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Archon is an [[Aloria]]n based [[Affinities|Affinity]] that recruits mortals of any [[Heritage]] 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, people 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.
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==History==
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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 sometimes 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.
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===Why play an Archon===
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Archon, similarly to Knights, are a quick and easy way to get involved in pre-existing groups and activities. It guarantees Roleplay, 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. 
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===Becoming an Archon===
This page makes use of "Ai-Art". MassiveCraft is managed by, played by, and supported by a diverse and varied community of artists. We strive for Human-Art on all pages, though finance/time constraints may require temporary use of Ai-Art for visual themes. MassiveCraft has an "Ethical-Ai-Use" policy, defined as: A. Not claiming Copyright B. No for-profit benefit C. Clearly marking Ai-Art when used D. Long-term replacement with Human-Art. Please support human artists, or refrain from using Ai-Art if you cannot safeguard ethical constraints.
One can become a Dragon in one of several ways listed below. Archon have no single unifying visual trait to identify them. A majority of Archon have some kind of purple-color present in their iris or eyes, whether it is the pupil, sclera, limbal ring, or some other type of aesthetic, though this is completely optional. Even without any visual tell, Archon are able to "sense" each other's identity, unless Shapeshifted/Disguised.  
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* The most common form of Archon creation, is birth from an Archon parent. An Archon parent always gives birth to more Archon children, making it all hereditary. There are Archon families who still hold the traditions alive, and those who have forgotten all about it.
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.  
* A second process of becoming an Archon, is through the Ritual of Archonism, performed by any other Archon on a willing recipient. This involves the person dedicating themselves to the Dragons, and the Elderlaw from the Leylines granting them Archonism.
===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. Because Archonism is considered a lawful affliction/affinity, their Mechanics will always be weaker than those of Afflictions who have to deal with persecution and repression in day to day Roleplay.
{|
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| style="padding: 10px" | '''Winged <BR> Flight'''
| You can use Wings (of any Fae/Draconic/Mechanical design), while while out of Combat, allows Elytra flight, including the use of Rockets to gain more height and speed. Combat or Ability usage immediately disables flight and prevents flight until end of Combat.
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| style="padding: 10px" | '''Leytech <BR> Conduit'''
|
You may choose up to 2 Packs from Magic Point Buy, or Invoke Point Buy (except Arcane Invocation), that you've Point Bought and re-classify them as Ley Point Buy Packs. These Mechanics/Abilities will not be classified as Magic, or make you Magical, instead, they will be fueled by the Elderlaw.
|-
| style="padding: 10px" | '''Long <BR> Living'''
| You live much longer than the average life span of your heritage. You can live up to three times as long, and you can visually stop aging at a chosen age (must be at least 21). Additionally, you are immune to non-magical diseases and Afflictions.
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|}
There are some additional conditional aesthetic flair that Archon gain access to that are not necessarily mechanics they have universally, but more like added flair in case they have specific Proficiency Packs. These are listed below, along with their required Proficiency investment.  
* If you own the Protocol Rewind Pack from Ley Point Buy, you may see the possible future threads of time as Dragons see them, a chaotic jumbled mess of thousands of possible future realities without a clear outcome or probable correct thread. This may also cause you to go mad.
* If you own any Magic Point Buy Packs that are not re-classified as Ley Point Buy, and thus make you Magical, you can perform a Cleansing Ritual to remove a Magical Alignment from a (willing) Mage, shutting off a specific realm, or all of them. Lost Packs for them are refunded.
 
==Lineages==
Archon exist in Lineages related to the Dragons. Note, that all the descriptions are written in the perspective of the Immortal War, which has already ended 300 years ago. What this means, is that while the Archon have a theoretical design function, their war is over, and whatever function they have now in the world is entirely up to them, because they are free from their conscription duty. Not all Dragons have a specific branch of Archon, this is because not all Dragons were equally involved in the Immortal War, and had other obligations to the world. The first choice of Lineage an Archon has is always permanent, considered the "dominant" Lineage. Archon can however have an optional secondary Lineage, which they can change any time. 
===Tempest Archon of Regulus===
[[File:Tempestarchon.png|left|140px|caption]]
Tempest Archon are a relatively new appearance of Archon, produced specifically after the Denial of Immortality, unlike many of the other Archon lineages. The Tempest Archon were created by Regulus with the specific purpose of protecting the Dragon Citadels, newly formed city-temple complexes that branched away from being solely places of worship, and acted more like religious cities built into mountains where Dragons would reside. As such the Tempest hold some reputation of being the personal guardians of the Dragons. Away from these Dragon Citadels however, they guard Draconist priests and other Religious figures. Tempest Archon are comparable to D&D Barbarians, often fighting with large weapons with high endurance and damage.
 
===Phantom Archon of Triton===
[[File:Phantomarchon.png|left|140px|caption]]
Phantom Archon 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's impatience with the other Dragons' slowness to act, and indecision when it came to more pivotal moments in history. The Phantom Archon often consider themselves separate from the other Lineages, and rage against their centrism or apathy. Phantom Archon 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.
 
===Artisan Archon of Marik===
[[File:Engineerarchin.png|left|140px|caption]]
Artisan Archon 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 Leytech to fuel Technology and creations to aid in the Immortal War. Artisan Archohn are like Engineer Archon, a function dreamed up by Marik 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 knowledge of Dragon Sites makes them one of the few venues through which Unicores can be used to their benefit.


=Playing an Archon=
===Envoy Archon of Gaia===
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.
[[File:Emissaryarchon.png|left|140px|caption]]
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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 with the idea, 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, while also recruiting outsiders and making them feel at home in the cause.
{|
 
[[File:Archonwitch.png|170px|thumb|left]]
===Hammer Archon of Silas===
|
[[File:Hammerarchon.png|left|140px|caption]]
<span style="font-size:130%;><center>'''Witch Archon'''</center></span>
Hammer Archon of Silas are the home makers of the Draconic Fold, both spending days in the forge to ensure that all their weapons and armor are up to scratch, but also making the beds and ensuring the pantry of any would be Archon-base is well stocked. Hammer Archon avoid the frontline, but ensure there is a warm hearth and meal to return to after battle, and to tend to the gardens where the dead are buried and the living find peace and solace. Hammer Archon are popular among Silas's own Urlan kind, notably because it gives them a very explicit social purpose that is often robbed from them during Symbiosis or in Urlan society. Hammer Archon rely on the other Archon Lineages for safety, but when provided, they can work for beauty and craft in peace.
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.
 
|}
===Warden Archon of Severena===
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[[File:Aegisargon.png|left|140px|caption]]
{|
Warden Archon are protectors and healers and scholars, not necessarily front-line soldiers. Warden Archon 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. Warden Archon 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. Warden Archon 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.
[[File:Archonviolet.png|170px|thumb|left]]
 
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===Bestial Archon of Aurora===
<span style="font-size:130%;><center>'''Keeper Archon'''</center></span>
[[File:Bestualarchon.png|left|140px|caption]]
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.
Bestial Archon are the beast masters and transformers of the Draconist fold, using a combination of control over the fauna of the world for battle, while also transforming themselves into larger and stronger beasts to overcome ostensibly humanoid limitations in combat. Bestial Archon are often Marken who have mastered their curse for the better, or those who have magical or technological control over the simpler minds of animals, using them to perform functions or go side by side into battle. Bestial Archon usually gravitate around a Draconic Menagerie, a stable of a kind harboring all the animals of burden and battle Rather than treating these animals as simpletons or disposable tools, Bestial Archon immerse themselves in respect for Fauna, living among and like them.
|}
 
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===Mirror Archon of Nox===
{|
[[File:Mirrorarchon.png|left|140px|caption]]
[[File:Archondream.png|170px|thumb|left]]
Mirror Archon are the infiltrants and spies of the Draconic Fold, almost exclusively Slizzar or Archon who use planar Magic to shapeshift in and out of other disguises. Mirror Archon avoid fighting as much as possible, preferring to use disguise shifts to enter groups that are either opposed to Draconist forces, or considered a threat. From there-in, they feed their allies with information, while drawing as little attention to themselves as possible, but also being careful not to reveal too much so as to imply there is a leak or mole in their infiltrated organization. They must always dance a careful balancing act of information harvesting, and collaborating for the sake of maintaining their guide and efficiency while infiltrating.
|
 
<span style="font-size:130%;><center>'''Mentor Archon'''</center></span>
===Aegis Archon of Daiana===
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.
[[File:Newwardenarchn.png|left|140px|caption]]
|}
Aegis are the frontline warriors and shield-wall of the Draconic Forces, the heart 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 Archon also function as the peacetime protectors of those Wardens who cannot fight themselves, such as the Draconic Scholars and Healers. Aegis Archon are far from dispensable soldiers, treated like the core of the fold upon which everything else is built. 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.
</td><td style="vertical-align: top; width: 25%;">
{|
[[File:Bulwarkarchon.png|170px|thumb|left]]
|
<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]]
|
<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.
|}
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{|
[[File:Archonred.png|170px|thumb|left]]
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<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>
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{|
[[File:Tritonvampire.png|170px|thumb|left]]
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<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]]
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<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===
===Hunter Archon of Cinerius===
* '''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.
[[File:Hunterarchon.png|left|140px|caption]]
* '''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).
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 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.
* '''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===
===Shroud Archon of Umbra===
* '''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.
[[File:Shroudarchon.png|left|140px|caption]]
* '''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.
Shroud Archon are less involved in the narration of the Immortal War, and more with the clean-up of any post-battle or calamity that has struck an area. While the other Archon see themselves as heroes and protectors of the world, even the Phantoms and Hunters, Shroud Archon deal more in the unclean work of putting the suffering out of their misery, and giving a decent and dignified death to those robbed by Magic. Shroud Archon travel the land recording the last wills and dreams of the dead and dying, before putting them to rest one way or another, whether by poison, a cut to the throat, or a bullet to the head. Shroud Archon as such are sometimes shunned as death-dealers and cruel by some of the other Archon.
* '''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===
===Councilor Archon of Felicula===
* '''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.
[[File:Counclorarchon.png|left|140px|caption]]
* '''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.
Councilor Archon are a relatively new appearance, or rather one that has been changed in the modern era. Originally, Councilor Archon served to keep up morale among the Draconic Forces, but since the return of Dragons they have explicitly been re-forced into a force of Magic. Councilor Archon teach the other Archon the proper usage, venting, and application of Magic, proper Magical discipline, and act like general teachers of Magic to even those outside of the Draconist Forces. In many ways, the Councilor Archon are similar to the Aelrrigan Order, except that they do not have an official charter from the government to do what they do. Councilor Archon are as such without exception also Mages.
* '''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.
* '''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.
===Oracle Archon Mechanics===
* '''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.
* '''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.
* '''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=
===Prefect Archon of Armina===
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.
[[File:Councilorrchon.png|left|140px|caption]]
* 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.
Prefect Archon are a relatively new appearance, having only started appearing until roughly the disappearance of Avinla and the troubles of the Suvial. Prefect Archon have inherited the functions of the Councilor Archon before their swivel into Magic, acting as therapists, human-relations, or otherwise caretaker of the mental health of those within the Draconist fold and outside of it. Prefect Archon are particularly active among the Suvial in their homeland, having taken it upon themselves to guide the Suvial through the troubles of their pseudo-immortal life, and the mental anguish suffered from repeat dying and reviving in Avinla's flames, and the impending doom of their eventual fate.
* 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===
==Trivia==
* 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.
* There was once Trivia here.
* 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.
* 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.  
{{Affinities}}
{{Affinities}}
{{Accreditation
{{Accreditation
|Writers = MonMarty
|Writers = MonMarty
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[[category:Affinities]]
[[category:Affinities]]

Latest revision as of 21:32, 9 March 2025

Archon is an Alorian based Affinity that recruits mortals of any Heritage 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, people 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.

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 sometimes 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, 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

One can become a Dragon in one of several ways listed below. Archon have no single unifying visual trait to identify them. A majority of Archon have some kind of purple-color present in their iris or eyes, whether it is the pupil, sclera, limbal ring, or some other type of aesthetic, though this is completely optional. Even without any visual tell, Archon are able to "sense" each other's identity, unless Shapeshifted/Disguised.

  • The most common form of Archon creation, is birth from an Archon parent. An Archon parent always gives birth to more Archon children, making it all hereditary. There are Archon families who still hold the traditions alive, and those who have forgotten all about it.
  • A second process of becoming an Archon, is through the Ritual of Archonism, performed by any other Archon on a willing recipient. This involves the person dedicating themselves to the Dragons, and the Elderlaw from the Leylines granting them Archonism.

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. Because Archonism is considered a lawful affliction/affinity, their Mechanics will always be weaker than those of Afflictions who have to deal with persecution and repression in day to day Roleplay.

Winged
Flight
You can use Wings (of any Fae/Draconic/Mechanical design), while while out of Combat, allows Elytra flight, including the use of Rockets to gain more height and speed. Combat or Ability usage immediately disables flight and prevents flight until end of Combat.
Leytech
Conduit

You may choose up to 2 Packs from Magic Point Buy, or Invoke Point Buy (except Arcane Invocation), that you've Point Bought and re-classify them as Ley Point Buy Packs. These Mechanics/Abilities will not be classified as Magic, or make you Magical, instead, they will be fueled by the Elderlaw.

Long
Living
You live much longer than the average life span of your heritage. You can live up to three times as long, and you can visually stop aging at a chosen age (must be at least 21). Additionally, you are immune to non-magical diseases and Afflictions.

There are some additional conditional aesthetic flair that Archon gain access to that are not necessarily mechanics they have universally, but more like added flair in case they have specific Proficiency Packs. These are listed below, along with their required Proficiency investment.

  • If you own the Protocol Rewind Pack from Ley Point Buy, you may see the possible future threads of time as Dragons see them, a chaotic jumbled mess of thousands of possible future realities without a clear outcome or probable correct thread. This may also cause you to go mad.
  • If you own any Magic Point Buy Packs that are not re-classified as Ley Point Buy, and thus make you Magical, you can perform a Cleansing Ritual to remove a Magical Alignment from a (willing) Mage, shutting off a specific realm, or all of them. Lost Packs for them are refunded.

Lineages

Archon exist in Lineages related to the Dragons. Note, that all the descriptions are written in the perspective of the Immortal War, which has already ended 300 years ago. What this means, is that while the Archon have a theoretical design function, their war is over, and whatever function they have now in the world is entirely up to them, because they are free from their conscription duty. Not all Dragons have a specific branch of Archon, this is because not all Dragons were equally involved in the Immortal War, and had other obligations to the world. The first choice of Lineage an Archon has is always permanent, considered the "dominant" Lineage. Archon can however have an optional secondary Lineage, which they can change any time.

Tempest Archon of Regulus

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Tempest Archon are a relatively new appearance of Archon, produced specifically after the Denial of Immortality, unlike many of the other Archon lineages. The Tempest Archon were created by Regulus with the specific purpose of protecting the Dragon Citadels, newly formed city-temple complexes that branched away from being solely places of worship, and acted more like religious cities built into mountains where Dragons would reside. As such the Tempest hold some reputation of being the personal guardians of the Dragons. Away from these Dragon Citadels however, they guard Draconist priests and other Religious figures. Tempest Archon are comparable to D&D Barbarians, often fighting with large weapons with high endurance and damage.

Phantom Archon of Triton

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Phantom Archon 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's impatience with the other Dragons' slowness to act, and indecision when it came to more pivotal moments in history. The Phantom Archon often consider themselves separate from the other Lineages, and rage against their centrism or apathy. Phantom Archon 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.

Artisan Archon of Marik

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Artisan Archon 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 Leytech to fuel Technology and creations to aid in the Immortal War. Artisan Archohn are like Engineer Archon, a function dreamed up by Marik 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 knowledge of Dragon Sites makes them one of the few venues through which Unicores can be used to their benefit.

Envoy Archon of Gaia

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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 with the idea, 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, while also recruiting outsiders and making them feel at home in the cause.

Hammer Archon of Silas

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Hammer Archon of Silas are the home makers of the Draconic Fold, both spending days in the forge to ensure that all their weapons and armor are up to scratch, but also making the beds and ensuring the pantry of any would be Archon-base is well stocked. Hammer Archon avoid the frontline, but ensure there is a warm hearth and meal to return to after battle, and to tend to the gardens where the dead are buried and the living find peace and solace. Hammer Archon are popular among Silas's own Urlan kind, notably because it gives them a very explicit social purpose that is often robbed from them during Symbiosis or in Urlan society. Hammer Archon rely on the other Archon Lineages for safety, but when provided, they can work for beauty and craft in peace.

Warden Archon of Severena

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Warden Archon are protectors and healers and scholars, not necessarily front-line soldiers. Warden Archon 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. Warden Archon 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. Warden Archon 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.

Bestial Archon of Aurora

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Bestial Archon are the beast masters and transformers of the Draconist fold, using a combination of control over the fauna of the world for battle, while also transforming themselves into larger and stronger beasts to overcome ostensibly humanoid limitations in combat. Bestial Archon are often Marken who have mastered their curse for the better, or those who have magical or technological control over the simpler minds of animals, using them to perform functions or go side by side into battle. Bestial Archon usually gravitate around a Draconic Menagerie, a stable of a kind harboring all the animals of burden and battle Rather than treating these animals as simpletons or disposable tools, Bestial Archon immerse themselves in respect for Fauna, living among and like them.

Mirror Archon of Nox

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Mirror Archon are the infiltrants and spies of the Draconic Fold, almost exclusively Slizzar or Archon who use planar Magic to shapeshift in and out of other disguises. Mirror Archon avoid fighting as much as possible, preferring to use disguise shifts to enter groups that are either opposed to Draconist forces, or considered a threat. From there-in, they feed their allies with information, while drawing as little attention to themselves as possible, but also being careful not to reveal too much so as to imply there is a leak or mole in their infiltrated organization. They must always dance a careful balancing act of information harvesting, and collaborating for the sake of maintaining their guide and efficiency while infiltrating.

Aegis Archon of Daiana

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Aegis are the frontline warriors and shield-wall of the Draconic Forces, the heart 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 Archon also function as the peacetime protectors of those Wardens who cannot fight themselves, such as the Draconic Scholars and Healers. Aegis Archon are far from dispensable soldiers, treated like the core of the fold upon which everything else is built. 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.

Hunter Archon of Cinerius

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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 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.

Shroud Archon of Umbra

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Shroud Archon are less involved in the narration of the Immortal War, and more with the clean-up of any post-battle or calamity that has struck an area. While the other Archon see themselves as heroes and protectors of the world, even the Phantoms and Hunters, Shroud Archon deal more in the unclean work of putting the suffering out of their misery, and giving a decent and dignified death to those robbed by Magic. Shroud Archon travel the land recording the last wills and dreams of the dead and dying, before putting them to rest one way or another, whether by poison, a cut to the throat, or a bullet to the head. Shroud Archon as such are sometimes shunned as death-dealers and cruel by some of the other Archon.

Councilor Archon of Felicula

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Councilor Archon are a relatively new appearance, or rather one that has been changed in the modern era. Originally, Councilor Archon served to keep up morale among the Draconic Forces, but since the return of Dragons they have explicitly been re-forced into a force of Magic. Councilor Archon teach the other Archon the proper usage, venting, and application of Magic, proper Magical discipline, and act like general teachers of Magic to even those outside of the Draconist Forces. In many ways, the Councilor Archon are similar to the Aelrrigan Order, except that they do not have an official charter from the government to do what they do. Councilor Archon are as such without exception also Mages.

Prefect Archon of Armina

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Prefect Archon are a relatively new appearance, having only started appearing until roughly the disappearance of Avinla and the troubles of the Suvial. Prefect Archon have inherited the functions of the Councilor Archon before their swivel into Magic, acting as therapists, human-relations, or otherwise caretaker of the mental health of those within the Draconist fold and outside of it. Prefect Archon are particularly active among the Suvial in their homeland, having taken it upon themselves to guide the Suvial through the troubles of their pseudo-immortal life, and the mental anguish suffered from repeat dying and reviving in Avinla's flames, and the impending doom of their eventual fate.

Trivia

  • There was once Trivia here.

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Last EditorFirefan96 on 03/9/2025.

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