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  1. Prayer Book of St. Julia Oremus, sancta Iulia Sister Rebecca Vordenburg, SSJP 1958 Imprimatur - High Pontiff Sixtus VI - 1959 Before you would be a small book bound in thin red leather with a Lorraine’s cross painted on the cover in black ink. Tucked inside the front cover would be a small sheet of paper: “Please enjoy this breviary, courtesy of the Monastery of St. Julia of Paradisus. May it guide you in devotion to our Holy Mother Julia and to God, creator of all the World. God Bless!” Faith I AM COME, my Lord, in a ready spirit, armed with hope and with love. I look on this Mass as a happy oasis in my life, as a source of refreshment and of vigor, so that with a right heart I may resume my work; so that the burdens which, oft-times, I find beyond bearing may be lightened through Your loving kindness and Your indulgent aid. How many are the hours I spend without a thought of You, my God; forgetful even of my own soul, but in the grip of alien forces! Keep me mindful of You, and of what I am to You: for to think of one is to think of the other. I pray that these moments which are made holy by being passed in Your Presence, may be a source of faith, of fervor, and of joy. Take away from me this bitterness which throttles me, this harsh and agonizing dryness which holds me in its grip, this darksome discouragement which broods around me. Cleanse me from secret leanings to sin, from inclinations impelling me to choose what is unworthy, from all the evil that I would not and that yet I do. At the very beginning of this Mass, make me ready to be what You would have me be. Hope O GOD, my trust in You is boundless. My first word is one of entire confidence in You. I believe in You; in You do I place my trust: it is You alone who are the rock of my being and the fulcrum of my strength. And it is because I am no more in Your sight than a reed, a reed which rests in Your hands, that I know myself to be strong. Therefore am I glad, glad in you my Lord. There awaits me a renewal of my forces, in which my soul shall come to full growth. By the glad light of this confrontation with You for which I now make ready, my Lord, I beg You to lead me henceforth along the way in which I should go. Guide me by Truth, which is the right hand of Your Love. Love Munda cor. Cleanse my heart; for Your burning coal has more to do than just to make pure these my faithless lips, hitherto so ready to mouth words of anger or of folly; there are also my ears to be made pure, for they have been over willing to choose the jangling discords of the world above Your Word; they have welcomed the Lie more easily than the Truth; there are my eyes, so slow to open to the light because of their fondness for the things of darkness; there is indeed all my being which waits in need of the purifying fire of Your angel; there is my soul, my judgment, my imagination, and my sinful heart which has betrayed You. Laudate O gentle Mother, full of grace, The joy of Horen, The fairest honor of our race, More blessed than tongue can tell! All beautiful art thou, Jul’ie, In thee there is no stain, Nor grief in thy sweet company, Consoling all our pain. Delight of angels, Queen of earth, To thy poor child dost deign, To whom in sorrow didst give birth, That with thee she might reign. Pressed to thine Heart Immaculate, Her frail soul findeth rest And all its worries there doth quit, At thy maternal breast. The people thy tender arms protect, from the iniquity of Saul guided by divine architect, Iblees banished by thou casting call. To thee ’tis not too much to give All that she doth possess. To have thee truly is to live, To serve thee holiness. To all the thorns of earthly loves How dost thou, friend, compare? So pure thy gaze, thine eyes are doves, And thou a lily rare. To know herself beloved by thee Is worth more than all gold. Renouncing all, her heart is free For thee, the hundredfold. [Come see the Monastery in person to receive a free copy of the physical book. Donations encouraged.]
  2. [!] A depiction of the Obsidian Dagger of Grimdugan at the unfinished shrine. Appeal to Grimdugan Ursus Grandaxe, our friend, was snatched away from us by the vile forces of the Mori. Snatched into the dark depths with their wretched spiders. With no other options, three dwarves, Garedyn, Alaric and Orsola rode immediately into the night in despair. They rode for the hidden shrine of Grimdugan, being built in low mountains at the edge of the kingdom to beseech the Lord of Darkness. With the unlit sanctum of Grimdugan, a giant obsidian dagger lay embedded into the mountain wall, glowing dimly. Beside it was a pool of water, pitch black found by excavators. The water bared the exact same properties as normal water, but it possessed Grimdugan’s shadow. The dwarves, one by one, disrobed and allowed themselves to be enveloped by Grimdugan’s darkness, allowing it to seep into them. They then knelt in front of the Obsidian Dagger and prayed. "Oh Lord of Darkness Grimdugan, your loyal followers beseech ye! Obscured in your darkness, kneeling in your built shrine, we pray for the safety of our kin Ursus. Swallowed by the vile who use the darkness for their own ends, we beseech you to deliver him safely, shrouded in your protective Umber.” - Garedyn The Green “Lord of Shadow. Ah shall walk through yer darkness, with no fear in my heart of the shadow o’de beasts o’Khorvad. Ah shall take comfort in your blade ahn your torch, fo’ ah knae dey mean ye are at mah side. Ye have prepared a spot fo’ me before mah enemies. Ah shall met them without fear, fo’ ye have blessed me with holy oil. Where ah go, so too shall de light and shadows follow in mah steps. Ah shall serve as yer instrument, yer will. Mah light in de darkness shall be de killin’ light o’yer father, Dungrimm. Lord o’Stars, granted me yer light. Fly with me through the darkness, the fire shall cast a shadow upon me. We will fly beyond the starts, beyond de restless shadow. If i must go into the sea of starts fall, ah shall fall loike a burnin’ star” - Alaric Grimgold. “Lord Grimdugan… Someone realleh important teh meh ‘as been taken inta de abyss by teh cruel being we call mori. All ah ask es ‘at yew ‘elp ‘im return safeleh. En exchange, ah swear teh server under yew fer as long as ah live. Ah’ll become yer enemies werst nightmare. Anythin teh make sure ‘e returns safeleh. Blessed beh yew and yer eternal reign over all things shadowh.” - Orsola Frostbeard After their prayers, they went into the hoard room. The shrine being unfinished yet, meant it was empty. It was a grim honour to be the first to fill Grimdugan’s great hoard. Each dwarf offered a piece of great jewellery. After the group split, to offer prayer on their own. To all dwarves who read this missive, pray to Grimdugan for the safety of Ursus and for the preservation of his Dwedohim. Narvak oz Grimdugan Narvak oz Ursus Kazak oz Mori
  3. The sound of wood, beating against earth, would resound in the cave system underneath the Goi of the Iron Ugz. A beat, a rhythm, one constant and persistent as a being began his prayer, his respect to that which leads the Blood Faith. Down at the bottom, where large bones of long dead creatures adorned the walls, where the hearts of descendants rested on a alter, stood a grey skinned goblin. A large skull of a Morko Bear, covered his visage, as crimson eyes rested upon the alter. To his left, resided a basin of thick crimson blood, the liquid viscous and reeking of the heavy stench of iron. To his right however, resided an urn of warm sand. The grains still radiating the heat of the dry and hot sun, as the dim torchlight caused the grains to radiate with an almost crystalline light. A deep and guttural growl, one akin to more of a beast then sentient being, escaping dry lips as the Grizh Whisperer spoke to the emptiness. "Grizh, Grizh bindz uz, Grizh tiez uz, but mozt importantly, Grizh ztartz from within uz. Zince da ztart of our lives, Grizh haz bound uz, tu our bruddahs and ziztahs. Tu our clans and ancestors. Tu even our enemies and foes. Grizh, bindz uz all. It tiez uz, tu our ztoriez, tu our path, tu da whay" The goblin would slowly lower himself, picking up the urn of sand, hefting it up with relative ease before he looked down towards the ground. Slowly, he tilted the clay urn, letting the grains of white sand spill from it's top as moved about. His steps matching the rhythmic beat of his heartbeat, as he poured the grains into a shape. Several small shapeless lines, extended out in five directions outwards. Yet as he walked, as his clawed and bare feet danced. He did not pass through a line, did not smudge, for every line it seemed eventually met another line which led to another line being connected. Until each and every line, formed into a large circle near the steps of the stone stairs. "Zand, it iz what guided our ztepz in the beginning. It iz what binded our grizh, for our azht proper grizh waz zpilled in da dunez. Our ahzt bond waz da dunez. Zand iz da veniz, dat not only bindz our grizh, but bindz uz further tu our Ancestor Krug." The goblin would slowly set the urn in the center of the shape, nestling it as it's centerpiece, before he slowly picked up the urn of blood. In holding it, his steps would change, his heart racing and thus the tempo of whatever this prayer was, increasing. Blood flowed out in sprays, like an artist flicking paint from a brush, he created this representation. This symbol of Throqugrizh, and when he was finished and the urn was dropped, it would reveal a bloody handprint upon the ground. Further viewing, revealed the once white sand lines, acting as the veins that tied together the bond that connected the fingers to the hand. "Together, with grizh and zand, whi find da whay. For da zandz are da veins of our Anceztor Krug, that flow throughout diz world, and da grizh. OUR GRIZH, iz what fill da veinz. Mi blahz diz, becauze in da end, grizh bindz uz all tu Throqugrizh. For without da veinz, da grizh cannot flow tu da heartbeat, which guidez our ztepz. Juzt az how without grizh, our veinz remain empty, making our bodiez unable tu move tu da rhythm." The goblin would slowly extend his hands out, sharpened claws digging into scarred palms, to draw forth blood as he danced in rhythm. The rhythm of his heartbeat, and blood, as flicked bloodied palms onto the hand. Soon the rhythm of his heart would increase, doing so caused the goblin to pick up his staff, shaking and waving the charms as he chanted over and over the mantra he had learned all those times ago. "Grizh tu flow, and Grizh tu Bond "
  4. Prayer Magic Prayer magic is one of the rarer forms of magic on Axios, for it’s difficult to handle and learn. It is a combination of prayers and the offering of blood and mana towards the gods with the goal to boost either strength, speed or the reflexes of the caster’s own body. With extended learning,the caster can activate two or three of these enhanced abilities at a time. Some people are even mistaking it for Blood Magic, which requires blood to create greater mana pools; however, Prayer Magic requires the user to offer their own blood to the gods and get physically enhanced for a short amount of time instead of creating mana pools for stronger spells. Due to Prayer’s magic connection to the Gods and to ancient rituals, it was deemed a deity magic instead of dark magic. History The origin of the Prayer magic can be traced back to the slums of Salvus. Soon after its initial appearance in Salvus, the magic sprung up in Felsen. It was originally used by a group of Mercenaries and assassins, which prayed to their gods before they engaged combat. Casters offered their own blood to the gods and displayed respect to the gods with the lives taken as result which supposedly proved the existence of their gods. It’s said that the real origin of prayer magic lays in the blood magic, but not enough evidences can be found for this beside from the usage of the own blood to cast and the possible problems occurring with the usage of the magic. This discovery of this form of Magic lead to a raising of Warriors, those which would like to use the magic to be on equal footing with the stronger forces they faced. However, they barely thought about the curse on this form of magic, which often caused the warriors to die after their battles. Many Warriors’ lost their lives and fear spread throughout the warriors as they noticed what the magic would do to them if they weren’t careful or used it without thought and recklessly. In time, fear caused the warriors to forget all about the form of magic, calling it deadly and even too dangerous for even the strongest of warriors. The fear spread throughout the warriors, refusing to use such a deadly power. This fear was a reason to forget and ignore this magic, considering that overuse was deadly and the battles were long. It wasn’t a wise move to use such a power. The magic was banned and nearly vanished completely from most documents as result, pulled from plans, but some people are still studying the magic. These people are mostly mercenaries or Farfolks, which wanted to learn a new way to fight and to combine it with their own fighting styles. Etymology Although the form has roots within the reign of the Farfolk, no record of what they may have referred to it as has been discovered throughout the years. The term, ‘Prayer Magic’, is a Heartlander simplification of the Farfolk term, “Kam Ira”, a goddess of Blood and of Wars. It was later used to describe the God of the Heartlanders and as such the church of Oren by the Farfolks. Some mages are even describing it as Blood Magic, which is basically wrong, since the magic isn’t exactly using the blood itself, but the power granted by the deities after an offering. Blood magic would normally use the blood itself to create mana pools, holding the blood intact the whole time, but the blood offered for Prayer Magic vanishes and the deities are granting the user's new might and strength. Usage of the Magic Prayer Magic is often described as a combination of prayers and the offering of blood and mana towards the gods with the goal to boost either strength, speed or the reflexes of the caster’s own body. Each aspect can be strengthened by the magic to a certain level without getting hurt by the magic itself. The activation and usage of Prayer Magic can be seen as something unnatural, since the usage of this magic requires the user to offer their own blood for the spell to work. The normal amount to activate one of the aspects is at 100 Millilitres of Blood, but the spell can always be re-activated for the same amount of blood. Many users are using this system for their fights, since they can deal more damage depending on how long they can cast and hold one of the chantings up. To actually activate the spell each user needs to have a tattoo or tribal on his arms, legs or head and needs to make a personal prayer towards the gods. This will cause the chanting to start and the tattoos or tribals will start to emit an aura with the same color as the tattoos or tribals are having. This aura, which is similar to the Mana Mist created by Blood Magic, stays around the boosted body part and will remain there until the spell runs out. As soon as the aura vanishes the blood will leave the body, often through the mouth, nose and eyes, and turn into fog. This fog vanishes after a few seconds and doesn’t has any particular effect on it’s own. People are claiming that this fog will travel to the gods and that it will be given to these in need of new life or blood. Ranks and Tiers Like other forms of Magic, Prayer Magic is divided into different ranks and tiers, each of them representing a new amount of power used by the magic. The most common rank found under the users of this magic form is the rank of the “Spark”, often referring to the beginning of something new. These users are able to cast T1 and T2 spells, however only of one aspect at the same time for around 5 minutes. Another common rank is the rank known as “Rising”, often associated with the rising of the sun each day until it reaches the highest point of the horizon. This rank is also describing the ability of casting T3 magic and two Aspects of rank T2 at the same time, however mages of this rank are often able to maintain a spell for over 10 minutes. The last and most uncommon rank is the rank known as “Enlightened Soul”. Users of this rank are often teachers towards the younger ones and are known for their ability to use all three aspects without getting any real problems but excessive use, however, may result in death. Users of this rank are able to cast the strongest spell, the Blood Waltz, or two T3 aspects at the same time. They are also able to maintain all three aspects at T2-Level for some time and are able to maintain their spells for around 15 minutes without having bigger problems. This form of magic can be learned through one of the really rare, old tomes and hard training, however most users were taught by a teacher to increase the chance of success and to minimize the dangers of the magic. Sadly-wise not many tomes were left, since most of them were burned after the first people died from the magic and as such the remaining ones are really expensive or sealed away in churches and libraries. Also reaching the rank of an “Enlightened Soul” takes up to 15 years. This means that every user is normally learning the magic for 5 years until reaching the higher tier and to cast both more and effective spells. Aspect -> Tier I V Aspect of the Mind Aspect of Strength Aspect of Speed T1 - A single sense will get sharper - Most common are eye sight and hearing - Strength will grow in the arms - Able to shatter a bone on direct impact - Movement speed increased - Essentially doubles running speed T2 - Up to three senses at the same time, are sharper - Increased speed of bodily reflexes - Strength and toughness of the skin increased - Able to shatter thinner plates of metal - Increased jumping height - Able to reach a height of 5 Meters T3 - All senses increased at the same time - Musculature is able to withstand Arrows and slight cuts - Strength increased and can shatter swords on direct impact - Musculature is able to withstand falls from around 15 Meters - Tripling the running speed and increased jumping abilities to a height of 7.5m Blood Waltz The Tier 1 till Tier 3 spells aren’t really dangerous for a person as long as they aren’t getting refreshed the whole time, unlike the Blood Waltz. The Blood Waltz is the only spell of the Prayer Magic which would fall under the Tier 4- or Tier 5- Category, since it’s the most powerful and at the same time most dangerous possible spell. The Blood Waltz was given it’s name, because the movements of the users are often looking like if they would dance through the battlefield instead of a normal fight. The name is also an association towards the amount of blood which needs to be used to cast this spell and the bloodbath created by it. To activate the spell users are required to offer 1 Litre of their blood, often causing their death after the spell runs out since the blood loss would be too much to maintain the body's vitality. As soon as the spell gets activated the senses, reflexes and muscles are getting flooded by holy energy, which is causing the user to see the world move a lot slower, nearly as if time would have just slowed down for them. At the same time their aura gets emitted from all of their tattoos or tribals at the same time, covering the whole body at once. As soon as the user is completely covered in the aura the speed and strength of the whole body is getting boosted. Users are able to run at the same speed as horses would do, jump 15 Meters up in the air and are able to shatter thinner stone walls with a good placed punch. This amount of strength and speed created some legends all over the empire that experts of this magic could erase whole armies if they would give away her life and use the Blood Waltz to fight. However the Blood Waltz isn’t turning a person invincible and the user can still get hurt if not watched out by all weapons, causing it to be only used if the user is fairly good in combat and has trained enough years to avoid getting wounded. Curse & Restrictions The curse of the prayer magic isn’t like the usual curse of magic users, which would weaken them on a physical level, instead strengthen them for an even bigger and way more dangerous price. Each user needs to use the own blood to cast one of the spells, which is limited on the amount of spells at the same time and if they are getting renewed over and over again. The loss of blood will cause the user to have nausea, dry skin, insomnia and a lot more of physical and mental problems if it’s overused. However these effects are only starting to take action as soon as the spell runs out after a few minutes, causing the user to be a lot weaker after the usage of this magic until their blood amount has reached the normal level again. The overuse of this magic isn’t always ending deadly, as long as T1-T3 spells are used, since the body will react on the blood lose by falling into unconsciousness until the blood loss was recovered. Sadly-wise the usage of the Blood Waltz is often ending deadly if any spells were used before and if the blood amount is already lower than normally. This makes the blood waltz one of the most feared spells which can be used by the mages of this form and this caused the spell to be defined as a last prayer towards the gods by the church. Mechanics Strengths Weaknesses -Boosting of the user's own Strength -Sacrificing vitality for power -Boosting of the user's own Speed -Only usable with the own blood -Boosting of the user's own Senses and reflexes -Creates nausea, dry skin, insomnia and a lot more of physical and mental problems -Ability to fight with Hand-To-Hand Combat -Can end deadly if overused by the mage -High possibility of death if the Blood Waltz is used -Requires a Teacher or one of the rare and expensive tomes to study this form of magic Trivia Some users are starting to sing while they use this magic, however it is unknown why that reactions happens. Some people assume that the singing is used to transfer the blood easier from the throat and inner organs to the mouth. It is known that some members of the church are using this magic to fight against Liches and other undeads. Most users of this magic form are using medicine and plants to restore their amount of blood in a short amount of time. Written by Ragnio Checked by Vellisar 
  5. INTERCESSION MAGIC By Viros Intro In the upper reaches of the Seven Skies, a nameless Aengul fulfills an ancient task. He, like all his brothers, was born in an instant: a spirit called forth during the dawn of all things. Unlike them, however, this spirit did not arrogantly burden the perfection of his birth with a name. Nor has he sought mortal worship--and who among all the other Aenguls and Daemons has never manifested, never once spoken? Faithfully, and for untold centuries, this silent servant has intervened in the deaths of the virtuous, calling their souls to his side to live on in glory and power, unified with him in worship of something greater. First was Horen, and all his disciples. More followed; Joren, Owyn, Clement, Godfrey, Adrian, Siegmund, Thomas, Jude, all these and innumerably more entered the Skies under his protection. Together they form the Congregation of Saints, granting the petitions of devoted mortals in the form of miraculous intervention. Intercession Magic is a new Deity magic archetype, specifically designed for members of the Canonist faith. Instead of connecting to a single “deity”, practitioners of Intercession Magic connect to the congregation of exalted, saints, and beatified in the Seven Skies. By supplicating the assistance of these saints, and by remaining virtuous and in good standing with the Church, the practitioner (called an “invoker”) may pray to saints for miracles. These miracles are unique because their outcomes are not under the control of the invoker (although they are under the control of the player); rather, the saint acts and determines all effects directly. Likewise, instead of a broad range of powers relating to a certain motif--such as Illusions, Water, or Healing--each saint grants only a specific set of miracles, relating to their portfolio. This is to allow invokers to access a range of minor abilities reflecting the diversity of the saints, without trespassing on other archetypes. Intercession Magic is divided into three subtypes, each with a rough theme. Ars Notoria are Miracles of Transcendence, which focus on insight, wisdom, and passive resistance. Ars Gloriosa are Miracles of Strength, which focus on displays of pious zeal, unity, and purity. Ars Magna are Miracles of Grace, which focus on healing, protection, and community. Each is associated with one of three Exalted; Ars Notoria with Siegmund, Ars Gloriosa with Owyn, and Ars Magna with Godfrey. The powers associated with the three subtypes are intended to communicate the ethos of their respective Exalted, and inspire players to engage others in Canonist roleplay. Initiation into a subtype is obtained by connection to the Congregation of Saints by the High Pontiff or a member of the Holy Synod (aka the Connector and the Teachers), who may also break a connection. The Congregation of Saints refuses connection to any person already connected to another Deity, and will not brook spiritual contact with anyone outside of the four descendant races. Additionally, undead characters or characters with knowledge of a Dark Arts subtype cannot use or obtain Intercession Magic. Obtaining a Dark Arts subtype or connecting to another Deity instantly breaks an invoker's connection with the Congregation of Saints. Ranks and Rituals Like other archetypes, Intercession Magic is divided into five tiers. Each tier represents increased veneration of the Congregation of Saints, and can only be accessed by dedicated emulation of the virtues of the Exalted, the Saints, and the Beatified. Generally, Ars Gloriosa emphasizes justice and strength, Ars Notoria emphasize wisdom and introspection, and Ars Magna emphasizes mercy and sovereignty. The archetype recognizes three ranks, Connector, Teacher, and Invoker. New Invokers can only be connected to or disconnected from the Congregation of Saints by a Teacher or the Connector. Likewise, new Teachers can only be raised to (or brought down from) that rank by the Connector. At any given time, there exists only one Connector--the High Pontiff. He may, through a sacrament, promote Invokers to Teachers, demote Teachers to Invokers, or sever an Invoker’s connection wholesale. When the Connector’s position is vacant, the living Teachers may assemble and conduct a holy ritual to select a new Connector from among their membership. In order for this ritual to be successful it must constitute the majority of all living Teachers participating willingly. It is important to remember that no Teacher, even when acting with others, can raise or lower someone to the rank of Teacher. Only a Connector may promote or demote a Teacher. When the Connector’s position is filled, the living Teachers may likewise assemble and conduct a different holy ritual which vacates the position of Connector, demoting the current holder to Teacher. It similarly requires a majority of all living Teachers participating willingly. Limitations Intercession Magic cannot communicate the infallible, ineffable will of the Creator, who acts of His own accord without consulting spiritual intermediaries. Neither can it confirm His existence, though the saints believe most fervently. Intercession Magic can communicate the sensible and goodly will of the Exalted, Saints, and Beatified, who will always advise mercy, righteousness, and the strict avoidance of sin. Intercession Magic cannot guarantee the outcome of future events. Although the saints and prophets know much, and can make good guesses, they are far from omniscient. Intercession Magic can make supernaturally accurate predictions and grant knowledge lost to the ages. The Congregation, and the nameless Aengul which lifts them into the Seven Skies, have seen much in their centuries watching over the world. Intercession Magic cannot grant innate power. A practitioner of this archetype humbly requests the aid of the Congregation of Saints, who dispense assistance as they see fit, and do not take presumption lightly. Intercession Magic can allow invokers to make use of incredible abilities that empower them to spread the good word of virtue. An arrogant user, who claims these abilities spring from his own heart rather than the charity of the Skies, may find himself disconnected or worse. A confused user, who worships the Congregation rather than merely asking their help, will only receive a saintly scolding. Intercession Magic cannot perform acts outside of those defined by the tier chart. While all saints and beatified look happily on veneration, they cannot grant new miracles without a subtype revision adding them. Invokers do not ever request a specific act; they simply petition the saint for "zeal", "succor", "protection", or so forth, and the miracle manifests as defined on the tier chart. Intercession Magic can be used in a variety of ways that encourages the user to be creative with the gifts of heaven, rather than make tailor-made miracles for his own purposes. Like all Deity magic, Intercession Magic places a toll upon the body and mind of the user. Constant contact with the Congregation of Saints distracts the mind, turning the invoker’s eye ever towards their realm; they may become preoccupied with particular verses of the Holy Scrolls, or trifling theological details. Likewise, the body becomes physically unimposing, even in practitioners of Ars Gloriosa, who may come to rely on miracles over force of arms. Invokers notice these changes, but generally consider them a sign of favor to be sought out. After all, the temporal world is the abode of sin. Users of Intercession Magic may only request a limited number of miracles. No invoker can petition for more than one miracle of T1 or T2 strength per IG month (RL day). Additionally, no invoker can use more than one miracle of T3, T4, or T5, strength per two RL weeks. While the saints are merciful and generous, they emphasize that miracles alone cannot bring souls to the Seven Skies. Saints and Sinners All members of the Congregation of Saints advise their petitioners to act mercifully and avoid sin. Since all saints are Canonists, they agree on what comprises sin, and--perhaps mistakenly--believe themselves to be correct on the nature of good and evil. To Canonist saints, the most grievous sins are the acts of murder, thievery, sexual immorality (which includes all carnal knowledge outside of marriage), lying, betrayal, apostasy, and idolatry, and the passions of covetousness, wrath, ambition, pride, and indulgence. They advise that while non-humans are permitted to worship foreign gods or no god at all, it is most praiseworthy to worship the Creator. If pressed, they will offer no proof for His existence, though they believe wholeheartedly and will happily profess it; rather, they emphasize faith and prayer. Likewise, while they are aware of the existence of their fellow saints and the Aenguls and Daemons of the Planes, they do not know what force brought them there, or why they were chosen above others. Though they may relate personal experiences, they decline to share any information which may be mistaken for new moral law or history; saints refuse to trespass into the realm of doctrine and dogma. Overall, saints tend to be brief in their interactions with mortals, and do not share anything except mundane (but possibly useful) knowledge, predictions of the future, and frequent reminders to act virtuously. Roleplaying Saintly Intercession Users of Intercession Magic are cautioned to remember that the powers it grants do not arise from the invokers themselves. An increase in tier does not indicate that the invoker is more personally powerful, virtuous, or wise, but rather that they have spent sufficient time contemplating the mysteries of the Seven Skies. As a user’s devotion grows, they become more attuned to the Congregation of Saints and may request more ostentatious interventions; however, no tier grants any inherent power to the invoker. Accordingly, all emotes should indicate that the user first requests a miracle, and second is granted it. No emote should imply that the miracle arose from the invoker’s own will; particularly, invokers should avoid announcing what they want specifically or what the saint should do. Instead, they make a general request, such as for purity, righteousness, guidance, or protection, and the saint responds as defined in the tier chart. This always requires at least three emotes: one where the invoker initiates the prayer or action, one where he or she requests assistance, and one where it is granted. For example: *Father Kristoff kneels in prayer, a copy of the liturgy written in Elvish before him. He prays to Blessed Daniel the Reader for sagacity in language. “Blessed Daniel, I beg your wisdom in sharing these holy words with my flock.” *Father Kristoff opens the book, and miraculously comprehends the foreign language. He reads the Hymn to Exalted Horen in Elvish to his parish. *Holy Ser Arthur leads the gathered levies in a song to St. Emma of Woldzimir, praising her mercy. He looks to the heavens and asks her assistance. “Patroness of battle, we beseech your mercy and counsel. Aid us in this conflict, that we might share the Virtue’s truth.” [!] St. Emma’s benevolent presence can be felt by those participating in the song. She will surely guide their hand in battle. *Sister Lydia begins to consecrate the newly-built home, sprinkling holy water at its threshhold. “Oh merciful Lord, we ask that your servant Blessed Thomas Denims protect this household and shield its inhabitants from evil.” [!] An aura of serene devotion descends upon the home. It will stand against strong winds and evil spirits. *Inquisitor Roland circles the room, muttering a prayer to exorcise it of wicked influences and fallen Daemons. Hearing a fell voice, he calls on Exalted Owyn’s purity. “Exalted Owyn, second prophet and nephew of Horen, I call on thee to cast out these enemies of Our Father.” *Inquisitor Roland draws his sword, which now glows with white light. It will certainly wound the supernatural interlopers. “Begone, demons!” *Brother Karl blesses the cauldron of stew meant for the poor, begging St. Tobias for mercy and generosity. “In St. Tobias’ time, friends, it is said that an empty stomach in Kralta was rarer than a chaste elf.” “And may that patron of charity see to our bellies as he has to so many others, in the Lord’s name.” *Brother Karl begins to ladle out stew, finding that the pot does not empty until every bowl is full. Disclaimer Please note that this is a significant departure from normal human religious lore, which focuses on the Creator almost to the exclusion of all else. We realize that is at odds with other server lore, and have accordingly made compromises with the archetype, adding significant ambiguity to the truth of his existence and turning the focus of our religion to the Exalted, Saints, and Beatified. This is not a vehicle for cementing human religious lore in server core lore. The only addition to server lore presented in this archetype is a new Aengul who intercepts particular souls before they enter the soul stream, pulling them to his side in the Aengudaemonic Planes.
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