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Settings & Rules.

Posted by The EmpressFor group archive 0
The Empress
GM, 583 posts
Hopeless Romantic
Sat 9 Feb 2019
at 18:49
  • msg #1

Settings & Rules

You dreamt, and in dreaming, woke . . .

Theo: Love a game of Theogenesis - a superhuman freeform RPG with civilization-building, mystery, and intrigue elements - that takes place on the world-tree Taeltresin and it's moon, Myriad.

You play as newly ascended demi-deity, and share a homeland with the other players.
This message was last edited by the GM at 22:25, Sun 28 June 2020.
The Empress
GM, 584 posts
Hopeless Romantic
Sun 10 Feb 2019
at 13:06
  • msg #2

The God Types

God Types


Theo: Dust originally had a total of ten god types, between the ones you could start with and the ones you could ascend to become. That's a little excessive; Myriad only supports a handful of god types for players, and god types are something you evolve (or, in most cases, devolve) into in Taeltresin by sacrificing your humanity.

A word about humanity: It's what truly separates gods from your garden variety monsters. By participating in your own humanity, your increase your resistance to corruption and become more deeply connected to the Tree and your people in an authentic way. Whether your become a Savage or Sane god, Zealous or Reborn - some crucial part of your humanity is given up in exchange for power, whether that is the power to protect, the power to dominate, the power to be unafraid, or the power to be happy. Suffering, fear, and yes, death are part of being human.

Nevertheless, don't be surprised if you find yourself on a train that you can't get off without breaking character. God Types wouldn't exist if godhood was perfect.


Without further ado, the currently known God Types. Every type in Myriad is a reflection or shadow of one in Taeltresin, so the Myriad term for the same thing is listed in parentheses next to the proper name for in Taeltresin.

Divine (Returned): The default god type. Whether they are Gods from other Trees reborn in the Dream, or gods from Taeltresin that have awakened to the dream, Spriggans or Returned gods get to skip the first rank of divinity and instead begin at the second. Spriggans are naturally resilient to all forms of corruption, owing to being produced Taeltresin's battle against the Blight, or due to originating from the Dream, depending on the specific backstory of your God.

Beast (Savage): Gods that give up their humanity to the lure of the dark, predatory nature of Aramanth - the ability of a god to consume the essence of other gods, and therefore steal their power - can become Beasts, terrifying avatars of wrath and lust that breed freely and are naturally resistant to Divine power.

To become a Beast, a God must primarily feed on Gods of lesser rank; consuming gods of equal or greater rank has no negative effect. Usually, Gods cannot gain any power from consuming lesser Gods, unless they do so in a particularly vile manner - giving up part of their humanity in order to make space for more stolen power. The Three Seals are Betrayal (eating a friend), Seduction (consuming a willing victim), and Incest (consuming a god related to you by blood - either kin, or another god that has broken the other seals and gained the Beast Blood.).

Once you have broken two seals, you acquire the Beast Blood trait, which prevents you from going down the path to another God Type until it is somehow cleansed from you. By embracing the Beast Blood, you will become aware of what you are becoming and will instinctively know the means to breaking your last Seal.

Once you become a Beast God, all of your stats in Taeltresin increase by one point - except for Strength, which increases by two points. You become immune to the powers of Lesser-ranked Gods and resistant to all others, allowing you feast upon the young and vulnerable without fear. You become immune to mundane weapons, by Blessed Silver will deal double damage to you. You no longer gain new powers from Aramanthing lesser gods; instead, consuming a god of lesser rank gets you 5 spheres each time.

Inquisitor (Sane): Ignorance is part of being human, and in many ways really is bliss; mortals who suffer from mild-to-moderate depression have a more realistic grasp on reality than happier folks. Those who delve too deep into the truth can find their emotions slipping away from them, replaced with cold certainty and an inability to sympathize with the poor anxious sheep who don't even understand they are mindless and utterly lacking in free will.

Inquisitors gradually undergo a process called the Refinition of Mind as encounters with truth shock their spirits into a state of higher order, bringing the closer to the platonic ideal of godhood. Upon achieving the final revelation, the points of Refinement they have acquired can be spent - each point of Refinement can advance a stat by two points, although each stat can only be Refined once in this initial achievement of enlightenment. After that, further knowledge can be acquired by slaying and studying powerful beings of the Void beyond the Tree - the Mad, primarily.

Inquisitors cannot go Mad or perform Aramanth, and they acquire Ur-Magic, allowing them to expend souls to temporarily acquire facility with any kind of magic that exists and immensely boost the strength of magic they truely know. Additionally, their advancement in any form of magic is tripled in speed, although this ability only works when catching up to their rank in Deep Magic, and does not affect advancement in Deep Magic.

Demigod Types

Angel. Angels are usually created by Realms, not by Gods. They are demigods that serve the God of the Realm and assist them in fulfilling their duties in defending and caring for the Realm. They very greatly in power, but always possess a single Major Power. They can be called Saints, Deaths, Vix, anything thematically appropriate to the Realm. Rarely, a realm will create an Archangel - a Angel of equal power to the Realm's God or Goddess. Archangels are usually created by a realm with a God nearing their final death, as an ideal mate for their God to produce an Heir with so that the Realm can survive.

Keeper. When a Pilgrim-Hero acquires an Artifact left behind by a dead god or is permanently gifted one from a living god, they become demigods and possess three powers - their Heroic power, a Minor power, and a new Major Power related to the artifact. Keepers in the service to a living god are called Knights of the Realm, Samurai, or Marshals; Keepers that recover the artifact of a dead god become Knights-Errant, Ronin, or Desperadoes.

Monster. Often masquerading as true gods, Monsters are partly divine beings that exist within realms, usually as a result of interconnections between leylines giving rise to a particularly ornery spirit that takes a physical form. They are naturally hostile to Gods, and typically have a Minor and Major Power.

NPC God Types (Myriad)

High Gods. The native gods of the Valley Divine, who maintain a sizable, well-defended estate that pales in comparison to a Realm. Each of them possesses a powerful heirloom. They are organized into an elaborate social hierarchy that controls access to the prophetic drug Phantasmagoria, which is required to pursue the Dharma of Eleven Doors, and the divine resource called Holy Pearls that is used by mortals and gods alike to modify the self and create objects of power.

Zealous Gods. Also called Aegisi, Zealous Gods are secondary divines that are tethered to their realm of origin. They originate from the dreams of Pilgrim-Heroes, who agree to become the guardians of dream worlds for eternity in exchange for eldritch power and agelessness while alive. An Aegisi evolves into an Archon and may leave their realm if the God/Anima of their Dream chooses to fuse with them, usually when the God is near true death.

Divine Agents (Myriad)

Aegis. The king piece - a defender of the realm. If your Aegis is slain, your realm dies. However, the Aegis possesses a single Forsaken power, which it uses to defend itself and the Realm. An Aegis has immense, but not infallible, awareness of the Realm. The Aegis is always the spirit of a former ruler.

Dragon. The queen piece. Also called the Kaiju or Adversary. A Dragon is created when a mortal loyal to the God dies due to divine folly. The Dragon, infused with a kind of Madness, possesses the abilities of the Wrath and Martyr.

Wrath. The rook piece. A warrior-spirit, born of a God's first death in battle. A Wrath possesses an immense resilience, even greater than a God.

Martyr. The bishop piece. A spiritual leader, born of the loss of a truly devoted mortal. A Martyr will always return from death.

Shaman. The knight piece. A sorcerer-spirit, born of a realm gripped by chaos. Ageless, and wields the Realm's native tradition, turned to purify corruption.

Nauii. The pawn piece, born of a people betrayed. Immune to minor powers and resilient to others. Becomes a stronger agent, opposed to the God, if allowed to escape the Realm.
This message was last edited by the GM at 22:28, Sun 28 June 2020.
The Empress
GM, 585 posts
Hopeless Romantic
Sun 10 Feb 2019
at 15:32
  • msg #3

Myriad's Rules - From Dust

Myriad's System - (From Theo: Dust)

Myriad's gods are defined by five characteristics, each of which is rated from the zeroth degree to the sixth and highest degree.

Social Rank. The High Gods of the Valley live in close confines and control some of the most potent supernatural resources. Mortals are governed by the Magistras of the Temple City, and Gods are governed by Writ of Pantheon that creates a binding social contract to dictate a code of honor among Gods and establishes a constantly-updated roster of territories belonging to them. Gods of greater divine power can be forced to obey the will of weaker gods if they are more highly influential within the Pantheon, usually through control of resources - including secrets and favors, not just materials and skilled creators. The Dharma of Eleven Doors is the official philosophy of the Pantheon, and adherence to the Dharma is part of advancing in social rank.

Realm. The complexity, expansiveness, an advancement of your Realm, along with your knowledge of how Realms operate.

Divine Power. Grants access to special divine abilities (mythcrafting, use of essence, geotonomancy, and walking the tree) as well as adding to your list of divine powers.

Battle Skill. How dangerous you are in a fight, in terms of both skill and physical power, and the ability as a commander.

Sorcerous Power. The depth and breadth of your magical aptitude and mystical knowledge, as measured by familarity with the thirteen magical traditions of the Valley Divine.
This message was last edited by the GM at 15:33, Sun 10 Feb 2019.
The Empress
GM, 587 posts
Hopeless Romantic
Mon 11 Feb 2019
at 12:14
  • msg #4

Myriad's Rules - Rank Descriptions

Advancement is accrued by percentages towards a Degree. Once a complete Degree has been gained, you can go ahead and use it to advance yourself in a stat.

You can also use Degrees as bartering chips with the GM when asking for special role-playing considerations; you can basically give up a degree in exchange for a quest that has a unique reward you're looking for.

By default, you begin at the first degree in every field. However, if you choose, you may permanently reduce a field to the zeroth degree and thereby gain an additional degree in another field. Since this is a pretty unfair trade, it's mostly to make your God unique / for roleplaying purposes.

Social Standing (Can only be increased through play, not with Degrees.)

0th: Pariah. No faction will ever accept you.

1st: Gray. You don't matter, but nobody is gunning for you either.

2nd: Brown. You have joined the Pantheon, and agreed to behave with honor within the Valley Divine. You may accept work from the Pantheon and make use of educational resources and mercantile contacts.

3rd: Blue. You are granted an Estate within the Valley Divine, and may take Brown gods into your household. Your holdings within the Valley Divine and your Realm without it are protected by the Pantheon, but only against outside threats.

4th: Red. You are granted an Otherwordly Fiefdom, a savage and alien Realm that is rife with rare resources, but must be conquered. You may take both Blue and Brown gods into your household.

5th: Silver. You may title yourself as Lord or Lady, and are considered royalty among Gods. Your realm is directly connected to the Valley Divine and your people may settle there, being considered fully fledged citizens of the Pantheon themselves. Your Estate becomes a Palace, a demi-realm of your creation that is your headquarters with the Valley. You may establish your own Faction.

6th: Gold. You rule the Valley Divine as part of the Pentumvirate. Your word is law, and may gain an audience with the Lady of Blossoms.

Divine Power

0th: Godling. You're . . . . not really a god. But you might be a player? If you want to play a non-god, you'll start with this. One minor power, that's all you got going for you.

1st: Neoacadem. Exhausted easy, die fast. Three minor powers, one major.

2nd: Purjopiarre. Four minor powers, three major. Woah dang - you can mythcraft!

3rd: Hierophantasm. five minor, five major. You can use Essence!

4th: Hallowed Leord. The baddest-ass title, seven minor powers, six major, and you can use Geotonomancy to manipulate the fabric of reality!

5th: Master. Finally you qualify as a legit danger to the status quo. Ten minor powers, six major powers - and best of FUCKING all - a FORSAKEN power, which per defintion is world(and game)-breaking in scope. You're officially OP. However, slow down there kid, you can't be a Master until you've got to be at least 4th degree in Social Standing or Realm AND 4th degree in Sorcerous Power or Battle Skill. You also get a frikken rad unique title as a Master!!

6th: Realized Master. Thirteen minor powers (unlucky), Eight major powers, and TWO forsaken powers. Honestly, at this point you stop being cool and start being a monstrous horror, an overgrown god, something ancient that should never have been awoken. You stop having a title - your unadorned name is enough to strike fear in the hearts of other Gods. Your second forsaken power is permanent and always on and transforms your body in some obvious way.

Realm Level

0th: Savage. No culture whatsoever; Neanderthal humanity would look on your people as barbarians.

1st: Lesser. Primitive tech, shamanic culture. Scattered villages or one major settlement.

2nd: Balanced. Ancient Greece, Egypt, or China were at this level; there is a complex and effective government, and working knowledge of bronze-age and early iron-age tech. Multiple cities, and magic is no longer solely the province of heroic individuals; a magician has the respect of a modern doctor.

3rd: Curious. The god's chosen have achieved enough sorcerous power, battle skill, and technological advancement to subdue and influence other cultures and absorb immigrants from other Realms. At this point, the god's interference in matters may negatively effect development. A god with a hands-off approach will have nuanced and unified culture like that of Tang Dynasty China with its imperial examinations, while a god that takes a tyrannical approach will have a culture more like the European Dark Ages.

4th: Magnificent. The realm comes into its own, functioning fully without the God's active influence. The chosen people have mastered their native tradition, whether mystical or martial. Under a wise and open-minded God's care, one who exposes them to the cultures of other Realms and has formed alliances with other Gods, the Realm may blossom into a Renaissance State, developing magitech and steampunk technology and growing spiritually. A god that cannot trust their people may see civil war and rebellion, as the spirit of the people challenges the God's tyranny.

5th: Legendary. The realm becomes something more; if the God is the head of a Pantheon with at least four vassals or sworn allies, the Realm becomes an RP Public for that Pantheon and becomes a Mecca of culture, magic, and military power. The people gain knowledge of Feng Shui, and harness the ley-lines of the realm to effect changes to the Realm. All Provinces must be fully explored before the realm can ascend to this level. The Realm has entered a Wild West / Victorian period, with either raw technology - trains, gunpowder, the telgraph; raw magic - dragonriders, omnipresent sorcery, and alchemical weapons - or a hybrid of the two.

6th: Enlightened. An Enlightened Realm becomes either an RP Public - a City of the Gods, open to all - or, if still ruled by the original God, it will become an RP Secret, along the lines of Atlantis, sealing itself and its high-fantastic advances away, lest their weapons beget their own destruction - or lest the people overthrow and slay their god-queen. High Gods will appear with the Realm if it is public, along with Demigods and Heroes by the dozens.

Battle Skill

Oth: Inept. You have no skill whatsoever. You're about as easy to cut down as any schmuck.

1st: Fragile. You can fight, but not well; about the only thing you is duck and weave, really, having no formal training in footwork and no solid experience in the brutality needed to be an effective killer. You know you way around one weapon, if any. You win a war by sheer number or not at all.

2nd: Slight. You're a fresh-faced young soldier! You can hold your own in a one-on-one fight with a capable mortal, but other gods still won't worry about you much. You've gotten pretty good with a favorite weapon, and could use a similar weapon pretty well. When you fight, you either attack with everything you've got, or do nothing but react; you still don't get the flow of combat. You're no great strategist, but you can throw a plan together that doesn't totally suck.

3rd: Adequate. Either you are strong enough to pay blows back with interest, or fast enough to avoid them - and finally worth taking into account. You could reasonably take on another god with being worried you battle skill would put you at a disadvantage; and you have the grace of a warrior, switching between defense and offense as needed. As a commander, you're direct, conventional, and do your forces no disservice; they are definitely stronger with you than without you.

4th: Stark. A cut above the rest; strong, fast, skilled, tactically aware, with experience to back it all up. You're a master of three weapons, and can wield pretty much anything that comes to hand besides. Taking on a whole squad of veteran mortal warriors might give you pause - if you were mortal yourself, but as god-warrior, they are nothing to you now. You don't take any unnecessary risks on the battlefield, but a stroke of genius now and then - manufacturing a terrain advantage, using subterfuge, losing small battles to win wars, knowing how to raise morale - ensures you are no longer underestimated, unless it is to your advantage to be so.

5th: Mighty. Crushing boulders, tearing swathes through armies single-handedly, and slaying even other gods without once fearing defeat - you are formidable by your skill alone; you are a master of five weapons, but skilled with any weapon, no matter how strange or esoteric. You win battle after battle. Any mortal general would simply surrender rather than invite the wrath of your military.

6th:: Ferocious. You are a God of War; a peerless slayer of men and gods, a one-man army, master of ten weapons. You have a unique fighting style, and can perform strange maneuvers that incorporate your divine Domain. Gradually, you are transcending even the need for weapons, relying more and your own supernatural strength, resilience, speed and senses than anything so weak as mere steel.

Sorcerous Power

Magic works differently on Myriad than on Yggdrasil. Gods have no innate understanding of magic, but must instead discover it, so Sorcerous Power does effect how much magic, or many kinds, the God knows. Instead, Sorcerous power only determines the strength of a God's magic.

0th: Ignorant. You cannot learn magic.

1st: Dabbler. Only the most basic parlor tricks and cantrips are available to you. You're a trickster at best; you could produce a modest burst of flame, an illusion that only affected one sense, or get kicked out of a casino for being too good at blackjack.

2nd: Conjurer. This is hedge-magic, improvised and unrefined. You can bring back a cat from the dead, or speak with the spirit of a house, or speak into another's mind.

3rd: Magician. You have the aptitude of a typical mortal graduate of magical college, and if formally educated, possess the basic understanding of every field of the royal magical tradition. You can speak to water, fire, wind, and earth, spirits, demons and the dead, you can pull off a curse or break one, make a series of coincidences occur, produce an effective illusion the effects all sense save two, and generally use magic in a capable manner without strain or risk of backfire. If you do not have a formal education, you are quite capable with the magic you know, and capably intermix them to produce unexpected results on the fly; at any time you can pursue an education, or keep pursuing your own idiosyncratic way of doing sorcery.

4th: Thaumaturgist. Only truly gifted mortals rise this high; a Thaumaturgist is either closely linked with a sponsoring magical organization with a specialized interest in particular Circle of magic that he is a known expert of, or a feared iconoclast with a wild gift in one specific Field, able to produce cold fire - or conjure the souls of the living - or they have a true-name, and demons summon them to make deals. A Thaumturgist, given time and tools, can achieve anything within the realm of practiced magic. A true illusion - one opaque to all senses - is beyond their grasp, as is true resurrection or speaking with a Primoridal, but anything less than that is a matter of time, materials, and insight.

5th: Grand Magus. Sorcerors of this level of power are one in a mortal generation; a Merlin, an aged master; most Grand Magi live in seclusion, or else serve as the Grandmaster of a university that serves even Gods. A Grand Magus grasps the grand unity between all magic, and wields the 13th Field of Magic; the field of Dream, which is the root of all magic. True illusions that become real if left unattended; true Resurrection, even of the long departed; calling the Empress down for tea; venturing into the Realms Lower with the slightest discomfort; a Grand Magus is not just a wielder of magic, they are magic in their own right.

6th: Ipsissimus. A Grand Magus that sheds the trappings of sorcery altogether. They are gnarled old men lounging in bathtubs who turn the sun dark with a muttered string of nonsense for shining in their eyes. Gone are towers of crystal and studies filled with tomes and strange components; an Ipsissimus turns a potato, a frog, and an old penny into an elixer of titan's strength, devil's luck, and long life under the right stars. They wander into the Empress's house for tea, uninvited. In some ways, the very height of magic power is a terrible fate; eventually, ennui claims them even when the world outside themselves cannot, if insanity doesn't get them first.
This message was last edited by the GM at 07:13, Wed 13 Mar 2019.
The Empress
GM, 642 posts
Hopeless Romantic
Wed 13 Mar 2019
at 07:21
  • msg #5

Myriad's Rules - Fields of Magic

Taken verbatim from Dust. Thank you so much, Nat.

Most magic is based on ritual - that is, in most cases it takes many hours and needs certain components and tools to work. This is simply the way it is. True, instantaneous power comes with the divine abilities each God receives, though a Fire magician might throw a fireball or two. The fact is that most instant magic is incredibly strenuous upon the body and causes a great amount of fatigue. It doesn't come anywhere near as easily as Divine abilities come, and the God must sacrifice convenience and mobility for versatility of affect. In a second, a Grand Magus might conjure a huge wall of fire, but give him a few hours and the right tools and he could raise a volcano.

All the magical fields have an associated magical tool which helps with rituals and allows them more freedom and power in the spells they cast. Nevertheless, while any God could use a wand, it is considerably harder to craft one's own fire wand; special instruments attuned to a field allow a God to cast magic as if he were one Sorcerous Power Degree higher than he actually is as long as he is holding the tool (for instantaneous magic) or has it in his possession (for ritual) - those already at Grand Magus Degrees would cast magic in the same league as the most powerful magicians Yggdrasil has ever seen. The act of crafting a magical tool is often a difficult and dangerous one, however, and is typically only attempted by wisened, ready Grand Magus or up-and-coming Conjurers wishing to make a splash in the magical world.

Now the four current circles are listed. Each circle has four parts, known as fields, and mastery of all four parts is known as mastery of a circle for reasonably obvious reasons.

The Circle of Elements

The Circle of Elements involves the direct manipulation of the standard building blocks of matter. It is a powerful and popular circle unrivaled in versatility.

THE FIELD OF FIRE:

The Field of Fire involves the art of creating and manipulating flames and heat. It is a deeply destructive art and it's philosophy tends towards annihilation and assimilation. It is, however, considered one of the most energetic fields of all the circles. Fire mages see the world as dry and unmoving; only with the guiding hand of fire can it be destroyed and once again reborn into something greater. The Fire mage uses the wand in his rituals, and might even think of creating a sacred, sanctified fire wand for just that purpose.

Dabbler Gods might create a tiny, warm flame, or speak to fire, learning it's crazed secrets. Conjurer Gods could create bursts of flame and throw them, or they might simply conjure heat. Magician Gods could create fountains of flame and ash. Thaumaturgist Gods could create a sphere of flame about them, protecting them from harm. Grand Magus Gods could create a literal firestorm of flame, annihilating all in it's path.

THE FIELD OF WATER:

The Field of Water involves the art of creating and manipulating liquid. Even though it is considered a soothing, defensive art it can be just as destructive as it's sister, Fire. It is a rapid and flowing art that can adapt to almost any situation. Water mages see the world as a dry landscape that needs to be rejuvinated with the life-giving currents of water. The Water mage uses a chalice as the tool of his magic, and might consider creating a sacred, sanctified cup just for that purpose.

Dabbler Gods might create water from their hands, or purify poisoned or brackish water. Conjurer Gods could create huge amounts of liquid, or shape it in unnatural ways. Magician Gods could create beautiful fountains and cure the body of poisons. Thaumaturgist Gods could summon walls of liquid, protecting them from harm, or strike at an enemy with lances of deadly water. Grand Magus Gods could conjure a tsunami, provided they had enough water to begin with, or summon a lake.

THE FIELD OF AIR:

The Field of Air involves manipulating the invisible currents of gas that lie across the world; making wind and gust your plaything. It is a vicious, piercing art that forces the sorcerer to examine himself and to introspect upon his abilities. It is quick and subtle and very, very deadly. Air mages consider the world to be below that of the skies, and endeavour to bring the two together in harmony. The Air mage uses a sword as a tool for his magic, and might consider creating a sacred, sanctified blade just for that purpose.

Dabbler Gods might render themselves immune to gaseous poisons. Conjurer Gods could strike another with the force of the wind. Magician Gods deflect blows with the wind and speak to it in it's strangest tongue. Thaumaturgist Gods could create invisible walls or fly, if they wished. Grand Magus Gods could conjure a tornado or a hurricane.

THE FIELD OF EARTH:

The Field of Earth involves controlling the very fabric of the land, the dirt and the soil that everything rests upon. It is a solid, slow art, with a heavy focus on defense and patience. It is the art that values wisdom above all things, including the wisdom not to act. Earth mages see the world as a single whole to be moved and shaped when the time is right. The Earth mage uses a pentagram amulet in his magic, representing the mountains above and the caverns below, and might consider creating a sacred, sanctified amulet for that purpose.

Dabbler Gods might speak to the earth, or move it in minor ways. Conjurer Gods could create large mounds of earth or hide within it's womb. Magician Gods could create tunnels and caves as they please, and find rare gems and stones. Thaumaturgist Gods could create walls of earth or, with enough effort, build an entire castle with will alone. Grand Magus Gods could create an earthquake or something just as terrifying.

The Circle of Spirits

The Circle of Spirits involves the summoning, control and banishing of 'spirits'; beings made (mostly) of energy or information that exist on a plane above our own. Banishing in this case is different to Abjuration; it involves banishing through the right channels, often in indirect ways or using the right evocations, and is usually less blunt and more effective.

THE FIELD OF SHAMANISM:

Shamanism is an ancient art that involves communion with the natural spirits of the world. Everything has a spirit, the shamans tell us, and every spirit can be conjured. The shamanistic relationship to spirits is one of friendship and even camaraderie, and involves calls, chants, and pleadings rather than threats and curses. The shaman sees the world as the physical manifestation of an intangible, invisible pantheon of millions of spirits. The shaman uses a drum in his magic, and might go about creating a sacred, consecrated drum for just that purpose.

Dabbler Gods might speak to the spirits, or beg them to him. Conjurer Gods could summon the minor spirits, and ask them to perform simple tasks. Magician Gods beg for a spirit to give them access and guide them in the spirit world. Thaumaturgist Gods could summon much greater spirits and walk unguided in the spirit world. Grand Magus Gods could summon and bind the greatest spirits and access the spirit world whenever they care to.

THE FIELD OF DEMONOLOGY:

Demonology has long been considered a dark practice, but in reality the demons themselves are often amoral and rather neutral in their temperaments. The demonologists use long invocations, threats and curses in order to get the demons to manifest, as well as circles of power and words of summoning. Demons are often tricky, deceitful things, but unlike most spirits are deeply intelligent and incredibly able spies and information gatherers. It is said that the lowliest demon knows more about the Realm Supernatural than even the most learned Divine scholar. Demonologists see the world as a magnet for unknown forces, a magnet that can be manipulated; by manipulating this magnet, they might draw powerful spirits towards them and break them into submission. The demonologist uses a grimoire, a powerful book of incantations, in his magic, and might go about scribing his own sacred book for just that purpose.

Dabbler Gods might summon a minor demon and command it to accomplish a simple task. Conjurer Gods could summon and bind a demon, asking it to attack an enemy. Magician Gods could summon and beg important information from a demon. Thaumaturgist Gods could learn the most precious of information from the demons. Grand Magus Gods could summon the most terrible demons and break them to his will, forcing them to kill an enemy or reveal the most enigmatic secrets.

THE FIELD OF NECROMANCY:

Necromancy is the art of raising the spirits of the dead, either to communicate with them or to tie them to the realm of the living. It is a twisted art that takes quite a toll on the psyche of the necromancer, and most profess never to stop hearing the screams of the dead as they dredge them from their resting place. The necromancer sees the world as the bridge between the realm of the dead and higher places, locked from him; with advanced necromancy they hope to break that seal and find eternal life. The necromancer uses a wickedly curved blade in his magic, and might go about crafting his own knife for just that purpose.

Dabbler Gods might summon a ghost to the mortal realm. Conjurer Gods could reanimate the dead or understand the babbling of a ghost. Magician Gods could create a legion of the walking dead or allow a ghost to find peace. Thaumaturgist Gods could enter the mysterious and shadowy Realm Lower, the lowest world there is and abode of dead things. Grand Magus Gods could resurrect the dead, in a certain manner.

THE FIELD OF STORMS:

Stormseering is the most peculiar and vaguest of all the mystical arts, and many consider it even deadlier than necromancy or demonology. It has nothing to do with the physical weather. It involves calling and talking with - never really anything more - either the Primordials that rule the World-Tree or strange beings caught between the Trees. This is no exact science, and most magicians believe that the mystical methods of Storm magic simply attract the attention of these vast beings instead of forcing them to appear. More times than not the magic itself fails, but advanced Storm mages find themselves more attune to the nature flow of Yggdrasil by practicing this form. The Storm magician sees the world as a pit of combating forces, most beyond the ken of even the Gods, and realize truly how magnificent the universe is. The Storm magician uses a wand made of shamanistic metal - sentient metal naturally attune to unseen forces - in his magic, and the especially eager magician might contemplate going about creating such a wand for just that purpose.

Dabbler Gods might ask for help in a desperate situation to greater forces. Conjurer Gods might attempt to call the Master Divine or another living Primordial. Magician Gods could summon a strange alien-spirit from another Tree and attempt to converse with it. Thaumaturgist Gods might attempt to enter either the Sphere of Force and Fire or the Sphere of Strength and Silence to seize it's secrets. Grand Magus Gods are almost never denied in their calls to the greater powers.

The Circle of Forces

The Field of Forces deal with the four powerful currents that shape and nurture life in the Realm Supernatural. It is a powerful, if little-understood circle that is as mysterious as it is potent.

THE FIELD OF LIFE:

The Field of Life involves manipulating the current of Life - stoking the fire within every living being that makes it want to survive. It's often a simpler, tribalistic form of magic that places more emphasis on emotions and confidence than tools and ceremonies, and for this reason it is very appealing to certain Gods who despise the more complicated fields. The Life mage sees the world as a vibrant place filled with the buzzing of eternal life. The Life magician uses a purified white glove in his magic, and an especially keen Life magician might wish to create one just for that purpose.

Dabbler Gods might attempt to heal a minor sickness. Conjurer Gods could physically heal their own wounds. Magician Gods could heal another's wounds. Thaumaturgist Gods could speak to anything that was living, or heal a potently supernatural sickness. Grand Magus Gods could resurrect the dead, in a manner.

THE FIELD OF DEATH:

The Field of Death involves manipulating the current of Death - that unseen force that breeds plague and famine and allows the cycle of life to keep turning. It's a powerful, if dangerous, form of magic that involves heavy ceremonialism and a morbid streak of curiousity. It doesn't deal so much with actually communicating and commanding the dead - that sort of spirit-work falls under the field of necromancy - but instead controlling the very force that is death and blasting one's enemies. The Death magician sees the world as a constant cycle, alternating between life and death, and hopes to control that cycle to his own ends. The Death magician uses a scythe in his magic, and an especially eager Death magician might wish to craft his own.

Dabbler Gods might see how close a mortal is to death. Conjurer Gods might weakly blast another, destroying their life-force. Magician Gods could kill a mortal outright with their blast, or severely damage a God. Thaumaturgist Gods might create a two-way death blast that allows them to recover the life-force that they'd stolen from another. Grand Magus Gods might render themselves immune to physical death for a short time, remaining conscious and alive no matter how much damage they take.

THE FIELD OF ORDER:

The field of Order involves the manipulation of logic, rationality, and the patterns that lay atop the universe. It's a powerful tradition that has been used by seers and sorcerers for as long as the mind learned how to sense patterns and overrule instincts, and categorise reality so that it is meaningful and coherent instead of being composed of a random flash of events. It typically involve either sensing omens and reading their meaning or manipulating an event so that it becomes 'fated' and certain actions become impossible not to happen. The Patternist sees the world as wild chaos that must be tamed by will and pattern - this is the true civilisation desired by men and Gods. The Patternist uses a set of scales in his magic, and might go about crafting one just for that purpose.

Dabbler Gods sense an omen, or be alerted of a fated event that must occur. Conjurer Gods might read the omens in a typically divinatory fashion, using cards or stones. Magician Gods might make a likely event fated to happen. Thaumaturgist Gods might read the omens - even if there are none to be had - in mundane situations. Grand Magus Gods might create a fated event, such as the death of an enemy.

THE FIELD OF CHAOS:

The field of Chaos involves breaking those patterns that lie across the universe. Even though growth and creation can be made out of Chaos, it is ultimately a destructive art in that it revolves around unlocking those chains called 'fate' and replacing them with the most absurd option. A powerful Chaote is a force to be reckoned with - he destroys habits and creates false coincidences, negative patterns that serve to undermine instead of to illuminate. The Chaote sees the world as rigid, unchanging forces enslaving and ruining the potential of those who would live under their laws. The Chaote uses a pair of dice carved of shamanic metal in his operations, and might consider crafting a pair for that express purpose.

Dabbler Gods might read an omen. Conjurer Gods could create a false omen for others to read. Magician Gods might break a minor fated event. Thaumaturgist Gods might infuse an event with chaotic energy, insuring that everything will go insane when it occurs. Grand Magus Gods could destroy the greatest fated events, or create their own false fated events, or even turn a seemingly fated prophecy into a horrorshow of madness and entropy.

The Circle of Subtlety

The Circle of Subtlety involve forces that most Gods find it very difficult to even think about. The strange lines that run through the world, affecting it as if it were a play thing, are primarily the strings of Subtlety. If the Circle of Forces runs an exoteric, completely brash operation in running the universe than the Circle of Subtlety runs a secretive, occult, esoteric operation in commanding it from within the shadows. For this reason it's magic can be highly unpredictable, and it is the least popular Circle of the four. It arguably holds more potential for power than the other three, however, and one who truly masters the Subtle strings can be said to master life itself.

THE FIELD OF CHANCE:

The Field of Chance involves the nudging luck slightly in the favour of the caster or the disfavor of his enemies. It is distinct from the nature of Order and Chaos in that it manipulates, not forces - it works with the flow instead of against. It is a strange craft in that it's chief discipline involves summoning coincidences in general to assist the God - a God who wishes to succeed in business might call coincidences in to make his business rival's crops die or something similar, but he could never dictate just what would happen. These coincidences tend to affect the world in amazing ways and achieve things that no other magical art can match, but at a price: randomness. Using Chance magic is itself a game of chance. Chance magicians see the world as a great game composed of many little games that must individually be beaten, and strive towards completing what they consider to be the final challenge. Chance magicians use a set of unique cards in their magic, and the eager sorcerer might go about crafting his own set for just that purpose.

Dabbler Gods might understand the true statistics behind something happening. Conjurer Gods could cheat at a simple game, such as cards or dice. Magician Gods could summon synchronicity and call coincidences as if they were spirits in their own right. Thaumaturgist Gods might cheat at an elaborate game, such as dueling or a sport. Grand Magus Gods could turn their lives into a scene of coincidence, expecting nothing except everything will come conveniently and with the utmost weirdness.

THE FIELD OF ILLUSION:

The Field of Illusion finally answers the age-old philosophical question: does a tree falling in the woods really fall if no one is there to witness it? The answer, according to Illusionists, is yes. Illusion is a separate field to mind and affects even those who do not rightfully exist, such as the Dhelvanians from Realm Void. Illusions act independently to their masters, and this revelation rocked the field and turned it into a separate school in it's own right. Illusionists manipulate illusions, casting glamours upon themselves and deceiving those around them with fantastic visions. Over time, if illusions aren't maintained by the illusionist but are not banished, they might gain sentience and become living things in their own right. The story of how Mara, God of Illusions, hid her royal palace by enchanting it to look like a useless wasteland while she traveled Yggdrasil for a year still amuses the Conclave illusionists; Mara returned to find her palace gone entirely, replaced in turn by a useless wasteland. Illusionists see the world as a blank slate that must be scribbled on; in essence, illusions are the thing that makes life living. An Illusionist uses a small wand in his magic, and might go about creating one for just that purpose.

Dabbler Gods can create an illusion with only the sense of Sight - it can be only be seen. Conjurer Gods can create an illusion with the senses of Sight and Sound - it can be seen and heard. Magician Gods can create an illusion with the senses of Sight, Sound and Smell - it can be seen, heard, and smelled. Thaumaturgist Gods can create an illusion with the senses of Sight, Sound, Smell and Taste - it can be seen, heard, smelled, and tasted. Grand Magus Gods can create illusions which exist entirely in their own right; Smell, Sight, Sound, Taste and Touch are present - it can be seen, heard, smelled and tasted.

THE FIELD OF TIME:

The Field of Time is perhaps the subtlest field of all. Time-travel as it is fully understood is impossible except by the Dhelvanians of the Realm Void, and even they cannot describe it in terms that the other inhabitants of the Conclave could understand. No, the Field of Time offers travel through time.. but only in the maddeningly vaguest of ways. The Grand Magus might travel forward or back in what we perceive to be 'time', but who is to say that it is OUR future or OUR past? Effects from actions in the past often don't even reach the future, and experiences in the future often vary to what actually happens... time-travel is a craft that most Chronomancers fear will never be perfected. The Chronomancer sees the past and the present as an ever-shifting hurricane, and the present the eye of the storm. The Chronomancer uses an elaborate watch in his magic, and the especially keen magician might go about constructing one for just that purpose.

Dabbler Gods divine the future or divine the past, gaining vague answers to their questions. Conjurer Gods could attempt to get a vague vision of the past or future. Magician Gods can age an object or make it appear younger. Thaumaturgist Gods can communicate and summon beings from a time that is not their own. Grand Magus Gods can literally wander to the past or the future on a whim, though this is often dangerous and unpredictable.

THE FIELD OF MIND:

The Field of Mind is one that has puzzled sorcerers for many, many centuries. What is the mind? How separate is it from the brain? Is it separate from the body? Is it tied to the soul? Magicians working in Mind haven't found the answers to these questions.. but the puzzle itself can be just as powerful. The Field of Mind tends to work holistically - a Mind magician might attempt to mentally dominate his opponent and find later that his enemy had mysteriously become paralysed or something similar. Mind affects the body, body affects the soul, and the soul affects the mind. It is a cycle that the Mind sorcerer cannot escape, but instead chooses to manipulate to his own ends. The Mind sorcerer sees the world as a projection of a person's subjective thought processes, and those thought processes can be controlled; thus, reality can be controlled. The Mind sorcerer uses a silver sword in his magic, and might go about constructing his own for just that purpose.

Dabbler Gods can manipulate their own emotions, ordering them and containing them as they will. Conjurer Gods can read the thoughts of others. Magician Gods could attack another individual's mind, or read the mind of a non-God. Thaumaturgist Gods can make themselves invisible simply by radiating an aura that makes others not notice them. Grand Magus Gods can destroy a person's personality and will utterly through force of their own.
This message was last edited by the GM at 07:22, Wed 13 Mar 2019.
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