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{{ infobox
Archon is an [[Aloria]]n based [[Affinities|Affinity]] that recruits mortals of any [[Race]] to become frontline soldiers for the Dragons within the [[Draconism]] [[Religion]], fighting against what the Dragons see as Corruption of the world. For every civilization since the dawn of time, Races have contributed their mortals to the Immortal War, and countless Archon have laid down their lives to try and save the world from ultimate Magical destruction. Eventually the Immortal War came to an end, leaving the Archon aimless and in control of their own Fate. While Archon are an Affinity, it considered almost universally beneficial to those who are it, even if signs them up, potentially against their will, to be recruited into the war of Dragons.  
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In an era of times long gone by, the Archon were the forces of the Draconic fold, mortals who were recruited by the Dragons to fight the Corruption (Void, Exist, and to a lesser extent Ordial forces) during the Immortal War. The Immortal War was a conflict between the Dragons and the Arken that eventually culminated in the Denial of Immortality that occurred shortly before and after Cataclysm, during which the Dragons disappeared. The Dragons have since been gone, and everything that was once immortal henceforth died. For nearly 300 years, the Dragons were gone from the world, until their sudden return beginning with Regulus. In the centuries that the Dragons were gone, most Archon were left to their own devices, seeking a new purpose in the world, while others faded from obscurity altogether. With the return of Dragons, many Archon are returning to the fold, while others still sit the fence of whether to re-align with the Dragons, or be masters of their own fate.  


=Playing an Archon=
==History==
There exist many types of Archon, usually at least one per Dragon, but sometimes multiple (and also unique Archon types in Custom Kits). When choosing to play an Archon, you must choose one single type of Archon to commit to. Archon cannot be Afflicted, nor can they have any Void/Exist/Ordial based Abilities (unless they gain them from their Traits). Each Archon will have different Traits that may change how they play or are designed. Anyone who is not Afflicted and has no Void/Exist/Ordial Abilities (such as Spell Point Buy or Theurgy) can become an Archon, usually involving a ritual at any Dragon Temple or Site. Some Archon types may have specific rules, like for example the Darkscale, so be sure to read both the description and the Traits defined below. It is important to note that while Archon can appear morally correct, there is no such thing as an ontologically righteous force in Aloria. Plenty of Archon have done evil things in history for very selfish reasons, even more so as the Dragons no longer directed their actions. Regalia does not acknowledge Archon as an accepted class of Occult, they share the same stigma as Void or Exist Mages, even if mileage may sometimes differ when it concerns player interactions.
Archon have existed since the dawn of time, or for as long as historical records go back. The earliest proven Archon were [[Meraic]] warriors empowered by Dragon [[Magic]] to fight the Demon horde as it was already invading their Empire, and since their fall, Archon have existed in the [[Allorn Empire]]'s greatness days, and the rise of the [[Regalian Empire]]. When Dragons committed the Denial of Immortality and ended the Immortal War in a draw, the Archon all collectively suddenly lost their purpose. The Dragons died or disappeared in the century leading up to [[Cataclysm]], and without any leaders to call out orders or send them to die on the front lines, the Archon were mostly left to their own devices. Some Archon forgot their historical purpose or actively rebelled against the Dragons that had left them. When the Dragons returned 300 years later, many Archon refused to return to the fold with the Dragons, while some cautiously rejoined the faithful in resurrecting the Draconism faith. To this day, Archon are seen as Draconic warriors and protectors of the world, though their method of protection is often very questionable. Some are apathetic and do not contribute to positive developments, while others engage in excessive violence and extrajudicial killing that leaves the Archon sometimes perceived with suspicion, as an unaccountable cult of know-it-all's.  
<table style="width: 100%;"><tr><td style="width: 25%; vertical-align: top; text-align: left;">
{|
[[File:Archonwitch.png|170px|thumb|left]]
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<span style="font-size:130%;><center>'''Witch Archon'''</center></span>
Witch Archon were the primary agents of Regulus, and were primarily concerned with healing the sick and injured who suffered from the attacks of Occult. When the Dragons disappeared, they became secretive covens of Witches hoarding magical knowledge from the outside world, but keeping up their herbal healing.
|}
</td><td style="vertical-align: top; width: 25%;">
{|
[[File:Archonviolet.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Keeper Archon'''</center></span>
Keeper Archon were the primary agents of Aurora, and were primarily concerned with keeping a watchful eye on creation for their Dragon. When the Dragons disappeared, they became recluse watchers, content to watch the world toil on from afar, keeping their records of history while interacting as little as possible.
|}
</td><td style="vertical-align: top; width: 25%;">
{|
[[File:Archondream.png|170px|thumb|left]]
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<span style="font-size:130%;><center>'''Mentor Archon'''</center></span>
Mentor Archon were the primary agents of Severena, and were primarily concerned with the training and command of the non-Archon Dragon Faithful in war. When the Air Dragons slumbered, the Mentor Archon shifted gears and became the Temple protectors where the Air Dragons slept, while traveling the world to teach others.
|}
</td><td style="vertical-align: top; width: 25%;">
{|
[[File:Bulwarkarchon.png|170px|thumb|left]]
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<span style="font-size:130%;><center>'''Bulwark Archon'''</center></span>
Bulwark Archon were the primary agents of Valerius, and were the shocktroopers of the Draconic Vanguard during the Immortal War. When the Dragons disappeared, Bulwark Archon largely disappeared from the world as they died out, but resurged in numbers with the recent return of Dragons on the stage, poised for battle.
|}
</center>
</tr></table>
<table style="width: 100%;"><tr><td style="width: 25%; vertical-align: top; text-align: left;">
{|
[[File:Archontechnic.png|170px|thumb|left]]
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<span style="font-size:130%;><center>'''Technic Archon'''</center></span>
Technic Archon were the primary agents of Yris, acting like independent drones to repair farflung issues with Dragon Sites. When the Dragons disappeared, the Technics abandoned the Dragon Sites and became eccentric tinkerers and inventors, though largely avoiding the prying eyes of society and hoarding the Ley.
|}
</td><td style="vertical-align: top; width: 25%;">
{|
[[File:Zenobiarchon.png|170px|thumb|left]]
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<span style="font-size:130%;><center>'''Conjurer Archon'''</center></span>
Conjurer Archon were the primary agents of Zanobi, concerned with the morale of the living and using their Dragon Magic to soothe the anguish of those touched by the Corruption. When the Dragons disappeared, the Conjurers mostly abandoned their work to become Court Mages and traveling trick-conjurers.
|}
</td><td style="vertical-align: top; width: 25%;">
{|
[[File:Blackwalkerarchon.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Soothsayer Archon'''</center></span>
Soothsayer Archon were the primary agents of Marik, concerned with the proper passage of life and death on the world, and ensuring the Ordial do not touch the living. When the Dragons disappeared, the Soothsayers doubled their efforts and started a Draconic Crusade against anything Ordial related.
|}
</td><td style="vertical-align: top; width: 25%;">
{|
[[File:Archonred.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Hunter Archon'''</center></span>
Hunter Archon were the primary agents of Caius, who just want to exterminate and kill all Occult corruption on the world with no mercy. When the Dragons disappeared, many Hunters burned out like a quick bright flame, with only a recent generation rising to the occasion with the return of Dragons.
|}
</center>
</tr></table>
<table style="width: 100%;"><tr><td style="width: 25%; vertical-align: top; text-align: left;">
{|
[[File:Tritonvampire.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Darkscale Archon'''</center></span>
Darkscale were the primary agents of Triton, originally cast out of the Draconic fold for having been corrupted with Vampire, Cahal, or Geist powers. Triton's influence keeps them bound to both a need to feed from and fight any Affliction in the world, making them a complicated addition.
|}
</td><td style="vertical-align: top; width: 25%;">
{|
[[File:Angelarchon.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Augur Archon'''</center></span>
Augur Archon were the primary agents of Palatino, originally concerned with the protection of the timeline to ensure Magic would not corrupt it. When the Dragons disappeared, the role of Augurs fell into obscurity, and many became displaced in time, some even forgetting who they were.
|}
</td><td style="vertical-align: top; width: 25%;">
{|
[[File:Silver weaver.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Weaver Archon'''</center></span>
Weaver Archon were the primary agents of Nox, who did not actually participate in the Immortal War but served Nox's wishes alone. When the Nox disappeared, most Weavers started acting on their own accord, or for the betterment of the Slizzar capital of Sassrakkand, the last Noxian remnant.
|}
</td><td style="vertical-align: top; width: 25%;">
{|
[[File:Oraclearchon.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Oracle Archon'''</center></span>
Oracle Archon were the primary agents of Armina, and acted to police Archon themselves, ensuring they all remained part of the fold and loyal to the Dragons (and to Dragon Worship). When the Dragons disappeared, Oracles joined caravans becoming future tellers, card readers, and oracles.
|}
</center>
</tr></table>
=Archon Traits=
Because being an Archon is not inherently dangerous in Regalia (like being a Vampire is), Archon mostly just gain aesthetic powers, or mechanical changes to the way they are designed. Being an Archon is not intended to grant additional combat roleplay use, except in certain corner case scenarios. Some Mechanics are identical across Archon, while some are unique to specific types. All Archon must always have some shade of purple eyes, and must have a positive predisposition to Dragons, but Dragon Worship is not required to be an Archon. That being said, Dragon Worship is very common among Archon, and it is not uncommon to be refused being made into an Archon if one is not a Dragon worshiper one's self.  


===Witch Archon Mechanics===
===Why play an Archon===
* '''Witch Archon Mechanic 1:''' Witch Archon can manifest Draconic wings, while not in combat, allowing (Elytra) flight (including use of Rockets). Combat or Abilities instantly disables flight.
Archon, similarly to Knights, are a quick and easy way to get involved in pre-existing groups and activities. It guarantees Roleplay (whether for good or bad) because opinions on Archon are very polarized, and there is always some kind of somewhat active group of Archon around [[Draconism]] worship that tries to get involved in a lot of things in Regalia. Archon is also the closest proximity to something like spiritual world-defenders, though it should be noted that this is not their exact role, many of them do a lot of questionable things and generally there is a lot of flexibility in how to play an Archon. It is even possible to play an Archon who rejects Draconism and works with non-Dragon forces, though there are some design limitations to Archon.
* '''Witch Archon Mechanic 2:''' Witch Archon gain the [[Artificer_Point_Buy#Medical_Pack|Medical Pack]] including the Ability Healing Hands for free (Alchemical focus), including Artificer Talents (bottom of that page).
* '''Witch Archon Mechanic 3:''' Witch Archon can Point Buy Packs from [[Cleric Point Buy]], converting them into Dragon Magic instead of God Magic. They also gain [[Invocation_Point_Buy#Body_Invocation_Pack|Body Invocation Pack]] for free.
* '''Witch Archon Mechanic 4:''' Witch Archon gain the [[Invocation_Point_Buy#Nature_Invocation_Pack|Nature Invocation Pack]] for free, but should take efforts to not try and out-do Yanar when in direct competition.
===Keeper Archon Mechanics===
* '''Keeper Archon Mechanic 1:''' Keeper Archon can manifest Draconic wings, while not in combat, allowing (Elytra) flight (including use of Rockets). Combat or Abilities instantly disables flight.
* '''Keeper Archon Mechanic 2:''' Keeper Archon gain the Isldar Ablility [[Isldar#Abilities|Farsight Scope]], however this Ability has no Cooldown, and the Keeper Archon cannot defend themselves in Melee Range.
* '''Keeper Archon Mechanic 3:''' Keeper Archon are sensitive to Magic or Curses and can detect them around themselves, never who it was from, but they can pinpoint the effect and area.
* '''Keeper Archon Mechanic 4:''' Keeper Archon gain the [[Society_Point_Buy#Archive_Wisdom_Pack|Archive Wisdom Pack]] for free. Additionally, they can "break in" to their non-chosen Archive once a year. If bought again, this pack duplicates.
===Mentor Archon Mechanics===
* '''Mentor Archon Mechanic 1:''' Mentor Archon can fly without wings on air, while not in combat, allowing (Elytra) flight (including use of Rockets). Combat or Abilities instantly disables flight.
* '''Mentor Archon Mechanic 2:''' Mentor Archon gain [[Spell_Point_Buy#Combat_Force|Magic Combat Force]] for free, but instead of Magic, it derives from Magic + Strength as Main Combat Stat, and still allows Mundane Techniques.
* '''Mentor Archon Mechanic 3:''' Mentor Archon can invest up to 2 Points in [[Spell Point Buy]] converting it to Dragon Magic, but investing Points will reduce the max investment on Strength by that equal amount.
* '''Mentor Archon Mechanic 4:''' Mentor Archon gain the [[Invocation_Point_Buy#Element Invocation_Pack|Element Invocation Pack]] for free, but only the Air Element. Point Buying this Pack again unlocks all other Elements, but is discouraged.
===Bulwark Archon Mechanics===
* '''Bulwark Archon Mechanic 1:''' Bulwark can temporarily Race-Change to Urlan, gaining all Urlan Abilities, Free Packs and Mechanics, but losing the Racial Traits of their original Race.
* '''Bulwark Archon Mechanic 2:''' Bulwark gain the [[Invocation_Point_Buy#Body_Invocation_Pack|Body Invocation Pack]] for free, even if they are not religious. Point-buying the Pack again does nothing.
* '''Bulwark Archon Mechanic 3:''' Bulwark can Transform to the Songaskian [[Songaskia#Mechanics|Sofawaati Form]] (but with color freedom), and with Urlan Traits, losing their old Racial Traits.
* '''Bulwark Archon Mechanic 4:''' Bulwark Archon permanently have the Urlan Ability [[Urlan#Abilities|Brittle Immune]], making them Immune to having the Brittle Debuff applied to them in Combat Roleplay.
===Technic Archon Mechanics===
* '''Technic Archon Mechanic 1:''' Technic Archon may invest in [[Technician Point Buy]] even though their Archon status normally prevents this. They must still adhere to all other rules.
* '''Technic Archon Mechanic 2:''' Technic Archon, when using the Mechwalker Pack to enter a Mechwalker, its base Stats become 6 Strength and 6 Constitution, instead of the normal Stats.
* '''Technic Archon Mechanic 3:''' Automatons created by the Technic Archon, are universal translators, capable of speaking and understanding any non Ancient or Distant Speech Pack Language.
* '''Technic Archon Mechanic 4:''' Technic Archon gain the [[Invocation_Point_Buy#Tech_Invocation_Pack|Tech Invocation Pack]] for free, even if they are not religious. Point-buying the Pack again does nothing. Their Tech Branch must also be Leytech.


===Conjurer Archon Mechanics===
===Becoming an Archon===
* '''Conjurer Archon Mechanic 1:''' Conjurer Archon gain the [[Scholarly_Point_Buy#Dimenthist_Wisdom_Pack|Dimenthist Wisdom Pack]] for free. However, Exorcisms can only be performed while on the premise of Dragon Temples or Sites.
To become Archon, one either has to be born one from an Archon Parent or be converted to one. Any Archon can convert any willing person to an Archon of their chosen Lineage at the Dragon Temple, though it's always fun to include any Draconism faith priests in case they are around. Dragons can also directly make people Archon if they are summoned with [[Divinium]], and some Mechanics in Heritage Traits might cause a Character to become an Archon. It is important to note that as an Affinity, being an Archon is not curable. It is a permanent condition and prevents the Archon from becoming Afflicted or having another Affinity, though they can become [[Marken]]. Finally, Mages can also be cleansed into Archon, but any connection they have to any other Dimensions or Powers is cut off, meaning Archon can only ever have God Magic (Dragon). The only exception to this is Archon who have been touched by Ifrit, who can also have Void Magic, but only ever Void Magic. All Archon have purple irises, though the exact shade can range from light lavender to darker royal purple. They may also opt for additional Draconic aesthetics (scales, black sclera, claws, dragon tail, etc.). Finally, even if Archon Lineages seem hard coded to specific Dragons, they are not. Hunters can belong to Regulus, and Phantoms can belong to Severena, what matters is the context of how those powers are used.
* '''Conjurer Archon Mechanic 2:''' Conjurer Archon can Point Buy Packs from [[Spell Point Buy]], converting them to Dragon Magic. They however cannot attain Greater Mage status from 7 investment.
* '''Conjurer Archon Mechanic 3:''' Conjurer Archon, if they invest 7 Points into Spell Point Buy, are allowed to pick 3 free Packs from [[Cleric Point Buy]] as "no-Greater Mage" compensation.
* '''Conjurer Archon Mechanic 4:''' Conjurer Archon can in Emote Range, shut down Soulcores that are not slotted into Dragon Sites (thus moving autonomously) and imprison them with immobility.
===Soothsayer Archon Mechanics===
* '''Soothsayer Archon Mechanic 1:''' Soothsayer Archon can manifest Draconic wings, while not in combat, allowing (Elytra) flight (including use of Rockets). Combat or Abilities instantly disables flight.
* '''Soothsayer Archon Mechanic 2:''' Soothsayer Archon are immune to Control Powers, Mind Control, or any other form of loss of self agency by anything that is Ordial-Occult or Ordial Abilities.  
* '''Soothsayer Archon Mechanic 3:''' Soothsayer Archon gain 2 free Packs in Spell Point Buy turning them Dragon Magic instead of Void/Exist, but can only use them against Ordial Occult Characters.
* '''Soothsayer Archon Mechanic 4:''' Soothsayers if defeating an Undead can demand the Black Convent, the Undead choosing to become a Primal Revenant, or a -2 Main Combat Stat Debuff for 48 Hours. see [[Black Convent]] Rules.  
===Hunter Archon Mechanics===
* '''Hunter Archon Mechanic 1:''' Hunter Archon can manifest Draconic wings, while not in combat, allowing (Elytra) flight (including use of Rockets). Combat or Abilities instantly disables flight.
* '''Hunter Archon Mechanic 2:''' Hunter Archon can Transform into Red Apostle with red Tiefling/Demon-like aesthetics of choice, though these aesthetics may also be applied permanently and partly.
* '''Hunter Archon Mechanic 3:''' Hunter Archon can buy 2 free Packs in Melee or Bruiser Point Buy for free, but can only use these when fighting at least one Void or Exist Occult adversary.
* '''Hunter Archon Mechanic 4:''' Hunter Archon, if using one of the 2 free Packs, lock-in to a fight, no longer being able to flee. However, if they fight alone, they gain +3 Constitution that breaks cap.
===Darkscale Archon Mechanics===
* '''Keeper Archon Mechanic 1:''' Darkscale Archon can manifest Draconic wings, while not in combat, allowing (Elytra) flight (including use of Rockets). Combat or Abilities instantly disables flight.
* '''Keeper Archon Mechanic 2:''' Darkscale Archon can swap once a month between Vampire, Geist, or Cahal, gaining all Mechanics (except free Point Buy), but only being able to feed on that Affliction.
* '''Keeper Archon Mechanic 3:''' Darkscale Archon gain 2 Free Point Buy that they can spend on any Category. This does not raise the Proficiency Points beyond the standard 14, and they are incurable.  
* '''Keeper Archon Mechanic 4:''' Darkscale Archon have red sclera and purple irises instead of Affliction eyes or purple Eyes. Additionally they can manifest Triton/Ifrit-like Mutations on their body.
===Augur Archon Mechanics===
* '''Augur Archon Mechanic 1:''' Augur Archon can manifest Feathered wings, while not in combat, allowing (Elytra) flight (including use of Rockets). Combat or Abilities instantly disables flight.  
* '''Augur Archon Mechanic 2:''' Augur Archon can see backwards in time (coordinate with other players to tell their past) or see glimpses of the future during meditation (consult in Tickets).  
* '''Augur Archon Mechanic 3:''' Augur gain the [[Invocation_Point_Buy#Arcane_Invocation_Pack|Arcane Invocation Pack]] for free, even if they are not religious. Point-buying the Pack again does nothing.
* '''Augur Archon Mechanic 4:''' Augur Archon live much longer than other Archon, able to appear forever young by slowing down time, or being able to become three times as old as their maximum age.


===Weaver Archon Mechanics===
===Archon Mechanics===
* '''Weaver Archon Mechanic 1:''' Weaver can temporarily Race-Change to Slizzar, gaining all Slizzar Abilities, Free Packs and Mechanics, but losing the Racial Traits of their original Race.
All Archon regardless of Lineage have a set of Mechanics. Mechanics change the way an Affinity functions in Roleplay through subtle, and usually out-of-combat ways. In essence, Mechanics just add aesthetic flair that invest in the Dragon Niche.
* '''Weaver Archon Mechanic 2:''' Weaver Archon can Point Buy up to 2 Packs from [[Cleric Point Buy]], converting them from God Magic to Dragon Magic. They also gain [[Spell_Point_Buy#Magical_Talent|Magic Talent]] for free.  
* '''Mechanic 1:''' Archon can manifest Wings (of any design: Fairy, Draconic, or Mechanical), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight.  
* '''Weaver Archon Mechanic 3:''' Weaver Archon can visually mimic any other Archon lineage, both on their body, as well as their Traits, but even if they are visual they are mere illusions and do not apply effects.
* '''Mechanic 2:''' Archon can Point Buy [[Magic Point Buy]] Packs, re-classifying their Abilities to Dragon Magic. They cannot make use of the Sinistral Mechanic.  
* '''Weaver Archon Mechanic 4:''' Weaver Archon are not constrained by the laws of physics or time in Progressions, seemingly able to appear beyond impassable obstacles, and always arriving first.
* '''Mechanic 3:''' Archon can Cleanse a (willing) Mage of Magic. If they can become an Archon, they do. Any Magic/Faith packs are refunded and can be re-spent. This grants the Archon doing it 1 Static Divinium.
===Oracle Archon Mechanics===
* '''Mechanic 4:''' Archon can perform a Cleansing Ritual that cleanses a (willing) Undead, to either pass onto the Afterlife, or become a Primal Revenant. Any Magic/Faith Point Buy Packs are refunded and can be re-spent.
* '''Oracle Archon Mechanic 1:''' Oracle Archon can manifest Faery wings, while not in combat, allowing (Elytra) flight (including use of Rockets). Combat or Abilities instantly disables flight.  
* '''Mechanic 5:''' Archon can see backwards in time (coordinate with other players to tell their past) or see glimpses of possible futures in multi-time thread theory (just make them up, there are thousands of possible futures).
* '''Oracle Archon Mechanic 2:''' Oracle Archon can train their commanding eyesight on a particular Archon, and so long as they retain line of sight, disable all Mechanics and apply a -3 Constitution Debuff.
* '''Mechanic 6:''' Archon can live much longer than non-Archon, empowered by Dragon Magic, meaning they can live three times as long as their maximum. (Making an Archon 300+ years old may require ticket consultation).
* '''Oracle Archon Mechanic 3:''' Oracle Archon gain [[Spell_Point_Buy#Magical_Talent|Magic Talent]] for free. Usage is recommended for Future Telling / Tarot reading / Fortune Telling and Astrology.
* '''Oracle Archon Mechanic 4:''' Oracle Archon may Discord DM their location to any other Archon they know and request aid, allowing them to arrive if they have flight, and the area is under open sky.  


=Conversion Rules=
==Lineages==
While any Mundane can become an Archon, there are some rules for Characters with Magic and other pre-existing conditions who cannot normally become Archon, to be converted into Archon. This conversion ritual can be done by any group of three or more pre-existing Archon.
Archon exist in six distinct Lineages (though special Lineages may exist for Custom Kits). All Archon serve a specific function in the Immortal War, and even though the Immortal War had passed, they continue to pass their Archonism down from generation to generation. All Children born from an Archon are also Archon (and if both parents are Archon, one random Lineage is chosen). It is possible to swap Lineage, but this costs 1 [[Divinium]] at the Dragon Temple unless a specific Mechanic allows this to be done for free. Each Lineage of Archon also has two specific Mechanics that apply only to their Lineage, that are supplemental to the common Mechanic list for all Archon.
* A Character with '''[[Spell Point Buy]]''' who is converted to Archon must be converted to a Conjurer Archon, and has their Magic points refunded to be spent according to this lineage's rules.
* A Character with '''[[Theurgy Point Buy]]''' who is converted to Archon has all Theurgy packs refunded to be re-spent, and their Spirit converted to a Primal Revenant, but can be any Archon lineage.
* A Character with '''[[Technician Point Buy]]''' must become a Technic Archon.
* A Character with '''God Magic''' must become a Witch Archon or Weaver Archon and obey investment limits of those lineages.
* For case-by-case Custom Kit conversion, please enquire in the Discord Ticket Bot.
* In the case of anything else, either it has no lockouts and behaves like a Mundane (i.e. Arkenborn) or cannot be turned into an Archon (i.e. Undead, Afflicted who need to be cured first).


===Trivia===
===Warden===
* The psychological condition referred to as "Archon blindness" is the strange societal condition in which Regalian citizens treat Archon with a double standard. Legally speaking they should be held to the same rules as Exist and Void Mages, but in reality, the State Metropolitan tends to just slap them on the wrists, and give them considerable freedoms.  
[[File:Ssd.png|left|140px|caption]]
* Technically each branch of Archon is only subservient to one (NPC) Matron that lives somewhere in the world. While many of the Archon work together towards a common goal, politics between the Dragons and Matrons subsequently result in plenty of conflict between Archon, arguably more than there is conflict between Vampires who tend to band together for survival.
Wardens are protectors and healers and scholars, not necessarily front-line soldiers. Wardens were historically sent by the Dragons to heal places where corruption had left the people in misery and damaged the world, or to investigate matters they could not see to themselves. Wardens primarily also act as protectors and administrators or support of the Draconism Holy Sites, a very last line of defense against the Infection from damaging the heart of the Draconic Cause. Wardens were popular among the followers of Regulus, Severena, and Aurora, but have become more wide spread over time as their support became appreciated by the frontliners. Wardens are particular popular in [[Anglia]] in the Regalian Archipelago, where they have banded together and called themselves Gray Witches or Anglian Witches, using herbs and tinctures to heal the people of ailments and generally warding off evil in the swamplands.
* One of the most "evil" Archon that is known in history, is Toddard the Black, who was an Augur Archon in Kintyr in the 2nd century AC. Toddard the Black was responsible for Black Monday, in which he killed over 300 villagers of the village of Penne, though the reason was never discovered.  
* '''Warden Mechanic:''' Warden Archon can grant any person [[Adapt_Point_Buy#Shapeshift_Pack|Shapeshift Pack]] for free, but only for an Hour (or the duration of an Event), and with a 7 day Cooldown.
* '''Warden Mechanic:''' Warden Archon are immune to all Mechanics from [[Arkenborn]] or [[Godborn]] insofar they are Mechanics that affect others, and aren't free Packs (not immune to Pack Abilities).
===Aegis===
[[File:Afa.png|left|140px|caption]]
Aegis are the frontline warriors and shield-wall of the Draconic Forces, the bulk of the army of the Dragons, and the most numerous of the Archon. They are sent in large numbers to fight smaller Demons that Dragons would sneer to face, so that they can fight bigger entities and Gods. Aegis also function as the peacetime protectors of those Wardens who cannot fight themselves, such as the Draconic Scholars and Healers. Aegis are far from dispensable soldiers, and have historically had especially good relations with the Dragons Marik and Caius, the former commander among them and the latter general. Though, over time, as priorities shifted, Aegis Archon showed up in other Dragon Domains also. Aegis are particularly popular among the [[Songaskian]], called the Siiri Bulwark, who also act as foot soldiers in the Songaskian Masaya's army, commanded by Dragon Priests.  
* '''Aegis Mechanic:''' Aegis Archon gain a Draconic Transformation styled like [[Dragonkin#Design|Dragonkin Appearance]], the Aesthetics of which they can style after a Dragon of their choice. Counts as a Disguise.
* '''Aegis Mechanic:''' Aegis Archon gain +1 Defence Stat (breaking cap up to 9) for each additional Archon present in a scene, and so long as they are fighting for a Draconism cause (even while not being faithful).
===Hunter===
[[File:Trw.png|left|140px|caption]]
Hunters are the lone wolves or shock-troopers of the Draconic Forces, specifically tracking and hunting down notable Occult as specialized warriors. Hunters are sent out in small numbers to make use of hit and run tactics, as well as their ferocity to quickly overwhelm enemies before they even realize they are under attack. Hunters rarely act defensively on the home front, content to spend their entire time on the front lines of the Immortal War and the Draconic goals. Hunters have historically been especially favored by Caius, as they are capable of sharing his bouts of rage and combat ferocity when forced to fight alone against a tide of darkness. Hunters are particularly popular among the [[Maquixtl]], called the Red Hunters, who invoke the elements of the Fire Dragon and manifest Draconic aesthetics like red scale, red skin, a draconic tail, draconic horns, claws, and fire resistance.
* '''Hunter Mechanic:''' Hunters have perfect night vision, capable of seeing clearly in the dark and low light environments without needing any external light or illumination.
* '''Hunter  Mechanic:''' Hunters gain +1 Main Attack Stat (breaks Cap up to 11) while they are inside Crookback City District, the Regalian Sewers, or Gloomrot, so long as they are fighting for the Draconism cause.
 
===Phantom===
[[File:Weq.png|left|140px|caption]]
Phantoms are the saboteurs, assassins, rogues and cutthroats of the Draconic Forces, specifically used to get dirty work done that other Archon balk at, or get their morals in a twist about. Phantoms were not historically part of the Immortal War, rather they came about through Triton and Nox's impatience with the other Dragons' slowness to act, and indecision when it came to more pivotal moments in history. The Phantoms often consider themselves separate from the other Lineages, and rage against their centrism or apathy. It should come as no surprise that Phantoms are traditionally favored to Triton, but have become more widespread, some even in nominally peaceful Severena Domain, as locals turn to more radical solutions. Phantoms are particularly popular among the Drakon Cult [[Kathar]], called Darkscales, who blend [[Vampirism|Vampiric]] culture with Archon Culture to produce a potent mixture in any fight.
* '''Phantom Mechanic:''' Phantoms can Thrall (consenting) Afflicted, making them Legal in the eyes of Regalia, hiding their Affliction Traits, Disabling their Feeding, and forcing them to fight their own Kind. 2 Max.
* '''Phantom Mechanic:''' Phantoms can use [[Vampirism#Design|Vampiric Form]] as described on the Vampire Page. This Transformation counts as a Disguise for them and can hide their eyecolor.
===Envoy===
[[File:Untitlssssdadaed Artwork.png|left|140px|caption]]
Envoy go in a completely different direction from the more combat-oriented Archon lineages existing elsewhere, focusing instead on the recruitment of allies from outside the Draconism and Draconic fold. Envoys seek to maintain relations with non-Dragon aligned and those who reject or don't believe in the actual mission of the Draconic Immortal War, to aid in their work regardless of this apathy. Envoys came about through Severena and Aurora's foresight, that those who worshiped the Dragons as Gods would not be sufficient to stem the tide of the Demonic and the infection in the world. Envoys tend to be more cooperative and compromising both within the Dragon Cult, seeking to get the Archon to work better together (especially the lone wolves like the Hunters and Phantoms), while also recruiting outsiders and making them feel at home in the cause, and including them in Draconism meetings.  
* '''Envoy Mechanic:''' Envoy Archon can duplicate Archon Mechanic 1, and 5 onto any non-Archon Ally that is with them in an active scene. Additionally, they extend Mechanic 6 onto their non-Archon Family and Significant Others.
* '''Envoy Mechanic:''' Envoy Archon can break the limitations on [[Guilds]] in terms of membership, being able to become a member of 2 instead of 1 Guilds, but can only choose one set of Mechanics from either Guild.
===Artisan===
[[File:Untitle241d Artwork.png|left|140px|caption]]
Artisan are similar to the Envoys, in that they fulfill a role somewhere in between being soldiers of the Immortal War, and more like supporting forces. The Leystone Network is vast, spanning the globe, and constantly under attack from small little incursions. Artisans both mend and strengthen the Leystone network from attacks, and use Leystone and Draconic Magic to fuel Technology and creations to aid in the Immortal War. The best way to regard the Artisan Archon, is as Engineer Archon, a function dreamed up by Daiana and Regulus to help with the ever increasing threats to the network upon which Dragon Sites are dependent. Artisan Archon are valued both within the Dragon Cult and outside, given that their unrivaled knowledge of Dragon Sites makes them one of the few venues through which Soul Cores can be used to the benefit of mortals, otherwise only available at the behest of the Dragons.
* '''Artisan Mechanic:''' Artisan Archon can grant an Archon +1 Attack Stat (breaks cap up to 11) when fighting on a Dragon Site (Temple Incl). Additionally, they can dispel curses at the Temple as if they had 4 Points Invested in Magic.
* '''Artisan Mechanic:''' Artisan Archon gain the Leytech Branch of Technology for free without any Point investment in Tech Point Buy, and this also does not count towards their max 2 Tech Branches chosen.
==Trivia==
* There was once Trivia here.
{{Affinities}}
{{Affinities}}
{{Accreditation
{{Accreditation
|Writers = MonMarty
|Writers = MonMarty
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}}
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[[category:Affinities]]
[[category:Affinities]]

Latest revision as of 01:06, 14 October 2024

Archon is an Alorian based Affinity that recruits mortals of any Race to become frontline soldiers for the Dragons within the Draconism Religion, fighting against what the Dragons see as Corruption of the world. For every civilization since the dawn of time, Races have contributed their mortals to the Immortal War, and countless Archon have laid down their lives to try and save the world from ultimate Magical destruction. Eventually the Immortal War came to an end, leaving the Archon aimless and in control of their own Fate. While Archon are an Affinity, it considered almost universally beneficial to those who are it, even if signs them up, potentially against their will, to be recruited into the war of Dragons.

History

Archon have existed since the dawn of time, or for as long as historical records go back. The earliest proven Archon were Meraic warriors empowered by Dragon Magic to fight the Demon horde as it was already invading their Empire, and since their fall, Archon have existed in the Allorn Empire's greatness days, and the rise of the Regalian Empire. When Dragons committed the Denial of Immortality and ended the Immortal War in a draw, the Archon all collectively suddenly lost their purpose. The Dragons died or disappeared in the century leading up to Cataclysm, and without any leaders to call out orders or send them to die on the front lines, the Archon were mostly left to their own devices. Some Archon forgot their historical purpose or actively rebelled against the Dragons that had left them. When the Dragons returned 300 years later, many Archon refused to return to the fold with the Dragons, while some cautiously rejoined the faithful in resurrecting the Draconism faith. To this day, Archon are seen as Draconic warriors and protectors of the world, though their method of protection is often very questionable. Some are apathetic and do not contribute to positive developments, while others engage in excessive violence and extrajudicial killing that leaves the Archon sometimes perceived with suspicion, as an unaccountable cult of know-it-all's.

Why play an Archon

Archon, similarly to Knights, are a quick and easy way to get involved in pre-existing groups and activities. It guarantees Roleplay (whether for good or bad) because opinions on Archon are very polarized, and there is always some kind of somewhat active group of Archon around Draconism worship that tries to get involved in a lot of things in Regalia. Archon is also the closest proximity to something like spiritual world-defenders, though it should be noted that this is not their exact role, many of them do a lot of questionable things and generally there is a lot of flexibility in how to play an Archon. It is even possible to play an Archon who rejects Draconism and works with non-Dragon forces, though there are some design limitations to Archon.

Becoming an Archon

To become Archon, one either has to be born one from an Archon Parent or be converted to one. Any Archon can convert any willing person to an Archon of their chosen Lineage at the Dragon Temple, though it's always fun to include any Draconism faith priests in case they are around. Dragons can also directly make people Archon if they are summoned with Divinium, and some Mechanics in Heritage Traits might cause a Character to become an Archon. It is important to note that as an Affinity, being an Archon is not curable. It is a permanent condition and prevents the Archon from becoming Afflicted or having another Affinity, though they can become Marken. Finally, Mages can also be cleansed into Archon, but any connection they have to any other Dimensions or Powers is cut off, meaning Archon can only ever have God Magic (Dragon). The only exception to this is Archon who have been touched by Ifrit, who can also have Void Magic, but only ever Void Magic. All Archon have purple irises, though the exact shade can range from light lavender to darker royal purple. They may also opt for additional Draconic aesthetics (scales, black sclera, claws, dragon tail, etc.). Finally, even if Archon Lineages seem hard coded to specific Dragons, they are not. Hunters can belong to Regulus, and Phantoms can belong to Severena, what matters is the context of how those powers are used.

Archon Mechanics

All Archon regardless of Lineage have a set of Mechanics. Mechanics change the way an Affinity functions in Roleplay through subtle, and usually out-of-combat ways. In essence, Mechanics just add aesthetic flair that invest in the Dragon Niche.

  • Mechanic 1: Archon can manifest Wings (of any design: Fairy, Draconic, or Mechanical), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight.
  • Mechanic 2: Archon can Point Buy Magic Point Buy Packs, re-classifying their Abilities to Dragon Magic. They cannot make use of the Sinistral Mechanic.
  • Mechanic 3: Archon can Cleanse a (willing) Mage of Magic. If they can become an Archon, they do. Any Magic/Faith packs are refunded and can be re-spent. This grants the Archon doing it 1 Static Divinium.
  • Mechanic 4: Archon can perform a Cleansing Ritual that cleanses a (willing) Undead, to either pass onto the Afterlife, or become a Primal Revenant. Any Magic/Faith Point Buy Packs are refunded and can be re-spent.
  • Mechanic 5: Archon can see backwards in time (coordinate with other players to tell their past) or see glimpses of possible futures in multi-time thread theory (just make them up, there are thousands of possible futures).
  • Mechanic 6: Archon can live much longer than non-Archon, empowered by Dragon Magic, meaning they can live three times as long as their maximum. (Making an Archon 300+ years old may require ticket consultation).

Lineages

Archon exist in six distinct Lineages (though special Lineages may exist for Custom Kits). All Archon serve a specific function in the Immortal War, and even though the Immortal War had passed, they continue to pass their Archonism down from generation to generation. All Children born from an Archon are also Archon (and if both parents are Archon, one random Lineage is chosen). It is possible to swap Lineage, but this costs 1 Divinium at the Dragon Temple unless a specific Mechanic allows this to be done for free. Each Lineage of Archon also has two specific Mechanics that apply only to their Lineage, that are supplemental to the common Mechanic list for all Archon.

Warden

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Wardens are protectors and healers and scholars, not necessarily front-line soldiers. Wardens were historically sent by the Dragons to heal places where corruption had left the people in misery and damaged the world, or to investigate matters they could not see to themselves. Wardens primarily also act as protectors and administrators or support of the Draconism Holy Sites, a very last line of defense against the Infection from damaging the heart of the Draconic Cause. Wardens were popular among the followers of Regulus, Severena, and Aurora, but have become more wide spread over time as their support became appreciated by the frontliners. Wardens are particular popular in Anglia in the Regalian Archipelago, where they have banded together and called themselves Gray Witches or Anglian Witches, using herbs and tinctures to heal the people of ailments and generally warding off evil in the swamplands.

  • Warden Mechanic: Warden Archon can grant any person Shapeshift Pack for free, but only for an Hour (or the duration of an Event), and with a 7 day Cooldown.
  • Warden Mechanic: Warden Archon are immune to all Mechanics from Arkenborn or Godborn insofar they are Mechanics that affect others, and aren't free Packs (not immune to Pack Abilities).

Aegis

caption
caption

Aegis are the frontline warriors and shield-wall of the Draconic Forces, the bulk of the army of the Dragons, and the most numerous of the Archon. They are sent in large numbers to fight smaller Demons that Dragons would sneer to face, so that they can fight bigger entities and Gods. Aegis also function as the peacetime protectors of those Wardens who cannot fight themselves, such as the Draconic Scholars and Healers. Aegis are far from dispensable soldiers, and have historically had especially good relations with the Dragons Marik and Caius, the former commander among them and the latter general. Though, over time, as priorities shifted, Aegis Archon showed up in other Dragon Domains also. Aegis are particularly popular among the Songaskian, called the Siiri Bulwark, who also act as foot soldiers in the Songaskian Masaya's army, commanded by Dragon Priests.

  • Aegis Mechanic: Aegis Archon gain a Draconic Transformation styled like Dragonkin Appearance, the Aesthetics of which they can style after a Dragon of their choice. Counts as a Disguise.
  • Aegis Mechanic: Aegis Archon gain +1 Defence Stat (breaking cap up to 9) for each additional Archon present in a scene, and so long as they are fighting for a Draconism cause (even while not being faithful).

Hunter

caption
caption

Hunters are the lone wolves or shock-troopers of the Draconic Forces, specifically tracking and hunting down notable Occult as specialized warriors. Hunters are sent out in small numbers to make use of hit and run tactics, as well as their ferocity to quickly overwhelm enemies before they even realize they are under attack. Hunters rarely act defensively on the home front, content to spend their entire time on the front lines of the Immortal War and the Draconic goals. Hunters have historically been especially favored by Caius, as they are capable of sharing his bouts of rage and combat ferocity when forced to fight alone against a tide of darkness. Hunters are particularly popular among the Maquixtl, called the Red Hunters, who invoke the elements of the Fire Dragon and manifest Draconic aesthetics like red scale, red skin, a draconic tail, draconic horns, claws, and fire resistance.

  • Hunter Mechanic: Hunters have perfect night vision, capable of seeing clearly in the dark and low light environments without needing any external light or illumination.
  • Hunter Mechanic: Hunters gain +1 Main Attack Stat (breaks Cap up to 11) while they are inside Crookback City District, the Regalian Sewers, or Gloomrot, so long as they are fighting for the Draconism cause.

Phantom

caption
caption

Phantoms are the saboteurs, assassins, rogues and cutthroats of the Draconic Forces, specifically used to get dirty work done that other Archon balk at, or get their morals in a twist about. Phantoms were not historically part of the Immortal War, rather they came about through Triton and Nox's impatience with the other Dragons' slowness to act, and indecision when it came to more pivotal moments in history. The Phantoms often consider themselves separate from the other Lineages, and rage against their centrism or apathy. It should come as no surprise that Phantoms are traditionally favored to Triton, but have become more widespread, some even in nominally peaceful Severena Domain, as locals turn to more radical solutions. Phantoms are particularly popular among the Drakon Cult Kathar, called Darkscales, who blend Vampiric culture with Archon Culture to produce a potent mixture in any fight.

  • Phantom Mechanic: Phantoms can Thrall (consenting) Afflicted, making them Legal in the eyes of Regalia, hiding their Affliction Traits, Disabling their Feeding, and forcing them to fight their own Kind. 2 Max.
  • Phantom Mechanic: Phantoms can use Vampiric Form as described on the Vampire Page. This Transformation counts as a Disguise for them and can hide their eyecolor.

Envoy

caption
caption

Envoy go in a completely different direction from the more combat-oriented Archon lineages existing elsewhere, focusing instead on the recruitment of allies from outside the Draconism and Draconic fold. Envoys seek to maintain relations with non-Dragon aligned and those who reject or don't believe in the actual mission of the Draconic Immortal War, to aid in their work regardless of this apathy. Envoys came about through Severena and Aurora's foresight, that those who worshiped the Dragons as Gods would not be sufficient to stem the tide of the Demonic and the infection in the world. Envoys tend to be more cooperative and compromising both within the Dragon Cult, seeking to get the Archon to work better together (especially the lone wolves like the Hunters and Phantoms), while also recruiting outsiders and making them feel at home in the cause, and including them in Draconism meetings.

  • Envoy Mechanic: Envoy Archon can duplicate Archon Mechanic 1, and 5 onto any non-Archon Ally that is with them in an active scene. Additionally, they extend Mechanic 6 onto their non-Archon Family and Significant Others.
  • Envoy Mechanic: Envoy Archon can break the limitations on Guilds in terms of membership, being able to become a member of 2 instead of 1 Guilds, but can only choose one set of Mechanics from either Guild.

Artisan

caption
caption

Artisan are similar to the Envoys, in that they fulfill a role somewhere in between being soldiers of the Immortal War, and more like supporting forces. The Leystone Network is vast, spanning the globe, and constantly under attack from small little incursions. Artisans both mend and strengthen the Leystone network from attacks, and use Leystone and Draconic Magic to fuel Technology and creations to aid in the Immortal War. The best way to regard the Artisan Archon, is as Engineer Archon, a function dreamed up by Daiana and Regulus to help with the ever increasing threats to the network upon which Dragon Sites are dependent. Artisan Archon are valued both within the Dragon Cult and outside, given that their unrivaled knowledge of Dragon Sites makes them one of the few venues through which Soul Cores can be used to the benefit of mortals, otherwise only available at the behest of the Dragons.

  • Artisan Mechanic: Artisan Archon can grant an Archon +1 Attack Stat (breaks cap up to 11) when fighting on a Dragon Site (Temple Incl). Additionally, they can dispel curses at the Temple as if they had 4 Points Invested in Magic.
  • Artisan Mechanic: Artisan Archon gain the Leytech Branch of Technology for free without any Point investment in Tech Point Buy, and this also does not count towards their max 2 Tech Branches chosen.

Trivia

  • There was once Trivia here.

Accreditation
WritersMonMarty
ProcessorsFireFan96
Last EditorMonMarty on 10/14/2024.

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