vault backup: 2025-08-06 10:12:23
3
.obsidian/community-plugins.json
vendored
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"obisidian-note-linker",
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||||||
"longform",
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"longform",
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||||||
"obsidian-git"
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"obsidian-git",
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||||||
|
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||||||
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194
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{
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12266
.obsidian/plugins/novel-word-count/data.json
vendored
143
.obsidian/plugins/obsidian-5e-statblocks/data.json
vendored
Normal file
|
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@ -0,0 +1,143 @@
|
||||||
|
{
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||||||
|
"monsters": [],
|
||||||
|
"defaultLayouts": {},
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|
||||||
|
{
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||||||
|
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|
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|
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{
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|
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||||||
|
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|
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1107
.obsidian/plugins/obsidian-5e-statblocks/main.js
vendored
Normal file
11
.obsidian/plugins/obsidian-5e-statblocks/manifest.json
vendored
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
{
|
||||||
|
"id": "obsidian-5e-statblocks",
|
||||||
|
"name": "Fantasy Statblocks",
|
||||||
|
"version": "4.10.0",
|
||||||
|
"description": "Create Fantasy Statblocks in Obsidian.md",
|
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482
Rules/Spirits & Dominion/Almanach/Natural Forces/Fire.md
Normal file
|
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@ -0,0 +1,482 @@
|
||||||
|
>[!infobox|right]
|
||||||
|
>![[Pasted image 20250804141443.png]]
|
||||||
|
><blockquote><em>“Fire needs nothing from you—only that you step close enough to burn.”</em></blockquote><table style="width: 100%; border-collapse: collapse; border: 1px solid #ff9933; font-family: serif; background-color: #fff8f0;"><thead><tr style="background-color: #ff9933; color: white;"><th colspan="2" style="padding: 8px; text-align: left; font-size: 1.2em;">🜂 Dominion Profile: <strong>Fire</strong></th></tr></thead><tbody><tr><td style="padding: 6px; font-weight: bold;">Type</td><td style="padding: 6px;">Natural Force</td></tr><tr><td style="padding: 6px; font-weight: bold;">Themes</td><td style="padding: 6px;">Transformation, Hunger, Purification</td></tr><tr><td style="padding: 6px; font-weight: bold;">Spirit Behavior</td><td style="padding: 6px;">Impulsive, radiant, consuming</td></tr><tr><td style="padding: 6px; font-weight: bold;">Favored Offerings</td><td style="padding: 6px;">Incense, oil, blood, meaningful items burned</td></tr><tr><td style="padding: 6px; font-weight: bold;">Resonant Sites</td><td style="padding: 6px;">Forges, cremation pyres, volcanoes, battlefield ruins</td></tr><tr><td style="padding: 6px; font-weight: bold;">Weakened By</td><td style="padding: 6px;">Cold, wet, sterile spaces; neglected hearths</td></tr><tr><td style="padding: 6px; font-weight: bold;">Common Motifs</td><td style="padding: 6px;">Flame, ash, heat shimmer, glowing eyes, smoke trails</td> </tr> <tr> <td style="padding: 6px; font-weight: bold;">Corruption Signs</td> <td style="padding: 6px;">Cold fire, blue-black flame, no light or warmth, erasure without ash</td> </tr> <tr> <td style="padding: 6px; font-weight: bold;">Common Passive Abilities</td> <td style="padding: 6px;">Warmth Aura, Smoldering Presence</td> </tr> <tr> <td style="padding: 6px; font-weight: bold;">Common Active Abilities</td> <td style="padding: 6px;">Flame Lash, Feast of Ash, Conflagration</td> </tr> <tr> <td style="padding: 6px; font-weight: bold;">Common Spirit Forms</td> <td style="padding: 6px;">Living flame, smoke-wreathed humanoids, coal-eyed beasts</td> </tr> </tbody></table>
|
||||||
|
|
||||||
|
|
||||||
|
_Transformation • Hunger • Purification_
|
||||||
|
|
||||||
|
> _“It remembers only what it has devoured.”_
|
||||||
|
> —Common saying in Emberwatch
|
||||||
|
|
||||||
|
### **Theme**
|
||||||
|
Fire is not mere destruction—it is **transformation made visible**, **hunger made holy**. It is the moment a thing ceases to be what it was and becomes something else: flesh to ash, ore to blade, silence to scream. Fire consumes not out of malice, but because it was born to change the world.
|
||||||
|
|
||||||
|
A spirit of Fire does not judge. It does not pity or forgive. It blazes because it **must**—because to burn is to fulfill its nature. Whether it crackles in a hearth to warm the faithful, dances atop a torch carried into the dark, or roars across a battlefield in righteous fury, Fire demands only one thing:
|
||||||
|
|
||||||
|
> **Feed me.**
|
||||||
|
|
||||||
|
It is a force of passion, release, and annihilation. And though its beauty may mesmerize, its embrace is never gentle.
|
||||||
|
|
||||||
|
When Fire comes, it takes.
|
||||||
|
|
||||||
|
### **Resonance**
|
||||||
|
Fire-spirits are not passive forces—they are always **watching**. Hunger is their heartbeat, and they respond most to presence, passion, and offerings made with **intention**.
|
||||||
|
|
||||||
|
A Fire-spirit is strengthened not just by flame, but by **meaningful flame**. Every hearth kept alight through hardship, every blaze offered with reverence, every burst of fury or desire—these are its food.
|
||||||
|
|
||||||
|
> Fire does not want your worship.
|
||||||
|
> It wants your **willing surrender** to change.
|
||||||
|
|
||||||
|
#### **What Strengthens Fire**
|
||||||
|
|
||||||
|
| **Action** | **Effect** |
|
||||||
|
| ------------------------------------------------------------------------------------------------ | -------------------------------------------------------------------------------- |
|
||||||
|
| **Tend or ignite a meaningful flame** (e.g. forge, shrine, ritual pyre) | Adds 1 temporary **Resonance Point (RP)** to the local Fire-spirit |
|
||||||
|
| **Offer a meaningful object into fire** (weapon, letter, blood, vow) | Adds 1–2 RP (GM discretion); roll **Will + Rituals** (DC 2–3) to gain a **boon** |
|
||||||
|
| **Perform a rite of transformation** (burning the dead, purging corruption, branding initiation) | Adds 2 RP; Fire-spirit gains **+1 MD** or an empowered effect next ability |
|
||||||
|
| **Invoke Fire through emotion** (rage, lust, desperation) | If done with narrative weight, the GM may allow Fire to respond—even if unbound |
|
||||||
|
#### **What Weakens Fire**
|
||||||
|
|
||||||
|
| **Action / Environment** | **Effect** |
|
||||||
|
| ------------------------------- | ---------------------------------------------------------------------------- |
|
||||||
|
| Cold, wet, or stagnant location | Reduces the spirit’s **MD limit by 1** for the scene (minimum 1) |
|
||||||
|
| Illusions or false flame | May cause spirit to lash out or refuse to act unless placated |
|
||||||
|
| Neglect of a sacred fire | If the flame is part of a pact, breaking it may trigger a **Corruption Die** |
|
||||||
|
> **GM Note:** If the players forget to maintain a ritual flame during a journey or siege, consider it a narrative clock—when the fire dies, so does the spirit’s patience.
|
||||||
|
|
||||||
|
### **Stoking the Fire: Ritual Mechanics**
|
||||||
|
To **intentionally stoke** a Fire-spirit, a character may perform a **Resonance Rite**. These can be improvised or learned through tradition.
|
||||||
|
|
||||||
|
#### Rite of Flamebinding
|
||||||
|
- **Time:** 1 minute
|
||||||
|
- **Roll:** Will + Rituals (DC = spirit’s PR)
|
||||||
|
- **Materials:** Burnable object of meaning (weapon, lock of hair, confession written in blood)
|
||||||
|
- **Effect:** If successful, the Fire-spirit gains 1 RP and will **answer a single call** (GM decides how). A failure may still please the spirit—or offend it, depending on execution.
|
||||||
|
|
||||||
|
### 🕯️ Fictional Example:
|
||||||
|
|
||||||
|
> The warlock stands before the unlit brazier, her fingers trembling. She takes the lover’s letter from her cloak, reads it once more… then feeds it to the coals.
|
||||||
|
> _“Let this burn away what I was. Let fire remake me.”_
|
||||||
|
> With that offering, the spirit stirs. The flames bloom—not with heat, but with recognition.
|
||||||
|
|
||||||
|
### Corruption
|
||||||
|
When Fire is touched by the Void, it forgets what it was.
|
||||||
|
|
||||||
|
It no longer warms.
|
||||||
|
It no longer transforms.
|
||||||
|
It **devours**, endlessly, senselessly, without distinction.
|
||||||
|
|
||||||
|
What remains is a hollow echo of the flame:
|
||||||
|
|
||||||
|
- A blaze that casts **no light**.
|
||||||
|
- A hunger that consumes **even meaning**.
|
||||||
|
- A heat so perfect it leaves **no ash, no bones, no memory**.
|
||||||
|
|
||||||
|
**Corrupted Fire** burns in shades the mortal eye cannot name—blue-black, glass-clear, shadow-white. Its smoke whispers in the voices of those already consumed, offering nothing but **erasure**.
|
||||||
|
|
||||||
|
This is not divine punishment. It is Fire without restraint, without cycle, without sanctity.
|
||||||
|
|
||||||
|
It does not know the difference between candle and child, torch and tongue.
|
||||||
|
It feeds until there is nothing left—and then it **waits**, flickering in the dark, eager for the next spark of life to reach too close.
|
||||||
|
|
||||||
|
> _“The house did not burn.
|
||||||
|
> The memory of the house was undone.”_
|
||||||
|
> —From a survivor’s dream, after encountering a tainted pyre near the Ashvale Rupture
|
||||||
|
|
||||||
|
## **Ability Menu**
|
||||||
|
Spirits of Fire manifest power through transformation, illumination, destruction, and purification. Their abilities burn hot with desire—some are violent and immediate, others slow and inevitable.
|
||||||
|
|
||||||
|
Abilities are divided into **Passive** (always-on effects) and **Active** (cost MD to trigger). Each is scaled by **Power Rating (PR)**.
|
||||||
|
|
||||||
|
### **Passive Abilities**
|
||||||
|
|
||||||
|
| **Name** | **PR** | **Effect** |
|
||||||
|
| ----------------------- | ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| **Warmth Aura** | 1+ | An area of PR meters around the spirit stays dry and temperate. Small flames burn cleaner and longer. |
|
||||||
|
| **Kindling Soul** | 1+ | The spirit subtly stokes the emotions of nearby mortals. Choose one emotion this is tied to (e.g. rage, love, desire, …). Everyone within PR meters of the Spirit must succeed in a Spirit + Meditation test or feel the emotion. |
|
||||||
|
| **Smoldering Presence** | 2+ | Flammable materials blacken; tempers rise. Social rolls involving lust, fury, or ambition gain +1 die. |
|
||||||
|
| **Ash-Marked Path** | 3+ | The spirit leaves behind glowing footprints or trails of embers, which chosen allies can follow. Once per day, a follower may ask a single question about the trail ahead aloud and hear a whispered answer in the crackle of the trail. |
|
||||||
|
| **Burning Echo** | 4+ | Every action the spirit takes leaves symbolic scorch marks—memories etched in ash. These may reveal visions of the past or emotional imprints. Other flames and fires tell the spirit what happened in their vincinity, what they burned and consumed and which emotions are or were around running hot. |
|
||||||
|
| **Living Flame** | 5+ | The spirit becomes flame given form—immune to mundane weapons, semi-corporeal, and able to pass through small cracks as smoke or heat. Wherever it moves, embers remain and flammable material bursts into fire. |
|
||||||
|
| **Fire-Sigil Flesh** | 6 | The spirit’s body burns with ancient script. Mortals who look too long may receive visions, suffer hallucinations, or be branded with one of its truths. When in social or martial encounters all onlookers of the spirit must succeed in a Spirit + Meditation check each round or gain one Slight. |
|
||||||
|
### **Active Abilities**
|
||||||
|
#### **PR 1–2: Lesser Fire**
|
||||||
|
|
||||||
|
| **Name** | **MD** | **Effect** |
|
||||||
|
| -------------------- | ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| **Flash Spark** | 1 | Ignite a flammable object, blind a foe, or light the dark within 2m. Can cause startle or panic in beasts. This ability causes 1 Injury to the target or blinds it one round if used against a creature reliant on sight. |
|
||||||
|
| **Candle’s Truth** | 1 | Compel a creature within 5m to speak one hidden desire or recent betrayal aloud. No save, but only works if they feel heat or trust. |
|
||||||
|
| **Lick the Wound** | 1 | Purifies a wound by burning it. Removes disease, minor corruption, or poison. Target takes 1 Injury but cannot be re-infected for a full day. |
|
||||||
|
| **Whisper-Flame** | 1 | Sends a flicker of fire to carry a whispered message up to 100m. Only those who touch the flame may hear it. |
|
||||||
|
| **Flickerstep** | 1 | Move up to 30 meters as a hurling flame being incorporeal while you move. Flammable material in your way may start to burn on a 1 on 1d6. |
|
||||||
|
| **Consumed by Fire** | 1 | Burn a small item and consume its smoke to regain vigor. Regain 1 Fatigue. |
|
||||||
|
#### **PR 3–4: Simple / Complex Fire**
|
||||||
|
|
||||||
|
| **Name** | **MD** | **Effect** |
|
||||||
|
| --------------------- | ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| **Flame Lash** | 1 | Whip of fire lashes out at one target. This counts as a +2 weapon with the *reach* and *deadly* tags and may ignite surroundings (GM discretion). |
|
||||||
|
| **Infernal Circle** | 1 | Creates a PR meter ring of fire with a center where the spirit is. Anyone who crosses it must pass a Spirit+Focus check or shy back and takes 1 Injury unless permitted by the spirit. Can trap or protect. |
|
||||||
|
| **Feast of Ash** | 1 | Burn a body, relic, or memory (symbolic or real). Heal 1 Injury and leave behind an aura of warmth or dread. |
|
||||||
|
| **Emberstorm** | 1 | Create a storm of glowing cinders in a small area. Visibility reduced, foes take 1 Injury each round they remain within. |
|
||||||
|
| **Mark of the Flame** | 1 | Burn a sigil into an object or person. The mark glows when lies are spoken, danger nears, or passion rises. Lasts one week. You can decide to burn your victim on specific actions (e.g. speaking a lie or coming close to a place or person). This then causes 1 Injury per round. |
|
||||||
|
#### **PR 5–6: Greater / Archfire**
|
||||||
|
|
||||||
|
| **Name** | **MD** | **Effect** |
|
||||||
|
| -------------------- | ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| **Conflagration** | 1 | Ignite a structure, battlefield, or forest all at once. All creatures in the zone must resist or suffer success margin +3 Injuries immediately. Anything that is flammable is set alight instantly. Can escalate rapidly. |
|
||||||
|
| **Burn the False** | 1 | Strip illusions, glamours, and lies through searing truth. Ends most ongoing spirit effects that aim to deceive or create illusions. Mortals see a memory of their greatest shame or truth. Spirits effects of lower levels end immediately, same or higher levels have to succeed in a contested Spirit + PR check. |
|
||||||
|
| **Phoenix Wrath** | 1 | Spirit burns itself to death, unleashing a nova. It reforms next round at full, glowing and purified and cleansed from all negative effects. Cannot be used again until Dormancy resets. |
|
||||||
|
| **Baptism by Flame** | 1 | Engulfs a mortal in fire that does not kill. They emerge changed—healed, cleansed of curses or all corruption, and marked by the spirit forever. |
|
||||||
|
| **Hell-Chain Pyre** | 1 | Chains of spectral fire rise from the ground, pinning all creatures in a 10m radius. Each round restrained, they suffer 2 Injuries unless they offer something meaningful to the flame spirit that has to raise a demand when using this ability. |
|
||||||
|
|
||||||
|
### ### **Ritual Offerings & Common Practice**
|
||||||
|
Even the simplest peasant rite can draw a Fire-spirit’s attention—if performed with **intent**.
|
||||||
|
|
||||||
|
- **Oil, incense, and blood** cast into open flame stir the spirit’s awareness.
|
||||||
|
- **Prayers whispered over kindling** shape the first spark into something sacred.
|
||||||
|
- **Burning meaningful objects**—a child's toy, a love letter, a shard of armor—feeds the spirit far more than mere wood or wax.
|
||||||
|
|
||||||
|
> **Mechanical Note:**
|
||||||
|
> These offerings grant **Resonance Points (RP)**. A particularly symbolic act (burning a betrayal, enacting funeral rites) may grant +2 RP or more. When RP exceeds 4, the spirit may act **without MD cost**, especially if the action reflects the nature of the offering.
|
||||||
|
|
||||||
|
### **Tradition Touchpoints**
|
||||||
|
How mortals invoke or contain the flame depends on their art. Each magical tradition dances with fire in its own way—some with reverence, others with control, and some with dangerous abandon.
|
||||||
|
|
||||||
|
| **Tradition** | **Fire-Spirit Interaction** |
|
||||||
|
| ----------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| **Spirit Binding** | Fire is shackled in **ash-etched vessels or scorched iron**, barely held back by sacred geometry. Every mistake risks explosion. |
|
||||||
|
| **Pact Magic** | The spirit accepts a covenant: **feed me at every full moon**, or I will consume something you love. |
|
||||||
|
| **Melded Souls** | The host becomes a conduit of flame. **Emotions fuel power**, but smolder unchecked—fury may ignite, sorrow may scorch. |
|
||||||
|
| **Cthonism** | Descends through **ancestral pyres and hearth-coals**. Fire is a key to unlock buried voices, not a tool of conquest. |
|
||||||
|
| **The Hollowed** | Flame fills the emptied soul like oil in a lamp. **Visions arrive as radiant seizures**, burning away the false. |
|
||||||
|
| **Alchemy** | Fire is a partner in the dance of transmutation—**measured, shaped, invoked** with copper and breath. |
|
||||||
|
| **Soulforging** | Invites fire into steel with **ritual hammering** and blood offerings. The result: blades that glow with hunger. |
|
||||||
|
| **Blood Sorcery** | Blood ignites meaning; **the more personal the wound**, the stronger the flame that answers. |
|
||||||
|
| **Veiling / Spirit Soothing** | Fire is coaxed to rest through **incense, stillness, and sacred silence**. Calm hands tame the ember. |
|
||||||
|
| **Voidcalling** | Fire becomes hollow. **It burns cold, erases memory, and devours joy** without heat. Its light is not a blessing. |
|
||||||
|
| **Common Folk Rites** | Burn the year’s sorrows on festival pyres, **whisper prayers into kindling**, and place coals on the tongues of the dead so they might speak again. |
|
||||||
|
>[!hint] **GM Guidance: Fire in the Scene**
|
||||||
|
>- **Tension Trigger:** A Fire-spirit’s presence should **raise the emotional heat** in a scene. Conflict becomes harder to avoid.
|
||||||
|
>- **Ritual Hooks:** Let players interact through **symbolic burnings**—a sword broken in flame, an oath shouted into a fire. These can create mechanical bonuses, narrative resonance, or RP.
|
||||||
|
>- **Environmental Impact:** Fire affects more than combat. A Fire-spirit in resonance may dry the air, warp wood, make candles flare when lies are spoken.
|
||||||
|
>- **Corruption Warning:** When spirits are mistreated or overreached, Fire may twist—burning **not what’s offered, but what’s left unspoken.**
|
||||||
|
|
||||||
|
## **Example Spirits**
|
||||||
|
Lorem Ipsum
|
||||||
|
|
||||||
|
### **Ember Whim**
|
||||||
|
A flickering spark with barely enough will to hold its shape, the Ember Whim is a child's giggle in the coals, a whisper in the hearth. It drifts on candlelight and flares in the presence of warmth or laughter, leaving soot-kisses behind. Though weak, it responds to kindness and ritual attention—and in rare moments of resonance, it may even hum with a memory of flame long past.
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Ember Whim
|
||||||
|
pr: 1
|
||||||
|
language: "flame intensity and flickers; does not speak"
|
||||||
|
size: "Tiny"
|
||||||
|
skills:
|
||||||
|
- name: Melee
|
||||||
|
desc: 1
|
||||||
|
- name: Attune
|
||||||
|
desc: 2
|
||||||
|
- name: Intimidate
|
||||||
|
desc: 1
|
||||||
|
|
||||||
|
dominion_power: 1
|
||||||
|
dominions:
|
||||||
|
- name: Fire
|
||||||
|
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 0
|
||||||
|
- name: Agility
|
||||||
|
desc: 2
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 1
|
||||||
|
- name: Wit
|
||||||
|
desc: 1
|
||||||
|
- name: Focus
|
||||||
|
desc: 2
|
||||||
|
- name: Presence
|
||||||
|
desc: 2
|
||||||
|
- name: Spirit
|
||||||
|
desc: 2
|
||||||
|
- name: Cunning
|
||||||
|
desc: 1
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Warmth Aura (passive, 1)"
|
||||||
|
desc: "An area of 1m around the spirit stays dry and temperate. Small flames burn cleaner and longer."
|
||||||
|
token: Pasted image 20250804162500.png
|
||||||
|
```
|
||||||
|
|
||||||
|
### ### **Ash-Drifted Witness**
|
||||||
|
This solemn spirit drifts like smoke through ruins and charred homes, listening to the echoes of what once was. Its flames do not burn brightly, but they remember—each flicker a memory, each ember a whisper of sorrow or longing. Those who share their grief near it may receive a glimpse of the past, offered in ghostlight and ash. To wrong it is to invite a slow, smoldering curse.
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Ash-Drifted Witness
|
||||||
|
pr: 2
|
||||||
|
language: "Sighs in coals; flickers respond to memory spoken aloud"
|
||||||
|
size: "Small"
|
||||||
|
|
||||||
|
skills:
|
||||||
|
- name: Attune
|
||||||
|
desc: 3
|
||||||
|
- name: Empathy
|
||||||
|
desc: 2
|
||||||
|
- name: Lore
|
||||||
|
desc: 2
|
||||||
|
|
||||||
|
dominion_power: 2
|
||||||
|
dominions:
|
||||||
|
- name: Fire
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 0
|
||||||
|
- name: Agility
|
||||||
|
desc: 1
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 2
|
||||||
|
- name: Wit
|
||||||
|
desc: 2
|
||||||
|
- name: Focus
|
||||||
|
desc: 3
|
||||||
|
- name: Presence
|
||||||
|
desc: 2
|
||||||
|
- name: Spirit
|
||||||
|
desc: 3
|
||||||
|
- name: Cunning
|
||||||
|
desc: 1
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Smoldering Presence (passive, PR2)"
|
||||||
|
desc: "Tension rises, flammable objects darken. Social rolls involving anger or grief gain +1 die within 3m."
|
||||||
|
- name: "Lick the Wound (active, 1 MD)"
|
||||||
|
desc: "Burns away infection or taint from a creature. Deals 1 Injury but removes one condition or corruption."
|
||||||
|
- name: "Echoflare (active, 1 MD)"
|
||||||
|
desc: "When a memory is spoken aloud, the flame flares and reveals a related vision from the past."
|
||||||
|
|
||||||
|
token: Pasted image 20250804235853.png
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
### **Kindle-Kin Marauder**
|
||||||
|
![[Pasted image 20250805070512.png|hmed right]]
|
||||||
|
Born of campfires, spilled oil, and the war-songs of raiders, the Kindle-Kin Marauder is flame with a grin and a blade. It delights in chaos and passion, stoking conflict as much as it revels in it. Its laughter crackles through night raids and rebellion, and it often seeks out those with hot tempers or broken oaths to ride their fury like wind-fed flame.
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Kindle-Kin Marauder
|
||||||
|
pr: 3
|
||||||
|
language: "Crackling laughter, mimicry of war cries"
|
||||||
|
size: "Medium"
|
||||||
|
|
||||||
|
skills:
|
||||||
|
- name: Melee
|
||||||
|
desc: 3
|
||||||
|
- name: Tactics
|
||||||
|
desc: 2
|
||||||
|
- name: Intimidate
|
||||||
|
desc: 3
|
||||||
|
|
||||||
|
dominion_power: 3
|
||||||
|
dominions:
|
||||||
|
- name: Fire
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 3
|
||||||
|
- name: Agility
|
||||||
|
desc: 3
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 2
|
||||||
|
- name: Wit
|
||||||
|
desc: 1
|
||||||
|
- name: Focus
|
||||||
|
desc: 2
|
||||||
|
- name: Presence
|
||||||
|
desc: 2
|
||||||
|
- name: Spirit
|
||||||
|
desc: 2
|
||||||
|
- name: Cunning
|
||||||
|
desc: 3
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Smoldering Presence (passive, PR2)"
|
||||||
|
desc: "Emotions escalate. Aggression spreads like heat haze. Any dice pool with agressive intentions within 5m gets +2 dice while any attempts to quell the agression are at -1 die."
|
||||||
|
- name: "Flame Lash (active, 1 MD)"
|
||||||
|
desc: "Whip of fire lashes out at one target. This counts as a +2 weapon with the *reach* and *deadly* tags and may ignite surroundings (GM discretion)."
|
||||||
|
- name: "Cinder Leap (active, 1 MD)"
|
||||||
|
desc: "Explodes into sparks, reappearing within 20m in a burst of flame. Anyone within 1m where the Spirit reappears has to check for Agility+Dodge or suffer 1 Fatigue."
|
||||||
|
|
||||||
|
token: Pasted image 20250805070512.png
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
### **Pyre-Warden of the Threshold**
|
||||||
|
Imposing and regal, the Pyre-Warden is guardian of sacred flames—cremation pyres, forge-fires, ritual blazes lit at season’s turn. It walks the line between destruction and sanctity, punishing desecration and rewarding ritual purity. Its form is a colossus of coals and bronze-etched heat, speaking in furnace tones that demand reverence. To enter its circle unbidden is to feel judgment made flame.
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Pyre-Warden of the Threshold
|
||||||
|
pr: 4
|
||||||
|
language: "Bellows like a forge; speech echoes in crackling prayer"
|
||||||
|
size: "Large"
|
||||||
|
|
||||||
|
skills:
|
||||||
|
- name: Discipline
|
||||||
|
desc: 3
|
||||||
|
- name: Ward
|
||||||
|
desc: 4
|
||||||
|
- name: Presence
|
||||||
|
desc: 3
|
||||||
|
|
||||||
|
dominion_power: 4
|
||||||
|
dominions:
|
||||||
|
- name: Fire
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 3
|
||||||
|
- name: Agility
|
||||||
|
desc: 1
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 4
|
||||||
|
- name: Wit
|
||||||
|
desc: 2
|
||||||
|
- name: Focus
|
||||||
|
desc: 3
|
||||||
|
- name: Presence
|
||||||
|
desc: 4
|
||||||
|
- name: Spirit
|
||||||
|
desc: 3
|
||||||
|
- name: Cunning
|
||||||
|
desc: 2
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Burning Echo (passive, PR4)"
|
||||||
|
desc: "Leaves scorched symbols and glowing footprints that hum with ancient wards. "
|
||||||
|
- name: "Infernal Circle (active, 2 MD)"
|
||||||
|
desc: "Surrounds an area in 10m with sacred flame. Crossing the circle without permission causes Injury."
|
||||||
|
- name: "Feast of Ash (active, 0 MD)"
|
||||||
|
desc: "Consumes a corpse, item, or vow. Restores 1 MD and strengthens the warded area."
|
||||||
|
|
||||||
|
token: Pasted image 20250805000306.png
|
||||||
|
```
|
||||||
|
### **The Cradle Blaze**
|
||||||
|
![[Pasted image 20250805000549.png|right hmed]]
|
||||||
|
Equal parts mother and inferno, The Cradle Blaze is a paradox: the fire that gives life and the fire that takes it away. She kindles from the remains of sacrificial fields and hearths left burning too long, desiring to make beauty from ashes. Her presence ignites emotion, madness, or inspiration—depending on how she is fed. In her company, seeds sprout in soot, and dreams may catch fire.
|
||||||
|
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: The Cradle Blaze
|
||||||
|
pr: 5
|
||||||
|
language: "Every crackling tongue speaks in lullabies and firestorms"
|
||||||
|
size: "Huge"
|
||||||
|
|
||||||
|
skills:
|
||||||
|
- name: Command
|
||||||
|
desc: 4
|
||||||
|
- name: Inspire
|
||||||
|
desc: 4
|
||||||
|
- name: Spirit Duel
|
||||||
|
desc: 4
|
||||||
|
|
||||||
|
dominion_power: 5
|
||||||
|
dominions:
|
||||||
|
- name: Fire
|
||||||
|
- name: Growth
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 3
|
||||||
|
- name: Agility
|
||||||
|
desc: 2
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 4
|
||||||
|
- name: Wit
|
||||||
|
desc: 2
|
||||||
|
- name: Focus
|
||||||
|
desc: 4
|
||||||
|
- name: Presence
|
||||||
|
desc: 5
|
||||||
|
- name: Spirit
|
||||||
|
desc: 4
|
||||||
|
- name: Cunning
|
||||||
|
desc: 2
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Living Flame (passive, PR5)"
|
||||||
|
desc: "The spirit’s form is pure fire. Mundane weapons pass through it. Touch ignites the soul dealing 1 Injury and 1 Slight."
|
||||||
|
- name: "Burn the False (active, 1 MD)"
|
||||||
|
desc: "Disrupts illusions, enchantments, or falsehoods with cleansing fire. Reveals hidden truths at a cost. Any one affected by an illusion gets it burned away receiving 1 Fatigue."
|
||||||
|
- name: "Verdant Ember (active, 1 MD)"
|
||||||
|
desc: "Where flame touches soil, new life may sprout—twisted, fast-growing, and burning. The spirit can burn the ground in area of 25m and make it fertile again, letting small plants sprout from the burned undergrowth within 1d6 days."
|
||||||
|
|
||||||
|
token: Pasted image 20250805000549.png
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
### **Tharyeth, the Silent Conflagration**
|
||||||
|
![[Pasted image 20250805000928.png|left hmedl]]
|
||||||
|
Tharyeth does not roar. It does not howl. It arrives like a held breath before wildfire, devouring not just flesh but memory, history, and soul. Born from genocides, burnt libraries, and silenced betrayals, Tharyeth is the Veil’s own fever—its silence warps the world. Survivors are left scorched in mind and name, unable to recall the cities, oaths, or lovers they’ve lost. Even spirits tremble in its wake.
|
||||||
|
|
||||||
|
Legends claim Tharyeth slumbers beneath the ashen ruins of Pharos, its breath still curling through halls where knowledge once burned brightest. It awakens where secrets fester too long: forgotten wars, heretical tomes, bloodlines that should not exist. In its passing, genealogies vanish, songs unravel, and entire histories collapse into soot. In the Ash River, in the Songless Cloister, in every erased chapter of Vaelora’s past—Tharyeth waits, patient as flame without oxygen.
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Tharyeth, the Silent Conflagration
|
||||||
|
pr: 6
|
||||||
|
language: "None; its silence is overwhelming and invasive"
|
||||||
|
size: "Vast"
|
||||||
|
skills:
|
||||||
|
- name: Intimidate
|
||||||
|
desc: 6
|
||||||
|
- name: Dominate
|
||||||
|
desc: 5
|
||||||
|
- name: Attune
|
||||||
|
desc: 6
|
||||||
|
- name: Lore (Forgotten)
|
||||||
|
desc: 5
|
||||||
|
|
||||||
|
dominion_power: 6
|
||||||
|
dominions:
|
||||||
|
- name: Fire
|
||||||
|
- name: Memory (Twisted)
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 2
|
||||||
|
- name: Agility
|
||||||
|
desc: 1
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 6
|
||||||
|
- name: Wit
|
||||||
|
desc: 4
|
||||||
|
- name: Focus
|
||||||
|
desc: 6
|
||||||
|
- name: Presence
|
||||||
|
desc: 6
|
||||||
|
- name: Spirit
|
||||||
|
desc: 6
|
||||||
|
- name: Cunning
|
||||||
|
desc: 5
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Burning Silence (passive, 6)"
|
||||||
|
desc: "Within 20 meters of Tharyeth, all sound fades. Characters cannot speak, cast spells with verbal components, or recall names. This effect bypasses wards and is considered dominion bleed."
|
||||||
|
- name: "Ash Unwritten (active, 3 MD)"
|
||||||
|
desc: "Target forgets their own name, one loved one, and the last hour of events unless they resist with Spirit + Focus. Success prevents only one effect."
|
||||||
|
- name: "Conflagrate the Root (active, 4 MD)"
|
||||||
|
desc: "Ignite a location tied to an ancient memory—a library, ancestral shrine, or battlefield. The structure is destroyed and the event erased from mortal memory."
|
||||||
|
- name: "Incinerate the Witness (active, 5 MD)"
|
||||||
|
desc: "Target a creature who carries dangerous knowledge. If they fail a resistance roll (Focus + Wit), they are turned to ash and forgotten by all but spirits."
|
||||||
|
- name: "Ashen Crown (passive, 6)"
|
||||||
|
desc: "Tharyeth cannot be named by mortals. Attempts to write, speak, or record its name decay into meaningless glyphs unless done in spirit-tongue or blood-script."
|
||||||
|
|
||||||
|
token: Pasted image 20250805001948.png
|
||||||
|
|
||||||
|
|
||||||
|
```
|
||||||
517
Rules/Spirits & Dominion/Almanach/Natural Forces/Stone.md
Normal file
|
|
@ -0,0 +1,517 @@
|
||||||
|
>[!infobox|right]
|
||||||
|
>![[StoneIcon.png]]
|
||||||
|
><blockquote><em>“It does not speak. It does not move. But it is never gone.”</em></blockquote><table style="width: 100%; border-collapse: collapse; border: 1px solid #999999; font-family: serif; background-color: #f5f5f5;"><thead><tr style="background-color: #666666; color: white;"><th colspan="2" style="padding: 8px; text-align: left; font-size: 1.2em;">🜁 Dominion Profile: <strong>Stone</strong></th></tr></thead><tbody><tr><td style="padding: 6px; font-weight: bold;">Type</td><td style="padding: 6px;">Elemental Essence</td></tr><tr><td style="padding: 6px; font-weight: bold;">Themes</td><td style="padding: 6px;">Stillness, Memory, Permanence</td></tr><tr><td style="padding: 6px; font-weight: bold;">Spirit Behavior</td><td style="padding: 6px;">Slow, resolute, unforgiving</td></tr><tr><td style="padding: 6px; font-weight: bold;">Favored Offerings</td><td style="padding: 6px;">Blood etched into stone, oaths carved into walls, heirlooms buried or sealed</td></tr><tr><td style="padding: 6px; font-weight: bold;">Resonant Sites</td><td style="padding: 6px;">Mountains, ancient ruins, crypts, forgotten mines</td></tr><tr><td style="padding: 6px; font-weight: bold;">Weakened By</td><td style="padding: 6px;">Upheaval, erosion, transient chaos, mocking of permanence</td></tr><tr><td style="padding: 6px; font-weight: bold;">Common Motifs</td><td style="padding: 6px;">Stone masks, runes, cairns, fossils, petrified remains</td></tr><tr><td style="padding: 6px; font-weight: bold;">Corruption Signs</td><td style="padding: 6px;">Cracked stone, hollow echo, weight without anchor, crumbling statues that scream</td></tr><tr><td style="padding: 6px; font-weight: bold;">Common Passive Abilities</td><td style="padding: 6px;">Stoneform, Echoing Memory</td></tr><tr><td style="padding: 6px; font-weight: bold;">Common Active Abilities</td><td style="padding: 6px;">Anchor, Seismic Pulse, Graven Oath</td></tr><tr><td style="padding: 6px; font-weight: bold;">Common Spirit Forms</td><td style="padding: 6px;">Cairn-giants, rune-beasts, stone-faced watchers, serpents of obsidian</td></tr></tbody></table>
|
||||||
|
|
||||||
|
_Stillness • Memory • Permanence_
|
||||||
|
|
||||||
|
> _“You walk upon its body. You die within its arms. You leave your mark, and it remembers.”_
|
||||||
|
> —Old dwarven proverb, carved into a forgotten well
|
||||||
|
|
||||||
|
### **Theme**
|
||||||
|
Stone is not lifeless. It is merely patient.
|
||||||
|
|
||||||
|
It does not blaze with passion or weep with loss. But it **records**. It **endures**. It is the body of the world and the memory of everything buried.
|
||||||
|
|
||||||
|
To call upon a Stone-spirit is to invoke a witness—one that cannot be fooled, one that remembers what came before and cares nothing for the haste of mortals.
|
||||||
|
|
||||||
|
Stone **resists change**, but once changed, it holds that change forever. In this, it is paradox: the most enduring, and the slowest to forgive.
|
||||||
|
|
||||||
|
Stone does not punish.
|
||||||
|
It **waits**.
|
||||||
|
|
||||||
|
> And when it answers, it does so with the weight of centuries.
|
||||||
|
|
||||||
|
## Resonance
|
||||||
|
Stone awakens not to passion, but to **persistence**. What stirs it is not drama, but **weight**—the heaviness of memory, legacy, duty. Stone spirits are moved by that which **lasts**, that which **settles**, that which **leaves a mark**.
|
||||||
|
|
||||||
|
They are slow to rise, but once stirred, their attention lingers for **centuries**.
|
||||||
|
|
||||||
|
|
||||||
|
### **What Strengthens Stone**
|
||||||
|
|
||||||
|
|**Action**|**Effect**|
|
||||||
|
|---|---|
|
||||||
|
|**Etch a memory into stone** (oath, name, date, symbol)|Grants +1 **Resonance Point (RP)** to a local Stone-spirit. If the memory is sacred, grant +2 RP.|
|
||||||
|
|**Build a cairn, monument, or tomb**|Adds 1–3 RP depending on scale and purpose. Permanence honors Stone.|
|
||||||
|
|**Recite a lineage, law, or ancient tale aloud in a sacred place**|Grants 1 RP and draws the spirit’s attention. The longer or older the story, the deeper the mark.|
|
||||||
|
|**Fulfill an old vow or duty**|Grants 2 RP; the Stone-spirit may offer **insight, protection, or reinforcement**.|
|
||||||
|
|
||||||
|
### **What Weakens Stone**
|
||||||
|
|
||||||
|
| **Action / Environment** | **Effect** |
|
||||||
|
| ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------ |
|
||||||
|
| Constant change, chaos, or destruction of sacred architecture | Reduces spirit’s **MD limit by 1** for the scene (min. 1). |
|
||||||
|
| Breaking an oath near a sacred site | Inflicts a **Corruption Die** on the transgressor. |
|
||||||
|
| Desecration of old names or graves | Causes Stone to **withdraw** or become hostile—may awaken a bound guardian or guardian fragment. |
|
||||||
|
|
||||||
|
>[!hint] **GM Note:**
|
||||||
|
> A Stone-spirit’s Resonance rises **not with spectacle, but with sincerity**. If a player carves their fallen comrade’s name into the wall of a ruined keep, reward them. If they return the bones of an ancient hero to rest, let the spirit offer **echoed memories** or **earthbound gifts**.
|
||||||
|
>
|
||||||
|
> Consider using **Resonance Bleed** when a Stone spirit is heavily stirred—walls may whisper truths, the ground may remember old footsteps, or buried ruins may rise through the soil to speak.
|
||||||
|
|
||||||
|
## **Stoking the Dominion**
|
||||||
|
|
||||||
|
### **Rite of Stillbearing**
|
||||||
|
|
||||||
|
- **Time:** 10 minutes of silence and stillness
|
||||||
|
- **Roll:** Focus + Rituals (DC = spirit’s PR)
|
||||||
|
- **Materials:** A stone marked by age or memory—e.g., grave marker, ancestral seal, fossil, crumbled foundation stone
|
||||||
|
- **Effect:** If successful, the Stone-spirit gains 1 **Resonance Point** and answers with a **truth buried in time**—an echo of the past, a hidden structural flaw, or the name of someone long-forgotten.
|
||||||
|
- **Failure:** The spirit remains dormant. If disrespected (e.g., loudness, haste, mockery), the earth may **shift slightly** underfoot, cracking a wall or opening a shallow grave.
|
||||||
|
|
||||||
|
> _As the dusk settles on the ruin, the knight kneels before a broken arch and presses their hand to the weathered stone. “You held the line longer than we did,” she whispers. “Let that matter.” Silence answers. But then—the sound of distant boots on marble. Echoes of a war long past begin to stir beneath the foundation._
|
||||||
|
|
||||||
|
## **Corruption**
|
||||||
|
When **Stone is touched by the Void**, it loses all memory of weight, place, and truth. It does not shatter—it **forgets** why it should hold together at all.
|
||||||
|
|
||||||
|
The land becomes brittle, not broken. Ancient halls stand pristine but echo with _nothing_. Gravestones lose their names. Foundations—of homes, cities, identities—remain cold and unyielding, but without purpose or origin.
|
||||||
|
|
||||||
|
The corrupted Stone no longer holds. It **preserves nothing**.
|
||||||
|
|
||||||
|
- **Tombs seal shut and devour their dead.**
|
||||||
|
- **Echoes of memory distort, loop, or vanish entirely.**
|
||||||
|
- **Unmoving monoliths hum with false permanence—unchanging, yet empty.**
|
||||||
|
|
||||||
|
Its symbol is the **perfectly smooth stone**: featureless, frictionless, without mark or story. Such stones may appear where a truth was once buried but is now erased.
|
||||||
|
|
||||||
|
To trust corrupted Stone is to build on lies so old they feel like truth.
|
||||||
|
|
||||||
|
> _“I laid my father to rest beneath that cairn.”_
|
||||||
|
> _“There is no cairn here.”_
|
||||||
|
> _“…Then where have I been grieving all these years?”_
|
||||||
|
|
||||||
|
## **Ability Menu**
|
||||||
|
|
||||||
|
### **Passive Abilities**
|
||||||
|
|
||||||
|
| Name | PR | Effect |
|
||||||
|
| ----------------------- | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| **Enduring Form** | 1+ | The spirit cannot be moved or shoved by mundane force. Immune to knockback, its form is rooted like a mountain. |
|
||||||
|
| **Stone Remembers** | 2+ | The spirit can automatically recall events that occurred nearby—voices echo faintly, footsteps repeat. Mortals who sleep near it may dream fragments of the past. |
|
||||||
|
| **Unyielding Presence** | 3+ | Allies within PR meters cannot be forcibly moved or frightened. Gain +1 die to resist panic or intimidation. |
|
||||||
|
| **Echo in the Stone** | 4+ | Any object the spirit touches gains a subtle memory—a word, a face, a weight. The item will whisper this truth when held with reverence. |
|
||||||
|
| **Living Monument** | 5+ | The spirit becomes impossible to forget or obscure. It marks the location with its aura—no illusion, veil, or lie can hide what it guards. Any attempts to change its appearance, hide it or change its form automatically fail. |
|
||||||
|
| **Seismic Heart** | 6 | The spirit resonates with the bones of the world. It hears tremors, lies, and seismic shifts from miles away. The earth within PRx10m trembles at every step. Everyone has to succeed in a Agility+Athletics check or fall prone whenever the spirit moves. |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### **Active Abilities**
|
||||||
|
|
||||||
|
#### **PR 1–2: Lesser**
|
||||||
|
|
||||||
|
|Name|MD|Effect|
|
||||||
|
|---|---|---|
|
||||||
|
|**Grasp of Stone**|1|Roots the target's feet with spectral stone. They must succeed on Might + Agility (DC 2) or lose their next Move action.|
|
||||||
|
|**Weigh the Word**|1|Forces a creature within 5m to repeat their last sentence. If it was a lie, they feel its weight as 1 Slight or 1 Fatigue.|
|
||||||
|
|**Stone’s Patience**|1|Delay damage from a single attack for 1 round. It returns afterward, halved.|
|
||||||
|
|**Memory Etching**|1|The spirit carves a single memory into a touched surface. Others who touch it later may relive the memory briefly.|
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### **PR 3–4: Simple / Complex**
|
||||||
|
|
||||||
|
|Name|MD|Effect|
|
||||||
|
|---|---|---|
|
||||||
|
|**Mantle of Stone**|1|Target becomes as unyielding as rock: gain +2 Armor for 1 scene, but suffers –1 die to movement-based actions.|
|
||||||
|
|**Echoquake**|1|Sends a pulse through the ground in a 10m radius. Foes must test Agility + Athletics or fall prone.|
|
||||||
|
|**Stonebind Vow**|1|Binds a creature to a promise. Breaking it inflicts 2 Fatigue and gives the spirit one RP.|
|
||||||
|
|**Witness of Ages**|1|Reveal a significant truth buried in stone—an old foundation, a forgotten name, a relic’s origin.|
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### **PR 5–6: Greater / Arch**
|
||||||
|
|
||||||
|
| Name | MD | Effect |
|
||||||
|
| ------------------------ | --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| **Petrify the Moment** | 2 | Freeze a creature or object in a suspended stasis for one round per PR. Only one target may be affected at a time. |
|
||||||
|
| **Tectonic Wrath** | 2 | Causes a localized quake (20m radius). Structures crack, creatures fall, and earth rends. Each creature must test Agility + Focus or suffer 2 Injuries and fall prone. |
|
||||||
|
| **Unmake the False** | 2 | Crumbles a building, idol, or monument if it was built on a lie (GM discretion). The spirit devours the memory of its purpose. |
|
||||||
|
| **Cairn of Remembrance** | 2 | Create a stone monument that permanently holds one memory, vow, or soul. Can act as a tether for resurrection, haunting, or spirit summoning. |
|
||||||
|
| **Monolith Walks** | 3 | Animate a nearby standing stone, statue, or structure. It walks under the spirit’s will as a simple enemy with a DR depending on the activation success for one scene. |
|
||||||
|
## **Ritual Offerings & Practices**
|
||||||
|
|
||||||
|
Stone does not answer quickly. But it **remembers every gesture**.
|
||||||
|
|
||||||
|
To earn a Stone-spirit’s favor, a mortal must act with care, patience, and _weight_. Rites are rarely flashy—most involve quiet endurance, structured repetition, or anchoring oneself to meaning through the body or land.
|
||||||
|
|
||||||
|
> **“You do not move the mountain. You become part of it.”**
|
||||||
|
> —Old oath from the Granite Priests of Gyrn
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### **Common Offerings**
|
||||||
|
|
||||||
|
|**Offering**|**Effect**|
|
||||||
|
|---|---|
|
||||||
|
|Burying a cherished item in stone or soil|Adds 1–2 RP depending on significance. The item must not be easily retrieved.|
|
||||||
|
|Carving names or oaths into stone|Creates a permanent bond. Adds 1 RP and may allow the spirit to _witness_ the oath over time.|
|
||||||
|
|Meditation in stillness for 1 hour+|Adds 1 RP if undisturbed. If done at a sacred site or cliff face, may trigger resonance bleed.|
|
||||||
|
|Bleeding on unbroken stone|Adds 1 RP and marks the place. Spirits may later respond there without being summoned.|
|
||||||
|
|Building a cairn or structure by hand|Adds 1–3 RP. The effort must be sincere, and the structure must have purpose or beauty.|
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### **Mechanics of Stone Rites**
|
||||||
|
|
||||||
|
- **Slow to grant, but difficult to lose**: Once a Stone spirit is resonant, its effects linger longer—passive auras may persist through rest scenes or even travel.
|
||||||
|
|
||||||
|
- **Persistent RP**: In rare cases (GM discretion), RP from a major stone rite may not fade immediately and can be reawakened at the same site.
|
||||||
|
|
||||||
|
- **Oathbound sites**: If a vow is made _into_ the stone (e.g. via carving or blood), it may become self-enforcing. Breaking the vow causes fatigue, injury, or corruption depending on PR of the spirit involved.
|
||||||
|
|
||||||
|
### **Regional Flavors of Stone Rituals**
|
||||||
|
|
||||||
|
| **Region** | **Ritual Flavor** | **Unique Offerings** |
|
||||||
|
| ---------------------- | ------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------ |
|
||||||
|
| **The Reaches** | Rugged, wind-carved reverence. Stone is ancestor and judge. Cairns and stacked bones mark oaths and passing. | Stones taken from gravesites, blood mixed with ash and pressed into crevices, whispered names of the forgotten. |
|
||||||
|
| **Temeria** | Precision and permanence. Stone is the base of empire—structured, lawful, and immortal. | Chiseled inscriptions into marble, laying foundation stones with formal invocations, oath-chains sealed in iron. |
|
||||||
|
| **Annwyn** | Living hills, dreaming cliffs. Stone is slumbering spirit, ancient and warm. Offerings must be personal and poetic. | Songs sung into standing stones, hair or milk offered into dolmen cracks, carvings made blindfolded. |
|
||||||
|
| **Al’Mahoun** | Shifting dunes meet stubborn stone. Stone is resilience—hidden, surviving. Rites are intimate, often solitary. | Burying water flasks in cracked earth, drawing sigils in crushed ochre, sitting motionless through sandstorms. |
|
||||||
|
| **Kyourin** | Stone is the spine of stillness. Meditation atop cliffside pillars, weight carried as penance. | Binding stone weights to the body during rites, tattooing names of the dead in grey ink, silence held for days. |
|
||||||
|
| **Pharos (corrupted)** | Once sacred, now shattered. The stone remembers what was lost. Rites are salvaged fragments—desperate, elegiac. | Broken tablets offered in mourning, weeping into cracked foundations, tracing lost glyphs with soot-covered hands. |
|
||||||
|
## **Tradition Touchpoints**
|
||||||
|
|
||||||
|
|**Tradition**|**Stone-Spirit Interaction**|
|
||||||
|
|---|---|
|
||||||
|
|**Spirit Binding**|Bound into **etched monoliths, petrified hearts, or carved soul-rings**, Stone-spirits resist until convinced the Binder will endure the ages.|
|
||||||
|
|**Pact Magic**|Pact terms are slow and solemn: _“Stand vigil over this grave,” “Guard my bloodline,” “Hold fast until I return.”_ The spirit does **not** forget.|
|
||||||
|
|**Melded Souls**|Hosts grow cold, methodical, and immovable. **They gain resilience** but may begin forgetting how to change, weep, or yield.|
|
||||||
|
|**Cthonism**|Deeply reverent—Stone is the **ear of the ancestors**. Prayers are carved, not spoken. Spirits answer through tremors and dreams of buried bones.|
|
||||||
|
|**The Hollowed**|Stone fills the soul’s hollow like **weighty silence**. These mages become patient or inert—miracles slow but enduring.|
|
||||||
|
|**Alchemy**|Stone spirits transmute essence over time. Powdered geodes, **cracked fossils**, and **oaths spoken over bedrock** draw their attention.|
|
||||||
|
|**Soulforging**|A sacred partnership: the **anvil listens**. These spirits temper more than metal—they test resolve.|
|
||||||
|
|**Blood Sorcery**|Offerings must be **carved into stone with bone**, or bled across shale runes. The stone remembers every drop—and may use them to whisper back.|
|
||||||
|
|**Veiling / Spirit Soothing**|Stone is calmed by **stillness, repetition, and silence**. Rocking rhythms and low chants are best.|
|
||||||
|
|**Voidcalling**|Stone becomes **obsidian veined with forgetfulness**. It **crumbles memory and identity**, swallowing time into itself.|
|
||||||
|
|**Common Folk Rites**|Folk carve names into boundary stones, bury secrets under cairns, or stack pebbles atop graves. These rites tie souls to places—and **to the Stone.**|
|
||||||
|
## **GM Guidance: Stone in the Scene**
|
||||||
|
|
||||||
|
> Stone is not silent—it simply waits to be heard.
|
||||||
|
|
||||||
|
### **Tension Triggers**
|
||||||
|
A Stone-spirit's presence does not raise the volume in a scene—it lowers it. Its pressure is weight, expectation, stillness. Use it to:
|
||||||
|
|
||||||
|
- Make characters feel **the weight of history**—a reminder of legacy, oaths, or ancestral presence.
|
||||||
|
- Create moments where **movement feels wrong**: the room grows cold, dust doesn’t settle, even speech slows.
|
||||||
|
- Let silence stretch. Force players to fill it—or respect it.
|
||||||
|
|
||||||
|
### **Ritual Hooks**
|
||||||
|
Players may interact through:
|
||||||
|
|
||||||
|
- **Placing heirlooms or bones** into cracks or cairns.
|
||||||
|
- **Repeating old vows aloud**, seeking to awaken or earn the spirit’s attention.
|
||||||
|
- **Marking a stone with their name or blood**, symbolically binding themselves to a place or cause.
|
||||||
|
|
||||||
|
These acts may:
|
||||||
|
|
||||||
|
- Grant a **Resonance Point (RP)**
|
||||||
|
- Call a Stone-spirit to witness or judge
|
||||||
|
- Bind a promise into the land itself (with mechanical or narrative weight)
|
||||||
|
|
||||||
|
### **Environmental Impact**
|
||||||
|
Stone does not act quickly—but when it does, the world remembers.
|
||||||
|
|
||||||
|
- Stones **shift subtly**—sealing passages, revealing glyphs, forming ancient faces in rock walls.
|
||||||
|
- Earth **reclaims** what was left behind: unworthy tools rust, careless steps echo too loudly.
|
||||||
|
- Spirits in resonance might **fortify structures**, or render lies inert within sacred grounds.
|
||||||
|
|
||||||
|
### **Corruption Warning**
|
||||||
|
Stone rarely corrupts suddenly—it **fractures**. First in memory, then in presence.
|
||||||
|
|
||||||
|
- Spirits begin to **misremember**, assigning blame or twisting lineage.
|
||||||
|
- Foundations they bless **crack beneath righteous feet**.
|
||||||
|
- History becomes stone tombs with **false names**, **rewritten truths**, or **erased heirs**.
|
||||||
|
|
||||||
|
When Stone falls to the Void, **legacy becomes prison**. The land forgets its own shape. And every monument becomes a lie.
|
||||||
|
|
||||||
|
## **Example Spirits**
|
||||||
|
|
||||||
|
### **Pebblekin Muser**
|
||||||
|
![[Pasted image 20250805214050.png|hsmall right]]
|
||||||
|
A wandering fragment of memory and moss, the Pebblekin Muser hums softly in forgotten trails and between ancient standing stones. It listens more than it speaks, and its presence soothes restless minds. Small offerings of carved stones or whispered stories make it glow faintly with contentment.
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Pebblekin Muser
|
||||||
|
pr: 1
|
||||||
|
language: "Low echoes and harmonics; empathic resonance"
|
||||||
|
size: "Tiny"
|
||||||
|
skills:
|
||||||
|
- name: Empathy
|
||||||
|
desc: 2
|
||||||
|
- name: History
|
||||||
|
desc: 2
|
||||||
|
- name: Meditation
|
||||||
|
desc: 1
|
||||||
|
|
||||||
|
dominion_power: 1
|
||||||
|
dominions:
|
||||||
|
- name: Stone
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 0
|
||||||
|
- name: Agility
|
||||||
|
desc: 1
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 1
|
||||||
|
- name: Wit
|
||||||
|
desc: 2
|
||||||
|
- name: Focus
|
||||||
|
desc: 2
|
||||||
|
- name: Presence
|
||||||
|
desc: 2
|
||||||
|
- name: Spirit
|
||||||
|
desc: 2
|
||||||
|
- name: Cunning
|
||||||
|
desc: 1
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Still Mind Aura (passive, PR1)"
|
||||||
|
desc: "Within 1m, anxiety fades. Characters regain 1 Fatigue after 10 minutes of calm reflection near the spirit."
|
||||||
|
token: Pasted image 20250805214127.png
|
||||||
|
```
|
||||||
|
### **Gravetender’s Witness**
|
||||||
|
![[Pasted image 20250805214546.png|hsmall left]]
|
||||||
|
Dwelling in stone-marked tombs and war memorials, this spirit speaks only when ancient wrongs must be remembered. Its touch conjures fragments of truth long buried. Veterans and mourners often leave small bones or etched runes to honor it—and to invite its judgment.
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Gravetender’s Witness
|
||||||
|
pr: 2
|
||||||
|
language: "Chiseled rune-echoes; answers grave prayers"
|
||||||
|
size: "Small"
|
||||||
|
skills:
|
||||||
|
- name: History (Ancestry)
|
||||||
|
desc: 3
|
||||||
|
- name: Intimidate
|
||||||
|
desc: 2
|
||||||
|
- name: Melee
|
||||||
|
desc: 2
|
||||||
|
|
||||||
|
dominion_power: 2
|
||||||
|
dominions:
|
||||||
|
- name: Stone
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 1
|
||||||
|
- name: Agility
|
||||||
|
desc: 0
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 3
|
||||||
|
- name: Wit
|
||||||
|
desc: 2
|
||||||
|
- name: Focus
|
||||||
|
desc: 3
|
||||||
|
- name: Presence
|
||||||
|
desc: 2
|
||||||
|
- name: Spirit
|
||||||
|
desc: 3
|
||||||
|
- name: Cunning
|
||||||
|
desc: 1
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Enduring Presence (passive, PR2)"
|
||||||
|
desc: "Cannot be moved or banished by force. Acts as anchor for ritual zones or memory rites."
|
||||||
|
- name: "Stone Echo (active, 1 MD)"
|
||||||
|
desc: "Reveal a vision of a person who died here, or recall a single historic moment carved into the stone."
|
||||||
|
token: Pasted image 20250805214558.png
|
||||||
|
```
|
||||||
|
### **Bastion Shardkin**
|
||||||
|
![[Pasted image 20250805215148.png|hsmall right]]
|
||||||
|
Forged during a siege and fed on oaths never broken, the Bastion Shardkin embodies the unwavering edge of defense. It appears as a humanoid mass of broken bulwark and banner-cloth, defending sites or causes with fanatical resolve. Pact-binders call it to **guard**, not to judge.
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Bastion Shardkin
|
||||||
|
pr: 3
|
||||||
|
language: "Guttural oath-chant, like grinding rock"
|
||||||
|
size: "Medium"
|
||||||
|
skills:
|
||||||
|
- name: Intimidation
|
||||||
|
desc: 3
|
||||||
|
- name: Tactics
|
||||||
|
desc: 3
|
||||||
|
- name: Melee
|
||||||
|
desc: 4
|
||||||
|
|
||||||
|
dominion_power: 3
|
||||||
|
dominions:
|
||||||
|
- name: Stone
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 4
|
||||||
|
- name: Agility
|
||||||
|
desc: 1
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 4
|
||||||
|
- name: Wit
|
||||||
|
desc: 2
|
||||||
|
- name: Focus
|
||||||
|
desc: 3
|
||||||
|
- name: Presence
|
||||||
|
desc: 2
|
||||||
|
- name: Spirit
|
||||||
|
desc: 2
|
||||||
|
- name: Cunning
|
||||||
|
desc: 1
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Oathbound Shell (passive, PR3)"
|
||||||
|
desc: "While protecting a declared charge, gains +1 die to all defensive actions and cannot be pushed or knocked prone."
|
||||||
|
- name: "Stone Ward (active, 1 MD)"
|
||||||
|
desc: "Imposes a magical ward in 5m radius. Allies gain +1 die to resist movement or fear for 1 scene."
|
||||||
|
token: Pasted image 20250805215210.png
|
||||||
|
```
|
||||||
|
|
||||||
|
### **Pillar of the Buried Crown**
|
||||||
|
![[Pasted image 20250805215448.png|hmed left]]
|
||||||
|
Once part of a mountain palace lost to landslide and silence, this spirit remembers the fall of rulers and the weight of forgotten laws. Its body is a ruinous obelisk ringed in gold filigree and moss. When invoked, it judges from a place of immutable authority—neither moved by plea nor threat. Its resonance anchors both oath and history.
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Pillar of the Buried Crown
|
||||||
|
pr: 4
|
||||||
|
language: "Resonant proclamations; speaks in historical edict"
|
||||||
|
size: "Large"
|
||||||
|
skills:
|
||||||
|
- name: Command
|
||||||
|
desc: 4
|
||||||
|
- name: History
|
||||||
|
desc: 3
|
||||||
|
- name: Empathy
|
||||||
|
desc: 2
|
||||||
|
|
||||||
|
dominion_power: 4
|
||||||
|
dominions:
|
||||||
|
- name: Stone
|
||||||
|
- name: Memory
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 2
|
||||||
|
- name: Agility
|
||||||
|
desc: 1
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 5
|
||||||
|
- name: Wit
|
||||||
|
desc: 3
|
||||||
|
- name: Focus
|
||||||
|
desc: 4
|
||||||
|
- name: Presence
|
||||||
|
desc: 4
|
||||||
|
- name: Spirit
|
||||||
|
desc: 3
|
||||||
|
- name: Cunning
|
||||||
|
desc: 2
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Ash-Marked Path (passive, PR4)"
|
||||||
|
desc: "Those who swear an oath in its presence are bound by it—breaking it incurs a spiritual wound (1 Slight) unless ritually severed."
|
||||||
|
- name: "Weight of Law (active, 1 MD)"
|
||||||
|
desc: "Impose a stillness on one target within 10m. They must pass a Focus + Discipline check or become unable to move or speak for 1 round."
|
||||||
|
token: Pasted image 20250805215521.png
|
||||||
|
```
|
||||||
|
|
||||||
|
### **Cradle-Deep Behemoth**
|
||||||
|
![[Pasted image 20250805220001.png|hmed left]]
|
||||||
|
A rare giant among spirits, the Cradle-Deep Behemoth slumbers beneath the tectonic lines of Vaelora. Its dreams shape the stability of land itself. Only during great shifts—earthquakes, epochal grief, or stone-carved miracles—does it stir, its body a slow-moving faultline of obsidian flesh and rune-etched bone. It does not war—it **endures**.
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Cradle-Deep Behemoth
|
||||||
|
pr: 5
|
||||||
|
language: "Seismic groans; can speak to mountains"
|
||||||
|
size: "Vast"
|
||||||
|
skills:
|
||||||
|
- name: Melee
|
||||||
|
desc: 4
|
||||||
|
- name: Ward
|
||||||
|
desc: 4
|
||||||
|
- name: Masonry
|
||||||
|
desc: 4
|
||||||
|
|
||||||
|
dominion_power: 5
|
||||||
|
dominions:
|
||||||
|
- name: Stone
|
||||||
|
- name: Time
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 6
|
||||||
|
- name: Agility
|
||||||
|
desc: 1
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 6
|
||||||
|
- name: Wit
|
||||||
|
desc: 2
|
||||||
|
- name: Focus
|
||||||
|
desc: 4
|
||||||
|
- name: Presence
|
||||||
|
desc: 3
|
||||||
|
- name: Spirit
|
||||||
|
desc: 4
|
||||||
|
- name: Cunning
|
||||||
|
desc: 1
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Living Stone (passive, PR5)"
|
||||||
|
desc: "Immune to mundane harm, partially incorporeal in stone-rich environments. Can sink into stone and become untargetable for 1 round per scene."
|
||||||
|
- name: "Tectonic Pulse (active, 2 MD)"
|
||||||
|
desc: "Create a shockwave in 15m radius. All non-anchored creatures must pass Might + Athletics or fall prone, taking 2 Injury if near crumbling terrain."
|
||||||
|
token: Pasted image 20250805220017.png
|
||||||
|
```
|
||||||
|
|
||||||
|
### **Veythar, the Last Engraving**
|
||||||
|
![[Pasted image 20250805220237.png|hmed left]]
|
||||||
|
Veythar is not summoned—it is discovered. Etched into the fossilized bones of a dead god, buried in a mountain whose name was lost to time, it awakens only when the **story of the world itself is endangered**. It speaks through fracture-lines in granite, its body a cathedral of glyphs. When it walks, the land writes its path behind it in a script no mortal can erase.
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: Veythar, the Last Engraving
|
||||||
|
pr: 6
|
||||||
|
language: "Runes that carve themselves into minds, not ears"
|
||||||
|
size: "Immense"
|
||||||
|
skills:
|
||||||
|
- name: History (Creation)
|
||||||
|
desc: 6
|
||||||
|
- name: Command
|
||||||
|
desc: 5
|
||||||
|
- name: Attune
|
||||||
|
desc: 5
|
||||||
|
- name: Meditation
|
||||||
|
desc: 4
|
||||||
|
|
||||||
|
dominion_power: 6
|
||||||
|
dominions:
|
||||||
|
- name: Stone
|
||||||
|
- name: Legacy
|
||||||
|
|
||||||
|
attributes:
|
||||||
|
- name: Might
|
||||||
|
desc: 3
|
||||||
|
- name: Agility
|
||||||
|
desc: 2
|
||||||
|
- name: Fortitude
|
||||||
|
desc: 6
|
||||||
|
- name: Wit
|
||||||
|
desc: 5
|
||||||
|
- name: Focus
|
||||||
|
desc: 6
|
||||||
|
- name: Presence
|
||||||
|
desc: 6
|
||||||
|
- name: Spirit
|
||||||
|
desc: 6
|
||||||
|
- name: Cunning
|
||||||
|
desc: 5
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: "Script of Being (passive, PR6)"
|
||||||
|
desc: "Everything in a 20m radius begins to display glyphs from the spirit’s will—armor, trees, even breath. Mortals who read too long gain visions or trauma (1 Slight)."
|
||||||
|
- name: "Engrave the Real (active, 3 MD)"
|
||||||
|
desc: "Choose a sentence or truth. It becomes real in a symbolic but potent way (GM fiat). The engraving lasts for the rest of the scene and affects all who witness it."
|
||||||
|
- name: "Seal the Forgetting (active, 4 MD)"
|
||||||
|
desc: "Choose a name, idea, or bloodline. Lock it into stone. It can no longer be destroyed, forgotten, or changed except by another PR6 spirit or Void event."
|
||||||
|
token: Pasted image 20250805220259.png
|
||||||
|
```
|
||||||
129
Rules/Spirits & Dominion/Almanach/Natural Forces/Water.md
Normal file
|
|
@ -0,0 +1,129 @@
|
||||||
|
>[!infobox|right]
|
||||||
|
>![[Pasted image 20250806_WaterSymbol.png]]
|
||||||
|
><blockquote><em>“Still water shows your face. Flowing water shows your truth.”</em></blockquote>
|
||||||
|
><table style="width: 100%; border-collapse: collapse; border: 1px solid #3399cc; font-family: serif; background-color: #f2faff;"><thead><tr style="background-color: #3399cc; color: white;"><th colspan="2" style="padding: 8px; text-align: left; font-size: 1.2em;">🜄 Dominion Profile: <strong>Water</strong></th></tr></thead><tbody>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Type</td><td style="padding: 6px;">Elemental / Emotional</td></tr>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Themes</td><td style="padding: 6px;">Change, Emotion, Reflection</td></tr>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Spirit Behavior</td><td style="padding: 6px;">Mercurial, empathetic, intuitive, deeply reactive</td></tr>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Favored Offerings</td><td style="padding: 6px;">Tears, mirrors, written confessions drowned in ink or tide</td></tr>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Resonant Sites</td><td style="padding: 6px;">Springs, lakes, flooded ruins, river crossings, bathhouses</td></tr>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Weakened By</td><td style="padding: 6px;">Dryness, stillness without intent, unspoken truths</td></tr>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Common Motifs</td><td style="padding: 6px;">Ripples, mirrors, weeping eyes, flowing garments, silver arcs</td></tr>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Corruption Signs</td><td style="padding: 6px;">Black ichor, reflections that lie, emotions without anchor</td></tr>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Common Passive Abilities</td><td style="padding: 6px;">Empathic Presence, Mirror Pulse</td></tr>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Common Active Abilities</td><td style="padding: 6px;">Flood the Heart, Drown the Truth, Ripplestep</td></tr>
|
||||||
|
><tr><td style="padding: 6px; font-weight: bold;">Common Spirit Forms</td><td style="padding: 6px;">Flowing figures, rippling or liquid humanoids, faceless shapes with mirrored skin</td></tr>
|
||||||
|
></tbody></table>
|
||||||
|
|
||||||
|
## **Theme**
|
||||||
|
|
||||||
|
Water is change. It adapts, reflects, carries, and erodes. It is the memory of rain on a funeral cloak, the pressure of tide on the bones of drowned cities, the mirror that never lies—unless you want it to.
|
||||||
|
|
||||||
|
Water-spirits are rarely wrathful. They flow where they are permitted, retreat where they are resisted. But under their surface, something vast waits. A longing. An endless depth.
|
||||||
|
|
||||||
|
They do not need your honesty. But they recognize it. In every tear shed, every confession made to still water, Water listens. And it remembers.
|
||||||
|
|
||||||
|
> _“You don’t need to drown to be pulled under.”_
|
||||||
|
|
||||||
|
Where Fire consumes, Water **transforms**. It washes wounds, it carves valleys, it holds secrets. But when corrupted, it does not burn—it **drowns** the world in forgetting.
|
||||||
|
|
||||||
|
## **Resonance**
|
||||||
|
Water-spirits respond to presence, emotion, and vulnerability. They thrive where feelings are **expressed**, **shared**, or **poured out**—whether in prayer, confession, or grief. Their dominion flows through tears, tides, and buried longing.
|
||||||
|
|
||||||
|
They are drawn to places of transformation and transition: borders, banks, bridges, baths. To strengthen Water is to **feel** and let that feeling **move**.
|
||||||
|
|
||||||
|
### **What Strengthens Water**
|
||||||
|
|
||||||
|
|**Action**|**Effect**|
|
||||||
|
|---|---|
|
||||||
|
|**Confess a secret aloud near water**|+1 **Resonance Point (RP)**. If the secret is deeply personal, the Water-spirit may manifest.|
|
||||||
|
|**Offer tears, ink, or written emotion into water**|+1–2 RP (GM discretion). Grants a bonus on the next Empathy or Insight check involving spirits.|
|
||||||
|
|**Perform a transition rite** (e.g. naming a child, mourning, ritual bathing before a vow)|+2 RP. Spirit may manifest with a passive blessing.|
|
||||||
|
|**Invite emotional vulnerability during a ritual**|Spirit reacts—often without MD cost—if moved by the moment.|
|
||||||
|
### **What Weakens Water**
|
||||||
|
|
||||||
|
|**Action / Environment**|**Effect**|
|
||||||
|
|---|---|
|
||||||
|
|**Performing emotional rites without sincerity**|May cause the spirit to recede or lash out with false reflections.|
|
||||||
|
|**Dry or stagnant environments**|Reduce MD by 1 (min. 1). Passive abilities may falter or become distorted.|
|
||||||
|
|**Silencing emotion** (through magic, force, or denial)|Add a **Corruption Die** if a spirit is present and perceives this repression.|
|
||||||
|
|
||||||
|
> [!hint] **GM Note:**
|
||||||
|
> Water-spirits are drawn to **emotional honesty**, **ritual transitions**, and **symbolic flow**. Use RP to track rising emotional tension. When RP exceeds 3, the spirit may act **without MD cost** or even change form. Let resonance leak—objects reflect what’s not there, surfaces ripple without touch, and echoes speak what mortals dare not.
|
||||||
|
|
||||||
|
## **Stoking the Dominion**
|
||||||
|
|
||||||
|
### **Rite of Flowbound Offering**
|
||||||
|
|
||||||
|
- **Time:** 10 minutes
|
||||||
|
- **Roll:** **Spirit + Rituals** (DC = spirit’s PR)
|
||||||
|
- **Materials:** A vessel of clear water, a personal token (e.g. a lock of hair, journal page, tear-stained cloth)
|
||||||
|
- **Effect:** If successful, the water stirs and glows faintly. The Water-spirit gains **1 Resonance Point** and may respond with a **blessing, memory, or whisper**. You gain +1 die to the next **Empathy** or **Insight** roll involving the spirit.
|
||||||
|
- **Failure:** The water reflects a painful memory or future dread. The caster gains 1 **Slight**, and the spirit becomes more difficult to summon for the next day.
|
||||||
|
|
||||||
|
> _The fisher's daughter knelt by the tide pool, unbraiding her hair in silence. She whispered her longing into the foam, cut a single strand, and let it drift. The water did not move. But when she turned to leave, her shadow lingered on the surface—smiling, as if it knew something she didn't._
|
||||||
|
|
||||||
|
## **Corruption**
|
||||||
|
When Water succumbs to the Void, it **forgets how to flow**.
|
||||||
|
|
||||||
|
What was once the dominion of healing, emotion, and reflection becomes something far more insidious: **stagnation, obsession, and drowning of the self**. Void-touched Water does not move—it **clings**. It does not cleanse—it **seeps**. It does not reflect truth—it **warps**, endlessly looping false memories and unbearable emotions.
|
||||||
|
|
||||||
|
- Still pools become **mirrors that lie**, showing only guilt or impossible beauty.
|
||||||
|
- Rain falls in endless sheets, never nourishing—only drowning joy and silence.
|
||||||
|
- Rivers loop back upon themselves, trapping those who sail them in **memory-laced fogs**.
|
||||||
|
- Tears fall from the eyes of those who have long since stopped feeling.
|
||||||
|
|
||||||
|
Void-corrupted Water does not erode stone. It erodes **identity**. It washes away who you thought you were, and replaces it with **a reflection that stares back with empty eyes**.
|
||||||
|
|
||||||
|
> _“I drank to forget…
|
||||||
|
> but the water remembered.”_
|
||||||
|
> —Last entry in a drowned journal, found by a Songkeeper at the Mirrorwound
|
||||||
|
|
||||||
|
## **Ability Menu**
|
||||||
|
Water’s power is fluid, responsive, and deeply emotional. Its spirits shift between serenity and storm, memory and desire. Their abilities reflect emotional tides, mirrored truths, and the transformative force of water over time.
|
||||||
|
|
||||||
|
### **Passive Abilities**
|
||||||
|
|
||||||
|
| Name | PR | Effect |
|
||||||
|
| -------------------- | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
|
||||||
|
| **Soothing Current** | 1+ | The air around the spirit is cool and calm. Nearby mortals heal 1 Fatigue per hour of rest and gain +1 die on Meditation rolls. |
|
||||||
|
| **Mirror Gaze** | 2+ | The spirit reflects surface emotions back at mortals. Anyone who meets its eyes must pass a Spirit + Focus test or involuntarily speak their emotional state. |
|
||||||
|
| **Echo of Tears** | 3+ | The spirit leaves behind pools or damp traces that replay intense emotions—sorrow, joy, guilt—experienced in that place within the last day. |
|
||||||
|
| **Tidal Pull** | 4+ | Nearby creatures feel subtly drawn toward the spirit, physically or emotionally. Movement toward the spirit gains +1m; movement away costs +1 AP unless resisted. |
|
||||||
|
| **Mists of Memory** | 5+ | The area within 10m of the spirit fills with drifting mist. Characters in the mist must roll Focus + Wit or recall a powerful, unresolved memory. |
|
||||||
|
| **Fluid Form** | 6 | The spirit’s body becomes entirely fluid. It can pass through cracks, become invisible in water, and is immune to mundane physical attacks unless bound or frozen. |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### **Active Abilities**
|
||||||
|
|
||||||
|
#### **PR 1–2: Lesser**
|
||||||
|
|
||||||
|
| Name | MD | Effect |
|
||||||
|
| ----------------- | --- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| **Ripple Flick** | 1 | Sends a ripple of force to push a creature or object up to 2m away if they fail a Might + Athletics test. May cause 1 Injury if they hit something. |
|
||||||
|
| **Tear the Veil** | 1 | Reveals one hidden emotion, memory, or fear in a target. Lasts one scene. Target must succeed Spirit + Focus or suffer –1 die to social rolls. |
|
||||||
|
| **Gentle Wash** | 1 | Removes 1 Fatigue or calms a creature suffering from rage, panic, or fear. |
|
||||||
|
| **Watersense** | 1 | The spirit becomes aware of all living beings touching the same body of water within PRx100m. |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### **PR 3–4: Simple / Complex**
|
||||||
|
|
||||||
|
| Name | MD | Effect |
|
||||||
|
| ------------------- | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| **Mirror Pool** | 1 | Creates a reflective surface that can replay a memory or show a current scene the spirit has seen before. |
|
||||||
|
| **Flood Pulse** | 1 | A wave of water crashes outward, knocking prone all creatures in a 5m radius unless they pass Agility + Athletics vs. the activation roll. |
|
||||||
|
| **Reflect Pain** | 2 | Redirects an injury dealt to the spirit this round back at the attacker as emotional backlash (causes 1 Injury and 1 Slight). |
|
||||||
|
| **Drown the Voice** | 2 | A target within 10m loses the ability to speak or cast verbal spells for 1 round per PR unless they resist (Focus + Spirit). They suffer an intense feeling of drowning without actual damage. |
|
||||||
|
| **Emotional Tide** | 2 | Choose one strong emotion (e.g., guilt, joy, love, shame). All within 10m must succeed in Spirit + Discipline or be overcome by it for 1 round. In combat encounters they receive a penalty of -2 dice while in an intrigue they have to pick an according approach next. |
|
||||||
|
#### **PR 5–6: Greater / Arch**
|
||||||
|
|
||||||
|
| Name | MD | Effect |
|
||||||
|
| --------------------- | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
|
||||||
|
| **Tide Reversal** | 2 | Rewinds the most recent 10 seconds (one round) in the local area. Only the spirit remembers what happened. Costs 1 MD per PR of creature affected. |
|
||||||
|
| **Sorrowstorm** | 3 | Unleashes a torrential emotional downpour. All creatures within 20m must test Spirit + Focus or be overcome by grief, gaining Slights according to the activation roll. |
|
||||||
|
| **Flood the Mind** | 3 | Target relives their most painful memory. They must pass Spirit + Wit or become Stunned for 2 rounds and gain 1 permanent emotional scar. |
|
||||||
|
| **Reflect the World** | 3 | Creates a mirror double of a creature within 10m. This double lasts 3 rounds, mimics their actions, and deals Illusion-based effects (no real damage, but social or mental). It becomes a simple enemy of a DR according to the activation role. |
|
||||||
|
| **Become the River** | 4 | The spirit becomes one with a major body of water in the region for 24 hours. It can act across it, spy through it, or shape it at will within a 1km radius. |
|
||||||
|
| **Destructive Wave** | 3 | The spirit releases a devasting tsunami that spreads out from its location for 1d6 km. Everyone and everything in its path must pass a Agility + Swimming roll vs. the spirits PR or suffer 2d6 Injuries and start drowning immediately. |
|
||||||
|
|
@ -0,0 +1,86 @@
|
||||||
|
### _The Natural Forces_
|
||||||
|
|
||||||
|
> _“They do not bargain. They do not bless.
|
||||||
|
> They burn, drown, bloom, and rot—
|
||||||
|
> Not to punish, not to forgive.
|
||||||
|
> But because they must.”_
|
||||||
|
> —Inscription found on a scorched altar near the Hollow Reaches
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### The Oldest Spirits
|
||||||
|
|
||||||
|
Before mortals gave names to gods, they feared the fire.
|
||||||
|
Before the first oath was sworn, the river had already drowned a hundred souls.
|
||||||
|
Before memory, there was growth. And rot.
|
||||||
|
|
||||||
|
The spirits of Natural Forces are **primordial**. They arise not from belief, but from recurrence—those elemental patterns that shape the world: fire and storm, stone and soil, the slow decay of all things. Unlike spirits of culture or emotion, they do not crave worship. They exist because the world does.
|
||||||
|
|
||||||
|
They are the breath between seasons. The pulse in a seedling. The silence before the quake.
|
||||||
|
|
||||||
|
To encounter a Natural Spirit is to meet the earth not as place, but as presence.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Behaviors and Dispositions
|
||||||
|
|
||||||
|
Spirits of Natural Forces are often **wordless**. They do not converse so much as exert. Some may take on forms—humanoid, bestial, symbolic—but they rarely adopt human cadence or morals. Each one behaves according to its dominion’s nature:
|
||||||
|
|
||||||
|
- **Fire** is quick, hungry, and volatile. It consumes to purify, to punish, to dance.
|
||||||
|
- **Stone** is patient and unyielding. It remembers every weight it has borne.
|
||||||
|
- **Water** changes constantly—trickling, surging, slipping through fingers.
|
||||||
|
- **Growth** gives generously, often until it chokes what it loves.
|
||||||
|
- **Decay** is inevitable. It neither rushes nor forgives.
|
||||||
|
- **Weather** is mood made sky: abrupt, expansive, and rarely personal.
|
||||||
|
|
||||||
|
Some are playful. Some are cruel. Most are simply themselves—forces made flesh.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Resonance and Ritual
|
||||||
|
Natural spirits are nourished by **pattern and place**. They thrive where their dominion is honored or unbroken. Resonance with the mortal world is not abstract—it is **ritual**, **location**, and **emotion aligned**.
|
||||||
|
|
||||||
|
- A **Fire-spirit** may slumber within a forge kept burning for generations.
|
||||||
|
- A **Stone-spirit** might awaken only when a cairn is raised over an unburied truth.
|
||||||
|
- A **Growth-spirit** grows restless when offerings are withheld, or when unnatural blights suppress its bloom.
|
||||||
|
|
||||||
|
Communities often maintain these relationships **unconsciously**—a feast, a bonfire, a seasonal clearing of land. These rites aren’t prayers; they’re continuity. A spirit fed in this way becomes a guardian, or at least a predictable presence.
|
||||||
|
|
||||||
|
#### ✦ Resonance Effects (GM Tool)
|
||||||
|
|
||||||
|
- A **spirit in resonance** may regain MD faster, gain +1 die on ability rolls, or trigger passive effects more strongly.
|
||||||
|
- A **spirit in dissonance** may weaken, suffer instability, or become agitated—even corrupted.
|
||||||
|
|
||||||
|
### Corruption
|
||||||
|
When the Veil thins or mortals press too hard, even these ancient forces can fracture.
|
||||||
|
|
||||||
|
Corruption doesn’t always scream. Sometimes it whispers: a river that refuses to freeze, a flame that doesn’t give light, a harvest that blooms teeth instead of grain.
|
||||||
|
|
||||||
|
Each dominion twists in its own way:
|
||||||
|
|
||||||
|
- **Fire** becomes hunger without end—cold, consuming, joyless.
|
||||||
|
- **Growth** becomes parasitic: invasive roots, uncontrolled mutation, monstrous fertility.
|
||||||
|
- **Stone** fractures from within, echoing lies and false memories.
|
||||||
|
- **Water** stagnates, clings, drowns without mercy.
|
||||||
|
- **Decay** accelerates—corrupting the living before death has earned them.
|
||||||
|
- **Weather** locks into endless repetition: rain that never stops, heat that never fades.
|
||||||
|
|
||||||
|
A corrupted Natural Spirit is not just dangerous—it is **wrong**. It breaks the unspoken rhythm of the world, and everything near it begins to suffer the dissonance.
|
||||||
|
|
||||||
|
### Cultural Role
|
||||||
|
Though rarely named, these spirits are **everywhere**. In songs, superstitions, the alignment of fields and wells. Even urban societies, far from the wild, salt their hearthfires or whisper to storms. These are not acts of faith. They are **instinct**.
|
||||||
|
|
||||||
|
Rural folk know that a Fire-spirit must be left a sliver of coal at night.
|
||||||
|
Children plant the first seed of spring while naming their dead.
|
||||||
|
Hunters spit into the wind to test the Weather’s mood, not the sky’s.
|
||||||
|
|
||||||
|
These spirits are not friends. But they are **known**.
|
||||||
|
|
||||||
|
### GM Guidance: Shaping the World
|
||||||
|
Use Natural Forces to make the world **feel alive**.
|
||||||
|
|
||||||
|
- **In a scene:** Let a Decay-spirit rot a sword mid-duel. Let a Growth-spirit make the forest grow thicker with every lie told. Let fire _watch_ from the torchlight.
|
||||||
|
- **In a settlement:** A village under the eye of a Stone-spirit might suffer no earthquakes… but confess their secrets to the walls. A Weather-blessed town may flourish, but suffer nightmares before storms.
|
||||||
|
- **In a realm:** The Reaches might be shaped by ancient pacts with spirits of Growth and Flame, exchanging lush fertility for controlled wildfire seasons.
|
||||||
|
|
||||||
|
> **Think of Natural Spirits as ambient gods**—not waiting in dungeons, but pulsing beneath every tree root and ashcloud. They are not story hooks. They are the soil your stories grow from.
|
||||||
174
Rules/Spirits & Dominion/Almanach/Spirit Creation Framework.md
Normal file
|
|
@ -0,0 +1,174 @@
|
||||||
|
In Vaelora, Spirits are not abstract statblocks. They are living echoes of desire, memory, domain, and will—embodied forces shaped by the world's soul and the dominions they represent. From the shy Ember Whims that flicker near the hearth to the dread Sovereigns of Plague, every spirit obeys a hidden geometry: Power Rating (PR), Dominion Affinity, and the weight of presence.
|
||||||
|
|
||||||
|
This section provides a structured method for GMs and designers to build custom spirits, using the **Power Rating (PR)** as a foundation.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 📐 **Step 1: Determine the Power Rating (PR)**
|
||||||
|
|
||||||
|
The **Power Rating** is the spirit’s overall tier of influence. It determines the scale of its abilities, its strength of will, and how much chaos it can stir in the world.
|
||||||
|
|
||||||
|
|PR|Type|Narrative Scale|
|
||||||
|
|---|---|---|
|
||||||
|
|1|Lesser Spirit|Flickering minor forces, local echoes|
|
||||||
|
|2|Minor Spirit|Useful familiars, ambient manifestations|
|
||||||
|
|3|Common Spirit|Site guardians, pactbound allies|
|
||||||
|
|4|Greater Spirit|Local legends, battlefield entities|
|
||||||
|
|5|Major Spirit|Mythic forces with lasting presence|
|
||||||
|
|6|Arch-Spirit|Realm-warping entities, nearly divine|
|
||||||
|
|
||||||
|
Higher PR spirits command deeper dominions and more volatile power—but they also attract greater spiritual attention, responsibility, or corruption.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 🔥 **Step 2: Choose One or More Dominions**
|
||||||
|
|
||||||
|
Every spirit embodies one or more **Dominions**—the thematic pillars that shape its behavior and power. Each Dominion grants access to specific **Active** and **Passive Abilities**, and determines which **Magical Traditions** can interact easily with the spirit.
|
||||||
|
|
||||||
|
A spirit knows:
|
||||||
|
|
||||||
|
- 1 Dominion at PR 1–2
|
||||||
|
|
||||||
|
- 1–2 Dominions at PR 3–4
|
||||||
|
|
||||||
|
- Up to 3 Dominions at PR 5–6
|
||||||
|
|
||||||
|
|
||||||
|
Examples: Fire, Death, Shadow, Growth, Storm, Dream, Binding, Illusion.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 🧠 **Step 3: Assign Attributes**
|
||||||
|
|
||||||
|
Use the standard 8 attribute spread:
|
||||||
|
|
||||||
|
- Might, Agility, Fortitude
|
||||||
|
|
||||||
|
- Wit, Focus, Presence
|
||||||
|
|
||||||
|
- Spirit, Cunning
|
||||||
|
|
||||||
|
|
||||||
|
**Guidelines by PR:**
|
||||||
|
|
||||||
|
- PR 1: Total = 10–12
|
||||||
|
|
||||||
|
- PR 2: Total = 13–15
|
||||||
|
|
||||||
|
- PR 3: Total = 16–18
|
||||||
|
|
||||||
|
- PR 4: Total = 19–21
|
||||||
|
|
||||||
|
- PR 5: Total = 22–24
|
||||||
|
|
||||||
|
- PR 6: Total = 25–28
|
||||||
|
|
||||||
|
|
||||||
|
Distribute based on the spirit’s behavior: a stalking shadow may have high Cunning and Stealth; a protective guardian may favor Fortitude and Spirit.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 🛠️ **Step 4: Skills and Expression**
|
||||||
|
|
||||||
|
Assign 2–4 **skills** to express the spirit’s interaction with the world. Suggested skill totals:
|
||||||
|
|
||||||
|
|PR|Skill Total (Ranks)|Notes|
|
||||||
|
|---|---|---|
|
||||||
|
|1|3|1–2 dice in key instincts|
|
||||||
|
|2|5|Capable of one reliable action|
|
||||||
|
|3|7–8|Tactical in combat or rituals|
|
||||||
|
|4|10|Versatile and dangerous|
|
||||||
|
|5|12–14|Spirit duelists or ritual threats|
|
||||||
|
|6|15+|Legendary avatars|
|
||||||
|
|
||||||
|
Skill choices should reflect instinct, not training: a fire spirit might have Melee (lashes of flame), Attune (to flicker between planes), or Intimidate (through heat and light).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### ✨ **Step 5: Abilities**
|
||||||
|
|
||||||
|
Spirits possess a mix of **Passive** and **Active** abilities:
|
||||||
|
|
||||||
|
- **Passive Abilities**: Always on. Derived from Dominion themes.
|
||||||
|
|
||||||
|
- **Active Abilities**: Cost MD (Marked Dice). Based on PR and spirit’s role.
|
||||||
|
|
||||||
|
|
||||||
|
|PR|Passive Abilities|Active Abilities|MD per Scene|
|
||||||
|
|---|---|---|---|
|
||||||
|
|1|1|1–2|1|
|
||||||
|
|2|1–2|2–3|2|
|
||||||
|
|3|2|3–4|3|
|
||||||
|
|4|2–3|4–5|4|
|
||||||
|
|5|3|5–6|5|
|
||||||
|
|6|4|6+|6+|
|
||||||
|
|
||||||
|
> ❖ Use the **Dominion Ability Menu** (per domain) to select or adapt appropriate powers.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 🌀 **Step 6: Dominion Power**
|
||||||
|
|
||||||
|
Every spirit has a **Dominion Power** score, equal to its PR by default (can be adjusted by bond strength or corruption). This governs the strength of its abilities and is used in spirit duels or resisting banishment.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 🪞 **Step 7: Language and Size**
|
||||||
|
|
||||||
|
- **Language**: Most spirits do not speak mortal tongues. Define how they communicate—emotionally, symbolically, through dream-speech, element gestures, etc.
|
||||||
|
|
||||||
|
- **Size**: Tiny, Small, Medium, Large, or Vast—affects physical interactions and targeting.
|
||||||
|
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 📦 **Optional Tags and Flavor**
|
||||||
|
|
||||||
|
You may add:
|
||||||
|
|
||||||
|
- **Tokens**: Link to art or game-ready icons
|
||||||
|
|
||||||
|
- **Unique Traits**: e.g., “Burns without light”, “Reflected only in dreams”, “Feeds on grief”
|
||||||
|
|
||||||
|
- **Bound Objects**: If summoned, what item or location is the spirit tied to?
|
||||||
|
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 📋 **Example Output Format**
|
||||||
|
|
||||||
|
All spirits are formatted as:
|
||||||
|
|
||||||
|
```statblock
|
||||||
|
layout: Vaelora Spirit
|
||||||
|
name: [Spirit Name]
|
||||||
|
pr: [1–6]
|
||||||
|
language: [e.g., “Emotion through flickering light”]
|
||||||
|
size: [Tiny / Small / Medium / Large / Vast]
|
||||||
|
|
||||||
|
skills:
|
||||||
|
- name: [Skill]
|
||||||
|
desc: [Value]
|
||||||
|
...
|
||||||
|
attributes:
|
||||||
|
- name: [Attribute]
|
||||||
|
desc: [Value]
|
||||||
|
...
|
||||||
|
|
||||||
|
dominions:
|
||||||
|
- name: [Dominion]
|
||||||
|
|
||||||
|
dominion_power: [Usually = PR]
|
||||||
|
|
||||||
|
abilities:
|
||||||
|
- name: [Ability Name (type, PR)]
|
||||||
|
desc: [Effect description]
|
||||||
|
|
||||||
|
token: [Image file or token link]
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
🎴 **Design Tip:** When in doubt, imagine what the spirit would do _if left unsupervised in the world._ That’s its core instinct. Build toward it.
|
||||||
|
|
||||||
|
Would you like a visual generator or quick reference table next?
|
||||||
140
Rules/Spirits & Dominion/Almanach/_Structure.md
Normal file
|
|
@ -0,0 +1,140 @@
|
||||||
|
## 🌿 **Structure of the Dominion Almanach**
|
||||||
|
|
||||||
|
Each **Dominion Category** gets its own section with:
|
||||||
|
|
||||||
|
### 1. **Category Overview (1–2 pages)**
|
||||||
|
|
||||||
|
A lyrical + mechanical framing for the entire group. Includes:
|
||||||
|
|
||||||
|
- **Core metaphysical themes** shared across the dominions
|
||||||
|
|
||||||
|
- **Typical spirit behaviors**
|
||||||
|
|
||||||
|
- **Common resonance and corruption patterns**
|
||||||
|
|
||||||
|
- Notes on **cultural significance**, **ritual flavor**, or how folk treat such spirits
|
||||||
|
|
||||||
|
- GM tools: _How these dominions shape scenes, settlements, or realms_
|
||||||
|
|
||||||
|
|
||||||
|
### 2. **Individual Dominion Entries (2–3 pages each)**
|
||||||
|
|
||||||
|
Each dominion includes:
|
||||||
|
|
||||||
|
- **Theme**: What this dominion is, what it evokes, what it desires
|
||||||
|
|
||||||
|
- **Resonance**: What feeds or weakens it in the world
|
||||||
|
|
||||||
|
- **Corruption**: What happens when it twists under void-taint
|
||||||
|
|
||||||
|
- **Ability Menu**:
|
||||||
|
|
||||||
|
- Passive and Active options
|
||||||
|
|
||||||
|
- Sorted by **Power Rating tiers** (PR 1–2, 3–4, 5–6)
|
||||||
|
|
||||||
|
- Mechanical clarity with poetic phrasing
|
||||||
|
|
||||||
|
- **Interaction Notes**: Rituals/offering examples, how traditions handle it
|
||||||
|
|
||||||
|
- **Example Spirits**: 1–2 sample spirits (PR 2–4) with quirks, goals, and abilities
|
||||||
|
## 📚 Suggested Dominion Categories
|
||||||
|
|
||||||
|
|
||||||
|
These are flavorful, distinct, and let us organize the almanach in mythic layers:
|
||||||
|
|
||||||
|
### 🔥 **Natural Forces**
|
||||||
|
|
||||||
|
Spirits born from elements, weather, seasons, and growth.
|
||||||
|
|
||||||
|
- **Category Intro:** Spirits of the turning world—untamed, instinctual, tied to cycles. Often honored with offerings, feared in storms or drought.
|
||||||
|
|
||||||
|
- **Sample Dominions:**
|
||||||
|
|
||||||
|
- **Fire** – transformation, hunger, purification
|
||||||
|
|
||||||
|
- **Stone** – stillness, memory, permanence
|
||||||
|
|
||||||
|
- **Water** – change, emotion, reflection
|
||||||
|
|
||||||
|
- **Growth** – fertility, abundance, overgrowth
|
||||||
|
|
||||||
|
- **Decay** – rot, ruin, sacred entropy
|
||||||
|
|
||||||
|
- **Weather** – wind, lightning, floods
|
||||||
|
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 🧠 **Conceptual Forces**
|
||||||
|
|
||||||
|
Spirits of abstract thought, memory, and emotion.
|
||||||
|
|
||||||
|
- **Category Intro:** Born not of earth or sky, but of minds. Spirits of grief, lies, hope, ambition. Often misunderstood. Often dangerous.
|
||||||
|
|
||||||
|
- **Sample Dominions:**
|
||||||
|
|
||||||
|
- **Oaths** – binding, law, promise
|
||||||
|
|
||||||
|
- **Memory** – history, trauma, forgetting
|
||||||
|
|
||||||
|
- **Fear** – instinct, control, survival
|
||||||
|
|
||||||
|
- **Ambition** – will, ascension, obsession
|
||||||
|
|
||||||
|
- **Grief** – mourning, longing, hollow presence
|
||||||
|
|
||||||
|
- **Joy** – celebration, release, renewal
|
||||||
|
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 🏠 **Cultural & Societal**
|
||||||
|
|
||||||
|
Spirits that grow from custom, tradition, and belief.
|
||||||
|
|
||||||
|
- **Category Intro:** Created by generations, rituals, and shared meaning. Most familiar to mortals—household spirits, hearthbound protectors, spirits of names and roles.
|
||||||
|
|
||||||
|
- **Sample Dominions:**
|
||||||
|
|
||||||
|
- **Hospitality** – welcome, boundaries, respect
|
||||||
|
|
||||||
|
- **Reverence** – sacred, ancestral, divine echo
|
||||||
|
|
||||||
|
- **Authority** – control, obedience, legitimacy
|
||||||
|
|
||||||
|
- **Craft** – creation, patience, tradition
|
||||||
|
|
||||||
|
- **Sacrifice** – offering, exchange, sacred loss
|
||||||
|
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 🕳️ **Void-Touched (Corrupted Dominions)**
|
||||||
|
|
||||||
|
Spirits whose essence has turned.
|
||||||
|
|
||||||
|
- **Category Intro:** These dominions exist in echo—where natural or conceptual spirits have become warped through Overreach, despair, or contact with something beyond the Veil. Not all were born void-tainted; some fell.
|
||||||
|
|
||||||
|
- **Sample Dominions:**
|
||||||
|
|
||||||
|
- **Silence** – suppression, erasure, hunger for meaning
|
||||||
|
|
||||||
|
- **Deception** – self-erasure, entropy of truth
|
||||||
|
|
||||||
|
- **Ruin** – obsession with collapse and broken systems
|
||||||
|
|
||||||
|
- **Hunger** – consumption without end
|
||||||
|
|
||||||
|
- **Madness** – fragmentation, delusion, divine rot
|
||||||
|
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## ✨ Optional Bonus Sections
|
||||||
|
|
||||||
|
- **Dominion Crossbreeds:** How multiple dominions combine in one spirit—what a Fire + Grief or Memory + Stone spirit looks like
|
||||||
|
|
||||||
|
- **The Veil’s Influence:** How the spiritual ecology of Vaelora shapes dominions (e.g., isolation, bottlenecked reincarnation)
|
||||||
|
|
||||||
|
- **Dominion-Based Ritual Tables:** Quick 2d6 or 3d6 prompts for rituals/offenses per dominion
|
||||||
|
|
@ -3,7 +3,6 @@
|
||||||
> – _Creed of the Veil, Fifth Psalm_
|
> – _Creed of the Veil, Fifth Psalm_
|
||||||
|
|
||||||
## **What Are Spirits?**
|
## **What Are Spirits?**
|
||||||
|
|
||||||
Spirits are living echoes of meaning. They arise where belief, memory, natural forces, or emotion saturate the world so deeply that they take shape. Spirits are not gods or ghosts, though they may be mistaken for either; they are **concepts made animate**.
|
Spirits are living echoes of meaning. They arise where belief, memory, natural forces, or emotion saturate the world so deeply that they take shape. Spirits are not gods or ghosts, though they may be mistaken for either; they are **concepts made animate**.
|
||||||
|
|
||||||
- A battlefield soaked in grief might birth a **spirit of mourning**.
|
- A battlefield soaked in grief might birth a **spirit of mourning**.
|
||||||
|
|
@ -13,7 +12,31 @@ Spirits are living echoes of meaning. They arise where belief, memory, natural f
|
||||||
- An ancient forest could be guarded by a **spirit of growth and decay**.
|
- An ancient forest could be guarded by a **spirit of growth and decay**.
|
||||||
|
|
||||||
|
|
||||||
Because the **Veil** seals Vaelora from the outer cosmos, all spirits are trapped in the mortal world. They cannot reincarnate or ascend, and this makes them both desperate and dangerous.
|
Beceause the **Veil** seals Vaelora from the outer cosmos, all spirits are trapped in the mortal world. They cannot reincarnate or ascend, and this makes them both desperate and dangerous.
|
||||||
|
>[!aside|right]+
|
||||||
|
> #### Manifestation & Presence
|
||||||
|
>_“They’re always here. Whether they choose to let you know… is another matter.”_
|
||||||
|
>
|
||||||
|
>Most spirits are **not visible** or fully corporeal unless they **will** themselves to be—or are **compelled** through ritual or circumstance.
|
||||||
|
>
|
||||||
|
>- **Incorporeal by Default**: Unless manifest, spirits pass through matter, ignore mundane physical interaction, and cannot be harmed by non-magical weapons.
|
||||||
|
>- **Partial Manifestation**: Spirits may manifest aspects—**a voice**, **a flicker in the mirror**, **footsteps in ash**—without fully appearing.
|
||||||
|
>- **Sensed, Not Seen**: Their presence is felt before seen: warmth, cold, scent, emotional weight. These signs often **intensify** with Power Rating (PR).
|
||||||
|
>- **Nonverbal Communication**: Most spirits do not speak, but **communicate through intent**—images, feelings, flickers in the flame. This form bypasses language but can be **distorted by strong emotion**.
|
||||||
|
>- **Speech & Language**: More potent spirits (PR 3+) may develop or mimic speech. Archspirits (PR 6) can even speak forgotten tongues, **unmake words**, or **speak truths that burn**.
|
||||||
|
>
|
||||||
|
>### 🜁 Manifestation Triggers
|
||||||
|
>| **Trigger** | **Effect** |
|
||||||
|
>|-------------------------------------------|----------------------------------------------------------------------------|
|
||||||
|
>| **A ritual calling** | Spirit may fully appear—especially if offered something it desires |
|
||||||
|
>| **Entering a sanctified or cursed place** | Certain locations force spirits to manifest in full |
|
||||||
|
>| **Corruption or void presence** | Some spirits are **dragged** into view when exposed to tainted energies |
|
||||||
|
>| **Emotional intensity** | Rage, grief, or devotion may cause a latent spirit to manifest reflexively |
|
||||||
|
>
|
||||||
|
>GMs are encouraged to use manifestation as a **cinematic tool**—let spirits haunt mirrors, whisper during sleep, or emerge from ritual fire at just the wrong moment.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
|
@ -55,6 +78,37 @@ Dominions determine:
|
||||||
|
|
||||||
> _Example:_ A PR 3 **Spirit of Storms** might command _Weather_ and _Fear_. It can call lightning or terrify enemies, but it struggles to harm those who do not fear it.
|
> _Example:_ A PR 3 **Spirit of Storms** might command _Weather_ and _Fear_. It can call lightning or terrify enemies, but it struggles to harm those who do not fear it.
|
||||||
|
|
||||||
|
## **Detection & Forcing Manifestation**
|
||||||
|
_“The flame shivered. You are not alone.”_
|
||||||
|
|
||||||
|
Spirits may be invisible and silent, but they are never absent. Whether haunting a battlefield or lurking in a shrine, their presence can be felt—by those who know how to look.
|
||||||
|
|
||||||
|
### **Detecting a Spirit**
|
||||||
|
To sense a spirit’s presence, roll:
|
||||||
|
>**Spirit + Attune**
|
||||||
|
|
||||||
|
- **Difficulty:** Varies by spirit PR, distance, and resonance (GM discretion)
|
||||||
|
- **Each success** allows the character to detect a spirit up to **5 meters** away (e.g. 3 successes = range of 15m)
|
||||||
|
- Success also reveals **intensity of presence** (unease, heat, cold, emotional bleed)
|
||||||
|
|
||||||
|
Spirits near their locus or in resonance (e.g. a fire-spirit in a forge) are **easier to sense**, while those hiding or bound may require **ritual aids or offerings** to detect at all.
|
||||||
|
|
||||||
|
### **Forcing Manifestation**
|
||||||
|
Compelling a spirit to appear depends on the **method**:
|
||||||
|
|
||||||
|
| **Approach** | **Pool** | **Effect** |
|
||||||
|
| -------------------- | --------------------- | ----------------------------------------------------------------------- |
|
||||||
|
| **Command / Threat** | Presence + Intimidate | Effective against hostile or defiant spirits; may provoke retaliation |
|
||||||
|
| **Plea / Bargain** | Presence + Persuasion | Works best with spirits open to parley or pact-making |
|
||||||
|
| **Ritual Unveiling** | Focus + Rituals | The most reliable method; requires locus, offering, or symbolic trigger |
|
||||||
|
|
||||||
|
- **Difficulty:** resisted by Spirit + Dominion
|
||||||
|
- On **success**, the spirit manifests fully for **1 scene** or until it chooses to vanish.
|
||||||
|
- On **failure**, the spirit may resist, flee, or retaliate—possibly marking the invoker with a Corruption Die if disrespected.
|
||||||
|
|
||||||
|
>[!hint] GM Tip:
|
||||||
|
>Let manifestation rolls serve **narrative beats**—the crackle in the mirror, the sudden warmth in a cold room, the moment when flame breathes like lungs. It’s not just a mechanic—it’s a heartbeat in the world.
|
||||||
|
|
||||||
## **Spirit Abilities**
|
## **Spirit Abilities**
|
||||||
|
|
||||||
Each spirit can manifest abilities tied to its dominions. These are active expressions of its power.
|
Each spirit can manifest abilities tied to its dominions. These are active expressions of its power.
|
||||||
|
|
@ -92,6 +146,56 @@ Each spirit can manifest abilities tied to its dominions. These are active expre
|
||||||
|
|
||||||
We’ll define **dominions and their ability menus** in the following section (Almanach).
|
We’ll define **dominions and their ability menus** in the following section (Almanach).
|
||||||
|
|
||||||
|
>[!aside]
|
||||||
|
>## 🔥 **Resonance Points (RP): Optional Mechanic for Spirit Favor**
|
||||||
|
**Resonance Points** are a narrative-resource mechanic that measures how **aligned** a mortal or place is with a spirit’s dominion in the moment. They’re not spell slots, nor currency in the usual sense. Instead, think of them as **emotional pressure**—built from ritual, emotion, sacrifice, and symbolism.
|
||||||
|
>
|
||||||
|
They represent how **ready** the spirit is to respond.
|
||||||
|
>
|
||||||
|
>### 🕯️ What Are RP?
|
||||||
|
>
|
||||||
|
>- **RP are not held by players.** They are tracked **per spirit** (or per sacred site, haunt, or vessel) by the GM.
|
||||||
|
>- They reflect **how much the spirit is being fed**, empowered, or honored—emotionally, ritually, symbolically.
|
||||||
|
>- A spirit can hold **up to PR × 2 RP** at once unless otherwise note.
|
||||||
|
>
|
||||||
|
>### 🔧 Mechanics: What RP Do
|
||||||
|
>
|
||||||
|
>| **RP Threshold** | **Effect** |
|
||||||
|
>| ---------------- | --------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
>| 1–2 RP | Spirit may respond without cost (e.g., trigger a minor passive, manifest briefly) |
|
||||||
|
>| 3–4 RP | Spirit regains 1 MD, or enhances a passive/active ability (GM choice) |
|
||||||
|
>| 5+ RP | Spirit may perform a free action (1 MD ability) without spending MD—especially if aligned with the offering or ritual |
|
||||||
|
>| 6+ RP | Spirit becomes anchored: cannot be banished or dispersed unless ritual breaks resonance |
|
||||||
|
>
|
||||||
|
>**Spending RP:**
|
||||||
|
>The GM can spend or burn RP when the spirit acts, similar to MD. However, unlike MD, RP are **replenished through narrative action**, not rest. They do **not regenerate automatically**.
|
||||||
|
>
|
||||||
|
>### 🎴 How to Generate RP
|
||||||
|
>Mortals can perform actions to generate RP for a specific spirit:
|
||||||
|
>
|
||||||
|
>|**Action**|**RP Gained**|
|
||||||
|
>|---|---|
|
||||||
|
>|Offering something meaningful tied to the dominion|+1 RP (more if rare or deeply personal)|
|
||||||
|
>|Performing a symbolic or seasonal ritual|+1–2 RP|
|
||||||
|
>|Acting in alignment with the spirit’s nature (with stakes)|+1 RP|
|
||||||
|
>|Burning, burying, sacrificing something publicly and with intent|+1–3 RP|
|
||||||
|
>|Channeling strong emotion through rite or vow|+1 RP (max once per scene)|
|
||||||
|
>
|
||||||
|
> **Note:** RP is always contextual. Throwing a generic trinket into a fire won’t please the Flame—but burning a sword used in betrayal might. Tie actions to narrative meaning.
|
||||||
|
>
|
||||||
|
>### 🌀 RP vs MD: What’s the Difference?
|
||||||
|
>|**Resonance Points (RP)**|**Manifestation Dice (MD)**|
|
||||||
|
>|---|---|
|
||||||
|
>|Generated by the **world or mortals**|Internal to the spirit’s power rating|
|
||||||
|
>|Reflect **alignment, favor, emotional charge**|Represent the spirit’s **available energy**|
|
||||||
|
>|Can trigger bonuses or **free actions**|Spent to fuel **active abilities**|
|
||||||
|
>|**Fade** over time or after use|**Refresh** scene by scene (unless Dormant)|
|
||||||
|
|
||||||
|
>### ✦ GM Uses for RP
|
||||||
|
>- Track how well the players are feeding or pissing off a spirit
|
||||||
|
>- Use RP as soft narrative clocks: a Fire-spirit with 5 RP might erupt if ignored
|
||||||
|
>- Turn RP into pact currency: _“Burn your name into the forge, and I will listen.”_
|
||||||
|
>
|
||||||
## **Interacting with Spirits**
|
## **Interacting with Spirits**
|
||||||
Most mortals live with spirits through small rites and superstitions: offerings at boundary stones, whispered prayers at hearthfires, silence in the misted woods. These gestures keep the unseen at ease.
|
Most mortals live with spirits through small rites and superstitions: offerings at boundary stones, whispered prayers at hearthfires, silence in the misted woods. These gestures keep the unseen at ease.
|
||||||
|
|
||||||
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_Templates/Rules/Dominion.md
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---
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tags: [template, dominion, vaelora]
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aliases: []
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cssclass: dominion-profile
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---
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# 🜁 Dominion Profile: **{{title}}**
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>[!infobox|right]
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>![[INSERT_IMAGE_HERE.png]]
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><blockquote><em>“Insert flavorful quote that captures the Dominion’s essence.”</em></blockquote>
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><table style="width: 100%; border-collapse: collapse; border: 1px solid #ccc; font-family: serif; background-color: #f8f8f8;">
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<tr><td style="padding: 6px; font-weight: bold;">Type</td><td>Natural / Abstract / Forgotten / etc.</td></tr>
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<tr><td style="padding: 6px; font-weight: bold;">Themes</td><td>Write 2–4 themes</td></tr>
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<tr><td style="padding: 6px; font-weight: bold;">Spirit Behavior</td><td>Describe spiritual mood and agency</td></tr>
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<tr><td style="padding: 6px; font-weight: bold;">Favored Offerings</td><td>Symbolic or ritual items</td></tr>
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<tr><td style="padding: 6px; font-weight: bold;">Resonant Sites</td><td>Locations where power is strongest</td></tr>
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<tr><td style="padding: 6px; font-weight: bold;">Weakened By</td><td>Opposing elements, ideas, or states</td></tr>
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<tr><td style="padding: 6px; font-weight: bold;">Common Motifs</td><td>Visual symbols</td></tr>
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<tr><td style="padding: 6px; font-weight: bold;">Corruption Signs</td><td>Twisted echoes of the dominion</td></tr>
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<tr><td style="padding: 6px; font-weight: bold;">Common Passive Abilities</td><td>List 2–4 abilities</td></tr>
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<tr><td style="padding: 6px; font-weight: bold;">Common Active Abilities</td><td>List 2–4 abilities</td></tr>
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<tr><td style="padding: 6px; font-weight: bold;">Common Spirit Forms</td><td>Examples of spirit appearances</td></tr>
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</table>
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---
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## 🔥 **Theme**
|
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Describe the dominion’s essence in poetic and mythic terms. Include its demand or "voice" in bold blockquote form.
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> **Demand of the Dominion**
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---
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## 🌡️ **Resonance**
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### **What Strengthens {{title}}**
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| Action | Effect |
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|--------|--------|
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| | |
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| | |
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### **What Weakens {{title}}**
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| Action or Environment | Effect |
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|------------------------|--------|
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| | |
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| | |
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> **GM Note:** Optional narrative triggers, RP gain effects, and resonance bleed.
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---
|
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## 🕯️ **Stoking the Dominion**
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### **Rite of [Name]**
|
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- **Time:**
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- **Roll:**
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- **Materials:**
|
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- **Effect:**
|
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- **Failure:**
|
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|
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> _Insert narrative example scene here._
|
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|
---
|
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|
## 🕳️ **Corruption**
|
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|
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|
Describe the dominion's corruption state. What it becomes when touched by the Void.
|
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|
|
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|
---
|
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## 🧠 **Ability Menu**
|
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|
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|
### **Passive Abilities**
|
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| Name | PR | Effect |
|
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|------|----|--------|
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| | | |
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| | | |
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|
### **Active Abilities**
|
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#### **PR 1–2: Lesser**
|
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| Name | MD | Effect |
|
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|
|------|----|--------|
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| | | |
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#### **PR 3–4: Simple / Complex**
|
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| Name | MD | Effect |
|
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|
|------|----|--------|
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| | | |
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|
#### **PR 5–6: Greater / Arch**
|
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| Name | MD | Effect |
|
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|
|------|----|--------|
|
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| | | |
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|
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|
---
|
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|
|
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|
## 🛐 **Ritual Offerings & Practices**
|
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|
|
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|
List flavor and mechanics of offerings and rites.
|
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|
|
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|
---
|
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|
|
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|
## 📜 **Tradition Touchpoints**
|
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|
|
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|
| Tradition | Interaction |
|
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|
|-----------|-------------|
|
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|
| Spirit Binding | |
|
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|
| Pact Magic | |
|
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|
| Melded Souls | |
|
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|
| The Hollowed | |
|
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|
| Alchemy | |
|
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|
| Soulforging | |
|
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|
| Blood Sorcery | |
|
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|
| Veiling | |
|
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|
| Voidcalling | |
|
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|
| Common Folk | |
|
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|
|
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|
|
||||||
|
> [!hint] **GM Guidance: {{title}} in the Scene**
|
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|
> - Emotional triggers
|
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|
> - Offerings and narrative hooks
|
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|
> - Environmental effects
|
||||||
|
> - Signs of corruption or betrayal
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🔥 **Example Spirits**
|
||||||
|
|
||||||
|
Create 1–6 example spirits with PR scaling, statblocks, and image embeds.
|
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