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Johann

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  1. Celestial Zeniths Many know of the gaping chasm of Man’s darkness which lays seething upon the antiquated ruins of Aegis, a great and foreverial reminder of the ire of Gods upon the Mortal Plane that is the Abyss. Yet, where there is the pinnacle of Mortality upon this plane, so too do zeniths exist of outer powers that loom the Creator’s fragile plane. - Excerpt of a chronicle by Wilfred "the Witness" Hushed tales and doddering accounts of hoary scholars recount unnatural fonts of celestial and supernal powers that exist upon the grandest of peaks, above clouds where the living world touches the heavens. “Celestial Zeniths”, is the most common descriptor for these phenomena, believed to have been coined by frequent pilgrims to these sites of heavenly prominence. Unlike Voidal nodes where the Veil is thinnest and thus closest to the Void, Celestial Zeniths are where the boundary of the Mortal Plane and the Outer Planes, the rest of the Veil, begins to thin and blur. It is this obfuscation that gives rise to the receptive properties of Celestial Zeniths, rendering them more susceptible than anywhere upon the Mortal Plane to the magics and influence of greater powers within the Veil, a nexus where otherworldly powers converge be it Voidal, Aengudaemonic or simply Extraplanar. Sparse, remote and little known, concrete knowledge surrounding the existence of these spectacles elude the common descendant beyond theories and suppositions of astute scholars. Historical thesis have linked Celestial Zeniths to certain events of great elevation and impact, such as the Kal'Varak's discovery in Aegis or the first sighting of the Outvoker at the Wyvurn College of Asulon. Setherien's victory over the Apostles upon his mountain lair is supposedly tied its proximity to a Zenith, which was allegedly what granted the Black Wyrm the edge over his Xannic foes. Cosmic and empyrean are words often heard and seen in the retellings of returning pilgrims, who further describe anomalous, otherworldly and sometimes extraplanar phenomena that supposedly manifest in the vicinity of these elusive peaks. In more paramount cases, even time is believed to be warped for those that attempt the ascent unto where the natural laws of the World are weakest and the will of Gods strongest. A conjunction of spatial and otherworldly laws with those of the mortal realm. Only a handful live to tell the tale of what lies upon the Summit, yet no two tales have ever been identical in content and description. The only recurring trend is the prevalence of grand, celestial phenomena; cosmic aurorae, radiant rays of light, among other dazzling, supernal displays that exemplify these nexuses of outer influence. Those who do not return from their hardy pilgrimages are frequently discounted as slain by the innumerable and everchanging trials that precede the summit, however there exist extraordinary occasions where a greater entity is encountered, and one is never the same again. Purpose Just a neat idea I thought I’d think about and write out over the past week after a bout of inspiration came to me. Celestial Zeniths more or less serve as the “divine” equivalent of the Abyss on the Mortal Plane, and where the Abyss is essentially a chasm that goes deep underground I figured its polar opposite ought to be on the highest peaks of the world that touch the heavens. The World Lore itself is kept relatively simple and straightforward for good reason, I did not want to go into too much detail so as to allow future ETs and ST management leeway in drawing from this lore for potential events, which I think they could very well do given the whole “greater powers are the strongest here” premise for these phenomena. Props to Zarsies for hearing me out on the concept and refining it to its currently presentable state. Credits Johann (Author) Zarsies and Altiar1011 (Conceptualisation) Kalehart and Gladuos (Consultation)
  2. What shelved lore piece do you think should be brought back to the server at some point?
  3. "Servants of those wretched fiends? Despicable that you seek them out.. Kain.", spoke a lone 'aheral who came across the note in his travels, the parchment withering some in his grasp. "You play with fire, marked one. Another wheel spun... unless you have something more in mind."
  4. Give me back my catgirl lore it's the only thing keeping me going
  5. I discussed this with Zarsies and he agreed that a Seer compatibility would be logical and justified. Seer magic is based upon patrons of Seers, Kabalees, who are, and I'm going to quote the man himself, "the highest degree of sneaky even among the gods and are entirely invisible and unknown to them so seer magic and the kabalees themselves, the conduits, can't be detected." Besides it's also in line with Vaasek's nature to have Seers in every organisation, deific orders especially, to **** with things though of course a Seer-paladin would still have to be mindful of Covenants.
  6. It's an attempt at introducing a new dynamic for paladins that's both in line with the overarching creation vs anti-creation/void narrative, a novel interaction for paladins to play with. That being said it doesn't really "weaken" paladin shields, because it only counts as a physical attack which the shield can still defend against. Voidal magics aren't meant to become a damning weakness either as its only slightly more effective than other magics, the goal was really just adding a neat interaction as I said before.
  7. $30 DLC coming soon for "Saving Private Crumena (and his nuts)", stay tuned.
  8. As housemagery is a neutral magic, it is learnable by paladins.
  9. @Riftbladelet him out of your basement. 1. Seer works with more or less any magic because of the naunced and uninvolved nature of Vaasek's connection, so this is just following that already existing precedent. 2. "Half-healed", I'll clarify that thanks for pointing out.
  10. This picture is doctored and is by no means an accurate representation of Joeposting:TM:
  11. Origins; From Sunbreak The Aengul of Order and Guardianship, the Aengul Xan; brother of Tahariae. The reasoning for Xan’s intervention with mortals is still that of a mystery today, but the Wingless Lion, capable of ripping off his own wings for mere mortals, would be heralded as Guardian of the Weak, for those wings would be a symbol of Xan’s sacrifice for the greater good. He would give up his own divine weapon, the Golden Lance, in order to aid the mortals in their defeat of the corrupted dragons, Chrysteria, Setherien, Gudour, that threatened the far flung lands, upon the isles of Sheerok. The Athna bloodline, long serving champions of order and guardianship, were the first to be blessed with His divine presence. Nazh’ghal, would be the first Prophet of Xan, whose son, Hilan Athna, would inherit the title to be the Herald of the Ten Apostles, and bearer of the Golden Lance, leading to the rise of the Order of the Golden Lance. Hilan would be the first Vindicator, Zyanna the first Vestal. Though that bloodline would be met with misfortune, as Zyanna was devoured by Gudour atop her tower, and Hilan immolated by the black flames of Setherien. The loss of the battle and the immolation of the Apostles would turn them as the first twelve Harbingers in service to the Drakaar and his mysterious armies; they became known as his Dark Lieutenants. Setherien would break Golden Lance into three pieces, hidden away in a faraway land, confident that no other weapon would match it. Seeing their defeat, Herun Athna would open a portal to Anthos, the Doors of Eternity, so that the wounded bannermen could make their escape, to live to fight another day. And that day would come, many years later. Their fallen home would turn into the deadened Red Realm, also known as the Burzumkototaz. The Black Wyrm would eventually travel through the portal himself, plaguing the lands of Anthos after totally destroying Sheerok. Over the course of a couple of years, the Order of the Golden Lance became vagabonds relentlessly pursuing the Drakaar after he followed them through the portal -- what would later be named the Door of Eternity. If he were to be given the chance to recoup and rebuild, he could quite possibly inflict harm and devastation upon these new found lands of Anthos. Fearing what could happen if Setherien were to make contact with the Descendants, they explored the farthest reaches of the Northern Wastes only to discover to their horror that the race of Pig-Men, the Boh’ra, had been enslaved to the will of the Black Wyrm. The Black Scourge would lay siege to the heartland of Anthos and ravaged the known world with an undead army consisting of Bohra, Drakes, and all manners of life-less, twisted aberrations. In service to their dark master they destroyed many settlements, among them the capital city of the elves Leumalin. It seemed as though their forces were unstoppable and people began to lose all hope. However, a mysterious adventurer in service to Xan emerged from obscurity to guide the new paladins of the reformed Order of the Golden Lance to the Door of Eternity, alongside the Descendants as all hope appeared to be lost and the flood waters were sinking Anthos. The world was losing their combined fight against the terrifying forces of the Drakaar, and sought to escape annihilation by fleeing the land as blood shards started spreading in major settlements, forcing the Descendants to flee to the Fringe through the reopened Door of Eternity. Arriving at the Fringe, the mysterious adventurer, who now came to be known as the Seeker Jack began to rebuild the Order of the Golden Lance in preparation for what was to come. The final battle would commence upon the mustering of vast elven, human, dwarven, and orcish armies at the helm of a massive portal leading to the realm of Burzȗmkȗtotaz. As the Harbingers’ master Setherien was extinguished through the combined efforts of the citizens of all the world, and the Harbingers were pressed into hiding. Anthos was swept over in a flood that submerged the continent, and now the Descendants were trapped in a foreign world. [... refer to reference links below] Xan would once again descend as he did in Aegis, and in Sheerok, in the lands of Arcas; as the threat of the Inferi were heralded by the death of Metzli. Together with Aeriel, Gazardiel, Eshtael, and Malchediel, the Pantheon sought to stop the latest plot of Iblees to be reborned. Inhabiting the body of Keeper Yulia Horen, Xan would lead the Paladins to circumvent the Straits of Al’faiz, smiting down foes with its spears and lances, to storm the main Inferi encampment. After the resolution of Gazardiel, Xan and his brethren left for the skies again, entrusting the future of the grey to His mortal instruments once more. Ordainment "To you, I swear my soul. To your cause, do I swear my heart. To your Light, I promise eternity." In the wake of trials and tribulations, when they are conquered by an aspirant initiate and thus deemed worthy by their Master, one who possesses a [TA], they will be ordained through a resplendent ritual at a Chancery of Xan to be granted His power. The ritual proper is naturally freeform, left to the aesthetic discretion of one who performs it, but the principle outline is that the soul is awakened in a painful, perhaps even gruesome, unpleasant experience to Xan’s mists by the mandate of His cobalt mists to manifest a tether, a connection to Xan’s realm akin to a voidal magi’s attunement to the Void. Following this awakening, an eternal ember is sparked within the soul of the ordained knight, forevermore signifying their duty to their Aengul, to Order and Guardianship. As the paladin grows in power, so too does the vigour of these embers, which serve as their means of calling upon Xan’s mists to fulfill his duties as well as a pervading reminder of their responsibility. To the untrained initiate who has only attained His power, the gaze of an Aengul is intimidating, they may fear blunder, inadequacy or incompetence, as though their work is always scrutinised, judged. Yet as one becomes more experienced, this gaze becomes more comforting like a parental gaze, a reminder that their righteous deeds are seen and even if they fall, salvation is promised by their Lord; one becomes emboldened to do what they must, discouraged to do what they must not, and over time, the growth of these embers and this presence proffers a mental sanctuary for the Knight in the face of adversity, peril and fear. Let it be known that to become a Knight of Xan, one’s soul must be untampered by unnatural influences such as those daemonic - the Kharajyr - and those of dark magics, and one must remain in their original physical body, meaning machine spirits, epiphytes, and other descendant-derived CAs are not eligible for taking up Xan’s power. Though Xan values the utility of His servitors, He nonetheless values the integrity of their souls from the heinous influence of other magics, arts or even his divine peers. It is for this reason that a paladin may not take up any other deific magics with the exception of Seer, and may not under circumstance practice magics of voidal or dark provenance. Neutral magics such as Kani or Chi or neutral feats such as Arcane Displacement, Golemancy, or even Pale Blood Magic are tolerated by the Aengul alongside his gift, for after all, any power amassed by his Knights may as well be the growth of his own. Evidently, any magics practiced alongside the mists of Xan are still subject to the same covenants a paladin must uphold, and breaking covenants in any manner entails the same, grievous consequences. The Covenants of Xan “Devotion through actions.” The Covenants of Xan are sacrosanct laws that the Knights of Xan once upheld, set before them by their deity since the advent of His gifted power. They have been adhered for as long as history recalls, though varying Chapters across the Mortal Plane may profess to Covenants significantly different, yet still adequate of performing His bidding. Covenants are guidelines to which the Knights harken, 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 them and punish them through a path of redemption or disconnection. Varieties of deific runes have often been used for the former purpose, however methods of punishment vary from chapter to chapter. The following Covenants are what are simply considered "cultural convention", but are by no means concrete, for they are left to the wisdom of Wardens and Seekers who lead Knights of Xan in their righteous duty. 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. 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. III. As all Knights of Xan are equal before him, they shall 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 Sunlit Lord. IV. While it is 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 is 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. 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. 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 Covenant being broken. Revocation of the Light When a Knight of Xan is too far gone, when a Paladin has strayed too far from the light and when the fire within them begins to fade must revocation be considered for one deemed irredeemable in the name of Xan’s covenants and ideals. The ritual of revocation is a guarded secret reserved only for the greatest among Xan’s servitors, those capable of delivering Xan’s very judgement on his own behalf, and thus it can only be taught to another by those with knowledge and practice of this sanctified rite. When a seasoned paladin with mastery of the mists is taught, it is indicated by an Aengulic rune upon their self which manifests only when Xan’s power is called upon, a marker of their divine mandate to exercise the will of their Lord, indicating their status as an anointed Wardens. Wardens are entrusted with the duty of redemption and disconnection, and thus have the right to consider one "redeemed", or perform revocation when they deem it necessary. Conduction the rite of revocation requires two Wardens and one paladins, those with the ability and knowledge of the rite’s inner workings, where the damned Knight is restrained in place as their connection to Xan’s realm is severed by the same cobalt mists that once made them whole, and their eternal embers snuffed out, leaving behind a forlorn soul in its wake, devoid and deprived of the light it once coveted. For the first week, the trauma of disconnection leaves the damned Knight with a pervading sensation of cold emptiness in the place of the soul as the light that once illuminated it is now absent, forsaken. Similarly does this bring about mental trauma that is equally, perhaps more so detrimental to the damned, as their resolve wavers due to the guilt, shame, and other negative ailments that may wrack the mind of a now disempowered mortal. The forceful severance of a soul’s connection to a deity leaves a persisting mental mark upon one, for souls were never meant to be tampered with so lightly or so violently. Nonetheless, the revocation may also be a willing one, performed for a seasoned paladin who is no longer willing or capable of continuing their service. Their days may be numbered or their strength far too dwindled, so a fulfilling end offered by those of their chapter to mark the conclusion of their duties in the name of Xan. Gentle and benevolent in nature, this manner of revocation begets far less physical and mental trauma to the Knight, any form of such usually fully dissipating after a week’s time, though extended effects can be left to discretion. The Mists of Xan Order and Guardianship incarnate, the mists of Xan are the quintessence of a paladin’s capabilities, the very groundwork of Xan’s power evoked and harnessed from His realm to perform His will. The mists, when manifested, form in a fluid gaseous state much akin to their namesake; they are a force of order and guardianship wielded by those endowed with its power, a microcosm of the Sunlit Aengul from which they originate. Warmth is brought to the innocents and grays in its fray, while those of dark or draconic inclinations are exempted from this effect, instead experiencing a wintry scorn characteristic of Xan’s own. The enemies of the Sunlit Lord, those perceived as the blights of the breathing world, are dubbed darkspawn - corrupted, twisted or ineffably dark, daemonic or draconic beings that have long been Xan’s foes: Dragonkin, the Undead, the Inferis and all their respective servants, Siliti, Strigae, Frost Witches and Vargs are but examples of these scourges. Born of the unnatural meddling of mortals and the mortal world, the Darkspawn are the eternal enemies of Xan’s Order, evermore facing the searing ire of His mists when His servants make war with their kind. The Triumvirate of Hues Like centuries that came before, harkening back to the first days of Xan’s lordship over Sheerok, the mists of Xan may manifest in three colours, each representing the first of their kind from the fabled Apostles and Athnas– Marian Cross’ stalwart guardianship of gold, Seyren Windsor’s vindictive order of silver, and Zyanna Athna’s remediating faith of emerald. The colour of one’s mists is the defining colour of a paladin's spells and is believed to be reflective of one’s fundamental nature in the eyes of the Sunlit Lord, perhaps even suggestive of their true calling in their servitude as Xan’s patrons. Gold epitomises the selfless, the empathetic and the resolute, like the Apostle Marian Cross who once offered his life where many did not in his stand against Setherien’s forces. A man who always believed in redemption, that descendants are made imperfect so as to grow and change for the better, Marian Cross vindicated those perceived to have been condemned forever, bringing countless who walked darkened paths back to the light. As the Vindicator’s hue, it symbolises Xan’s guardianship and a guardian’s traits, those of a stalwart sentinel against adversity, and those of the redeemer that offers refuge to the lost. Silver is the colour of the dogmatic, merciless and uncompromising, its beginnings trailing back to the first Wyrmstalker, the Apostle Seyren Windsor, a legendary hunter of Sheerok who mercilessly felled countless servants of Setherien through his skill of the hunt. Reminiscent of the Sunlit Aengul’s distant brother, Tahariae, the mists of silver also echo His purifying sentiments, the duty of maintaining Xan’s eternal Order through ridding the world of its many reprehensible scourges. As the Wyrmstalker’s hue, it symbolises Xan’s order and a hunter’s traits, meticulous, calculating and fleeting. Emerald augurs goodness and piety, perhaps the most compassionate out of the three as it was first the token of the first Prophet of Xan Zyanna Athna, the first Vestal who compensated martial strength for sorcerous prowess. A priestly figure who presided over the people of Sheerok while Hilan traversed the world in Xan’s name, her life was taken at the hand of the Night Terror Gudour, and thus the blood of goodness spilled inevitably sparked the birth of an eternal conflict. As the Vestal’s hue, it symbolises faith in Xan’s cause and a priest’s traits, reverent and pious, yet also amicable and clement. Beyond this iconic triumvirate lies a fourth, elusive hue, one that represents the prerogative and authority of the Aengul himself - cobalt. These legendary cobalt mists are only made manifest in the direct presence of the Sunlit Lord, or His direct subordinates entrusted with His very insignia, his patrons such as Keepers and their kin. The Derivative States Though these mists were previously the only implements of Xan's knights in their previous homogeneity, revitalisation of their abilities has restored the nascent potentiality it once held in the days of Vindicators and Wyrmstalkers. Upon reaching middling strength of the third tier, a paladin becomes capable of energising Xan's mists to its greater states - the Vindicator's light or the Wyrmstalker's lightning. Distant tales too speak of the feat of glimpsing upon one's eternal embers for great sorcerous feats, harnessing the power of flame - alas, this has long been lost with the forgotten orders of Vestals from times immemorial. The Vindicator's light is Xan's sunlit radiance made manifest, and upon coalescing, emits a soft, gentle glow that takes upon the Knight's colour, furthermore serving as a feeble guiding light at best. A derivative of the mists, it too possesses its qualities concurrent to the light's radiance, the primary instrument of the Vindicator's undertakings. Born of Xan's divine wrath against the dragonkin in a bygone age, the Wyrmstalker's lightning is a mirthless instrument much unlike its counterpart, yet irrefutably resolute. Where the light emits an all-comforting warmth to many, the Wyrmstalker's lightning represents unparalleled convictions, an aura of courage that longs for battle so that Xan's order may be enforced and purveyed. When manifested, it too takes upon the Knight's colour, however serves as a meagre source of light that gives off a weak static numbing when touched. Verily, it is a tool of war, not of a tool of feeble inclinations. Harnessing the mists and its limitations Upon a certain threshold of experience, a Knight of Xan is endowed with a certain number of casts where Xan’s mists are gathered and coalesced for a purposeful spell. These spell casts are known as “embers”, derived from their eternal ember which serves as a bridge of connection between the Aengul Xan and the paladin. Naturally, as a paladin’s experience grows, as does the vigour of this eternal ember, allowing for more spell casts with tier, with these embers replenishing after a few narrative hours of rest. Power comes with a price, and the mortal being is only capable of channelling so much deific energy before fully suffering its physical detriments and maladies. As a paladin approaches half of their ember reserves, they begin to feel the onset of mounting fatigue, the aching of muscles and the harshness of breaths, indicating the extent of their exertion. All spell casts afterwards are characterised by agonising eruptions of pain that plague their being, hindering the accuracy of spells and significantly raising the difficulty of maintaining them. The final spell cast before complete depletion is a selfless, sacrificial one, as one would have to utilise all the vestiges of vitality that remains to muster one last, leading to the coughing of blood, locking of limbs, unconsciousness, or any other sign of ineffable strain that comes with channelling divine energies. Tier 1: 4 embers Tier 2: 6 embers Tier 3: 8 embers Tier 4: 10 embers Tier 5: 14 embers The Unspoken Weakness In spite of its grandeur and righteousness, the mists of Xan are intrinsically creatorial constructs, derived from an Aengul whose origins lie with the Creator. It is for this reason that magics weaved by the Knights of Xan also suffer the same weakness to creation’s anathema - the Void. Anti-creation triumphs the Light over other magics when it comes to breaking through its defenses and disrupting its function, capable of nullifying Xannic Fervour when the weapon is directly struck by void magic, and Vindicator’s Mantle if it comes into direct exposure with void magic for more than three emotes. Furthermore, in the case of Guardian’s Bulwark tier 3 voidal projectiles count as one physical strike, tier 4 count as two, and so forth. As the Achilles’ heel of the Knights of Xan, beings derived from the Void inspire far greater strength against Xannic magic. Spells conjured by an atronach will be twice as effective in the previously mentioned weaknesses, their turbulent and chaotic nature as constructs of the Void reflected in the spells they cast. Nonetheless, the true anathema of paladins lies in combating Voidal horrors, emissaries of anti-creation feared by even their Sunlit Lord. In their presence, the pervading courage and warmth of the mists shies away in abandonment of the Paladin, leaving them austere and demoralised without the strength they are accustomed to leaning upon. Mist Weaving The fundamental font of a paladin’s strength, mistweaving is the particular manipulation of the mists of Xan evoked for the derivation of spells, constructs and other utile abilities. As it is the most basic form and manifestation of the Sunlit Lord’s power, mistweaving is the first technique to be taught to newly attuned paladins prior to the third tier, though it remains an important part of a Knight’s arsenal even beyond. The splendour and capabilities of this cardinal sorcery evolves with the paladin’s eternal embers and archetype, enabling further augments throughout a paladin’s journey. Xannic Fervour A Knight’s most reliable tool in their repertoire, Xannic Fervour is the imbuement of the sunlit mists to temporarily bless a weapon that they are currently wielding. Mist Healing Aengulic power has long been associated with the remedying of disorder and soothing of minds, and it is in merit to this common trait that the mists of Xan possess the particular ability to seal wounds. Xannic Armaments The sword is a Knight’s greatest ally, yet there may come a time where it may be out of reach. Sunlit Salvo Vestigial of the first order of Xan before the days of the Golden Lance, primarily composed of servitors who wielded their Lord’s light against the dark, sunlit salvo is a technique reminiscent of these earlier days, one dedicated to combating the vices of an ancient enemy. Lion's Roar Created by the Apostle Azrael “the Breaker” in the ages of yore, this technique instilled his courage upon the Grey, ensuring that they would fight to their end, and surely they did. The Dichotomous Instruments; Xan’s Vindicators and Wyrmstalkers Though the power of the mists granted to the Prophets was nigh immeasurable, it was a formless magic that simply seared dark beings. It was the innovations of the various Apostles that lead to the arsenal of spells that the Paladins have, and it is only after continuous dedication to holy spellcraft that more branches and opportunities open upon the Sunlit Path. Upon reaching the third tier, an initiate will be given the choice by their master, of whether they wish to become a Vindicator, the guardians of the grays, or Wyrmstalkers, wrathful keepers of order. This often comes as a culmination of being tutored the ways and beliefs of both under their master's tutelage, leading to a ritual at a Chancery where the soul of the initiated Knight is ordained once more, awakened to either the radiance of Xan’s light or the power of Xan’s lightning. The Apostles who defined such Paths were the Vindicator Marian Cross, and the Wyrmstalker Seyren Windsor. One sought to protect and defend with its magic, the latter saw it fit to hunt the darkspawn ruthlessly. Though they share the same ideals of Order and Guardianship, their means to achieving them could not be further apart. The Chapter of Vindicators and the Chapter of Wyrmstalkers thus came to be, under the banner of the Order of the Golden Lance. Vindicators, Paragons of Guardianship “Service through deeds, faith through actions.” Vindicators, paragons of guardianship. They were those who came first, for after all, it was Xan’s guardianship that was first made known to the mortal world through his intervention. Their lineage traces back to the second apostle of Xan who rose in the wake of his sacrifice and vindications, Marian Cross, the progenitor of all other Vindicators to come. Sworn protectors of Xan, it is for atonement that they would sacrifice anything in the name of order and guardianship. Every grey has a purpose, and even the most cowardly and petty will fight ferociously for what it believes in, and will commit the same sacrifice to protect what it cherishes, becoming vindicated in the eyes of the Aengul Xan. Service through deeds, faith through actions. "His presence had always been formidable; the man's aura a veritable echo of that ineffable, divine sensation which ever gripped my brothers and I when our hammers rang within the consecrated forge. How, I must now wonder, did we manage to underestimate him still? In waves did they crash upon his bulwark as its radiance engulfed the entire crumbling southern wall, the darkspawn hordes all but tearing themselves apart in their fervor to consume us. In his eyes, I saw certainty and sunlight, and I realized- we'd never been in any danger at all." -Initiate Vathrus' observations of Marian Cross, the first Vindicator. The most zealous, the most faithful, yet with the darkest of pasts. It was Marian Cross who developed the techniques of the aegis that the Vindicators favour, as well as the ideal that there is always hope for redemption when one walks upon the Sunlit Path. Indeed, throughout the millennia have Vindicators continued to be the favoured vanguards of their Lord, epitomical of his ideals of guardianship as these mythical crusaders partook in many crusades, making war against dragonkin and purging the world of its pervasive darkness, one step at a time. It is in consequence and homage to Marian’s legacy that the Vindicators continue to be these fabled vanguardian crusaders of their Sunlit Lord, making up for what they lack in offensive prowess with defensive faculties most fitting of Xan’s guardianship, and proudly championing His solar light as the first of His kind. Their mists are more tranquil, silken and lustrous in contrast to the Wyrmstalkers, however their benevolent guise must not be assumed for granted. They will do whatever is necessary in the name of atonement and service, and thus in the name of the Xan. Guardian’s Bulwark Perhaps the most emblematic tool of the Vindicator’s arsenal, Guardian’s Bulwark was believed to have been pioneered by the first Vindicator Marian Cross in order to better defend the weak and vulnerable against the ire of the darkspawn. Vindication Utilized by Azrael Athna to deliver righteous judgement upon the wicked, this aspect of Xannic sorcery is akin to the curse-breaking art of Purging, though much more violent- utilized solely in the damnation of those deemed lacking in the eyes of the Wingless Lion. Marian’s Refuge A protective field of light pioneered by the first Vindicator Marian Cross, symbolising his stalwart guardianship against the forces of Xan’s enemies, enemies of Order. Arknight’s Rally At times of peril and strife, a Vindicator may not be able to face their foe alone, one too great or too many that other helping hands are sought for collective salvation. Arknight’s Rally is a technique employed by the Vindicators of old in their struggles against the Dark, as a means of arming their compatriots in their noble crusade. Vindicator’s Mantle The incarnation of a seasoned Vindicator’s attunement to Xan’s light, once the favoured instrument of the Ten Apostles in the field of battle, to don the Vindicator’s Mantle is to glimpse the legacies of the crusaders of before, honouring their untold tales through duty and reverence. Wyrmstalkers, Sentinels of Order “Salvation is our liturgy.” The dogmatic and zealous silver sentinels of the Order, reforged by Seyren Windsor to be the Wyrmstalkers. They who are guided by the Sun yet seek the advantages of the Moon, there is nothing more noble than achieving their goals, and to successfully hunt their prey. No quarter to be given to those of the dark, it is the Wrymstalkers who fashioned traps, tactics, and perfected the spears of lightning as reprisal against the Black Wyrm, for it is the ingenuity of the grey that will triumph, rather than the raw, unchecked powers. These Huntsman of Yore are reflective of the gift of lightning they wield, featuring a strange volatility, erraticness and hints of static suggestive of their nascent capabilities. “The five day mountain detour, in the opposite direction of our destination, probably should have tipped my brothers and I off, in retrospect. The Wyrmstalkers wouldn't tell us why- but while we struggled against exhaustion, they trudged on; clearly driven by some unspoken purpose. When the earth shook with that visceral roar, and a fetid shadow eclipsed the sun and rained its rotten scales, however, a terrible understanding dawned upon my brothers and I. In moments the crackle of lightning filled our ears as those we had been ordered to trail launched to action- if they had been weary, or afraid, none but our Lord could have known it. When the chaos calmed, the drake and two of the Wyrmstalkers lay dead, but I could almost swear that I saw smiles on their faces.” - Initiate Vathrus’ observations of a Wyrmstalker sortie. Henryk’s Binding Rediscovered decades ago was a lost rune of the last Wyrmstalker Henryk of Sol Invicta’s dutiful reign in the Abyss, dubbed the “Ambuscade rune” which was extensively employed by the homogenous servants of Xan in their struggle against the Inferi upon the twilight of Arcas. Over the ensuing years, this method was practised and perfected by the Knights, now returning to the hands of Wyrmstalkers as its true masters. Stalker’s Step A deft manoeuvre believed to have been developed by accident by an unnamed Wyrmstalker who desired a quicker means of escape from the clutches of Ashen Ones, Stalker’s Step is more a means of disengage than gaining offensive advantage over enemies. Sunlit Volley Hunters by trade, masters of the bow, the pride of Wyrmstalkers have always lied in their prowess in archery, best characterised by the sunlit volleys they fired upon Ashen Ones in the days of the Black Scourge. Daybreak Spear Often the first of the two Spears of Order taught to a Wyrmstalker nearing the apogee of their strength, the Spear of Daybreak is fitting of its namesake as a tool for the advent of subjugation, like the breaking of day that comes before the sunlight’s rise. Sunlight Spear The greatest incarnation of the Wyrmstalker’s coveted lightning, Sunlight Spear is the grandest culmination of their power, pioneered in ages past by the Sorcerous Apostle Mithran Yuln to fell the draconic lieutenants of Setherien. Its practise and prominence in strength waned with time, however with the return of Xan’s dichotomy this technique once again glimpsed its true purpose. Sanctuaries of Xan - Chancery Tradition In the depths below the Order of the Golden Lance’s Keep, in a far away land of Sheerok, stood a symbol of worship and prayer to their patron deity, the Lord of Sunlight, of Order and Guardianship, the Wingless Lion, the Aengul Xan. Murals and icons would decorate the marbled halls, where the Prophets and their Apostles would give sermons and lead the faithful in prayer. Though as their world crumbled beneath the onslaught of the Black Scourge, as the Apostles were immolated upon the snowy fields by Setherien, the survivors fled, only with the memory of their gilded halls, where they made their vows to their Lord, to protect the grey against the dark. Though the temples and shrines of Xan now lay in ruins across worlds, the Keepers preserve the tradition, of honouring sacrifice, of forming covenants to the Sunlit Path, and of seeking communion and guidance, under the Aengul Xan’s watchful gaze. A drop of devoted blood, a reliquary to house it, and prayer is all that is needed to consecrate the grounds, to bless the area known as a Chancery. It is said that the blood of the Paladin represents the sacred waters of the Immaculate Palace, and that the realms are connected by the covenant, as the Lightsworn are bequeathed Xan’s powers, to serve as His will upon the mortal plane. Sacred powers, in exchange for their devotion and service to the lands. The Chancery is also the foundation in which sunlit armaments are made, as the forge of Jared Blockfoot was only a stone’s throw away from the chanceries of the Golden Lance. Any acts of the dark arts are hindered in the presence of these hallowed grounds, while the devoted are baptized in the azure mists, upon connection to the Aengul Xan. Rituals to commune, to sacrifice, to honour, and to even embalm the fallen are all conducted upon the holiest of grounds to the Paladins, under the Lord’s watchful gaze. Salt, ash, candles, incense, oils, the ritual tools of the Xannic traditions expand upon each culture it has brought in, but will never stray from its purpose for the ritualist Vestals. Chanceries are the only site of connection for Paladinism Chanceries are commonly used as sites for communion with Xan for events and possibly other rituals such as connection, disconnection, divination, and so forth. Chanceries have 3 tiers that can be achieved, shrines, temples and sanctuaries. Shrine: The most basic archetype. A shrine requires just a drop of Warden blood upon a reliquary, an ST signed holy artifact serving as the shrine’s epicenter. Reliquaries can be created by blessing a single object such as a suit of armour, a relic, a weapon, and so on with the power of one lightstone. The ritual serves as symbolic sealing of consecration that marks the beginning of a fledgling Chancery. Temple: The intermediate progression. A temple requires a shrine that has connected 3 Knights of Xan at the very least, thus emboldening the presence of the Sunlit Lord with these sanctified deeds. Temples possess features of a shrine but can now also: Sanctuary: The final and greatest nexus of the Sunlit Lord’s presence upon the living world. A Sanctuary requires a ritual at a temple performed by six unique Knights of Xan and the original Warden, and a sacrifice of some manner to Xan such as the bones of a darkspawn, or symbols of the hunt, a testament to its storied history in celebrating the ideals of Xan. A sanctuary has features of temples and shrines, alongside the following: Redlines and Guidelines Deific Purging The duty of paladins has always lied in the preservation of Xan’s Order, best exemplified by the many crusades they have undergone throughout the ages or the forces of evil they have uprooted and exorcised. Deific Purging serves as a ritual for the latter purpose, allowing multiple paladins to collaborate in a concerted effort to cleanse an object or an individual of a particular blight, curse, illness, or other varieties of unnatural influences. With the vigour that comes with these rituals, they must be performed either directly under Xan’s light at a Chancery, or through the use of a lightforged trinket possessing the “Sunlight’s Wrath” enchantment. The effects that deific purging has upon specific targets are outlined below, and it must be borne in mind that only paladins of tier 3 or higher may participate in these rituals and only paladins of tier 4 or higher may lead these rituals. Sacred Artificery Imbuing the mists as a permanent construct upon the physical world is a feat as old as the first days of the paladins of Sheerok. Ranging from minor baubles to formidable enchantments bearing Xan's power, the works of Sacred Artificery are trinkets treasured by paladins, allies, and even common folk as a means of recourse from the hardships of the world in many ways. Later perfected by the deft handiwork of the astute Dwed Apostle Jared Blackfoot, his method of practising this divine art continues to be upheld by the paladins today, the lightforging methods he devised practised alongside traditional prayer blessings of the past. Sacred Artificery itself is comprised of three loose "tiers" and types of enchantments - blessings, orisons and exaltations. Blessings are, in a traditional sense, minor and usually non-combative enchantments that are imbued into items by a prayer closely describing the desired effect, performed at a chancery; these prayers may vary from the described conventions below so long as it's meaning is captured. Orisons, conversely, require a far more involved process in the form of "lightforging", the permanent melding and forging of Xan's mists into an item at a lightforge so that it may house a particular spell from a paladin's arsenal, powered by a lightstone. A lightforge is necessary for this process, which is a blessed forge carved out of a specific set of runes that can only retain functionally at a chancery where it is closest to the Sunlit Lord's light. While the art of blessing can be performed and learned by paladins of the third tier, lightforging only becomes a prospect when they reach the fourth upon the advent of becoming accustomed to their energised mists. Exaltations, unlike the former pair, can only be envisaged by those of the fifth tier and are essentially Xannic artifacts of MArt tier, usually involving both prayer and lightforging; these are often the magnum opus of Xan's knights as grand incarnations of His power, artefacts that glimpse the greatness of the Golden Lance. Many blessings of legendary figures in the Xannic mythos have been preserved by the paladins throughout the ages, the litanies currently known listed below: The art of lightforging is considered by many as the greater variant of sacred artificery for its ability to imbue complete spells into artefacts, the legacy of the Apostle Jared Blackfoot as explained below: Tier Progression Initiation Trials of Brotherhood Trials of the Arknight Triumph of the Seeker Changelog Purpose Credits Johann (Author) Firespirit44 (Co-Author) Kalehart (Consultation and flavor texts of 'Vathrus') Altiar1011 (Consultation) Rift (Consultation) Aelesh and Heero (Initial Inspiration) Delmodan (Previous Rewrites & Exponential Effort to sustain Paladinism as a Magic)
  12. Here comes the Witcher RPers.... (+1 though, really well written.)
  13. The former Sohaer Iyathir begrudgingly pasted the missive on her refrigerator door. "Unbelievable..."
  14. An elusive 'aheral, shrouded in mauve cloak and apparel hummed to himself upon perusing the cryptic missive. Upon its discernment did a delighted chuckle escape his hollow gaze, which had seen little contentment in recent days. "A relic of the Betrayer... intriguing, truly."
  15. Congrats on admin king but where's the paladin rewrite

    1. Show previous comments  1 more
    2. Johann

      Johann

      We'll be in touch (2122.png)

    3. Ryloth

      Ryloth

      i bet $1,000 that someone will finish the rewrite before heero (1 month time limit)

    4. Xx_BloodStalk_xX
  16. This is my favourite profile on LotC.

  17. Though the minimum tier requirement was raised for abjurations and wards to be casted, it was more so done as a compromise for the fact that you would now be able to ward/abjure any magic you have previously had a T5 MA in before, as opposed to being restricted to MAs you currently have. It makes sense that a mage would still have an instrinsic understanding of a magic they previously mastered, therefore allowing them to ward/abjure it even after they've dropped it. However, I could make it so that for MAs a mage currently has, T3 is the requirement, whereas to abjure MAs they once had before, they have had to be T5 during the time the MA was active. The changes are really just so that abjuration and warding aren't entirely useless most of the time, and that there is more skill expression for experienced and practiced mages who can use more abjuration/warding against other mages.
  18. Enchantment Clarification and Additions This clarification seeks to elucidate the chiefly vague and incoherent mechanics behind the functionality of enchantments, aspiring to give it a much more believable explanation as well as perform a few flavourful tweaks so that the archetype is more consistent with existing lore. The following is what shall be added to the enchantment section: Implements for Enchantments: As the strength and resplendence of an enchantment greatens, so too does the cost of mana for the functionality of said feats, though lesser enchantments harbour such negligible effects that implements are not necessary, anything greater requires a means by which an artificial mana pool can be stored - this is achieved in Transfiguration through the use of “implements”, materials receptive to active mana, and capable of storing said mana. Evidently, the more powerful the enchantment, the higher quality of implement that is required. All acceptable, conventional implements that may be used for enchantments are as follows: Magegold: Can be used to power any enchantment if plated in adequate proportions Mana Crystals: Variable applicability depending on rarity. Arcanium: Applicable up to grand enchantments, though MArts using this implement remain a possibility. Thanhium: MArt tier if used in adequate quantities, more than enough for grand enchantments. One thanhium ingot can be used to make three thanhium gems as grand enchantment batteries, with an additional use for T5 spells, two additional uses for T4 spells, and so forth. Mana Crystals for Enchantments: Precious minerals remarkably receptive to the energies of the Void, acting as reservoirs of active mana for many powerful Voidal enchantments since days immemorial. Transfigurationists hold great value for these materials in their craft for it is, after all, the cornerstone of an enchantment’s functionality. The quality of gems is indeed proportional to its usefulness in the storage of active mana, with higher ‘tier’ gems such as diamond utilised in grand enchantments, whereas more common gems such as topaz given application in less powerful variants. The classification and applications of different tiered gems are as follows: Low-tier: All “mundane” gems such as amber, lapis, topaz, and so forth. Applicable for lesser enchants, but not necessary. Mid-tier: Ruby, sapphire, emerald, and any other gems of equivalent rarity. Applicable for potent enchantments. High-tier: Diamond and any other gems of equivalent rarity; covering the object to be enchanted. Applicable for grand enchantments. Naturally, high-tier gems may be used for enchantments of an inferior power scale to grand, however this does not mean the opposite is true, for one may not use a mid-tier gem to power enchantments better than potent. Passive Regeneration of Enchantments: The self-powering property of contemporary enchantments primarily hinges upon a singular gimmick in the creation of enchantments, performed after the active mana blueprint for the desired spell has been infused within the item. Mana crystals, magegold, and other materials receptive of mana, in this context, act as mere vessels for this artificial mana pool that is created by the transfigurationist upon the inception of the enchanted object, yet what truly replenishes this reservoir lies in a minute feat of Voidal tearing embedded within, wherein there is a constant diffusion and siphoning of Voidal energies from the Void between instances of use, which is in turn be repurposed by the enchantment for use in its spell. Warding and Abjuration Amendment Warding and Abjuration have always suffered from a lack of use or appreciation in thematic value by void mages, with its incredibly circumstantial nature not entirely aided by stringent requirements for an abjuration or ward to be cast against a magic. It is this glaring issue that this amendment intends to fix, by giving practitioners of Transfiguration more incentive to use this field of the magic, but also bettering its narrative bearing as a field which truly reflects the experience of a Voidal mage. The following contains what is currently implemented in the lore: Which would be changed to: - You cannot Ward and Abjure magic that you have not possessed an MA in. - You must master a magic (be Tier 5) in order to ward/abjure it. You cannot pick up an MA and drop it a week later and be capable of warding/abjuring it. - You may only enchant Ward Shields onto objects that you possess an active MA in. Citations Johann (Writer) Sorcerio (Consultation) Isaac's Transfiguration Lore: [✓] [Magic Lore] - Transfiguration: Artisans of the Arcane - Voidal - The Lord Of The Craft
  19. Cameron you madman.

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