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Farryn

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  1. Pls give support and reviews ;-;

  2. A war cleric spell, in terms of the more physical and hardened ones (Orb of light, Chains of Damned, etc), will still cause some relative harm against a descendant due to them being physical. War Clericalism always has the flaw that normal descendants can be minor harmed with War Clericalism spells, meaning the clerics will have to be considerate and careful with how they use it. I'm also trying to keep it rather logical. For example: With blinding light, it is still a blinding flash of light that will cause some temporary harm on those around you, meaning that the cleric will have to be very considerate when it comes to using such spell. It does not feel right to just have dark beings affected by this flash when you have many people watching you, with opened eyes. However, they cannot cause as much harm on descendants compared to dark beings and in some of the clerical orders, some clerics are generally asked not to use such spells on a descendant unless utterly necessary. Also, the average joe can still take advantage of a cleric in many situations - such as taking advantage of the cleric when they begin to exhaust, hostage situation, etc, etc. No normal player should feel as though they cannot beat a cleric because of the new spells, which can be broken out of. Besides, I find fair fights more fun. It's what I do. @Jaeden Next lore you write, try and beat me. :P One is for private prayers. One is for public prayers with other clerics. The LT, if necessary, can RP as Tahariae and give a vision to the clerics if the rogue cleric has been causing trouble to other clerics to go and hunt down the rogue cleric if the situation is far extreme and dangerous that even Tahariae has noticed the situation. Such as: the rogue cleric doing mass murders, etc, where the cleric needs to be stopped as soon as possible. That actually never happened during my time as a cleric but it is a scenario that would be interesting to see. Anyway I should have defined that properly so that's going on my tick-list. Just as I was typing this, Tox replies with what I was about to say in regards to the nosebleeding. Essentially what he just said. Thank you @Tox Definitely, I apologise if this may have collided with what you have wrote but I would love to readjust this revamp so that it does work hand-in-hand with your revamp! Actually - Ascended, Druids, and other deity based groups have this protection also, Tsu. It's not exactly a 'Xan Thing' when all other holy groups have it currently. XD Thank you. What kept me sane was the encouragement of clerics, holy users, and people, as well as knowing that the clerics did need the lore revamped to clear up a range of mistakes and errors that was within the lore. Ventusyr's lore was alright but the lore really needed fixing due to contradictions, errors, and weakening with some spells. I promised to get this revamp done, so I kept to that promise - even if it did take me a near year to fulfil it. How is War Clericalism butchered? 20 minutes of constantly being touched by holy light to be potentially lethal by a spell like Chains that can be destroyed by others in 3 hits? - It is meant to be 'Five-six emotes'. I will change that. Orbs no longer burn and are considered a defence? - Orbs of light are still offensive but I do understand where you got confused. "Spells such as Pulsing Light, Orb of Light and Sacred Aegis are more defence based or vanish a few seconds after contact, meaning that the burning effect will not occur for these spells as contact will never be held at a longer period upon contact with a dark being or mage." Orb of Light is not defensive but its categorised with Sacred Aegis in terms of that they do not cause a much of a burning effect due to the orb exploding and vanishing in a matter of seconds. Negatives - The only spells that do exhaust you out quicker are Chains of Damned and Flames of Reckoning - both due to length, the amount of power needed. The other spells are immediate exhaustion. War Clericalism should not just be purely focused on combat spells, it should include using physical means to also eradicate impurities therefore with War Clericalism, it is more draining to use the strongest spells in order to make clerics realise that they do need to consider the use of the spells carefully and not fully rely on their magic to fight. The best war cleric is a fighter who can easily balance out both their physical fighting with an actual weapon and their own magic in order to beat an opponent. Tahariae - That is your view of how clericalism should work but this lore is going by how clericalism has always worked and operated, one that everyone - both clerics and non clerics- do prefer when it comes to this. I'm trying not to rely fully on Tahariae's lore to explain why something is affected, and I am going by many lores and I do not hold the right to suddenly go "Boom! Keepers and Ascended are negatively affected!". It's not fair on the other groups if I change their own lore. Honestly, Tahariae is not that hell bent on eradicating everything impure. He can be logical and understanding, know when to take advantage of something and when to focus on the major issues. If anything, if it helps to eradicate the greater impures (dark beings), then it can remain until the greater threat is gone then that lesser impurity is focused on. Furthermore, this is to keep in line with the keeper, ascended, and soul tree lores that cannot be affected negatively by clerical magic. And yes, the clerics can certainly decide such when it comes to homunculi, etc. However, the followers of other deities that Tahariae is allied with will and always will be unharmed by clerical magic. You have Divine Curism in place of Priest Healing throughout, needs to be changed. - I have checked and I do not see any signs of 'Divine Curative' anywhere on the Priest Healing. I am certain I rechanged it all back to Priest Healing. Shades - Alright. Do you know who is the Shade LM so I can talk with them on it? Divine Wardens - I still see potential within Divine Wardens for the clerics and it is a truly interesting concept for the clerics to have. Although you are right we've been waiting to be grandfathered up to tier 5 Divine Wardens so we can teach it. Since Pandan has not been responding, I will talk to the MT and see about having our characters (along with the chosen teachers) grandfathered up to tier 5 Divine Wardens when the revamp event occurs so that we can actually begin teaching it. We never got to see Divine Wardens in actual roleplay aside from the creation of sunwells because of the lack of teachers and who knows, maybe it'll be just as good as it sounds compared to just reading the lore. Let's at least give it a proper shot. Blessing items to have spell effects - MArts. They are best to infusing a spell within an item. The war blessing is just the simplest attack blessing there is and I feel as though blessings that involve infusing a spell within an object will require a MArt. You can still bless many weapons and many other objects. The only blessing that allows for storing light is storage light - war blessing gives the aurum effectiveness to non-aurum weapons, healing blessing allows for bandages, cloth, etc to be able to heal wounds under tier 3. Tier is misspelled in one of the headers, think it's in the explanation one - Thank you for pointing that out. Shields - You got Sacred Aegis. May not be the best shield but it's still a shield. It was either that or no shields at all, the paladins get a little mad when I try and make stronger wide shields for us. Angering lions is not the best thing for a stag to do. Limiting or ceasing the amount of purity on an area - It's meant to be impurity and it serves the purpose to stop taint from spreading over land, therefore giving time for druids and shamans to gather up and remove it before the taint grows into a size that they cannot handle. Thank you all so far for the feedback and comments. I will make the definite changes right now.
  3. Edit Log - 30/97/2017 (17:58PM) Fixed typos Explained by LT can assist in disconnecting clerics Refixed natural dark burning to intensfy in five-six emotes/terms As requested by Dark Shaman lore writers - Clerics are no longer able to remove Dark Shaman curses.
  4. The Clerical Revamp is finally done and here it is! This has taken me just about a whole year to do due to a mix of real life, throwing ideas all over the place, the fact I lost my laptop for 4-6 months, and that I like to work at my own pace - where I am most comfortable. I am sincerely sorry this revamp took a while but the end result of the long time was truly worth it. This revamp was both fun and a pure pain to do but the relief I felt when it was done cannot be described. Hopefully this revamp is the one that the clerics truly needed and one that helps clear up all of the contradictions regarding the clerics. So without anymore delay! Enjoy! - Farryn ~~~ Change log What has changed compared to the previous lore. Spell Roster for Teachers and Simple Folks An easy-to-access roster for teachers to save them time scrolling through the lore to see what spells their students will know. “For many years have the clerics of Tahariae walked upon our realm, bearing the light of the Aengulic being, Tahariae, to bring forth purity to the realm. These descendants are known for their ability to heal the maimed, and take up arms against the growing darkness through the use of His light. Utilizing it not out of good will; rather evoking His power out of necessity, that purity must be achieved for the sake of all. Yet the path of the cleric is proven to be a hardened journey to take; it is not advised for those who desire a peaceful life.” - Extract from a journal of a cleric of Tahariae. Tahariaen Clericalism Overview Tahariaen Clericalism, also known as Clericalism or Clerical Magic, is a form of Deity magic that is strictly used by the clerics of Tahariae, the adherents of the Aengul of Purity, Justice, and Judgement. Tahariae strives for complete purity within the realm of mortals; a land where there is no taint, darkness, or impurity. A place where all wounds are healed and suffering is vanquished. Many believe that the clerics heal and fight impurity out of goodwill and kindness, yet that is not the case; they do so out of necessity because it has to be done to bring forth purity and to keep the darkness away from overcoming all. To fulfil their patron’s desires, the clerics have been given the ability to wield His power through invoking divine light. Clerical magic is divided into four sub types: Priest Healing, to heal wounds and impurities within the mortal body. War Clericalism, to eradicate living impurities that roam the land and threatens mortals. Holy Alteration, to tackle impurity through limiting the corruption and ensuring purity is kept when clerics aren’t present. Lastly, Divine Wardenism, where more advanced spells are used through the use of sunlight. A single cleric is capable of learning all four subtypes to their maximum level. However, it must be noted that if a cleric knows Priest Healing and War Clericalism, one of the two will be slightly weaker than the other (see more in Effects of the Magic). For a person to use these powers, they must be connected by a cleric who knows the connection ritual. The connection serves as the most important aspect for the clerics, the connection itself serving as the bridge which allows the Aengul’s power to reach them. However, the user must be taught spell by spell, and they must allow their light to develop naturally so that they can use stronger abilities. It should be noted that the clerics follow a very strict set of rules and traditions, some of which are set by their very deity, that have been known to limit a cleric’s lifestyle. These rules are known as the Tenets and Utterings; They must be obeyed at all cost for they prevent clerics from performing acts of impurity, keeping their attention on the task at hand. Violating the Tenets, and some of the Utterings, will result in a cleric’s disconnection - the removal of their bridge to Tahariae and His magic. If someone wishes to become a cleric, they must be made fully aware of the rules as well as about disconnection both in character and out of character. If the student is not aware, the chances of the student being disconnected are extremely high. Down below are the Tenets and Utterings fully explained. When a cleric dies, their souls do not go to their racial afterlife but rather pass through the soulstream before being brought to Tahariae’s Realm where they spend all eternity by Tahariae’s side, watching the clerics of the living perform their duty. No one knows for certain how the clerics appear as within the realm but many hold different beliefs to such. One thing that is certain is that Tahariae sends back these souls in the form of messengers, to give messages to the clerics or to provide guidance when needed before bringing them back to His realm. These messengers are extremely rare but are treated with utmost respect, for they were clerics who too aided in the mission but have long passed. The Light Tahariaen clerics are gifted with the ability to channel their patron’s power into the mortal realm through the form of light. How this is done is through the connection between Tahariae and the cleric. The cleric must pray to Tahariae to open the connection between them, while more experienced clerics can willingly open their connection through powerful emotions. When this connection is open, Aengulic energy will flow from Tahariae into the cleric; using the connection as a bridge. From here, clerics can bring forth energy in the form of light and use it, as long as they know the spells from their respective subtypes and how to use them. Once the cleric has done what they needed to do with the light, they must reseal their connection, causing the Aengulic energy to return to Tahariae. A more unique aspect regarding the magic clerics use is that a cleric’s light can take on the colour of one of the four hues of Tahariae, upon being connected to the Aengul. The direct purpose and reason for these four colours are unknown, but each colour holds its own unique trait and representations. Some clerics believe that the colors represent what Tahariae sees most within a cleric’s heart, or what sort of cleric they will likely become. White - White is the light colour seen as the Light of the Wise and the Pure. It is said that clerics who bear this coloured light are the wisest of the clerics, the keepers of lore and relics. It is said that they are the ones who serve well as teachers and speakers of Tahariae’s name and glory. Blue - Blue is the colour seen as the Light of the Determined and the Warrior. It is said that clerics who bear this light boast the greatest willpower of clerics, the ones who are always the first to heal wounds or ready to fight against the darkness. Some consider them as the grunts of Tahariae and the ones actively out on the field. Gold - Gold is the light seen as the Light of the Selfless and the Knight. Clerics who bear this light are rumoured to have become clerics to protect those they care about and use the light of Tahariae to bring good to the world. They tend to bear a great amount of valor and bravery within their hearts. Silver - Silver is the light seen as the Light of the Devoted and the Servant. Clerics with this light are supposedly those with pure hearts as they fully devote their heart and soul to Tahariae and His mission. This is the most ambiguous of the lights, as clerics bearing the silver light can bear aspects of the other lights; selfless, determined, and wise. Many powerful clerics and leaders bore this light colour. Clerics who have grown attuned with their light may find certain changes within themselves and their radiance. On some occasions, a tier 3 cleric’s light can take on a second colour: the colour of the cleric’s aura. This secondary colour can appear as a tint, shade, or hue while the cleric’s light maintains the primary light as a base, while the light self may take the form of tendrils, water, fire, or any other element but will not behave as that element. Meanwhile, tier four clerics would soon notice their eyes could change colour - changing into the colour of their light, glowing when their connection is summoned. For example; a cleric who previously bore brown eyes and a blue light will find themselves bearing brilliant blue eyes that are the exact same as their light’s colour. In roleplay, there are many speculations as to why such changes occur, although some clerics presume that these are signs that the light has becomes part of the cleric and represents their true personality, symbolising they have embraced their role as a cleric. A reminder to the clerics of who they’ve become, and who they serve. If a cleric’s light holds two colours, the outer ring of the iris will hold the light’s primary colour, while the inner ring of the iris (closest to the pupil) will bear the light’s secondary light. These changes are not compulsory, therefore a cleric can oocly decide if their character’s eyes and light will gain these new effects. Additionally, a cleric’s primary colour, the colour gifted to them by Tahariae, can change into one of the other four lights fully. This occurrence happens when a cleric shows more of another light’s traits than the one given to then. For example, a cleric bearing the gold light may see their light become silver as they become more devoted to Tahariae’s mission rather than using it to protect their loved ones. This change in colour takes a few days to occur, although some may shift faster than others. As one’s personality and views can change countless times, there is no such limit as to how many changes a cleric’s light may have. However, a more darker visual for the clerics is the appearance of glowing veins when a cleric is entering Extreme Clerical Exhaustion (see Effects of Magic for more details). This effect occurs when a cleric is nearing the danger zone for their body, as it is beginning to struggle channeling more Aengulic energy after a long period of time. The veins appear where the light is being channelled out of, such as the hands or finger, and they will grow with time as a cleric channels the light. This serves as a direct warning to other clerics, letting them know when a comrade is in danger of over exhausting themselves… or a sign to potential enemies the cleric is growing easier to attack. Summoning the light After a cleric has been connected to Tahariae, they are now capable of summoning Tahariae’s light. However there are two ways that a cleric can summon their light. One used more commonly but takes longer, while the other is more exhausting and slightly faster. Yet both are vital to summoning the light. The most common and easiest way is through the use of prayer. This prayer could be rehearsed or made up on the spot, sung or gently whispered, and can be in another language but must be stated clearly to Tahariae. This prayer is to ask Tahariae to lend them His power so that they may use it to perform their duty. A cleric would offer a prayer to Tahariae out loud, asking for his power with a clear explanation for what they will use His power for. Summoning a light by this method typically takes three to four emotes, but two emotes is the minimum limit. For example: Ashanaak would take a deep breath as he concentrates, beginnings to recite a well rehearsed prayer under his breath: ‘O Tahariae, Divine Aengul of the Seven Skies. Lend I, Thy loyal servant, Thy glorious light to restore the one before I to full purity. Let their wounds be healed and their pain be no more.’ A soft glow emerges from Ashanaak’s palms, while a fair breeze comes from the cleric. His robes fluttering as he concentrates. His eye glowing bright like a sapphire. A few seconds later, the light emerges forth in a radiant blue light, flaring over his fingers. He turns his eye towards the wounded and approaches, gently placing his hand upon their wound. The light flooding forward as he repeats the prayer once more. The second option is a more advanced yet difficult method; the use of emotions. This technique is commonly referred to as ‘Silent Connecting’ or ‘Emotional Connecting’, due to the lack of words spoken to open up the connection and the use of emotions to do so. When a cleric wishes to summon their light, they must focus on summoning forth their emotions and direct them to the connection in order to will the bridge between Tahariae and themselves open. They use the emotion to fuel themselves with power in order for the cleric to will the connection between them and Tahariae open. For Priest Healing, the use of determination and the urge to save a life are the key emotions for summoning the healing light. Whereas the use of rage and urgency to end those of impurity are key for summoning the war cleric light. Due to this method requiring full focus and practice, this method isn’t taught until a cleric has been connected for a good amount of time (Tier 4). This method is useful for life threatening situations, such as healing someone whose injuries are severe and need treatment swiftly, or within the midst of a fight where praying would distract or cost the cleric their life. However, this method is far more exhausting than praying as it is the cleric using their will and emotions, rather than praise, to open and close the connection. Elvira concentrates on her connection, taking deep and calm breaths. The cleric’s posture remains strong as she takes a calm stance and she would begin to focus. Within her eye, fury and anger would flare up within. Her breathing becomes sharper as a soft glow emerges from her palms. With a deep breath she would release her anger, going to will her connection open. The air around her heats up greatly while her eye glows silver, the connection formed. Around her palms, hints of light begin to appear. A few seconds later, a gleaming silver light with crimson hues would roar into existence, a powerful aura radiating from the cleric’s light. It flares quite uncontrollably in her grasp as she turns to face her opponent. When a cleric summons their light, they are free to describe if the summoning of their light effects the environment or themselves by just a little. These effects are visual and rather minor and do not aid in terms of healing or combat, instead these effects make a cleric’s light summoning different than others, reflecting their personality. For example, a cleric with a fiery personality may cause the air to grow warmer by a few degrees, whereas another cleric may cause a small breeze around them. These effects will not cause any issues within combat RP but helps show the cleric’s power and personality a bit. After a cleric has completed their task, they must cut off the stream of power coursing through them. However, this is not an easy task as stopping it is like damming a rushing river. The cleric must focus solely on thinning and closing their connection. Should they be too exhausted by the time they attempt this, it is very likely the cleric shall fail to maintain focus, and thus be overwhelmed by Aengulic energy until they fall unconscious. Upon becoming unconscious the connection shall simply cut off. It is important that exhaustion is emoted after closing the connection such as: sweating, panting, wobbling, etc. as the cleric’s mortal body would not have been made to channel Aengulic power for an extensive amount of time. The cleric can decide what effects the cleric will show when unsummoning their light, but they must emote exhaustion in any form. This typically takes one emote but two or more emotes are fine. Example: The cleric lowers his hand, focusing once more as they go to close their connection slowly. The light gradually begins to fade away from his palms, while the air returns to normal. The clerical light soon vanishes, leaving the cleric exhausted and panting. Connection and Disconnection Connection Connection is the process in which a descendant is connected to Tahariae, forming a bridge between the descendant’s soul and the Aengul. This connection is a spiritual bridge and shield around the soul, allowing the cleric to be able to receive and send back Tahariae’s power, as well as for the Aengul to send visions to the clerics when necessary. It is this connection that makes a descendant a cleric, what allows them to bring forth the Aengul of Purity’s light to heal and fight. A descendant can be connected to Tahariae through another cleric who knows the connection ritual (They must have an accepted TA). The descendant must kneel before an altar devoted to Tahariae, while their teacher to be is knelt by their side. The teacher must channel their light into the descendant and call to Tahariae, telling him of the willing descendant and how they wish to join his ranks, how they will bring forth purity into the realm, and bring forth glory in his name. The descendant would then feel a powerful gaze settled upon them where they must recite their own prayer, to truly show their devotion and fealty to Tahariae. From then, Tahariae will bestow one of the four lights to the cleric, connecting the cleric to him. When Tahariae connects to the descendant, the mortal would be surrounded by the colour of their own choice, will feel overwhelmed by the sudden rush of Aengulic power channelling through to them, which could potentially place them into a coma if the teacher has not bathed them with their light beforehand. The teacher would help take most of the power through their own light before vanishing their light, taking the blow for the student. Both would be left exhausted but the descendant would successfully be connected. Therefore allowing them to learn the divine invocations. It is advised that the descendant makes the MA right after being connected. The teacher can emote the descendant seeing a silver stag in their mind, or a powerful aura gazing down on them for faint development and interaction, as well as create tension and make the roleplay interesting. However, the cleric cannot emote out as speaking as Tahariae, which only a Lore Master can do. Furthermore, the person being connected can choose one out of the four main colours to bear OOCly and the teacher has to emote them being surrounded by such light. Upon being connected, clerics can only draw power from Tahariae through their connection with the Aengul. If they were mages before becoming clerics, their Voidal magic would decrease in power immensely, and would quickly fade as the cleric grows in power. A clear example of this decrease would be a Tier 5 water evocationist suddenly becoming a Tier 2 in power upon connection. By the time they are a Tier 2 cleric, they would not be able to use water evocation anymore. If a cleric served another Aengudaemon or a dark force prior to becoming a cleric, their connection to the (un)holy host would need to be severed before connection to Tahariae. Connections with multiple other connections are strictly not allowed. Furthermore, the connection protects the cleric’s soul from being corrupted by any dark magic or changed into a dark being by soul corruption. Once a servant of the Aengul, the cleric is placed under Tahariae’s protection, stopping them from becoming the very creatures they have faced. While the body of a cleric can still be tainted, the soul cannot. Although silent, the Aengul of Purity still ensures the safety of His followers by sparing them the agony of becoming impure against their will. Fi mages will not be able to halt this protection with their magic as it is coming from Tahariae, instead of being channeled through the cleric and entering the mortal realm. Disconnection Disconnection is the opposite to connection. It is a powerful yet devastating spell; with the power of disconnection, a cleric can remove the ability of any other cleric of or below their level of power to use the power of Tahariae ever again. The easiest way to understand disconnection is attempting to cut a rope by burning it with a candle’s flame. If the connection between Tahariae and His cleric is a rope, then the disconnector (the candle) focuses their light (the flame) on this bond and burns it away. The cleric has to be a teacher, with an approved TA, in order to know the disconnection ritual. Disconnection can only be performed on a cleric if said cleric has broken one of Tahariae's five tenets or any established rule that has disconnection as the main punishment. This is because the cleric has disobeyed Tahariae and broken His trust, therefore they are no longer trusted with the Aengul’s power. The cleric would be deemed a rogue cleric, finding their growth in power as a cleric having ceased. Other clerics will have to hunt them down to their power and connection to Tahariae. The disconnector must find out about the tenet breaking ICly. The only exception is if the LT or MAT feels the to-be-disconnected cleric is a particularly bad cleric, in which case they will notify someone with the ritual to perform the disconnection - the LT is allowed to play as Tahariae to give forth a vision of the cleric that requires disconnection, although this only occurs when the rogue cleric is causing mass murder or situations that are utmost serious and requires the cleric handled as soon as possible. Abandoning clerical duties (i.e., not healing the injured when encountered, no longer praying to Tahariae, ignoring unholy creatures, et cetera) easily breaks the Third Tenet, arguably the Second as well. Clerics who do such will be disconnected by an elder cleric with knowledge of the spell. Abuse of their power is also disconnection worthy, such as using War Clericalism spells on descendants for no reason, or to do harm. Player inactivity does not bring forth disconnection. This rule only applies to active cleric characters. Inactive clerics are assumed to have been called on some quest into the wilderness and thus have not had the opportunity to ignore wounded or the spread of unholiness, because they simply aren't around the main locations, rather they are somewhere else. A cleric can also request a disconnection on themselves, should they feel as though they are not suited for such duty or if they feel as though their time being a cleric is over. This disconnection will still be extremely painful for the cleric being disconnected, however they will not be shamed or seen as traitors by the clerics, although Tahariae will not reconnect them. Unlike those disconnected for breaking the rules, those willingly disconnected will not suffer the disconnection effects permanently, the effects wear off after two ooc weeks. To disconnect a cleric, the elder cleric must gather up all of their rage and fury, meld it with how Tahariae feels regarding the cleric's decision. The cleric will summon their light within its most chaotic state and place their palm upon the other cleric's chest. They must send their light deep into the cleric, deeper until the light enters a spiritual state and approaches the soul of the cleric. It is there that the elder cleric must allow their light to burn away at the connection until nothing remains. Upon the connection being broken, a short beam of righteous light flashes out before vanishing, indicating that the process is complete and that the cleric has been disconnected. The severed connection between the cleric and Tahariae is incredibly painful, a burning throughout the cleric’s entire body due to the connection being entwined with the soul. Once the disconnection has happened, a range of after effects that include (to varying degrees the player of the disconnected cleric decides) severe depression, auditory and visual hallucinations, psychosis, and anxiety. The most noticeable is that the cleric would no longer feel whole, as if they are missing something - they will no longer feel warmth and will constantly long for what they are missing, even if they do not know what it is. They can search and find a way to replace it, yet the empty feeling would simply stay with them. What is missing is a part of their very soul, which has been brutally ripped upon the connection being torn. They may become followers of other patrons, but the disconnection shall never be forgotten by the patron they betrayed, and they are forever unable to be reconnected through the connection ritual. If the cleric has been disconnected for breaking the Tenets or certain Utterings, these effects never disappear, even with the application of holy magic, as this is the price every cleric may face for disobeying the Aengul of Purity. Those disconnected may find their symptoms temporarily relieved through mental healing, but they will return in full-effect after only a few days. These effects are permanent for those who break a Tenet or Uttering, whereas temporary for those who were disconnected willingly. Tier Guide and Describing the Magic Cleric magic doesn’t work in a tier system like most other magics, where a cleric feels a tremendous rise in power after a certain amount of time. Instead, it’s a gradual growth in power. The speed of this rise in power is determined between the teacher and their student, but the standard time is around each of the tiers The tiers are used to mark specific points in their growth where they have adequate skill to learn certain spells since being connected. For example, the cleric will have to be connected to Tahariae for three weeks in order to learn the tier three healing spells. Power progression does not end after reaching Tier 5; someone who has been a cleric for a year will be a far better healer than a cleric who just reached Tier 5. Someone who just reached Tier 4 will be a poorer healer than someone who is almost to Tier 5. The Tier system serves more as a teaching guide, aiding teachers in noticing what spells a cleric can learn within a tier or whenever the cleric can use such spell at their current tier. When it comes to a cleric describing the magic in roleplay, the cleric is not limited as to how they can emote or use the spell. Clerics are free to add their own small twists onto summoning/unsummoning the magic, whenever it be chanting rather than just reciting a prayer, describing the hum of energy as it coalesces into your palms; have your light manifest in tendrils that rush down your arm; have wind suck in towards you when you summon energy, and so forth. There are many options that a cleric can do to make their own emotes unique to them and are heavily encouraged to make their emotes reflect their character. The clerics summon and using the power of a god, therefore make sure your emotes reflect that! Clerics can emote their magic however they wish or feel comfortable with, so long as it is not powergaming (such as the light taking the form of massive tendrils that can squish a dark being, etc) and purely aesthetic, do consider other players as well but adding more unique aesthetic descriptions help to provide more in depth roleplay for everyone. Effects of the Magic Effects on the cleric It should be heavily noted that the mortal body was not made to channel Aengudaemonic power through them, this applies for the clerics. Unlike voidal mages, clerics do not suffer long term physical drawbacks from using their magic overtime, as having their bodies wither while using the power will greatly hold back their duty. Their magic, however, is exhausting to channel for a long period of time when they have their light summoned. As the cleric practices channelling their light, the connection between themselves and Tahariae grows, allowing them to summon more and more power without becoming overwhelmed. However, a cleric will have to be careful when they are channelling their power, as well as knowing their limit to how many spells they can cast. The more spells the cleric uses, the more exhausted they will face (depending on their tier). This state is known as Clerical Exhaustion and is always recognisable through a cleric unsummoning their light and appearing exhausted through sweating, panting, potential struggling to stand, etc. However, this is not a dangerous state and is perfectly natural as the cleric will just need some time to relax and rest to regain their strength. Extreme Clerical Exhaustion, however, is the more dire and urgent stage of Clerical Exhaustion that will potentially endanger the cleric. This is common amongst newer clerics as they are likely to try and heal a wound they are not ready to heal yet, unaware of their limit. However older clerics have shown to willingly enter this state in order to save a life or keep fighting against the darkness, pushing themselves to ensure their duty is done. If a cleric keeps channelling their power for an immense amount of time, they will exceed over their natural limit and are in danger of a range of extreme exhaustion and effects. For example, a cleric going over their limit will begin to suffer from mass exhaustion, nosebleeds, temporarily going pale in the skin, tiredness within the bodies, extreme nausea, potentially falling into an unconscious state or coma, even death should a cleric go completely and beyond their limit. Once again, it is up to the cleric user to decide what effects their character will show upon entering this extreme state. However, Extreme Clerical Exhaustion is evident when casting, appearing as a radiating light coursing through their veins and channelled to a focal point of their choosing, often their hand. This helps to inform nearby clerics that their comrade is going over their limit and will need someone to take over or aid them in whatever they are doing. This sign of Extreme Clerical Exhaustion will occur for all clerics, therefore it must be emoted when the cleric is going over their limit. If a cleric knows both Priest Healing and War Clericalism, one of the two subtypes will be weaker than the other depending on which one the cleric uses most. If a cleric uses war clericalism more than healing - their war cleric spells will be powerful and swifter, yet their healing will be much slower when it comes to summoning and feeling more exhausted upon using the healing subtype compared to the other subtypes. This applies vise versa - cleric who knows priest healing will find using war clericalism spells slower to summon and more exhausting to use. This is believed to be because of how the two subtypes require two different forms of light - one gentle and peaceful, while the other is chaotic and raging. The cleric’s body grows more accustomed to using one light, thus finding the other more difficult to perform. Despite this, the cleric can learn and master all the spells within both subtypes but will find channelling one of the subtypes harder. This only occurs with Priest Healing and War Clericalism, therefore Holy Alteration (minus the Healing/War Blessings) and Divine Wardens are not affected. However, finding a balance between Priest Healing and War Clericalism through training is difficult, causing some clerics to rely on relics in order to give them an advantage in the weakened subtype. Effects on others The key thing to know about Tahariaen Clericalism is that the magic affects anything considered impure and corrupted within Tahariae’s eyes, those that go against the Aengul’s ideal perfect world. The lights of Healing, War, Alteration, and Wardens each affect impurity, although each light holds a faintly different effect than the other. There are two known groups that this magic affects; Dark Beings and Dark Mages. Dark beings are terrifying and corrupted creatures, defying the cycle of life and death by being undead, bearing darkness within and those who desire the lifeforce of descendants to strive over the land. They are a dark force that goes against Tahariae’s views and a cleric has to eradicate the dark beings they meet before they cause harm to those around them. These creatures includes: Ghouls / Morguhuuls Wraiths Dreadknights Ghosts Shades Liches Drakaars Gravens Strigae Deathstalkers Any other creatures that specifically state in their lore are affected by holy magic. Dark Mages are descendants whom taken up the dark arts for many reasons unknown. While clerics cannot harm descendants in cold blood, dark mages are an exception of this rule as they wield magic that can create tainted beings, and bring corruption through to others. Clerical magic will still heal them, but war clericalism, warding, and combat based Divine Warden spells have no direct effect on the mage’s body due to them still being a descendant, although any blunt damage from the attacks will still be received. However, the spells of the mage will still be directly affected by the light, such as a dark mage using drain. A cleric can counter it with an orb of light or Flames of Reckoning, but the spells would not cause any burns or damage to the mortal’s body. Although seen as dark by ideals, Frost Witches are not as affected by clerical magic compared to most dark forces, although healing a Frost Witch will prove difficult and hard due to their bodies being more ice than flesh. While the clerical light does affect those deemed as unnatural, sometimes the clerical light will not affect those deemed unnatural due to them belonging to an Aengudaemon that does not attempt to cause impurity purposefully, or that they are creatures who have been bringing forth more purity or bearing a similar mission to the clerics. Such as the Ascended, Keepers, and Druids within Soul trees - although they can be considered deemed unnatural, the clerical light affects them the same way as Descendants. The reasons why is because the Keepers were made through Tahariae’s own assistance in terms of giving Xan the blueprints and the form the cleric see the keepers use is a body full of divine ichor, while the soul is residing within Xan’s realm. Ascended are not affected negatively due to them being more arisen than the normal Descendant, which allows for them to be immortal and use such magic that can heal impurity within the soul. Soul trees are the exact same as Keepers, only relating to nature instead of holiness. Some speculate that they are not affected due to Tahariae considering them beneficial toward Purity, even if they are causing slight unnatural. Why rid of those bringing greater purity than they are of causing minor impurity - is an ideal some of the clerics follow. Priest Healing’s light does still cause agony to impure beings, such as ghouls, etc, but the healer cannot keep contact with the being they are attempting to heal. What happens during this is that the healer will find themselves overwhelmed by immense power and more likely to be rendered unconscious. This is because the creature they are healing holds an infinite amount of taint and the light is flooding forth to constantly burn the taint as it is being replaced by more taint. The cleric essentially wears themselves out swiftly. As for the dark beings, upon being touched by the healing light, they would feel as though they had attempted to touch a boiling hot piece of metal with the area that was touched. However, with all lights, they follow the same effect when being touched by a dark being when outside of healing or combat. As Tahariae’s light targets anything impure, it is natural for the light to slowly begin to burn away at the impurity within the body. What happens exactly is that the longer an impure remains in contact with the light, the more damage is caused to its flesh until the light begins to actually burn the flesh. At first, the pain will be durable and not physically harmful but as time goes on, the pain intensifies as the light burns into the flesh, like holding onto a hot piece of metal for a long amount of time, and erodes away at the creature’s form. The physical damage does not appear immediately unless caused by physical weapons or if the impure is under attack by Flames of Reckoning (which usually appears around 2-3 emotes without releasing the impure.) This process usually takes up to five or six emotes without letting go of the dark being. Holy Alteration can affect impurity in a range of ways, depending on what spell is used. Warding affects impurity by either revealing disguises formed by dark magic or means, containing land taint, or by preventing the use of dark magic within a radius. Blessing will cause the same damage War Clericalism causes upon contact, able to cause physical damage the longer the blessed item is touched by an impure. (Art belongs to Genzoman from DA) Priest Healing ‘Go forth, My healers, onto this world. Bring forth My Light to those who are ill or harmed by the shadows, end their suffering through comfort and peace. Let My Radiance cleanse and purify their wounds to nothing.’ Priest Healing is the act of calling upon Tahariae’s light in order to heal those who are hurt or suffered by the hands of the dark or others. To Tahariae, the wounds and suffering of others are deemed impure for how he sees the world, for they are unneeded and cause only displeasure to all in the mortal realm. How this is done is through channeling the power through the cleric and they must focus their power on a wound, and concentrates on what the site of the injury appeared as and how it functioned before the injury occurred. A cleric must have a clear and detailed understanding of what they are healing in order to do the healing right; failing to properly understand a wound or ailment will result in either scarring or simply not fully healing. Greater wounds require power only attainable with larger connections, as well: muscles will require more energy to heal than a cut, bones even moreso, et cetera. Failure to have the power necessary for a healing will result in extreme exhaustion or a coma for the cleric. When a cleric is healing a descendant, the light is soothing when it comes in contact with a wound and automatically eases the descendant from any pain they are in. The light helps stop the pain and gives off a comforting feeling for the descendant being healed. Those around will feel a calming aura come from this light, as it represents the more gentle and warmer side of Tahariae, the healer. Bodily taint and curses are the only exception to this; when healed, taint and curse will cause incredible pain to its host as the taint will stick to the body to try and stay there as the light burns it away. The Spells of Priest Healing Necessary Notes on Priest Healing Reattachment - A cleric can reattach extremities and limbs, but only within an Elven week (one ooc week) of not being attached to the body. Furthermore, the cleric must have the very limb that was sliced off in order to reattach it - another body limb from someone else will fail as it does not belong to the body you are attempting to attach it to. Healing Animals and non descendants - A cleric can heal an animal that is not impure or deemed dark by Tahariae, as animals are seen as natural and needed within the world. Non-descendants (races outside of the four main races, such as Kha) can be healed also, as long as that they are not impure or dark in any form. They also must be organic, meaning that golems and non-organic beings cannot be healed. Pain while healing - Clerical Healing magic does not cause pain to the descendant being healed, except when healing taint and curses. When healing taint and curses, the process will be extremely painful for the afflicted person, the pain varying depending on where they are cursed and tainted but the pain will always be higher than just a very bad stomach ache. Extreme Healing - Extremely skilled clerical healers may even be capable of repairing what a body cannot do on its own, but this is one of the most difficult things a healer can perform. While more simpler spells do not require biological knowledge of the body, extensive knowledge is required for more difficult wounds that are beyond the simple spells. For example, If one were to attempt to cure blindness that occurred after birth, for example - years of preparation and study would have to be made, along with very practiced hands doing the ritual. Multiple clerics performing the spell would be strongly advised, if not necessary, for a satisfactory result. The interruption of or a break in concentration during any healing is dangerous, requiring the cleric to divert focus to holding their connection with Tahariae. With an affliction the body cannot restore naturally, failure to complete the healing will result in a coma that will inevitably lead to dehydration, starvation, and death, Priest Healing and Dark Beings - All cleric magic causes agony to unholy beings. However, Priest Healing connection does not allow for them to hold contact upon the unholy creature, and the healer would almost immediately be overwhelmed by their light and rendered unconscious, as they are trying to "heal" infinite taint without sufficient power. The same result would occur if a cleric attempted to use their magic on the creations and magic of unholy entities. As for the dark beings, upon being touched by the healing light, they would feel as though they had attempted to touch a boiling hot piece of metal with the area that was touched. Priest Healing and Dark Beings 2#: The only tainted beings that can be healed by a clerics are Shades and Fjarrauga (Frost Witches), but their wounds are far more difficult for a cleric to heal than a normal mortal’s. The Shade would feel mild discomfort at the presence of the light and a cleric would be half as effective healing them as a Descendant, and a Frost Witch would feel incredible pain while a cleric would be a fourth as effective healing them. Soul puppetry and Shades - Tethers created through soul puppetry can be removed in the same way as newly-born shades. The connection between a soul puppet and the victim forged by a soul puppeteer is a curse, and is broken by operating on the victim (not the puppet). Newly-born shades require a powerful war cleric to exorcise, as does ghost possession. These would be done at great pain to the host. This is done by burning the tethers between the curse/shade and the victim through the use of Purification. Redlines for Priest Healing Priest Healing is not an offensive magic in any shape or form. Although Light in any form causes extreme pain to dark creatures, the cleric will be quickly exhausted and fall unconscious within seconds of attempting to purge the unholy being. Resurrection is impossible for clerics. Only the monks have power to do revive the dead. Full Regeneration (the growing) of complete limbs (i.e., arms and legs) is impossible for clerics. Regeneration of extremities (fingers, eyes, et cetera) is mostly impossible. While full regeneration of a limb (such as fully regenerating a whole leg) is impossible, a cleric needs at least part of the extremity in order to regenerate it. If it is attempted, the regenerated thing shall flake and turn into dead tissue that disappears by the end of the Elven day. Extremities of simple muscle and cartilage, such as the nose, outer ear, and tongues, can be gradually regenerated over a minimum of three healing sessions within a week of the removal. If attempted after a week, the tissue would flake off and be gone by the end of the Elven day. Clerics cannot also regenerate blood that is lost, therefore the patient will slowly recover from blood-loss naturally. A cleric with Priest Healing cannot possess or learn a Dark Art. They must lose their unholy connection prior to receiving the holy one. A cleric with Priest Healing cannot possess or learn Arcane magic while connected. If possessed prior to connection, the cleric’s ability to use the Arcane art would diminish to half the original tier upon connection. It would halve again once the cleric reaches Tier 2, and would be unusable by Tier 3. All cleric magic, no matter IC belief, comes from Tahariae unless specified otherwise by the LT. Connection of body parts that were not originally the patient's is impossible, i.e. replacing an eye or transplanting an organ. If it is attempted, the connected organ or limb shall flake and turn into dead tissue that disappears by the end of the Elven day. A cleric cannot draw body infused taint into a gem. Lore for this taint-holding gem would have to be written. Any old gem or a blessed gem cannot hold taint. You can't use cleric magic to expel sizable amounts of non-biological material from the body, such as water from lungs after drowning or large pieces of shrapnel. Tiny amounts of material that cannot be removed mundanely can be destroyed with cleric magic. These materials will have to be removed mundanely. It is the patient's choice whether or not a healing works. If they do not wish for the healing to work, or want scars, then the cleric's magic shall have no or little effect. Mental healing cannot be done in a single session or without the communication seen in a therapy session. It requires multiple sessions and a proper therapy session. This is done through the use of Calming Light on the mind and mundane therapy sessions. However, clerics cannot heal mental illnesses or mental disabilities such as dyslexia, etc. Healing can take multiple emotes but summoning the light must take a minimum of two emotes -the first including the prayer, while the second involves the light coming forth. The next emotes can vary, while vanishing the light can take one or two emotes. (Art belongs to unknown artist) War Clericalism ‘Go forth with My Power, and eradicate the impurity within the realm. Do not allow the darkness to reign over the realm and harm all. With the light of war, shall you be able to combat the darkness and help purity prevail.” War Clericalism is the act of calling upon Tahariae’s light for the use of combat against the darkness that roams the realm in the form of undead, dark beings, and dark mages. To Tahariae, these beings are a disgrace to His ideal world of purity, a stain upon a white canvas that needs to be removed. Thus, the art of War Clericalism was formed to combat against these threats and ensure that purity is kept through such. Those who know this art are capable of summoning orbs of light that knocks back foes, while others can bring forth chains of light to held tie down an impure while another cleric goes to finish it off. The stronger the cleric’s light is, the more capable and powerful the cleric will be against the darkness. It should be noted that unlike Priest Healing, War Clericalism requires a light that is more chaotic and unstable, which can be powered through the use of emotions such as rage, fury, and determination. As stated in ‘Effects of the Light’, the longer a dark being is touched by a light, the more pain and physical injuries are caused by such. This certainly applies here with war clericalism, the very art made to harm dark beings. The Holy War Light, Palm of Radiance, and Chains of Damned follow this process - the dark being will be slowly burned the longer they are touched physically by these spells, but they can pull away when able. This harm rate takes an estimated five to six emotes/turns to increase to a mortally dangerous level (when the light will cause a great amount of damage to the physical body such as burning through the flesh). Simply holding the dark being while your hands and body are surrounded in light will also follow this same effect. Spells such as Pulsing Light, Orb of Light and Sacred Aegis are more defence based or vanish a few seconds after contact, meaning that the burning effect will not occur for these spells as contact will never be held at a longer period upon contact with a dark being or mage. Flames of Reckoning, however, holds a faster harm rate than the other war cleric spells, due to the raw power and emotions within the spell. The flames will cause more damage than the normal spells, thus making this spell more dangerous towards dark beings. This harm rate will take an estimated two minutes to increase to a mortally dangerous level (when the light will cause a great amount of damage to the physical body such as burning through the flesh). However, in exchange for this power, the clerics themselves will find themselves more exhausted and tired as they keep fuelling this particular spell. War Clericalism spells do not affect descendants or dark mages exactly how they harm dark beings but can instead still cause blunt damage through force and physics. For example: being struck by an Orb of Light will not burn the descendant but the small explosion will be enough to knock them back - this applies for Pulsing Light, Orb of Light, and Chains of Damnation (which can cause slight crushing when tightened). Each spell requires a different level of expertise. As a rule, offensive spells should take at least three emotes to summon the light, and a fourth to cast the spell, in order to keep roleplay fights fair. As with priest healing, war cleric magic is a gradual growth, not one of incremental leaps in power after given time periods. Following are the descriptions and lengths of time a cleric is considered each tier. Clerics can roleplay the magic however they see fit and however they interpret the magic, provided it does not powergame or break the lore. Some spells will have an Advanced Form within their description, explaining that there’s an advance part of the spell that can be achieved when a higher tier is reached. The Spells of War Clericalism Redlines for War Clericalism A cleric with War Clericalism cannot possess or learn a Dark Art. They must lose their unholy connection prior to receiving the holy one. A cleric with War Clericalism cannot possess or learn Arcane magic while connected. If possessed prior to connection, the cleric’s ability to use the Arcane art would diminish to half the original tier upon connection. It would halve again once the cleric reaches Tier 2, and would be unusable by Tier 3. All cleric magic, no matter IC belief, comes from Tahariae unless specified otherwise by the LT. Pulsing light does not hold a powerful enough force to send foes flying into a wall 40 blocks away from where you are standing. The cleric must be 1-2 blocks close to their opponent to be able to use this spell effectively. Palm of Radiance will temporarily blind others and clerics but not the cleric using the spell. You cannot force someone to be permanently blinded by the Palm of Light spell. Orb of Light allows for a maximum of four orbs to be summoned at once - with two floating around the cleric on standby, while the other two are ready to be thrown. The two orbs on standby MUST be moved to the cleric’s hand in order to be thrown. While clerics can mentally move the light within a five inch radius of their body, trying to throw the orb mentally out of the radius will result in the orb fading as it requires physical movement to be successfully thrown. Sacred Aegis cannot be used to shield anyone else but the cleric in terms of using the spell on. A cleric can, however, act as a meat shield, when using this spell. However, this spell only blocks dark magic and dark-based attacks - it will not be effective against normal physical or magic attacks. Furthermore, when the shield breaks, it will take an OOC hour for the cleric to be able to reuse another one. Chains of Damnation can be broken by strength and both magical and physical means. An estimated three attacks will be enough to shatter the chains by any means, depending on how powerful the person is. The max limit for the length of the chains are fifteen blocks and clerics can only summon two, one in either hand. Clerics are to not abuse this spell. Additionally - the Chains of Damnation can assist in haltering movements but the cleric cannot pull a living person towards them swiftly as physically, the cleric lacks the strength to pull the person towards them. The cleric must slowly recall the chain to them in order to bring their opponent towards them. Objects heavier than a cart full of objects will be impossible for one cleric to pull. Holy Alteration "I bestow upon you, My Servants, the power of Alteration. Give mortals blessed weapons so they too can aid in ceasing the darkness, and form walls of light to shelter, discover, imprison, and reduce the impurity within an area of choice. Be steadfast and true, and bring forth glory to My Name and My Mission” Holy Alteration is the subtype of Clericalism that allows for clerics to imbue their light within objects and areas in order to help reduce the amount of impurity when a cleric is not around, as well as aid clerics upon fighting the darkness. It is an old art rediscovered during Vailor and has grown to become a vital art within the clerics to this day. It is not uncommon to see a cleric or a guard walking with a weapon surrounded by one of Tahariae’s holy lights, or a city bombarded with spooks now bearing a holy ward to help protect the citizens within. There are three sets of spells within this area: Blessing, Wards, and Sanctify of the Dead. Blessing is the imbuing of light within an object to give it clerical properties, such as healing, damaging, the ability to store light, or a unique property. Warding is the imbuing of light within a selected area to bring forth a wall of light capable of disabling disguises made by dark magic, quarantining taint within the land, and disarming the use of dark magic within a certain radius. Lastly, Sanctify of the Dead is the imbuing of light in the form of a seal upon a dead body to prevent it from being turned into an undead, allowing for a secure burial and that the body is not used for dark means. The Spells of Holy Alteration Divine Wardenism ‘Come My Wardens, take My Light and meld it with the power of the sun. Let the two become one and open up a path to more purity. Wield fire and water alike to aid My Mission and spread the glory of My Name.” Divine Wardenism is a subtype of clericalism that is based around the concept of imbuing the light of the sun with the power of Tahariae. Whereas the normal clericalism allows for light to be manifested through the soul, Divine Wardens cannot due to this light being considerably more extensive power, even trying to pull forth that degree of power through a mortal vessel would surely do considerably more harm than good. This power relies upon both the radiance of the sun and Tahariae’s power, combining his own power with its beaming light to bless either water or flame into certain states. Unfortunately this comes at the cost for outside the reign of the sun, as the moon rises and casts its dreaded shadow his power too comes to fade. Thus, without a light-well present any blessings will fade. This subtype is known for being more ritual-based and advanced than the other areas, allowing newer and useful spells to be used. The lore for this subtype can be found here: https://www.lordofthecraft.net/forums/topic/148130-clericalism-the-divine-warden/ Acknowledgement I would like to give a huge thanks to: Ventusyr - Massive thank you to Ventusyr who wrote the previous clerical lore and served a major part within the clerical community. Sad to know you have left but I am relieved you are doing much better in life now. This lore is dedicated to you, mate. The Adherent Clerics - Thank you all for the encouragement and idea giving, I probably would have given up on this if it wasn’t for you guys encouraging me on writing this lore. Love you all! Sutican Clerics - Thank you for giving your voices and views on the revamp, even if some of your ideas were wacky and a bit extreme - the awesome and badass extreme we did not need (well we need but the LT would not approve of) Cleric community - Thank you all, regardless of order or IC views, for being patient for this revamp. I know it took much longer than anticipated but the lore is now more explained and less confusing than Ventusyr’s. I trust you all to follow this lore but also use it to have fun on the server. The Dark community - Thank you all for you input, as well as providing RP for the clerics since the very beginning. I hope this roleplay makes things more interesting for you all and that you won’t feel as though the clerics are overpowering you. Vailoen /Delmodan - Cheers for giving me advice and feedback when I needed it, plus giving me inspiration and determination when I had none. Nekkore - Helped provide the Pulsing Light spell and aided in giving feedback on the lore when I needed it most. Lynxy - Thank you for working with me during the first draft of the revamp and I am sorry your ideal for war clericalism did not work out. However, your idea did provide some inspiration so you may have seen some of it worked into this lore. Pandann - Thanks for creating the Divine Warden Lore and helping me start off this project. Squirtgun - Thank you for assisting with the wards and helping in giving some feedback during our talks. Although we had a rough start, I am glad for your input (P.S: Your ward example will be included within the guide, hence why it’s not here) The overall community - Thank you all for being patient while this revamp was underway, as well as providing feedback when I asked for it (ward feedback). This revamp was to make clericalism enjoyable for both the clerics and the general community, so hopefully my effort has paid off here. And that's the lore. If you have any questions before this lore is accepted/declined, please post them below and I will answer them the best I can. If afterwards, PM myself or whoever the cleric lore rep is.
  5. Anyone else unable to change their skins through the minecraft homepage? I keep getting '503 Service Temporarily Unavaliable'

  6. YESS! The Wolf Among Us Season 2 is confirmed! YESSSSSS! :D

    1. Show previous comments  3 more
    2. devvy

      devvy

      im just upset that the walking dead game s4 will be the last season. who cares about all the other telltale games!!??

    3. UnBaed

      UnBaed

      Good, now they need to do another season of that Game of Thrones one.

    4. Farryn

      Farryn

      Definitely. I'm not too keen on GoT but I have seen walkthroughs of the game and the story is very interesting, they left it off on a big cliffhanger and it really needs a season 2.

  7. Update Seyer Reesye (Nekkore) is now Chief Adherent.
  8. Update Trial Master rank has been added Rules have been sorted out and organised more clearly. Bump goes the thread.
  9. 7f77546945f948560cdc26b12b99d5ccd390c2e3

     

    The Clerical Revamp is done... I just need proofreaders and people to look through it for errors....

    1. Farryn

      Farryn

      And this is not a drill people.

      THIS IS NOT A DRILL

    2. Gone
  10. Overview [X]

    Priest Healing [X]

    War Clericalism [In-process]

    Holy Alteration [X]

    Divine Wardens [X]

    Update and add Spell Roster for Simple People [In-process]

    Get people to proofread it and help clear up errors [In-process]

     

    SOON.

    1. EdgyMagey
    2. mitto

      mitto

      Slam Dunking it in the bin [Soon (tm)]

  11. I am finally glad this has happened since necromancy will now be fun for both dark users and holy users. This will be fun to see play out.
  12. Gotta have that balanced meal. Telling us not to eat meat is like telling a cow not to eat a flower because it is alive.
  13. Update on the Clerical revamp.

     

    Overview: Done

    Healing: Done

    War Clericalism: Work in progress.

    Holy Alteration: 60% done.

    Divine Wardens: Work in progress.

    1. Show previous comments  1 more
    2. Farryn

      Farryn

      Clerical Blessings and Wards. Both Blessings and Wards have new systems that should prevent issues that occured with the current systems.

    3. EdgyMagey
    4. 𝙻𝚞𝚟 XO

      𝙻𝚞𝚟 XO

      Overal Removal: Hopefully soon :^ )

  14. We're not actually a new cleric guild, since this order was reformed during the start of Axios, it's the successor the official Clerical Order, which has always existed since the first Clerics of Tahariae lore was released until it fell during Vailor. We do have a crafting area but we do not have anyone managing the quarters, it's most just either the Prime Adherent, Chief Adherent, or one of the Masters who give a room to an Initiate. Although having someone assist with crafting and is a non-cleric would be quite useful. However, we aren't currently accepting non-clerics into the order In-character for the sake of keeping our current location a secret. The clerics in the order want to maintain their base's location as a secret to allow them time to regrow and teach the initiates and apprentices. Furthermore, non-clerics may be a little harder to trust as they are not bounded to Tahariae as the clerics are, and can freely hand out such information. Hence why the order is not accepting any non-clerics into the order. OOCly, I have not worked on a rank for non-clerics, as well as rules aimed towards them yet. Hence why we are not accepting any yet.
  15. The Adherents of Tahariae ~~~ We are those sworn to one. The Judges against the dark, The Healers of the Grey, The Wardens of the sun. The Guides to all, Sworn to one noble goal: In land, no darkness, In body, no wounds, And show worship to the light. For in all, only purity. For Tahariae, our lord. ~~~ ~~~ Overview On the 12th of The Amber Cold 1571, a small band of the fallen Clerical order, the Curatrix, gathered together. There, they joined together in arms to bring back the clerical order, but under a new name and title. Long since had the name cleric been tainted with crimes of past clerics and shame, dishonour, and failure. These individuals sought out to change that, they wanted to bring out the true side of the followers of Tahariae, to make His name known across the land, and that purity strides across the lands. They desired for a new start for the clerics, and thus this order was formed from the ashes of the Clerical Order. The Adherents of Tahariae determined to do succeed where the other past orders failed. The Adherents of Tahariae is an order devoted to the Aengul of Purity, Tahariae. It is the official Clerical Order under a different name, to represent change and a new beginning for the order. The order consists of clerics who have sworn their lives to Tahariae's Mission: Bringing Purity to the realm through healing the wounds of descendants, and ridding the living darkness that sweeps the lands in the form of undead and unnatural beings. Wielding Tahariae's power in the form of light, the clerics can perform miracles by healing away even the worse of injuries and bringing forth light within the darkest of places. Aside from healing and fighting, the clerics also offer prayers and worship to the Aengul of Purity, Tahariae, the one who has gifted the clerics with His gift. The path of the cleric is a path not recommended for the weakest of hearts or those too devoted to their normal life, for many sacrifices and decisions must be made. Those who accept the path have thrown away their old life, relinquishing themselves from family and friends for the necessity of purity. They must uphold the Tenets and Utterings of Tahariae, rules far strict and must be kept to at all cost. Failure to keep to such rules will result in disconnection: the loss of Tahariae's gift and banishment from the order. Those who have taken the mantle of cleric must keep to their duty to the very end... even if it means turning the blade on a friend who has become impure and dark. ~~~ Order's Ranks The Prime Adherent Current Prime Adherent: Seyer Reesye (Nekkore) The Chief Adherent Current Chief Adherent: TBD The Masters Current Masters: Seyer Reesye - Trine Master (Nekkore) Aerin - Trine Master (Hettty) Adherents Apprentices Initiates ~~~ The Rules The Adherents follow three sets of rules: The Tenets, the Utterings, and the Order Rules. The Tenets and Utterings apply to all clerics whenever they are apart of the Adherents or not, for they are the very laws Tahariae has placed upon them. Breaking such rules upon being connected will result in the cleric being disconnected, their very soul fractured and scarred for betraying their deity's laws. Whereas, the Order Rules apply only to clerics within the Adherents. The Tenets The Utterings The Order Rules ~~~ Becoming an Adherent To become a member, just state in here if you are interested or PM the following people on either the forums or on the server itself. ~ (Nekkore) - Seyer Reesye (Prime Adherent / Trine Master) ~ (Hettty) - Aerin (Trine Master) We’ll try and set up a RP scenario for you to join our ranks. There's no need for an application as we'll be testing you by your true roleplay skills than how good you are at writing an application and will ask for contact information when we've officially met. We will just require your username, skype username, and then we can arrange a meeting. You won’t be accepted immediately and connected on the spot, you will be made an initiate of the order and will have to go through four trials in order to join this order. These trials will help you understand the different areas a cleric must be experienced in before having to take the trial itself with the new skills you’ve learnt. Also, it is a good way for your characters to learn new skills and improve your roleplay, even if you fail to join the order and become a cleric. There are a series of links that I do advise reading first before considering joining the order. They are listed below, so do take your time reading them. The Official Clerical lore Tahariae Lore However. If you are not keen on religious RP, or you do not like the restrictions being a cleric has, or if you don't have a lot of free time then I do not recommend becoming a cleric as this role does require a lot of time, effort, and patience . There are some aspects that may hinder or reduce what your character can do at times. Be warned that if your character does break the tenets or uttering, they will go through disconnection which will greatly affect them Just adding that here now.
  16. Can someone give me a list of all the dark beings and dark magic on the server? Need a list for the clerical revamp and decide some things. Thank you.

    1. excited

      excited

      Liches

      Darkstalkers

      Wraiths

      Wights

      Dread Knights

      Pale Knights

      Perrin's Siren People

      Demon people

      Ghouls

      Striga

    2. Dtrik
  17. To all LotC'ers in London, stay safe!

    1. Show previous comments  7 more
    2. drfate786

      drfate786

      During the Manchester incident ISIS claimed responsibility for the act, all people arrested were Muslim or of Arabian descent and some had close ties with known ISIS members. The Wahhabist and Sharian cults are responsible for the majority of terror attacks since 9/11 and should therefore be eradicated in a swift  and merciless manner.

       https://en.wikipedia.org/wiki/Wahhabism

       

      https://en.wikipedia.org/wiki/Sharia

       

      ISIS is a vile terror cult filled with vengeful and pathetic criminals that wish to impose sharia law. They're gangsters that wish to destroy democracy through Sharia and nothing more. In other words, we have disgusting cults portraying themselves as Muslim with the sole purpose of killing innocent people that only wish to help the developing world. 

       

      I've spoken to several Muslims and even refugees on the matter and they all say the same thing, ISIS is a cult of armed thugs and gangsters. They're not true Muslims and only use their "radical" beliefs to take what they want and do what they want. Their anarchists disguising themselves as religious zealots and should be arrested or killed on a mass scale. 

       

       

       

    3. monkeypoacher

      monkeypoacher

      drfate is an outspoken proponent of the alternative right,

       

      this is known

    4. drfate786

      drfate786

      No, I don't have a political identity. My views on the world are unique to me and me only. 

  18. Kingslayer is a good daughter

  19. The Clerical Revamp train is on full speed towards the completion station. :D

    1. Show previous comments  2 more
    2. HurferDurfer1

      HurferDurfer1

      will we now see the wards that instantly kill? ive been waiting for those

    3. Farryn

      Farryn

      Nope. Still being fair to the dark community but it was hard trying to balance out the ward system so both sides are happy with the result and not screaming for the magic to be removed. However this new system is much better than the current one, and should keep both sides happy. So don't worry about instant kill wards.

    4. Archipelego
    1. Show previous comments  2 more
    2. Rissing

      Rissing

      That's great! Keep up the good work. ;) I was terribly bored, studying for my exams here, so I went ahead and did a real quick 5mins touch up on the saturation and hue of your picture mainly. Hope you don't mind! ^^

       

    3. Farryn

      Farryn

      Ahaha xD It's fine and I do see what you mean in regards to the thighs, the shading is too dark around there and should be a bit brighter and blended into the lighter colour. Thanks!

    4. Rissing

      Rissing

      Yeah, but that's really easily done. I'm quite sure SAI has the dodge and burn tool. Google it for a moment. It pretty much increases the saturation and hue of the color you already placed. So rather than adding 'pure black' (RGB: 0.0.0) which gives you the feeling of 'sitting or laying' on top of your primary color. You're simply darkening the color.
      Burning and Dodging is going to make your life 100 times easier. ;) Check it up on ytb or google, I'm sure you'll love it.

  20. Good news everyone! This Brit finally has a laptop!

     

     

     

    But the bad news: Internet decided to die on me.

    .....theres a god out there that hates me.

    1. Show previous comments  1 more
    2. KeatonUnbeaten

      KeatonUnbeaten

      british empire 2.0?

    3. Bvie

      Bvie

      Keep your unborn children away from it.

    4. Delmodan

      Delmodan

      thank Xan...or the Aspects...or w/e my chars worship ;D

       

  21. The system I have worked on was made out of feedback from a post I made a while back, which included feedback from dark users. I have been reviewing the new clerical ward system and it is more balanced for both sides. However I am sorry, Tsu, but I am going to turn down adding the new ward system to this. The reasons why is: I want the wards in the clerical revamp to remain unique only to the clerics. As said by many, your lore does indeed blankets the holy groups who use holy alternation into one - the complete opposite to when you wanted holy magic to be different. Lastly, I want the ward system on the clerical revamp when it is released so that it is easy to access with the rest of the lore and saves people time trying to find it on the revamp, then having to be directed here.
  22. The reveal wards have not been implemented yet due to the revamp I am doing is not put yet. If they did use the reveal wards now, it would be out pf the current lore written by Ventusyr and may get them in trouble. Currently the clerics are following the old ward system that does not benefit both holy users and dark users, while I have a new ward system tjat fixs the errors of the previous system.
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