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Delmodan

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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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.
  7. 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.
  8. 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
  9. 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
  10. @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.
  11. @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.
  12. @GrimReaper98 Also apologies on not replying to the last part of your response. The culture thing you are right. Dominion doesn't need this at all. They can most certainly hold their own culture wise and then some with their own beliefs and customs. This lore isn't really about that. This is a clarification lore for a lore that was made over a year ago. As seen here. https://www.lordofthecraft.net/forums/topic/161955-✓-mani-demigods-of-the-wild/ But as you can see, while it was written fine, it was a bit lacking in details on what Mani can do, how you could interact with them, if you could even corrupt them, gain blessings from them, and so on. Which left it to the creativity of however decided to play them or whoever wanted to summon them and has been done so in that manner for a long time. Which wasn't suppose to be with these as they are indeed, Patrons of the Aspects. They shouldn't be summonable upon a wim. This lore here states that as seen in the Ethereal form redlines that its a chance upon 'attempting' to get their attention, which odds are low in that regard. They shouldn't be just held to one culture, as this lore expands pass that. Its not so much just cement Patrons behind the elven culture or whichever culture that happens to worship and/or praise them. This lore was meant to actually clarify how to interact with them and give options that are far more down to earth than 'deities interaction a,b, and c. again. oh great, druid only stuff...'.
  13. Your idea and opinion isn't swept under the rug here. I hear and see your concern as I massive agree with your viewpoint. Because I myself, have that fear and absolute trigger of LT/ET abuse that HAS happened on this server regarding deities. It was infuriating to no end and it took a very long time to even clean up that mess. The trust of abuse is slim with you regarding the teams and you have every right to hold that because of everything that did happen. This lore I made is to break that finally. A chance to get out of that stigma and annoyance that happened so long ago. Back then, there was literally no lore or redlines for stuff like this. Most certainly not ANYWHERE on this level of redlines/restrictions regarding a patron lore with LT and ET interaction with players. I placed that there to make sure its enforced. That isn't not a catered deity creation only meant for one group. I, myself, do find that unfair as well. Thus I stepped out of that boundaries into the unknown of what is lore accurate with Patrons of the Aspects, given its rather hard with anything Aspect wise to give buffs to nondruids and came up with ways to do so. On that same note, only allowing it in events runned by ET/LT to where they call the shots on even if those boons are allowed or how they fully work. These Patrons right here are an example of what we want to go. The direct of Aengul/Daemon interactions that just always fall on godlike and people around can't do anything but watch, or in some cases. Die (flashbacks....). Patrons are a step below that.On the level where Mortals can influence them, aid them, work with them, kill them, capture them, corrupt them, and so on. Options that never really happened before with patrons or deities as it always fell to those events of 'well this is only for x group and thus here is x interactions while everyone else can go away'. That I want to move away from. You are right on Flam's response on the last thread. He did say that, but more because what he asked wasn't met and it was still vague. I won't really speak for him as he tends to do his own speaking. Lord...does he. (thatsrightisaiditcaleb). However, I will say he did look over this several times. The end result, I don't know if he would like it or not. Thats for him to decide. But I will say this and make sure of. If i see ANY abuse going on with these and redlines broken and so on, you bet these will be taken away and those responsible for breaking lore or abusing the Patrons punished. We as a team are not afraid of shelving, most certainly lore we ourselves made for the server to enjoy. So I hear you. I understand you. And I share with you that fear, anger, and overall worry of the downhill thing that could occur. That is why I made this lore the way I did. I still have that thought in the back of my mind, but at the same time. I want to push forward and attempt something better and new. I hope this helps you and I thank you alot for your response, Grim.
  14. oh now you guys are just doing it on purpose. Team love is tough love.
  15. The original lore of Mani, Demi-Gods of the Wilds were Patrons of the Aspects. Much like you see with other deities having certain patrons and so on. Yet the original lore was vague, had alot of questions unanswered, and needed clarification. With this lore, it is an aim to move Patrons more to be interactive with everyone. Druids, nondruids, spooks, holies, and all that can interact with these patrons. Those groups can either fight, aid, or work alongside a Patron that is down on the mortal level instead of pulling the main deities into the spotlight. Its to give ways to kill Patrons, get blessed by Patrons, corrupt Patrons, and so forth. This lore clarifies alot of this and hopefully gives good ET/LT events and what have you for server to enjoy. There's also Patrons of other groups and deities that could use this template for instead of 'oh its only for this deity group only', to be for everyone to interact with.
  16. Forenote: This lore is a clarification upon the Mani: Demi-Gods of the Wilds and their interaction upon the world. These Patrons of the Aspects have been interacted with and summonable since their accepted lore however the original lore was vague in terms of how and what they could do. This post is to replace the more recent lore submission to show more details and that they are meant only for events with fun interactions for all to enjoy. Corruption, killings, blessings, summonings, different kinds of Mani, new Mani encounters, and so on are all clarified with this lore. Hope you enjoy the read. Mani: Demi-Gods of the Wilds Clarifications Those appointed by the Aspects are rarely witnessed interacting with those of the Four Brothers, to an even lesser extent since days of olde when the first Druii’ served dutifully at their side. However, whether through peaceful guidance or abrasive punishment, these Princes of the Wild have never remained totally isolated from mortals. Some exceed recognition comparatively to others, due in part to either the species they’re sworn to preserve proving greatly influential, or the power they possess raising them even amongst their fellow Mani. Regardless, it remains without question that to invoke the attention of these demigods is a feat in of itself, good or bad. The Mani at large are recluse beings that won’t appear to mortals without a convincing incentive. This quest of discovery proven to be a puzzle in its own right, for the Aspect’s Chosen are by no means akin to Descendent-kind. They are their own animal - literally speaking. Demigods. There are those revered as benevolent and wise, others rumored to be cold and ferocious. Yet the sole absolute among each of them lies in their loyalties as patrons to respective species. Thus, persuading a Mani to present itself oft varies drastically in approach. Ritual of Summoning Seeking an audience with such divine entities of nature require a certain number of steps to take. However, there are two ways for Mani to display itself upon the Mortal Realm. Ethereal Form The Mani takes on a spirit-like appearance that is able to project itself from an object to anchor itself there for a time, though its powers are far less than what it would be in its Corporeal Form. In this state, it is unable to be attacked as anything attempted would phase right through the Mani. Magical items or abilities that can make contact with ghosts and other spirits can inflict harm to the Mani and it would dissipate yet not kill it. Despite its powers diminished somewhat in this form, it can however summon its species to fight for it or cause some effects upon one’s mind. An example could be the Snake Mani coiling around a victim, making the victim feel as if it's suffocating to death when in reality, the victim is fine. Visions and Illusions are part of the Mani’s abilities as well in this form to give wisdom, fear, insight, and/or wrath depending on the encounter. Ethereal Form Summoning For one to summon such a Patron in their ethereal form, a certain number of steps must be taken to do so. The first of course is having a location set out that matches where said Mani would normally linger or reside within. This is key as the next step requires a focal point for the Mani to use or draw its attention to venture there. This can be a shrine, statue of its likeness, idol, carved out totem, and so on as long as it is, in the end, showing the image of the Mani in question. Next is to provide an offering; this is where it truly varies and can be quite dangerous to do. The offerings depend on the Mani in question. Herbs, corpses of that species of animal, prey that animal hunts, flowers, claws, teeth, various fruits, veggies, vial of poisons, silk, and/or so on are many examples one can place an offering for a specific Mani. Danger comes swiftly, however, to the ones that don’t understand that Mani at all. For the wrong offerings can invoke the wrath of such a being and can quickly turn against the summoners. The next part comes in both blessing and prayer. The blessing is invoked using druidic energies with the power of Blight Healing to flow into the focal point, creating a beacon of sorts that is able to echo across the area and beyond to the Fae Realm of that area. The prayer is, by definition, the praising of the Mani in question; the asking for guidance, help, wisdom, revenge, aid, whatever the summoner wishes to do. Keep in mind however that this doesn’t always work as the beacon doesn’t emit across the realm or all of the Fae Realm. It is far better to be in a location where one believes the Mani in question is hidden to perform such an ability. This of course can also draw the attention of others for Mani Spirits are not the only ones that can sense the focal point. Fae Creatures, animals, flora, other druids, and all the dangers that could happen in the wilds can also feel that beacon as well and attempt to find the location. Examples of Prayers “Protective Bolomormaa, Princess of Bears. Whose strength and ferocity guards the young and weak, We give to you our devotion. We show to you our respect for your kind. Oh Bolomormaa, gentle yet mighty, show us your blessing.” -------------------------------------- “Great Prince of Mighty Elk, Whose flock run abound the deep woods and great plains, We give to you our devotion. We show to you our respect for your kind. Oh wise and gentle Amaethon, show us your blessing.” -------------------------------------- “Lord of Scavengers and Guardian of Death hear my plea, For we stand before you now at the brink of death and despair, I seek a grace of your presence and a deal to be made. So that my enemies may be given judgment.” Redlines -Summoning a Mani in its Ethereal Form requires offerings presented in a ritual. What offerings are presented can affect the encounter. -A shrine, statue, idol, or something of the Mani’s likeness must be present. -The beacon’s effects are maxed within the region the ritual is performed to find the desired Mani. The region must make sense for the Mani that is attempted to be summoned to appear. Aka, one will not find the Dolphin Mani in a tundra region. -A druid must be present and invoke Blight Healing to fuse into the object and form a beacon. Prayer about said Mani is required as well for the Mani to take notice. -Requires LT approval for an attempted summoned encounter in Ethereal Form. ET/LT required to play said Mani. -These rituals differ in required materials, prayers, and aren't a guaranteed success. A Mani can easily ignore it should they choose. A roll out of 100 is required once the summoning is attempted. 75 or higher is success. 50-75 roll, the Mani will appear, but may attack or lose interest. 50 or lower results in the failure of a Mani showing up, but instead a dangerous encounter invoked. The encounter dependent on the ET/LT. -Only one roll is done and its by the ET/LT hosting the event. -Attempts to summon a specific Mani are once every irl month with the max of five different Mani attempted total overall to be summoned. This includes failed attempts. Example: Attempt of summoning Wolf Mani is done. Cannot summon Wolf Mani for a month. Four slots left for other Mani for said month. -If a loophole is seen, LT approval must be sought otherwise the answer is no. Corporeal Form Unlike the Ethereal Form, the Corporeal Form is the Mani’s actual physical presence in the Mortal Realm. It’s powers are fully unlocked and hold sway to all of nature around it. These encounters are indeed quite a rare sight to behold as most Mani do not show themselves so freely as it is both a strength and a weakness. In Corporeal Form, the Mani spirits can be killed. As their forms die, their spirits will go to the Eternal Forest to rest until its physical form is reborn once again, a process that will take awhile to occur. Corruption is another weakness the Mani have while in their Corporeal Form. Even with Greater Mani, their physical bodies are more prone to the acts of darker magics, taint, and corruption. However, the Greater Mani have far more resilience to the sway of mortal kind, unlike their Lesser counterparts. Sighting and Rebirth Corporeal Form is something that isn’t possible to be summoned by any mortal. The act of finding a Mani in such a form only occurs with special encounters throughout the world. Some can choose to be friendly, some can be dangerous, others are an off chance encounter as it makes its way by. There are a number of possibilities for such to occur, but in the end, this is its most powerful yet weakest form to be in. Should the Mani be killed in Corporeal Form, the spirit will travel to the Eternal Forest where its state is very weak and rests there to be recovered once again; it should be noted that the Spirit of the Mani is at its most vulnerable when it starts to depart its body. It can be captured before it can travel to the Eternal Forest and held within a powerful container to be used for vile means. The container, or those that try to kill it, will find that the Mani Spirit cannot be destroyed by any means. Should the Spirit of the Mani make it to the Eternal Forest, it will remain there for a long time while it recovers enough for its body to be reborn in the Mortal Realm. Those druids using Druidic Transcendence may encounter the Mani; however, the encounter will be very dangerous. Their irl hour timeframe cut in half to a mere thirty minutes and an extra pk clause is set upon the druid in question. Should they die to the Mani encounter within that realm, their souls are forever bound with the Eternal Forest, unable to go back to their bodies ever again. Once the irl month is up, a majestic sight will be done. An area in the world where the Mani is most comfortable and holding pure natural energies will start to hum to life, tts area untouched by mortal kind (yet druid influence would be fine). As the area brightens with verdant energy, a flash of emerald light would start to erupt and begin to form into the Corporeal Form of the Mani in question in the form of an infant of its species. Its memories of its previous life will have dissipated, and it will be in a weakened state for two irl weeks as it grows and returns to full power once again. Redlines -Corporeal Form cannot be summoned whatsoever. These are encounters only done by world events/eventlines of ET/LT. -If killed in Corporeal Form, the Mani’s Spirit will go to the Eternal Forest to rest until it's reborn. The process takes one irl month before it can be reborn again with a Corporeal Form. -Transcendence Druids can speak to the Mani Spirit in the Eternal Forest if its killed. The hour timeframe is cut to thirty minutes and an extra pk clause is issued should they die from the encounter. -Ethereal Form cannot be used while the Mani’s Corporeal Form has been killed. -Rebirth takes one irl month to occur before the event on the mortal Realm begins. -Guarding the Mani in its infant state is possible however it’s most likely to disappear once it reaches adulthood at two irl weeks. -Should a Mani’s Spirit form attempt to be captured, the container to house it must be LT approved to hold it. The spirit itself can never be truly destroyed yet can be trapped. -If an attempt to corrupt or warp the Spirit of the Mani is made, see Corruption below for further details. -If a loophole is seen, LT approval must be sought otherwise the answer is no. Blessings/Boons With Patrons of the Divines come boons or blessings, nature-driven abilities given by the Mani Princes to those they deem worthy. The boons they grant, reflecting upon the Blessings the Aspects, can themselves be given unto this realm for a short duration of time. Nature is always the source of these boons, whether it is to aid in growth, provide strength for a hunt, or bless the land with a cleansing aura that washes away taint. It is these blessings and boons that the Mani are praised and worshipped for, though their gifts are very rare and far between. Their grace can only be received while in their Corporeal Form, for the Ethereal Form is much too weak for them to invoke the true source of their powers. The Blessings placed on individuals varies between the different Mani. Upon receiving a boon, the Mani chooses when to give it. Its power will be shown when it chooses to arrive or when ones are in most dire situations. As the blessing is invoked, the image of the Mani will appear before the users, depicting the Mani that gave such a boon. However, this is risky as enemies could utilise such an occurrence to attempt to hunt down that very Mani, ensuring it could never do such again while in their grasp. As the blessing swells within the individual they will feel it for a short duration of time, though as with any blessing from the Wilds, it tends to be fickle in nature. The blessing itself can randomly vanish or simply not work if the person is doing something the Mani deems undesirable for such a gift. It is then that the blessing will disappear much sooner than expected. List of Blessings/Boons (Only enable for events that have been specifically stated at the time the Blessing/Boon was asked. It can be for druids only or for all druid/non-druid allies that requested the blessing/boon. This depending upon the Blessing/Boon in question) Redlines -Blessings are only given by Mani in their Corporeal Form. -Blessings/ Boons require LT approval to be invoked. -Blessings/Boons cannot be stacked. -Blessings/Boons are only used during event encounters approved by said ET/LT doing said event. Communication is key to this so it's fair for both the ET/LT hosting the event and the players enacting a blessing/boon for said encounter. Once that event is over, all blessings/boons vanish immediately. -Should a Blessing/Boon be used without its intended purpose, it immediately vanishes. -Blessings/Boons cannot override Racial Curses. -Once a Blessing/Boon is received by a Mani, a cooldown begins from when that event encounter, from where it was used, is over. -If a loophole is seen, LT approval must be sought otherwise the answer is no. Mani Corruption Though the Wild Spirits are leagues above most beings, their bestowed sapience comes at the cost of leaving them susceptible to mortal, unnatural, and tainted corruption alike. Transgressions committed unto them and their kin gradually warp their natures until nothing but a seeping, vile plague-like beast is left in their wake. It is for this reason that Mani would only appear to those deemed worthy in their Corporeal Form; a weakness as much as a strength. When it comes to said form certain resilience is seen, depending upon the Mani in question. For those Mani that first answered the call, the Greater Mani Princes/Princesses of the realm, their power is far greater than their Lesser counterparts. The sways and corruption of mortal kind are ineffective towards them and would only invoke wrath to be unleashed upon such foes; however, unnatural sources of corruption can have a devastating effect. As nature cannot resist the darker magics destroying or twisting the land, so to the same for Greater Mani Spirits. A large group is needed to corrupt such a mighty beast, as this isn’t a simple task for a mere three or four. For Lesser Mani, the sways or corruption of men can seep into their hearts and warp them to follow or submit, with corruption taking root easier and twisting them into abhorrent abominations. Should a Mani be turned, they are uncontrollable at that point, even to the ones that turned them. Friend or foe doesn’t register to them, even with their own kind. If a Mani Spirit is captured/corrupted before it departs to the Eternal Forest, it can be reborn into a twisted version of itself that walks upon the land unchecked and untamed. Though with such dark forces in the realm, there is hope to save such divines. The pure acts of Blight Healing can wash away the corruption of such a noble beast, yet it would require a great deal to fully change them. For the corruption or sway of mortals onto a Mani Spirit, the soothing effects of communion can work to ease the mind and attempt to bring it back to its senses once again. Though the last resort can be slaying the creature. A tragic loss to the realm yet not for long as its tormented spirit is finally released upon death and moves to the Eternal Forest to recover and be reborn once again. Redlines -Mani can only be corrupted while in Corporeal Form, not in an Ethereal Form. -Greater Mani Spirits cannot be corrupted or swayed by mortal means. Only unnatural magical means. -A group of around fifteen or more dark/voidal users using their magic is required to take on a Greater Mani to attempt to corrupt it for the encounter. -Lesser Mani require only around ten or more dark/voidal users using their magics to attempt to corrupt the Mani during the encounter. -Once the Mani is corrupted, it is still only controlled by the ET/LT and requires LT approval for more encounters to occur. This includes approving new abilities it might gain in such a state. -Should a Mani’s Spirit be captured in a container and warped/twisted with vile magics, it can be reborn as a corrupted Mani. -If a loophole is seen, LT approval must be sought otherwise the answer is no. Greater Mani Encounters Lesser Mani Encounters Credits Delmodan- Creator and writing of the lore as well as some of the Mani. Guyden- For writing, creation of the Crane Mani, and aiding overall in the lore. Leowarrior14- for the original creator of the Mani Lore, Fae Realm, and ideas/creation for some of the Mani. Nivndil- For her writing and creation of the Bear Mani as well as my grammar nazi. DarkSainthood- For reviewing, aiding in suggestions, and my other grammar nazi. Shimmeringbliss- For her creation of the Panther Mani. Sporadic- For his lovely lore on the Beaver Mani. Druids- For their suggestions with boons/blessings. References
  17. This Lore has been denied due to the creator self-denying. A newer, more detailed piece will be posted soon. Topic moved to Denied Lore forum.
  18. The Thread is now being locked to end the arguments going on. The Creator has noted suggestions made and will look into adjusting. If you have any concerns of this topic, feel free to send me a pm.
  19. Mani Spirits and their characteristic ranks have been defined since their implementation within Axios. As seen here with the original Mani Lore below. This lore submission was created as a clarification on the process of summoning said Mani, not to add more things within the natural world. The Fae Realm is always confirmed lore as found below as well and has been for some time. Using rituals, objects, kills, shrines, and what have you isn't specifically locked down to any one group. Quite a few magics use such things to gain an audience or do an ability for an intended effect. https://www.lordofthecraft.net/forums/topic/161955-✓-mani-demigods-of-the-wild/ https://www.lordofthecraft.net/forums/topic/161000-✓-the-fae-realm/
  20. 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
  21. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon.
  22. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon.
  23. This Lore has been denied. The reason for the deny is a self-deny by the creator. Topic moved to Denied Lore forum.
  24. Tome of Inner Balance Copies of a tome would be seen newly placed within the Libraries of the Dominion, Mother Grove, and that of the circle of Maelstrom. The covering marked with a symbol of a the sage herb with blooming white flowers along its stem. Signaling that of the Way of the Sage. “We are what we are and change with the ever flowing time. Let not the burdens of our lives shackle us for accepting our true selves in the end is what will set us free.” ~Teachings of the Owl Druid, 5th of Sun’s Smile, 1672. The Truth of Things What are we but mere mortals that seek to know and understand? A hidden truth that that's within of what we wish to know all things and find meaning in our lives or justifications of our actions to make a determination of right and wrong. We feel pain and suffering, anger and hatred, disdain and sorrow. Over lost, over deeds unjust, but most importantly, over what could of been. It is an undeniable truth in the end. Wanting control of our fate and design. To take control and be what we want to be, do what we want to do, and keep what we already have. Being denied of this, of the unknown and sudden severing of what was, brings forth anger, hatred, sorrow, disdain, and loathing. Perhaps this is part of our curse. A cruel joke of the Betrayer when he marked each races with the curses. Or perhaps this is what it has always been. A part of ourselves to invoke change for us and this realm so that stagnation doesn’t seep into the fragments of our reality and remain as is. Whatever the reason, the fact remains that it is still there. We want control and meaning in our lives. To fall into balance once again from the cause and effect that happened so we may in turn flow with the change that is life. Seeing One's True Self We cannot escape our experiences. The tragedies in our life are hard lessons that can twist and consume us all. We lost control of our fate then display wants and needs to change it. Seeking in turn to take it back and rewrite the course so what ‘could have’ becomes reality. It is natural to want this, the devouring need to push away or forcefully take back what we once had. To keep love, happiness, and to cherish it for all time. We cannot deny that things happen however. We cannot be naive and just brush it off as if it could never happen to us. It is there. It is raw. It is pulsing with change. A reality that is striking against our own comfort and taking what is ours for its own purpose. That is why the first step with anything is to understand this most basic concept. For we are not perfect beings to never have things gradually change overtime. To just cast off what occurred as if it was nothing. No, never look at feeling all that you feel as something wrong or to run away from. Remember that it is natural to feel the way you do and find time to express these emotions over what happened. Acceptance of Change The core of these emotions and situations that arise to keep ourselves holding onto it to where you never let go is stemmed from the base foundation of our former selves. How naive and unknowing we were and the disdain we have that we could've done it better. ‘What could’ve been.’ ‘What should’ve been.’ The ‘what ifs’ are what plague our minds and burden our hearts. We look back on the tragedy that forced change on our lives and look at our former selves with raw emotion. We see exactly what we did wrong and having that wanted desire to force the same change that fate forced on us. With this realization, the second step of finding inner balance again is understand the simple fact that you cannot change history. You think upon what all happened and look at the many possibilities of what you could’ve and should’ve done better. Yet in the end, you have to come to terms with the fact that you didn’t and realize what’s done is done. This is something that no one else can make you do. It’s not something to just turn off and on upon a wim or just toss aside to deal with later. When we linger on these thoughts and bottle them up, it remains and builds. Each time more tragedies, more loses, more situations that anger and cause us to hate keeps stacking on our mind, heart, and soul until eventually it unwinds and we are thrown into an endless pit of resentment and despair. We, instead, have to come to terms that we cannot change what happened. We have to understand that not everything that happens is always our fault. In the end of this, in order to change and fix the imbalance within ourselves, we have to accept that things happen. And that change is apart of life. Unshackling and Freedom When we finally find the realization and acceptance that things happen, common questions arise to try and resolve this to find our inner balance again. ‘What do I do about it?’ ‘How can I change what I am now?’ “How do I simply let go?’ The answers to these are simply to state, yet are hard to do. It’s easy for someone to state what to do yet most don’t understand how hard it is to actually do it. To some, it may even seem like an impossibility. To feel as if you are too far gone to even change and find inner balance at all. In order to do this final step in the end however, you yourself must want to change. No one can just force you to become better again. No one can make you accept that things happen and to just let go of all the raw emotions that you felt. This is something that you have to do on your own. Others that you seek for guidance simply do just that, guide. We can help you realize where everything stems from, what is the cause of your imbalance, and/or help you come to terms with things. Yet in the end, you are the one that needs to want this. For only you can gain the control that is within yourself again. Instead of looking at your former self and hate or run away from it, look at yourself with understanding. Yes you were either naive or did something that perhaps could’ve been easily avoidable, but at the same time, aspects of what you were are something to keep and remain. We cannot simply completely toss our former selves away. That is riding the very foundation of what we are and loathing on the lingering fact that was what we were. Instead, look at your former self, understand what had happened, take aspects of it, and build from that experience. Cherish and value the lessons you have gained from this life. Learn from the knowledge that has been given. Realize that you are who you are no matter what has been done or lost. When you do this. When you let things flow, accept what has happened, and come to terms with your former and present self to coexist in harmony. You will finally shed the burdens that cause the imbalance within your life and be set free.
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