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Archon: Difference between revisions

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===Mechanics===
===Mechanics===
* '''Red Apostle:''' Red Hunter Archon have a Transformation called the Red Apostle, which can apply any of the following aesthetics: Red Skin (dark red to bright red), Draconic Horns, Dragon-claw like fingers, Red Scales on their body in part or wholly, and a long prehensile tail with a hook spike at the end. Partial aspects of this transformation may also be applied as permanent aesthetics.  
* '''Red Apostle:''' Red Hunter Archon have a Transformation called the Red Apostle, which can apply any of the following aesthetics: Red Skin (dark red to bright red), Draconic Horns, Dragon-claw like fingers, Red Scales on their body in part or wholly, and a long prehensile tail with a hook spike at the end. Partial aspects of this transformation may also be applied as permanent aesthetics.  
* '''Red Battlerage:''' Red Hunters can activate Red Battlerage in a fight to gain +2 Main Combat Stat that breaks the Proficiency Limit but can go no higher than 8, so long as they are directly fighting someone with Exist or Void Occult Status. If Red Battlerage is activated, the Red Hunter can no longer disengage or flee from the fight until either side submits or is knocked out.  
* '''Red Battlerage:''' Red Hunters can activate Red Battlerage in a fight to gain +2 Main Combat Stat that breaks the Proficiency Limit but can go no higher than 9, so long as they are directly fighting someone with Exist or Void Occult Status. If Red Battlerage is activated, the Red Hunter can no longer disengage or flee from the fight until either side submits or is knocked out.  
* '''Red Firesoul:''' Red Hunter Archon have aesthetic control over fire, able to create it from nothing and spontaneously combust items, as well as snuff out fires, or make fires burn brighter and more vigorously. These fires may be entirely red, or purple, or a mixture of both. These aesthetics may also apply to weapons and armor, and their blood may also appear like glowing magma instead of red blood.
* '''Red Firesoul:''' Red Hunter Archon have aesthetic control over fire, able to create it from nothing and spontaneously combust items, as well as snuff out fires, or make fires burn brighter and more vigorously. These fires may be entirely red, or purple, or a mixture of both. These aesthetics may also apply to weapons and armor, and their blood may also appear like glowing magma instead of red blood.
* '''Red Carnager:''' Red Hunters are the ultimate Afflicted enemy, when alone. If a Red Hunter does not have any allies in a fight, and is fighting one or more Cahal or Vampires, they gain +3 Constitution that can break Proficiency Limit. Additionally, for every wound or harming hit applied on an enemy, they can undo a similar wound or harming hit applied to themselves from the same fight. This healing mechanic cannot be prevented or disabled with any Ability or Mechanic that disables mid-combat healing. If the Optional CRP System is used instead, the healing mechanic is changed to giving the Red Hunter 12 HP instead.
* '''Red Carnager:''' Red Hunters are the ultimate Afflicted enemy, when alone. If a Red Hunter does not have any allies in a fight, and is fighting one or more Cahal or Vampires, they gain +3 Constitution that can break Proficiency Limit. Additionally, for every wound or harming hit applied on an enemy, they can undo a similar wound or harming hit applied to themselves from the same fight. This healing mechanic cannot be prevented or disabled with any Ability or Mechanic that disables mid-combat healing. If the Optional CRP System is used instead, the healing mechanic is changed to giving the Red Hunter 12 HP instead.

Revision as of 22:21, 12 March 2023

In an era of times long gone by, the Archon Lineages were the foremost defenders and protectors of the world, chosen by the Dragons to aid in what they called the Immortal War. The Immortal War was a proxy conflict waged between the Dragons and all the Arken both Void and Exist (and later also Ordial forces), in which the Dragons fought back against the corruption of the other Dimensions. Because there were only few Dragons and many forces of evil, the Dragons blessed individuals with powers and control over a piece of their Magic that would later be known as Primal Magic, to aid in the fight. The fate of the Archon Lineages was closely linked with the Dragons, when the Dragons disappeared, so too did the Dragon Lineages falter. Knowledge was no longer passed down, and in many cases, Archon had to hide from a world that would increasingly see them as the magical corruption that invaded the world, a bitter irony for those who fought to protect it for so long. Others yet became corrupt with the vices of the very thing they fought, or simply resentful at the Dragons or the world for abandoning them without hope and at the mercy of the new radical purism movement. In recent years, Archon have come out of the woodwork and into the light, resulting in a revival of their presence on the world, and a slow reconnection with the Dragons in the middle of their revival also.

Archon Lineages

Each Greater Dragon represents a specific Archon Lineage (which in turn is a Primal Affinity), or a specific type of Archon that fills a very specific niche in the greater Dragon design for the world, and the Immortal War. Each Archon Lineage differs in its mechanics and rules, so it is recommended to thoroughly read each before deciding, and also being aware of the limitations of being an Archon. Archon present a different way to play certain things, not necessarily a long lasting or healthy roleplay theme. While Dragon Worship is required to play any Archon (except for the Attendant Archon) and while each Archon Lineage has a preferred Dragon dedication, it is possible to be an Allar Violet Whisper Archon who primarily worships Regulus. Furthermore, Archon status is also inherited, though populations remain stable. For example, if an Archon parent has five children, only one of them will be an Archon of their Lineage (randomly chosen) and if two Archon parents have four children, only two of them will be Archon, one of each parent’s Lineage. All Archon also gain a set of Specials regardless of what Lineage they are (even Attendant):

  • Archon Eyes: All Archon always have purple eyes, though the shades may vary from violet to tyrian purple that they cannot hide, though if they are Slizzar, they can use Afflictedvex to hide their eyes. Eyes may also optionally have a black or gray sclera, and produce a ghostly purple trail as they move, but these are optional.
  • Archon Mount: All Archon by default have a Wyvern as a Mount in Progressions. These cannot be used in Regalia. Additionally, all Archon may also use Draconic aesthetics for their ability styled after their dedicated Greater Dragon, like purple lighting for Regulus, or purple fire for Caius.
  • Archon Speech: All Archon gain Dragonspeech, the language of Dragons, that they can use in Roleplay, as well as understand Dragonspeech when sung into the wind by Dragons, and read Dragonscript when found on Dragon Temples. Archon are less likely to be shut out by Dragon Temples in Progressions, but are not guaranteed special interactions.
  • Archon Design: All Archon, when wearing Armor (or having Summoned Armor) can overlay ghostly colored aesthetics associated with their Patron. These aesthetics are fairly free-form, but if you need inspiration, make a Roleplay Community Discord Ticket to ask. This also applies to weapons, and any Spell Point Buy so long as the Spells are Primal.
  • Archon Wings: All Archon, when not actively in combat, can summon a set of Draconic Wings (Elytra) and use said Wings to travel across Regalia (including the use of rockets). This gives players permission to travel across Regalia using an Elytra in Roleplay. Engaging in Combat instantly disables Dragonflight, and attack emotes or Abilities cannot be used before landing.
  • Archon Afflicted: All Archon, unless rules stated otherwise, are immune to Afflictions, though Afflicted (or those who have Void/Exist powers) also cannot be made Archon. The only exception rests in Silven, who become cleansed of their Silven status when turning Archon. Archon can under no circumstance learn or use Ordial/Void/Exist Powers or Abilities.

Red Hunters of Caius

The origins of the Red Hunters are somewhat of a mystery as the order was destroyed when the Avarr died out. Folklore has it however that the Red Hunters were the most fanatical of Occult hunters among the Archon, enraged by the very presence of the Occult, and driven to combat rage when engaged by one. The Red Hunters as a group was revived by the Dragon Worshiping Maquixtl, but unlike other Archon Lineages, it was never truly limited in scope, anyone could become a Red Hunter through a dedication to Caius, and so their numbers quickly exploded.

  • Red Hunter Status: Red Hunters can be created at any time from any Dragon Worshiper by any Red Hunter at any Dragon Site, but they can also be born Red Hunters.
  • Red Hunter Faith: Red Hunters must always be Dragon Worshipers, preferably Caius. It is permitted to have moments of doubt, but faith must be long-term.
  • Red Hunter Clan: Red Hunters are inherently favored by West Matron forces in Progressions, unless they take actions overtly hostile to Caius’s intentions.

Mechanics

  • Red Apostle: Red Hunter Archon have a Transformation called the Red Apostle, which can apply any of the following aesthetics: Red Skin (dark red to bright red), Draconic Horns, Dragon-claw like fingers, Red Scales on their body in part or wholly, and a long prehensile tail with a hook spike at the end. Partial aspects of this transformation may also be applied as permanent aesthetics.
  • Red Battlerage: Red Hunters can activate Red Battlerage in a fight to gain +2 Main Combat Stat that breaks the Proficiency Limit but can go no higher than 9, so long as they are directly fighting someone with Exist or Void Occult Status. If Red Battlerage is activated, the Red Hunter can no longer disengage or flee from the fight until either side submits or is knocked out.
  • Red Firesoul: Red Hunter Archon have aesthetic control over fire, able to create it from nothing and spontaneously combust items, as well as snuff out fires, or make fires burn brighter and more vigorously. These fires may be entirely red, or purple, or a mixture of both. These aesthetics may also apply to weapons and armor, and their blood may also appear like glowing magma instead of red blood.
  • Red Carnager: Red Hunters are the ultimate Afflicted enemy, when alone. If a Red Hunter does not have any allies in a fight, and is fighting one or more Cahal or Vampires, they gain +3 Constitution that can break Proficiency Limit. Additionally, for every wound or harming hit applied on an enemy, they can undo a similar wound or harming hit applied to themselves from the same fight. This healing mechanic cannot be prevented or disabled with any Ability or Mechanic that disables mid-combat healing. If the Optional CRP System is used instead, the healing mechanic is changed to giving the Red Hunter 12 HP instead.
  • Deathdealer: Red Hunters can become so enraged with the Occult and so hyper fixated on causing death, that a faint whisper of an Ordial entity breaks into their soul and corrupts them. This can only occur when Red Battlerage is active, and is up to the player to use or disregard. When Deathdealer is activated, the Red Hunter’s red aesthetics are replaced with black, their eyes turn Ordial green, and Red Battlerage and Red Carnager can also be applied when fighting any type of Primal Occult (God Magic, Life Magic, Dragon Magic, Archon). Deathdealer represents a maleficent Ordial entity seducing a Red Hunter to become even more of a murder-machine, which turns them not only against Exist and Void infected, but also against their Primal allies. Deathdealer can be cleansed after the Red Hunter has been knocked out and is cleansed at a Dragon Temple by any other Red Hunter. It is culturally accepted among Dragon Worshipers that while there is always a risk of this happening, that it is not inherently their fault, and that they lose control of themselves while in the grasp of an Ordial entity.

Violet Whispers of Aurora

The Violet Whispers were once the great watchers, the Dragon faithful who perched up on towers in high mountains watching over the landscape and reporting any irregularities and infection in their domain to the other Archon. When the Dragons fell, many of the watching and listening posts fell to ruin, eventually adopted by the Isldar as their towers. The Violet Whispers had to resort more and more to combat to survive, translating their extremely sharp sight to ranged weapons, and traveling the world alone. While the Violet Whisper headquarters among the Life Isldar has been re-established, many of the Violet Whispers still travel the world alone.

  • Violet Whisper Status: Violet Whispers can be created at any time from any Violet Whisper as an apprentice anywhere in the world, but they can also be born Violet Whisper.
  • Violet Whisper Faith: Violet Whispers must always be Dragon Worshipers, preferably Aurora. It is permitted to have moments of doubt, but faith must be long-term.
  • Violet Whisper Clan: Violet Whispers are inherently favored by North Matron forces in Progressions, unless they take actions overtly hostile to Aurora’s intentions.

Mechanics

  • Violet Sharpsight: Violet Whispers are able to use Firearms and Ranged Attack Emotes, as well as Point Buy packs that are specifically firing a projectile with Emote Range as a Range indicator, from Announce Emote instead of regular Emote distance. This Mechanic only works while the Violet Whisper is in a position that a normal person can walk to without having to use Gate Smash or any other Ability to leap up somewhere.
  • Violet Glassbody: Inversely however, Violet Whispers are so range-trained that they are completely incapable of defending themselves in Melee. They are unable to use Melee Point Buy Packs, and unable to use Attack or Defense emotes in regular melee combat. If someone attacks them in Melee, they cannot fight back.
  • Violet Bodysung: Violet Whispers, while training their eyes on a person, are able to discern their Proficiency Points as flat values and compare them to others. They don't see actual numbers, but are able to discern comparative data, like one person being "stronger" than the other because they have a higher Strength Stat.
  • Violet Seesight: Violet Whispers can activate Seesight, which makes their eyes solidly glow an intense purple light, which telegraphs to all others present in Emote Range that they are searching/scanning the area. If anyone in Emote uses an Ability, even if it is not telegraphed, the Violet Whisper will detect this, and who their Target was. It does not reveal hidden identities or Dimension Alignment, just that someone used any Ability on someone else.
  • Violet Guardsight: Violet Whispers can, while outside of Melee range of any enemies, apply Violet Guardsight on one enemy Target in viewing distance (not obscured by obstacles like walls or Cover). This enemy Target has a -1 Main Combat Stat debuff applied (that is immune to any mechanics or Abilities that would prevent Stat Debuffs) when attacking specifically any Archon only. This is not an actual Magical Power, but the Violet Whisper calling out weaknesses in the techniques of the enemy to their allies. This applies so long as they are in line of sight, and cannot be swapped to a new Target or removed until Combat is over.

White Dreamers of Severena

The White Dreamers were the guardians of balance between the mundane and Dragon Magic users, who through spending time with Dragons learned their magic. The White Dreamers evolved as a balance between the Mundane warrior monks and the Dragons’ Magical power, who lost some specialization in either field but had the opportunity to be skilled in both. As the White Dragons never disappeared, many White Dreamer Archon are still created and trained through an ordered structure in the Sihai lands, where the state supports them, but many also exist outside of it.

  • White Dreamer Status: White Dreamers can be created at any time by other White Dreamers taking apprentices, but many Sihai and Half-Sihai are also born White Dreamers.
  • White Dreamer Faith: White Dreamers must always be Dragon Worshipers, preferably Severena. It is permitted to have moments of doubt, but faith must be long-term.
  • White Dreamer Clan: White Dreamers are inherently favored by East Matron forces in Progressions, unless they take actions overtly hostile to Severena’s intentions.

Mechanics

  • White Spellblade: White Dreamers gain the Greater Mage Ability Magic Blade for free. However, instead of taking Magic as the Main Combat Stat, it takes both Strength and Magic Proficiency investment added together as the Main Combat Stat. Additionally, the user is limited to invest up to 4 Proficiency Points in Strength and Magic and cannot invest in Ranged or Firearms Point Buy, meaning their Main Combat Stat can never be higher than 8 (4+4). Finally, they can use the Mundane Techniques bought from Melee Point Buy and Bruiser Point buy packs with Magic Blade (including entering Bruiser Stance). All Point-Buy Packs from Spell Point Buy are classified as Dragon Magic instead of Void or Exist. Recommendations are made to keep themes within the realm of the wind/white themed Sky Dragons.
  • White Cautioner: White Dreamers always function as the balance between Dragon Magic and non-Dragon Magic mundanes, and sometimes even the non-Mundane. This means that they occasionally take a stance against fellow Archon when they are unable to see the bigger picture of their actions. White Dreamers can disable Red Hunter Red Battlerage within Emote Distance at will.
  • White Soulsooth: White Dreamers are sometimes also called in to dispel violent or hostile intentions from Primal Revenants. While Primal Revenants cannot be exorcized or otherwise destroyed or removed, White Dreamers can dispel them from reality for up to an hour in Emote Range, banishing them from manifesting in the world, or controlling their host.
  • White Wingdance: White Dreamers are able to manifest White Dragon wings that primarily prevent them from ever reaching terminal velocity. If they would fall from height, they instead gently float down. Additionally they can use these White Dragon wings to aesthetically float a foot off the ground, but these wings do not grant flight or additional combat functions.

Silver Weavers of Nox

Silver Weaver Archon are perhaps the longest line of uninterrupted Archon that have existed, always serving Nox in their designs, and acting like the spymasters of the Dragon inclined. The Dragons always detested directly interfering with the politics of mortals, instead relying on the Silver Weavers to nudge society in a direction that would favor them towards Dragons, or failing that, make them at least suspicious or look disfavorably upon the Occult. The Silver Weavers have remained active through the centuries despite the disappearance of even Nox, with some believing they were directly responsible for the severe anti-Occult swivel that many societies moved into following the disappearance of Dragons.

  • Silver Weaver Status: Silver Weavers can be created at any time by other Silver Weavers taking apprentices, but one can also be born a Silver Weaver, common among Slizzar.
  • Silver Weaver Faith: Silver Weavers must always be Dragon Worshipers, preferably Nox. It is permitted to have moments of doubt, but faith must be long-term.
  • Silver Weaver Clan: Silver Weavers are inherently favored by South Matron forces in Progressions, unless they take actions overtly hostile to Sassrakkand/Slizzar.

Mechanics

  • Silver Skinshifter: When becoming a Silver Weaver, if the Character is a non-Slizzar, their Racial Abilities and Specials change. All Racial Abilities and Specials that the non-Slizzar Silver Weaver had are lost, and instead, the Character gains all Slizzar Specials, including the free Point Buy.
  • Silver Concordat: When becoming a Silver Weaver, if the Character is already a Slizzar, they gain a different Mechanic. Slizzar Silver Weaver Archon have upgraded versions of all State Point Buy Packs (if they have Point Bought them), meaning they are always better at using these Packs in Progressions.
  • Silver Spellbound: In both cases, (Slizzar and non-Slizzar), Silver Weavers may purchase up to 3 Packs from Spell Point Buy, or Talomancy Point Buy, classifying them as Dragon Magic (in case they come from Spell Point Buy). Additionally, Silver Weavers permanently have a -2 Constitution Stat Debuff that cannot go into negative.
  • Silver Mirrorhex: Silver Weavers are able to imitate the visuals and mechanics of all other Archon Lineages. This does not actually give them these mechanics, but allows them to imitate them with illusions, like appearing like a Red Apostle of a Red Hunter Archon, or imitating an Urlan or Drakkar Physiology Transformation of the Bronze Bulwark Archon. They can essentially pretend to be a different Archon type through illusions and imitations.

Bronze Bulwarks of Valerius

The Bronze Bulwark Archon were perhaps the most numerous of Archon once upon a time, being the rank and file soldier of the Dragon cause, always the first to answer the call of battle, and the first to protect those at risk of Demonic onslaught. The Bronze Bulwarks lost their numerical advantage with the disappearance of Dragons, but have recently seen a revival with the return of Dragons, and the increase of conflicts generated by Arken with the Dragons. The Bronze Bulwarks are the simplest and most elegant warrior Archon, deriving benefits from the blessings of Valerius to aid them in battle.

  • Bronze Bulwark Status: Bronze Bulwarks can be created at any time by other Bronze Bulwarks at any Dragon site, but one can also be born a Bronze Bulwark, common among Urlan.
  • Bronze Bulwark Faith: Bronze Bulwarks must always be Dragon Worshipers, preferably Valerius. It is permitted to have moments of doubt, but faith must be long-term.
  • Bronze Bulwark Clan: Bronze Bulwarks are inherently favored by Urlan forces in Progressions (make sure to clearly identify a Bronze Bulwark on an Order).

Mechanics

  • Bronze Durability: Bronze Bulwarks have a passive boost to their vitality, gaining +1 Constitution that breaks cap at all times. Additionally, they gain the Recovery Pack from Defensive Point Buy for free.
  • Bronze Urlboost: Bronze Bulwarks naturally have a number of Abilities and Specials from the Urlan Racial Kit, in addition to their own Racial Abilities. They gain the following: Urlan Buff 1 & 2, and Urlan Defense.
  • Bronbze Ailorboost: This special only applies if the Bronze Bulwark is an Urlan, and naturally does not benefit from the Bronze Urlboost special (because they are already an Urlan.) The Bronze Bulwark instead gains the Commander Pack from State Point Buy, and the following Specials from the Ailor racial kit: Practiced Mockery and Dark Empathy.
  • Bronze Drakkaris: Bronze Bulwarks are able to apply a Draconic Transformation to themselves called Drakkar Form. This transforms the user into a bipedal non-winged dragon-being styled after their dedicated Dragon. This transformation includes full skin change to dragon scales, dragon horns, a dragon tail, and dragon claws. Weapons can still be wielded, and armor can still be worn. This Transformation can also be upheld indefinitely, if desired.
  • Bronze Urlanis: Bronze Bulwarks are able to apply a temporary Urlan Transformation to themselves called Urlan Formosis. While Urlan Formosis is applied, the Bronze Bulwark appears visually like an Urlan version of themselves. This Transformation can also be upheld indefinitely, if desired.
  • Bronze Earthsong: Bronze Bulwarks are able to shape metal with their hands and control rare earth metals as if they are liquids. While this does not allow fine control like a goldsmith would to create intricate detail, they are able to fix issues with their weapons, or reshape them to be sharper, pointier, or bigger, and thus in essence convert any type of melee weapon into another type of melee weapon (but not ranged). Additionally, if they are already wearing Armor, they can choose to cause it to melt off of them and pool into a flask (This can also be used inversely, and essentially acts as a Dragon Magic version of Armor Summon).

Dark Scales of Triton

Dark Scale Archon (also called Rokhaal in the Kathar language) are in a very complicated situation, as they are technically corrupted Archon, not Archon by design. Dark Scale Archon were created when the first Archon were also made, as Dark Scale Archon was a condition to which any Lineage of Archon can fall if their will is corrupted. What this means is that an Archon may at some point decide that the Dragons while owing their allegiance, do not know what is right for the world, and are too timid in their interactions. A Dark Scale Archon is one who is inclined to say that Archon should commit to more violence, more tyranny, and more cruelty, to cleanse the world of the corruption and infection, and stop preventing collateral damage as much as it makes them meek and slow to act, ironically falling to corruption themselves. Dark Scale Archon are connected to the Dragon Triton, who although not being a Greater Dragon, is considered a fallen Dragon of a kind, trapped in the Void and infected by it and being considerably more powerful because of it. This makes Dark Scale Archon a unique condition that some other Archon tolerate, and others wish to expel as traitors. The Dragons have never stated an oblique policy on the Dark Scales, sometimes rejecting them, sometimes working with them, meaning that it is up to the individual Archon of other Lineages to decide whether they wish to accept Dark Scale in their fold.

  • Dark Scale Status: Darkscales can be created at any time by other Darkscales, or by any Archon who loses faith in the directives of Dragons. This is a permanent change.
  • Dark Scale Kathar: Kathar, who normally cannot be Archon, are able to become Dark Scale Archon only, while worshiping Ifrit in the Void Pantheon.
  • Dark Scale Sanguine: Vampires, who normally cannot be Archon, can be converted to Dark Scale Archon, if they are willing and reject Venna, embracing Ifrit of the Void Pantheon.
  • Dark Scale Faith: Dark Scales must always be Dragon Worshipers, preferably Triton. It is permitted to have moments of doubt, but faith must be long-term.
  • Dark Scale Clan: Dark Scales are inherently favored by Osc’iird forces in Progressions (make sure to clearly identify a Dark Scale on an Order).

Mechanics

  • Dark Bloodcurse: Dark Scale Archon are unique in that they are both Archon and Vampire at the same time (both Void and Dragon Magic Occult). When an Archon becomes a Dark Scale, they are also immediately infected with an incurable version of Vampirism. Instead of being able to feed on the blood of just anyone, Dark Archon can only feed on the blood of non-Dark Scale Vampires, Void Mages, and Void Silven.
  • Dark Vampirism: Dark Scale Archon do not get the whole ruleset of Vampires, rather they have access to the following Mechanics: Dark Scale Archon do get access to commutable Point Buy that they can spend in the same category as regular Vampires, but get only 2 of these points, instead of 4. Additionally, Dark Scale Archon only get some of the Vampire Specials: Vampiric Bloodlust, Vampiric Feeding, Vampiric Influence, Vampiric Visions, Vampiric Physiology, Vampiric Familiar, Vampiric Dressage. All Point Bought Abilities and Mechanics count as Primal instead of Void for Dark Scale Archon. Remember that Dark Scale Archon are not distinguishable from Vampires to the Regalian State, so Dark Scale Archon are treated just like Vampires. If a Dark Scale was once a Crown Witch and already had 7 Spell Point Buy, the 2 commutable Point Buy cannot be spent on more Spell Point Buy.
  • Dark Gothica: Dark Scale Archon look different from normal Archon, while normal Archon usually only have purple irises and maybe dark sclera, Dark Scale Archon always have purple irises and red sclera. Furthermore, they can manifest Triton type mutations on their body, styled after Ifrit from the Void Worship Page, which may include black scales with glowing red cracks and lines, shattered and corrupted horns, and body discolorations as seen on the art of Ifrit, as well as a long scaled tail. These are all optional aesthetics.

Crown Witch Archon, of Regulus

The Crown Witches (sometimes also called Grey Witches, or Anglian Witches), were once the menders or healers of Regulus, who would be sent out into the world not to fight the corruption, but to heal and restore that which the corruption damaged in its wake. Crown Witches would often follow behind Red Apostles and Black Walkers to heal and cure the sick, and provide ailments for the cursed and damned. When the Dragons disappeared, the Crown Witches held onto Dragon Dogma, and kept Dragon Worship alive, while retreating into their hidden coves across the world. Their headquarters in Anglia in the Regalian Archipelago still stands strong to this day. Crown Witch Archon have the following mechanics:

  • Becoming a Crown Witch: Crown Witches are one of the hardest Archon Lineages to be, because one cannot just become a Crown Witch at a later age, Crown Witches are always induced into the order as children, either born to another Crown Witch, or adopted. Adopting is a common habit of Crown Witches, who travel the world to heal it, witness a lot of misery, and adopt orphans of different Races to give them purpose and meaning among the Crown Witches when Demons have taken everything from them.
  • Crown Witch Religiosity: All Crown Witches must always be Dragon Worshipers, preferably Regulus dedicated. It is not permitted to play a Crown Witch who pretends to be a Dragon Worshiper, as this is considered power-gaming. It is okay to occasionally go through moments of doubt, so long as the long term trajectory is Dragon Worship. Because Crown Witches are so intricately linked with Regulus's ideology, it is unlikely to see them dedicating to Caius or Nox.
  • Crown Witch Oathsworn: Crown Witch Archon may not have any Proficiency Points invested into: Melee Point Buy, Ranged Point Buy, Firearms Point Buy. Crown Witches don’t strictly take an oath of no harm, but these limitations are put in place for fairness sake.
  • Crown Witch Dragonmage: Crown Witches may purchase Spell Point Buy without becoming Void or Exist, instead their Spell Point Buy will be classified as Primal (Dragon magic). Crown Witches may also become Greater Mages, and may also include Specials, though recommendations are made to keep the Specials within the realm of the lightning/purple themed Crown Dragons.
  • Crown Witch Godsooth: Crown Witches are the only entities known on Aloria who are able to create surpressants and other herbal remedies to manage a Marken godcurse. These remedies don't allow someone to control their mindlessness while transformed, but can seriously reduce the amount of times they involuntarily transform, to help them hide it from the public, or tp provide emergency substances to avoid anger based transformations.

Black Walkers of Marik

Black Hunters are a unique lineage of Archon in that they actually do not pre-date the death of the Dragons who made them, but rather came after. That is to say, all other forms of Archon have an ancient history that spans centuries perhaps even thousands of years of existence prior to Cataclysm, while Black Walkers are a relatively new thing, dating perhaps anywhere between 150 and 100 BC. The dating is fairly unclear, because the early Songaskian Empire was a mess of incoherent politics and nation building after the Great Storm. Scholars nowadays believe that there was no credible evidence, but perhaps some fear among the Songaskian priesthood, that their awakening and the Great Storm were not actually intended by the Dragons, and that a third party had corrupted and usurped the situation to cause so much death. While the Benntiya priesthood could not turn back time, they could deal with the aftermath and perhaps purpose of this third party hijacking the fate of the Dragons to create armies of Undead. Black Walkers insofar they were trained in Farah'deen are members of the Benntiya priesthood, and are designated specialized Undead hunters, though to some degree gain benefits from defending against Geists as well. It should be noted, Black Walkers are not strictly anti-Ordial, in fact many members of the Benntiya priesthood are Ordial Mages, they are purely against Undead and Geists (except those Geists who protect or work with them, following the will of the Lantern). Black Walkers however remain extremely dangerous to Geists and Undead alike, as they are tasked by their Dragons to purge the Undead from the world.

  • Black Walker Status: Black Walkers can be created at any time from any Dragon Worshiper by any Black Walker at any Dragon Site, but they can also be born Black Walkers.
  • Black Walker Faith: Black Walkers must always be Dragon Worshipers, preferably Marik or Armina. It is permitted to have moments of doubt, but faith must be long-term.
  • Black Walker Clan: Black Walkers are positively viewed by the Songaskian Masaya (the Songaskian State) unless they take hostile actions against the Benntiya priesthood.
  • Homeland Bonus: Black Walkers recruited and trained as Songaskians gain additional benefits from Benntiya membership, which is only for Songaskians.

Mechanics

  • Black Control: Black Hunters are immune to any Control Powers, Mind Control, or any other form of Invasion or loss of self agency at the result of Ordial Entities, Geists, Undead, or Ordial Mages, or any Ordial-Aligned Spell or Ability. They can also summon a white flame of Armina in their hand, which makes themselves and one other person next to them invisible (so long as they do not speak or use Abilities) to Greater Ordial Entities (Gods) while they are in Aloria.
  • Black Sanctity: Black Walkers gain +2 Main Combat Stat that breaks the Proficiency Limit up to 10 while fighting at least one Undead. If they defeat an Undead, the Undead is put before a choice: either accept the Black Convent and become a Primal Revenant (Rules of Black Convent below), or "die". If they choose death, they are killed, and their body and soul starts reforming at the Ordial Temple in the Sewers (an uninterruptible process) for an hour (during which they can speak). They also have a -2 Main Combat Stat Debuff that cannot be removed in any way for 48 Hours called the Black Curse, that can stack if they die multiple times to a Black Walker. If the Character is Songaskian, this +2 Main Combat Stat becomes +3 instead.
  • Black Warding: While fighting at least one Geist or one Undead, Black Walkers gain +2 Constitution that cannot break Cap. Additionally, once per day, Black Walkers may choose to Counter a single Ability used by either an Undead or a Geist, or any other Ability that is classified as an Ordial Ability, that is specifically Targeting them only (even Abilities which used Mirror Incantation to become Ordial). If the Black Walker is Songaskian, this +2 Constitution bonus becomes +3 instead.

Black Convent Rules

Black Convent is an agreement between a Black Walker, and an Undead, to purge the Undead of their maligned form and putrid body, and turn them into a Primal Revenant. The only type of Primal Revenant that such an ex-Undead can be turned into, is an Anchored Spirit, however a Black Convent Primal Revenant works somewhat differently than normal Primal Revenants. Firstly, Black Walkers have no upper limit of Primal Revenant Anchors in them, so they can attach the ex-Undead to themselves, but they can also attach them to any other willing Archon present in the area of the Undead's "death". Secondly, Black Convent Primal Revenants must continue to be played by the player who played the Undead, and must abandon their body, thus creating a new body from imagination manifestation, or a more ghostly (purple or white or black) appearance of their pre-death self. Additionally, instead of the normal 12 Proficiency Points Anchored Spirits can spend, Black Convent Primal Revenants can spend 14, and cannot invest points into Spell, Theurgy, Thaumaturgy, or Technician Point Buy, but are allowed to spend points elsewhere at will. Black Convent Primal Revenants cannot be killed without Kill Perms (because when killed, they do not respawn), may retain their old name, are still recognizable as their pre-Convent Undead self, and aren't forced to the 5 healthpool, or to hate Ordial things. Note, The Black Convent is irreversible, but also saves the soul from The Beyond, instead anchoring it to the Dragon Worship afterlife. Black Convent Primal Revenants are not treated as detestable Spirits by the Regalian State, so long as they shapeshift in public to appear relatively normal, or passable (for example disguising with armor). Black Convent Primal Revenants who appear like monsters in the streets will still be attacked.

Yellow Enchanters of Zanobi

TODO

Green Inventors of Ulixes

TODO

Attendant Archon

Attendant Archon are Archon by Lineage, but not strictly tied to the Dragons in such a way that their fate is entwined with them. Attendant Archon are like vanilla Archon without any overt identity, they only have the purple Archon eyes, but have no functional Mechanics and don’t need to be Dragon Worshipers to be Archon Attendant. Attendant Archon are just best friends with the Dragon Faithful and Primal Aligned, can hang out with them, but don’t need to follow in step with their ideologies. Any Archon of any Lineage can convert a person to an Attendant Archon, so can Matrons and Dragons, but they can also be born in lineages.

Curing a Theurgist

Archon conversion is considered a pseudo curing mechanism for those who are affected by Spirit infestation, and use Theurgy. No perfect and 'safe' method exists for cleansing a Hosted or Invaded Spirit, nor would many of the Greater Dragons wish it be done exactly the way some purists might want (which usually involves just killing the person). For example, within the view of Regulus, some subtext implies that his preference for the right to live extends onto Demons, as they are born into conscience in Aloria bereft of free choice, and that they should as such not be destroyed in the process of curing. As such, instead of wiping clean the Spirit entity infesting the target, it is reprogrammed by redesigning its mentality and personality. As such, even while becoming an Archon, a person who had a Spirit prior to becoming an Archon, will never be free of said Spirit, but as the Spirit is converted into a Primal Revenant, they become easier to manage.

As Primal Revenant, the Spirit will have all of their pro-Void, pro-Exist, or pro-Ordial inclinations removed, as well as their hyper focus on the vices and generally being a terror-pest, and instead become their own 'person,' partially reflecting the personality of their Host. A Primal Revenant functions in much the same way as a Hosted or Invaded Spirit, in that they can still take control of the host's body, and can still act independently of the host. When a Spirit is converted, the user automatically is refunded any Packs that rely on Bidden, Vested, or Anchored Spirits. Bidden Spirits are simply dispelled, Vested Spirits go inert, and the 'contract' for Anchored Spirits is nullified. The user maintains any Packs that rely on Hosted or Invaded Spirits, with the Spirit converted to a Primal Revenant. The Spirit is then classified as a Primal Revenant, and should also take more Draconic aesthetics instead of their original aesthetics. Keep in mind that the state does not distinguish between a Primal Revenant and other types of Spirits, and to purists and mundane minded people, they are one and the same. Because of this illegality, Archon who have a Primal Revenant take measures to hide their Revenant, sometimes even from their own allies. Primal Revenants are immune to Exorcisms, as they are Primal and natural to the world.


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Last EditorBirdsfoot violet on 03/12/2023.

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