Mists of Xan

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The Mists of Xan is the magic used by Paladins.

Overview

History

The history of the Order and how the origins first start is a tale unlike others, which was eventually forgotten with time. Of truths foretold and blasphemous acts created within the divines themselves. Though to state that all Aengul/Daemons are perfect is a flawed concept in and of itself. For their very views and influence upon the realm of mortalkind is a prime example of such imperfections, as they tend to their own devices or ways of power. Yet here at the beginning of this story falls upon an Aengul that descended down for a time. A time of which, the fabled Isle of Sheerok fell into darkness in the aftermath of the Betrayer’s war. It was a place of desolation where the once beautiful scape of a vast forest and fields of crops that held such a divine light from the Sun itself, turned into a barren waste of death and disease. It was here where the Aengul decided to descend, for this place, for those that knew him, praised and served him. It was then the chance encounter of the siblings Zyanna and Hilan occurred. Whether it was faith that decided or a mere chance, the Aengul took notice in the siblings that day. Splitting two of the four wings from his back, he infused each into Zyanna and Hilan, becoming the first paladins in existence.

But Xan’s purpose was not fulfilled, far from it. His next act caused a brief strife with his war-brother Tahariae, the Aengul of Purity, who forbid him from influencing the mortal realm further. A warning that Xan did not follow and with his arms opened wide, broke the desolate clouds that hung over the cursed Isle of Sheerok. Rays of sunlight and warmth poured through and the land was cleansed of the blight that had befallen it. It was then that the Isle became the home of the paladins of old and for several generations to come.

Yet with such a tale of hope, tragedy was soon to follow. During that brief time of the Lord of Sunlight being on the mortal realm, he met with Zyanna privately and eventually she birthed a child that was then hidden away. It was after this that he ascended back to the divines, and Zyanna sought a way to find him again. Five or so years passed since that day and with her travels she came upon a mountain side where she erected a tower so that she could eventually communicate with the Aengul. It was there that Gudour, The Night Terror, found her. Upon the next morning, her followers found the paladin encased in an crystal-like ebony shield. A sword straight through her heart under the bewitched spell of the Drakaar.

Zyanna could never find peace and rest again, and such was that the heavens cried out in rage and anger. The wrath of the Sunlight Lord was unlike that which the realm would see, as Hilan took up arms and the paladins became the first Dragonslayers. Species upon species of Dragur’s broods were hunted down and destroyed. The hunting of such mighty beasts lasted for eons to come and as well, became a starting point for what was seen as ‘Order’. It was here that Sol Invicta, the first born of Zyanna Athna and the Aengul of Order and Guardianship, rose up and became an instrument for her father’s wrath. His words gave her life and with her raw power of Order, she set forth to wipe out the dragonkin to near extinction. Her mother’s legacy of the Isle of Sheerok she protected and called home. There her followers protected the sacred area and with the Guardian’s Grimoire, fabled Tome of the Power of Xan, Sol Invicta transported the island to hide it away from all those that seek its destruction.

Yet despite the achievements of Sol Invicta and the removal of such dangerous foes from the world, all was not well with her view of ‘Order’. The Aengul Xan would see his mistake, when Sol Invicta began her own crusade against all which besmirched her vision of perfect Order upon the realm. She became a Tyrant that raged war and destruction to warp the world into her vision for it. Thus as the sapphire mists had developed her very soul with the use of the Grimoire, the Demi-God was struck down. Her body was torn azure by the raw power of Xan and she was cast down, falling into the deepest parts of the Abyss. There she was thought dead, but unbeknownst to even the Aengul himself, she survived.

It was then the Aengul saw the errors of his daughter. The concept of pure Order had cast away what devotion and love he had for mortalkind. Thus Guardianship truly took form and both views became one. From that point on, many events occurred throughout the history of the paladins. Abilities and ways of using the magic were created, while older ones were lost to the pages of history. The battle of Setherian among such achievements and even the war and conquering of Asura’s realm with the fall of the Daemon was done and had come to pass, as well as the attempt on Aeriel’s realm for the position of Archaengul. Yet that in the end was met with a failing and eventual retreat of Xan and his forces.

History became a place of stories and rumors surfacing, and so the passing of time would eventually come to the recent centuries and decades, of what the Paladin Order had become. It was clear with the lacking of servants, that instead of distain or dismay, the realm was, as a whole, changing. Thus the Aengul of Order and Guardianship saw fit to shift the magic of his servants once more. Their roots were long forgotten and it was time to give the knowledge and wisdom back. To invoke purpose in what they once were and find the meaning for them in this changing world.


Description

The Paladins exist as Holy Mages drawing their power from the Aengul of Order and Guardianship, Xan. Upon making a connection to their patron, a Paladin has a sapphire ember born within their soul, acting as their direct link to their Patron. This ember gives off smoke, in its own sense, come to be known to the Paladin as their ‘Mist.’ These Mists may either be the colors of Emerald, Gold, or Silver[More in ‘Aura’ under Abilities]. The magic itself is created through the Paladin by the controlling of these Mists to form their spells from.

It is inevitable with this magic and the raw power that flows through the paladin’s form that the paladin’s body suffers to some extent from overuse of the abilities they emit and perform. Even the Aengul of Order and Guardianship cannot undo the effects of his might and power that is felt within the magic itself. Thus in turn, a variety of effects can start to occur should the paladin over exert themselves. The only spells that seems to otherwise not effect to such a degree are the given Abilities[Found under ‘Abilities’ Section].

To cast their spells, a Paladin is utilizing their Mana in order to control the Mists and form such into varying effects. At the same time however, they are feeding small portions of their mana to the ember in which their Mists derive from. This causes it to grow throughout a Paladin’s casting, not entirely under control and beginning to take its harm upon their body. Upon casting their first spell, the Paladin’s body begins to ache some. With the second cast used, their body begins to strain and muscles begin to feel sore. When the third spell is cast, the Paladin’s skin begins to flake and the sensation of heat is felt along their flesh as well as their muscles continuing to feel strained. As the fourth cast is spent, the paladin’s body starts to be covered in various hefty burns across their body. Upon the fifth, the Paladin is now entirely incapacitated and covered in burns, unable to function any longer and now must rest for the duration of the encounter


Creed

Additionally, all Paladins must follow a given Creed; rules laid down by Xan for his servants, detailing their relation to various topics and acting as a guideline. For a Paladin to break one of these Creeds is a serious crime. Though punishments exist beyond disconnection, it is possible to disconnect a Paladin once they’ve broken one. The Creeds are as follows:

The light is the fire in our hearts, the light is the wrath of Xan, the light is the Creator’s glory manifest, and with it we burn away the shadow, cleanse the darkness and all the taint within. The power of Xan is not used lightly, nor ever against the Descendants save for those corrupted and turned against their brothers. We wield the Light only in defense of them, only in service of Xan, or against those once-children of the Creator whose hearts have been made blackened ash, and turned to darkness. Never shall the light of Xan be used against a descendant, except in the most extreme of cases of those poor souls misled by the evil present in all hearts. And yet so all attempts shall be made to cause no permanent harm, all instances of such reported to the rest of the Order.

- Do not use your holy abilities on innocents except in self-defence or its clear intent said person is a threat to others. On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well. People are no longer ‘innocent’ upon either breaking a law in their given area, or otherwise causing harm unto another who has not done the same. Dark Magics and Creatures are excluded from this and instead placed in the Third Creed. Other Paladins are included in this, and should not be attacked or harmed lest an honorable duel be declared and upheld.

While it’s said that the Order protects all Descendants from foulness, using the magic given to them by their patron, it should not be confused with offering said magic to just everyone. There’s a difference between selling divine artifacts for personal gain and teaching those willing of paladinism. Offering divine artifacts in such a manner, whether it is trading in coin, power or favors, is strictly frowned upon and shall not be tolerated by either the Order or its patron.

- Do not sell out your deity. This obviously meaning giving connections, deific artifacts, and/or abilities for money, favors, or personal gain. Donations or praise rewards given are fine, but not the sole reason for doing your duty.

When faced with the Dark, of Creatures or Magics alike, a Paladin must remember that their first and foremost duty is to defend innocents. The option lay to interpret this as offense in the sense of hunting the vile, but they must not forget the roots of their cause in their pursuit. As such, they need not actively hunt and seek out the dark and vile, unless such is attacking another innocent.

- Paladins are not required to actively hunt the dark, but they must side with innocents above them in any conflict between the two. If a Paladin does opt for the zealous approach of hunting the dark however, they will not receive punishment for it, but neither will their brethren be required to aid them in their pursuits.


Tier Progression

Tier 1 (1 Week) -

The paladin just received the ignited embers upon their soul. At this stage, it is fairly weak with some difficulty in attempting to summon their mists. During this time, their first summoning shows the aura color that will remain with them always. The only spell/ability able to be learned at this point is the art of mist manipulation, as this is the key to all of the xannic mists. While the ability itself is harmless it is however, a foundation set for the paladin in question to begin learning and will grow with each tier. At first through mist manipulation, the creation of small objects like marbles, for example, teaches the paladin how to weave their mists.

Abilities: Mist Manipulation | Aura

Spells: N/A


Tier 2 (3 Weeks) -

After one irl week of practicing with the xannic mists, the paladin’s skill has advanced further. With the basics fully taught, the student is now able to begin applying it to certain spells. This is where the first of the spells comes into play, Holy Affinity and The Ambuscade Rune. Both of which are fairly simple to learn as well as maintain/apply with its intended effect. Mist Manipulation steps up further as well with the ability to start weaving it into more complex or larger shapes such as baseball-like spheres. At this stage images can be created with the mist particles though, with some effort on the paladin’s part.

Abilities: Mist Manipulation T2 Upgrade

Spells: Holy Affinity: Melee | Holy Affinity: Ranged | Ambuscade Rune


Tier 3 (1 Month) -

After one irl month of practicing and perfecting the art of the xannic mists, the paladin has now progressed further in their training. At this stage, more advanced spells and abilities are unlocked and may be learned. The Guardian’s Bulwark serves as a very good defensive measure to have when combating stronger foes. The usefulness of healing increases for the battlefield should one become injured and need something quickly mended. Healing as well can be used in the form of Purging to cleanse various curses and/or seal them away for a time. The art of Sacred Artificery and Light Forges is unlocked as well, though major enchantments cannot be placed on objects unless the spell is known to the paladin. With Mist Manipulation itself, it has become increasingly easier for the paladin to be able to summon. Short stories created out of the mists able to be shown or larger objects like an article of clothing able to be made.

Abilities: Mist Manipulation T3 Upgrade | Light Forge/Blessed Artificery

Spells: Guardian’s Bulwark: Shield | Mist Healing: Healing | Mist Healing: Purging


Tier 4 (2 Months) -

After two irl months as passed, the paladin will now have advanced further within the art of the mists. Mist Manipulation has become second nature to the paladin, able to summon the mists into the form of harmless shapes the size around a basketball. Several articles of clothing could easily be placed on the paladin for a time, with more detailed designs of the paladin’s creation. With the advancement of Mist Manipulation comes more spells as well. Guardian’s Bulwark may be used to its fullest extent. Both Holy Spear techniques as well may be learned, for combating either aerial or armored foes. Though not immediately, a month into being tier 4 is when one may as well learn the abilities for connection and disconnection, as well as the creation of chanceries.

Abilities: Mist Manipulation T4 Upgrade | Connection | Disconnection | Chanceries

Spells: Guardian’s Bulwark: Bubble Shield | Holy Spear: Sun’s Spear | Holy Spear: Dawn’s Spear


Tier 5 (N/A) -

After four irl months of training and experience, the paladin has mastered the art of Mist Manipulation. With such a stage, an aura of holy light could be felt from the paladin’s form to all those immediately near them. However, of course, this is not something damaging to the likes of exposed dark beings to any degree. If anything, it would just make them uneased to stand near the Master Paladin. With such a presence to behold, their craft is most notably seen in their mist weaving. Long stories of legends, myths, history, and so forth so easily able to be told with the images created by the paladin’s mists. A testament of true control and mastery however is seen with the unlocking of the most powerful abilities within their arsenal.

Abilities: Mist Manipulation T5 Upgrade

Spells: Blessed Resurrection | Lion’s Roar | Mist Weave Armor

Redlines

Paladinism has a number of set rules that must be abided by and noted. This section will serve to state all the necessary red lines a non-paladin(and paladins as well) should note to assure that one is not powergaming against them.

Paladins have 5 Spell Slots, only able to regenerate them outside of combat.

• A Paladin Enchantment may only be used once per encounter.
• Paladin healing is stabilization only. Be sure to clarify this in your emote or OOCly.
• Paladin wounds caused from their own casting cannot be healed except through the regeneration of their Spell Slots. Other wounds heal normally.
• Wardens of Xan are progressively stronger near their Chanceries. When fully away, they’re an average joe in strength.
• Paladins must obey their Creeds, resulting in possible disconnection if they fail to do such.
• Recovery Time to regenerate Spell Slots is 30 irl minutes after the conflict encounter ends. The injuries sustained by the Spell Slot negative effects cannot be mended by any other methods and begin to fade when the paladin begins to rest after said encounter.

Upon casting their first spell, the Paladin’s body begins to ache some. With the second cast used, their body begins to strain and muscles begin to feel sore. When the third spell is casted, the Paladin’s skin begins to flake and the sensation of heat is felt along their flesh as well as their muscles continuing to feel strained. As the fourth cast is spent, the paladin’s body starts to be covered in various hefty burns across their body. Upon the fifth, the Paladin is now entirely encapacitated and covered in burns, unable to function any longer and now must rest for the duration of the encounter.

Abilities

Holy Affinity Melee - Combative
Holy Affinity Melee

Combative | T2 Emote Requirement: 2

Description
One of the easiest spells a connected paladin would learn, as well as one of the least mana-intensive spells in a paladin’s arsenal,the Holy Affinity is what is commonly seen when a paladin goes into battle. A method of temporarily enchanting their weapons.

Mechanics
The paladin who has called upon the mists of Xan holds the weapon they wish to effect, spreading the light upon it from their palms. When the imbued weapon strikes, it creates a searing effect where it makes it mark. The weapon, as it is lit, colours itself in the same colour of the mists its wielder has taken upon, holding the spell until the wielder grows too tired to continue channeling his mana or he loses contact with the item. There are plenty of effects a weapon can produce once taken hold of, yet all of them are merely aesthetic in nature. A few to mention would be a constant ‘electrical’ surge running through the blade, to a more stable humming, glowing appearance, and so on. The damage of this is akin to a hot iron. The spell lasts until dispelled or the weapon is let go of. Lastly, the Paladin can opt to cast this spell on someone else’s weapon instead of their own.

Specific Red Lines
- As Holy Affinity: Melee requires constant touch, losing physical connection with the affected melee weapon instantly dispels the enchantment. The exception to this is when thrown; in which the enchantment fades immediately after the emote of hitting or missing.

- Extra damage is dealt as though the metal was scorching hot, growing more effective the more it is used. Upon the strike hitting exposed flesh or causing flesh to be exposed, first degree burns would be left directly around the wound, though not cauterizing it. With the second strike and then after in the same location, the weapon will leave behind second degree burns. Armor such as leather, chainmail, plate, etc can negate this effect as long as flesh isn’t exposed when the weapon strikes.

- This must be used on a weapon. Gauntlets count as weapons if you’re punching someone.

- There is a clear visual effect to this, as well as every other spell in Paladinism. The aesthetic of which is up to you, though with some limitations. In essence, the magical appearance should spread no more than 3 inches from any surface of the weapon. They may not take the appearance of living matter, either. Things such as glowing edges, glowing in general, magical ‘veins’, fire, electricity, etc, are all fine.

- Upon the third successful burning strike of the Holy Affinity enchantment, the ability then starts to fade from the weapon itself as having now expended its xannic energies.

- Once the ability’s effects have faded, the paladin must use another spell slot and correct emotes to activate it once again. This includes with the paladin not physically holding the weapon any longer and needing to recast.

Holy Affinity: Ranged - Combative
Holy Affinity: Ranged

Combative | T2 Emote Requirement: 2

Description
Whereas Holy Affinity: Melee deals with close quarter combat, Holy Affinity: Range is from the exact opposite side of the spectrum as being the effects of mist weaving upon a ranged weapon. Paladins using this spell weave their mists into creating ammunition from thin air, such as arrows or bolts, disabling the need for a paladin to carry any themselves.

Mechanics
Casting this spell is not so much offensive in and of itself as a Paladin simply forms their Mists around them into a set of four spectral pieces of ammunition of any variety. They hover around the Paladin, able to be used by them or another. The casting time of the spell does not include the time it takes to fire the weapon. Once launched, the ammunition takes upon the same properties as Holy Affinity: Melee - where it behaves as a normal piece of ammunition, and will scorch its targets upon contact as though it were hot iron. Lastly, a Paladin can use this on siege weaponry as well, summoning only one piece of ammunition for this.

Specific Red Lines
- Upon firing this kind of ammunition, they remain present until the Paladin either dispels them or begins casting this spell again, constantly burning anything they are touching.

- Scorching done by these arrows will leave first degree burns around the wound after two emotes. Upon the fourth emote, should the arrow still remain within the target, it will cause second degree burns. These effects only apply should it penetrate the flesh successfully. Removing the arrows would be the same as regular arrows of its make and design.

- The type of ammunition used is up to the Paladin. I.E. weighted arrows, so on so forth.

- The Paladin’s own burns exist regardless of whatever protection they wear on their hands.

- These arrows must appear as the type they are meant to mimic, with a translucent appearance with the Paladin’s aura. They may have additional aesthetic effects as written in Holy Affinity: Melee

- The emote time for this is specifically for summoning the ammunition. Loading/Firing must be done as with any ammunition and rules on the server.

- For siege weaponry, only one ammunition can be summoned at a time to use and will take up a Spell Slot for each one conjured there after.

Ambuscade Rune - Combative
Ambuscade Rune

Combative | T2 Emote Requirement: 6

Description
The Xannic huntsmen of yore would often use this device to capture their stoic prey; usually in the forms of blackened beasts and blemished creatures. The means to forge this useful tool was once lost with the death of Henryk, the last Huntsmen of Sol Invicta's dutiful reign; lost to the Abyss. Alas, knowledge once lost, can be scribed once more, for those knowledgeable in the Mists of Xan had performed sacred divinations to recover the lost knowledge, and once more- they were enlightened.

Mechanics
With this ability, a paladin can summon a temporary trap to be placed and hidden on the ground. The trap in question is a deific rune of sorts infused into the ground with the outline of it visible when active. This may be concealed and hidden with the use of mundane means. When an enemy steps onto it, it binds them in place for four emote rounds. The victim in question is able to attempt to strike at the trap to break it, requiring two effective strikes of a strong weapon in order to break and disperse it.

Specific Red Lines
- If a loophole is seen, contact a LT otherwise the answer is no.

- The side of the rune is 3 by 3 inches at minimum, and 5 by 5 inches at most.

- These runes may only be placed upon the floor.

- Max of two traps can be laid at any given time, expending Spell Slots and casting time accordingly.

- The paladin must be in the area to keep the traps maintained. Once left or focus lost, the traps immediately disperse.

- Must have an OOC sign stating the traps were set in the area. To avoid metagaming, it doesn’t need to state specifically what block. Just because an OOC sign is placed in the general area, any knowledge known of a hidden trap not found out legitly IRP is considered metagaming.

- The traps in question are only a stun. Cannot harm those caught in the trap. A max of 4 emotes rounds before the trap disperses. 2 emotes rounds if the person successfully strikes the trap with a strong weapon. Aka, a mere dagger isn’t going to do it.

- The trap only stuns the lower half/legs of a given person or creature. This doesn’t stop them defending themselves.

- The size of the rune is 3x3 inches at minimum, 5x5 at most.

- These may only be placed on the floor.




Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy