Archblood

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Archblood
Bonkblood.png
Afflictions
Affected Races All Races excluding Silven, Url, Slizzar
Contraction Near-death Experiences
Mortality Rate N/A
Origins Dragons
Symptoms

Archblood, previously known as Witchblood or Phantasma, is a soul-curse produced by Dragons many millennia ago to aid them in their fight against the Void Invasions. Archblood were the foot soldiers of the Dragons who fought against the hordes of Demons with their enhanced Void and Exist fighting abilities, and usually formed ranks under a Dragon Knight as their commander to fight even on the battlefield. Much of the history of Witchblood was recently shrouded in mystery, as after the Immortal War, Witchbloods effectively disappeared from the global playing field, as they could only be created by Dragons, and Dragons had all gone extinct. With the resurfacing of the Imperial and Dread Dragon however, Witchblood started increasing in number, and more and more information was brought forward about them. Notably instrumental to their widespread acceptance and integration into the Regalian Empire was Leufred du Briërust, a noble Witchblood who became the champion of his kind, not only laying bare many of the mysteries surrounding Dragon lore, but also putting to good use the skills of Witchblood to fight the impure enemies of Unionism. When the Conduit connected the final Leyline installation to the World Network, all Witchblood experienced an event called the Uplifting, where they transitioned from the broken state of Witchblood, to the more complete state of Archblood, like they had originally been intended, as Dragon power extended itself onto Regalia.

It is rare but some nobles have become Archbloods. Leufred du Brierüst is foremost among these individuals, and has often been a strange position within society as a result.

Archblood Infection

Archblood infections can occur one of three ways. Specific Dragon Temples scattered across the Archipelago have a good chance to guarantee a person turning into an Archblood. These Temples are equipped with ritualistic sacrificial chambers, empowered by Dragon Wards to succeed in uplifting the soul to Archblood status. No such active Temple has currently been found in Regalia however. Another way to produce Archblood is through the Blue Crown Dragon Soultouch. Dragons are capable of creating Archblood without killing the host. Finally, any person who dies around the world can become an Archblood, however the odds of becoming an Archblood are 1 in 3000 this way. For the first and last method, the person who is being made Archblood is clinically dead for several minutes before, through some unexplained means, their soul is snapped back into their body albeit changed. Some Scholars have theorized that this actually classifies Archblood as Undead, and this is partially also true. Contact with Dragon Soulcores and other research has pointed out that the Dragons always considered Archblood indebted to them, for giving them another chance at life after death in service of the Immortal War and to fight the Void Invasions.

By default, Archbloods when created are Primal Archbloods, and cannot be created as any other variant. The change to Archblood is effectively instant, with their eyes turning a glowing violet. They will receive visions of how to use their abilities in the form of dreams over the following days, where they will become acquainted with their purpose to the Dragons also. Archblood is not contagious, and those who are infected with it remain fully functional and mortal also, though there is some implication based on archeology that Archblood actually do not age, and instead when they grow old become mindless husks that protect Dragon Temples as silent guardians. This has led Scholars to believe that Archblood (or Witchblood) is a temporary infection, sort of like borrowing time from death to live out a life as if death had never come for them, but eventually it would claim them to become the silent protectors of their legacy. Archblood infection is not curable in any way. There are certain people with Abilities to temporarily suspend the Archblood change on someone's soul, but it cannot be permanently undone.

Archblood Allegiance

Archbloods are not necessarily loyal to the Dragons, and some have changed allegiance. Since the creation of the Glass Spire, the Red Spire, and the Silver Spire, Archbloods have been changing loyalties back and forth, some even fighting each other in the absence of clear orders or control from the Dragons. First came the Void Archblood who rebelled from the Archblood community due to seductions from the Void Arken, who were quickly followed by rebellions from Exist Archblood who chose to fight the Void Archblood. And yet from the shadows arrive the Ordial Archbloods, who have suddenly increased in number following the sudden uptick of Ordial Mages present in Regalia. Changing Allegiance is near-instant, and can be done to both willing and unwilling Archbloods at specific locations. The change has to be active for at least 5 days, after which another change can occur, however an Archblood always needs outside help to change their Allegiance, led through a ritual of offering. These rituals can be performed by:

  • For Primal: Only the Matron of the Primal League, at the Glass Spire, or the Dragon Temple.
  • For Void: By any Kathar who worships the Void, Arken, or any other Kathar faith, at the Red Spire.
  • For Exist: By any Altalar who is loyal to the Faith of Estel, at any Estel Temple, Yanar Grove, or the Silver Spire.
  • For Ordial: By any Ordial Mage, at either an Ordial Tear, or at the Undercroft in the countryside.

Note: Archblood cannot be infected by any other Affliction, or become Url. If they were previously Mages, their Proficiencies are returned and the Magespark was lost. This also applies to Sorcery, but not Ritualism. They can however be possessed and forcibly wholly or partially corrupted by certain Event or Arken forces. Archblood also get to keep their Racial Abilities, except in the case of Racial Abilities that give access to Sorcery. These Racials are disabled, but the theoretical point gain is refunded, allowing them to spend the hypothetical points on anything. If one is already Afflicted with any type of Affliction, they cannot become an Archblood unless the Affliction was removed before their death.

Archblood Appearance

All Archbloods have specific visuals tells to their identity, a mandatory eye-mutation, and two optional tail and skin mutations. These optional mutations are permanent if chosen, and cannot be undone. All mutations also rotate to different aesthetics if the Allegiance of the Archblood is changed. The following aesthetics apply to the Archblood:

  • For Primal:
    • White sclera, Purple irises
    • Optional: Draconic purple scaled tail that is prehensile and 1.3x the length of legs.
    • Optional: Patterns of purple scales gradient from the hands and feet towards the elbows and knees.
  • For Void:
    • Dark gray sclera, Red irises
    • Optional: Demonic maroon smooth tail that is prehensile and 1.3x the length of legs.
    • Optional: Maroon skin discoloration gradient from the hands and feet towards the elbows and knees.
  • For Exist:
    • Light Cyan sclera, Silver Irises
    • Optional: Demonic bone-white smooth tail that is prehensile and 1.3x the length of legs.
    • Optional: White skin discoloration gradient from the hands and feet towards the elbows and knees.
  • For Ordial:
    • Black Sclera, Pale/Mint Green Irises
    • Optional: Segmented dark metal tail with non-functional spines/spikes that is prehensile and 1.3x the length of legs
    • Optional: Semi see-through green/ethereal skin gradient from the hands and feet toward the elbows and knees. Still feels/functions solidly.

Archblood Abilities

Ability Type Range Primal Description Void Description Exist Description Ordial Description
Archblood Arsenal Primal Power Self The Archblood is able to summon two (or one, or two different) of any weapon in hand made of purple ghostly glass as strong as steel. Weapon Proficiency still dictates effectiveness with the weapon, and it cannot be handed to others. Thrown weapons will blink back to the hand of the Archblood, and any ranged weapons will have infinite ammunition that disappears shortly after landing on its target or missing, and all weapons are tough as steel. This weapon may also give off a faint colored trail as it is wielded, give off electrical sparks, and have Dragon runes inscribed on it that glow. Any projectiles used with this ability are classified as mundane. The Archblood is able to summon two (or one, or two different) of any weapon in hand made of red ghostly glass as strong as steel. Weapon Proficiency still dictates effectiveness with the weapon, and it cannot be handed to others. Thrown weapons will blink back to the hand of the Archblood, and any ranged weapons will have infinite ammunition that disappears shortly after landing on its target or missing, and all weapons are tough as steel. This weapon may also give off a faint colored trail as it is wielded, give off electrical sparks, and have Dragon runes inscribed on it that glow. Any projectiles used with this ability are classified as mundane. The Archblood is able to summon two (or one, or two different) of any weapon in hand made of cyan ghostly glass as strong as steel. Weapon Proficiency still dictates effectiveness with the weapon, and it cannot be handed to others. Thrown weapons will blink back to the hand of the Archblood, and any ranged weapons will have infinite ammunition that disappears shortly after landing on its target or missing, and all weapons are tough as steel. This weapon may also give off a faint colored trail as it is wielded, give off electrical sparks, and have Dragon runes inscribed on it that glow. Any projectiles used with this ability are classified as mundane. The Archblood is able to summon two (or one, or two different) of any weapon in hand made of pale/mint green ghostly glass as strong as steel. Weapon Proficiency still dictates effectiveness with the weapon, and it cannot be handed to others. Thrown weapons will blink back to the hand of the Archblood, and any ranged weapons will have infinite ammunition that disappears shortly after landing on its target or missing, and all weapons are tough as steel. This weapon may also give off a faint colored trail as it is wielded, give off electrical sparks, and have Dragon runes inscribed on it that glow. Any projectiles used with this ability are classified as mundane.
Archblood Hearing Constant Passive Self The Archblood can hear, speak, and understand Wyrm Tongue, or Dragonspeech, or Deathspeech from any distance. The Archblood can hear, speak, and understand Wyrm Tongue, or Dragonspeech, or Deathspeech from any distance. The Archblood can hear, speak, and understand Wyrm Tongue, or Dragonspeech, or Deathspeech from any distance. The Archblood can hear, speak, and understand Wyrm Tongue, or Dragonspeech, or Deathspeech from any distance.
Archblood Overcharge Primal Power Emote Distance The Archblood releases a cone of lightning breath from their mouth, blasting back anyone in front of them by three blocks, unless hitting a solid object. This Ability does not cause any harm, but may leave behind some lightning particle or aesthetic effects on the user after use for several seconds. This Ability has a 5 minute cooldown. The Archblood releases a cone of fire breath from their mouth, blasting back anyone in front of them by three blocks, unless hitting a solid object. This Ability does not cause any harm, but may leave behind some lightning particle or aesthetic effects on the user after use for several seconds. This Ability has a 5 minute cooldown. The Archblood releases a cone of ice breath from their mouth, blasting back anyone in front of them by three blocks, unless hitting a solid object. This Ability does not cause any harm, but may leave behind some lightning particle or aesthetic effects on the user after use for several seconds. This Ability has a 5 minute cooldown. The Archblood releases a cone of white-ghostly ever-moving smoke breath from their mouth, blasting back anyone in front of them by three blocks, unless hitting a solid object. This Ability does not cause any harm, but may leave behind some lightning particle or aesthetic effects on the user after use for several seconds. This Ability has a 5 minute cooldown.
Archblood Repairs Toggle Passive Self Any body part lost, save for the head, is replaced by slowly forming (over the period of 2 days) Leystone constructs. These are constructs made of loosely connected dark gray marble-like pieces of stone, with purple lines glowing running through them. Any scars the character has also start glowing purple. This is a Toggle Passive, meaning the Archblood can choose to not recover a lost limb or cause a scar to glow and heal, but after activated, cannot be reverted. If converting to another type of Archblood, the limb’s appearance changes. Only beheading can kill the Archblood. Cut off limbs will continue to regrow. Limbs lost before becoming an Archblood will also regrow if chosen. If for some reason the character ceases to be Archblood, they lose their regrown body parts. Any body part lost, save for the head, is replaced by slowly forming (over the period of 2 days) Void-Demon body parts. These parts look like their regular body parts, but maroon-red in color, with small spikes and claw-like fingers and toes if applied to limbs. These body parts also have thin glowing golden lines in them like tattoos. Any scars the character has can also glow golden. This is a Toggle Passive, meaning the Archblood can choose to not recover a lost limb or cause a scar to glow and heal, but after activated, cannot be reverted. If converting to another type of Archblood, the limb’s appearance changes. Only beheading can kill the Archblood. Cut off limbs will continue to regrow. Limbs lost before becoming an Archblood will also regrow if chosen. If for some reason the character ceases to be Archblood, they lose their regrown body parts. Any body part lost, save for the head, is replaced by slowly forming (over the period of 2 days) Exist-Demon body parts. These parts look like their regular body parts, but bone-white in color, with small spikes and claw-like fingers and toes if applied to limbs. These body parts also have thin glowing cyan lines in them like tattoos. Any scars the character has can also glow cyan. This is a Toggle Passive, meaning the Archblood can choose to not recover a lost limb or cause a scar to glow and heal, but after activated, cannot be reverted. If converting to another type of Archblood, the limb’s appearance changes. Only beheading can kill the Archblood. Re-cut off limbs will continue to regrow. Limbs lost before becoming an Archblood will also regrow if chosen. If for some reason the character ceases to be Archblood, they lose their regrown body parts. Any body part lost, save for the head, is replaced by slowly forming (over the period of 2 days) Ordial body parts. These parts look like dark metal armor pieces resembling their regular body parts, with pale green/mint green glowing lines on or underglow beneath or between. Any scars can also glow pale green/mint green. This is a Toggle Passive, meaning the Archblood can choose to not recover a lost limb or cause a scar to glow and heal, but after activated, cannot be reverted. If converting to another type of Archblood, the limb’s appearance changes. Only beheading can kill the Archblood. Re-cut off limbs will continue to regrow. Limbs lost before becoming an Archblood will also regrow if chosen. If for some reason the character ceases to be Archblood, they lose their regrown body parts.
Archblood Mindwall Constant Passive Self The Archblood is immune to Control Powers and Target Curses. This also includes Racial Spells that behave like Control Powers. They are also immune to Url Symbiosis. Inversely however, they can be mind controlled by Dragons. The Archblood is immune to Control Powers and Target Curses. This also includes Racial Spells that behave like Control Powers. They are also immune to Url Symbiosis. Inversely however, they can be mind controlled by Void Arken. The Archblood is immune to Control Powers and Target Curses. This also includes Racial Spells that behave like Control Powers. They are also immune to Url Symbiosis. Inversely however, they can be mind controlled by Exist Arken. The Archblood is immune to Control Powers and Target Curses. This also includes Racial Spells that behave like Control Powers. They are also immune to Url Symbiosis. Inversely however, they can be mind controlled by Ordial Custodians.
Archblood Landing Toggle Passive Self Anytime the Archblood is to land from a high fall that would cause damage or death, instead, Draconic wings sprout from their back, flap once to cushion the momentum into a graceful landing, and then disappear. This has no cooldown. The Archblood can carry items, and at maximum one person, but nothing more than once their bodyweight in heaviness. If the Archblood is twice as heavy as their natural self, the Ability will not trigger. Anytime the Archblood is to land from a high fall that would cause damage or death, instead, Void-Demonic red wings sprout from their back, flap once to cushion the momentum into a graceful landing, and then disappear. This has no cooldown. The Archblood can carry items, and at maximum one person, but nothing more than once their bodyweight in heaviness. If the Archblood is twice as heavy as their natural self, the Ability will not trigger. Anytime the Archblood is to land from a high fall that would cause damage or death, instead, Exist-Demonic white wings sprout from their back, flap once to cushion the momentum into a graceful landing, and then disappear. This has no cooldown. The Archblood can carry items, and at maximum one person, but nothing more than once their bodyweight in heaviness. If the Archblood is twice as heavy as their natural self, the Ability will not trigger. Anytime the Archblood is to land from a high fall that would cause damage or death, instead, wings formed of clawing ghostly arms and dark metal segments sprout from their back, flap once to cushion the momentum into a graceful landing, and then disappear. This has no cooldown. The Archblood can carry items, and at maximum one person, but nothing more than once their bodyweight in heaviness. If the Archblood is twice as heavy as their natural self, the Ability will not trigger.

Trivia

  • Rumor has it that the Grand Vigil of the Azure Order was actually an Archblood. The woman never showed her face in public, so it could not be confirmed nor denied, a secret she took with her to her grave.
  • Many suspect that the Azure Order used a host of Archblood to hunt runaway Mages from the Azure Spire when it still existed, and that this is how they managed to keep the Mages under control.
  • One Archblood by the name of Sebastian Salbard was said to be incredibly powerful—able to fight multiple Mages at once. He was eventually killed when a group of Dark Mages tracked him down and killed him in revenge.

Accreditation
Writers MonMarty
Processors MonMarty
Last Editor Birdsfoot violet on 11/28/2020.

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