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Archon

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Revision as of 14:23, 9 April 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.

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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 weaponing the powers of the Afflicted for their own cause. While they are Draconic Aligned, their extremism for the cause, and willingness to "fight fire with fire" by enslaving the Afflicted, makes them controversial.

 
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 gain the 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 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, and ignores armor is the Target is Occult.
  • 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 Archon can be summoned like a comet from (even from offline) the sky into Combat by any: Mentor, Keeper, Augur, or Oracle Archon, if they are not already in a scene.
  • Bulwark Archon Mechanic 3: Bulwark can Transform to the Songaskian 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 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 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 can Counter one Displacement Ability (thus preventing its effect), once per day, with the Cooldown resetting when the server restarts.
  • 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 gain 2 Strength and 2 Constitution that can break Limit but not over 12, but only if fighting at least one Exist/Void Afflicted, Spirit, or Theurgist.

Darkscale Archon Mechanics

  • Darkscale Archon Mechanic 1: Hunter Archon can manifest Void Demonic wings, while not in combat, allowing (Elytra) flight (including use of Rockets). Combat or Abilities instantly disables flight.
  • Darkscale Archon Mechanic 2: Beating an Afflicted, Darkscale Archon can collar them (with OOC consent), making them legal, unable to feed, and only sate their hunger from fighting their own kind. Two max collared.
  • Darkscale Archon Mechanic 3: Darkscale Archon gain the Infection Pack for free with added function. If a Vampire was Bitten: +2 Strength, if Cahal: +2 Dexterity , if Geist: +2 Constitution for 30 Minutes. This can break Cap to 12, but not add Packs.
  • Darkscale Archon Mechanic 4: Darkscale Archon gain access to the Affliction Afflicted Form Mechanic, with free aesthetics, and also acting as a Disguise, while also applying a Disguise glamor to any Collared Afflicted they have.

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 Arcane Invocation Pack for free, even if they are not religious. Point-buying the Pack again does nothing, and may receive time-cop random events in Progressions.
  • 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 while out of combat sink into, hide, or appear from any Archon's shadow, and can even use this to teleport between RP scenes, from long distances, even from offline.
  • 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 gain Magic Talent for free. Usage is recommended for Future Telling / Tarot reading / Fortune Telling and Astrology.
  • Oracle Archon Mechanic 3: Oracle Archon gain all free Theurgy Point Buy Packs, and also gain the Theurgy Pack Spirit Haunting Pack for free, including the Ability therein.
  • Oracle Archon Mechanic 4: Oracle Archon can Target any Archon, and make a Soul Clone. Soul Clones must be played by a different player, disappear for an hour if defeated in combat, and can be Body Infused

    Conversion Rules

    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.

    • A Character with Spell Point Buy who is converted to Archon must be converted to a Conjurer Archon, and has their Magic points refunded to be spent according to this lineage's rules.
    • A Character with Theurgy Point Buy who is converted to Archon has all Theurgy packs refunded to be re-spent, and their Spirit converted to a Primal Revenant, but can be any Archon lineage.
    • A Character with Technician Point Buy must become a Technic Archon.
    • A Character with God Magic must become a Witch Archon or Weaver Archon and obey investment limits of those lineages.
    • For case-by-case Custom Kit conversion, please enquire in the Discord Ticket Bot.
    • In the case of anything else, either it has no lockouts and behaves like a Mundane (i.e. Arkenborn) or cannot be turned into an Archon (i.e. Undead, Afflicted who need to be cured first).

    Trivia

    • 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.

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    WritersMonMarty
    Last EditorMonMarty on 04/9/2023.

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