at will and that they have to be destroyed. They are affected by all external sources that have the ability to physically interact with them. These are all deific magics, it's post-loregames standard that deific magics (with the exception of seer) are not compatible with other deific magics. additionally tahariae is generally against other deities meddling with the mortal realm, thus why they are grouped together. i highly recommend reading his lore post as that will likely clear up a lot of your confusion. Getting a blessing from a shaman doesn't make them a shaman, just like getting a boon from a naz doesn't make you a warlock. It's not the same thing.
  10. There is a seperate voidal weakness its own subsection of the magic. Other curses (such as naz banes, sowing/cultivating, pale curses, plagues etc) will affect them as those lore pieces state they would The only magic that requires a verbal component are heralds of azdromoth shouts as far as I'm aware. I have no idea what you mean by that last sentence. But I don't think we considered this in the balancing, will talk about it with pallo. You already can do this. Any magic with a concussive force is considered a blunt strike. This would also apply to like blasting potions, for example. LT specifically requested we make CC purgeable, it wouldn't be remaking their soul it would just be stripping the curse from it. As a CC player myself I personally think this is fine. I disagree, I think implementing the changes you suggest of removing / condensing would make this magic not worth the three slots, and it would need to be paired down to a two slot or feat magic. I don't think a healing magic should be a magic-stack magic. It should be it's own thing that someone devotes themselves to fully. I'm also not quite sure what you mean by 'canceling out' since there's not a single piece of anti-magicesque ability in the kit aside from the "execution" mechanic, I guess. This is the standard for every single post-loregames magic except for seer, which the st-reliant disconnection actually usually has more problems and more drama associated with it than chaos-dc magics.
  11. C ʟ ᴇ Κ€ Ιͺ α΄„ Ιͺ ꜱ ᴍ Tα΄€Κœα΄€Κ€Ιͺᴀᴇ'ꜱ BΚŸα΄‡κœ±κœ±α΄‡α΄… βœ¦β€’β”β€’βŠ°π’‹βŠ±β€’β”β€’βœ¦ The eras shift endlessly. There was once a time when the eras had no need to shift- for the Triumvirate stood paramount above all. The sacred trinity kept balance: the Ascended, the Paladins, and the Clerics of yore, working in harmony to repel the encroaching dark. None remain upon the mortal realms. Apotheosis has fractured the firmament, invoking countless streams of destiny- each one surging and twisting the views of the world. Deities and dragons alike are given a glimpse of the possibilities to come; within this chaos stands Tahariae- no longer the complacent, benevolent benefactor he once was, but a stern and unyielding force- whose dogma of Purity and Justice fuels his action to act. Once more, Clerics have emerged in the modern age- yet they differ from the mages of antiquity. They are not merely 'connected' to Tahariae as their forebears once were. No, they are vessels- living conduits of his divine blessing. Through them, his will spreads and exalts, shaping the world in accordance with his ideals. They are Purity incarnate, seeping once more into the realms of Aos and Eos- for impurity dares to rise again, and Tahariae shall not suffer its presence. There is no more space for errors. No more time for miscreants. βœ¦β€’β”β€’βŠ°π’‹βŠ±β€’β”β€’ Fα΄œΚ€α΄›Κœα΄‡Κ€ Ιͺɴꜰᴏ α΄€Κ™α΄α΄œα΄› Tα΄€Κœα΄€Κ€Ιͺᴀᴇ Ιͺꜱ [Κœα΄‡Κ€α΄‡]. TΙͺᴇʀ PΚ€α΄Ι’Κ€α΄‡κœ±κœ±Ιͺᴏɴ Vα΄‡κœ±κœ±α΄‡ΚŸκœ± ᴏꜰ Pα΄œΚ€Ιͺᴛʏ Clerics are the vessels of Tahariae’s deific blessings, which take host within their body and fundamentally shrouds their soul in entirety- the veil of which slowly expands- and with it, their access to the blessing too expands. Clericism is a [3] slot Deific Magic, sourced from the Aengudaemon of Purity and Justice. The progression of Clerics bears a [3] tiered progression, which is slowly summated over [8] OOC weeks. TΙͺᴇʀ I: [Immediate] α€œ PΚ€α΄€Κα΄‡Κ€κœ±: Lay on Hands, Calming Rains α€œ Hʏᴍɴꜱ: Raise Bastion, Gildsurge α€œ RΙͺα΄›α΄‡κœ±: Revivify, Consecration TΙͺᴇʀ II: [4 OOC Weeks Post-Connection] α€œ PΚ€α΄€Κα΄‡Κ€κœ±: Cure Wounds, Battlemend α€œ Hʏᴍɴꜱ: Reposition, Veilward α€œ RΙͺα΄›α΄‡κœ±: Blightpurge, Judgement TΙͺᴇʀ III: [8 OOC Weeks Post-Connection] α€œ PΚ€α΄€Κα΄‡Κ€κœ±: Regeneration, Steedsummon α€œ Hʏᴍɴꜱ: Leverage, Egalitarate α€œ RΙͺα΄›α΄‡κœ±: Raise Palisade, Vesselsmith Rα΄‡α΄…ΚŸΙͺΙ΄α΄‡κœ±: β¬’ Clericism is a [3] slot Holy Deific Magic originating from Tahariae- the Aengudaemon of Purity and Justice. β¬’ Clericism requires a valid [MA] in order to practice, and a valid [TA] to teach it to others. One may only gain a [TA] as per explained under Vesselsmith. β¬’ All abilities of Clerics must need focus to cast, requiring an action; connection is independent per-spell, meaning they must perform the full series of emotes per spell cast. Mα΄€Ι’Ιͺα΄„ Cα΄α΄α΄˜α΄€α΄›ΙͺΚ™ΙͺʟΙͺα΄›Ιͺα΄‡κœ± Tahariae’s blessing stretches to all whom serve as suitable vessels to act as his proxies- he is fickle with whom he deems fit to bear this blessing- yet in the end, it is offered to those who align with his purview of the world, and those who can exalt his will to what he deems most fit. α€œ Descendants are α΄„α΄α΄α΄˜α΄€α΄›ΙͺΚ™ΚŸα΄‡ with Clerics; given Tahariae’s primary motives to exalt his view of purity throughout the world and utilize the various Descendant races of the worlds of Aos and Eos to spread his dogma. Hybrids of races, too, can receive this gilded blessing. α€œ Seers of Vaasek are α΄„α΄α΄α΄˜α΄€α΄›ΙͺΚ™ΚŸα΄‡ with Clerics; unlike other deific magics, Vaasek’s witnesses bear no physical nor spiritual tell upon their vessels, permitting them to co-exist with Tahariae’s blessings. α€œ Barrow-Born & Blood Mages are α΄„α΄α΄α΄˜α΄€α΄›ΙͺΚ™ΚŸα΄‡ with Clerics; unlike other dark-influenced afflictions, Vivification and Blood Magic are merely afflictions upon the mind which alter how they view the world. It does not mar the soul, and Tahariae finds them to be useful vessels for his power. β‹ˆ Deific, Voidal, and Dark Magics, are ΙͺΙ΄α΄„α΄α΄α΄˜α΄€α΄›ΙͺΚ™ΚŸα΄‡ with Clerics; these are anathema to Tahariae and his blessings, for even if at times both the Malefic and the Gilded may align to his cause, within all, he rejects granting his blessing directly to these. α€œ Alchemic Vessels (Klones and Machine Spirits) are ΙͺΙ΄α΄„α΄α΄α΄˜α΄€α΄›ΙͺΚ™ΚŸα΄‡ with Clerics; the aengulic blessings of Tahariae do not understand these things on a basal level, for the nature of alchemy is foreign and occult to the divine. Attempting to connect one of these to the magic will result in their form horrendously melting in a volatile fashion. α€œ Beastfolk (Kharajyr, Wonks, Hou-Zi, Musin) are ΙͺΙ΄α΄„α΄α΄α΄˜α΄€α΄›ΙͺΚ™ΚŸα΄‡ with Clerics; even if neutral, to Tahariae, these are still impure and anathema to their blessings, and as such are not valid vessels for his blessing. α€œ Soulless Beings (Sorvians, Automatons, Homunculi, etc.) are ΙͺΙ΄α΄„α΄α΄α΄˜α΄€α΄›ΙͺΚ™ΚŸα΄‡ with Clerics; without a soul, the blessing would be unable to take root within these beings for them to be able to access the magic. Rα΄‡α΄…ΚŸΙͺΙ΄α΄‡κœ±: TΚœα΄‡ VΙͺꜱΙͺᴏɴ ᴏꜰ Pα΄œΚ€Ιͺᴛʏ Tα΄€Κœα΄€Κ€Ιͺᴀᴇ'ꜱ Iα΄…α΄‡α΄€ΚŸΙͺᴛʏ The Vision of Purity, ultimately, is Tahariae’s goal- the reason for which he makes descendants far and wide vessels of fragments of his blessings. It is the creation of a mortal world inherited by descendantkind without impurities, without the meddling of the deific and daemonic. An Iα΄α΄˜α΄œΚ€α΄‡ being (referred to with said formatting and hue throughout this lorepage) is defined as any descendant who has forsaken the pure nature gifted to them by the creator by having their soul altered by any means, or those who are under deific or daemonic influence. These only are considered Iα΄α΄˜α΄œΚ€α΄‡ if they are revealed and one of these such beings (or if they have truthfully claimed themselves to be one such in good faith). All current Iα΄α΄˜α΄œΚ€α΄‡ beings are as follows: Β» IΙ΄κœ°α΄‡Κ€Ι΄α΄€ΚŸ BᴇΙͺɴɒꜱ: Naztherak, Zevn, Zevn’kiel, Zekul, Zar’ei, Zar’akal, Cursed Children Β» NᴇᴄʀᴏᴛΙͺα΄„ BᴇΙͺɴɒꜱ: Mystics, Necromancers, Ghouls, Ghosts, Darkstalkers, Draugars, Liches, Eidola, Lesser Undead Β» VᴏΙͺα΄…-Tα΄€Ιͺɴᴛᴇᴅ BᴇΙͺɴɒꜱ: Voidstalkers, Arcane Scions Β» DʀᴀᴄᴏɴΙͺα΄„ BᴇΙͺɴɒꜱ: Nephilim, Dragonkin Β» DΙͺα΄ Ιͺɴᴇ-BΚŸα΄‡κœ±κœ±α΄‡α΄… BᴇΙͺɴɒꜱ: Templars, Shamans, Druids, Heralds, Palmreaders, Lycanthropes, Corcitura Β» AΚŸα΄„Κœα΄‡α΄Ιͺα΄„ BᴇΙͺɴɒꜱ: Klones, Homunculi, Automatons, Machine Spirits Rα΄‡α΄…ΚŸΙͺΙ΄α΄‡κœ±: DΙͺα΄„Κœα΄α΄›α΄α΄Κ ᴏꜰ Aα΄„α΄›Ιͺᴏɴ Tα΄€Κœα΄€Κ€Ιͺᴀᴇ'ꜱ Tα΄‡Ι΄α΄‡α΄›κœ± The Dichotomy of Action, ultimately, is Tahariae’s pathway to achieve what he deems his pure vision. It is emblazoned and sealed within the minds of all who are connected to the magic of Clericism- yet it is not self-enforcing by any means. Rather, even whilst it is intentionally made to be open to interpretation, those who know they are wavering from the path will feel an otherworldly judgement lace all their actions- as the Aengul of Purity and Justice’s blessing scorns their actions. They are as follows- for they are unchanging, eternal, and everlasting; they are Tahariae’s dogma incarnate, the Dichotomy of what must be followed- and guidance for whom should be severed lest they continuously stray from the path of Purity. β†­ Oꜰ LΙͺκœ°α΄‡; ᴛᴀᴋᴇ ɴᴏ ᴍᴏʀᴇ α΄›Κœα΄€Ι΄ ʏᴏᴜ Ι’Ιͺᴠᴇ. β†­ Oꜰ Bα΄œΚ€α΄…α΄‡Ι΄; κœ±Κœα΄€Κ€α΄‡ ɴᴏ ᴍᴏʀᴇ α΄›Κœα΄€Ι΄ ʏᴏᴜ ᴛᴀᴋᴇ. β†­ Oꜰ Wα΄‡α΄€ΚŸα΄›Κœ; ᴛʀᴀᴅᴇ ɴᴏ ᴍᴏʀᴇ α΄›Κœα΄€Ι΄ ʏᴏᴜ ᴅᴏɴᴀᴛᴇ. β†­ Oꜰ Wα΄Κ€κœ±ΚœΙͺᴘ; α΄˜Κ€α΄κœ±α΄›Κ€α΄€α΄›α΄‡ ɴᴏ ᴍᴏʀᴇ α΄›Κœα΄€Ι΄ ʏᴏᴜ α΄œΙ΄α΄…α΄‡Κ€κœ±α΄›α΄€Ι΄α΄…. β†­ Oꜰ Pα΄œΚ€Ιͺᴛʏ; κœ±Κœα΄€α΄›α΄›α΄‡Κ€ ɴᴏ ᴍᴏʀᴇ α΄›Κœα΄€Ι΄ ʏᴏᴜ α΄˜α΄œΚ€Ι’α΄‡. β†­ Oꜰ Dα΄‡α΄€α΄›Κœ; κœ°α΄‡α΄€Κ€ ɴᴏ ᴍᴏʀᴇ α΄›Κœα΄€Ι΄ ʏᴏᴜ α΄›α΄‡α΄€α΄„Κœ. Rα΄‡α΄…ΚŸΙͺΙ΄α΄‡κœ±: CᴏɴɴᴇᴄᴛΙͺᴏɴ & Cα΄€κœ±α΄›ΙͺΙ΄Ι’ Mα΄€Ι’Ιͺα΄„ Sα΄œΚ™κœ±α΄‡α΄„α΄›Ιͺᴏɴꜱ Clerics do not bear a β€˜bond’ to their patron akin to the deific magics that preceded them- rather, they quite literally are vessels for a fragment of Tahariae’s blessing, which they embody and utilize. This blessing falls into three subsections, each of which are utilized within differing means, as below. No matter the form which the exalted blessing takes, the Cleric must bear a Censer whilst casting. α€œ PΚ€α΄€Κα΄‡Κ€κœ±: Overarching actions of healing and mending. α€œ Hʏᴍɴꜱ: Creation and utilization of Bastions. α€œ RΙͺα΄›α΄‡κœ±: Methods of consecration and purging. Channeling Tahariae’s blessing is not a feat that requires a constant tether to be tapped into to access akin to Voidal Magics- rather, connection for every spell is done individually- in other words, one must go through all emotes per cast. Casting requires constant focus to cast- as such, the Cleric cannot perform any offensive actions whilst casting, though they may still defend themselves. Censers are the casting implement of Clerics. Filled by the waters of their blessing (detailed within the spell Consecrate), a Censer is as heavy as a palm-sized rock and bears durability akin to such- breaking under [1] blunt strikes or [2] sharp strikes. To cast, a Cleric must have a free hand wherein they hold a Censer- if it is dropped or breaks, casting instantly ceases. Censers must be the size of an apple- no more, no less. Physically speaking, the blessing of the Clerics is a divine power infused within an imperfect vessel. Surging with this energy constantly, it is susceptible to Thanhium- being cut by it prevents casting of any aspect of Clericism until the end of the encounter. Furthermore, this imperfect vessel that a Cleric bears is somewhat physically weakened by Tahariae’s blessing- they may not don any armor beyond Medium Armor, neither may they wield any two-handed weapons. Wα΄α΄œΙ΄α΄…κœ± & Hα΄‡α΄€ΚŸΙͺΙ΄Ι’ The greatest of Tahariae’s gifts is that of Healing- which branches into the blessing’s capacity to Mend and Purge. Few others have such a power over the mortal form to mend what is broken and to restore what is tainted. It is through these miraculous feats that Clerics strive towards the vision of purity. Wounds that can be healed fall into the following categories: ❖ Minor Wounds include: Bruises and Lacerations. Everyday wounds that do not cause significant impairment. ❖ Moderate Wounds include: Gashes, Cuts, Broken Bones, and Punctures. Wounds that are debilitating and cause moderate impairment. ❖ Major Wounds include: Impalement, Dismemberment and Mutilation. Wounds that are severely debilitating and cause permanent impairment or death. TΚœα΄‡ AΚŸα΄„Κœα΄‡α΄Ιͺα΄„ AΙ΄α΄€α΄›Κœα΄‡α΄α΄€ Alchemy and its subtypes of technique are unknown to the aengudaemonic. To Tahariae and his blessing, it is something utterly foreign and unknown- something neither pure nor impure. As such, it renders his blessing confused and makes it go utterly haywire. Attempting to heal any form of materia that is altered by Tawkin or Animatii render the blessing to run amok- it causes flesh to bloat and swell, melting over the parts which are healed and rendering them misformed. This similarly is why Klones, Homunculi, Machine Spirits, and Automatons are affected by Tahariae’s blessing as if Iα΄α΄˜α΄œΚ€α΄‡- they are as if an allergy, unnatural and not something recognizable, and hence affected by said magic and all of its components- from Hymns to Prayers. TΚœα΄‡ VᴏΙͺα΄…α΄€ΚŸ Sα΄„α΄α΄œΚ€Ι’α΄‡ Ars Arcanum- the innate weakness to the void. Akin to the Paladins that preceded them, the Clerics bear one crippling weakness- their blessing sourced from the aengudaemonic holy, they suffer from the void. Upon being struck by a spell of Voidal origin, the Cleric finds their water-like blessing, which flows through their form slowly clot, causing their maximum speed to reduce by [1] meter for [1] emote per that spell’s tier. This debuff stacks, with every further spell that directly hits a Cleric. It should be noted that it must be a physical spell that strikes them, and cannot be a non-physical spell. Β» For example, a [T2] spell would lower movement by [1] meter for [2] emotes, and a [T4] spell would lower movement by [1] meter for [4] emotes. These spells would need to be physical, and directly strike the Cleric. Rα΄‡α΄…ΚŸΙͺΙ΄α΄‡κœ±: P Κ€ α΄€ ʏ ᴇ Κ€ ꜱ Hα΄‡α΄€ΚŸΙͺΙ΄Ι’ & MᴇɴᴅΙͺΙ΄Ι’ [TΙͺᴇʀ I] Lay on Hands - [2 Emotes] [Non-Combative] [Prayer] A cantrip ability serving as a gateway into the more refined arts of healing- yet its nature as a gentle, comparatively simple Prayer makes it one of the most commonly used blessings, soothing minor hurts and easing pain in less stressful situations. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ I] Calming Rains - [2 Emotes] [Non-Combative] [Prayer] Not all healing concerns that of the flesh - oftentimes, fear and doubt has hamstrung a warrior more effectively than a broken limb or poisoned blade. In such cases, a Cleric may work to remove certain mundane and magical ailments of the mind, given a calm environment. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ II] Cure Wounds - [3 Emotes] [Non-Combative] [Prayer] Adept Clerics may channel a greater version of Lay on Hands to cure more severe injuries, drawing further upon their power to heal broken bones and the like when not troubled by active combat. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ II] Battlemend - [3 Emotes] [Combative] [Prayer] During the chaos of combat, a Cleric may suppress moderate to lesser injuries on their allies, stopping bleeding and offering a short reprieve from the pain- yet, the wounds themselves will remain, prompting additional care after combat. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ III] Regeneration - [5 Emotes] [Non-Combative] [Prayer] With a greater deal of concentration, and indeed with a greater toll, a Cleric is capable of healing larger, more expansive wounds, restoring what was and stitching together what is with a rush of healing magics. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ III] Steedsummon - [3 Emotes] [Combative] [Prayer] Often, a Cleric may find themselves in need of swift transportation - whether to respond to a plea for magical healing or to evade that which they cannot defeat alone. Thus, they are capable of summoning forth a majestic steed to bear them where they would travel. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: H ʏ ᴍ Ι΄ ꜱ Bα΄€κœ±α΄›Ιͺᴏɴꜱ & Cᴏᴍʙᴀᴛ [TΙͺᴇʀ I] Raise Bastion - [2 Emotes] [Combative] [Hymn] As agents of Purity, Clerics may find themselves in combat with the forces of evil - and in such situations, battle magic may work to turn the side and prevent further lives from being lost. The creation of cloudy Bastion pillars is the foundation of their combative casting, and they function as sturdy shields - yet may be empowered through further application. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ I] Gildsurge - [2 Emotes] [Combative] [Hymn] The constructs of holy energy that are Bastions are easily capable of sudden release - causing a surging pulse of blessed water from the pillars, repulsing the unworthy as they are forcibly shoved away from the Bastion. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ II] Reposition - [1 Emote] [Combative] [Hymn] The vessels of Tahariae’s blessings find Bastions to be powerful tools- yet they are useless if static. A Cleric may will a Bastion to surge forth like a tide in a direction of their choosing, allowing it to be used in ways that permit it to be greater used offensively. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ II] Veilward - [3 Emotes] [Combative] [Hymn] A Cleric’s allies may come under attack by the impure - and in such times, they may redirect such strikes to sacrifice their own Bastion in exchange for nullifying the blows dealt to their compatriots. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ III] Leverage - [3 Emotes] [Combative] [Hymn] When in the midst of combat, a Cleric is capable of empowering their allies’ armor, allowing it greater resilience against attacks - and, conversely, weakening that of impure beings. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ III] Egalitarate - [3 Emotes] [Combative] [Hymn] A Cleric may seek to restrain those of impure natures - perhaps to allow for their imprisonment, or to stay a horde from assailing their allies. In such cases, they may manifest fluid tethers which impede the enemies of Purity. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: R Ιͺ α΄› ᴇ ꜱ Pα΄œΚ€Ι’ΙͺΙ΄Ι’ & Cα΄Ι΄κœ±α΄‡α΄„Κ€α΄€α΄›Ιͺᴏɴ [TΙͺᴇʀ I] Revivify - [1 Emote] [1 Cleric] [Non-Combative] [Rite] A Cleric’s work will often put at risk their mortal form- and it is not uncommon for one of Tahariae’s blessed to fall to blade or spell. In such cases, they will be returned to the world renewed and ready to serve- yet with the weight of failure signifying to them their judgement. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ I] Consecration - [3 Emotes] [1 Cleric] [Non-Combative] [Rite] The creation of a Cleric’s Censer is an important ritual for any of Tahariae’s chosen - and due to the various cultures of descendants, is quite freeform in nature, though adheres to certain themes. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ II] Blightpurge - [4 Emotes] [2-5 Clerics] [Non-Combative] [Rite] To cleanse and purify are two of the core abilities that Clerics hold - it is only logical, therefore, that they are capable of performing both with incredible power, given suitable assistance in the rite. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ II] Judgement - [3 Emotes] [3 Clerics] [Non-Combative] [Rite] A group of Clerics may deliver judgement upon a defeated Impure being, creating a soul-bound affliction which may change depending on the will of the judges. Perhaps, the powers of judgement may prove sufficient to turn even the most black-hearted individuals. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ III] Raise Palisade - [6 Emotes] [3 Clerics] [Non-Combative] [Rite] The creation of a semi-permanent Bastion is one available to mastered Clerics, allowing for shrines and other places where the Clerics may wish to defend to be constantly ready for defence - and to assist in performing rituals. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [TΙͺᴇʀ III] Vesselsmith - [3 Emotes] [1-3 Clerics] [Connection/Disconnection] [Rite] The cornerstone ability of all Clerics - the power to extend Tahariae’s boon unto another, or to sever it should there be reason to. Only a fully mastered Cleric is capable of learning this, and must undertake a long, soul-searching journey to unlock it. Mα΄‡α΄„Κœα΄€Ι΄Ιͺα΄„κœ±: [ P ᴜ Κ€ ᴘ ᴏ ꜱ ᴇ ] Clerics are a staple of fantasy, and a once-prominent holy magic in eras past of LotC. It's a niche that's been missing for a while- and for good reason. Healing and supportive magics are hard to find a feasible niche to fill, especially in the ever-shifting world of LotC. This write aims to fill that in the best possible way- by making them healers, supports, but ultimately- unique. To some degree, this is a spiritual successor to multiple works of myself and Lyn, including Abyssal Knights (rip Cameron), Arbiters of Tahariae, and Eshtael’s Seraphs- all of which to some degree were taken inspiration from. Oh and also CURSEEE YOU ZHULIKKKKKK - pallo [ C Κ€ ᴇ α΄… Ιͺ α΄› ꜱ ] S α΄„ ʜ Ιͺ α΄’ ᴏ ᴘ ʜ Κ€ ᴇ Ι΄ Ιͺ α΄€ I Ι΄ α΄„ . α΄˜α΄€ΚŸΚŸα΄α΄…Ιͺᴜᴍ, ΙͺΚ™ΚŸα΄‡α΄‡κœ±Ιͺα΄€Ι΄, & κœ±α΄›ΙͺΙ΄Ι’Κα΄˜α΄€Κ€Κ€α΄α΄› IɴꜱᴘΙͺʀᴇᴅ Bʏ: α΄€Κ™Κκœ±κœ±α΄€ΚŸ α΄‹Ι΄ΙͺΙ’Κœα΄›κœ± (α΄˜α΄€ΚŸΚŸα΄α΄…Ιͺᴜᴍ) α΄€Κ€Κ™Ιͺα΄›α΄‡Κ€κœ± ᴏꜰ α΄›α΄€Κœα΄€Κ€Ιͺᴀᴇ (ΙͺΚ™ΚŸα΄‡α΄‡κœ±Ιͺα΄€Ι΄) α΄‡κœ±Κœα΄›α΄€α΄‡ΚŸβ€™κœ± κœ±α΄‡Κ€α΄€α΄˜Κœκœ± (ΙͺΚ™ΚŸα΄‡α΄‡κœ±Ιͺα΄€Ι΄)
  12. 1. (Honorary mention to γΌγγ γ‘γŒγ„γͺい著) 2. 3.
  13. - scheming eunuch @ivery - loathsome heir @Karina - court jester @Greehn - noble knight @Geckonawaand @Svyatgoroye
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