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BonesOfTheEarth

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  1. (Ignore Zach on this one, he’s wrong. Love you zach) That Izkuthii should have died and bled out, no questions asked. I think I recall the situation. And as what was essentially the only “teacher” figure for them, told said Izkuthii they had to die. I wasn’t there and if they didn’t listen, I’ll be exceedingly annoyed. For reference, Izkuthii(in some states, most of which no longer exist within this lore as its made into 2 instead of ******* 6), don’t have any major organs to puncture/destroy beyond their brain when in their greater forms. But they bleed. Heavily. And die due to blood loss. Izkuthii are still people, with minds and souls and motives as such. The majority of Izkuthii RP happened in sutica(lmao ****) and was sub-par. But you must at least realize the situation we were put in: The Lore Admin was our “Leader,” the only one who could create new Izkuthii. The only one who could disconnect misbehaving izkuthii. The only one who could promote Izkuthii(Make them not useless fledglings incapable of actually performing anything without outing themselves). And let’s not forget – He could let Izkuthii just go around attacking others and forgive them for creed breaking because no other ancients existed to stop him. Izkuthii are intended to provide a niche of rp through trickery/thievery, but day to day “haha you got pranked” rp on people isn’t how an Izkuthii should be RP’d(Though pranking can be a part of it, it falls to a question of the player’s ability to provide something fun. And just pranks, are not fun. Other methods exist). Additionally, Izkuthii were random-encounters in the sense that there existed no actual coven. Everyone adhered to Caleb but the man never logged on, and thus no “group” of these creatures actually existed. I did my best to call people retarded(Blood mage izkuthii ?), but only so much can be done by a man incapable of either creating more Izkuthii or deleting problem Izkuthii. @Mojo and @Lhindir_ I urge you to, instead of finding ways to deny their validity as a creature, help find ways to further fix problems that aren’t already defined within this lore. Izkuthii took the deal for an LT-Aided rewrite, and regardless of if this piece is the one that passes, they should return at a point. My intent is to make that return as smooth as possible and in a way that allows for them to actually flourish and accomplish better than sitting out somewhere doing fuckall. No creature is inherently “useless” unless its just a repeat of an already present niche.
  2. The problem was that Caleb was the only ancient out of 3, the only one who could connect or disconnect, and for 2 years he held this position where he was the only one capable of doing anything. To make new Izkuthii, we had to get him online and to agree to it. This post allows for Runuurii to serve as teachers and create/post more, and also pushes out the maximum amount of Ancient Izkuthii at any given time so one can’t just refuse to make more.
  3. God have mercy. 40 pages of lore in under 2 days, and that was cutting out a lot of old useless stuff.
  4. Izkuthii A Representation of three Ancient Izkuthii and their masks (Credit to Amayonnaise ❤) Forenote: Due to the exact nature of this creature, the lore is being formatted using the Magic-Lore formatting(with slight edits) so that it is easily understood by anyone reading it. However, it is still a Creature Application and not a Magic. Also here’s a Google Doc Version. Table of Contents: - Background/Origin - Creature Explanation - Mortal Abilities - Immortal Abilities - Red Lines - An Izkuthii’s Growth(Tier Progression) - Purpose - Cited Sources Background/Origin Izkuthii are born creations of Llahir, Daemon of Trickery, Thievery, and Luck. They exist as agents of his will, known as the “Trickster’s Code,” left to their own devices upon the mortal realm. He did leave the Izkuthii however, with a growing urge throughout their time in this world, to commit acts he finds amusing. He grants them boons and abilities based on the titles he claims, and watches from a distance to see what they do in his name. Throughout their growth, Izkuthii attain a third eye and horns to be representative of their curse, as well as their connection to Llahir. Creature Explanation Llahir’s Will - A Trickster’s Code Izkuthii Creation/Disconnection Izkuthii Tiers/Growth Izkuthii Specializations/Mentality Mortal vs. Immortal Form Izkuthii Feeding The Izkuthii Temptations Izkuthii may gain what are known as Temptations throughout their growth, granting them specific boons along with additional drawbacks related to such. These are created by an Ancient through the same process as their Imbuement ability, though with the added difference that the Izkuthii gaining such must be present and offering their aid(Unless the Ancient is crafting for themselves). In doing this, the Ancient binds the Temptation to the Izkuthii, so that no others - not even other Izkuthii or themselves - may make use of it. A Fledgling Izkuthii may have zero Temptations. An adult Izkuthii may have one. A Specialized may have two. A Runuurii may have three. And an Ancient may have all five. The negative downsides of each will stack on top of eachother, and remain even should the temptation be stolen from them or broken. Lastly, each item has up to four granted boons - a Normal Boon, a Luck Boon, a Thievery Boon, and a Trickery Boon. All items have the Normal Boon constantly, and any others are based around the granted specializations of the Izkuthii. Not all items have multiple Boons however. All have a curse as well that supersedes any granted Boon. The appearance of these Temptations are based entirely upon what item was granted Imbuement, and can be anything from plain and simple designs to extraordinarily complex ones. Any Temptation requires a MArt Application to create. This is for logging purposes, and should be accepted so long as the lore and creation process is written properly. Additionally, an Izkuthii may opt to create their own Temptation rather than one listed as present - however, this will take up one of their given Temptation slots, and will be judged as any other MArt rather than being assumably accepted off the bat like the others. Should an Izkuthii temptation be stolen or broken, they may have one of the three Ancients reforge them. This is costly however, and as a punishment the Izkuthii will be locked into their Mortal Form with only the ability to feed and shapeshift for 2 IRL weeks per broken/lost temptation. The Tome of Wonders The Sword of Wonders The Seed of Wonders The Ring of Wonders The Necklace of Wonders Red Lines: Should a Temptation break or become lost, an Izkuthii may lose most of their abilities for 2 IRL weeks per temptation lost, and have one reforged. The original item must be destroyed, and a comment on the MArt must be made. In the case of the Sword of Wonders and the Thievery Boon/Curse, if the weapon is lost the MArt application must be denied and a new one made, with new spells if any. Temptations give their curses at all times, regardless of if they are held in the Izkuthii’s posession, unless the Temptation has been broken. Curses stack. In the case of the Tome and Sword, you can have all 3 from one. If an Ancient has all 5 items, they will gain all 9 curses. A MArt is needed for documentation purposes only, for each Temptation made. With the Sword of Wonders and Spell-Thievery, the one who provided the spells and informed the Izkuthii of their use must comment on the MArt. When using the Necklace of Wonders, the 3 people must remain the same for all 3 statements. The Necklace of Wonders does not force people to behave a certain way. For example, should you say in court to the judge “I am innocent!” and little be done to disprove such, he would believe it. But that does not mean he would judge you as innocent if the jury decreed you as guilty. Mortal Abilities Shapeshifting | Non-Combative(Passive Ability) | Fledgling Emote Requirements: 1-4 Emotes Cooldown: N/A [Feeding]Mark of Discord | Non-Combative | Fledgling Emote Requirements: (1 Connect+1 Cast) Cooldown: 3 Emotes Illusionary World | Non-Combative | Fledgling Emote Requirements: (1 Connect+3 Cast) Cooldown: 5 Emotes Swarm | Non-Combative | Adult Emote Requirements: (1 Connect+1 Cast) Cooldown: 4 Emotes Color Spray | Combative | Adult Emote Requirements: (1 Connect+1 Cast) Cooldown: 1 Emote Cloak of Shadows | Non-Combative | Adult Emote Requirements: (1 Connect+2 Cast) Cooldown: 5 Minutes IRP Llahir’s Gamble | Non-Combative | Adult Emote Requirements: (1 Connect+1 Cast) Cooldown: 1 Emote [Feeding]Notes of Chaos | Non-Combative | Specialized Emote Requirements: (1 Connect+2 Cast) Cooldown: 1 Emote Daemonic Pact | Non-Combative | Trickster Emote Requirements: (1 Connect+5 Cast) Cooldown: 1 Hour IRP Wordless Omen | Non-Combative | Trickster Emote Requirements: (1 Connect+1 Cast) Cooldown: 5 Emotes Phase Shift | Combative | Trickster Emote Requirements: (1 Connect+2 Cast) Cooldown: 7 Emotes Thief’s Arsenal | Non-Combative | Thief Emote Requirements: (1 Connect + 1 Cast) Cooldown: 1 Emote Emotion Thievery | Non-Combative | Thief Emote Requirements: (1 Connection+2 Cast) Cooldown: 3 Emotes Deft Hands | Non-Combative | Thief Emote Requirements: (1 Connection+2 Cast) Cooldown: N/A Llahir’s Judge | Non-Combative(Passive) | Luck Emote Requirements: N/A Cooldown: N/A Soul’s Gamble | Non-Combative | Luck Emote Requirements: (1 Connect+1 Cast) Cooldown: 1 Hour Retribution | Non-Combative | Luck Emote Requirements: (1 Connect+1 Cast) Cooldown: 2 Emotes Shrine of Llahir | Non-Combative | Runuurii Emote Requirements: (5 Minute Cast) Cooldown: N/A Realistic Illusionary World | Non-Combative | Runuurii Emote Requirements: (1 Connection+4 Cast) Cooldown: 10 Emotes Illusionary World Beacon | Non-Combative | Runuurii Emote Requirements: (5 Minute Cast) Cooldown: Special Pools of Llahir | Non-Combative | Ancient Emote Requirements: (1 Hour Cast IRP) Cooldown: 1 Day IRL Immortal Abilities Increased Shapeshifting | Mixed | Fledgling Emote Requirements: Passive Ability | 1-4 Emotes Cooldown: N/A Repairing of the Mask | Non-Combative | Fledgling Emote Requirements: (1 Hour RP Cast) Cooldown: 1 Day IRL Imbuement | Non-Combative | Adult Emote Requirements: (10 Minutes IRP Cast) Cooldown: 1 Hour IRL Fancy Escape | Combative | Adult Emote Requirements: (1 Connection+2 Cast) Cooldown: 5 Emotes Doubles | Combative | Trickster Emote Requirements: (1 Connection+2 Cast) Cooldown: 3 Emotes Spell Thievery | Combative | Thief Emote Requirements: (1 Connect+2 Cast+Special) Cooldown: 5 Emotes Judgment | Combative | Luck Emote Requirements: (1 Connection+1 Reaction/Action Cast) Cooldown: 4 Emotes Forging of the Mask | Non-Combative | Runuurii Emote Requirements: (1 Minute IRP) Cooldown: 1 Day IRL Miracle | Non-Combative | Runuurii Emote Requirements: (1 Connection+1 Cast) Cooldown: 1 Day IRL Llahir’s Advancement | Non-Combative | Runuurii Emote Requirements: (5 Minutes IRP) Cooldown: 1 Day IRL Disconnection | Non-Combative | Ancient Emote Requirements: (1 Connection+4 Cast) Cooldown: 10 Emotes Llahir’s Forgiveness: Consecration | Non-Combative | Ancient Emote Requirements: (1 Connection+4 Cast) Cooldown: 10 Emotes Aspect of the Daemon | Combative | Ancient Emote Requirements: (1 Connect+2 Cast) Cooldown: Special Red Lines An Izkuthii’s Growth - Tier Progression Fledgling - “Tier 1” Adult - “Tier 2” Specialized - “Tier 3” Runuurii - “Tier 4” Ancient - “Tier 5” Purpose Izkuthii are a long-standing creature on LOTC with a poor history of use. For the vast majority of their time in existence, there existed only a singular out of 3 possible Ancients, who refused to allow for more to be made - and there was no system to create more. Izkuthii took the Lore Games deal, and here we are. This lore is intended to fix a whole schlew of different issues present within Izkuthii that overcomplicated their lore and made it nothing but a massive, confusing mess to both the readers and the Izkuthii themselves. Prior, there were 5(6, arguably) different “forms” an Izkuthii could be in, each with a different set of abilities and each being rather confusing to keep track of. This lore consolidates them into two, as well as officially adds Llahir’s third and FINAL element to the Izkuthii - Luck. My personal favorite. A fair number of the confusing abilities have been fleshed out, over half have been nerfed, and some have been removed entirely. In turn, a few new abilities have been added. Most of the Izkuthii abilities have been made to either be non-combative, or in the cases of combative be based more so upon fleeing and defending rather than attacking anyone else, other than a singular ancient-ability. Lastly, Ancients no longer rely on each other to function. 1 Ancient can do everything, and technically could do it just as well if they never even saw the other Ancients, whereas the old Lore had to have all 3 agree on every single thing, including the creation of new Izkuthii. With this change, as well as allowing Runuurii to teach, we hope to get rid of the forced circlejerk we had before. Lastly, any previous Izkuthii will be required to repost their CA’s, though “grandfathered” in. They will be allowed to pick a specialization as they please. Any past Runuurii will maintain their status. Three Ancients will be grandfathered in. This is the Lore Games rewrite for them, and no Izkuthii will be required to lose their CA’s in general or be made lower than where they were. Cited Sources - Llahir Lore - Previous Izkuthii Lore Credits: FURY_FIRE: Co-Author in writing this lore. AMAYONNoISE: Co-Author in writing this lore. FAEWILDS: Co-Author in writing this lore. ZACHOSNACKO: Helped some. Mental support. SLIC3MAN: Played Bannerlord in the background and streamed it. Changelog: [April 16, 2020] Finished the Mark of Discord feeding ability. Half of it was left out.
  5. I got excited for a moment. Then I remembered the date.
  6. Bro everyone loves your formatting but I do the same **** for the paladins and I’m a monster????? +1 good ****
  7. Anyone have the Axios map(s)? Looking for Ceru in particular

    1. CrazyBigSpiders
    2. Valaryon

      Valaryon

      700px-axios29.png

      For reference when navigating. Ceru encompasses some of the other islands as well.

  8. I tend to think I’ve been doing a decent enough job. A few people within 1 group in particular, that I will not mention as it is not my intent right now to start a fight OOCly in this wonderful post, think otherwise. My villainy is not aimed at them however, and I urge those who know this is aimed at them to leave this little post of mine alone. However... If you’re doing villainy, get a target audience. If you and your group enjoy it, as well as the target audience, then you have succeeded as a villain. Act mostly against people you’re at that level of friendliness with where they know you aren’t OOCly motivated behind your actions, and won’t be toxic with or against. I think random banditry and killings are lame. But a lot of people seem to misplace “killing” with “random killing.” Killing and death itself is a valid part of RP and shouldn’t be shunned at base level. Example being: My group of lads, have targets. Not a specific target list or anything like that, but criteria. RPly: 1> Are they a voidal mage? 2> Do they claim the influences of old? 3> Are they respectful? To be killed by my lads, the answers must be yes, yes, and no, in that order. “The influences of old” imply voidal mages who, in the disappearance of super old characters who shaped lotc as it is, sought to take on power they haven’t earned. Example being, let’s take the character Sarrion and the enchantry. Sarrion builds a group, in which most voidal mages adhere to and follow. Sarrion, having fought countless demons and beasts and been through countless experiences, has earned the right to do this. Now Sarrion’s player opts to leave the server. All 30 of his mages, leaderless, opt to split apart through the realm and begin their own groups and lead their own things, when all of them have just mastered a few magics and yet lack experience. Sarrion would not be a target to kill, but those mages are. In addition to RP criteria, I view OOC criteria equally as important – As the experience of villainy is meant for them and the people who are close to those we target: 1> Do I have a friendly perception of the person, me to them and them to me? 2> Have I had any recent issues with the person? 3> Will the death of this character have meaning(Is the person someone willing to PK. This implies if they kill me instead, I should PK much the same, or if anyone kills me for these actions). 4(Optional)> Is the person already just looking to PK? It makes things easier and helps with the guilt IF someone PK’s. But bear in mind, that with 3, it’s only a minor preference and specifically trying to PK people should never be your goal. If they PK, it is a sign that they believe what you are doing is good RP, and will continue to be for others. It is a sign of trust, and you should take that and honor it. The answers for that, should be yes, no, and preferably yes, in that order. It is important that you are courteous and kind to those you aim to be villainous too, and have a good standing with them. A random act of villainy against someone is meaningless; taking their mina, etcetc. It’s fine to do but serves more to be a momentary villain rather than a longterm threat. The above OOC and RP criteria have served thus far for my actions with my own lads, and without fail had ended in friendly interactions and fun times between everyone who’s been on the receiving or giving end of the villainous roleplay. The fact that this has lead to PK’s from multiple people and forum posts have made it gain traction. In doing this, a great deal of fun RP has come out of it! The overall “goal” for my guys falls under the general RP statement of, “To end those who have stolen the influence of the old lords through their death, reclaiming and redistributing it among fewer, to form a more orderly society in which we are rightfully feared and revered.” So what’s the moral of my little tale? 1> Follow the OOC and RP Criteria! 2> Be utterly courteous to those you perform villainy against! Never make them pop, never call PVP if you’re the aggressor. If you’re not the aggressor, it’s whatever. 3> Have an actual set goal. Don’t do things at random, or just because they’ll be fun for you. Your fun is just as important as the fun of your enemies. 4> Have a target audience! I.E. A nation, or RP group. Pick something like.. “Aegrothond” or “Hanese” – Bear in mind you should have a decent standing among the general community you pick. As such, do not become a villain until you’ve experienced RP as a decent person within that community first. And remember, your target audience shouldn’t be vague. Don’t pick “elves,” or even just “sutica” – as such a location has a differing population each day. One could argue my own target population is too vague, but I make that up with only doing it with people I’m at a decent standing with already. A smaller group within the voidal community. 5> Don’t always kill, unless it fits especially with an achievable goal(or one you can argue as truly achievable. Don’t just say “world domination” or things of that nature.). And if you do kill, don’t just gank. My guys will always sit down and explain to people before they die, exactly the reasons why they need to go, and what their death accomplishes. Follow those and you should be set, in my eyes, for more long-term villainous behavior. I believe the server is geared against passing villainy, such as robbery or theft or banditry. I don’t mind as I don’t perform those types of villainy, but I can still see it being a problem. I’d like for them to gain more leniency. Including raiding, but that should come in turn with more readily handed out villainy blacklists for people that kill/maim you even if you comply to all demands, etc. As a side note, your inner group RP is important to. Give people a reason to stay and RP within themselves, without just rping within themselves. I.E. I offer all of my guys, one singular boon I can offer. Such as being asked for a magic(arcanism), or being asked to help them accomplish X goal of their own. Or in one case, being told I must provide battle, guts and glory. That one’s hard and normally means me. All in all, this forces me to keep my group small and tightly knit, so not to overextend myself. That’s all, hope this little incite on how I manage villainy could be helpful to someone or other.
  9. Paladins/Wardens of Xan Table of Contents: Background/Origin Magic Explanation Abilities Spells Magic Redlines Tier Progression Blessed Artificery Purpose Wardens of Xan: Event Creature More Information/Cited Sources Background/Origin 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. Magic Explanation General Paladin is a [2] Two Slot Magic. No others, including feats, may be learned with it. Further Alchemy is accepted. No afflicted. Kani is allowed. Chi is allowed. Paladins must maintain all three of Xan’s Creeds, or risk disconnection. Paladinism is a subclass of Deity Magic, considered Neutral. You must be connected by someone with an accepted TA in order to learn. The Paladins exist as Holy Mages drawing their power from the Aengul of Order and Guardianship, Xan. Upon making a connection to their patron, a Paladin has a sapphire ember born within their soul, acting as their direct link to their Patron. This ember gives off smoke, in its own sense, come to be known to the Paladin as their ‘Mist.’ These Mists may either be the colors of Emerald, Gold, or Silver[More in ‘Aura’ under Abilities]. The magic itself is created through the Paladin by the controlling of these Mists to form their spells from. Magic 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 extent from overuse of the abilities they emit and perform. Even 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 are the given Abilities[Found under ‘Abilities’ Section]. To cast their spells, a Paladin is utilizing their Mana in order to control the Mists and form such into varying effects. At the same time however, they are feeding small portions of their mana to the ember in which their Mists derive from. This causes it to grow throughout a Paladin’s casting, not entirely under control and beginning to take its harm upon their body. Upon casting their first spell, the Paladin’s body begins to ache some. With the second cast used, their body begins to strain and muscles begin to feel sore. When the third spell is cast, the Paladin’s skin begins to flake and the sensation of heat is felt along their flesh as well as their muscles continuing to feel strained. As the fourth cast is spent, the paladin’s body starts to be covered in various hefty burns across their body. Upon the fifth, the Paladin is now entirely incapacitated and covered in burns, unable to function any longer and now must rest for the duration of the encounter A Paladin has 5 Spell Slots. A Paladin regenerates their spellslots after being out of RP for 30 minutes. A Paladin takes damage the more Spell Slots they cast. As this damage is in essence born from their soul, it may not be properly healed except by time, as a Paladin naturally regains their Spell Slots. Creed Additionally, all Paladins must follow a given Creed; rules laid down by Xan for his servants, detailing their relation to various topics and acting as a guideline. For a Paladin to break one of these Creeds is a serious crime. Though punishments exist beyond disconnection, it is possible to disconnect a Paladin once they’ve broken one. The Creeds are as follows: 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 misled 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. People are no longer ‘innocent’ upon either breaking a law in their given area, or otherwise causing harm unto another who has not done the same. Dark Magics and Creatures are excluded from this and instead placed in the Third Creed. Other Paladins are included in this, and should not be attacked or harmed lest an honorable duel be declared and upheld. 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. When faced with the Dark, of Creatures or Magics alike, a Paladin must remember that their first and foremost duty is to defend innocents. The option lay to interpret this as offense in the sense of hunting the vile, but they must not forget the roots of their cause in their pursuit. As such, they need not actively hunt and seek out the dark and vile, unless such is attacking another innocent. - Paladins are not required to actively hunt the dark, but they must side with innocents above them in any conflict between the two. If a Paladin does opt for the zealous approach of hunting the dark however, they will not receive punishment for it, but neither will their brethren be required to aid them in their pursuits. Abilities 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. Upon taking up the duty and devotion of following connection to Xan, other magics are seen as an 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. Red Lines: Connection is the only time in casting Paladinism that Xan’s sapphire mists would appear. Connection can only be performed by someone with an active TA. Giving someone connection by being paid or otherwise given something to do it is breaking a creed! Disconnection[Self-Moderation]: 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 deemed valid and a creed is truly broken, the paladin must find and be directly near the one being 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. 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 minds are 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. Red Lines: The one being disconnected must be unable to resist/move. This cannot be done in combat. Should you attempt to disconnect someone who has not broken a creed, the spell will fail. You cannot “Test” if someone has broken a creed with this ability. If the one being disconnected denies that they broke a creed, OOC evidence must be provided that they have broken a creed(If not a screenshot of them doing it, one of them admitting to it will do). Once disconnected, you may not be reconnected. Mist Manipulation: From the beginning of when the first paladin was birthed, the art of mist weaving had been ingrained within the magic and creational summoning of Xan’s holy light. It is a sign, a beacon of hope, a testament to what is a paladin and how they use such a magic to use as an extension to their duty and resolve. In those times, masters of the magic were able to use it to create weapons of warfare, healing that matched even Tahariae’s servants, and even crafted creations that rivalled the gods of this realm. Regrettably, however, most has been lost to the passing of time. Whether it be from the dying out of those that knew such things or the will of our Lord of Sunlight, the art of Mist Manipulation has had its fair share of changes and shifting. With the most recent fine tuning from the Aengul of Order and Guardianship, some of what was known in the past can be seen again. For beginning paladins, tiny objects such as marbles for example can be created and aid in practicing. A mundane view seen yes, but as well a good foundation to start with in understanding the mist weaving art. As the paladin progresses through their training, they are not only able to unlock more advanced spells, but as well master their mist manipulation. Designed clothing, various objects, emitting an aura, and/or even stories weaved before our eyes are but examples of what paladins could do with the mists. It is of note however that none of these outside of the more specific abilities are harmful in any way, shape, or form. To use in such a way would immediately cause the mists to disperse harmlessly. Red Lines: Anything created with Mist Manipulation must clearly look ethereal and in the color of your aura. There is no way to pretend it is combative. Anything created via Mist Manipulation must not be something that appears combative like armor or weapons or shields or even ammunition. Beyond this, anything of your imagination can be made, so long as it doesn’t leave the radius. Mist Manipulation has a radius of 3 meters around the Paladin. Mist Manipulation CANNOT be used for anything harmful. If sent against someone, it would dissipate upon contact with their skin. This includes ‘shrouding’ areas. You cannot blind people or otherwise hide things. Better yet - You simply cannot perform it in combat with the focus required to perform such. Aura: 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. When a paladin is connected to the magic, the eternal ember within has a certain effect upon the soul. The paladin is filled with constant warmth which comforts them, giving them the feeling of a continuous fatherly embrace. Effects of cold are also weakened on a connected paladin, yet not to a significant effect. Similarly, when positively affecting another person, such as with healing, they too feel the Aura. Starting at Tier 4, this aura of warmth can increase to all standing within one meter of the Paladin as well, bringing forth a sense of comfort and warmth to those around. Exposed dark beings/magi would feel a sense of discomfort instead. This isn’t large and could be hidden with ease. Starting at T5, anyone within three meters of the Paladin can feel this. The Paladin can turn this on and off at will, no action required. Red Lines: The feeling of warmth is enough to ward off a basic effect of cold, but not frostbite or ice or anything along those lines. It is a MINOR effect. People don’t have to emote the effects of being within a Paladin’s aura. It’s lame of them not too, but even lamer to force an aesthetic effect onto someone’s roleplay. Chanceries: As its most sacred location for the paladins, a chancery is place where pools, braziers, caves, shrines, etc has been created and blessed with pure xannic energies to be able to connect those seeking the magic. These places are normally kept hidden or well guarded, able to be moved when need be or if something befalls the area. For a chancery to be made, it depends upon the size of the area in question. Should the area be rather small, around at most seven blocks length and width, one paladin should be enough to do it alone. For anything bigger than that, several paladins would need to be able to aid in blessing the area. To invoke such a blessing upon the area, the paladin(s) in question call forth a prayer as well as sacrifice. A droplet of blood along with the mists summoned to infused within the area in question begins the process of creation, having shown duty, sacrifice, loyalty, and pride. When the Chancery is finally created, an OOC sign must be placed to state what the area is and a LT confirming the location. In times of needing to relocate such a sacred place, the paladin(s) must stand within the chancery itself and call out to their Aengul. A request stated from them to able to dismantle area is a sign of respect in the eyes of Xan. For those paladins that do not do such, it is seen as a massive defilement of such a sacred area. It is as well possible to corrupt a Chancery, and is in fact incredibly easy to do so given the fragility of Xan’s presence in such a place, as was drawn upon by Descendants. The process of corrupting a Chancery is done through defilement done by dark magic. The simple contact of the focal point of the Chancery by dark magic is enough to twist the energy present within, giving it a much more sinister presence for any Paladin to enter. Should any Wardens exist, born from the Chancery, the mists within them would turn black regardless of their location in the realm, and they would find themselves compelled to return to their Chancery. They would have their visions of the Creeds warped, and begin ‘protecting’ the Chancery from everyone, including Paladins who want to cleanse it. This Corruption is caused due to the fact that the Chancery’s presence as a manifestation of raw holy energy does not belong in this realm, and thus anything innately dark will cause it to warp and corrupt to it. Its presence is fragile, unlike the dark. Cleansing a Chancery is much more difficult than corrupting one. For starters, the Paladins must figure a way to reach the focal point of the Chancery without the Wardens stopping them; perhaps having a group fight them. Then, three Paladins must attempt purging upon the focal point at once. Should this go uninterrupted, the Chancery is considered cleansed. Red Lines: 7x7 or equivalent block Chanceries can be made by a single Paladin. 14x14 or equivalent by two, 21x21 or equivalent by three, etc. LT must approve the creation of a Chancery, and OOC signs must detail the location. OOC signs must also detail if any Wardens are connected to the Chancery. Drops of the Paladin’s blood and prayer must occur to create a chancery. Any LT must be present to witness a chancery get removed/relocated, done by removing/breaking the focal point of such(Brazier, pool of water, mural, etc). Should the Chancery be corrupted, an LT must simply be present to see the individual emote touching the focal point with dark magic of any variety. Signs must be left saying it is corrupted and useless until fixed, and Wardens must be PM’d the moment the focal point is touched, as their characters undergo their changes. Spells Holy Affinity: Melee | Combat | T2 Emote Requirements: (1 Connection + 1 Cast) Spell Slot Requirements: 1 Holy Affinity: Ranged | Combat | T2 Emote Requirements: (1 Connection + 1 Cast) Spell Slot Requirements: 1 Ambuscade Rune | Mixed | T2 Emote Requirements: (1 Connection + 5 Cast) Spell Slot Requirements: 1 Guardian’s Bulwark: Shield | Combative | T3 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 1 Mist Healing: Purging | Non-combative | T3 Emote Requirements: (5 Minute Cast IRP) Spell Slot Requirements: 1 Mist Healing: Healing | Mixed | T3 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 1 Holy Spear: Dawn’s Spear | Combative | T4 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 1 Guardian’s Bulwark: Bubble Shield | Combative | T4 Emote Requirements: (1 Connection + 2 Cast) Spell Slot Requirements: 1+ Holy Spear: Sun’s Spear | Combative | T4 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 1 Blessed Resurrection | Combative | T5 Emote Requirements: (1 Connection + 6 Cast) Spell Slot Requirements: 5 Lion’s Roar | Mixed | T5 Emote Requirements: (1 Connection + 1 Cast) Spell Slot Requirements: 1 Mist Weave Armor | Combative | T5 Emote Requirements: (1 Connect + 2 Cast) Spell Slot Requirements: 1 Magic Redlines Paladinism has a number of set rules that must be abided by and noted. This section will serve to state all the necessary red lines a non-paladin(and paladins as well) should note to assure that one is not powergaming against them. Paladins have 5 Spell Slots, only able to regenerate them outside of combat. A Paladin Enchantment may only be used once per encounter. Paladin healing is stabilization only. Be sure to clarify this in your emote or OOCly. Paladin wounds caused from their own casting cannot be healed except through the regeneration of their Spell Slots. Other wounds heal normally. Wardens of Xan are progressively stronger near their Chanceries. When fully away, they’re an average joe in strength. Paladins must obey their Creeds, resulting in possible disconnection if they fail to do such. Recovery Time to regenerate Spell Slots is 30 irl minutes after the conflict encounter ends. The injuries sustained by the Spell Slot negative effects cannot be mended by any other methods and begin to fade when the paladin begins to rest after said encounter. Upon casting their first spell, the Paladin’s body begins to ache some. With the second cast used, their body begins to strain and muscles begin to feel sore. When the third spell is casted, the Paladin’s skin begins to flake and the sensation of heat is felt along their flesh as well as their muscles continuing to feel strained. As the fourth cast is spent, the paladin’s body starts to be covered in various hefty burns across their body. Upon the fifth, the Paladin is now entirely encapacitated and covered in burns, unable to function any longer and now must rest for the duration of the encounter. Tier Progression Tier 1 (1 Week) - The paladin just received the ignited embers upon their soul. At this stage, it is fairly weak with some difficulty in attempting to summon their mists. During this time, their first summoning shows the aura color that will remain with them always. The only spell/ability able to be learned at this point is the art of mist manipulation, as this is the key to all of the xannic mists. While the ability itself is harmless it is however, a foundation set for the paladin in question to begin learning and will grow with each tier. At first through mist manipulation, the creation of small objects like marbles, for example, teaches the paladin how to weave their mists. Abilities: Mist Manipulation | Aura Spells: N/A Tier 2 (3 Weeks) - After one irl week of practicing with the xannic mists, the paladin’s skill has advanced further. With the basics fully taught, the student is now able to begin applying it to certain spells. This is where the first of the spells comes into play, Holy Affinity and The Ambuscade Rune. Both of which are fairly simple to learn as well as maintain/apply with its intended effect. Mist Manipulation steps up further as well with the ability to start weaving it into more complex or larger shapes such as baseball-like spheres. At this stage images can be created with the mist particles though, with some effort on the paladin’s part. Abilities: Mist Manipulation T2 Upgrade Spells: Holy Affinity: Melee | Holy Affinity: Ranged | Ambuscade Rune Tier 3 (1 Month) - After one irl month of practicing and perfecting the art of the xannic mists, the paladin has now progressed further in their training. At this stage, more advanced spells and abilities are unlocked and may be learned. The Guardian’s Bulwark serves as a very good defensive measure to have when combating stronger foes. The usefulness of healing increases for the battlefield should one become injured and need something quickly mended. Healing as well can be used in the form of Purging to cleanse various curses and/or seal them away for a time. The art of Sacred Artificery and Light Forges is unlocked as well, though major enchantments cannot be placed on objects unless the spell is known to the paladin. With Mist Manipulation itself, it has become increasingly easier for the paladin to be able to summon. Short stories created out of the mists able to be shown or larger objects like an article of clothing able to be made. Abilities: Mist Manipulation T3 Upgrade | Light Forge/Blessed Artificery Spells: Guardian’s Bulwark: Shield | Mist Healing: Healing | Mist Healing: Purging Tier 4 (2 Months) - After two irl months as passed, the paladin will now have advanced further within the art of the mists. Mist Manipulation has become second nature to the paladin, able to summon the mists into the form of harmless shapes the size around a basketball. Several articles of clothing could easily be placed on the paladin for a time, with more detailed designs of the paladin’s creation. With the advancement of Mist Manipulation comes more spells as well. Guardian’s Bulwark may be used to its fullest extent. Both Holy Spear techniques as well may be learned, for combating either aerial or armored foes. Though not immediately, a month into being tier 4 is when one may as well learn the abilities for connection and disconnection, as well as the creation of chanceries. Abilities: Mist Manipulation T4 Upgrade | Connection | Disconnection | Chanceries Spells: Guardian’s Bulwark: Bubble Shield | Holy Spear: Sun’s Spear | Holy Spear: Dawn’s Spear Tier 5 (N/A) - After four irl months of training and experience, the paladin has mastered the art of Mist Manipulation. With such a stage, an aura of holy light could be felt from the paladin’s form to all those immediately near them. However, of course, this is not something damaging to the likes of exposed dark beings to any degree. If anything, it would just make them uneased to stand near the Master Paladin. With such a presence to behold, their craft is most notably seen in their mist weaving. Long stories of legends, myths, history, and so forth so easily able to be told with the images created by the paladin’s mists. A testament of true control and mastery however is seen with the unlocking of the most powerful abilities within their arsenal. Abilities: Mist Manipulation T5 Upgrade Spells: Blessed Resurrection | Lion’s Roar | Mist Weave Armor Light Forge/Blessed Artificery 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 condensed light breaking it asunder. For larger objects, the mists are able to take hold more effectively and the creation of various effects extends further. For the creation process to begin, the paladin must have a forge blessed with the Lord of Sunlight’s will. This is sanctified by the paladin carving holy runes along the anvil, forge, and crafting area. With this, the paladin starts to summon forth their mists and begin to directly infuse each rune with it. As the runes begin to alite and shimmer, the final act is creating a seal within the center of the area that acts as a focal point where the holy energy is stored. This of course, can be fueled further by the fabled lightstones to keep it stable. Without a lightstone, the forge will loses it blessing every week and must be blessed by a paladin with knowledge the correct tier and knowledge. With the lightstones, the forge does not need to be re-blessed, unless it is somehow disrupted. Even if it is disrupted in both cases, this will not reset progress on creating magic items – only stopping them from progressing any further Redlines If a grey area or loophole is seen, get LT approval otherwise the answer is no. Paladin must have signs up on the crafting table, forge, anvil, and floor to state the runes are there. As well as OOCly stating when the holy charge was created and it contains lightstone or not. The forge losing its blessing does not reset any progress on creating magical items The runes can be destroyed by striking it directly with items that can crack or break the physical surfaces the runes are on. Destroying the center point on the floor causes all the runes to cease functioning. However, should one of the runes be destroyed, only that area would cease to function. (e.g. if the anvil rune was shattered, only the anvil cannot be used for Artificery). Those magics that can silence other magics can cause the runes to be drained and go dormant and must be recreated. Undead, dark creatures, or dragonkin that directly expose themselves (As in revealing themselves and not in a disguise) will feel searing pain when stepping into the forge area. A hint of the area is known within 5 blocks of the forge. Such as feeling a ‘holy presence’ which gives those in question time to move away. Forge must be re-blessed every week if it does not contain a lightstone. A Light Forge must be approved by ST, with a locked sign saying so. The recharge-sign can be dealt with by the Players using such, rather than having to constantly ST Req. Gems The creation process of any enchantment begins with the materials used and the object to receive it. Be it leather, iron, steel, or even dragonbone, materials used for crafting follow the same guidelines of said materials. Regardless of material however, the xannic mists are infused directly by the aid of the forge so that the enchantment will be activated. Gems are key to this. The quality of the gem dictates how effective infusion will be, with a light stone being the most effective in regards to holy enchanting. Ruby- Able to store minor enchantments with a life of 5 days. Sapphire- Able to store minor enchantments with a life of 10 days. Emerald- Able to store minor and major enchantments. Life of minor is 15 days. Major is 5 days. Diamond- Able to store minor and major enchantments. life for minor is every 20 days life for major is every week. Light Stone- Able to store minor, major, and used in very powerful enchantments requiring MArts. Life for minor is infinite. life for major is 30 days. The paladin can re-bless the object once it has expired (recreating the item) with ST oversight and/or giving proof to ST the enhancement has been done as per enchanting/magic items rules. For combinations upon objects, it cannot exceed past two gems of any sort. A light stone cannot be used more than once on a minor or major enchantment, twice on a MArt enchantment. Minor Enchantments For smaller objects such as necklaces, pendants, rings, crowns, or other various decorated accessories, the item in question usually is able to store the smaller enchantments given their size. While minor enchants can be placed on larger objects, it cannot be said in reverse. Below is a list of the minor enchants a paladin can create. This of course, can be added onto should it be passed by LT. Sunlight’s Wrath- This enchantment is usually placed on a small relic or object the paladin holds in order to perform and/or aid in the purging ability upon curses/hexes. Within the object itself holds a well of xannic mists to be able to be unleashed and used when the spell of purge is being summoned. This enchantment cannot be used for any other means. Fatherly Embrace- This enchantment placed on an object emits a holy aura that can either soothe, give courage, pride, and/or as well wash away fear, anger, and/or sadness. The effects reflect what the xannic mists can do in regards to placing within a person. This however cannot halt or force any emotion upon the user. Be it racial curse, intense emotions, magical curse, or otherwise. It is merely something to hold onto and find comfort in should the wielder allow it. Enduring Resolve- This enchantment when placed on an object and activated emits xannic mists to flow into the user and fill with a boost of endurance. Tasks such as with crafting, smithing, farming, etc that would normally exhaust the user they would find easier to accomplish without the hindering of fatigue. For combat, this applies yet the effects of injury can still cripple the user. Eternal Embers- This enchantment placed on an object and activated causes it to emit Xannic mists that flows within the user in question, engulfing them with the magic to give a fatherly warmth that aids in pushing away the cold. This enchantment is not fully cold resistant to any degree. Its a minor effect to aid in a cold environment or if the user is hit by frost type magic. Guardian’s Veil- This enchantment placed on an object creates a holy veil over the user in question, negating or halting the effects of a curse placed upon them for a duration of time. This does not aid in halting the curse effects of frost witch or shade. It however can stop it from being applied should an attempt be made. This enchantment only has one charge. Mark of Holding- This enchantment is only used in the creation of a Warden of Xan’s suit of armor. Each individual piece of this armor requires this to be placed upon it, and when forging the armor it is expected to be cast upon twice a day - effectively lowering a Paladin’s maximum Spell Slots to 2 for the week required to make such. Mist Manipulation – This enchantment allows for one to set up pre-determined forms of Mist Manipulation, following all its red lines and just as strong as the tier in which they are when it is made. Major Enchantments Major enchantments are for larger objects able to store and maintain its infused power. Things like armor, weapons, crafted limbs, shields, and so forth are prime examples of what can be infused with major enchantments. For these, they tend to be able to hold up to two enchantments(for two, one minor, one major) at a time without much problem. If a paladin seeks to place more enchantments or increase the power of a specific enchantment, a MArt would need to be created listing what it does, the gems used, how it was created, and so on. The Major Enchantments are more so bound by a list of the Paladin’s spells more than anything, and are capable of being used by anyone who is given such. There does exist one more major enchantment however, allowing for the creation of “Limbs of Light” - The one enchantment only able to be used by a Paladin directly. It should also be noted that all enchantments have the same redlines and restrictions as actual spells for the process of casting, with the “Connection” emote replaced by activating the enchantment. Additionally, each individual major enchantment may only be used once per encounter, List of Major Enchantments: - Holy Affinity: Ranged - Holy Affinity: Melee - Guardian’s Bulwark: Shield - Guardian’s Bulwark: Bubble Shield(One Spell Slot only). - Holy Spear: Dawn’s Spear - Holy Spear: Sun’s Spear Red Lines Must be Tier 3 to begin learning Sacred Artificery. If there is a grey area or loophole seen, contact a LT otherwise the answer is no. Cannot create major enchants on spells not known. All enchantments must have at least one of the gems listed above within it. For minor enchantments, one can only be placed on a small object at any time. Major enchantments cannot be placed on smaller objects. On larger objects, the most that can be placed is two enchantments (one minor, one major). Must state the description, activation, date of creation, and the date of expiry on each crafted item. For an attempt at more enchantments or a more powerful version of an enchantment, a MArt must be made. Once the charge has expired it losses the enchantment To ‘re-enchant’ an item it must be created again. If a Paladin is using an enchantment, or someone else, you must keep to the redlines of the spell; some spells cannot function together, etc. Only three enchantments can be used per-combat scenario. Each individual enchantment may only be used once. Limbs of 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. For the creation of an artificial holy limb, the limb itself must be hand crafted to fit the section lost. The materials of it can be a number of things from simple wood to bluesteel, as long as it’s within the realm of possibility of items gathered. Though for this to truly work, the original limb in question must be exactly like the one previously. The reason for this falls with the first design as the memory and functions of said limb are kept within the mind of the paladin, and thus helps them adjust with the newer, functioning limb. Once the limb in question is created, several deific runes are placed at each joint and along the object. The focal point of this being powered is a light stone placed somewhere upon it. When that is complete, the paladin using it invokes their own mists to fuel the limb in order to move it. This limb however is never as smooth or fast as a regular one, moving more sluggishly and requiring time to adjust. Additionally, it only serves as strong as a normal limb should the metal be steel. There is a noticeable weakness to this if it is of any other material, to a degree enough to be mentioned in emotes and fail in contests of strength to one of equal size and stature to yourself. This is a trade-off for the durability that some metals and materials will offer the limb. Red Lines If a grey area or loophole is seen, contact a LT otherwise the answer is no. For Limb of Light, no other enchantments can be placed on the artificial holy limb. Cannot have extra limbs attached using Limb of Light. Things like claws, fangs, or anything different than what the original limb was are not possible. Cannot replace lost of senses. Cannot function as fast as a normal limb. A hint of this must be made in an emote regarding the movement of that limb. If the limb is not made of steel, then the limb grows weaker. This must be mentioned in any emote where it might affect someone else. The effect isn’t major, but it is enough to be noticeable for sure. If you’re naturally an orc, it would drop to a more buff individual. If you’re a buff individual(as paladins normally are), it would instead be near that of an average individual in strength, so on so forth. Purpose The Paladins and Wardens of Xan serve to act as heralds of order, ensuring that chaos does not wreak havoc upon the realm and that proper law is upheld. They are warriors against all that is vile, and intended to uphold the ideals of “honor” dictated through the Creeds that Xan bestowed upon them. Through their fierce devotion to their ways and their Lord, they provide a level of zealotry not often seen - unrelenting in their code, and yet as well holding ways of cleansing those they find, being gentle and yet firm in their pursuit of an orderly world. Wardens of Xan serve much the same purpose, but bring with them the niche of roleplay that comes with being a warrior sent back by the Aengul of Order and Guardianship. They are intended to act as protectors of Chanceries, and give them further use with the detailing of how corruption of such works. Chanceries have gone as the areas in which Paladins have been connected for eons, and yet have never seen any importance in their day-to-day roleplay beyond the few connections that happen. Overall, Paladins bring forth a level of holy roleplay that proves non-abrasive and functions well with the laws of various nations, unlike Clerics of old in which their absolute creeds demanded instant action that, from time to time, created large conflicts. With the enriching of their Chanceries and addition of Wardens to hold proper meaning within their orders, combined with the overall niche that Paladins currently fill in holy roleplay outside of their orders, along with the rebalancing of a number of spells, Paladins are sure to provide ample forms of roleplay for any group they interact with. Wardens of Xan Origin/Background Background: Born of the great ocean of power that is Xan, and guided into being through the heavy effort of multiple Paladins, the Wardens of Xan exist as testaments to their undying faith. In their natural state they are a creation born entirely of Xan, with an innate sense of his Creeds burned into them upon their arrival in the mortal planes. It is possible however to call forth the Paladins of old, should they accept, from their new home in Xan’s realm to once more serve his cause and actively fight for order. Whereas Paladins are easily compared to the sword and shield of Xan, a Warden can be compared to a stalwart wall in the same regard. Unmoving in their fierce devotion, and bound to protect the most sacred of Xan’s holy spaces; The Chanceries. Wardens of Xan are considered to be the protectors of Chanceries upon their creation, the ones who stand as the gatekeepers to determine who is allowed to enter and what occurs within. This is not forced, though to disrespect a Warden so would be a grave error, as they may opt to deny anyone entry to what is now considered theirs. Protecting such a place is the reason for their existence. Creation: Creating a Warden of Xan is a painstaking process for Paladins to endure. To begin with, one must create a suitable vessel capable of not shattering under the immense strain of Xan’s Sapphire Mists - As the ritual for bringing one into being takes place within a Chancery. Creating this armor is done at a Light Forge, where on the inside of each piece of armor various runes are inscribed and blessed daily with the Holding enchantment. This allows the armor to withstand the presence of a Warden being birthed within it, and serve as their vessel. The process of this takes a week IRL, and causes the Paladin to expend 2 Spell Slots daily during the process(lowering their spell slots to 3 for the week). Should this be interrupted by death or any other factor, the entire process must begin anew. At the end of this week, the armor created is ready to serve as a vessel for the ritual required. Three Tier 5 Paladins must be present for such, praying together and drawing forth Xan’s Sapphire Mists within the sacred space of a Chancery. Weaving these mists through the armor, they may either create a new conscious, a fresh mind to learn as though a newborn Construct and eventually develop personality, or they may call upon one of Xan’s fallen servants. Should the person be willing(OOCly and RPly) to play their character in such a state, they will be drawn forth from Xan’s realm to once again serve his will on the mortal plane. It should be noted that only two Wardens may be born per Chancery, though if a Warden has been inactive for two weeks on that character or on LOTC in general, their CA may be revoked in place for a new Warden instead. Additionally, should they willingly break one of Xan’s Creeds, they will instantly suffer death as a PK as the mists that maintain them vanish. Finally, should a Warden perish at any point, they respawn as any other - though only if another set of armor is made for them, requiring a week of no playing the character and the downsides on the one who creates said armor. They cannot manifest without such a vessel present, and neither can there be saved up vessels for them, for the enchantments would wear down. Physical Description Appearance: Wardens of Xan stand as armored figures of any descendant height, from dwarven to Orc. Their appearance is that of whatever armor they inhabit at the time, though they as well possess Mist like any paladin(though not a Paladin themselves). That is to say, one can see within their armor their given mist color swirling around as a pool of energy. When within a Chancery, however, this energy turns Sapphire as Xan’s presence flows through them. Strength: The given strength of a Warden of Xan changes drastically depending on where they are. Though able to be played as a character in their own right and explore the world, they only have access to their true strength in and around the Chancery that they are bound to. When within their Chancery, their strength is comparable to an Olog. When in the direct vicinity of such(i.e. A Paladin base around the Chancery), their strength is lessened to that of a very fit orc. While in the region their chancery is in, they will possess the strength of a very fit soldier. Any further than this however, and their strength is comparable to a fit enough individual, able to function as your average fighter. It should be noted that regardless of where a Warden is, they are slow, comparable almost to a golem. The weight of their armor keeps them very much incapable of chasing people down easily. Lastly, a Warden is capable of casting Mist Manipulation wherever they are present, the same as a T5 Paladin; remembering this is an aesthetic-only ability. Weakness: Though it is already detailed that as they leave their Chancery, a Wardens strength lowers drastically until they’re weaker than an average fighter, it has not yet been detailed the process of beating a Warden in combat. This is easy - Destroying their armor is the same as destroying the vessel that holds them. The easiest method is to destroy their helmet entirely as their given weak point. Do such, and their energies will escape the armor and they will be “killed.” Outside of this, when their armor’s structural integrity hits about halfway destroyed, they as well perish in the same way. It should be noted that they do register pain as well, though they can shoulder it much better than one of flesh and blood. Dark magic of any variety would cause pain as though they were lit aflame where it touched them, though it does not necessarily damage the Warden any more than a regular person. Mental Description Mindset: A Warden of Xan is set entirely in their ways. If forged of a past Paladin, they hold onto their values in life jealously and are incredibly stubborn in changing such. If forged of a fresh mind, they will learn how to behave and act as a person, and gain emotions over the course of a month’s time IRL - though even then they are difficult to change once they have decided how they shall act. A Warden is, regardless, severely devoted to Xan’s Creeds and the protection of his Chanceries. To dishonor a Chancery is a slight upon Xan himself, and one of the most vile crimes one can perform to a Warden. They exist to guard these Chanceries, and will take it upon themselves to be the overseer of the one in which they were born from. It should be noted that once created, a Warden does not have any inclination or requirement to obey a Paladin. They are equals, and both a part of the Creed. Attacking a Warden because it does not obey you is breaking a Creed and can get a Paladin disconnected. They do not even need Paladins for upkeep unless they perish in battle and need new armor altogether. Otherwise, they will heal slowly in their Chancery when out of combat/roleplay at a rate of 10% of their armor’s integrity per IRL day. Mental State: Wardens of Xan suffer from the memories of their battles. Though slower progressing in fresh minded ones who have not yet fought, all Wardens will find that when at rest in their Chancery, memories of past conflicts they partook in flood through them. Particularly, memories related to Xan’s work, be it working for or against his Creeds. Perhaps they might suffer silently the agony of their failures, or dream gloriously of their victories and honor. Regardless, each of these possibilities should have a profound impact on the general mindset of a Warden. They as well are incapable of going against Xan’s Creeds. Within their mind, it is the singular most defining aspect of their existence. It’s physically possible for them to do such, but they should never wish for it. If, for some reason, they do break a Creed, the consequence is death, and banishment from Xan’s afterlife. Additionally, it is possible to corrupt a Warden. Chanceries themselves are easily capable of corruption, and such is why the Warden exists to protect it. But should the Wardens not be present or be bested, and the Chancery corrupted, their attitudes and behaviors will shift dramatically. Though they will not explicitly break the Creed, their perception of it will become warped with dark influences. Their view of order so forceful that they must enact it upon others. Perhaps they shall close off the Chancery and refuse to allow any Paladins to use it for connection, or demand that those of Xan’s ilk be brought forth for non-existent crimes. Though they should still not attempt breaking a creed purposefully, while in this state they are granted forgiveness enough to not be PK’d or killed for doing it. Paladin duties should draw them to try and save the Warden through purifying the Chancery, not destroy it. General Red Lines/Restrictions Wardens cannot practice magic. All Wardens are physically the same strength regardless of size. It is ALL based on how far one is from their own given chancery. Only two Wardens may be born per Chancery at any given time. Should a Chancery be corrupted by the presence of dark magic, the Warden(s) born from such will have their creeds twisted as well. They will remain in the chancery and defend it from everyone, including non-threats and those who arrive to cleanse such. Should a Warden break a creed, except in cases of corruption, they will perish - regardless of if they were caught doing such IRP or not. Their soul, forever after, barred from Xan’s realm. Wardens are made from those who played past paladins, though it is also allowed to create a new mind from nothing, given the presence of Xan’s sapphire mists. They start with a mind similar to a golem or other construct, though with the intense desire to protect their chancery and follow the Creed. Over a month’s time, they gain their own outlook and personality. Wardens, if made of past Paladins, must have the player’s consent and be PLAYED BY THEM. Characters referenced in the Paladin lore are to be judged case by case by the LT, if their players returned and wanted to play one. Wardens are ET ONLY. Purpose The purpose of the Wardens of Xan is to add an engaging and interesting dynamic to roleplay for those in and around Paladin Order’s, those in the same city as a Paladin Order may come accustomed to the sight of one of these constructs, it may even add to the guard roleplay, aiding the city as long as it aligns with the Creeds and the personality it develops. It would also make the process of corrupting a chancery a much more fun and engaging event for dark magic groups, having to fight the Warden where it is strongest in order to corrupt it’s ideals and throw a wrench in the workings of that Paladin Order thus creating more dynamic RP for both the Paladins and the group opposing them. More Information/Cited Sources All the links used in the creation of this lore: Previous Paladin Lore Xan Lore Lightstone Lore Credits: DELMODAN. The writer of the previous Paladin lore, who left us in a wonderful place to build from with the Lore Games. TSUYOSE. Original creator of Xan and Paladin lore. FURY_FIRE. Co-writer in creating this lore with the aid of the fellow Paladins. SAFFRYIE. Co-writer in creating this lore with the aid of the fellow Paladins. Came up with the idea for Wardens of Xan - Absolute unit. DEER__. Made a spell. MINEMANBAD. Lit a fire under our ass to actually get this done, and supplied a great number of ideas for various spells/Abilities. THEALPHAMOIST. Helped us to create our relation with shades in a way that was actually enjoyable. No arguments really. THA_MYSTERY_MAN. Literal major critique. I bet he vlogs at food restaurants. We changed so many things because of this man. KILLMATRONIX. Worked alongside Delmodan with the previous Paladin lore. All the other WONDERFUL Paladins and others who helped read over and critique. Changelog: [April 11, 2020] – Fixed the redline about loading/firing emote requirements to be in Holy Affinity: Ranged instead of Holy Affinity: Melee. Additionally added Mist Manipulation T5 Upgrade to the abilities for Tier 5 progression. [April 11, 2020] – Fixed the redlines to reflect the buff given to Paladin Spellslots; now 5, and removal of burnout. [April 11, 2020] – Fixed spells to remove unnecessary weaknesses. No more self-harming from Holy Affinity. Slight nerf to strength of the spells in return. Guardian’s Bulwark: Shield may no longer be broken through barely existing strikes. [April 11, 2020] – Returned the harming to dragonkin within Light Forge spaces.
  10. “This was unexpected as ****.” Lefkos would comment if he wasn’t lost somewhere, far from civilization. Regardless, he throws an upvote at the man.
  11. Won’t make a post, but here for anyone who’s interested:

     

    I got caught up in wanting to be the main character. Sorry. I’m taking a break. Might be for a while, might be forever, I don’t know yet. See ya’ll on the flip side ?

  12. As I saw it when I learned it, for almost the entirety of its existence it was strict high elf magic. The idea of a culture of magic related to another pre-existing culture is nice, but not if it’s the only group. The way a magic is RP’d and granted purpose is done by those who generally practice the magic. It’s one of those things that can’t exist as a strict, singular order given its make-up as something that lacks creeds or specific RP rules to its casting, such as a deity magic. You may claim it was something other than that, but it’s all I ever saw of it, as well as others. Near the end(with Iconoclasm namely) it split off into segments and that seemed to bring about some level of activity and use. When it was finally shelved, there were a solid group of us with a home and rping with human groups. I remember you were a part of that briefly yourself, before you died to make someone else into a Fi’ Mage. If it fails, it fails. Things like this are made on the off-chance that it wont fail, by those who genuinely enjoyed it when it functioned. If the lore itself is written solid enough then there’s no valid reason not to allow an attempt to be made. If it fails, the only people harmed are those who put their time into it, knowing that it might well not work out. There’s never a promise of successful activity of a magic whenever any lore is made, and it’s been the fall of quite a few. Some have made their way back up, and the intent with Fi’ is the same. Regardless, for my end I initially had no intent of making this until a week or so ago. Others would re-write it no matter what, I figured I’d at least try and make the magic itself solid enough to function and I hope you can see some level of reason behind that(I had to argue against Fi’ Enchanting :< ). I don’t intend on making Fi’ Magic my own main focus, but a few people do and I’ll watch and see how it works with them doing it. I have other unrelated projects lined up, this is mostly a favor to those who want to use it. I’d rather expected a response from you and hoped you would at least allow a chance to be made with it. If you truly don’t believe that a new set of people, a huge leap of time down the line, deserve a shot to make it something decent through RP and different standards of lore from loregames – Then I’ll respect your decision on it and stick away from further meddling, won’t even have an MA for it myself should it manage to pass, but this piece specifically belongs to the others and not me. I do urge you to at least be willing to realize the differences between now and then enough to give it a try, but I don’t intend to force it. Just my two cents on it.
  13. To answer this question, essentially their magic persists throughout Fi’ Mist. Whereas a fire evocationist might throw a spell and it would vanish on contact with a Fi’ Mage’s barrier of mist, a Shade Tendril would go right through and hit a Fi’ Mage. Same applies for Blood Magic. Their sources are too altered to generally be effected by Fi’ Mists. However! Should Fi’ Mists make direct contact with the Shade or Blood Mage, they would be incapable of creating new spells and would suffer mana-drain if they were actively casting. Pre-existing spells would remain. For instance, a shade with a single tendril would be able to maintain that tendril and utilize it to its full extent if they got caught in a Fi’ Zone, but they could not, for instance, create a second tendril. Or, if they were caught in a Fi’ Zone before they connected/summoned anything, they’d be incapable of starting up their magic to begin with. Hope that answers your question! If there’s more, for my poor rep-post ratio I have some dwindling hope to fix, drop me a PM on discord. Will/Fury#3108 Amber is corrupted mana. For the sake of having some counter in the darker aspect of things, we simply elected to view it as it was too altered to be interacted with in the same way. I wrote both this magic and unsound magic and took note of that. Unsound magic has a presence with only voidal magic, and their spells themselves don’t do nearly the same as what Fi’ Spells do. Unsound magic will count as any other voidal magic to Fi’ Mist. But, it should be noted in their mana-sensitive state, an Unsound Mage’s Negate Mana spell – which is essentially just a burst of formless magical energy – would severely cripple a Fi’ Mage for a bit. We took note of their interactions with eachother when writing, and as well constantly kept Mystery with updates of Fi’ as I did write Unsound for him, not for me. The magics take slightly similar directions but their roots and premises to exist are entirely different; to compare them would be similar to comparing Paladins and Clerics. Hope that’s it. If you have more, please drop a pm on discord – you already got it.
  14. Honestly his opinion makes or breaks lore how does a man unknowingly attain such power
  15. So is this one not by matty because he got gassed after his call outs in the last? this is a joke. I love you korvic
  16. RP Name: Lefkos Amethil MC Username: Fury_Fire Discord: Will/Fury#3108 What Nation Are You Affliated With?: Northgate Why Do You Wish To Come?: You know. What Skills Can You Bring?: Those of trained warriors and many Paladins.
  17. Lefkos would stroll through the high elven city. His nose wrinkled. Filthy. Filth, everywhere. He looked around and saw, past the nice clothes that those present wore, only the consistent lack of cleanliness upon the individuals. Perhaps, he thought, this is why they dress so nicely. To pretend the stink didn’t exist. To hide their greased hair behind fine jewelry and hats. Lefkos tried to turn his thoughts to other matters – like purity, for instance – but to no avail. He wretched and nearly vomited at the smell. To the astonishment of many, he turned and ran straight from the city. Next came Irrinor. He rested there, free from the reek of Haelun’or, instead replaced by forest-y smells and scents. Trampled earth, cow ****, leaves, flowers. Any of it was better than where he was. So at last, he closed his eyes and rested. Or he began to, before his eyes open and he looks around again. A familiar stench had met his nose. A familiar stench indeed, of body odor and axe body spray. In a sudden fright he stood and ran, seeing people pass by. How foolish of him, to think he could escape the smell here. The sweat, left for days on end on outfits and allowed to rise up and invade every orifice of his body, coming from the citizens present. Perhaps an ocean breeze would save him. Sutica came next. He walked in the city, not even bothering to care about the blatant idiocy and brainmelting powers of the people present. He took in a deep breath, smiling to himself at the smell of the ocean breeze, carrying with it salt. It seemed to drown out all else and he almost collapsed then and there – For he had not slept in days in his fleeing from the scent. But, on his descent to earth he caught himself. With wide eyes, he turned and fled, because even then the scent had returned. He had no more options. He ran, into the wilderness. Far from civilization and from anyone else before at last collapsing from exhaustion. And so he slept, alone. A fitful sleep, with dreams... Dreams of soap. But even the thought of such a rare and non-existent element brought him a splitting headache. And then he woke, in the dead of night. The monster had crept up on him once more... The horrible stench. And that is when it occurred to Lefkos, that perhaps the smell came from him. OOC: This a meme, but... Un-shelf lye.
  18. I’m not against this. I’d rather just every 4 months the entire mine world get reset, but this decent. Only question is – Can nations have mines like this?
  19. I lowkey miss having 2 T5 magics, 2 T4, and 1 T3. Even if it was impossible to really enforce because people just swapped them out.

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