Jump to content

Archipelego

Story
  • Content Count

    1253
  • Joined

  • Last visited

Community Reputation

1189 Godly

About Archipelego

  • Rank
    Famed Nobility
  • Birthday June 19

Contact Methods

  • Discord
    Archipelego#7156
  • Minecraft Username
    Archipelego

Profile Information

  • Gender
    Male
  • Location
    A dirty hole, Your Back Yard
  • Interests
    Noneyobusiness

Character Profile

  • Character Name
    Infinite
  • Character Race
    Infinite

Recent Profile Visitors

10793 profile views
  1. Paladins - Champions of Xan Forenote: This rewrite of Xannic Paladins is not intended as an insult to any group. It is not intended to establish superiority over any group. It is a product of my own frustrations over the current state of Paladin lore, and how the lore was shafted through the loregames process. I do not blame those that worked hard on the currently implemented lore. The basis of the rewrite I have here is Delmodan’s rewrite from before the loregames. Thank you to her for letting me use it. There were issues within it, but it’s solid lore that only disappeared because of the loregames. If any Paladin player has issues with the contents of this, contact me and maybe we can work something out. There will be no TA or MA wipe, but this will be an opportunity for people to drop the magic should they want to at this point. History “We are the sword that enacts Xan's wrath and the shield that protects all those we hold dear, even when betrayed. That is the truth of our path.” 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 forbade 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 in 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 a 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 lack of servants, that instead of disdain or dismay, the realm was, as a whole, changing. Thus the Aengul of Order and Guardianship saw fit to shift the magic of his servants once more. Their roots were long forgotten and it was time to give the knowledge and wisdom back. To invoke purpose in what they once were and find the meaning for them in this changing world. [For more in depth history, view Additional Info Section] Creeds “We exist as funnels. Not just o’ power, but o’ His vision. As we are His sword, He is our shield. Wield it, n’ give devotion through yer service.” Creeds are divine laws that the holy men and women of Xan follow, set before them by their deity since the creation and establishment of Paladinism. They have followed for as long as history recalls, with no intention of stopping. Creeds are guidelines to which they listen, bare necessities in how one should act, making it absolutely essential to follow them to the letter when it comes to it. If an oathbreaker’s deed reaches the ears of their brothers and sisters, it is their duty to search upon them, the follow up of which will usually be immediate disconnection. Since some Creed information has changed in this rewrite, I will specify: there is no retroactive Creed breaking, and anything done in the past before it was against a Creed does not count, as it happened before this was enforced. Creeds of Xan I. You are the child of the Maker, the Creator, the Divine, for it is HE who made all the First, the Aenguls and Daemons, and the Second, the Descendants. The Four Races, the Second Children, the Descendants, given life divine by the Creator’s breath, have Xan’s shield and his sword. For that reason, a Paladin may not put himself above descendants, for they are equal. It is also not the concerns of mortal wars which draws the Lion’s gaze. For always there is war amongst the Descendants for struggle is eternal, a curse of the Betrayer which cannot be given relief, a result of the first sins. So it is that the wars of mortals are not touched upon by the Lion’s Pride, for they are meant to be absolved by the descendants by whom they are waged. [Do not engage in descendant/descendant wars. All descendants are equal in the eyes of Xan and engaging in such a war is enacting harm upon descendants over politics. This is exempt if the Paladin’s area is directly affected by a warring/raiding party.] II. As Xan demands service from his champions, he expects them not to equate him with the same reverence as God, chiefly expecting it over worship. In the same vein, he allows them to serve other organizations and militias, as long as they continue following their order’s credo and do nothing that would count as breaking it. [Paladins may join any organization they want as long as it doesn’t break other Creeds. It also doesn’t matter if the Paladin worships another as long as the Paladin isn’t breaking other Creeds in doing so.] III. As all Paladins of Xan are equal before him, so they’ll treat each other equally and as brethren. No sword or mace or axe or any other weapon of warfare shall be raised in malice against the fellow followers of the Xannic belief. [Do not attack, betray, and/or kill fellow Paladins. This as well sending others to kill your fellow Paladins too. If an honorable duel is declared, then it is exempted from this Creed.] IV. While it’s said that the Order protects all Descendants from foulness, using the magic given to them by their patron, it should not be confused with offering said magic to just everyone. There’s a difference between selling divine artifacts for personal gain and teaching those willing of Paladinism. Offering divine artifacts in such a manner, whether it is trading in coin, power or favours, is strictly frowned upon and shall not be tolerated by either the Order or its patron. [Do not sell out your deity. This obviously means giving connections, deific artifacts, and/or abilities for money, favors, or personal gain. Donations or praise rewards given are fine, but not the sole reason for doing your duty.] V. The light is the fire in our hearts, the light is the wrath of Xan, the light is the Creator’s glory manifest, and with it we burn away the shadow, cleanse the darkness and all the taint within. The power of Xan is not used lightly, nor ever against the Descendants save for those corrupted and turned against their brothers. We wield the Light only in defense of them, only in service of Xan, or against those once-children of the Creator whose hearts have been made blackened ash, and turned to darkness. Never shall the light of Xan be used against a descendant, except in the most extreme of cases of those poor souls 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.] VI. A Paladin serves as an extension, the blade, of Xan’s will. As Aengul of Order & Guardianship, the forces of the dark that spread chaos and prey on the Descendant races must not be assisted nor permitted in their nefarious acts. The antithesis to Xan and his Champions, any Paladin who assists dark groups, participates in their misdoings, or observes without interfering as they harm innocents has forsaken their sacred vow to Xan and their duty. There is a fine line that can be walked, as far as tricking or infiltrating a questionable group. However, any participation or willful allowing in dark acts will result in this Creed being broken. [Do not assist dark groups in working their dark arts, committing slaughter, hurting innocents, or anything else that may jeopardize the Creeds. Willfully standing to the side and watching as they do this counts as well, as bad as if the Paladin had committed these acts themselves. Infiltrating or tricking dark groups is acceptable, as long as no Creeds are broken in the process and no dark or nefarious deeds are done or permitted in the name of ‘subterfuge.’ Above all, guardianship and order must reign supreme.] Redemption “Redemption? Please...it's just another word for saying you fucked up and now you give a damn about the consequences that happened because of it. If you actually care enough to amend what you did, learn from the mistakes, and fix what was lost. Otherwise, you are wasting everyone's time.” The zealous servants of Xan take the matter of their Creeds of the utmost seriousness, since the betrayal and neglect of them is tantamount to betraying Xan himself. However, Xan is aware of the mortal and flawed state of his servants, and even those who love and serve him may stray from the path in the worst of situations. As such, a path of Redemption was written into the streams and workings of Xannic magic, by Xan himself to offer salvation at a price for any of his Paladins who may have strayed. Realizing the Sin The road of Redemption for a Paladin is not one walked with ease, and is different depending on the Creed broken, which promise to Xan was undone through their sin. It all begins there, with the breaking of the Creed. Should a Creed be broken, a Paladin shall begin to suffer from a never ceasing existential dread, often viewed as the rage of displeasure of Xan’s connection within their soul, knowing of their sin. This can culminate into a variety of symptoms, from night terrors to developing mental illnesses and paranoia. However, these symptoms are only as obvious as the Paladin makes them out to be; they can be hidden and suppressed, though still felt. As in, they cannot be used to metagame or assume that a Paladin has broken a Creed, not unless the Paladin has made them very outwardly evident. The road of Redemption begins with confiding in a fellow Paladin of their sin, one who was not a participant in their Creed breaking, nor one who has broken Creeds themselves and not followed the path of Redemption. This is traditionally an elder Paladin or teacher, but can be done through a peer as well. The one informed of the sin, should they be consenting, will become the Warden of the Paladin. In this situation, the term ‘Warden’ refers to the watcher of the Paladin who wishes to redeem themselves. To Xan, this is an important step of camaraderie and healing, and it is through this ceremonious process that the pathway of Redemption is opened to a Paladin. The Path of Redemption Following the confiding in and the gaining of the Warden, the process can begin. The Paladin must correct their sin in order to regain Xan’s trust. Throughout this whole process, the dread within them remains, and they are vulnerable to the usage of the ability of disconnection. Only once the process is complete is the Paladin once again safe from the threat of having their sapphire ember snuffed out by a fellow Paladin, or even their own Warden should they fail to redeem themselves. Depending on which Creed was broken, the following punishment and reparations must be made in order to follow the path of Redemption. Reparations Upon absolving of a sin, and returning to their Warden and telling them, the pair must descend to a Chancery. Here, a deific rune must be carved into the body of the Paladin who wishes to be redeemed. This serves as a reminder, and as penance, for their sin and their hubris. The details of this and how it's done can be found in the relevant section on deific runes. A broken Creed can only be absolved once. Should a Paladin break the same Creed for the second time, they have proved themselves to be beyond Xan’s ability to help and are unable to follow the path of Redemption again. With each Creed broken and absolved, a new deific rune must be constructed on the Paladin’s body, never to leave their mortal coil so long as they live. Connection/Disconnection “Xan has allowed me this gift, so I may in turn give it to others. Thus we guide the lost and in turn, spread the light while banishing the dark.” Connection and disconnections to Xan are the holiest of holy writs that were ever a part of Paladinism. It is a marking and showing of the recruit of all their hard work and duty seen for them to be granted such a gift. As well a punishment to those Paladins that have broken the creeds and thus cast from Lord of Sunlight’s sight. For these reasons, they are never to be abused for personal gain or cast upon a whim. In doing so, you’re taking our Lord and his presence for granted, and there’s no place for stragglers in his court. Connection When a teacher deems a new chosen initiate of Xan worthy of taking upon the necessary steps, they will undergo a series of trials to test their will, courage, wit, pride, and resolve. If the initiate proves themselves and passes all the trials, they shall be taken under the teacher’s wing and be connected. As the student is brought to the nearest Chancery, the teacher then invokes a vision of sorts while the sapphire mists surround them. The core of their soul ignites with an eternal ember, brought upon by the one connecting them. This is the time the newly connected Paladin discovers Xan’s love for them taking hold of their very being, keeping them warm even when the last flickering light is engulfed within the darkness. The Paladin now reforged in their ideals of living to serve his duty. Disconnection However in disconnection, if a Paladin deserves their falling and it is known to their fellow brethren then the ultimate punishment may be given to remove the eternal embers within them. If it wasn’t, Xan will be sure to witness such and cancel the attempt. When a Paladin knowing the ritual of disconnection opts for this grave, extreme step, it should be for a very good reason. When the reason is deemed valid and a creed is truly broken, the Paladin must find and be directly near the one getting disconnected. Should the Paladin not have followed the path of Redemption and absolved the broken Creed, or if they have broken that Creed for the second time, then the process of disconnection can take place.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 are a myriad of other ways to punish an orderman, unless their conduct truly was horrendous. Effects of Disconnection Once the sapphire spark is lost in a Paladin, they would be permanently scarred on their soul, as one would be in any other deity magic. Their mind is left damaged, cracked, losing something it took for granted, leaving them permanently changed. Such effects include loss of courage, pride, finding any comfort in a loved one, and/or in a constant deep despair. Other Magics Upon taking up the duty and devotion of following connection to Xan, other magics are seen as 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 that 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. Chanceries “We give our service, duty, and respect and in turn, our Lord gives us guidance and strength.” In the days of old to even present day now, it was never Xan’s focus for his servants to worship or praise him. The Aengul instead only demanded duty for his followers to uphold yet as well, needed something to be able to communicate with them. For a place to perform such a connection or in times speak with the Lord of Sunlight, it was this notion that the idea and creation of Chanceries was born. To each their own, a Paladin’s own design of such a place reflected upon their own ideals of their duty to Xan. History is a true testament to this as there has been multiple different groups of Paladins and how they fought their enemies. As its most sacred location for the Paladins, a Chancery is a place where pools, braziers, caves, shrines, etc have 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 infuse 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 be able to dismantle the 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. Nature of the Mists “Into the darkness we humbly carry this torch. With its light, we banish corruption and fear, With its warmth we comfort the worn and weary And with this gift, we protect ourselves and others.” With the mists of Xan shifting once more, the spells as well follow suit. Their focus with more their crafting, hunting, and/or crusades are heightened and tailored with the changes of the realm. The Xannic mists now affecting all to some degree is a testament of the work of Sol Victa and her view of the Order of the world. However, the Lord of Sunlight holds value still towards mortals and thus re-defining it to fit the needs of Order and Guardianship. Aura of the Mists The quintessential component of the Xannic magic, for it is the thing Paladins produce upon casting and the substance they weave into their spells along with their own mana. The mist can be one of three colours significant in Xannic culture: Gold, Emerald or Silver. The three siblings are an example to this, showing the different parts of what the mists had been forged into. Herun’s Guardianship of Gold, Sarah’s Healing of Emerald, and Hilan’s Order of Silver. It is with the three symbolizing such that the mists today are still as they were long ago. There is another yet more dangerous form of the mists. The Sapphire Mist or any true form of blue is only able to be shown when the Lord of Sunlight is directly present. 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 very significant effect. Similarly, when positively affecting another person, such as, with healing, they too feel the Aura. Effects of Mists It is inevitable with this magic and the raw power that flows through the Paladin’s form that the Paladin’s body suffers to some extent from overuse of the abilities they emit and perform. Even with the changes of the mists itself, the Aengul of Order and Guardianship cannot undo the effects of his might and power that is felt within the magic itself. Thus in turn, a variety of effects can start to occur should the Paladin overexert themselves. The only spells that seem to otherwise not affect to such a degree is Utility Magic and Holy Affinity. With all others the effects begin to show. Starting at around the second cast of an ability summoned, whether it be the same one or another made, fatigue starts to definitely take its toll. Soreness in the muscles felt as if strained from a hard day’s work. A cast of the third or fourth of any ability, whether same or different, an eruption of pain is cast across the Paladin’s form. Their body straining under the light and power that flows through their bodies and thus trying to cast such spells are proven to become harder to perform and maintain. With the fifth cast made, the limit of the Paladin has now been reached. Muscle can tear or blood can be coughed up as well as agonizing pain erupts across their form. It is at this point that the Paladin can suffer falling unconscious, complete fatigue from over exhaustion, and/or suffering physically from pain and soreness for a time. Deific Runes It is with these burdens of raw might and power that an ancient ability has come forth in place to try and negate such destructive powers upon the body. The history, however, of Deific Runes is seen more as a curse placed upon a wicked soul, damned for eternity by the Lord of Sunlight himself for such crimes committed under his service. It is a bit of irony, yes, that the mists and magic known to remove curses upon the realm also has its own in some form or fashion. Yet to those that bear it, it's a reminder of what their duty is and the wrath of what they brought upon their Lord at the time. Throughout the years this has been seen and as well changed overtime. The fable Champions of Xan or ‘Keepers’ as they were more commonly known had such markings on their bodies. When they cast themselves down for a mundane reason or defiance of not wanting the mantle anymore, the deific runes would appear and a specific curse was placed upon them. But with every curse made, salvation is as well seen for this was shifted to be that of a blessing and a curse created upon the individual Paladin. The markings depict a story told and history invoked, creating a focal point that allows their power to flow through in a more pure form yet in exchange for an equal curse in return. Example of such is instead of extreme fatigue gradually growing overtime when casting spells, an old wound starts to open up and begins to bleed. The more the Paladin over exerts themselves, the more painful the wound becomes yet doesn’t result in killing them. After the recovery time is complete, the wound reseals on its own and thus the Paladin is mended. Some of these are quite harsh to have, yet it is something the most devoted do for their deity and duty to their Lord. The Deific Runes are in short, a different way for a Paladin to show their weakness/fatigue when casting their abilities. Instead of what is listed in the Effects of Mists, this gives a way to specifically design a drawback for your individual character that matches what is normally shown when casting to many abilities. This is in no way, shape, or form meant to be any easier or better than the Effects of Mists area and follows around the guidelines of reaching five abilities that the Paladin cannot do anymore. It is merely an aesthetic. To place such Deific Runes requires at least two Paladins. The one receiving the runes must at least be tier 3 to be able to withstand such a ritual. With the one chosen, the duo embarks down into the chancery area where the ritual is required to be performed. With a special, enchanted carving tool, the teacher carves out the runes on the body of the student that is specialized for each one. It is then that the student steps into the pool while the mists from the teacher are invoked. The whole area casts off into a veil of holy energy, infusing directly into the student’s freshly carved runes upon their body. The deity of course watching over this and regarding the trade off for such a request. Should the student prove themselves, the deific runes start to emit the holy aura of their mists color that signals the ritual is complete. Utility: The Mist Weaving Arts “Let the eternal ember within ourselves take hold and flow through our forms so that we know his fatherly embrace is forever guiding our hand.” The utility part of the Xannic mists enables the Paladin to learn and start with the basics of the magic itself. Its function is the very foundation itself with it building overtime and growing upon different aspects a Paladin can take to be able to perform their duties. All the spells seen are not able to be used in combat, but instead are different ways of invoking the mists to use for various forms and ways. Mist Manipulation is the base ability for the Xannic mists as overtime the Paladin can expand and have it grow with what they can and can’t do. As seen within the Tier System further down, the other abilities are able to be learned and used when the Paladin reaches the appropriate tier. Mist Manipulation From the beginning of when the first Paladin was born, 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 magic 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 of the mists 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 immediately. Emote Requirements (1 for connecting, 1+ for anything else) Example: Raising his arms to the sky, emerald mist begins to form around Ben and the nearby group of overlookers, seemingly brought towards him by curiosity. Around the small clearing rained a storm, yet the watchers were not getting wet, the mist dispersing as it hit their clothing, leaving a comfortable feeling in its wake. Thunder stroke. It was a very unsettling night inside the cloud. Aura of the Mists: Lion’s Roar Their auras already being able to cause warmth and comfort, Paladins have also been observed to be able to cast a more direct version of their passive ambience. The men and women able to properly activate this spell would expand their circle of passive influence unto others, moving the borders of their once close-to-personal aspects to up to 10 meters (10 blocks), whether with a defiant roar or a calming cry. The ability works on most folk, yet it seemingly doesn’t affect revealed beings of darkness. The individuals affected by the aura would find themselves as comforted and calmed by it as would they when embraced by the normal Aura of the Mists, their panic and fears dispersing. The newly expanded aura would go as soon as it arrives, yet leaving behind a lingering effect, 5 emote rotations. Emote Requirements (1 to connect, 1 to cast) Example: It was there that the group stood before the enemy in sight. Several showed fear and hesitation, as if there was lingering doubt in succeeding in such a venture. Even with the rise of shields, it was clear to the Paladin of the moral rather low. Thus, Ben stepped forward some with a silvery hue suddenly flashing within his gaze. The hand around the sword he carried would then start to tense up before raising high in the sky. A cry, or perhaps a roar, echoed across the area as a wave of holy aura erupted from the Paladin’s form. His words spoke confidence and courage into his allies while the holy aura emitting brought calm and comfort. A showing of hope in the battle to come, that seemingly lingered within each their own upon the Paladin’s side. The Ambuscade Rune The Xannic huntsmen of yore would often use this device to capture their stoic prey; usually in the forms of blackened beasts and blemished creatures. The means to forge this useful tool was once lost with the death of Henryk, the last Huntsmen of Sol Invicta's dutiful reign; lost to the Abyss. Alas, knowledge once lost, can be scribed once more, for those knowledgeable in the Mists of Xan had performed sacred divinations to recover the lost knowledge, and once more- they were enlightened. With this ability, a Paladin can summon a temporary trap to be placed and hidden on the ground. The trap in question is a deific rune of sorts infused into the ground with the outline of it visible when active. This may be concealed and hidden with the use of mundane means. When an enemy steps onto it, it binds them in place for four emote rounds. The victim in question is able to attempt to strike at the trap to break it, requiring two effective strikes of a strong weapon in order to break and disperse it. Given this ability, the Paladin is able to have at most two out at any given point. Emote Requirements (1 summon, 1 cast) Example: It was rather quiet in the forest where the beast was rumored to be. Anna furrowing her brows at the lack of songs from the birds or usual sounds one would hear within the area and thus knowing her target was near. With a quiet exhale of breath, she would start to focus. Gold mists weaving effortlessly with her hand just hovering near the ground. With Anna continuing to focus, the mists would flow downward and start to condense into the form of a shimmering, golden rune like patch upon the forest floor. It hums softly with Xannic light then fades with an outline depicting of it now placed. With a covering of leaves and bait placed, Anna would then move to hide and await for her prey to draw near. Combat: The Paladin's Arsenal “What are we, but stewards that stand against the might of undead, beasts unimaginable, and abominations that not even the wildest of imaginations can foresee?” The combat abilities within the Paladin’s arsenal are what allow the Paladin to perform great feats, yet it isn’t something that they fully rely on in the end. Each one is merely an extension of what they could do or achieve without it, and is there to use when a moment requires such certain abilities to be cast. It is with wisdom for a Paladin to effectively invoke their abilities right, otherwise the wrong move can be met with an unfortunate end. Below is the list of combat abilities a Paladin could summon to aid them. Holy Affinity Melee One of the easiest spells a connected Paladin would learn, as well as one of the least mana-intensive spells in a Paladin’s arsenal,the Holy Affinity is what is commonly seen when a Paladin goes into battle. The Paladin who has called upon the mists of Xan holds the weapon they wish to effect, spreading the light upon it from their palms. When the imbued weapon strikes, it creates a searing effect where it makes its mark. The weapon, as it is lit, colours itself in the same colour of the mists its wielder has taken upon, holding the spell until the wielder grows too tired to continue channeling his mana or he loses contact with the item. There are plenty of effects a weapon can produce once taken hold of, yet all of them are merely aesthetic in nature. A few to mention would be a constant ‘electrical’ surge running through the blade, to a more stable humming, glowing appearance, and so on. Emote Requirements (1 to connect, 1 to cast) Example: Emerald mists start to appear and flow about Ben’s armored digits, having the Paladin now focusing on the spell at hand. Its direction being the sword he wields as he commands the mists to flow down the length of the blade itself. As the mists continue to move and coat the edge of the sword, sparks of emerald like electricity course off the tip and length of the blade to signal the light now fusing into the weapon itself. Its form now imbued with Xannic light, allowing Ben to now focus on the fight before him. Range Whereas Holy Affinity: Melee deals with close quarter combat, Holy Affinity: Range is from the exact opposite side of the spectrum as being the effects of mist weaving upon a ranged weapon. Paladins using this spell weave their mists into creating ammunition from thin air, such as starlight arrows or bolts, disabling the need for a Paladin to carry any themselves. As a Paladin prepares to fire their weapon, their mists would form proper ammunition while they aim, then fire it. Once the arrow hits its mark, it remains within the target unless the Paladin disperses it with the max of four arrows able to be active. The searing effect on the projectiles is akin to a burn where it strikes. For larger siege weaponry, the strain and focus to maintain such a spell requires two or more Paladins to properly summon the needed mists and create a projectile befitting the size of the siege engine. Emote Requirements (1 to connect, 2 to cast) Example: Ben’s fingers would curl tightly upon the handle of the bow, staring directly towards his quarry as he slowly moves to position it before him. His breath calm and focused with the other hand now taking the bow string within his fingers to start to pull back. As the bow string started to pull back, particles of golden mists would start to form, condensing quickly into a straight line as the tip and shaft of the arrow started to appear. The image as if starlight while the Paladin continued to draw the bow string back and aim. With a faded breath, Ben timed his release well. The string would be released and send the arrow flying across the area to close the distance until it struck its target. The beast in question howled in pain with the arrow having gone through its flesh before dispersing completely, leaving the wound bleeding. Guardian’s Bulwark Having fought against villainous curses of unsightly magics, as well as mighty beasts to take down and remove such a threat upon the realm, Paladins have been given access to proper protection against the abnormal through the ability known as Guardian’s Shield. Paladins using the spell can create a pseudo-transparent shield or frontal wall of sorts to fend off both magical and physical attacks alike. Shield When a Paladin invokes the Guardian’s Bulwark ability to create a shield, any form of shield is able to be conjured. The strength of this shield is superior in its protection from any form of magical attack, rather than a physical resistance. This includes dragon’s fire breath, a beast’s poison spit, alchemical effects, elemental attacks and so on. Physical attacks is however where the weakness of this shield lies. While it can withstand several good hits, around four solid hits on the shield itself it would then be too much to be able to be maintained and shatter upon the fourth solid blow. When that occurs, the physical force that shatters it would get hit with a knock back that moves said enemy back five blocks. Emote Requirements (1 to connect, 2 to cast) Example: Adrian stands before his opponent with a calm, focused breath. His gauntlet outstretches to his side while silver mists start to be conjured around his armored digits. This direction is random at first with twists and swirls around his hand. As he maintains his focus, the silvery particles would extend forth, stretching outwards as the holy light would start to take on the outline of a heater type shield tailored to the Paladin’s form. Its appearance is still weak and not fully set as it weaves and condenses down to a more solid mass. With a steady exhale of breath, the silver mists would finally finish its work, now producing a firm, semi-transparent heater type shield that is able to be wielded by Adrian. Frontal Wall While the shield part of the Guardian’s Bulwark is less straining, the frontal wall aspect of it takes far more time and focus to maintain. When a Paladin summons the Frontal Wall, a semi-transparent holy wall is cast in front of the Paladin to ward off attacks. It’s range is three blocks wide, four blocks tall, yet one block distance from the Paladin itself. This form of attack is immune to magical attacks, much like the Shield, however it cannot take more than four heavy solid hits before it shatters completely with the knockback ability activated. On top of this, the Paladin endures pain within their bodies from each blow struck. A sacrifice counter, given this ability is meant to protect others from the assault of enemies. Emote Requirements (1 to connect, 3 to cast) Example: Laurina would stand firm before the mighty beast. Her comrades at her side as the creature would start to depict a charge up, a sign to the veteran Paladin to begin focusing. Emerald mists would emerge from her gauntlet while keeping a steady breath. The creature’s head winds back, parting its maw as it continues to charge up. Laurina didn’t get deterred nor falter with the emerald particles now flow outward in front of her body. Its cast extended wider and higher with each passing moment as if a semi-transparent veil was starting to form before the crusaders. Several arrows were shot at the mighty beast, yet it continued on with fire now being seen from its maw. The Paladin continued with their spell, having now the emerald mists stretching further to the sides and upwards some in the shape of a large semi-transparent wall of sorts in front of the paladin and her allies. With the flames now cast by the beast, it shot towards the group before it. Laurina’s stance is strong as the shield finally condenses into a solid wall of holy light, having the flames strike up against it to no avail with the Paladin clenching her teeth. The attack from the creature warded off from the shield conjured. Sun’s Spear Traditionally grounded in their workings, the chosen of Xan have had a long history of dealing with aerial foes. Sun’s Spear allows Paladins to create a brilliant, yet volatile spear of light, more resembling a lightning bolt, yet of their chosen colour. When thrown, the projectile is packed with raw power, able to stun and ground lesser aerial foes of up to maximum size the likes of a dragon. The stun can last two to three rounds depending on the creature in question and the ET/LT hosting the event. Bigger foes would require more activations of the spell. Elder dragons, such as drakaar and dragaar, and other foes with size relating to them, would require around four successful strikes of it. Regarding ET events, communication is key with the ET/LT in regards to invoking this spell and using it against said creature in events. On grounded foes, this spell has no effect and gets negated into the earth. Emote Requirements (1 to connect, 2 to cast) Example: Ben moves his arm to his side in a stance akin to beginning to throw a spear. Particles of silver mist appear about his armored digits while his sight is on the mighty aerial foe in the sky. A deep, calming breath exhales from his lips while he furrows his brows. The particles of silvery hue now flowing upward and down in the outline of a shaft with an silver electrical charge coursing off every now and then. The light itself became condensed down with raw power as the Paladin now would focus and begin to aim. With the aerial foe now in range, the Paladin would then let loose the spear. Its course is that of a bolt of lightning, shooting forth through the sky as it aims to strike right up against the chest of the mighty beast. The impact, almost immediately, stuns & locks up the foe, with its form starting to fall towards the ground below. Mist Weave Armor The ability of Mist Weave Armor has a long, lasting history within the Paladins. The spell has changed and been reworked by the Aengul of Order and Guardianship to be perfected and usable for all paths his servants can take. For when invoking this ability, the Paladin is coated within the Xannic mists to place temporary armor upon them so they are protected against foes. This spell however cannot be used if armor is already on the body nor can it enhance/add features on what is already worn. An example of something not to do is say coating a gauntlet with Xannic light to be more durable. As well, the type of armor can depend upon what the Paladin wishes. The strength, weight, and durability factoring in with the max comparison of steel. For those Paladins that are archers, they can most definitely cast a lighter attire armor for protection. This armor works the exact same as all normal armor and must be RP’d of what type it actually is when emoting. When the armor is damaged, aesthetic cracks would form along where it was hit before that section disperses completely. Emote Requirements (1 summon, 2 cast) Examples: John stands within the courtyard of the keep with a silent sigh towards his duel partner. The silver mists now start to appear and weave to his command around his fingers in a masterful display of Xannic light. With a slight movement upwards with his hand, the mists start to flow along his arms and towards his torso. Its shape forms an outline of a typical iron plated armor set as it moves across his chest and down towards his lower abdomen then legs. As the silvery mists continue to flow, it now begins to condense down and form into a solid, armor set. The weight adjusted to what he can handle as if wearing an actual armor set. With a roll of his shoulders, John would then begin to pull out his weapon and start the duel. The Art of Mist Healing “Through the salvation of others, we save ourselves. Deliver the salve and bring comfort to those in pain.” As much as the Lord of Sunlight is an Aengul of Order, he also extends his hand to those in dire need and mends their wounds so they can continue on. A testament to what he holds towards the Descendants of this realm, the Healing Mists Art allows the Paladin to enact the will of Xan through the form of Xannic mists to seep into the wounded and mend injuries. However, this is not the Aengul of Order and Guardianship’s strong suit. While the mist itself is able to seal off wounds, it cannot heal any deeper past that. A quick sealing upon the battlefield so the wounded can be helped later on. What is left, however, upon the flesh is scars, even with burns of the second degree. Though the mending of wounds are not deep, the soothing of pain however is. The mist itself can act as a numbing agent of sorts, capable of removing the feeling of pain while others tend to the wounded in question. Emote Requirements (Requires 3-4 emotes) Example: Amelia takes a steady breath as she begins to focus. Emerald particles start to appear around her gauntlet while it seems to hover just above the small cut upon the woman’s arm. With a silent prayer to herself, the Paladin began to allow the emerald mists to swirl and extend towards the woman’s flesh, creating a tether upon the broken skin so it could start to seep down and begin the mending. Slowly, but surely, the emerald particles would start to sluggishly close up the wound itself. During this point, a soothing sensation of a fatherly warmth washes over the woman in question as it casts out the pain that came from the cut itself. With the wound now closing completely, Amelia would give out a deep breath from the ordeal. The emerald particles now retract back before the tether severs completely. It took some effort and exhaustion no doubt, however with a flick of her wrist, the emerald mists finally dispersed. Purging “It is our grace, will, and resolve that stand between the descendants and the ever consuming darkness. Let not for them to fall as we will not remain idly by to allow such foulness to engulf their bodies.” While the art of healing itself is not as strong as those of Tahariae’s Light, Paladins excel in the art of purging blemishes upon a Descendant’s mind, body, and soul. The direct flow of mists into the victim in question causes extreme agony as the foul magic in question is seared away, before being replaced with a soothing sensation of a fatherly warmth. Curses or hexes of any sort take heed to this ability as this is where the Paladin’s light shines true. Though some cannot be fully removed, it still leaves a devastating impact to those carrying such blemishes. Diseases, poisons, and other ailments on the body or within an object that isn’t labelled a curse or hex steps beyond the reach of the Paladin able to purge. Though with certainty, Xan’s will is merciful in regards towards Descendents. Thus to any degree, the purge ability cannot be used on any to ‘test’ to see if they are indeed cursed. To randomly act upon any Descendant without truly knowing or seeing the true curse goes against the duty of a Paladin. On that same note, the target in question must be unable to move to any major degree, for the concentration upon such an ability is staggering. It, therefore, cannot be used during combat. Emote Requirements (Requires 4-6 emotes) Example Ethen stood before the cursed individual in question, having now restrained the firmly so they could not struggle free. The infliction itself was seen clearly by the eyes of the man being pure pitch black, revealing that of the shade curse. This however wasn’t a powerful shade, one not yet connected to a shade gem by the look of it. Thus the Paladin would begin their focus. Silver mists would erupt around the gauntlet of the Paladin now, having now fixated on the man in question who couldn’t move from the bonds and cursing whatever the shade within wanted to say. As the particles would take full effect, the Paladin would then move their hand over to place on the person’s flesh. The tethering of the mists would now begin, seeping down past the skin of the man and now flowing forcefully throughout their body. The parasite held upon the soul screams out in utter agony that was reflected by the voice of the man bellowing in fear, anger, and pain, having now feeling the searing wrath of the Lord of Sunlight coursing through their very being. The person jerked and pulled against the restraints yet the bindings were too strong to simply escape from the Paladin’s purging upon them. The light continued its work while the Paladin’s breathing started to heavy with beads of sweat dripping down his face. Suddenly the last of the abomination dark magic within the man itself had finally been seared away. With that, the man’s agonizing pain would start to vanish. As if a fatherly warmth had washed over their body and cast away all the pain they were receiving. Ethen would then start to pull his gauntlet away, having the silver particles retracted and severed from the flesh before dispersing completely. Various Curses In the case of some curses however, the darkness upon one’s soul is so deep that it cannot be purged no matter how much of the Lord of Sunlight’s mists sears into the body. These curses which cannot be removed are instead weakened greatly in a variety of ways, depending on what it is. Here are the effects of each curse and how the purge ability affects it. Additional curses and how purging effects them may be added in the future, with communication with the loreholders of said future magics and with approval of the Story Managers. The Art of Sacred Artificery "His might is our weapon, His mercy is our shield; Let the light seep into our crafting, So our enemies may know his wrath." The Aengul of Order and Guardianship enacts his will in many forms. Most notably out of all his brethren is the forging of relics and weapons to invoke his wrath and smite down upon his enemies. His legendary forge high up within the Lord of Sunlight’s realm is the birthplace of the fable Golden Lance, Sun’s Radiance, and other artifacts. This sacred gift was brought down and knowledge granted to his most loyal of servants. Thus the hidden art of Holy Alteration made way for his mortal servants to craft onto the realm artifacts that would aid in their fight against the likes of dragonkin and dark abominations of the Betrayer. Throughout the history of the Paladins, it has been passed down from person to person. Each one refining and finding their own creations come into existence, until that day when the Lord’s Will cast off all of the relics and stored them away in his vault. Though most have not been seen since, the art of Holy Alteration remained and shifted once again. Xan’s will is ever changing and so too 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 to create enchantments upon objects, whether it be a small necklace to a large weapon, that is infused with Xannic light which is then able to be invoked for its intended effect. The mist itself is very versatile and able to be formed to what the Paladin wishes for it to be. For smaller objects however, these tend to only know certain effects without the pure condense light breaking it asunder. For larger objects, the mists are able to take hold more effectively and the creation of various effects extends further. The Forge of Sunlight 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. However, the Sunlight Forge is not capable of its max potential. Without the addition of the fabled Lightstone within the Forge, the Forge would be incapable of producing major enchantments. The addition of Lightstone would allow for the full potential of Xannic energy to fill the Forge. Unlike in the past, once created, a Sunlight Forge does not need recharging. However, it can still be destroyed or removed simply with mortal hands interfering with the Lightstone or desecrating the holy runes. Creation 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. Dragonbone in particular is one of the things known to be worked on by Paladins, given the Xannic mists’ effect on dragonkin of any sort. This enables them to carve out pieces using tools infused with Xannic mists. 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. Each minor enchantment requires a different gem, outlined below. The usage of Lightstone is necessary for two minor, and all major, enchantments. Gems 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 an addition be passed by ST. 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 list of major enchantments really falls upon the list of spells in a Paladin’s arsenal. Most spells are able to be used on a large object with the list shown below. For most of these enchants, only a Paladin is able to wield its ability as it requires the Paladin’s mists to invoke the magical property. For some however, anyone may use them, except for those of dragonic origin or exposed dark beings. A major enchantment is activated through one simply ‘willing’ it to activate. It can be deactivated similarly, however doing so will cause it to lose any remaining energy and require recharging. Activating a major enchantment requires the same emote times as their spell parallels. The object will glow and activate with the mist color of the one who forged it. Should the item be let go of, it will deactivate. The exception to this is the Ambuscade Rune, which is intended to be separated and laid as a trap. Each major enchantment has limited usability, deactivating after a time of being activated. Those times and other specifications are below, and are to be followed for any major enchantment item. To ‘recharge’ a major enchantment after draining, it simply needs to be sat in the sun so it’s Lightstone can regenerate its energy. This is for a thirty minute period, outside of combat. Lists of Spells Limbs of Light “He is the warmth, the light, the fatherly embrace that holds and protects us in the everlasting darkness. His voice gives us strength. His roar gives us courage. He who will not abandon us and in our moment of absolute need, he will be there with his guiding light.” From a vision of the Lord of Sunlight himself, the original creation of the Limb of Light was granted to those Paladins that had fallen useless in their line of duty for the loss 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 too 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 Lightstone 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 quite as smooth or dextrous as a normal Descendant limb, too foreign for such, but strength and speed can be gained depending on experience and the materials used. The materials used are of the utmost importance, and effect the versatility and abilities of the limb. A very heavy but strong metal would mean the limb is slow and sluggish, but capable of taking more damage and has higher resistance. Using something lighter but more fragile would obviously grant more speed but allow it to break quicker. It’s all relative, and the materials used must be considered and described. Tier Advancement “It is not the mists that truly define us; Instead, it is merely an extension of ourselves. We wield such with mastery and resolve, So our enemies may know our true might and prowess.” As a Paladin begins their journey, the internal ember within their soul is at first small, but steadily grows over time. With each swell of inner flame, more abilities are unlocked and able to be learned by the Paladin. The tiers below depict the progress and list of spells the Paladin is able to learn each tier. It is of note that the Paladin cannot learn more advanced spells until they are the appropriate tier. Credit Additional Information
  2. no official one. privately, when i submitted my draft, i got met with a stonewall of ‘no.’
  3. fellas i tried for guns, campaigned for em and wrote a proposal. got shot down hard 😞
  4. The Techlock Announcement This post is a server wide announcement, announcing the finishing and approving of the Techlock Project, which is now available on the forums to be read and accessed by the server and all players. The contents of which can be found at the link at the bottom, linking you to the hub page of the six categories within the Techlock. Additional information can be found on that hub page, and the specifics of each portion of the Techlock can be found on their own relevant pages. The project has strove, throughout its duration, to be interactive with the community. However, it’s still possible there will be questions, confusion, and disagreeing opinions with this announcement. If anyone has any of the above, feel free to PM me directly, or PM another Lore Sect ST, who can answer for me or direct the question/concern to me. If major issues are brought up that are valid complaints, we will consider them and possibly make a change to rectify it. This doesn’t mean we will, it is at the team’s discretion, but we are open to feedback and criticism. Special thanks to TheRainbowRoyal & Auric_Saint, who assisted greatly in their capacity as writers, as well as all the helpful and active faces in the discord. Additionally, as far as support from the team, I would like to thank Sorcerio for assistance in drafting the documents, and Dardonas for coming up with our categories to begin with. Here is the link to the hub page. Happy roleplaying. - Archi The Techlock Project – Hub Page
  5. The Techlock This is the hub page, or master thread, of LotC’s ‘Techlock.’ For those who are unaware, the Techlock is defined as the technological limitations in place on LotC. Given LotC is a fantasy medium, this isn’t directly comparable to a real life time or date in the medieval period; some things are allowed, other things are not. As such, the following links below should assist in figuring out what is and what isn’t allowed. The Techlock has been enforced for years, but has never been written until now. This is a tool for players to see on paper what they can and cannot do. This is through six categories, which can be found below. Armaments deal with weapons and their usage, primarily ranged ones. Medical deals with medical roleplay, standards for medical technology, poisons, and more. Tech-Power deals with higher concepts like steam and alternatives, and where they stand on LotC. Metallurgy deals with metals, blacksmithing, and the strength of metal weapons. Tech-Magic deals with the infamous ‘magi-tech’ of LotC, and what is & what isn’t possible. Transport is a bit of a more miscellaneous category, dealing with things such as hot air balloons and other things. CATEGORIES: Armaments: The Techlock - Armaments Medical: The Techlock - Medical Tech-Power: The Techlock - Tech-Power Metallurgy: Techlock Project - Metallurgy Tech-Magic Complexity: The Techlock - Tech-Magic Complexity Transport: The Techlock - Transport
  6. The Techlock - Transport Transportation, i.e. boats, hot air balloons, and carriages, serve no ‘purpose’ on LotC, at least at the moment and how fast travel is gone. Yet, they serve an important purpose in the aesthetics of a location, and as such will be addressed in the Techlock as well as the extent of capabilities with them. On Land Transportation: Land transportation, i.e. carts and such used to be quite important before fast travel was removed. Despite serving no mechanical purpose, they serve an important part of the aesthetic of some locations, and we will be defining the extent of them and their capabilities. Carts & Carriages: Transportation on land is limited to things such as carts, carriages, and other animal drawn vehicles. Magical equivalents are possible, for example a MArt for ‘arcanist horses’ to pull a carriage. The need for this isn’t really there, as fast travel isn’t a thing anymore, but the option is there for possible aesthetics. Trains: Large steam trains and other things are not allowed, though the comprehension of tracks and carts and minecarts is there and things such as roller coasters and minecart lines can be constructed for mechanical reasons. This could change should ‘train’ lore be accepted in the future. On Sea Transportation Sea transportation and boats are just as important as things such are carriages, and are an important part of the aesthetic of ‘trade ports’ and other locales. As such, we are defining the extent of them. Sailboats: LotC has many fantasy elements, and so unnaturally large ships, unrealistic builds, et cetera, are mostly expected and accepted. However, unless there’s some other excuse for how a ship is ‘powered’, sails are generally required. Steamboats: Steamboats have been a thing for a long while, and are allowed to continue existing. This is limited to boats in this situation, however; you couldn’t have a steam based land vehicle, for instance. On Magic & Extraneous Transportation Sea & land transportation covers the majority of ‘transportation’. However, there are a few concepts such as teleportation and possible air travel that haven’t been covered, and that’s what this subcategory is for. Air transportation: The only ‘air travel’ permitted is hot air balloons, and hot air balloons cannot serve any mechanical purpose beyond aesthetic. Ie, floating around a village during a festival, and the likes. They cannot be used mechanically in a warclaim or skirmish or anything of the equivalent. Credits: Sorcerio Archipelego
  7. The Techlock - Tech-Magic Complexity Magic & technology crossovers, generally titled ‘magitech’, have existed on LotC for a long while. It has a long history of sometimes questionable usage and ripping straight from IRL equivalents, something we will be circumventing through the Techlock Project. In an attempt to clarify it further, we’ve broken it down into two categories, which will be explained below. Those categories include ‘modern’ adaptations via magitech and the limitations on them, and enchantments that mimic ‘hi-tech’ things. On ‘Magic-Modern Adaptations’ Before we get into the details of this, I should explain what this ‘means’, exactly. The term ‘Magic-Modern Adaptations’ refers specifically to the concept of ‘mimicking’ IRL technologies. This ranges from simple concepts such as a runic blender, all the way to more advanced things like computerized AI. Magic-Modern Adaptations: In a broad sense, these things are no longer allowed. Magic is not an excuse to circumvent the rulings found throughout the rest of the techlock. IRL technologies achieved via ‘magic’ as an excuse are, for the most part, uncreative and poorly done. Possible Applications of ‘Magic-Modern’: The above can be somewhat restrictive. This is because of the fact what is ‘modern’ is entirely debatable and that can lead to vague rulings. As such, this clause is put into place: ‘Modern’ ideas can be achieved, so long as they’re done in a creative, unique, and ‘Lotcified’ way. An example of this is the runic blender. That could be achieved if it wasn’t done in the normal, IRL blender configuration, but instead done in some different way. Built differently, blades elsewhere than in the center, et cetera. Creativity is beneficial. Make things your own, don’t just copy IRL. These devices should have at least a somewhat distinct and unique aesthetic and appearance from their ‘IRL equivalents’. This does not allow the creation of things such as smartphones by thinking out of the box, however. Certain things, which are inherently anti-setting on LotC, are persistently disallowed. On ‘Hi-Tech’ Enchantments Occasional lore loopholes exist that allow for unexpected eventualities, leading to this issue. Advanced, science fiction-like ‘AIs’ that aren’t fantasy constructs, HUD interfaces on technology, et cetera. This is meant to address, and limit, said things to prevent the theme of LotC from being lost and spiralling out of control. ‘Hi-Tech’ Technology & Enchantments: The facets of this clause are much similar to those of ‘Magic-Modern’, much because they’re the same thing explained in two different ways. Simply put, anything of this variety, i.e. 'hi-tech’ enchantments are no longer going to be permitted should they break the medieval fantasy theme. Functionality of these things can still, for the most part, be reached. However, the ‘hi-tech aesthetic’ is not something that we’re going to be allowing. Credits: Sorcerio Archipelego
  8. The Techlock - Metallurgy Metallurgy is one of the more crucial areas of the Techlock. The question comes up frequently in how ‘far’ people are allowed to push and make things. As such, we have created a solid guideline for the ‘limits’ on LotC metallurgy, to help clarify things and prevent future issues. On Metals and Metallurgy: Metal on LotC is a tricky subject. Given the world LotC takes place in, war is a constant, and where there is war, there is metal. Throughout the years, we have had a dozen or so metals widely used, which then die out due to being overpowered and removed, or falling into disuse. Skah-irun, Thanium imbued metal, Bloodsteel, Meteorite, Slayer-steel, Mythril, and Carbauraum just to name a few. Alongside such, the methods by which players work these metals has also fallen to equal inconsistency, in early days it being claimed so far as steel not existing and there being little more than simply repeatedly hitting a piece of iron to make a finished sword, yet going so far as some claiming to have created steel with such a high carbon content, as to be harder than even modern day industrial steel girders- and the creation of electro-aluminum furnaces. It is the goal of this document to fully define what can and cannot be created with metal in this document, both as to restrict people from the creation of mega-metals and modern metallurgy, but also to allow for one to be creative with the magic and technology present in the world of LotC. AVAILABLE METALS/MATERIALS: The following is a list of all mundane and non-magical alloy-able metal and materials one may work into metal. This list does not include metal treatments, such as acid for acid etching, or oil for quenching, solely non-magical elemental materials and metals. One cannot use any other real life existing metals, unless a submission is made on the way by which those metals would be refined. Iron - Mined, refined from smelting ore or in its native form. Able to be refined into steel. Copper - Mined, refined from smelting ore or in its native form. Lead - Mined, refined from smelting ore or in its native form. Tin - Mined, refined from smelting ore or in its native form. Nickel - Mined, refined from smelting ore or in its native form. Bismuth - Mined, refined as a byproduct of antimony, refined from smelting ore or in its native form. Manganese - Refined as a by-product of iron, or refined from smelting ore. Gold - Mined, refined from smelting ore or in its native form. Silver - Mined, refined from smelting ore or in its native form. Antimony - Mined, refined from smelting ore or in its native form, as well as a byproduct of bismuth refinement. Platinum - Mined, refined from smelting ore or in its native form. Phosphorous - Refined from urine, bone ash, or from the smelting of phosphate crystals. Arsenic - Mined, refined as a byproduct of copper, or found in its native form. Steel Production and Limits: The production of steel is to be somewhat limited in the carbon content it can bear. Though individual billets may be carburized with case hardening, large scale production of ultra-high carbon steel is not possible. Mid-carbon to high carbon steel, (that being 0.5%-0.9% carbon content) is possible through the creation of crucible steel, or forge-welding case hardened billots together. One is not able to create steel of a higher carbon content than 0.9%. For applicable reference, “1095 Carbon Steel” would act as a suitable IRL reference for the pinnacle of steel possible on LOTC. The strength limit likewise applies to steel variants, such as black-ferrum, or Daemon-steel. Available Techniques, and Limits: As of current, concepts such as powder-metallurgy, electrical based smelting or metal cutting, water-cutting, photochemical machining, and other such techniques for metal-working are not possible, and the means by which metal can be shaped is restricted to being physically worked, (whether heated or cold-worked), cast, or molded with the use of transfiguration or applicable shamanism. Given there are metals on LOTC that are noted as being stronger than steel, it has been elected that a hard-cap be put on the durability that may be given to an item. The equivalent to such a decision is that of 1.25% carbon steel, or ‘tool steel’. Though in terms of weaponry and armor, all this roughly connotes to is the item not breaking as easily. A blue-steel sword, for example, would not be able to slice through a steel cuirass or bend another’s blade simply due to contact, however, the sword would simply not lose its edge as quickly, bend, or bend as easily. Armor-wise, force will still travel through harder metals, it will simply not be dented as easily. A blue-steel helmet for example would offer roughly the exact same protection an average steel helmet, something with the great enough force to pierce through a steel helmet would most likely still pierce through a blue-steel helmet, yet lighter blows and strikes are reasonably not going to dent the blue-steel as where they would begin to damage a standard steel helmet. As of current, the only metal to be near this hardness cap is the Carbauraum-Steel alloy, Bluesteel, with an equivalency to 1.15% carbon steel. Lunarite and Qali steel both bear a rough equivalent to 0.9% carbon steel, equal to the peak of regular steel possible in the world of LOTC. Credits: Auric_Saint
  9. The Techlock - Tech-Power This part of the Techlock addresses things such as steam power and other ‘power’ concepts. An example would be electricity, but widespread electricity and any usage of said power is not permitted on LotC, at least at current. As such, we will be defining the forms of ‘power’ that are applicable on LotC. On Steam Power The way steam power works is going to remain much the same as it has, albeit with some clarifications to help ensure verdicts on things are persistent and based in written word. The Steam Aesthetic: Steam power is used, for the most part, to achieve a certain aesthetic. This is the case in dwarves a lot of the time, and we have no wish to strip that. As such, we’re going to be allowing ‘aesthetic’ usages of steam, such as in a city build. However, ‘steam machines’ or anything of the sort that may give a specific advantage are not being permitted. The exception is things such as steam boats, being defined below and in the Transportation section of the techlock. Steamships: Steamships are another thing that have existed for a long time, and will continue to exist. They are, of course, nonfunctional as fast travel doesn’t work. However, they do exist, canonically. As far as constructing one, you should learn how steam works from someone who does know, you can’t just ‘know’ how to make something such as a steamship. On Redstone Redstone has been in a sort of weird state over the years on LotC. Given the inherent mechanical versatility of redstone, and how that may interact with roleplay and the ideas behind tinkering, this subcategory is dedicated to giving clear guidelines behind the ideas of redstone. Mechanically: Redstones can be used in mechanical contraptions, such as piston doors and other things. This isn’t an ‘IRP’ usage of it, however; it’s just a mechanical way to accomplish things such as hidden doors, among other things. Roleplay Redstone: Redstone in roleplay has some uses, such as in Alchemy or in other cases. However, it can also be used in invention posts as an explanation for a conduit of energy. The basis for that, how it works, among other things, are all accessible on the updated redstone lore within the alchemy rewrite. It must be noted no ‘inventions’ and such are accessible with it until written, but it’s an avenue for achieving such things. Credits: Archipelego
  10. The Techlock - Medical This is one of the six categories of our Techlock, specifically dealing with medicine, surgeries, herb usage, and medical technology. Given the broad range of this category, there are several subcategories below to make up the specific details of this part of the Techlock. These categories include surgeries, herbs, poisons, medical RP and medical technology. On Surgeries: Surgeries on LotC are a very broad thing and have a history of misuse and general powergaming the capabilities of mundane medicine. As such, this subcategory is meant to circumvent that by making some simple and hard lines for what surgical procedures on LotC are possible, as well as the details of such. Surgeries Normally Last Hours: Surgeries take a long time, at minimum something like six hours. I’m not asking or expecting you to RP for 6 hours straight of medical RP, but it’s important to remember for narrative healing time and so nobody gets ‘instantly fixed’ to get right back to fighting, instantly healed up. Even if your surgeon emotes the process within ten minutes, that doesn’t mean the process takes ten minutes. As a surgeon, you should be RPing how long some things take, and that should be up to at least a few hours depending on the surgery. Surgery Limitations: There are limitations on what mundane medicine can do, particularly on the technologically locked level of LotC. For instance, 3rd and 4th degree burns cannot be simply ‘healed’. These kinds of burns leave what tend to be permanent nerve damage in an area. The same applies to large wounds, or something that’s injured someone’s internals. Because of the limitations in place, the amount we can do for internal wounds or bleeding is extremely limited. To account for these issues and the vagueness of them, we have composed surgery groupings below, of current LotC procedures and surgeries that can be undertaken. Current Surgery Types & Limitations: Below are the variations of procedures that can be done, based on the various body systems and how they can be affected. PROCEDURE NAME: Musculoskeletal Surgery (Muscles, tendons, bones, joints, ligaments). PROCEDURE DETAILS: Cutting, stabbing, deforming, moving of any component of the system. INTENDED EFFECT: Relieve pain, repair joint, remove debris from the muscle tissue/subcutaneous layer. POSSIBLE RISKS: Further damage, or edema, of the joint, tendon, or ligament, bleeding out through the cardiovascular system. REDLINES: Surgery on joint aside elbow & knee will end in permanent deformation, tendon performed surgery will end in permanent damage & edema, surgery on the ligament will end in permanent damage & edema. PROCEDURE NAME: Cardiovascular (Veins, capillaries, arteries, heart). PROCEDURE DETAILS: Cutting of the heart, arteries, or veins. INTENDED EFFECT: Relieving of disease/pressure. POSSIBLE RISKS: Death, shock. REDLINES: Any cutting of the heart, vein, or artery will result in death. PROCEDURE NAME: Respiratory (Lung, trachea). PROCEDURE DETAILS: Cutting of the throat and lungs. INTENDED EFFECT: Relieving or dislodging. POSSIBLE RISKS: Death. REDLINES: Will result in death. Full stop. PROCEDURE NAME: Integumentary (Skin). PROCEDURE DETAILS: ‘Plastic’ surgery, skin grafts. INTENDED EFFECT: Reforming of features, covering where skin can no longer grow. POSSIBLE RISKS: Deformation. REDLINES: Cannot look like it did before, features cannot be comfortably or well modified without visible deformity to a severe degree. PROCEDURE NAME: Endocrine (Glands that secrete hormones, control metabolism. Most known is thyroid). PROCEDURE DETAILS: Averagely, cutting of the thyroid. INTENDED EFFECT: Reduction of swelling, removal. POSSIBLE RISKS: Death, severe weight/loss gain, mood swings, anger, severe depression eventually leading to death. REDLINES: Certain death. PROCEDURE NAME: Digestive. PROCEDURE DETAILS: Cutting of the esophagus, small, or large intestine. INTENDED EFFECT: Relieving of pain, modification. POSSIBLE RISKS: Death, infection. REDLINES: Esophagus and small intestine cannot be cut without death. On Herbs: Herbs on LotC have, for quite a long time, been a point of contention, vagueness, and occasional powergaming. As such, we hope to clarify them, their capabilities, their limitations, and what current herbs can be utilized. This includes both LotC herbs, and IRL ones. Currently available herbs: For currently available herbs, please refer to recent submissions and the current alchemy rewrite. It’s the most cohesive, up to date list on what’s available for usage, as well as the redlines for utilizing and acquiring those herbs. Limitations of herb usage & IRL herbs: For each individual LotC herb, you can refer to it’s lore post or our summary for it’s capabilities. However, here we are defining the limitations of these herbs, as well as IRL herb usage and limitations on that front. To begin with, no herb is an ‘instant fix’. There are currently no herbs, and no herbs will be accepted, that essentially ‘fix’ all wounds. Additionally, something like boneset, which has a precedent of being misused, can no longer be used. The effects of herbs should be relatively simple or mundane. This applies to real life herbs. ‘Boneset exists in real life!’ Yes, it does, but not to the extent and power that it’s been RP’d. As such, we’re setting out some hard lines for how ‘IRL’ herbs work as well. All IRL herbs used must be simple and mundane in their effects, and not have any ‘instant’ sort of healing effect. Basic disinfectants, headache relief, and other things are permitted from IRL, but nothing like ‘boneset’, which quickly outgrew its original purpose and actual usage into essentially powergaming setting bones. For submitting new herbs, please use the alchemical reagent format, which can be found in the current alchemy posts. On Poisons: Poisons on LotC have been a debated issue, and were for a long while flat banned by the LT. This is an attempt to reintroduce them as a concept, albeit in a more balanced and regulated manner, to make sure the same issues as before do not rise up again. Poison Rules & Redlines: In an attempt to balance poisons in their reintroduction, several new rules and regulations for what they’re capable of have been made. All poisons will require an accepted lore post to be utilized, filled out in the alchemical herb submission format should it be plant based. This includes IRL poisons; you cannot use an IRL poison, venom, or toxin unless it has an accepted Lotc lore post. These poisons must have an antidote or many antidotes, regardless of if they make ‘sense’ by IRL standards. All poisons must be ‘balanced’. IE, if it’s deadly, it must be slow acting, and show symptoms quickly. If it’s not deadly, symptoms can be vaguer, and can be faster acting. Judge it for yourself. When the LT review it, a concise review will be given on if it’s balanced or not. Poisons require an LT signed item to be used. Antidotes also require an LT signed item to be used. This requires an item to be made for the LT to sign, and for RP to be done for the harvesting or for the making of the poison. When used, these items are used up and should be disposed of. Poison Format: When creating a poison, at least a plant based one, use the alchemical herb submission format. However, additionally include the following information on the post. Timeline of Effects: Possible Antidotes: Redlines on Usage: On Medical RP: So far we have defined the details of the tools of a medics arsenal, but not the medic themselves. This subcategory hopes to lend itself to any burgeoning medical roleplayer in an attempt to widen their capabilities in knowing what they can and what they can’t RP. This section includes knowledge of what a medic on LotC would and what they wouldn’t know. Knowledge Limitations: What a medically informed person knows is, while more than most, still limited. This extends itself to diagnoses. Terms such as fractures, dislocations, broken bones, flesh wounds, and basic anatomy would all be simple to learn for anyone who lends themselves to the art of medicinal practice. This means that, even if a medic can’t assist with, say, a gaping hole in someone’s side exposing their internals, they’d at least be able to know what internals were there. This extends itself well to fixing simple injuries, setting bones, et cetera. However, more complicated issues, such as internal bleeding or brain trauma. would be harder to instantly ‘know’. Hard Knowledge Limits: While some things, such as a concussion, would be pretty simply deduced, other things permanently escape the knowledge and capabilities of a medical professional on LotC. For instance, the inner workings of the brain including concepts such as neurons or the importance of different parts of the brain. This extends itself to microscopic parts of biology such as cells and descendant hormones. These things are out of reach. This includes knowledge of pathogens and how diseases might work on a microscopic level; this sort of knowledge is out of the hands of characters in the world of LotC. On Medical Technology: This subcategory addresses ‘medical technology’. It may be better to say medical devices. This accounts for syringes, microscopes, the concept of sterilization, and similar things. Microscopes: Microscopes aren’t proper microscopes in the modern sense. They’re extremely limited in their capability and you can’t see anything ‘cellular’. The best that could be created is, say, one that enhances the detail on something. For instance, take a Nacho Cheese Dorito. You’d be able to see the little grains of dorito dust on the chip, but not much else and nothing beyond it. Syringes: Syringes do exist, but not in the modern sense. They aren’t small, plastic instruments. Instead, they’re relatively large and metallic. They function much the same as you’d expect, but the aesthetic is important to maintain that they aren’t modern needles. For a good reference, look up old syringes and styles. Sterilization: Sterilization is a common and maintained thing. The method of doing this is largely up to the medical RPer. Lemon juice and water, some disinfectant herb in water, it largely doesn’t matter too much. However, the concept and practice is common. Lye: This doesn’t really fit in with the others, but I’m adding it here for clarification. Lye can be used in the production of soap and cleaning products, but cannot be used in any ‘harmful’ fashion, whatever that may be. Credits: TheRainbowRoyal Archipelego
  11. The Techlock - Armaments This is one of the six categories of our Techlock, specifically dealing with weapons, utilizing them, limitations, and interactions with things such as armor.. Given the broad range of this category, there are several subcategories below to make up the specific details of this part of the Techlock. These categories include bows, crossbows, misc weapons, plate armor, limitations and emote counts, and the possibility of cannons. On Bows: Bows are tension based ranged weapons that have been used for 1,000s of years. They’re a fantasy staple, and as expected have a decently substantial presence on the world LOTC takes place in. However, it is useful to explain the types and limits of bows, as to ensure everybody is on the same page. Structure: Bows are standardly composed of a ‘bowstave’, and a string. Both the bowstave and the string contribute to storing and releasing tension, with the variation of bowstave having profound effects on the use and strength of the bow. Material Makeup: Firstly, bows can be divided into 2 separate categories based upon the materials they’re made from. Self, and Composite bows. Self Bows are bows made from a single piece of wood for the bowstave, while composite bows are made from multiple different materials, laminated together. Design: Bows have a variety of designs, each having different features and traits, which will impact their end performance. Longbows, as the name suggests are large or ‘long’ bows, averaging at around 6 feet long. They were used extensively in european medieval warfare, though standardly by soldiers on foot. They require a high amount of strength and skill to use properly. Can be strung around one’s body for easy storage. Flatbows are similar to longbows, save they’re… well, flat, and many times far wider than longbows. They average at usually 6 feet long, or ever so slightly shorter. Though similar in power to longbows, they saw little use in medieval warfare, however, they saw extensive use by the native people of north america, both on foot, and rarely on horseback. Like longbows, they require a high amount of strength and skill to use properly. Like longbows, they can be strung around one’s body for easy storage. Shortbow is a catchall term for smaller bows, both for smaller hunting bows not used in warfare and recurve bows, though sometimes recurve bows are referred to as shortbows, for the purpose of this document they shall be separate. Non recurve short bows varied in size from roughly 3-5 feet long, and were used prolifically throughout history, though their use in warfare declined heavily upon the advent of both the longbow and recurve bow becoming wider spread. They were used both on foot and on horseback. Though requiring less strength than a longbow, they still require a modicum of skill to use. Can be strung around one’s body with a bit of difficulty for storage, or kept in a leather ‘case’ on one’s person. Recurve Bow is a term used to describe somewhat smaller bows that bend the bowstave backwards to store more tension, and thus fire powerful arrows from a smaller bow. Recurve bows vary massively in size, some being as small as 2 feet long, whilst others got as large as 5 feet long. They saw widespread use in hunting and warfare both in europe, asia, and even north africa. Though these did see use with foot-soldiers, they’re the ideal horseman’s bow. They require a decent deal of strength, and a lot of skill to use properly. Can be strung around one’s body, or be kept in a fitted leather ‘case’ for storage on one’s person. Note: Standardly, most longbows and flatbows are selfbows, whilst recurve and short bows can be either self bows or composite bows. This list doesn't include all different bows and bow varieties, though gets the basics down. On Crossbows: Crossbows are effectively bows put onto a stock for easier use. Standardly they comprise of a bow, a stock, and a mechanism for which to hold, and promptly release the string. However, given the bow is set onto a stock, the bow is limited both in how far the string can be pulled back, and how much the bowstave can bend to store tension. To remedy this, crossbows were made with progressively stronger and stronger bow staves, however, this made it progressively harder to pull the bowstring back. To remedy THIS issue, crossbows with heavier weights were made with mechanisms such as cranks and windlasses to assist in arming the crossbow. By nature, crossbows are difficult to keep on one’s person. Crossbows are less so divided by the type of bow or method of construction, but more so on the mechanism for pulling the bowstring back. With this, the technology of Lord of the Craft prevents the ability for repeating crossbows to be replicated. Even with real life counterparts being available like the cho-ko-nu of the warring states era, it is simply disallowed. Hand Crossbow is a catchall term for crossbows whose bowstring is pulled back by hand. Though the exact sizes and strength varied madly, hand crossbows saw prolific warfare use in pre-medieval periods, though eventually faded into only intermittent use due to being outclassed by most other bows and crossbows, though still saw use in hunting and intermittent home defense, and were even useable on horseback. Hand crossbows took a decent amount of strength, and little skill to use. Though size varies madly, smaller crossbows are able to be stored on one’s person through a bag, though larger ones being relegated to being either consistently held, or kept upon one’s back in place of a backpack or in a completely devoted bag. Crank Crossbow is a term to describe crossbows whose bowstring is pulled back via an attachable crank, or lever such as a crannequin or goat’s foot. Though able to shoot more powerful bolts than a hand crossbow, crank crossbows saw extremely little use in warfare due to being both more complex to make, and being outclassed by warbows and arbalests, and were mostly relegated to hunting. They standardly take less strength than a hand crossbow, and require little skill to use. Though the crannequin variant came later, which allowed for even stronger bolts to match bows, its slow rate of fire and complexity of construction saw it relegated to hunting. Crank crossbows, especially smaller steel bowed ones are able to be stored on one’s person though a devoted pack, or on one’s back. However, the crank must also be kept on one’s person, though most cranks are small enough to be held in a standard waist or belt bag. Arbalests, also called heavy crossbows are large crossbows whose firing power is so great that it requires an attachable pulley mechanism referred to as a windlass. Arbalests saw decently widespread use in the late medieval period throughout Europe, though fell out of widespread use with the advent of the gun. Likewise, the time it takes to arm an arbalest required one to hide behind cover to avoid being shot in return, or set down a mounted shield known as a “Pavise” to use as cover. Arbalests require a great deal of strength, and a decent amount of skill to use properly. Arbalests are standardly far too large to carry in a bag, and given the many times complex parts within it, are relegated to being carried by hand, with the windlass stored in a bag or pack on one’s person. Mounted Crossbows are crossbows that are too large or heavy to carry around on one’s person, and that are required to set upon a wall or a stand. Though one step below siege weapons, mounted crossbows bear a variety of arming mechanisms, however the windlass is the most prolific for powerful mounted crossbows. Mounted crossbows saw prolific use from the early iron age to the early modern period, even after the advent of guns. Though mounted crossbows are unequal in firing power, both their range, and line of fire is limited due to being mounted in place. Mounted crossbows require a moderate amount of strength, and little skill to use. However, they’re unable to be transported by hand, and require to be either disassembled and moved, or moved by cart. Again, this list doesn't include all different bows and bow varieties, though gets the basics down. On Misc Ranged Weapons: Though not used nearly as much as bows and crossbows, one would be remiss not to mention the lesser used ranged weapons that exist in the world of LOTC. Outliers in both history and ingame, it is important to note that most weapons have a give and a take, though some may be lacking in some ways, they may make up for it with situational uses. Blowguns are little more than fitted tubes by which one may eject darts pneumatically from, standardly through blowing through one end to shoot a dart out the other. Blowguns historically were used extremely rarely for any inter-personal conflict, and were relegated to hunting use, usually aided with poisoned darts. Blowguns, due to usually being little more than hollow tubes, are quite easy to store on one’s person. Blowguns require little to no strength, though they do take some skill to use. Poisoned darts wouldn’t work on LotC, particularly at the moment. Should some poisons be accepted, and gathered, and made into darts, then perhaps they could be used in that way. Slings are standardly small leather or cloth thongs made specifically to throw stones or specially made ‘bullets’. Slings, though one step above throwing an object, saw prolific use for both warfare and hunting, from the early bronze age up and through into medieval times. Though the widespread use of armor lessened its use, it saw intermittent use in warfare and hunting well into the early modern era, being wielded prolifically by the indigenous people of the americas. Slings are among the easiest ranged weapons to store and conceal, one being able to use them as belts, or wrap them around their arms or legs, no less keep one in a pocket or bag. Slings require a decent amount of strength, yet a large amount of skill to use, those wishing to effectively use slings needing to devote significant time and effort to learn to use such effectively and consistently. On Plate Armor: Though there is a wide variety of arms and armor on the world LOTC takes place in, there exists no armor more powerful and prolific than ‘plate armor’. Though given many names such as ‘plate-mail’ and ‘full plate’, plate armor standardly refers to a full suit of articulated steel armor-plates that covers most of the body. Variations: Though variations of plate armor have existed since the Bronze Age, plate armor in its most well known rendition came into being in Europe in the mid-medieval period, where it was outfitted for knights, noble soldiers raised since adolescence to be as good at fighting as possible. Later, as metallurgy progressed, and more and more producers of armor became available, it became possible to arm entire regiments partially- or even entirely in full body plate armor. Though there existed many variants, most plate armor standardly had a padded gambeson, or a chainmail shirt (or a combination of the two known as an arming doublet, which bore chainmail where the gaps in the armor might be) under the armor. Aspects of Plate: Plate armor was made to be both as light, and as protective as possible, with most well made suits allowing its wearer freedom of movement as well as ample protection. Plate armor afforded its wearer near entire invulnerability to slashing and stabbing and able to absorb substantial amounts of force levied against it. However, no armor is invulnerable to everything, and as armor became more prolific- as did means of combating it. Plate armor still bore gaps in its plates that could be stabbed though, and special swords and daggers were made explicitly for such. Likewise, blunt force trauma in places like the joints and head were still notably effective, causing many to adopt fighting styles reliant on using the pommel of large swords as impromptu maces. Likewise, plate armor was standardly made with varying thickness over much of the body as to both conserve weight, yet protect what was most important, allowing strikes from weapons such as spears, and polearms to pierce the thinner areas. Plate armor is effective, though not invincible. On Limitations and Emotes: Given most important ranged weapon varieties have been defined and explained, it is time to apply these items ingame. Disparities: However, before we start, it is important to note the disparity between ‘draw weight’ and firing force. Though one shall see certain bows being capable of piercing certain types of armor at what will look to be small draw weights. Draw weight is a quantifier of how much force is taken to pull the bowstring back, however, not all of this force is transmitted, and many crossbows waste the vast majority of the force taken to pull the string back. The main contributor on how much the stored force shall affect the arrow is draw distance- or how much the bowstring is pulled back and how long the string is going to be pushing the arrow. Most crossbows will suffer from a smaller draw distance, and then, not give as much pain for the poundage as a bow. Likewise, included ‘ranges’ are not meant to be construed as the farthest each one’s projectile could travel, but rather, the farthest that one could consistently hit their mark in a combat situation. The following is a list of ranged weapons, their emote requirements and limits, in order of their stopping power. Blowgun - 2 emotes to use. One to load, one to fire. - Darts are capable of shallowly piercing skin, yet incapable of piercing much more than 2 layers of cloth, no less armor. - Poisons on blowgun darts must be ST approved. - 15 block range. - Usable on horseback. Hand Crossbow - 3 emotes to use. One to pull back the string, one to load in the bolt and aim, and one to fire the bolt. - 10-150lb draw weight. - Bolts are capable of deeply piercing the skin, and embedding into bone, though able to be stopped by layers of gambeson and plate-armor. Chainmail offers some protection, lessening the damage of the arrow. - 45 block range. - Usable on horseback. Sling - 2 emotes to use in short range. One emote to load the sling ammo, and one to throw it. 3 emotes to use in long range. One emote to load the sling ammo, one emote to swing the sling, and one emote to throw the sling ammo. - Standard stones are capable of fracturing bone or bruising muscle. Metal sling bullets are capable of breaking bones and embedding shallowly into the skin. Incapable of -piercing armor, though capable of translating concussive force into non padded areas.Strikes against padding are rendered mostly ineffective, yet metal sling bullets striking the head, no matter the armor, will always transmit concussive force. - 10 blocks as short range, 45 blocks max range. - Usable on horseback. Shortbow: - 3 emotes to use. One emote to knock the arrow, one emote to pull back the bowstring, and one emote to fire. -20-80lb draw weight. - Arrows are capable of piercing into the skin and embedding into bone, though able to be stopped by gambeson and plate-armor. Chainmail offers some protection, lessening the damage of the arrow. - 40 block range. - Usable on horseback. Crank Crossbow - 4 emotes to use. One emote to attach the crank, one emote to pull and then remove the crank, one emote to load the bolt, and then one emote to fire the bolt. - 80-500lb draw weight. - Bolts are capable of piercing into the skin and even through bone. Is capable of piercing gambeson and chainmail. It is able to dent and pierce thinner parts of plate armor. - 40 block range. - Not usable on horseback. Recurve Bow - 3 emotes to use. One emote to nock the arrow, one emote to pull back the bowstring, and one emote to fire. - 60-120lb draw weight. - Arrows are capable of piercing into the skin, and even through bone. Is capable of consistently piercing mail and chainmail, though able to be stopped by specialized anti-arrow armor, such as leather with silk vests. - 40 block range, - Able to be strikingly accurate in ranges of less than 15 blocks. - Usable on horseback. Flatbow - 3 emotes to use. One emote to nock the arrow, one emote to pull back the bowstring, and one emote to fire. - 50-110lb draw weight. - Arrows are capable of piercing into the skin, and even through bone. Is capable of consistently piercing mail and chainmail, though able to be stopped by specialized anti arrow armor, such as leather with silk vests. - 48 block range. - Impractical for horseback. Longbow - 3 emotes to use. One emote to nock the arrow, one emote to pull back the bowstring, and one emote to fire. - 60-180lb draw weight. - Arrows are capable of piercing into the skin, and even through bone. Is capable of consistently piercing mail and chainmail, and are capable of denting armors such as lamellar, or the thinner plates of plate armor. - 48 block range. - Impractical for horseback. Arbalest - 5 emotes to use. One to attach the windlass, one to crank the windlass, one to loosen the windlass and remove it, one to load the bolt and aim, and one to fire. - 700-2,000lb draw weight. - Bolts are capable of piercing into, and through unarmored targets, and are capable of consistently piercing through chainmail and gambeson, and are capable of consistently puncturing lamellar or thinner plates of plate armor, and even denting thicker sections of plate armor. - 48 block range. - Obviously, not usable on horseback. Mounted Crossbow - Requires a prebuilt MC build of a mounted crossbow to use. - Takes 6 emotes with two people. Three emotes are of the pair drawing back the ‘mechanism’ of the crossbow. One to load, one to aim and one to fire. - 2.000-5,000lb draw weight. - Bolts are capable of piercing into and through lightly armored targets, and is capable of consistently piercing into platemail. - 48 block range. - Requires line of site from its mounted place, and cannot be moved unless built on top of a cart. On Cannons: Cannons were, at one point, a staple on LotC that got retroactively removed. However, the admins are in support of bringing them back onto LotC. This project doesn’t include cannons or mechanics for them, but you are now well within your ability as a player to study the mechanics behind how cannons function, and submit a lore piece that details their usage, construction, and mechanics. Until a lore piece is written and accepted, cannons cannot be utilized. However, when that happens, they will once again become a usable weapon on LotC. Credits: - Auric_Saint
  12. aqwasjdqmmsmdmmj

×
×
  • Create New...