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I can see this really effecting freebuild nations/settlements as being recognized or not by others being a requirement to even be see. This can be highly subjective, oocly easily abused to block and/or promote personal biase of such, and just in the end, a fighting war of who is and isn't a nation. I would really reconsider a better way of handling that so its fair on all grounds.
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This Lore has been denied. The reasoning will be edited into this comment shortly. Topic moved to Denied Lore forum.
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This Lore has been denied. The reasoning will be edited into this comment shortly. Topic moved to Denied Lore forum.
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[✗] [✓] [Lore Submission][Creature Lore] Bryophites
Delmodan replied to senor_tortuga's topic in Denied Lore
This Lore has been denied. The reasoning will be edited into this comment shortly. Topic moved to Denied Lore forum. -
[✗] [✓] Ferals: Protectors of the Thistle (Resubmission)
Delmodan replied to _Sug's topic in Denied Lore
This Lore has been denied. The reasoning will be edited into this comment shortly. Topic moved to Denied Lore forum. -
This Lore has been denied. The reasoning will be edited into this comment shortly. Topic moved to Denied Lore forum.
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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856
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[Shelved][✓] Archon Addition - Vulnerability of the Voidscarred
Delmodan replied to Zarsies's topic in Recently Outdated Lore
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856 -
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856
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[Shelved]Lore Amendment: Plants Can't Have Babies
Delmodan replied to Wendigo's topic in Recently Outdated Lore
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856 -
[Shelved][✓] [Addition] Ritual Of The Three Moons
Delmodan replied to TheIchorDruid's topic in Recently Outdated Lore
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856 -
[Shelved][✓] [Amendment] Chimeras
Delmodan replied to JuniperSelkie's topic in Recently Outdated Lore
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856 -
[Shelved][✓] Thulean Druidism; The Fury in Nature
Delmodan replied to Swgrclan's topic in Recently Outdated Lore
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856 -
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856
- 17 replies
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- magic
- make a hentai joke and i kill you
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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856
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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856
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[Shelved][Magic] [Thallassos Addition] The Drowned
Delmodan replied to Avacyn's topic in Recently Outdated Lore
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856 -
[✓] [Paladin Rewrite] Champions of Xan
Delmodan replied to Delmodan's topic in Recently Outdated Lore
We in the end wish to keep chanceries however we broke the lock on it requiring things to make that could be hoarded or kept away from others. Thus now any paladin can make it and with their own design. All they need to do is follow what it says in the chancery section. updated. firespirit is now in credits. -
[✓] [Paladin Rewrite] Champions of Xan
Delmodan replied to Delmodan's topic in Recently Outdated Lore
1. Correct until they get completely spent for that encounter. 2. Correct, all holy magic effects everyone now. This rewrite was made to account for that and each ability states what it can and can't do. 3. Paladinism isn't just fire/lightning attacks. Theres more abilities in this rewrite than what the current lore states. As I said, each ability states what it can and can't do. For the Searing Effect you can see in several of the abilities. It means like touching something scorching hot and getting burned by it. Not really catching on fire or anything. For clericism I'm not sure really with them. Their rewrite will be sometime soon this week. 4. Sunspear effects only aerial targets. Meaning not touching the ground in any way, shape, or form. A mere jump from someone is to fast for it to really do anything, but a person being carried away would yeah, could be effected if struck. Its not a damaging spell anymore anyway given this rewrite. Its only a stun to land them on the ground. As fast it is shown in the example. with creation, aim, and fire. The speed is like throwing a normal spear. -
Champions of Xan Forenote: This is a rewrite of the paladin magic. It takes from a variety of areas from the history and past of what was and current of the magical art and expands upon it further into something more than what was seen previously. They are holy warriors in their own right as well as blacksmiths, beast slayers, crafters, builders, huntsmen, crusaders, and so on. I hope you enjoy the read. History The history of the Order and how the origins first start is a tale unlike others, which was eventually forgotten with time. Of truths foretold and blasphemous acts created within the divines themselves. Though to state that all Aengul/Daemons are perfect is a flawed concept in and of itself. For their very views and influence upon the realm of mortalkind is a prime example of such imperfections, as they tend to their own devices or ways of power. Yet here at the beginning of this story falls upon an Aengul that descended down for a time. A time of which, the fabled Isle of Sheerok fell into darkness in the aftermath of the Betrayer’s war. It was a place of desolation where the once beautiful scape of a vast forest and fields of crops that held such a divine light from the Sun itself, turned into a barren waste of death and disease. It was here where the Aengul decided to descend, for this place, for those that knew him, praised and served him. It was then the chance encounter of the siblings Zyanna and Hilan occurred. Whether it was faith that decided or a mere chance, the Aengul took notice in the siblings that day. Splitting two of the four wings from his back, he infused each into Zyanna and Hilan, becoming the first paladins in existence. But Xan’s purpose was not fulfilled, far from it. His next act caused a brief strife with his war-brother Tahariae, the Aengul of Purity, who forbid him from influencing the mortal realm further. A warning that Xan did not follow and with his arms opened wide, broke the desolate clouds that hung over the cursed Isle of Sheerok. Rays of sunlight and warmth poured through and the land was cleansed of the blight that had befallen it. It was then that the Isle became the home of the paladins of old and for several generations to come. Yet with such a tale of hope, tragedy was soon to follow. During that brief time of the Lord of Sunlight being on the mortal realm, he met with Zyanna privately and eventually she birthed a child that was then hidden away. It was after this that he ascended back to the divines, and Zyanna sought a way to find him again. Five or so years passed since that day and with her travels she came upon a mountain side where she erected a tower so that she could eventually communicate with the Aengul. It was there that Gudour, The Night Terror, found her. Upon the next morning, her followers found the paladin encased in an crystal-like ebony shield. A sword straight through her heart under the bewitched spell of the Drakaar. Zyanna could never find peace and rest again, and such was that the heavens cried out in rage and anger. The wrath of the Sunlight Lord was unlike that which the realm would see, as Hilan took up arms and the paladins became the first Dragonslayers. Species upon species of Dragur’s broods were hunted down and destroyed. The hunting of such mighty beasts lasted for eons to come and as well, became a starting point for what was seen as ‘Order’. It was here that Sol Invicta, the first born of Zyanna Athna and the Aengul of Order and Guardianship, rose up and became an instrument for her father’s wrath. His words gave her life and with her raw power of Order, she set forth to wipe out the dragonkin to near extinction. Her mother’s legacy of the Isle of Sheerok she protected and called home. There her followers protected the sacred area and with the Guardian’s Grimoire, fabled Tome of the Power of Xan, Sol Invicta transported the island to hide it away from all those that seek its destruction. Yet despite the achievements of Sol Invicta and the removal of such dangerous foes from the world, all was not well with her view of ‘Order’. The Aengul Xan would see his mistake, when Sol Invicta began her own crusade against all which besmirched her vision of perfect Order upon the realm. She became a Tyrant that raged war and destruction to warp the world into her vision for it. Thus as the sapphire mists had developed her very soul with the use of the Grimoire, the Demi-God was struck down. Her body was torn azure by the raw power of Xan and she was cast down, falling into the deepest parts of the Abyss. There she was thought dead, but unbeknownst to even the Aengul himself, she survived. It was then the Aengul saw the errors of his daughter. The concept of pure Order had cast away what devotion and love he had for mortalkind. Thus Guardianship truly took form and both views became one. From that point on, many events occurred throughout the history of the paladins. Abilities and ways of using the magic were created, while older ones were lost to the pages of history. The battle of Setherian among such achievements and even the war and conquering of Asura’s realm with the fall of the Daemon was done and had come to pass, as well as the attempt on Aeriel’s realm for the position of Archaengul. Yet that in the end was met with a failing and eventual retreat of Xan and his forces. History became a place of stories and rumors surfacing, and so the passing of time would eventually come to the recent centuries and decades, of what the Paladin Order had become. It was clear with the lacking of servants, that instead of distain or dismay, the realm was, as a whole, changing. Thus the Aengul of Order and Guardianship saw fit to shift the magic of his servants once more. Their roots were long forgotten and it was time to give the knowledge and wisdom back. To invoke purpose in what they once were and find the meaning for them in this changing world. [For more in depth history, view Additional Info Section] Creeds Creeds are divine law that holy men and women of Xan follow, set before them by their deity since the creation and establishment of paladinism. They have followed for as long as history recalls, with no intention of stopping. Creeds are guidelines to which they listen, bare necessities in how one should act, making it absolutely essential to follow them to the letter when it comes to it. If an oathbreaker’s deed reaches the ears of their brothers and sisters, it is their duty to search upon them, the follow up of which will usually be immediate disconnection. Creeds of Xan I. You are the child of the Maker, the Creator, the Divine, for it is HE who made all the First, the Aenguls and Daemons, and the Second, the Descendants. The Four Races, the Second Children, the Descendants, given life divine by the Creator’s breath, have Xan’s shield and his sword. For that reason, a paladin may not put himself above descendants, for they are equal. It is also not the concerns of mortal wars which draws the Lion’s gaze. For always there is war amongst the Descendants for struggle is eternal, a curse of the Betrayer which cannot be given relief, a result of the first sins. So it is that the wars of mortals are not touched upon by the Lion’s Pride, for they are meant to be absolved by the descendants by whom they are waged. [Do not engage in descendant/descendant wars. All descendants are equal in the eyes of Xan and engaging in such a war is enacting harm upon descendants over politics. This is exempt if the paladin’s area is directly affected by a warring/raiding party.] II. As Xan demands service from his champions, he expects them not to equate him with the same reverence as God, chiefly expecting it over worship. In the same vein, he allows them to serve other organizations and militias, as long as they continue following their order’s credo and do nothing that would count as breaking it. [Paladins can join any organization they want as long as it doesn’t break other Creeds. It also doesn’t matter if the paladin worships another as long as the paladin isn’t as well, breaking other Creeds in doing so.] III. As all paladins of Xan are equal before him, so they’ll treat each other equally and as brethren. No sword or mace or axe or any other weapon of warfare shall be raised in malice against the fellow followers of the Xannic belief. [Do not attack, betray, and/or kill fellow paladins. This as well sending others to kill your fellow paladins too. If an honorable duel is declared, then its exempted from this Creed.] IV. While it’s said that the Order protects all Descendants from foulness, using the magic given to them by their patron, it should not be confused with offering said magic to just everyone. There’s a difference between selling divine artifacts for personal gain and teaching those willing of paladinism. Offering divine artifacts in such a manner, whether it is trading in coin, power or favours, is strictly frowned upon and shall not be tolerated by either the Order or its patron. [Do not sell out your deity. This obviously meaning giving connections, deific artifacts, and/or abilities for money, favors, or personal gain. Donations or praise rewards given are fine, but not the sole reason for doing your duty.] V. The light is the fire in our hearts, the light is the wrath of Xan, the light is the Creator’s glory manifest, and with it we burn away the shadow, cleanse the darkness and all the taint within. The power of Xan is not used lightly, nor ever against the Descendants save for those corrupted and turned against their brothers. We wield the Light only in defense of them, only in service of Xan, or against those once-children of the Creator whose hearts have been made blackened ash, and turned to darkness. Never shall the light of Xan be used against a descendant, except in the most extreme of cases of those poor souls mislead by the evil present in all hearts. And yet so all attempts shall be made to cause no permanent harm, all instances of such reported to the rest of the Order. [Do not use your holy abilities on innocents except in self-defence or its clear intent said person is a threat to others. On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well.] Connection/Disconnection “Xan has allowed me this gift, so I may in turn give it to others. Thus we guide the lost and in turn, spread the light while banishing the dark.” Connection and disconnections to Xan are the holiest of holy writs that were ever a part of paladinism. It is a marking and showing of the recruit of all their hard work and duty seen for them to be granted such a gift. As well a punishment to those paladins that have broken the creeds and thus cast from Lord of Sunlight’s sight. For these reasons, they are never to be abused for personal gain or cast upon a whim. In doing so, you’re taking our Lord and his presence for granted, and there’s no place for stragglers in his court. Connection When a teacher deems a new chosen initiate of Xan worthy of taking upon the necessary steps, they will undergo a series of trials to test their will, courage, wit, pride, and resolve. If the initiate proves themselves and passes all the trials, they shall be taken under the teacher’s wing and be connected. As the student is brought to the nearest Chancery, the teacher then invokes a vision of sorts while the sapphire mists surround them. The core of their soul ignites with an eternal ember, brought upon by the one connecting them. This is the time the newly connected paladin discovers Xan’s love for them taking hold of their very being, keeping them warm even when the last flickering light is engulfed within the darkness. The paladin now newly reforged in their ideals of living to serve his duty. Disconnection However in disconnection, if a paladin deserves their falling and it is known to their fellow brethren then the ultimate punishment may be given to remove the eternal embers within them. If it wasn’t, Xan will be sure to witness such and cancel the attempt. When a paladin knowing the ritual of disconnection opts for this grave, extreme step, it should be for a very good reason. When the reason is deem valid and a creed is truly broken, the paladin must find and be directly near the one getting disconnected. The mists would then start to be summoned, flowing down the arm of the paladin as it coats it within a semi-transparent veil. With this, the paladin then thrusts their arm into the victim’s body and grasps a hold of their soul that has the eternal ember within. A simple tug is all that is needed to then sever the connection completely. It is of note while the process of teaching or even performing this ability upon someone, that moment of grasping upon the soul feels as if your very life is being held. The air feels thin and difficult to breathe. But for those that had not broken any of the creeds set forth would grow unaffected by it. It should be noted that disconnection is to be the last step of actions taken by the order, and so, there is a myriad of other ways to punish an orderman, unless their conduct truly was horrendous. Effects of Disconnection Once the sapphire spark is lost in a paladin, they would be permanently scarred on their soul, as one would be in any other deity magic. Their mind is left damaged, cracked, losing something it took for granted, leaving them permanently changed. Such effects include loss of courage, pride, finding any comfort in a loved one, and/or in a constant deep despair. Other Magics Upon taking up the duty and devotion of following connection to Xan, other magics are seen as abomination in his eyes and thus are something not possible to be obtained while having said connection. If one has a connection to another deity before having a xannic connection, they must disconnect from the other deity. For darker magics, the connection or curse within must be lifted first. For Voidal Magics, the knowledge is still known however once they gain the connection, the paladin in question is unable to perform the magics. Even with the magics of golemancy and runesmithing, a paladin is unable to learn. The reasoning for such is the acts of golemancy for example can use the soul of a descendant for its art which is seen as horrid to the Aengul and the art of runesmithing is using another deity’s power for its own devices not suitable for the Aengul of Order and Guardianship. Redlines -If a loophole or grey area is seen, contact a LT otherwise the answer is no. -A paladin must learn both connection and disconnection first before receiving a TA. -If a paladin has proven to not have broken a Creed, the disconnection ritual performed on them will simply not work. Willing disconnections are excluded. -Must remove all other connections of dark/deity magics before able to be connected. Voidal magics, once the paladin is connected, are unable to be cast. -Must stand directly near the person in question in order to disconnect them. -Must RP the effects of when the soul is grasp upon and held for that brief moment in time. -Once disconnected, the person cannot be reconnected again. -Must RP disconnection effects once the connection is gone. -Do not metagame knowledge of a Creed broken to attempt a disconnection. The disconnection ritual will not work if you are ‘guessing’ or ‘testing’ if a paladin broke a Creed. Chanceries “We give our service, duty, and respect and in turn, our Lord gives us guidance and strength..” In the days of old to even present day now, it was never Xan’s focus for his servants to worship or praise him. The Aengul instead only demanded duty for his followers to uphold yet as well, needed something to be able to communicate with them. For a place to perform such a connection or in times speak with the Lord of Sunlight, it was this notion that the idea and creation of Chanceries was born. To each their own, a paladin’s own design of such a place reflected upon their own ideals of their duty to Xan. History is a true testament to this as there has been multiple different groups of paladins and how they fought their enemies. Nature of the Mists “Into the darkness we humbly carry this torch. With its light, we banish corruption and fear, With its warmth we comfort the worn and weary And with this gift, we protect ourselves and others.” With the mists of Xan shifting once more, the spells as well follow suit. Their focus with more their crafting, hunting, and/or crusades are heightened and tailored with the changes of the realm. The xannic mists now affecting all to some degree is a testament of the work of Sol Victa and her view of the Order of the world. However, the Lord of Sunlight holds value still towards mortals and thus re-defining it to fit the needs of Order and Guardianship. Aura of the Mists The quintessential component of the Xannic magic, for it is the thing paladins produce upon casting and the substance they weave into their spells along with their own mana. The mist can be one of three colours significant in Xannic culture: Gold, Emerald or Silver. The three siblings are an example to this, showing the different parts of what the mists had been forged into. Herun’s Guardianship of Gold, Sarah’s Healing of Emerald, and Hilan’s Order of Silver. It is with the three symbolizing such that the mists today are still as they were long ago. There is another yet more dangerous form of the mists. The Sapphire Mist or any true form of blue is only able to be shown when the Lord of Sunlight is directly present. Effects of Mists It is inevitable with this magic and the raw power that flows through the paladin’s form that the paladin’s body suffers to some extend from overuse of the abilities they emit and preform. Even with the changes of the mists itself, the Aengul of Order and Guardianship cannot undo the effects of his might and power that is felt within the magic itself. Thus in turn, a variety of effects can start to occur should the paladin over exert themselves. The only spells that seems to otherwise not effect to such a degree is Utility Magic and Holy Affinity. Deific Runes It is with these burdens of raw might and power that an ancient ability has come forth in place to try and negate such destructive powers upon the body. The history however of Deific Runes is seen more as a curse placed upon a wicked soul, damned for eternity by Lord of Sunlight himself for such crimes committed under his service. It is a bit of irony, yes, that the mists and magic known to remove curses upon the realm also has its own in some form or fashion. Yet to those that bare it, it's a reminder of what their duty is and the wrath of what they brought upon their Lord at the time. Throughout the years this has been seen and as well changed overtime. The fable Champions of Xan or ‘Keepers’ as they were more commonly known had such markings on their bodies. When they cast themselves down for a mundane reason or defiance of not wanting the mantle anymore, the deific runes would appear and a specific curse was placed upon them. But with every curse made, salvation is as well seen for this was shifted to be that of a blessing and a curse created upon the individual paladin. The markings depict of a story told and history invoked, creating a focal point that allows their power to flow through in a better form yet in exchange for an equal curse in return. Example of such is instead of extreme fatigue gradually growing overtime when casting spells, an old wound starts to open up and begins to bleed. The more the paladin over exerts themselves, the more painful the wound becomes yet doesn’t result in killing them. After the recovery time is complete, the wound reseals on its own and thus the paladin is mended. Some of these are quite harsh to have, yet it is something the most devoted do for their deity and duty to their Lord. Utility: The Mist Weaving Arts “Let the eternal ember within ourselves take hold and flow through our forms so that we know his fatherly embrace is forever guiding our hand.” The utility part of the xannic mists enables the paladin to learn and start with the basics of the magic itself. Its function is the very foundation itself with it building overtime and growing upon different aspects a paladin can take to be able to perform their duties. All the spells seen are not able to be used in combat, but instead are different ways of invoking the mists to use for various forms and ways. Mist Manipulation is the base ability for the xannic mists as overtime the paladin can expand and have it grow with what they can and can’t do. As seen within the Tier System further down. The other abilities are able to be learned and used when the paladin reaches the appropriate tier. Combat: The Paladin's Arsenal “What are we, but stewards that stand against the might of undead, beasts unimaginable, and abominations that not even the wildest of imaginations can foresee?” The combat abilities within the paladin’s arsenal are what allow the paladin to perform great feats yet it isn’t something that they fully rely on in the end. Each one is merely an extension of what they could do or achieve without it and is there to use when a moment requires such certain abilities to be cast. It is with wisdom for a paladin to effectively invoke their abilities right otherwise the wrong move can be met with an unfortunate end. Here below is the list of combat abilities a paladin could summon to aid them. The Art of Mist Healing “Through the salvation of others, we save ourselves. Deliver the salve and bring comfort to those in pain.” As much as the Lord of Sunlight is an Aengul of Order, he also extends his hand to those in dire need and mends their wounds so they can continue on. A testament to what he holds towards the descendants of this realm, the Healing Mists Art allows the paladin to enact the will of Xan through the form of xannic mists to seep into the wounded and mend injuries. However, this is not the Aengul of Order and Guardianship’s strong suit. While the mist itself is able to seal off wounds, it cannot heal any deeper past that. A quick sealing upon the battlefield so the wounded can be helped later on. What is left, however, upon the flesh is scars, even with burns of the second degree. Though the mending of wounds are not deep, the soothing of pain however is. The mist itself can act as a numbing agent of sorts, capable of removing the feeling of pain while others tend to the wounded in question. Purging “It is our grace, will, and resolve that stand between the descendants and the ever consuming darkness. Let not for them to fall as we will not remain idly by to allow such foulness to engulf their bodies.” While the art of healing itself is not as strong as those of Tahariae’s Light, paladins however excel in the art of purging blemishes upon a descendant’s mind, body, and soul. The direct flow of mists into the victim in question causes extreme agony as the foul magic in question is seared away before being replaced with a soothing sensation of a fatherly warmth. Curses or hexes of any sort take heed to this ability as this is where the paladin’s light shines true. Though some cannot be fully removed, it still leaves a devastating impact to those carrying such blemishes. Diseases, poisons, and other ailments on the body or within an object that isn’t labelled a curse or hex steps beyond the reach of the paladin able to purge. Though with certainty, Xan’s will is merciful in regards towards descendents. Thus to any degree, the purge ability cannot be used on any to ‘test’ to see if they are indeed cursed. To randomly act upon any descendant without truly knowing or seeing the true curse goes against the duty of a paladin. On that same note, the target in question must be unable to move to any major degree for the concentration upon such an ability is staggering. It therefore cannot be used during combat. Various Curses In the case of some curses however, the darkness upon one’s soul is so deep that it cannot be purged no matter how much of the Lord of Sunlight’s mists sears into the body. These curses which cannot be removed are instead weakened greatly in a variety of ways, depending on what it is. Here are the effects of each curse and how the purge ability effects it. The Art of Sacred Artificery "His might is our weapon, His mercy is our shield; Let the light seep into our crafting, So our enemies may know his wrath." The Aengul of Order and Guardianship enacts his will in many forms. Most notably out of all his brethren is the forging of relics and weapons to invoke his wrath and smite down upon his enemies. His legendary forge high up within the Lord of Sunlight’s realm is the birthplace of the fable Golden Lance, Sun’s Radiance, and other artifacts. This sacred gift was brought down and knowledge granted to his most loyal of servants. Thus the hidden art of Holy Alteration made way for his mortal servants to craft onto the realm artifacts that would aid in their fight against the likes of dragonkin and dark abominations of the Betrayer. Throughout the history of the paladins, it has been passed down from person to person. Each one refining and finding their own creations come into existence, until that day when the Lord’s Will cast off all of the relics and stored them away in his vault. Though most have not been seen since, the art of Holy Alteration remained and shifted once again. Xan’s will is ever changing and so to his light is gifted to his servants. Through the new use of the xannic mists, the name as well has shifted to what is now known as ‘Sacred Artificery’. The Art of Sacred Artificery allows the paladin able to create enchantments upon objects, whether it be a small necklace to a large weapon, that is infused with Xannic light which is then able to be invoked for its intended effect. The mist itself is very versatile and able to be formed to what the paladin wishes for it to be. For smaller objects however, these tend to only know certain effects without the pure condense light breaking it asunder. For larger objects, the mists are able to take hold more effectively and the creation of various effects extends further. The Forge of Sunlight Creation Limbs of Light “He is the warmth, the light, the fatherly embrace that holds and protects us in the everlasting darkness. His voice gives us strength. His roar gives us courage. He who will not abandon us and in our moment of absolute need, he will be there with his guiding light.” From a vision of the Lord of Sunlight himself, the original creation of the Limb of Light was granted to those paladins that had fallen useless in their line of duty for the lost of a limb is truly devastating to such holy warriors. With the first ever design was cast, the paladin would focus while calling forth the mists. Their memory of the limb in question and how it functioned remained as the mists would weave and flow down from the stub. As the pure holy light would condensed, it created an image mold of the limb in question. After the process was complete, the limb was created and able to be moved with effort and concentration from the paladin. It is with this design however that when the shift of xannic mists occurred, so to did the art of this ability. It became harder for ones to even cast this, let alone keep it maintained. A process that even further was difficult to do when the Aengul of Order and Guardianship re-designed the mists once more. Though not all is lost for Xan himself would not forsake his servants in their time of need. As with anything, the guiding hand of our Lord lends forth once again and thus with Sacred Artificery it is able to be achieved. Tier Advancement “It is not the mists that truly define us; Instead, it is merely an extension of ourselves. We wield such with mastery and resolve, So our enemies may know our true might and prowess.” As a paladin begins their journey, the internal ember within their soul is at first small, but steadily grows over time. With each swell of inner flame, more abilities are unlocked and able to be learned by the paladin. The tiers below depict the progress and list of spells the paladin is able to learn each tier. It is of note that the paladin cannot learn more advanced spells until they are the appropriate tier. Credit Delmodan- Co-writer and aid in creating this lore, abilities, and tiers, previous paladin guide, and the limbs of light lore piece. Killmatronix- Co-writer and in creating this lore, abilities, and creeds. Tsuyose- Original creator of paladin lore, Xan lore, Sol Invicta, and help give advice and aid with this current lore piece. Firespirit-One of the first that created Xan and the lore behind it. For those that were my grammar nazi’s, thank you. ❤️ Additional Information
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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856
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[✓] Mani: Demi-Gods of the Wilds Clarifications
Delmodan replied to Delmodan's topic in Patrons and Other Deities
@Slothtastic You might want to read the redlines. Like, all of them. Theres a very low chance roll system for ethereal Form interaction. The ET hosting the event control the boons or even allowing the boons. Your wood armor comment doesn't make much sense as its weaker than normal plate armor warriors wear anyway and plus flammable. Boons are only attempted to be given in Corporal form which isn't even summonable, its a world encounter. As far as anything else, I don't know much about the woodelf thing, but anything powergamed is punished. -
[✓] Mani: Demi-Gods of the Wilds Clarifications
Delmodan replied to Delmodan's topic in Patrons and Other Deities
@arakrsptec 1.I'll stick with the bear example. Inorder for a blessing to even be received, the Mani must be in corporeal form. Thus the Bear Mani would have already revealed themselves within the realm and remain in the realm to give the blessing/boon. Which all that requires of the enemies is to get in contact with the ET/LT playing the Bear Mani to go and interact/attack it. How that is handled is up to the ET/LT in question, but thats the just of it. 2.I don't understand what you mean by 'actual mechanical power'. theres no MC buffs. these are all RP'd. 3. Ethereal Form requires a druid, Corporeal form is world interaction and doesn't require a druid at all. Its a random encounter or eventline. 4. As far as How the Mani interacts, non-druids have interacted with Mani before as seen in several events involving Mani spirits. As far as spooks are concerned, thats up to them if they want to think that way, but the option of killing, capturing, warping/corrupting these Patrons are still there. All they would have to do is get in contact with whatever LT/ET is doing that event. Yes. Corporeal Form isn't summonable. It would be akin to like an Event post going up stating a hint of a mani was near said location or something was up. Its really left up to the ET/LT there on how they want to go about it, but yeah, most don't appear to wreck things. Some just wander around or are curious. For the most part, they do their own thing. The Ethereal Form is an 'attempted' encounter to try to get one's attention to try and talk too. Which that form can be attacked by say clerical magic for example cause of their magic harming ghosts. The Ethereal Form would just dissipate, but you get my point.
