Jump to content

Islamadon

Story Management
  • Posts

    354
  • Joined

  • Last visited

Everything posted by Islamadon

  1. Can we get the AH back? I looked forward to seeing cool stuff on it daily . . .

  2. Realistically, repeated and incessant raiding is utilized as a way to stifle RP and exhaust the other side OOCly. People have lives outside of LOTC (if they're healthy) and having to drop everything you were doing because some other players want to GET THAT EPIC DUB leaves a salty taste for most casual RPers. I am not accusing you of doing this - I have no idea who you are - but I think coughing up this tendency to just being "conflict" is shortsighted given the nature of most raids. There is rarely a story or purpose in a raid beyond demoralizing your target; it's just a legal means to RDM. I personally would rather see city conflicts reserved for warclaims and leave banditry/raiding for the outskirts of cities and roads.
  3. My most recent gripe is that every gate feels like it's shut . . Whenever I try to go through them, on the off-chance that they're actually manned, people want to RPly take my items to avoid conflict. I just want to RP and explore and not be covered in bubble wrap so people can do SOL unaccosted. I suspect this could be due to the recent change where now, per the rules, 4 people can perform villainy on a population without it being considered a raid. It's easier to just keep the gates shut and not deal with it...
  4. Very difficult to moderate and scale. Though I initially seethed at the current state of Metal and Kani, I came to like it because it forced an archetype of unarmored and no-weapon. The mechanic redline I included, I feel, solves the big issue of being unable to do basic things such as herb runs w/o getting barred from using your kung fu because you have alch shears. It also just safeguards against minmaxing and having someone use a sharpened palm blade or something while they fight.
  5. Mystics already have them EDIT: rewrite is less jojo and more . . .
  6. Moon Path: 1. Find source of Mana 2. Third Eye Manipulate 3. Apply hardening 4. Channel Abjuring strike 5. Hit someone with a dense abjuring rubber ball hadoken
  7. Ironically I felt that Sun Path was more overwhelming than Moon and was concerned that the other was lacking; both paths fit a play style … moon path lacks DPS but harms magic, whereas Sun has DPS and has 0 magic protection. Given the players get to choose their style, I don’t think one is necessarily better than the other - it just depends on situation.
  8. Though the exact origins of Resonance remain unknown, a legend has persisted pertaining to the first Oscillit. Centuries ago, there lived a wiseman who suffered a terrible reprimand for his subversive teachings. As punishment, his lungs were set ablaze with coal dust and was horribly scarred. With will unyielding, this Monk refused to succumb to oblivion. Persisting through unconscionable pain, the Monk found himself unable to breathe as a normal man. Methodically did he plot each and every breath as to meet the necessity for life and, in doing so, he had managed to stay the pain of his affliction. In finding peace, he had mastered rhythm. To the surprise of the monk, his effort had uncovered abilities which eclipsed mere survival. By virtue of the rhythm he had attained, the Monk’s very soul became in tune with the natural world - RESONANCE. From inner peace and the steady rhythm of the breath, he had managed to harness the ambient mana of the world to perform strange and wondrous feats. He dubbed this art “Kani”. For years did the Monk travel the world amassing many disciples - the Oscillits - who sought enlightenment beneath his tutelage. Though time would eventually claim the Monk, his will would be inherited by his students for subsequent generations. From these disciples did two schools give rise - that of the Sun and Moon. The Sun Monks were notoriously straightforward and proud, their breathing patterns energetic and filled with life. In practicing the art of Sun Breathing, these monks found that their physical forms had been significantly enhanced. The Moon Monks, on the other hand, were known to be calm and gentle, their breathing patterns fluid like a flowing stream. From Moon Breathing did these monks discover the ability to affect the supernatural. Alas, these successors found themselves far less successful than their progenitor; thinly was the art of resonance spread. Though sparse, Kani fortunately found cultural resonance with the Farfolk and Beast cultures of Ai-Zho. To the Oyashi, the art had been dubbed “Ryū”, while the Hou-Zi of Cathant dubbed it “Chi”. Whatever the name, Kani has since persisted into the current era. Now in the hands of the Descendants, its prospects prove limitless. THE RESONANCE ANOMALY The nature of a Descendant’s soul is divided into three equal parts: The Core, The Mind and the Body. Each of these fragments contributes to the greater power and potential of the soul. This is to say that empowering any of these fragments empowers the overall individual. Through the Resonance Anomaly, the Oscillit is capable of intuning their soul with a fourth source of power: Nature, or the ambient mana found throughout the World. In effect, the perfected rhythmic breathing of an Oscillit enables their soul to resonate with Ambient Mana, allowing its potential to be utilized. The Oscillit is thus temporarily capable of enhancing the Body portion of their Soul (and subsequently their Soul Blueprint), thereby granting them the ability to interact with the world in physically unique ways. In the past this empowerment, via the flow of natural mana, was interpreted as the flow of Chi. It is noted that a state of Resonance will be inhibited by dense materials. Given the nature of Resonance, the flow of Mana must be unobstructed between the Oscillit and the environment. Metal and other comparably dense materials thwart this exchange, and thus the Oscillit cannot adorn themselves in dense ornaments or arms. The only substances capable of facilitating Resonance are those which are organic, I.E. Leather, Wood, Cloth, Etc. Further, should an Oscillit’s rhythmic breathing be inhibited, Resonance will immediately cease and any applied ability will subside. • Kani occupies [2] Magic Slots. • Kani is compatible with all Races and Creatures that are capable of breathing, who possess lungs and which harbors at the minimum a lesser soul. • Kani is incompatible with Creatures that possess Corrupted or Modified Souls, given their corrupted “Body” portion of the Soul. This is to say Dark CAs are generally incompatible, while FAs and Dark/Voidal Magics may be compatible. • Because Kani is incompatible with "corrupted" beings, Aurum does NOT affect an Oscillit while in resonance. • Resonance is incapable of being achieved in the event one is inhibited by metal or dense materials. It is noted that even a strand of dense jewelry is capable of inhibiting an Oscillit’s ability to achieve resonance. Fortified Bone (Boneforging, Crackadonk, ETC.) and Ironwood tools are considered to be dense. • Resonance will be dropped in the event that an Oscillit’s rhythmic breathing becomes inhibited. This most often occurs from asphyxiation, excessive talking, having the wind knocked out of them, ETC. • For the purposes of Kani, one may carry mechanical items such as Horse Whistles, PvP Equipment, Alchemist Shears, and Mina which are necessary for the interaction of plugins of the server and will not be considered to be metal whilst on the Oscillit’s person (unless stated as otherwise). Achieving resonance, followed by an acknowledgement of any of these tools as being metal during a scenario, may subject the player to harsh punishment at the discretion of the ST. • Oscillits may also adorn themselves or their tools with Lightstones, Quietus Crystals, Adfectio Stones, Titan's Eyes or Arkenlyte for the sake of aesthetic, provided that these materials are not used to enhance one's offensive or defensive capacity, I.E. Lightstone Crystal Spears or Adfectio Armor. PASSIVE AND AGGRESSIVE RANGES Resonance and the temporary enhancement of the Soul Blueprint can be achieved to a varied degree, with the degree of effect it can have on the world dependent upon the concentration of the Oscillit. Passive Resonance is resonance which does not actively task the natural mana an Oscillit attunes. Passive Resonance primarily enables an Oscillit to perform minor feats that are not related to combat, and are thus mostly utilitarian in nature. The Aura produced by Passive Resonance is free-form in nature and may be indicated by a reasonable tell of the Oscillit’s choice. To enter a state of Passive Resonance, an Oscillit must exhaust at the bare minimum [1] Emote of concentrated rhythmic breathing, after which they may conjure abilities within the Passive Range. The Emote Cost to enter Passive Resonance varies depending upon the tier. Aggressive Resonance occurs when an Oscillit actively tasks natural mana into subservience, thus temporarily enhancing their Soul and Body to a potent degree. The Aura produced by Aggressive Resonance too is free-form in nature and is indicated by an energetic, potent enwreathing of the manipulated body part. To enter a state of Aggressive Resonance, an Oscillit must exhaust [3] Emotes of concentrated rhythmic breathing, after which they may conjure abilities within the Aggressive Range. In the event an Oscillit is engaged in combat, a state of Aggressive Resonance will be required to use Passive Ranged abilities. All spells in Kani require [1] Emote to cast after achieving their respective states of Resonance. Abilities can be stacked atop one another to create a combination of effects before deliverance, thus increasing the total Emote cost. For example, were an Oscillit seeking to Condense and Harden an object, and then utilize Penetrative Interia, it would require [3] total Emotes to achieve the desired outcome. • Kani is incapable of being dual-cast. There must be at least a [1] Emote period of grace between using an ability of Kani and that of another magic. • Each ability in Kani requires [1] Emote to cast after achieving the required State of Resonance, and multiple abilities may stack with additional charging Emotes. • Passive and Aggressive Resonance possess an identical, free-form tell of the Oscillit’s choice that envelops the affected area, with Aggressive Resonance being notably more energetic and potent. Acceptable tells include: After Images, Sparks, Licks of Flame, ETC. and can practically be anything provided that they do not interfere with vision. • In the event that an Oscillit attempts to utilize a Passive Resonance Ability in the midst of Combat, a state of Aggressive Resonance is necessitated. Further, the Passive Range ability’s tell will be replaced by standard Aggressive Resonance potency. • An Oscillit is capable of entering a state of Aggressive Resonance from a state of Passive Resonance. This requires an addition [2] Emotes of connection, for a total of [3]. THE PATHS OF SUN AND MOON The paths of Sun and Moon stem from the Core Abilities of Kani and are the manifestations of Aggressive Resonance. Given the emotional nature of the soul, the advanced abilities of the Oscillit fork depend upon the personal mentality and rhythm of the Oscillit. The Path of the Sun provides abilities far more physical and direct. The Path of the Moon enables an Oscillit to affect the metaphysical. In undertaking either path, the Oscillit will find that their personality will generally begin to align with the respective archetype of their Path, to the discretion of the practitioner. Sun Monks may generally be energetic and straightforward while Moon Monks may be more calculating and “zen”. This is due to the breathing techniques utilized, given that either technique requires a consistent state of mind and rhythm. A Kani practitioner who subscribes to the Sun Path is thus incapable of utilizing abilities from the Moon Path, and vice versa. Through deep meditation, an Oscillit may be able to shift their mentality to the parallel path once per OOC month. The ritual for doing such is generally free-form, but necessitates that an Oscillit perform it while basking beneath the light of the Sun or Moon. • An Oscillit is responsible for keeping the ST informed as to which path they have chosen by noting it upon their MA. In the event that an Oscillit wishes to switch paths, they must make an appropriate SREQ as to update their MA. [T1] ORBIT [PASSIVE RESONANCE] An Oscillit may incite resonance to redirect the attraction of objects at rest unto themselves. In effect, an Oscillit incites their Soul Blueprint’s to attract ambient mana, whereby non-metal objects will find it more appealing to orbit about the Oscillit than to stick to the ground. [T1] CONDENSING [PASSIVE RESONANCE] An Oscillit may incite resonance to coagulate and condense particulate matter. In effect, an Oscillit incites their Soul Blueprint to “pull” at the ambient mana within objects whereby they can combine separate pieces of matter to form a singular object. [T2] HARDENING [PASSIVE RESONANCE] An Oscillit may incite resonance to harden both liquids and malleable solids. In effect, an Oscillit incites their Soul Blueprint to resonate at a lower frequency - similar to that of a solid - whereby they force the ambient mana within objects to conform to their will. [T2] FRICTION [PASSIVE RESONANCE] An Oscillit may incite resonance to alter the inherent friction of their body. In effect, an Oscillit incites their Soul Blueprint to maximize or minimize their “imperfections” in relation to objects that they are interacting with, resulting in a change of friction. [T3] DELAYED INERTIA [AGGRESSIVE] An Oscillit may incite resonance to delay the delivery of force for a short period of time. In effect, the Oscillit incites their Soul Blueprint to “echo” when interacting with an object, whereby the target will experience the echo rather than the initial interaction. [T3] PENETRATIVE INERTIA [AGGRESSIVE] An Oscillit may incite resonance to project their attacks beyond barriers. In effect, the Oscillit incites their Soul Blueprint to gracefully bypass and flow through an object, whereby the target will experience the force of a strike as if it were delivered on the opposite side. [T4] IRON BODY [AGGRESSIVE] An Oscillit may incite Resonance to reinforce the durability of their skin akin to that of iron. In effect, the Oscillit incites their Soul Blueprint to condense and harden their own skin to a potent degree, whereby they can protect themselves from simplistic attacks. [T5] KINETIC STRIKE [AGGRESSIVE] An Oscillit may incite Resonance to bolster the potency of their unarmed attacks. In effect, the Oscillit incites their Soul Blueprint to manifest additional force about their chosen appendage, whereby they can strike as if they were swinging a warhammer. [T3] THIRD EYE [AGGRESSIVE] An Oscillit may incite resonance to endow their bodies with ability to view and interact with mana as if it were physical. In effect, the Oscillit modifies their Soul Blueprint to mimic the properties of nature energy, whereby their body can physically mold and view the flows and ebbs of mana. [T3] FEATHER FORM [AGGRESSIVE] An Oscillit may incite resonance to lighten their body and increase its agility. In Effect, the Oscillit modifies their Soul Blueprint to temporarily displace the body’s weight whereby a sensation of near weightlessness is invoked. [T4] ABJURING STRIKE [AGGRESSIVE] An Oscillit may incite resonance to abjure evoked mana when struck. In effect, the Oscillit modifies their soul blueprint to destabilize and interfere with targets that possess mana, thereby causing the target to become unable to draw upon, channel or maintain mana. [T5] HARMONIC MENDING [AGGRESSIVE] An Oscillit may incite resonance to accelerate the healing process within the body, or to slow their rate of blood-flow as to mitigate blood loss and the spread of poison. In effect, the Oscillit modifies their Soul Blueprint to repair and safeguard at a greater rate. All that is required to learn Kani is a Teacher who possesses a valid TA and a student who meets the criteria for compatibility with the Resonance Anomaly. Once a Student begins to learn Rythmic Breath, they will immediately reach T1 and may begin to learn how to utilize Resonance with their teacher’s guidance. In order to acquire a TA, an Oscillit must have studied both the Sun and the Moon path, and mastered every ability. Given the nature of Kani, one cannot be forcibly disconnected from the Magic given that it is a matter of mastering rhythmic breath. True disconnection can only be achieved by permanently altering the Soul Blueprint (i.e. becoming a Dark CA) or by having one’s lungs permanently and irreparably damaged, therefore incapable of maintaining rhythmic breath. TIER ONE [WEEKS 0-1] The Oscillit begins to learn proper breathing technique and how to Incite Resonance. • At T1 an Oscillit may ONLY connect to Passive Resonance and is incapable of utilizing any abilities. TIER TWO [WEEK 2] The Oscillit learns to enter a state of Passive Resonance and may utilize abilities, albeit with active effort and full concentration. • At T2 an Oscillit may ONLY enter Passive Resonance after [3] Emotes. TIER THREE [WEEK 4] The Oscillit learns to enter a State of Aggressive Resonance, albeit with difficulty, and may choose the Path of the Sun or the Moon. • At T3 an Oscillit may enter Passive Resonance after [2] Emotes and Aggressive Resonance after [3] Emotes. • While in a state of Aggressive Resonance, an Oscillit will only be capable of casting [4] spells before requiring a reconnection. TIER FOUR [WEEK 8] The Oscillit is able to manipulate the Passive Range near instinctively and may now utilize Aggressive Resonance in a more effective capacity. • At T4 an Oscillit may enter Passive Resonance after [1] Emote and Aggressive Resonance after [3] Emotes. • While in a state of Aggressive Resonance, an Oscillit will only be capable of casting [6] spells before requiring a reconnection. TIER 5 [WEEK 12] The Oscillit has mastered both Passive and Aggressive Resonance, and may manipulate either ranges with little difficulty. • At T5 an Oscillit may enter Passive Resonance after [1] Emote and Aggressive Resonance after [3] Emotes. • While in a state of Aggressive Resonance, an Oscillit will be capable of casting unlimited spells lest their rhythmic breath becomes inhibited. This is to say that a reconnection is NOT required. PURPOSE Kani and Chi have been THE martial arts magics on LOTC for years now. After researching Chi, it became clear to me that both Chi and Kani utilized the same power source - ambient mana. As opposed to splitting a Martial Arts niche into multiple magic sects in future renditions, this rewrite intends to combine Chi and Kani into a cohesive and balanced magic. Further, this piece intends to clean up the lore inconsistencies of current Kani to better fit the LOTC universe. CITATIONS CREDITS ➙ Tasty for MASSIVE peer review and ideas. ➙ Wowj for MASSIVE peer review and ideas. ➙ Funtzu for MASSIVE peer review and ideas. ➙ Shady for peer review. ➙ Breeni for peer review. ➙ Creamy for peer review. ➙ Kiko for providing clarification pertaining to Chi. ➙ James for aiding in conceptual development. ➙ Dingo for aiding in conceptual development. CHANGELOG:
  9. "HRMPF . . . Hardly a spaniel and more a terrier, I'd say. A hunting dog - mayhaps . . . but definitely no spaniel." comments a renowned Dog Tamer from the Kingdom of California.
  10. but we wouldn't need to call a mod if this could just be clarified upfront . . . IDK why not wanting to write down "Can only safely drop down to a maximum of 6 blocks" or something along those lines is a hill the GM team seems to vehemently defend when the rules provide movement values
  11. in this case it should get some clarification, no one knows what a fatal drop would be … it’s not obtrusive to count how far you fell to determine damage
  12. My only concern pertains to halting. There would be no way to prove whether someone performed a halt emote in front of or behind someone if they're walking by. I'd rather Halt emotes require some additional conditions rather than riding up on someone from behind, copy-pasting an emote, and then locking them into banditry as opposed to locking down a road.
  13. I have found that Xionism is an ideology of paradox. It is an ideology which advocates the opposition to Aengudaemon interference; yet, at the same time, pledges allegiance to the teachings of descended Aengudaemons. Xionism gaslights the idea that Dark Arts protect mortals by becoming IMMORTAL - specifically with the Way of the Dark. Ironically, these dark arts more often than not perpetuate far more suffering than any Aengul has in the past 10 years by virtue of slaying random people for rituals. As a result, Xionists actively harm and terrorize more mortals than Aeriel ever has. It doesn't matter what path you adhere to - the end goal is to transcend, and usually the only means of doing such are to dabble in evil arts. How can one be a Xionist Druid (Way of the Oaks) if they pledge their soul to an Aengudaemon (achtually you can just be a necromancer it's about the life force)? Adding to this notion, albeit somewhat unrelated, Xionism has had a disastrous effect on lore writing IMO as people have turned Necromancy - a traditional Ibleesian art - into a neutrally sourced magic. Iblees's entire shtick was that he led the undead, and I can't perceive of a non-hamfisted way to justify the Arch-Daemon losing his corrupted magic other than achieving a Xionist agenda. The Way of Embers is hardly ever seen. Despite being a Templar and being rather connected to the holy communities, I have never once had a Xionist attempt to dome me with a crossbow. Instead, most of the Xionists I have come across instead choose to debate me and red-pill me on their faith rather than throw hands. I'm a Maleficar! Overall, I am not against there being an ideology that opposes Aengudaemons. They can be engaging. I just think the methodology of Xionism and its paradoxical dogma make it akin to fedora tipping whenever I see or hear it. I for one welcome the Aengudaemons, they give me a nice afterlife and I don't have to skin kittens to fight the power!
  14. yo turn on tv it just happened

    1. Pengin

      Pengin

      The south tower has been struck

  15. I'm not an expert on this particular topic so bear with me... Voidal connections do not modify the soul, and thus Malchediael would be unaware for all intents and purposes. As it is described currently in Voidal Lore, Voidal Weakness is derived from stamina is drained in exchange for Voidal Power. Though your mana and ability to cast magic is derived from your mind/soul, the Void does NOT leave a lasting mark on your soul or blueprint. QUOTE: "Thus, by breaching the Veil, the mage allows the Void to influence their person more heavily, sapping away their energy in exchange for the spells they conjure. It is for this reason that mages are made less hearty and frail, their vitaly slowly eaten away by the Void — for everything has a cost." Even if for the sake of argument that Malchediael kept a close eye on you and was able to feel when you conjured the Void, it would be the same level of haram as someone violating the ozone layer by using hair spray. The lowly voidal mage is so insignificant that higher powers simply do not notice. As long as you are courageous, Malchediael would not care but he'd probably slam a hammer into you if he found out.
  16. The problem fundamentally lies in the fact that it's pretty unprecedented for two deity magics to merge like that. Semantics and deeper arguments aside, it was a thing that should have never been. Be it Loreheads, other LT or the Templars I've hung around - all have stated that it's a compatibility that doesn't make sense. I understand the frustration and how it will negatively affect the people involved with the Druid-Templar combo currently. Fundamentally, though, it makes no sense. Soul connections aren't a matter of worship - an Aengul lays claim to you and lends their power. Descendants who are tethered to them act as their mortal agents. Why would an Aengul want to share their food with another, or have their agents doing stuff that doesn't align with their will? Templarism is also incompatible with Machine Spirits (Garumdir claim), Paladinism, etc. These do not require direct worship either. Seer is the only exception because the whole shtick is that Vassek hides his connection so that his people blend in and spy. Aenguls do not want to share. Though Malch CURRENTLY does not have a Realm, what if he acquired one? Where would the soul of a dead Templar go - theoretical valhalla or the eternal forest? The hybrid templar wouldn't get to choose, one deity would have to take precedent over the other. Does Malch want his Templars to commune with and be merry with an elk, or does Malch want them to make a trophy of the elk? If a Templar were to visit the Eternal Forest with a ritual, would they be considered an otherworldly invader due to their Malch smell? It's these mini considerations that break the mechanics of cosmos/deities. Once again, I understand completely how this might upset some people. At the end of the day if I could justify the compatibility other than just saying "we have it currently", I would have. It just doesn't make sense to me as a guy who reviews lore 24/7 and did considerable research before writing this proposal. If someone can give me a truly compelling argument that makes sense with the in-universe mechanics, I will 100% change my opinion.
  17. Good point, will clarify on main post. Im thinking same standard time as Trophy, [5] emotes.
  18. With Regards to "I Am A Bit Confused" - Fair critique that Vigorous blow might a bit vague. You swing and an AOE attack shoots out with a range of 4 blocks and a width of 3 [same as standard combat, maximum of 6 if you walk 2 blocks forward] - A heavy hammer is a heavy hammer - I.E., swinging a sledgehammer. I can lift Bob the Builder's hammer with one hand - it's not that heavy. I can change "heavy hammer" with "sledgehammer" if we want to be pedantic. - If you have carbarum weapons you can absolutely strike independently of vigorous blow, but not everyone has carbarum nor should we be amplifying the DPS potential of a metal that already slices through armor and swords. With regards to "Personally, Not a Huge Fan" - Vigorous Blow is NOT the only offensive spell. Furious Flame gives any weapon you are holding the properties of aurum - the ability to add damage amplifiers to Dark CAs and to hit ghosts. Templarism is a melee magic - you should be in melee range. Standing off to the side indefinitely charging your attacks before waddling forward defeats the whole purpose of being a melee magic - you can just fight and get 3x the attacks in as you previously said. - The movement speed was already limited to 2 in the current iteration; I am not a fan of allowing one attack to be stacked with another because it borders on independent summons. For each enemy you are attacking they are dealing with only 1 attack, not 2, but your attack can hit up to THREE. If you have a proposed additional combat spell, I'd be willing to hear it and possibly implement it. - Indeed, you would be more of a liability in a group fight. It's a proposed hinderance that forces you to rethink strategy as opposed to no-brain fighting. It also encourages Templars to stick together so that they have one another's back. If you wish to no brain fight, you can start RDMing when you take too much damage IMO. - From my experience Burst Body gives people very little opportunity to react and, given that alchemical potions and other blinding spells require [3] emotes now, the proposed change keeps it in line. Not only does Fervent Flare have the same emote count, but it has an AOE effect and a considerable range - far more potent than a standard enchantment or alchemical potion. It's not a massive nerf.
  19. I guess my take would be that, given the wounded state a Templar would need to be to enter ToJ, they could naturally pass out from injuries. Alternatively I think it’s hilarious if you’ve a frothing rabid Templar going around rdm’ing people and being in need of pacifying
  20. I'm not against it, It's just that everyone I spoke with said Three. Three feels right to me, IMO, given that I think it should be a main magic that isn't so easily stacked. If more people insist on having it be 2 slots I don't mind, it's a hill I don't care to die on...
  21. The unfortunate truth is that Druidic Templars are a paradox in that they hold multiple deific connections, when Malch would more than likely say "no lol". Its an answer that's blunt but compatibility doesn't make sense, and there really isn't a solution aside from saying "make a choice". EDIT: My prior comment is my "proactive" solution, as in - its how we'd have to handle it in the future. But as a "reactive" solution, IDM letting the current people keep their compatibility like the recent Kanidrazi situation. They'll just be apparitions.
  22. FOREWARD: Centuries have passed since the Thirty Years War - an event which saw Iblees attempt to conquer the Material Plane. Malchediael, the Aengul of Courage, sought to bolster the forces of Four Brothers by taking the form of Krug’s Golden Axe in descent. Manifest as a symbol of courage and valor, Malchediael lent his aid to the Orcish ancestor by staying the corruption which sought to control Krug's mind. Too did Malchediael bestow courage upon the forces of the living, proving instrumental in resisting the inexhaustible hordes of the Deceiver. Alas, as the Aengudaemon pantheon returned to their realms upon the imprisonment of Iblees, Malchediael was left abandoned. Now used at the whim of mortals for the spread of carnage and war, Malchediael bore witness to the horrors that followed, and the countless dead. Lamenting his fate, Malchediael’s heart grew dark and vicious. Iblees, now freed, sought to harness this wroth. Malchediael was liberated by the Deceiver, and the Aengul of Courage was in his debt. Spiteful towards those who abandoned him, Iblees managed to redirect the young Aengul’s wrath towards Gazardiel as a means of ridding of a rival. However, as Malchediael ventured through the lands of Vailor, his ambitions stirred as he began to amass a following by those who would embody courage; he reveled. A world helmed by heroes who put cravens under heel was Malchediael’s new dream. And so, he began to pass his blessing unto his chosen few, Gereon “Christ” de Savoie being the first. Malchediael continued to venture, appearing most notably during the Inferi Crisis as he and his Praxic Sun Templars fought against the demonic hordes. At the Crisis’ conclusion, Malchediael found himself hosting his sister - Jophiael - who had descended as the Sword of Horen. The Aengul of Enlightenment merged with Malchediael’s courageous and spiteful self, causing his mind to splinter into an incoherent rage. As a result, Malchediael now roams the heavens fighting the likes of Voidal Behemoths and countless demons for the sake of mortals. Though Malchediael now fights on in a mindless state, his will was inherited by his followers. Compelled to spread the blessing of the Aengul and to meet challenges head on, the Radiant Templars have since thrived and spread throughout the world as heralds of courage. Malchediael’s dream is now in the hands of his chosen. A Radiant Templar is a descendant who has been entrusted with the Blessing of Malchediael, Aengul of Courage. Malchediael favors those who embody the virtue of courage and who live a bold lifestyle, and may thus entrust fragments of his power to those who would see his will done. Prime candidates for the Blessing include those of Heroes, Knights, Monster-Hunters, Adventurers ETC. To the Aengul, it is most ideal to lay claim to the pinnacle of the warrior class. The Blessing of Malchediael forms a tether to a Descendant’s soul and enables them to draw upon the bold aura of their Patron. When harnessed, the Blessing manifests as a blanched and holy flame, a reflection of Malchediael’s deific, yet furious nature. The boons available to a Templar are intended to be force amplifiers rather than crutches; thus, Malchediael intends for his servants to continue honing their skills and achieve victory by their own will. A Templar must be wary, however, for they are afflicted with the Touch of Jophiael. In essence, the lingering darkness within Malchediael’s heart has fused with the madness wrought by Jophiael, thus driving vulnerable Templars to the point of insanity. Amidst the chaos of their mind, all living beings around them, bar a fellow Templar, will appear as a horrid monster in need of purgation. Jophiael’s Touch will be elaborated further in a subsequent section. • Templarism occupies [3] Magic Slots. • Templarism is incompatible with other Deific Magics, Dark Magics and Dark CAs. • Templarism is incompatible with any race other than the Descendent Races: Humans, Orcs, Elves and Dwarves. • In the event that a Templar be severed from Malchediael’s tether a third time, willingly or otherwise, they will be ineligible to receive it a fourth. Malchediael, in his odyssey throughout the Mortal Realm, came to admire the systems of chivalry established by the nations of Men and the ethics of Orcish honor. The Knight was the pinnacle of his dream - a warrior bound by sacred code, in the service of their people or ambition. Malchediael thus declared his own dogma, a code of chivalry for his chosen to live by. I. To maintain virtuous oaths and bonds. II. To accept any challenge laid before you. III. To settle disputes before they fester. IV. To vanquish those who transgress upon others. V. To raise one’s weapon in the pursuit of glory - not wealth. In the event that a Master Templar deems one to embody these core tenets of Malchediael’s Dogma, they may choose to pass on the blessing of their Patron Aengul. Though aesthetic and aspects of the ritual may vary, a core thread persists: A would-be Templar kneels before a Brazen Bonfire as the Master Templar taps either shoulder with a weapon that has been enwreathed with Furious Flame. Upon evoking the phrase “Malchediael, Aengul of Courage!” the blanched flames of the Templar’s instrument would usher forth into the recipient, encircling their body as a glorious maelstrom, the holy fire binding to their soul as a newly seared Blessing. In the immediate year following, the Templar’s mind will be a haze of conflicting courage and rage . Their body will ache as if it had been subject to egregious labor, and pain levied unto it will be amplified two-fold. After enduring this initial suffering, a Templar may begin to master their abilities. [T1] EMBOLDENED - PASSIVE A Templar, newly ordained, will discover that their inner courage has been bolstered substantially by their Patron. An ever present urge swells within them to meet challenges head on, and a Templar will thus yearn to overcome any obstacle, be it through bloodshed, games of wit or even artistic endeavor. Further, a Templar will find it extraordinarily difficult to forfeit their weapon in any capacity; doing such would invoke a deep sensation of shame. Too is the Templar endowed with great ire towards those who would wrong their warrior spirit. It is for this reason that those who would attempt to invoke cowardice upon a Templar through sorcery would find that their curse instead spurs wroth within Malchadiel’s chosen. However, a Templar must be wary - wise opponents may be able to warp this blessing into that of a curse should they tactfully goad the Templar into blunders. Were a Templar to turn their back upon a challenge, they would become doomed with a gut-wrenching sense of shame and dishonor. Only through a quest of personal redemption would a Templar find remedy. [T1] BLAZING AURA - ACTIVE When confronted with the darkness of the depths or that of night, a Templar may ignite from their courageous aura a ball of white flame upon their palm. Though it produces no heat, this swirling blaze will pulsate in tandem with the Templar’s beating heart, illuminating an area akin to that of a standard torch. [T2] ENTHRALLING RECOUNT - ACTIVE In the event that a Templar wishes to depict the legend of their oration, they may do so through the medium of flame. Through the ushering of their aura into a pre-existing and contained fire, the Templar may quell the chaotic licks of the inferno and endow it with a blanched hue. Upon doing so, the Templar may manifest the imagery they describe, effectively giving life to their narrative. [T2] FERVENT FLARE - ACTIVE When surrounded by enemies, or perhaps seeking to disrupt wicked sorceries, a Templar may set ablaze the courageous aura that swells within them and expel it outwards with a blinding flash. A vibrant white will overwhelm the sight of those who bear witness, and those deceitful foes who would hide within the realm of shadows are forced to manifest. [T3] FURIOUS FLAME - PASSIVE + ACTIVE A Templar, who has become experienced in manifesting their aura, will discover that their fiery courage now subconsciously manifests about their first-drawn weapon. Enwreathed in Holy White Flame, a Templar’s instrument is endowed with the dark-spawn purging effects of Aurum, albeit incapable of imprisoning souls. Too would this flame sear the corrupted souls of darkspawn, inflicting great debilitating pain. However, a Templar is warned. Should they disregard the honor of their first drawn blade by choosing another, their enwreathed flame will subside for the remainder of the battle lest the Templar kneel in penance and remanifest their holy fire manually unto their next chosen weapon. [T3] BOUND ARMAMENT - ACTIVE A Templar’s weapon is their most trusted companion. Though a Templar may hold dear their comrades and battle-brothers, their favored instrument of war becomes a true extension of their being. Parting with one’s armaments is a grave dishonor, and to surrender them to another is tantamount to death. Thus, a Templar may recall to their hand any weapon enwreathed with Furious Flame. [T3] RADIANT RUMINATION - ACTIVE Though a Templar may find themselves physically separated from a comrade, they may always remain within reach by virtue of an imbued pyre. Once the flame has been tamed by a Templar’s will, they may reach out to a comrade and manifest their image for conversation. This said, a Templar must be wary lest they leave themselves vulnerable, for the practice leaves them immobile and their vision tunnel-focused. [T4] TROPHY - ACTIVE A Templar, who has slain a foe of corrupted origins with “Furious Flame”, may claim their head as a memento of victory and imbue it with Malchediael’s wrath. Upon purging its inner darkness with the white embers of the Templar’s aura, the Trophy in question would be robbed of its personable features and shrink, becoming scarred. Should this Trophy be displayed before a creature of the same ilk, it will find itself the victim of terror for a brief time. [T4] DAUNTLESS CHARGE - ACTIVE In the course of battle, a Templar may deem it necessary to charge upon cravenly or fleeing opponents. A Templar may thus swell with their flaming courage, and propel themself forth with the fury of Malchediael. [T4] BULWARK - ACTIVE When anticipating a devastating blow levied by an opponent, a Templar may prepare themselves to intercept and negate the power of the incoming attack. The Templar accomplishes this by coating pallid flames of their courage upon the instrument that they would use to defend themselves. Once hit, these flames would dissipate with a harmless burst. [T5] VIGOROUS BLOW - ACTIVE The ultimate display of martial prowess, Vigorous blow enables a Templar to discharge their courageous aura as a streak of glorious, burning light. Ushered from the edge of a Templar’s weapon when swung, this wave of holy wrath is capable of delivering the sharp cut of blade coupled with the force of a heavy hammer. Too is the streak wide enough to engage up to three targets at once, provided that they stand beside one another. [T5] BRAZEN BONFIRE [ACTIVE] Though the clashing of steel and the pursuit of quests may drive a Templar’s ambition, it leaves them wounded and in need of recuperation. A Master Templar is thus able to imbue a pyre to aid in mending their wounds whilst they bask in the warm embrace of the holy aura. Too would creatures of the dark think twice about approaching the flame, lest they be afflicted with horrid anxiety. Though a Templar may extinguish their bonfire by leaving the area, three Templars in unison may set ablaze a permanent pyre at a location of their choice. [T5] SECOND CHANCE - ACTIVE The way a warrior dies is often more important than the way they chose to live. Though a brave man may experience a lifetime of glory and retire with a belly full of wine, legends are born through sacrifice. A Templar’s tale is no different, and sometimes the odds become seemingly insurmountable. Were there to be a fight of such grave importance that victory was an absolute necessity, a Templar might temporarily mend his wounds for a second chance, enveloping themselves completely with their burning aura. A Templar is thus able to invoke the name of their patron - MALCHEDIAEL, AENGUL OF COURAGE! - and fight as if they have incurred no damage nor fatigue. Too would the Templar be endowed with enhanced strength, akin to that of the next tier. In exchange for this rebirth in fighting spirit, death becomes an absolute certainty for the Templar. For, through victory or defeat, the Templar will fade as ivory wisps into oblivion, forever passed from this world. The Blessed Banner is the testament to a Templar’s courage, and serves as the rite of passage into the annals of the Master Class. Adorned with the sigil of Malchediael - the Radiant Star - the Blessed Banner may be imbued with courageous aura, endowing it with an ability that may be shared between all. These mobile monuments thus serve as a point of rally for those who are willing to fight, and a mark of death for those who would oppose them. [T5] BLESSED BANNER: INDOMITABLE BANNER The Indomitable Banner is most often wielded by Templars who wish to inspire others to oppose the forces of darkness. The Indomitable Banner thus proves its utility by endowing those about the Templar’s vicinity with a boon of courage, as well as staying the curses of fear magic. [T5] BLESSED BANNER: VALIANT BANNER The Valiant Banner is most often wielded by Templars who quest alone, and who wish to enhance their combative prowess. The Valiant Banner thus proves its utility by providing the means to cast an additional spell for each of the Templar’s abilities. [T5] BLESSED BANNER: RADIANT BANNER The Radiant Banner is most often wielded by Templars who wish to delve into the darkest of dungeons and the deepest of depths. The Radiant Banner thus proves its utility by illuminating the immediate area of a Templar and their allies, as well as warding away dark obscurants a single time. The ferocious frenzy of Malchediael’s mind is not isolated to the Aengul of Courage. Per the nature of the soul’s fiery tether, the madness wrought upon by Jophiael too chips away at the mind of a Templar. Were a Templar to be placed in a critical physical state, they will be left vulnerable to this mental affliction go BERSERK. The Templar will be subject to a state of FIGHT over flight as their mind irrationally reaches the conclusion that anyone and everything is out to devour them. Normal citizens will appear as hungering demons from the depths of nightmare, and simple buildings as a prison that would entrap them. The mind deems only one path of survival: to destroy everything in the Templar’s path. As a result, the Templar will begin to lash out at everything and everyone around them with pure intent to kill. Always focused upon the nearest target, the frothing Templar will make no distinction between ally or foe as they wish to vanquish their perceived enemies. The only light amidst the darkness would be that of a fellow Templar, who will appear as a comrade. Alas, any attempt at reasoning by this comrade would fall on deaf ears as the afflicted Templar retains their manic state. The only remedy is thus to slay, knock-out or, if possible, pacify the Templar through the use of magic. A Templar themselves is capable of utilizing a Brazen Bonfire outside of a combative encounter to reset their damage counter and subdue the maddening effects of Jophiael's Touch. Templars are capable of achieving feats of great heroism, but also of terrible horror. Should a Brother Templar be led astray from a virtuous or courageous path, a Master Templar may invoke Victor’s Justice as a means of severing the tether between Malchediael and the Templar in question. Upon the invocation, two Templars - the Accuser and the Accused - will enter an enclosed arena of combat, the arena’s area marked by a barrier of swirling white flame. A duel commences between the two; the Accused determines the means of combat and the Accuser determines the weapon that shall be used. Should either party achieve victory, the Victor will be able to cleave at the soul of their fallen enemy, severing the connection. This severance may be a temporary period of two years [2 OOC Weeks] or entirely. A Templar would be wise to treat their opponent with honor, however, for execution within this ring is an egregious, albeit legal taboo. Should a Templar’s blessing be stripped in such a manner, they will become overridden with a sheepish dread, lacking the motivation to protect themselves and fight back for a duration of one year [1 OOC Week]. TIER ONE [Weeks 0-1] The Templar feels Emboldened and may harness their burning and courageous aura to emit light. The newly ordained is subject to pain and the lingering Touch of Jophiael. TIER TWO [Week 2] The Templar is able to evoke their courageous aura as a flash of burning light, and manipulate fire to depict the legends they wish to orate. TIER THREE [Week 4] The Templar discovers that their weapon becomes enwreathed with Holy Fire and that they can recall it to their hands. They also learn to communicate with other Templars via manipulated flame. TIER FOUR [Week 8] The Templar learns to imbue their instruments of war for defense with their holy courage, and how to repurpose and purify the severed heads of slain monsters. TIER FIVE [Week 12] The Templar learns to evoke their holy courage for a vigorous attack, as well as how to manipulate the flame for the purposes of healing. Too does a Templar finally become eligible for crafting a Blessed Banner of their own, as well as learning the means to pass on the Blessing of Malchediael. PURPOSE Templarism since its initial implementation, has gone through a series of growing pains. Originally a meager and flavorful buff to the adventuring archetype, Templarism has since blossomed into a Holy Magic of its own niche - that of the Holy Crusader, and is hosted by a community of healthy size. It is the intent of this rewrite to provide unto the Templars of current, and the future, a depth of roleplay by providing a better aesthetic, reworking clunky abilities, and providing a significant drawback in the form of “The Touch of Jophiael”. I have opted for the “White Fire '' aesthetic; it serves as an interesting and subtle tie-in to the Iblees and Naztherak. CITATIONS: CREDITS: ➙ Chase for the original lore - It’s based. ➙ Zarsies/Matt for the backfaced Celestine post - It's based. ➙ Shady for peer review/ideas. ➙ Wowj for peer review/ideas. ➙ FunTzu for peer review/ideas. ➙ xMuted for peer review. ➙ MalchediaelVult for peer review. ➙ Dingo for clarifying things with Malchediael. CHANGELOG:
  23. If anyone has the MC book on the Saulite Heresy, I am looking for it.

    1. Saulite
    2. Islamadon

      Islamadon

      Tell me… it is for an official lore project…

×
×
  • Create New...