Shinmaic Communion Cost: 30m, 2wp
Mins: Lore 7, Essence 7
Type: Simple (One day-long dramatic action)
Keywords: Native, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Wyld Cauldron Technology
The concepts which engender the universe fall readily into the grasp of the Solar Exalted. Emptying himself of all thought and desire, the Lawgiver becomes a vessel for the knowledge of the shinma. Entering a trance state, his eyes become unblinking lanterns and his caste mark appears, glowing the same stark white for one full day. During this time, the Solar subtly alters universal principles with the force of her will, to great effect. The character may use Shinmaic Communion to target a landscape he has created with Wyld-Shaping Technique, redefining its relationship with the great cosmic elements known as the shinma. The character gains ten 'points' with which to edit the region in accordance to his will, which may be spent on the following modifications:
• Nirupadhika, the Way, governs spatial relationships. For one point the Solar may enchant the roads in the region such that they prevent travelers moving along them from getting lost, or infallibly lead them to specific places regardless of where they intend to travel. Two points allow the Solar to speed up or slow down travel according to his design; by default, this halves or doubles travel times, though each point invested beyond the initial two raises this by a factor of one. Three points may designate points within the region as impossible to miss, or occlude them so that all efforts to find them suffer an external penalty equal to half the Solar's Lore. Four points make the region mobile, able to move (Solar's Lore) miles per day. Each additional point spent on mobility doubles the region's movement rate. Five points doubles the interior size of the region without altering the size of its borders—the region is simply bigger on the inside. Each additional point spent on this aspect increases the region's size by a factor of one.
• Dharma, the Cup, governs corrosion, ignorance and desire. For one point, staying within the region for at least one week counts as a scene spent building an Intimacy of hatred toward a particular social group not native to the region. Two points cause each week spent within the region to count as a scene eroding an Intimacy of the Solar's choice. Three points create a tenor of desire within the region according to the Solar's definition; all actions which directly reject this desire are taken at a -2 internal penalty, while all actions in pursuit of it enjoy a +1 circumstantial bonus die. Four points produce a regional agenda—the Solar defines an Intimacy, and each time an individual sleeps within the region, this counts as a scene spent building that Intimacy. Five points hide knowledge about a particular thing from those within the region, inflicting an external penalty equal to (Solar's Lore ÷ 2) on all attemptsto uncover information about the thing; alternately, the Solar may ensure that anyone who seeks a certain thing will find it. This thing must exist within the region, be intangible, of limit.less supply, and likely to bring the individual significant turmoil in the future. Valid examples, then, might include worldly insight, occult secrets, or love.
• Nirvishesha, the Ring, governs identity. One point raises or lowers the region's level of Wyld infection by one stage, for example changing a Tainted Land to a stretch of Bordermarches. Two points summon a certain common variety of little god or minor elemental to flock to the region, according to the So.lar's will (consider the differences between a region full of field gods as compared with one full of bloody hands). Three points maycreate or close a shadowland within the region, with a diameter no greater than one mile. Four points may create an Essence bias within the region with the same range of flavors as demesnes enjoy (the five elements, Solar, Lunar, vitriol, etcetera). Beings matching this Essence bias raise their hourly respiration rate by four motes. Five points may alter the cycle of life and death within the region. This may guarantee that all souls go on to lethe, linger as ghosts, or plunge into Oblivion; or it might create a closed reincarnation loop, where all residents who enter lethe within the region are guaranteed to reincarnate somewhere within its borders.
• Nishkriya, the Sword, governs conflict. For one point, the region takes on a martial tenor—its people slowly become more generally warlike and inclined to the ways of battle. Each season spent within the region acts as a scene of building a positive intimacy of some kind toward conflict into the Policy of all social groups. For two points, the region becomes a magnet for conflict—it will begin to produce natural resources needed or coveted more by the region's neighbors than by the region itself. For three points, the region becomes a den of brotherly raiders—all military units raised within the region have a Drill one higher than normal, and all individuals enjoy a +2 situational bonus to all attempts to take something from another person or group by force. Four points formidably defends the region against invasion—its animals attack intruding military forces, and the land itself rises up in protest, causing all movement to be across what is considered difficult terrain, and produc.ing a -1 external penalty to all military activities by invaders. Five points tithed to Nishkriya turns the region into a weapon against hostile forces attempting to move into the Lawgiver's domain, raining down at least one environmental attack per hour against any invading military unit, of a sort devised by the Solar—avalanches, rains of lightning, supernatural ice storms and localized earthquakes are only the beginning of the woes that may be hurled at unwelcome guests.
• Nirvikalpa, the Staff, is the medium through which communication occurs. One dot makes the region a gathering place for societies, by increasing its yield of timber or making it more fecund farmland. Two dots make the region a magnet for commerce, increasing the amount or value of mineral resources found within. Three dots make the region a point of interaction between its inhabitants and the supernatural world, by seeding the region either with raw materials capable of being refined into the magical materials, or with those materials directly. Four dots makes the region a point of communion between Creation and Heaven, by causing each prayer uttered within the region to count as though it had been spoken from fivemouths rather than one. Five dots makes the region a communication network between Creation and itself, drawing dragon lines together to create a three-dot demesne. This value may be raised by one dot per additional point invested.
The Solar is not obligated to spend 'left-over' points, if he does not wish to do so. A region may only be affected by one use of Shinmaic Communion at a time; additional uses cancel any existing alterations and overwrite them. Shinmaic Communion's effects vanish upon the Solar's death, unless a surcharge of one permanent point of Willpower is paid upon the Charm's activation. This Charm may be purchased up to (Lore) times. Each purchase after the first grants two additional points to spend on shinmaic alterations.