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Archon

From MassiveCraft Wiki
Revision as of 03:05, 27 March 2023 by MonMarty (talk | contribs)

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.

 
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 gain the Medical Pack including the Ability Healing Hands for free, but this does not count as a Point Investment.
  • Witch Archon Mechanic 2: 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 3: 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 use Firearms and Ranged Pack Abilities and Attack Emotes from Announce Emote range, but cannot fight back at all in Melee range.
  • Keeper Archon Mechanic 2: 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 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.

Mentor Archon Mechanics


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WritersMonMarty
Last EditorMonMarty on 03/27/2023.

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