Hellgate Hotel

Hellgate Hotel
Created
Status
Hiatus
Watchers
91
Recent readers
0

When the suits-and-sorcery land of Orolin was threatened by a demonic invasion, you answered the call. Now you -- and your idiosyncratically mighty comrades-in-arms -- fight for the fate of the world from a remote and fabulously luxurious resort.
Last edited:
Character Creation -- Part One

picklepikkl

This isn't even my nerdiest form
Location
New Brunswick, NJ
Pronouns
He/Him/His
Dawn and reality break together.

Space twists; trembles; tears. A tiny hole appears in the air and rapidly doubles in size, twice, thrice, five times, ten times. Around it the grass begins to wither, and the stones begin to crumble, and the very color begins to leach out of the sky, and only then do the first demons appear. They pour out of the gate by their dozens, then by their hundreds: monstrous figures of billowing smoke, solid only in their jagged teeth and sickle claws, capable only of destruction in this foreign realm. And then, after them, the first of their greater brethren begins to emerge, a chaotic swirl of color gaining clarity and shape by the second.

Across the open field, a smaller twist in space, and a man appears. He is still for a brief moment, and then with a gesture and a shouted word, his magic pours forth to seal that which should not be open. The portal's expansion slows and then stops entirely; the greater demon, only half-formed, struggles, freezes, and then rapidly withdraws; the flood of lesser demons slows and becomes a mere trickle.

Leaving only the few thousand already on this side for Anathon Grier to deal with. And he can feel the portal testing its restraints: left to itself, it will reopen.

He cannot do this alone.

With another incantation and an expression of will that leaves him gasping, he expands space surrounding the horde, forcing them to cross hundreds of new yards to reach any target. But there is no time to recover; with this bought minute, he focuses his mind and sends messages across the world, to spirit mage after spirit mage, asking, imploring, begging for help. The first responds Yes, and he tears open a spatial rift suitable for intercontinental travel as his pulse beats loud in his head. He reaches in, clasps the hero by their wrist, and pulls them through.

Sweat beads across his skin and his hand has already begun to tremble. He ignores it. As his ally rushes to battle, Grier layers another seal on the Hellgate and then tears the world open again to draw forth another hero. There is no question of doing enough; only the question of how much time he can buy before he can do no more. His fate is sealed.

Forgive me, Miella.



Orolin is a world of magic and mystery, where geomantic engines power the neon lights of shining glass-and-chrome cities, where heroes channel the surging power of their own spirits to perform wondrous deeds. It is a world beset by danger and intrigue and war, as worlds so often are.

And now it is being invaded by the demons who dwell amongst the stars. This is not a minor incursion, such as has happened before. It is not a single demon or a small pack of them, not even a little easily-contained portal. A Hellgate of unfathomable scope -- an occult passageway leading to dozens or hundreds of inter-linked demonic other-worlds -- has appeared right outside the resort town of Vindar, on the coast of the world's farthest-flung and most poorly-explored continent.

Had the Hellgate been left unsealed, even for so long as an hour, it might have worked evil untold. It might, perhaps, have ripped the very world asunder. But it had not existed for more than a few instants before it was discovered by the legendary magus Anathon Grier, the foremost master of spatial magic in the history of mankind.

Grier placed countless sealing-spells and wards upon the Hellgate. They would not last forever -- would not even last a few weeks -- but they would last long enough, he hoped. The demonic portal would open slowly, in bits and pieces, not all at once.

Then he sent his thoughts outward to great heroes, the mightiest spirit-mages of Orolin. He begged them to offer up their aid, to drop everything, to come fight the demons and save the world. And if they assented, as many did, he tore open a passage in the aether and brought them straight to Vindar.

Over and over he did this, until his spirit could no longer take the strain of it, and he died.

You are one of those heroes. You stand now far from home, far from everything you thought you cared about, in a fantastically-luxurious seaside resort somewhere near the back end of nowhere. You are surrounded by living legends. And soon enough, Grier's sealing-spells will begin to crumble, and the demon-realms will begin to press into the world.

You will be ready to fight, when that happens. You must be.

Welcome to the Hellgate Hotel.

What sort of hero has answered Grier's call? First, a question of mundane identity:

[][GENDER] Write-in

And the second issue to be decided today: with what magic does your own spirit overflow?

[][MAGIC] Body Savant
Body savants' magic focuses on control and manipulation of their own physical forms. At a basic level, most mages of this kind are effortlessly healthy and fit, and resist most nonmagical diseases. Those who choose to hone this power develop an intuitive familiarity with the thousand intricate interconnected systems of their own bodies -- a familiarity usually supplemented by intensive, long-term study -- to better understand their limitations, and then push those limitations as far as possible. Body savants are ever surefooted and poised, capable of delivering precise and shattering blows with their bare hands and feet, and can control their adrenaline and serotonin levels to modulate their instinctual reactions or keep themselves awake and on their feet far longer than normal. Masters of this discipline can reshape their body on the macro-level: creating backup organs, coaxing spikes of bone to serve as armor or weapons, and even healing from mortal wounds.

[][MAGIC] Mnemonist
Many mages of many kinds possess at least some small measure of psychometry: the ability to sense echoes-of-the-past that are strongly connected to a particular person, place, or item. Those who choose to focus on this power can often learn to experience and interpret these echoes with greater clarity. Although perceptible ambient memories are rare, and generally appear only in connection with moments of great emotion or spectacular amounts of magic, a master mnemonist can go searching for a particular event or moment of the past -- experiencing it through multiple perspectives, and even turning themself into an amplifier to transmit their understanding directly to others. Mnemonism is not a particularly combat-oriented kind of magic, but mnemonists who do take up arms learn to capitalize on their ability to gather valuable information about their enemies' capabilities and weaknesses.

[][MAGIC] Purifier
Purifiers wield the magic of the purging flame, which they generally perceive as burning eternally inside their heart, waiting to be unleashed on the world. Purifiers are known for their skill with the obvious combative applications of fire, but the purging flame is also capable of much subtler applications. Applied with careful skill, it can purge poison from food, or disease from a living body. Applied with very careful skill, it can purge memories -- or even entire aspects of personality -- from the mind of someone who is willing to be so changed. As a rule, this kind of magic manifests among people who have a deep-seated desire to change the world around them.

[][MAGIC] Shadow Dancer
This brand of spirit magic revolves around solidifying, and manipulating, shadows. The most fundamental shadow dancer techniques mostly revolve around the mage turning their own shadow into a capable, empowered ally -- a scout and spy and combat partner, perfectly in synch with its master's thoughts, perfectly silent. Shadow dancers can also manipulate ambient shadows, transforming them into temporary weapons or hiding-places. Shadow dancers are uncommon even by spirit-mage standards, and they tend to be extremely secretive.

[][MAGIC] Silver Knight
A mage of this kind can conjure forth, at will, a suit of armor and a weapon -- uniquely individual in its form, but always gleaming silver -- shaped from pure magic force. It is said that a silver knight's arms and armor are physical manifestations of their very soul. Their weapon can strike with unnatural force, but is practically weightless in their hands, and can be intuitively maneuvered with great skill; their armor is nigh-impervious, but does not hinder their movement at all. Silver knights are found all over the world, and often make lives for themselves as elite soldiers, for many armies prize them above all other kinds of mages.

[][MAGIC] Stormchild
Storm magic is among the most widespread kinds of spirit magic, and for many people, the stormchild is the absolute classic archetype of the magician. Stormchildren can soar through the air like birds, and they can unleash blasts of lightning from their hands. Their skills are, of course, prized by armies -- they make for excellent scouts, and are unmatched as air-artillery -- but as a rule they are free-spirited and rebellious. They often live restless and nomadic lives, although there are a few Nivvean martial sects with traditions of helping stormchildren discipline themselves and channel their power.

[][MAGIC] Ghost
To tread in the realms of the ethereal and unreal, to walk out of step with the rest of reality -- that is what it means to be a Ghost. At its most basic, this spirit magic allows one to pass through solid objects as though they were nothing but the wisps of a dream, but with skill and practice a Ghost can step out of phase with any aspect of existence. Light, gravity, even magic itself; to a true Ghost, all of these and more are nothing but fragile constructs, to be indulged or ignored as the whim takes them. There are even whispered tales that the greatest Ghosts are able to walk outside of the very fabric of space and time... but those are surely only fanciful rumours, and nothing more.
(Contributed by @NSMS)

[][MAGIC] Wild Warden:
In some people the call of the Wild is not merely heard: it is felt, resonating through their very soul. Wild Wardens are the ultimate expression of this, the bridge between man and beast. At their earliest stages, they're capable of communicating with animals in very limited terms, using them to scout, pass messages, or even to help defend themselves. As they gain power and experience, they may choose a particular animal to bond with; forging a soul link that allows that Wild Warden to take on aspects of their partners for a limited time. At their greatest, Wild Wardens are capable of transforming into animals, starting with their bonded, and expanding as they come to know other beasts and how they function and live.
(Contributed by @TempestK)

[][MAGIC] Phrase Flyters
Phrase Flyters are simple - violence is their language and language is their violence. The most common request other mages make is to please stop punning - but to this brand of magic, puns punctuate and actuate every cause and effect there is! When they make a truly clever play on words, they truly make the clever words play out. Most will only amount to a massively aggravating illusionist, but perception can be made reality all-too-quickly at their tongues.
(Contributed by @huhYeahGoodPoint)

[][MAGIC] Archivist
Their magic revolves around fighting entropy: preserving things in their current form, preventing collapse and erosion. The physical aspect of their power usually manifests as ice manipulation. Archivists are invaluable in logistics, albeit some act as front-line fighters. Masters of this discipline seem to be capable of halting their ageing altogether. Archivists tend to be conservative and rigid.
(Contributed by @sportoner)

[][MAGIC] Dazzler
Light is the tool, weapon and toy of a Dazzler. At their most basic level they can create bursts of blinding brilliance, but more subtle adepts can make swirling, hypnotic patterns, or focus light into searing beams that pierce flesh or even metal and stone, or simply beautiful displays of illuminated artistry. Dazzlers are known for exuberance and energy - their magic is at least half performance, and they say that this matching of emotion to wavelength is not mere preference, but integral to their magic.
(Contributed by @KreenWarrior)

[][MAGIC] Stonelaw Enforcer
Though Stonelaw Enforcers are visible on the battlefield for the walls they raise, the terrain they manipulate, and the boulders they hurl, their true power does not rest in mere manipulations of soil and rock. Rather, they wield the conceptual essence of the earth: the principles of weight and mass, of absorption and solidity, are theirs to command. While found all over the world, they are most prized in Morleas, for the tense peaces and wary alliances of that continent are ever in need of those who can help raise fortresses and suppress raiding parties.
(Added from my notes at the request of @Zaealix)

[][MAGIC] Echo Caller
Echo Callers make for excellent scholars and researchers in arcane fields, for their power allows them to perceive magical phenomena directly -- synesthetically "seeing" the flows and patterns of the aetheric forces -- like no one else can. They are most famous, however, for their ability to make their own magic conform to the patterns that they "see." Which is to say; during the brief moments when the residue of a spell or magical effect lingers in the world, an echo mime can often cast that same spell or create that same effect, regardless of its origins.
(Added from my notes at the request of @Zaealix)

Regarding Write-Ins:
Coming up with your own form of spirit magic for the player character is not only permitted, it is encouraged. I would be delighted for quester creativity to win the day. However, write-ins will be moderated: if you have an idea for a kind of spirit magic, post your idea and tag me. I will take a look at it, I may ask some clarifying questions, and if it passes muster, I will add it to the OP as a valid voting option. Don't worry if you don't have a full write-up in the style I've presented here, as long as I understand what you're getting at I can write one up myself. It might even be similar to a kind of spirit magic I have in my notes already, but didn't present as a voting option because I didn't want to overwhelm the OP with a dozen options or more!

UPDATE: Write-ins closed due to lots more than I expected; however, feel free to post your idea anyway and I may use it for an NPC hero!



Welcome, SV, to my first quest. After two years and change participating in many of the excellent offerings this forum has, I have decided to toss my own hat in the ring. Hellgate Hotel is a quest adaptation of an online RPG that was run for my friends during COVID lockdown, to give us something to do as a community when we couldn't gather in person. Balioc, cloakofshadow, and rahab_akatriel made a very cool game -- too cool, I thought, to be a one-shot that would never happen again. So, with their permission, I am adapting their world, characters, and plots into a quest for you all.

Important notes:
  • Votes will be approval and not by plan unless otherwise specified. I strongly encourage people to approval vote all the options they like!
  • This quest will be fairly low mechanics, but we will in fact be rolling dice, and I will be rolling a lot of dice behind the scenes for, among other things, NPC generation. The action will revolve around hanging around a hotel with your fellow summoned-from-far-away heroes, getting to know each other, forming political and personal relationships, and sometimes delving into arcane rifts to fight demons. You know, if you have time.
  • I've got a ton of setting information ready to go, but I will be posting it in digestible chunks, generally after votes close, rather than whacking you all with the Lord of the Rings appendices by way of a hello. That said, if you have specific questions, I am happy to answer.
  • Character creation should span three votes -- this one, and then two more -- and then we will launch into the start of the quest. That said, because of the importance of spirit magic for establishing the character and the existence of write-ins, I may hold a run-off vote between the leading options of the [MAGIC] task, if there are a couple of strong contenders and no runaway leads.
  • There will be multiple viable ways to approach this quest's plot, but I feel it important to emphasize that there will be no Golden Path I am laying hints for that gets you the Bonus Secret Best Ending. Different paths will be different.
If you are still with me, thank you very much for your time and attention. Orolin awaits you, hero.
 
Last edited:
The World of Orolin
Aesthetics & Genre

Orolin is a "suits & sorcery" setting. There are many places where the apparent "tech level" ranges all the way up to modern, or even slightly-futuristic; you can find skyscrapers, corporations, monorail trains, etc. All that tech runs on magic, however, and the world applies it unevenly and erratically by normal standards. Most military technology, in particular, is capped firmly at the late-medieval-to-early-Renaissance level. People still fight with swords. Gunpowder has not been invented by anyone. Neither has the steam engine or the combustion engine. If you think of this as a late-era Final Fantasy game, you won't go too far wrong.

Geomancy ensures that the more-modern tech is concentrated in major cities. There are places that look like contemporary Hong Kong, and places that look like 14th-century backcountry English villages, and (quite plausibly) anything in between.

There are no known sapient nonhumans on Orolin, other than demons, though many monsters are frighteningly intelligent.

Metaphysics & Magic

There are many kinds of magic in Orolin. For taxonomic purposes, however, we can start by dividing the ones that matter into two categories: geomancy and the various forms of spirit magic.

Geomancy, as you might expect, is power drawn from the planet. It is a ley-line-based sort of magic. Specific physical locations contain ley nodes that brim over with arcane energy; this energy can be tapped for human use through arcane engineering and arcane architecture. Virtually all the tech runs on geomantic power. It is, in some ways, a much better power source than any known on Earth.

The big universal problems with geomancy are "how do you store the power?" and "how do you transport the power away from the node for use elsewhere?" There are not great answers to either of these problems, although the best arcane engineers gradually push at the boundaries of geomantic capability. Basically anything making use of geomantic energy has to be plugged into a physical infrastructure grid, and as you move away from the node itself, the energy depletes so rapidly that potential applications become severely curtailed. The biggest, most productive nodes allow for more impressive tech to be constructed right on top of them and for larger cities with more-distant outskirts employing minimal geomancy. Transport outside cities relies on animals, wheels, and wind.

Spirit magic refers to the wide variety of remarkable powers that humans can wield individually. There are many varieties of spirit magic, some much more rare than others (teleportation, in particular, is an extremely uncommon magical ability); thousands have been recorded over the span of history, even ignoring the idiosyncratic differences between individual mages. Spirit magic cannot be taught, at least not reliably: either you possess some form of magic or you don't. The rate is consistent throughout human populations at something like 1%. The descendants of mages are somewhat more likely to have magic than average, but not vastly so. People usually awaken to their power, if they do, around puberty (although there are occasional outliers in both directions).

Not all kinds of spirit magic are overtly and spectacularly magical. In particular, magic that enhances the user's physical capabilities -- strength, sensory perception, etc. -- is very common (as such things go). Individual varieties of spirit magic are something like very tightly-defined CRPG character classes; any given mage can do only a few kinds of thing with their magic. Some types are closely associated with certain populations, and almost never show up anywhere else. Others appear seemingly at random. Different societies have different cultural attitudes towards spirit magic (and towards different kinds of spirit magic), but most legendary heroes and warriors are mages of one kind or another.

Mages generally grow in power at least through mid-adulthood. Power spurts and new abilities often come on the heels of personal epiphanies or major life changes. The highest-end powers tend to be somewhat individual and idiosyncratic, as the peculiarities of a mage's spirit find expression in their magic.

Various faiths purport that their gods have wrought supernatural miracles in the world. There are rumors that occultists can conjure, and command, the demons who dwell amongst the stars. These things have roughly the valence that they do on Earth -- some people and some cultures take them very seriously, but if they're real real, most people haven't been exposed to it.

Geography & Politics

The world is a scary place. Outside the geomantically-protected cities, there are dangerous monsters everywhere, in the finest JRPG tradition. Dealing with them is a fact of life (and spirit mages often find themselves set to that task, one way or another). There are three continents. There is contact and trade between them, but not huge amounts, and what exists is slow: the best form of intercontinental travel is the sailing ship, and the pelagic zones of the ocean are infested with super-powerful monsters, so safe routes of travel are often very roundabout and indirect.

Nivveas, often thought to be where humanity originated, is dominated by the massive, millennia-old Empire of Nivveas. The Nivveans view themselves as the only civilization worthy of the name. The Imperial capital, Kharan, is indisputably the largest and wealthiest city in the world.

The Empire is stable in the sense that there's no external force remotely capable of threatening it. Its internal politics, however, are complicated and fractious. There are three distinct power structures in Nivveas, all of them with extensive governmental powers and prerogatives, bound up in dizzyingly byzantine intrigues:
  • The bureaucratic civil service, which acquires its members through competitive examination, and which administrates and regulates the Empire;
  • The great corporations, which are state-backed and largely monopolistic in their various spheres of commerce, and which own a staggering amount of the land; and
  • The military, which comprises a large number of mostly-independent martial fraternities and knightly orders, bound together by a baroque hierarchy of prestige and fealty. (Often, a military order is associated with some specific form of magic, and seeks out young teenagers who have just manifested that kind of magic for recruitment.)
(It should be noted that the civil service and the corporations maintain their own armed "security forces.")

The Emperor or Empress notionally has executive command over everything. In practice, this mostly means that supreme power goes back and forth amongst the three "branches of government," because -- by law and custom -- the Imperium rotates between them. The current Empress was formerly the President of the Dazzling Smile Corporation, and when she dies or retires, she will be succeeded by the grandmaster of one of the military orders.

On the fringes of the continent of Nivveas, and in the jungles and mountains, various independent nomadic peoples and small kingdoms maintain a precariously independent existence. Border wars are constant.

Morleas, the largest continent, is currently divided up between eight different sovereign nations and assorted city-states. Never unified as Nivveas has been since time immemorial, their history is defined by the shifts in wars, alliances, and rivalries. Fifty years ago, the three strongest nations of central Morleas -- Fatharol, Borlion, and Gavis -- formed an aggressive military alliance called the League of Chivalry and began seizing vulnerable territory. The League's wars were notionally religious in motivation; prophets of all three nation's deities were calling for various sacred treasures and holy sites to be reclaimed, for various blasphemies to be avenged, and so on. Many commentators at the time purported that the League's real purposes were far more worldly, and many historians have supported that contention.

This prompted the formation of two defensive coalitions against them: to the south, the mercantile nations of Drovos, Caruva, and Lorania formed the Republican Entente, and to the north and east, the massive Vespalonia and its much weaker neighbor Omone announced the Vespalonian Pact. The League wasn't well-prepared to face powerful unified enemies on two fronts, and it floundered for a few years, until its ambitions met a decisive end when the Church of Borlion collapsed in a nasty violent schism. That having happened, the "Morlean tripod" remained mostly stable for a few decades, during which period the continent rebuilt from the wars and returned to something like its former level of prosperity.

The equilibrium ended when a man named Pilpyas came to power in Omone. Pilpyas was a phenomenally-powerful spirit mage of an unknown kind, with versatile and far-reaching mind-control magics. He renamed the country to the Grand Duchy of Omonezh, and -- with extensive use of mind-control on his own people, especially the military and economic elites -- rebuilt his nation along efficient, collectivist, militaristic lines. This project took about a decade, and the rest of Morleas eyed it with some trepidation and loathing, but did not interfere. He then turned his attention outward, and his armies swept forth to seize every scrap of land to which Omonezh had the barest historical claim, primarily within the League of Chivalry's conquered lands, but also some of the northern reaches of Lorania.

Many assumed that in the face of such blatant aggression, and such disturbing magics, Vespalonia would abandon its longstanding ally. It did not. With Vespalonian power protecting it from counterattack, the Grand Duchy annexed its way to its greatest historical extent before stopping to consolidate. It has been most of a decade since then, but nobody thinks the Grand Duke's appetite for conquest has been satisfied.

Zareas is, by far, the least-populated of the three continents. While it is rich in mineral wealth and exotic plant life and other natural bounties, its ley lines are poor, and the monsters who dwell there are generally much more dangerous than those on Nivveas or Morleas. Most of the settlements on Zareas can be found along or near the northern coastlines, especially in the northeast, where the climate is mostly tropical. There are many such settlements, most of them very small; the anemic Zarean geomancy makes it difficult for cities to expand. Vindar, where the quest takes place, is one of the largest towns on the entire continent.

These settlements fall into a few categories. There are lawless towns, hives of scum and villainy -- often run by local crime families or syndicates -- that cater to prospectors, pirates, monster-hunters, treasure-hunters, and other kinds of fringe figures (ex. Skintown, Port Laughter, North Wick). There are settlements founded as utopian communities by religious or political movements, some of which retain their intended character as the years pass, and some of which don't (ex. New Hayera, Alleluia, Axtempo). And in recent years, more and more, there are resource-extraction outposts of Nivvean megacorps, often built around plantations or factories.

Zareas is, of course, famous for its ruins. These come in two general types.

There are the "recent ruins" (some of them thousands of years old), which are the derelict abandoned shells of failed settlements built by Nivvean and Morlean colonists over the years. There are a lot of these, and they often contain surprising treasure troves, especially for those who value historical lore. Obviously, they are mostly to be found in the north.

Then there are the "ancient ruins," the bizarre stone cities and temples constructed by an unknown people generally referred to as the "indigenous Zareans" (which they may or may not have actually been). These ruins can be found all over the continent. They are incredibly old; some of them are believed to have been inhabited centuries or millennia before the founding of the Nivvean Empire. Very little is known about the people who fashioned them. The "indigenous Zareans" seem to have written extensively, which is to say, they left lengthy inscriptions on many of the things they built -- but their language does not appear to be related to any known in the modern day, and their script has proven impenetrable thus far. The "ancient ruins" are also bafflingly resistant to mnemonism and other forms of divinatory/investigative magic.

Religion on Orolin

The Nivvean Empire officially adheres to Radiant Abyss Thought, a spiritual but non-theistic philosophy. The Nivvean upper classes practice Radiant Abyss Thought, or at least pay it lip service, almost uniformly. The lower classes of Nivveas often hold to ancient animistic folk beliefs (while also espousing Radiant Abyss Thought to varying degrees).

Morlean culture is freewheelingly polytheistic, in a not-very-systematic way. Most gods have individualized cults, and they generally don't have much to do with each other in myth or in doctrine (although there are a few who are supposed to be related to each other in various ways). Gods tend to be associated with specific places -- nations, or individual cities -- and most of their worshippers come from those places. But people relocate, and it's common for them to keep on worshipping the gods of their original homes (or the gods of their ancestors). The general assumption is that all the gods are real, or at least that any given god might be real, although few people pay much attention to any gods except the ones they worship.

A few Morlean nations, most notably Gavis, have strong institutional churches associated with their national deities.

Human society on Zareas is relatively young and relatively fragmented. Most Zareans observe a religion inherited from one of the other continents, often in some very heterodox form. Of course, minority religions and weird cults often build settlements on Zareas, in hopes of establishing utopia or escaping persecution.
 
Last edited:
Demonology and Astrology
Nothing about demons is well-understood. For most purposes, they might as well be mythical beings.

(Until you came to Vindar and saw the sealed rift with your own eyes, you may not have been entirely convinced that they even exist.)

Various legends and religious scriptures talk about demons. So do a few of the most ancient historical records. Taken together, these texts do not portray them in a consistent manner.

It is commonly believed that certain people are somehow able to summon demons into the world. The beliefs about how this works vary widely from place to place. In rural Nivvean villages, the demon-conjurer is a witch-like character who makes sacrificial pacts to wither crops and kill babies in their cradles. (Unsurprisingly, unpopular or antisocial villagers are often accused of practicing demonology.) Some esoteric scholars purport that certain kinds of spirit magic grant the power to summon and control demons. Others assert that no special gift is needed, only the proper execution of a ceremonial rite, or a particular kind of mental discipline. There are a few infamous rare books that purport to be manuals of demonology, and persistent rumors claim that decadent and eccentric elites use these manuals to summon demons for their own presumably-nefarious purposes.

These discussions are entirely academic. Demonology is reviled everywhere, and if there are any actual demon-summoners in the world, they are not publicly owning up to it.
There are a few things that everyone "knows" about demons, and that all the otherwise-very-inconsistent sources agree about:
  • Demons come from the stars, and dwell there when they are not present in the world.
  • Demons are hostile to the world and everything in it.
  • Demons are associated with great moral evil.

Because the stars are home to demons, their influence upon the world is universally understood to be baleful and negative. On Orolin, astrology is the art of understanding how the alignment of the stars will influence fate, so that their effect can be avoided or counteracted if possible.

The most serious kinds of astrology touch on all the stars in the night sky, but for the most part, astrologers are concerned with the zodiac: a series of thirteen constellations through which the ecliptic of the sun passes over the course of a year.

A few Morlean religions take astrology very seriously. Overall, however, in the present day, it is treated as a harmless and entertaining superstition (much as it is on Earth). The average person knows what constellation they were born under, and knows what vague curse that constellation is supposed to have laid upon them. Some people like to make a show of blaming the stars when things go wrong for them in a way that is consistent with the evil influence of their birth-signs. There is a cottage industry of pop astrologers who write horoscopes that tell people how to escape their dooms, or books about which birth-signs are especially unlucky together for romantic or business purposes.

The year on Orolin is divided into twelve months, each of which corresponds to the sun passing through a single constellation of the zodiac. There is a single day during which the sun briefly passes through a thirteenth constellation; this day is treated as falling between months, and in most of the world it is celebrated as Lamptide, a Halloween-like festival of spooks and revelry. (Nivveas is famous for its fantastically overblown, riotous Lamptide festivities. Things are generally somewhat more subdued on Morleas, and until recent years, the Church of Borlion denounced the holiday as demonic.)

The months of the year, and their associated zodiac signs, are as follows:

Springdawn
Python, the Serpent
("You will be consumed")

Highspring
Vexilla, the Banner
("You will be conquered")

Deepspring
Furmica, the Ant
("You will labor fruitlessly")

Summerdawn
Raster, the Harrow
("You will be torn apart")

Highsummer
Saltatrix, the Dancer
("What you love will leave you")

Deepsummer
Pardus, the Panther
("What you fear will follow you")

Falldawn
Eisoptra, the Mirror
("You will be hateful unto yourself")

Highfall
Meles, the Badger
("You will know great strife")

Deepfall
Cursor, the Runner
("You will never know rest")

Winterdawn
Gladio, the Sword
("You will wound what you love")

Highwinter
Gemma, the Jewel
("Your treasure will bring you no joy")

Deepwinter
Crategus, the Hawthorn-Tree
("You will be imprisoned")

Lamptide
Lamparus, the Lantern-Bearer
("All that you perceive will be hateful to you")
A Lamptide birth is generally understood to be extremely inauspicious.
 
Last edited:
Character Creation -- Part Two
Results:
  • [MAGIC] Silver Knight
  • [GENDER] Female
Background
Who you are lives in what you do; for no one is this more true than spirit mages, whose lives, experiences, and outlook shape and direct the expression of their powers. In this section you will be voting on the broad strokes of the life you have lived so far, which in turn shapes how your magic manifests.

[][BACKGROUND] The Marshal
You are the commander of the military forces for one of Nivveas's nine provinces. It is not half as prestigious as membership in one of the great knightly orders would be, but working for the bureaucrats who actually govern lets you focus on problems close to home: responding to monsters transgressing on civilization, suppressing bandits, and guarding the frontier from raids. Your weapon is a longbow that can shoot multiple arrows, and your specialty is battlefield tactical command.

[][BACKGROUND] The Genius
Holding high rank in a Nivvean martial fraternity is impressive for anyone, but at your age? Your depth of talent and potential has you singled out as one of the rising stars of the Empire and a key asset for your order in the internal jockeying for status, even if you have no great deeds to your name yet. Your weapon is a leaf-bladed spear.
Note: Your youth mean
s that you are less polished a combatant than other options: you have not yet developed a specialized fighting style or unique expressions of your spirit magic. However, this means your potential for growth during the quest is larger and more possible to actively direct than other options.

[][BACKGROUND] The Ascetic
Zareas is a harsh land, where humanity clings to the fringes and struggles to survive, where the weak face threat upon threat to their lives and livelihoods: from monsters, from Nivvean corps, from bandits. You have had to be harsh yourself to survive, but you direct that harshness inward, to control your emotions and your wants, and wherever you wander, you try to help, in the ways a harsh woman can. Your weapon is a staff covered in serrated scales, and your specialty is fighting when outnumbered.

[][BACKGROUND] The Monster Hunter
Vespalonia is large and strong, and much of it has lived almost untouched by the wars which have been fought across central Morleas for decades. However, internal borders against geomantically-weak and monster-infested territory can be as dangerous as external borders against jingoistic neighbors. You are an independent monster hunter, who goes where the trouble is and kills it, gaining the regard of the countryfolk, the bounty placed on the monsters, and the body parts to sell to merchants. Your weapon is a tremendous two-handed axe, and your specialty is fighting against things significantly larger and stronger than you.

[][BACKGROUND] The Veteran
Your city-state joined up quick with the Republican Entente when the League of Chivalry began throwing its weight around, but that didn't save it from having to fight. You were blooded in the Chivalry Wars, as your spirit magic made you a significant military asset despite your age, and you've defended your home ever since. You've fought the League, you've fought petty warlords trying to carve out kingdoms, you've fought other cities trying to settle scores, and you've been preparing for the day when Omonezh would come and you would fight again. Your weapon is a sword and a shield, both of which you can imbue with brilliant light, and your specialty is holding positions and defending your allies.
Note: Your age and experience mean that you have developed your powers more than other options, with an extremely polished fighting style and unique magic. However, your potential for growth is smaller, as you have already followed much of the path available to you.


Skills
In this quest there are nine skills, which cover noncombat challenges that merit mechanical resolution. The skills are Athletics, Stealth, Endurance, History, Esoterica, Perception, Socialize, Performance, and Deception. The normal range for skills is 1-5; as a spirit mage, your range is 2-6. Your rating in a skill determines how many d10s you roll on a skill challenge of that type; 1-6 are a failure, 7-9 are a success, and 10 is two successes. Most non-opposed challenges will require one success; hard challenges will generally be represented with a penalty to your rating rather than a higher requirement for success. Rolling no successes and at least one 1 constitutes a botch (a failure with further negative complications), and rolling at least 3 successes more than you need (i.e. generally 4 successes) will constitute a crit (a success with additional positive consequences).

Rather than have a complicated plan vote where you draw up legal skill arrays, I have just generated a number of skill arrays for you to vote on (with some basic assumptions like "as a Silver Knight, probably you're pretty good at physical stuff"). All skill arrays have 1 skill at each of 2 and 6, 2 skills at each of 3 and 5, and 3 skills at 4.

Esoterica is used for random bits of metaphysical theory or weird nonsense related to magical things in the world. I promise it is not the Solve The Metaplot skill, it is a grab-bag of curiosities.
Socialize is used for creating a favorable impression in one-on-one or small-group interactions. Performance is for performances either artistic (e.g. music or writing a poem) or rhetorical (e.g. speechifying to crowds or writing an essay).
If you have questions about other skills, tag me and I'll post more in here.

[][SKILLS] The Scout
Athletics 4, Stealth 5, Endurance 5, History 4, Esoterica 3, Perception 6, Socialize 3, Performance 2, Deception 4

[][SKILLS] The Scholar
Athletics 4, Stealth 2, Endurance 4, History 5, Esoterica 6, Perception 3, Socialize 4, Performance 5, Deception 3

[][SKILLS] The Savvy
Athletics 4, Stealth 3, Endurance 3, History 5, Esoterica 2, Perception 4, Socialize 6, Performance 4, Deception 5

[][SKILLS] The Sportswoman
Athletics 6, Stealth 4, Endurance 5, History 2, Esoterica 3, Perception 5, Socialize 4, Performance 4, Deception 3

[][SKILLS] The Wielder of Secrets
Athletics 4, Stealth 4, Endurance 3, History 3, Esoterica 2, Perception 5, Socialize 5, Performance 4, Deception 6
Added by @AlphaDelta

[][SKILLS] The Unyeilding
Athletics 5, Stealth 4, Endurance 6, History 2, Esoterica 3, Perception 5, Socialize 4, Performance 4, Deception 3
Added by @RandyTrevelyan

[][SKILLS] The Leader
Athletics 4, Stealth 4, Endurance 3, History 4, Esoterica 2, Perception 5, Socialize 5, Performance 6, Deception 3
Added by @Derpmind

If there is an alternative skill array you really want, tag me and I'll add it. It's not required that its descriptive tag start with the letter S, but I'll be pleased with you if it does.
 
Last edited:
Character Creation -- Part Three
Results:
  • [BACKGROUND] Genius
  • [SKILLS] Sportswoman
An athletic young hotshot from Nivveas you are, then. I'm going to need to polish my notes on things you would know as a Nivvean, but thankfully I don't need to polish them too much because History is literally your worst skill.

So! With all of the big questions of character-building dealt with, just minor matters left to deal with. First of all:

[][NAME] Write-in

Onomastically, you should feel free to be creative. Nivveas, while obviously sporting a lot of Chinese influences, is extremely diverse (unsurprisingly, given that it's an empire covering most of a continent). Here are some examples of Nivvean names you might find useful:
  • Xiomara Delfin
  • Archelada Serafin
  • Thariden (personal name)
  • Red Cloud (personal name)
  • Calron (family name)
  • Dajin (family name)
And one final detail: remember the Demonology and Astrology lorepost? I thought it would be nifty if you guys voted on what sign you were born under, and thus what astrological doom you have. Just for fun and flavor, you understand. It'll probably never come up.

[] [ZODIAC] Python, the Serpent
Born in Springdawn: "You will be consumed"

[] [ZODIAC] Vexilla, the Banner
Born in Highspring: "You will be conquered"

[] [ZODIAC] Furmica, the Ant
Born in Deepspring: "You will labor fruitlessly"

[] [ZODIAC] Raster, the Harrow
Born in Summerdawn: "You will be torn apart"

[] [ZODIAC] Saltatrix, the Dancer
Born in Highsummer: "What you love will leave you"

[] [ZODIAC] Pardus, the Panther
Born in Deepsummer: "What you fear will follow you"

[] [ZODIAC] Eisoptra, the Mirror
Born in Falldawn: "You will be hateful unto yourself"

[] [ZODIAC] Meles, the Badger
Born in Highfall: "You will know great strife"

[] [ZODIAC] Cursor, the Runner
Born in Deepfall: "You will never know rest"

[] [ZODIAC] Gladio, the Sword
Born in Winterdawn: "You will wound what you love"

[] [ZODIAC] Gemma, the Jewel
Born in Highwinter: "Your treasure will bring you no joy"

[] [ZODIAC] Crategus, the Hawthorn-Tree
Born in Deepwinter: "You will be imprisoned"

[] [ZODIAC] Lamparus, the Lantern-Bearer
Born on Lamptide: "All that you perceive will be hateful to you"
(A Lamptide birth is generally understood to be extremely inauspicious)
 
Last edited:
Nivvean Politics
The Current Situation

Nivvean imperial politics are always cutthroat, but things are particularly fractious and unstable right now.

Empress Archelada Serafin is ambitious, even by the standards of corporate Imperials, and there's a widespread perception that she's bitten off more than she can chew -- that she's spread the resources of the Empire too thin, and that her numerous projects are failing much too often. She has sent the Imperial armies into multiple border wars, in hopes of reclaiming lands lost to the "barbarians" decades ago; she has given Imperial backing to a large number of corporate resource-extraction colonies on Zareas, which are beset by expensive logistical difficulties and even-more-expensive local discontent; she has created a network of intensive "schools" designed to create and train spirit mages of various kinds, and some of the first "products" of those "schools" have been extremely troubling.

The military is quite sure that it wants to oust her as soon as possible, and claim its place on top. It hasn't made its move yet chiefly because its two foremost leaders -- Thariden of the Heart-Eater Brotherhood, and Lady Red Cloud of the Knights of the Dream -- hate each other with a passion, and have been unable to determine which of them will be put forth as the military's Imperial candidate.

The civil service has thus far remained quiet and uncommitted in this struggle.

Certain Major Nivvean Corporations

Imperial Energy Enterprises (IEE) is without question the eight-hundred-pound gorilla of the Nivvean economic world, and the first-among-equals in the council of the corporations. Its main focus is on geomancy and geomantic architecture -- it built most of the key infrastructure in every city on Nivveas -- but it's an enormous expansive corporate behemoth, and it does a great many things in the general realms of heavy industry and construction. Politically, it's mostly a force for small-c conservatism, since it benefits more than anyone from the status quo. Its executives regard many of the present Empress's projects as attempts to build up IEE's rivals at its expense. Unlike many of the major corps, it's not a family business in any sense.

Fifty years ago, the Dazzling Smile Corporation (DS) was a small and insignificant company, a manufacturer of toothpaste and cosmetics. Since then, its rise has been meteoric, especially now that its former President has been crowned Empress. It got to that point largely by expanding into other consumer goods -- snack foods, toys, and vid-spheres -- and by conducting the most aggressive marketing/branding campaign in Nivvean history. (Political cartoons often depict Archelada Serafin as Wingy, Dazzling Smile's omnipresent angel mascot.) Unsurprisingly, it has received a lot of patronage from the Empress, and there have been subsidized trade expeditions to get DS products into foreign markets. Of course, this involves setting up manufacturing centers in foreign lands, given the prohibitive expense of intercontinental shipping.

Calron Textiles (CT) is synonymous with the clothing industry on Nivveas. Not only does it own pretty much all of the industrial-scale manufacture, it also owns most of the major clothing stores, and even largely controls the fashion world through its designer academies and its publications. The Calron lineage is probably the single most elite, top-of-the-upper-crust family in Nivvean high society; status-conscious young men and women from across the Empire flock to work for the company. CT is especially infamous on Zareas, for its sweatshop towns and for the armies of monster-hunters that it dispatches every year to bring in rare and valuable pelts.

The Earth Heart Mining Corporation (EHM) is even more closely held by its ruling family than most Nivvean corps. The Dajins have handed the Presidentship of EHM down from parent to child through twelve generations. Earth Heart has been especially aggressive about expanding in Zareas over the course of the last couple of decades, investing heavily in rare and valuable metals, and for some reason staking its claim on a lot of land with ancient Zarean ruins on it.

Delfin Family Hospitality (DFH) is a mid-size, middling-influence corp that runs the hotel industry on Nivveas. It's noteworthy for being the only corp with any sizeable presence on Morleas, where Delfin hotels are a watchword for luxury. It's also noteworthy, at the present moment, for scandal. Ten years ago, the family heir left the corporation behind, fled Nivveas altogether, and set up her own privately-owned resort in the wilds of Zareas.

Certain Noteworthy Sects and Fraternities

The Heart-Eater Brotherhood is an infamously aggressive, widely-disliked fraternity that specializes heavily in raid warfare and scorched-earth tactics. It is notorious for recruiting blood ghouls -- spirit mages who can gain strength and vitality through cannibalism -- as well as bandits, village toughs, and other disreputable sorts. After decades at the bottom of the military's baroque prestige hierarchy, recent years have seen it rise meteorically, largely thanks to Empress Archelada Serafin's interest in reclaiming and pacifying the borderlands.

The Knights of the Dream are a wealthy and sophisticated sect that recruits from Kharan. Their work mostly involves policing wealthy neighborhoods and providing high-level security (often working in tandem with corporate or civil-service forces). The Knights favor mnemonists, diviners, and psychics of various kinds.

The Cloud Spear Sect is one of the oldest, most traditional, and most respected fraternities in the military. It has been controlled by the Gehrman clan for twelve generations. It operates mostly in the western provinces, where it maintains fortresses on the border with Ihmenet and various other barbarian kingdoms. The Cloud Spears also supply martial instructors to other, younger sects with less-well-developed arts and styles. Their ranks contain a noteworthily large number of Storm Children, but their martial doctrine is flexible and versatile, without particular emphasis on any one kind of magic.

The Iron Legion is the single largest sect in the military. It refuses to accept spirit mages of any kind, and its doctrine promises to make a great warrior out of any ordinary man or woman through intense disciplined training. It is presently responsible for road security and bandit management in almost half the Empire, and while it has never been particularly influential politically, its relevance is quickly becoming undeniable.
 
Spirit Magic Catalog
The first proper update has been taking a while mostly because the character of Lí Lan has been taking a while to congeal in my head; I kept starting and then going "no, this is wrong" and tossing out what I had. But over the weekend, I hit on the correct answer and things are going smoothly now.

However, I started a new job today, and onboarding stuff is eating a fair chunk of my writing time. So it might be another couple of days before I get the first story post up. By way of apology, have a lore post: a large index of spirit magic varieties, including many that you have not yet seen. Your fellow heroes at the Hellgate have by now been fully generated (though not all of them have names yet), so have fun speculating on what sorts of spirit mages you'll be fighting alongside!

Ancestral Scion
Ancestral scions can conjure forth spiritual entities that appear to be the ghosts or phantoms of their own genetic predecessors. These ancestor-ghosts can fight on behalf of the mages who summon them, and -- sometimes -- offer up their own skills and knowledge. As a scion grows in power, their ghosts will display more coherence-of-personality and more capacity for independent action. Scholars are divided as to whether these entities are genuinely the spiritual remnants of deceased humans, or merely psychic projections of the summoner's imagination; scions themselves tend to have strong feelings on this issue. All known ancestral scions come from a few famous lineages, which manifest this form of magic with great regularity; the most noteworthy of these is the royal line of Gavis.

Animator
Animators wield the so-called "breath of life," which they can imbue into unmoving and unliving objects, granting those objects temporary mobility -- and even a temporary sort of operational intelligence. At an Animator's command, brooms will sweep, knives will cut of their own accord, and carts will roll themselves forward without any need for horses. This is an extremely versatile form of magic, and tends to be in great demand for commercial applications. Animators' Guilds can be found in many cities, selling their magic services for high prices.
Necromancy is, properly understood, the use of Animation magic on once-living organic tissues; certain savants believe that there is remarkable power and utility to be gained from necromantic techniques, but any such practice is regarded as vile the world over, for obvious reasons. (Scholars claim that the tremendous receptivity to Animation displayed by organic matter has troubling metaphysical implications.)

Archivist
Their magic revolves around fighting entropy: preserving things in their current form, preventing collapse and erosion. The physical aspect of their power usually manifests as ice manipulation. Archivists are invaluable in logistics, albeit some act as front-line fighters. Masters of this discipline seem to be capable of halting their ageing altogether. Archivists tend to be conservative and rigid.
(Contributed by @sportoner)

Beast Soul Adept
Some mages find that their empowered spirit takes the form of an "inner beast" of some kind -- a true spiritual self that is animalistic, or monstrous, and that can be partly unleashed into the world through the expenditure of power. This is one of the very most common and widespread kinds of spirit magic, although it can take many different forms, since an "inner beast" can be practically anything. It is also, usually, one of the most straightforwardly physical kinds of magic. Beast Soul Adepts can temporarily give themselves features of their totemic identities: claws, fangs, wings, whatever is appropriate. They can often employ the senses, or the instincts, or the unusual abilities, of their beasts. At the heights of their ability, they can fully transform into bestial shape.

Body Savant
Body savants' magic focuses on control and manipulation of their own physical forms. At a basic level, most mages of this kind are effortlessly healthy and fit, and resist most nonmagical diseases. Those who choose to hone this power develop an intuitive familiarity with the thousand intricate interconnected systems of their own bodies -- a familiarity usually supplemented by intensive, long-term study -- to better understand their limitations, and then push those limitations as far as possible. Body savants are ever surefooted and poised, capable of delivering precise and shattering blows with their bare hands and feet, and can control their adrenaline and serotonin levels to modulate their instinctual reactions or keep themselves awake and on their feet far longer than normal. Masters of this discipline can reshape their body on the macro-level: creating backup organs, coaxing spikes of bone to serve as armor or weapons, and even healing from mortal wounds.

Cosmic Essence Sage
These mages wield a supremely esoteric kind of power, one that reflects the conceptual duality underlying existence: positivity and negativity, which is to say, presence and absence. Their more overt abilities allow them to project magic into the world in its rawest and purest form, usually shaping it into wards and barriers and other very simple constructions. Their subtler negative abilities allow them to weaken, or even drain, external arcane phenomena. Cosmic Essence Sages are found almost exclusively on Nivveas, where their brand of magic (and the associated insights) have been given particular prestige and veneration since time immemorial. Many of them are affiliated with the Nivvean civil service, that most ancient and respectable institution.

Dazzler
Light is the tool, weapon and toy of a Dazzler. At their most basic level they can create bursts of blinding brilliance, but more subtle adepts can make swirling, hypnotic patterns, or focus light into searing beams that pierce flesh or even metal and stone, or simply beautiful displays of illuminated artistry. Dazzlers are known for exuberance and energy - their magic is at least half performance, and they say that this matching of emotion to wavelength is not mere preference, but integral to their magic.
(Contributed by @KreenWarrior)

Echo Caller
Echo Callers make for excellent scholars and researchers in arcane fields, for their power allows them to perceive magical phenomena directly -- synesthetically "seeing" the flows and patterns of the aetheric forces -- like no one else can. They are most famous, however, for their ability to make their own magic conform to the patterns that they "see." Which is to say; during the brief moments when the residue of a spell or magical effect lingers in the world, an echo mime can often cast that same spell or create that same effect, regardless of its origins.

Fatebinder
These rare mages are able to feel out the thin, fragile tendrils of fate that draw each individual towards his or her destiny like tethers of spidersilk. No mortal mage can break the hanging threads of fate, nor reweave them...but fatebinders can gently loop them around other individuals or items, ensuring that their futures will be closely intertwined for a time. Fatebinders may use their own destiny-threads as a quick and convenient source for bindings that will last the span of their own lives, or expend a much greater effort to manipulate the threads of others. The effects of this may vary from minor bindings, like ensuring that someone never loses a cherished possession, to major intricate tangles that can change the course of history. Practitioners of this discipline understand that each binding or knot they create tugs at the weave of reality in oblique and unpredictable ways, and true masters can even sometimes pluck at a thread and sense the vibrations of what may come of the future if it is disturbed.

Forger
Forgers are prized the world over, for they are the makers of magical tools and weaponry -- which is to say, they are the only ones who can put magic power in the hands of anyone other than a spirit mage. Were they more common, and were they better-able to shape their creations from common materials, they might change the ordering of the world; as it is, their numbers are few, and the reagents with which they can work are rare. As it is, Forged arrows that always fly true and Forged swords that can fight under their own power are the treasures of kingdoms. The classical Forger temperament is obsessive, perfectionist, and misanthropic; how much of this is the natural consequence of the circumstances of their work, and how much is romantic stereotype, is unclear.

Ghost
To tread in the realms of the ethereal and unreal, to walk out of step with the rest of reality -- that is what it means to be a Ghost. At its most basic, this spirit magic allows one to pass through solid objects as though they were nothing but the wisps of a dream, but with skill and practice a Ghost can step out of phase with any aspect of existence. Light, gravity, even magic itself; to a true Ghost, all of these and more are nothing but fragile constructs, to be indulged or ignored as the whim takes them. There are even whispered tales that the greatest Ghosts are able to walk outside of the very fabric of space and time... but those are surely only fanciful rumours, and nothing more.
(Contributed by @NSMS)

Living Crucible
Living crucibles wield a bizarre and viscerally physical form of magic; they can eat almost anything without injury, and they draw temporary power from what they consume. From any sort of ordinary foodstuff or common substance, the power gains are so trivial as to be unnoticeable, but rare materials (or the flesh of powerful beings) can grant a living crucible all sorts of strange and potent abilities. Many mages of this kind try to carry around a small supply of gold and jewels, to be eaten whenever mighty magics are needed.

Mnemonist
Many mages of many kinds possess at least some small measure of psychometry: the ability to sense echoes-of-the-past that are strongly connected to a particular person, place, or item. Those who choose to focus on this power can often learn to experience and interpret these echoes with greater clarity. Although perceptible ambient memories are rare, and generally appear only in connection with moments of great emotion or spectacular amounts of magic, a master mnemonist can go searching for a particular event or moment of the past -- experiencing it through multiple perspectives, and even turning themself into an amplifier to transmit their understanding directly to others. Mnemonism is not a particularly combat-oriented kind of magic, but mnemonists who do take up arms learn to capitalize on their ability to gather valuable information about their enemies' capabilities and weaknesses.

Phrase Flyters
Phrase Flyters are simple - violence is their language and language is their violence. The most common request other mages make is to please stop punning - but to this brand of magic, puns punctuate and actuate every cause and effect there is! When they make a truly clever play on words, they truly make the clever words play out. Most will only amount to a massively aggravating illusionist, but perception can be made reality all-too-quickly at their tongues.
(Contributed by @huhYeahGoodPoint)

Purifier
Purifiers wield the magic of the purging flame, which they generally perceive as burning eternally inside their heart, waiting to be unleashed on the world. Purifiers are known for their skill with the obvious combative applications of fire, but the purging flame is also capable of much subtler applications. Applied with careful skill, it can purge poison from food, or disease from a living body. Applied with very careful skill, it can purge memories -- or even entire aspects of personality -- from the mind of someone who is willing to be so changed. As a rule, this kind of magic manifests among people who have a deep-seated desire to change the world around them.

Shadow Dancer
This brand of spirit magic revolves around solidifying, and manipulating, shadows. The most fundamental shadow dancer techniques mostly revolve around the mage turning their own shadow into a capable, empowered ally -- a scout and spy and combat partner, perfectly in synch with its master's thoughts, perfectly silent. Shadow dancers can also manipulate ambient shadows, transforming them into temporary weapons or hiding-places. Shadow dancers are uncommon even by spirit-mage standards, and they tend to be extremely secretive.

Silver Knight
A mage of this kind can conjure forth, at will, a suit of armor and a weapon -- uniquely individual in its form, but always gleaming silver -- shaped from pure magic force. It is said that a silver knight's arms and armor are physical manifestations of their very soul. Their weapon can strike with unnatural force, but is practically weightless in their hands, and can be intuitively maneuvered with great skill; their armor is nigh-impervious, but does not hinder their movement at all. Silver knights are found all over the world, and often make lives for themselves as elite soldiers, for many armies prize them above all other kinds of mages.

Stonelaw Enforcer
Though Stonelaw Enforcers are visible on the battlefield for the walls they raise, the terrain they manipulate, and the boulders they hurl, their true power does not rest in mere manipulations of soil and rock. Rather, they wield the conceptual essence of the earth: the principles of weight and mass, of absorption and solidity, are theirs to command. While found all over the world, they are most prized in Morleas, for the tense peaces and wary alliances of that continent are ever in need of those who can help raise fortresses and suppress raiding parties.

Stormchild
Storm magic is among the most widespread kinds of spirit magic, and for many people, the stormchild is the absolute classic archetype of the magician. Stormchildren can soar through the air like birds, and they can unleash blasts of lightning from their hands. Their skills are, of course, prized by armies -- they make for excellent scouts, and are unmatched as air-artillery -- but as a rule they are free-spirited and rebellious. They often live restless and nomadic lives, although there are a few Nivvean martial sects with traditions of helping stormchildren discipline themselves and channel their power.

Wild Warden
In some people the call of the Wild is not merely heard: it is felt, resonating through their very soul. Wild Wardens are the ultimate expression of this, the bridge between man and beast. At their earliest stages, they're capable of communicating with animals in very limited terms, using them to scout, pass messages, or even to help defend themselves. As they gain power and experience, they may choose a particular animal to bond with; forging a soul link that allows that Wild Warden to take on aspects of their partners for a limited time. At their greatest, Wild Wardens are capable of transforming into animals, starting with their bonded, and expanding as they come to know other beasts and how they function and live.
(Contributed by @TempestK)
 
Back
Top