My Titanverse Background Facts Paladins

Author's Note: This is part four of the foundation document for the fanfic I'm working on. It's currently in the planning stages right now. I don't own any borrowed character or concepts. (Yes I'm a Diablo2 fan.)

WARNING THERE WILL BE LIBERAL CHRISTAIN ELEMENTS.

P.S. I only speak English. So blame all translation errors on google. Warning this is rather lengthy.

Disclaimer: Although I gotten inspiration from many places I own none of them they are owed by blizzard, Bethesda, and others. Also If I took any preexisting names it is only because I have trouble naming my THERE WILL BE LIBERAL CHRISTAIN ELEMENTS.


Vocabulary

Zakarrum = noun (Za-car-rum) the paradisiacal land from which the paladins originate.

Nirn = the mortal plane. (Authors note: I have no clue where I got this from.)

Auric = related to the projecting of an aura over an area of an indeterminate size.

History

Origins

Of all the supernatural races the most unusual are the children of Zakarrum. They can actually trace their origins to Adam's first wife Lilith kidnapped by Lucifer from the Garden of Eden. During her torment she sensed the ebbing of her humanity upon which she grabbed her newborn children (having been pregnant at the time of her kidnapping.) tore open a rift to nirn and flung her twins through so they would hopefully be safe from all evil including her for as the rift closed the last iota of her humanity was irrevocably lost. Lady Luck was with them however for they happened to land near an angel on a mission from god the exact nature of which has been forgotten. Having spotted the twins (a boy and a girl) the angel recognized their immortal nature and took them to a place of safety a place which would later come to be known as Zakarrum. This being before god prohibited incest the twins eventually multiplied and came to create a large civilization.

Discovery

One day whilst experimenting with water and remote viewing a mage discovered his people's mortal cousins. It was only after centuries of dedicated observation that the plight of their mortal cousins was discovered. Not only where they beset by all manner of dark creatures. They had become little more than a food source as well.

Transition

It should be noted they fell into much the same categories as their cousins once did and are now rediscovering such as druid, witch, ETC. It was a subject of much debate as to what to do. Eventually a pact was made with heaven.

Firstly All those who chose to leave paradise would find their magic continued to be of holy origin. Unlike their cousin's whose magic lost its holiness when Adam and Eve where kicked out of the garden.

Secondly while those who left would keep their original powers they would be granted additional powers. Powers which will be listed below.

Thirdly However once they set foot on nirn they would be mortal thus they would not be allowed to return until they were dead.

Being sinless at the time they couldn't stand the thought of their mortal cousin's continuing to be a food source for Dark creatures. Thus their paradisiacal land was abandoned for nirn.

Withering

Over the course of time interbreeding with their cousins and numerous devastating wars their powers have withered to little more than a desire to protect others. This desire most often leading a person to knighthood. From which they did whatever good they could manage. Whilst never knowing the true nature of their noble inclinations.

Class Description

As Stated earlier one can be both a paladin AND a druid or whatever. Also with the emergence of the Damphiric mutation one can also be a vampire paladin. Before this mutation the children of Zakarrum where thought to be immune to vampirism.

Commonly confused with a Warrior/Cleric hybrid. (Someone who studies both a warriors fighting and cleric healing powers.) A paladin has Auric powers.

A paladin's auric powers consist of a healing aura, an aura of purification (EG purging poison, and curses), a defensive aura, and the ability to wrap their weapons in the various elements including a silvery aura which emits holy energies.

A paladin also possess an instinctive knowledge of swordplay, the inborn desire to protect the weak, a tendency to respect those who display honor, and a desire to see women treated as equals. The last of which was very unusual until recently.

Powers

All auras vary in strength from paladin to paladin.

Healing = an aura which heals wounds at an accelerated rate the speed of which varies from paladin to paladin. Some paladins can project an aura so strong it will even cause the regeneration of lost body parts such as eyes, limbs etc. It should be noted that those in the grip of this aura cannot die from their wounds.

Purification = an aura which purifies all those it touches of poisons though the more potent the poison the longer it will take to cure it. As with all auras the strength of this aura varies from paladin to paladin. Some can project an aura so strong is will remove curses as well as poisons.

Defensive = an aura which increases the effectiveness of the armor of all those in its grip.

Offensive = an aura which wraps around the paladins weapons doing damage in accordance with the element of the paladins choosing. Said elemental auras consist of fire, water (although they usually use fire to draw the heat out causing a freezing effect), wind, lightning, metal (effectively causing their weapon to do increased damage.), and earth. (Although earth was seldom used.)