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In an era of times long gone by, the Archon were the forces of the Draconic fold, mortals who were recruited by the Dragons to fight the Corruption (Void, Exist, and to a lesser extent Ordial forces) during the Immortal War. The Immortal War was a conflict between the Dragons and the Arken that eventually culminated in the Denial of Immortality that occurred shortly before and after Cataclysm, during which the Dragons disappeared. The Dragons have since been gone, and everything that was once immortal henceforth died. For nearly 300 years, the Dragons were gone from the world, until their sudden return beginning with Regulus. In the centuries that the Dragons were gone, most Archon were left to their own devices, seeking a new purpose in the world, while others faded from obscurity altogether. With the return of Dragons, many Archon are returning to the fold, while others still sit the fence of whether to re-align with the Dragons, or be masters of their own fate.
Playing an Archon
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.
Witch Archon
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.
Keeper Archon
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.
Mentor Archon
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.
Bulwark Archon
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.
Technic Archon
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.
Conjurer Archon
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.
Soothsayer Archon
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.
Hunter Archon
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.
Darkscale Archon
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.
Augur Archon
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.
Weaver Archon
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.
Oracle Archon
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.
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
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.
Witch Archon Mechanic 2: Witch Archon gain the Medical Pack including the Ability Healing Hands for free (Alchemical focus), including Artificer Talents (bottom of that page).
Witch Archon Mechanic 3: Witch Archon can Point Buy Packs from Cleric Point Buy, converting them into Dragon Magic instead of God Magic. They also gain Body Invocation Pack for free.
Witch Archon Mechanic 4: Witch Archon have full aesthetic control over herbs and plants, making them grow faster, bigger, new breeds, effects when ingested, new designs, and so forth.
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 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 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 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 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 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, activating Draconic being identical in description to the Songaskian Sofawaati Form, but with color and aesthetic freedom.
Bulwark Archon Mechanic 4: Bulwark Archon permanently have the Urlan Ability 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 statue 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 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
Conjurer Archon Mechanic 1: Conjurer Archon gain the Dimenthist Wisdom Pack for free. However, Exorcisms can only be performed while on the premise of Dragon Temples or Sites.
Conjurer Archon Mechanic 2: Conjurer Archon can Point Buy Packs from Spell Point Buy, converting them to Dragon Magic. They however cannot attain Greater Mage status from 7 investment.
Conjurer Archon Mechanic 3: Conjurer Archon, if they invest 7 Points into Spell Point Buy, are allowed to pick 3 free Packs from Cleric Point Buy as "no-Greater Mage" compensation.
Conjurer Archon Mechanic 4: Conjurer Archon can in Emote Range, shut down Soulcores that are not slotted into Dragon Sites (thus moving autonomously) and imprison them with immobility.
Soothsayer Archon Mechanics
Soothsayer Archon Mechanic 1: Soothsayer Archon can manifest Draconic wings, while not in combat, allowing (Elytra) flight (including use of Rockets). Combat or Abilities instantly disables flight.
Soothsayer Archon Mechanic 2: Soothsayer Archon are immune to Control Powers, Mind Control, or any other form of loss of self agency by anything that is Ordial-Occult or Ordial Abilities.
Soothsayer Archon Mechanic 3: Soothsayer Archon can buy 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 medication (consult in Tickets).
Augur Archon Mechanic 3: Augur gain the 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
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.
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 Magic Talent for free.
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 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.
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.
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.