framalam 837 Share Posted September 28, 2024 (edited) HEARTSFLAME THE SKIES’ BENEDICTIONS ORIGIN The souls of the Seven Skies, the human millions, have long sought, and delivered their blessings unto those that continued the virtues of any given soul in life. Those zealous, those furious, those passionate - this mortal essence of emotion carried through, into the greater souls. The blessing of Aeriel allowed a pitifully small push, and prod for Man. She granted them, if nothing else, boundless imagination, and with it, action. The pure energy, a sheening, radiant, almost blinding number of souls, the sheer quantity of once-life stored in the Skies use their innate energy of simply being; they push forth, they shoulder off death, and they continue. They lend themselves - their being - to the mortals they came from. Manifesting first as small miracles, blessings granted - a babe to an elderly couple, water to the wayward vagabond, rain to the woeful farmer - the Souls have been nothing but passive. The heartsflame, as it once was mistakenly attributed to gods, is merely one aspect of the infinite Skies. And so now, with the passing of zealots, with the passing of the furious, with the passing of the passionate, it is this emotion that spurs them onto strike into the hearts of Descendants below - human or otherwise - and continue that which they cannot any longer. The Souls ebb into the souls of the living, continuing their lively pursuits through avatars. In this way, the Souls defy the eternal, even if blissful, quiet of death. They rise with the dawn, burn with the midday sun, and fade only when the stars themselves retreat. They are the echoes of every love, every loss, every triumph, and every failure that humanity has ever known. And through the hearts of the living, they continue, everlasting, everburning, ever living through the fire in the hearts of those below. COMPATIBILITIES + MAGIC EXPLANATION A Hearthsoul is a Descendant touched by the Greater Souls, or a Greater Soul of the Seven Skies. They are empowered by this collective patron - the Skies. The Souls of the Seven Skies choose to lend themselves to Descendants who take to vigour; it is through vigour that these souls grow and ebb, and it is through vigour that they select their chosen. A merchant, who sold all his possessions on a gamble; a troubadour who refuses any work but song; a scholar wholly devoted to his work, to the point of hermitage. To them, be they of Gravitas, Humilitas, or Sibylline - the Three mistaken as deities in their own right by the Hearthsouls of old - so long as the endeavours they pursue are pursued with vigour, they are pleased. But, as the Souls are pleased, so too are they angered. By acting themselves as conduits to the Skies, the Hearth Souls become similarly vulnerable to their wrath. Sloth, failure, defeat, ineptitude - all unacceptable to their patrons above. The involvement of these second souls twist and pull at the Hearthsoul, their disappointment painfully tangible, inflicting mental and physical distress. So long as the souls of their chosen are unimpeded in accepting their invitation to the Skies, any can be chosen so long as they serve the Souls’ will. Heartsflame is a [3] slot deific magic. Heartsflame is compatible with Heralds, both at feat and 1-slot level. Heartsflame is compatible with Seers, both at feat and slotted levels. Heartsflame is incompatible with any Dark magic. Heartsflame is incompatible with any Voidal magic. Heartsflame requires a Greater Soul for connection. It is not restricted to only humans. Heartsflame cannot be learned by any CAs. PARAGONS The Greater Souls, whether knowingly or not, separate themselves into categorizable groups. These collections of Souls merge, meld, and change together, though it is still the will of the individual that would ever branch out onto the mortal plane. All Souls in the Skies are melded together, albeit to differing extents. These closer knit amalgamations are most commonly seen in the form of the Paragons, like minded souls whose goals in blessing, and in life, may have aligned. GRAVITAS THE GREAT HUMILITAS THE GRACEFUL SIBYLLINE THE WISE Gravitas consists of the great Men who passed to the Skies. The valorous, the brave, the honourable - the great. They tend to empower those who took after them in life: warriors, conquerors, kings, statesmen, smiths; Gravitas’ favour is given unto those diligent. Humilitas is all what the name alludes to: humility. Humility in spirit, in character, and in action. It is here the most saintly reside, martyrs, poets, artists, and preachers. Humilitas lends themselves to all those with grace, and compassion in their heart. Sibylline in death is ever as curious as they were in life, often the most active of any paragon as they seek out scholars, clergymen, philosophers - Men who seek to uncover the questions their Souls never could. It is to them who they gift the drive to keep searching. PROGRESSION TIER 1 A novice Hearthsoul that may not even be aware of their empowerment, seeing it as good karma, or sheer luck. A Hearthsoul remains at this stage indefinitely without one more experienced in their connection to the Skies aiding them. TIER 2 After [4] OOC weeks, and learning all Tier 1 spells from a Hearthsoul with an approved TA, a Hearthsoul moves on to Tier 2, able to more aptly manipulate their newfound boons. TIER 3 [8] OOC weeks after connection, having learned all Tier 2 spells, and having been chosen by a paragon, a Tier 3 Hearthsoul serves as a more active vessel for the Skies. Choice of Paragon must be reflected on the player’s MA. TIER 4 After welcoming the Skies within for [10] OOC weeks, a Hearthsoul begins to fully devote themselves towards their paragon, their servitude being repaid in kind by more direct guidance. TIER 5 A true avatar of the Skies and their Paragon, an Elder Hearthsoul may begin to offer their paragon new devotees [12] OOC weeks after connection, to their chosen’s knowledge or not, and welcome souls into the Skies. ABILITIES The Seven Skies, as a collective patron, offer a distinctly separate form of empowerment against the selfish aenguldaemonica who act in interest of exclusively their cause, or themselves. The collective consciousness is just that, collective; empowering Souls may counsel and guide their Hearthsoul in a way that might conflict with their peers, even if under the same Paragon. Accountability is raised to an extreme, with failure being judged by several, if not dozens of Souls, in comparison to one entity. Yet, this multifacetedness allows for a broad application of the Souls’ will and testament through their empowerment. CERULEAN GUIDANCE [T1] | PASSIVE A Hearthsoul may usher in a trail of the Soul’s imbued essence behind them, leaving a faint path for other Hearthsouls to follow and learn from. This stream of ‘deific’ mana will naturally fade across [3] OOC days, becoming gradually less visible. REDLINES Cerulean Guidance is only visible to Hearthsouls with an approved MA. Cerulean Guidance should be marked out with signs, with the date they were placed within the text. Cerulean Guidance is no longer visible [3] OOC days following a sign’s placement. EMPYREAN WHISPERS [T1] | PASSIVE The fabric of a Hearthsoul is a Descendant marred by the lives and yearns of many, many others. This manifests itself as a near schizophrenic affinity to hear the souls above, with whispers coaxing them to seize their destiny. This effect only loudens the more a Hearthsoul allows the Skies to encroach onto them. REDLINES Hearthsouls should adequately roleplay the effects of these pushing Souls: Denying them would bring great shame to the Hearthsoul Their presence would seemingly deny the Hearthsoul any quiet or lonesomeness The manifestation of the presence of the Skies in a Hearthsoul is up to the discretion of the player. They may be literal whispers, or more so seemingly irrational and extrinsic urges. Empyrean Whispers will worsen the higher the tier of the Hearthsoul. Empyrean Whispers is not necessarily negative. To the diligent chosen, they are words and whispers of encouragement. HEARTFIRE [T1] | PASSIVE The sheer quantity of Souls in the Skies leave their holy mark wherever they go. The Hearthsouls are not exempt to this. An eternal fire burns in their chest, gleaming rays of light perforating through the chosen’s ribs as their flame flickers, unconcealable. Similarly to the whispers of the Souls, their flames grow brighter as more flow into the Hearthsoul. REDLINES Heartfire does not provide any illumination. Heartfire does not make the Hearthsoul more easily visible in dark environments. Heartfire is not concealable, though is not explicitly noticeable through clothing and armour. Heartfire becomes explicitly noticeable, no matter what covers it, from Tier 3 onward. Below Tier 3, clothes or other coverings over Heartfire may only show occasional glimmers or ripples of light. Some tell must be included, though. Heartfire becomes explicit, no matter the covering, when the Hearthsoul casts. HEARTH’S RESPITE [T1] | PASSIVE/ACTIVE The flame in a Hearthsoul burns bright, and burns warm. Through concentration, and sustained physical contact with as many as [2] others, a Hearthsoul may spread or take on an alleviating warmth to combat extreme cold, or, paradoxically, extreme heat. A blissful temperate, warmth flows from the Hearthsoul’s very heart aflame, and out to any targets. Similarly, the hearthsoul may bask an area in holy light, up to [2m] away. REDLINES Hearth’s Respite requires [1] emote of focus, and [1] emote to cast, requiring uninterrupted focus and contact with targets, should there be any. Hearth’s Respite may be cast for a maximum of [5] emotes in combat, and indefinitely out of combat. The illumination provided by Hearth’s Respite does not penetrate through any magical means of obscuring vision, and purely physical means, such as mists, fogs, or blizzards. Should a spell from a magic refer to a physical means of visual obscuration, Hearth’s Respite may illuminate an area through this obscurity, up to only [1m] away. The illumination from Hearth’s Respite causes the Hearthsoul to become illuminated. The aesthetics of this is freeform, it may be literal immolation, or a soft glow. Whatever effect chosen, this extends to any who are warmed by Hearth’s Respite. RESOLVE’S FLARE [T2] | PASSIVE Lent the incorporeal pure emotion of their patron, a Hearthsoul may similarly render their emotions, or another’s emotions (with consent) into a physical manifestation - a small fire. Resolve’s Flare takes the form of a small fire within the palm of the Hearthsoul that may be handed to and interacted with by others. It will shrink or soar depending on the emotions of the target, with this being freeform between the caster and the target. Resolve’s Flare is harmless, and provides only a mild warmth, similar, but not equal to Hearth’s Respite. REDLINES Resolve’s Flare requires [1] emote of focus, and [2] emotes of sustained contact (or casting if there is no target) at which point contact can be broken and Resolve’s Flare maintained for [30] narrative minutes. The flame from Resolve’s Flare provides no more mechanical illumination than a normal torch. The fire of Resolve’s Flare can take any colour, shape, or size, so long as it is containable in the palm of the caster’s hand. It may change colour, shape, or size. The flame from Resolve’s Flare does not spread, nor is it destructive. Resolve’s Flare requires IC consent to be cast on a target. ECHO OF EULOGIES [T2] | PASSIVE Omnipresent, all-seeing, the Souls of the Seven Skies are privy to everything below. To a limited capacity, they can share this to their chosen empowered. Channelling their patrons and expelling them outward into an area, to a maximum of [5]m in radius, a Hearthsoul can replay events and dialogues that they either were witness to, or much fainter replays of events that they did not witness. These replays take the form of vague, ethereal wisps flowing outward from the caster’s heartsflame. REDLINES Echo of Eulogies CANNOT be used to metagame information. It is meant to be a flavorful, in roleplay, replay feature. Sensitive content is not discernible from Echo of Eulogies, with a ‘timelapse’, mumbled, or rushed aspect to any dialogue. Similarly, any faces or recognisable features are too blurry to make out. Exclusively with OOC consent from every party involved, a Hearthsoul may replay dialogue they were or were not witness to. HEARTHSONG [T3] | PASSIVE/ACTIVE Channelling their heartsflame through themselves and out their throat, the divine harmony of the heavens can be sung out the mouth of any Hearthsoul - their Hearthsong. Non-distinct, Flexio-like chants, heavenly hymns, and vocal harmonies come out of the literal flames of the Hearthsoul’s voice, soothing the mentally afflicted, and urging others on in their own endeavours. REDLINES Hearthsong requires [2] emotes of connection, and [1] emote to cast. Targets must be within #rp range, or [20]m to take effect. Hearthsong can be continued indefinitely outside of combat, but has a maximum duration of [5] emotes during combat. Hearthsong can only combat psychological inflictions such as from hexes, or maledictions, through the duration of the spell. Whatever the negative effect, it may be reduced at most one stage, with reference to the pathway below: Paralysis -> flight-inducing fear/madness -> mania -> unease -> normalcy Effects undefined in the list above should be similarly affected, for instance, an Illusionist causing a target to imagine insects crawling through them might instead have their target think themselves to be surrounded by puppies. Outside of combat, the above table should not be referenced. Permanent mental afflictions may be temporarily alleviated to any degree agreed in roleplay, but not permanently - only so long as the Hearthsoul sings. Hearthsong cannot force any target to fight, or continue, only urge them. It does not prevent them from feeling fear, but merely coaxes them against it, similarly to a Tier 1 Templar’s Emboldened ability. If a Hearthsoul is interrupted during casting, all effects of Hearthsong instantly stop, and the Hearthsoul must reconnect, and recast. Hearthsong may be cast a maximum of [2] times per combat encounter. KINDLED EMBERS [T3] | PASSIVE Similarly to Hearth’s Respite, by holding or touching a place/item that holds sentimental or otherwise holds value to the Hearthsoul, their heartsflame may combust into faint, translucent images associated with the history, or past events associated with it. However, with the heartsflame released, the Hearthsoul holds no control over it. No information can be omitted, nor controlled, as soon as the spell is cast. REDLINES Kindled Embers CANNOT be used to metagame information. It is meant to be a flavorful, in roleplay, storytelling spell. Kindled Embers takes [1] emote to connect, and [3] emotes to cast, with an undefined limit for actions miming events. Events recreated by Kindled Embers may not be selectively changed to fit a narrative by the Hearthsoul. Actions played out by Kindled Embers may take any form, following a general guideline of faint, wispy figures. Limited auditory additions, such as the clash of blades, or jumbled speech, may be included. No defining characteristics of any individuals may be gleaned through Kindled Embers, though the Hearthsoul may choose to inform viewers of the events and people involved. SOULSHOUT [T4] | PASSIVE/ACTIVE As if speaking prophetically through their single mortal mouth, the Souls a Hearthsoul is sworn to may be mustered, and boomed outward, demanding the attention of all who would hear it. Rather than merely the voice of the Hearthsoul, their heartsflame spits licks out of them akin to a crowd all chanting in unison. REDLINES Soulshout requires [1] emote of connection, [4] emotes of focus, and [1] emote of casting. These should generally take the form of mustering more Souls within the Hearthsoul. Any person within #w( [2]m) range of Soulshout will be stunned for [1] emote. Prepared attacks, such as a raised sword in anticipation of a downward swing, will remain uninterrupted. Anybody within #w range may still take a partial movement turn, equivalent to what a movement turn with an action would equate to for them. Targets stunned by Soulshout may find themselves forced to turn, covering their ears, or literally blasted back by the shout. After [1] emote of connection + [4] emotes of focus, Soulshout may be held off before [1] emote of casting for a maximum of [3] emotes of delay. After these [3] emotes pass, the Souls will rapidly vacate their Hearthsoul as to not overload them. HALO [T4] | ACTIVE Pulling at their heartsflame, a Hearthsoul may billow out a ring from the Skies and bestow it upon themselves, or onto others. Taking the vague form of a heavenly halo, though this may differ depending on the preference of the caster, and hovering above or around face level, this crown will sing, cheer, and jeer in a language incomprehensible, yet familiar to its target. Whether merely to irritate, or to spur a comrade on, this halo is intangible until the Hearthsoul deems it time to solidify. Eeking out the rest of the heartsflame dedicated to the halo, the Hearthsoul may suddenly, and instantaneously, render it solid at the weight and durability of aurum - whether it be to shield an ally from a blow, or prepare to call upon another blessing. REDLINES Halo requires [1] emote of connection, and [3] emotes of casting. It can last up to [5] emotes circling a target, before it must be solidified on the fifth, or [1] emote be taken to render it solid. A solidified halo takes the physical, though not soul bearing, properties of aurum, being its durability and malleability. A halo will stay suspended for [1] emote after solidification, but will then immediately fall. Halo requires line of sight. If line of sight with a target is broken at any point during its casting, the halo will instantly solidify. If a solidified halo is struck, the halo will instantly crumble and demanifest, and will reduce, though not negate, any blow struck through it. No other spells may be cast, but actions and attacks may be taken by the Hearthsoul while Halo is cast - line of sight must, still, be maintained. While Halo is cast, a Hearthsoul’s movement speed is halved, rounded down. If a Hearthsoul is interrupted during the connection or casting emotes, the spell must be recast. Halo may be cast [1] time per combat encounter, on a maximum of [1] target. PARAGONS OF VIRTUE The fruit of their labour, the sum of their service, a master Hearthsoul may call upon the paragon they are so wholly devoted to for their utmost support. The lengthiest spells, taking the collective agreement and will of dozens, if not hundreds of Souls in the Skies, these paragonal virtues represent the epitome of heartsflame, and the Skies’, capabilities to the mortal planes. However, while they are the peak of all heartsflame, so too do they cruelly illustrate the double-edged collectivity of the Skies. Whether their blessings are even granted, is merely to the whim of the souls that make up their paragons, whose will, beyond whispers, and urges, remains largely vague: ambition, wisdom - but what defines it? A Hearthsoul may cast a maximum of [1] T5 spell, corresponding to their chosen paragon marked on their MA at T3. Spells outside their chosen paragon cannot be taught, if said paragon is not marked on their MA. PARAGON ROLL A Paragon Roll is a roll to determine whether or not a Hearthsoul’s devoted Paragon, and the Souls within, would favour the dedication and further empowerment necessary to conduct their spell. To simulate this mechanically, a d20 should be rolled, with any value below or equal to 5 considered a failure, and any value above or equal to 6 considered a successful roll and casting. These should only be rolled following full connection and casting emotes, and their consequences roleplayed adequately (i.e a Gravitas Hearthsoul being overloaded with mana, akin to thaumburn). Visual and in roleplay consequences should follow, but are generally to the discretion of the player. They may include: intense shame, burns inflicted by the rejection, depression, reinvigoration to act upon the will of Empyrean Whispers, etc. GRAVITAS THE GREAT HUMILITAS THE GRACEFUL SIBYLLINE THE WISE CONFLAGRATION [T5] The deliverance of Souls takes many forms. Even evil men, bandits, may find their rise to the Skies, no matter how surprising it may be. It is no shock, then, that the Skies may take their own avatars and make them weapons. Channelling the collective majority of their Paragon within a single avatar, the Hearthsoul may, as quickly as they are drawn in, expel the force of the Skies in an explosion unto any unfortunate enough to stand anywhere near them. REDLINES Conflagration requires [3] emotes of focus, and [6] emotes of casting. These are freeform, but should generally follow the aesthetic of the Hearthsoul being overtaken, almost invaded by the Skies. If the Hearthsoul is interrupted at any point during their casting, they may not attempt to cast Conflagration again for the next [24] OOC hours. Cinders Asunder renders the Hearthsoul instantly unconscious, regardless of whether their Paragon roll succeeds or not. Anyone standing within #w ([2]m) range of the Hearthsoul upon a successful Paragon roll would be blasted backwards to a maximum of [4]m away, and succumb to 2nd degree burns on any exposed flesh. Conflagration is not a physical explosion, and so may not be paired with, for instance, morion, to conduct a shrapnel attack. A blast from Conflagration would hold equivalent concussive force to a direct-hit blasting potion. It is an explosion. Conflagration inflicts 2nd degree burns all over the Hearthsoul, regardless of their protective wear. Projectiles launched toward a Hearthsoul on the same round as Conflagration’s final casting emote would be repulsed back by the blast, though to no combative advantage (i.e no return blows). Conflagration, if successful, may not be cast again for [5] OOC days. CINDERS ASUNDER [T5] The ultimate goal of the Souls is, beyond their own emotional urges, to ferry more souls unto them. Souls tainted by the Void, by demons of the High Hells, unholy blood, or Druidic curses may be ritually cleansed by heartsflame. Through the transference of heartsflame from a Hearthsoul to an afflicted victim, whatever curse is held within them may be forced into tangibility. Heartsflame will shoot out from the victim, who is rendered unconscious, and take the form of whichever curse they held. REDLINES Cinders Asunder requires [2] emote of focus, and [6] emotes of casting. These are freeform, and should try to involve the patient as much as possible. Cinders Asunder may not be performed during combat. Cinders Asunder is, in essence, an exorcism through combat. The Hearthsoul may confront the curse made tangible only with ST (ET) oversight. Cinders Asunder would summon, for instance, for a man cursed with lycanthropy, his lycan form, for a Cursed Child, the same tier of demon that cursed them. All combat associated with Cinders Asunder is a mandatory Hard PK. Should a victim attempt to undergo an exorcism via Cinders Asunder, and fail, they may never attempt it again - the Skies have turned their back on them, they are irredeemable. Cinders Asunder may include a maximum of [3] Hearthsouls, and in some cases the victim, who, granted ET permission, may roleplay their curse accordingly (i.e, again, a lycan player). Curses inherited genetically will always take the tangible form of the being that initially cursed the first progenitor. Should this be, as it is in some cases, an aenguldaemon, then the heartsflame will instantly combust in a concussive blast upon attempting to branch onto the patient, being regarded as a failed exorcism. Victory in combat over a tangible curse in exorcism must be followed by a Paragon roll. The roll cannot be done beforehand. Failure results in the demanifestation of the tangible curse, and is considered a failed exorcism. Cinders Asunder, regardless of result, has a cooldown of [5] OOC days. GIFTING [T5] Alas, as servants of the Souls of the Skies, it is the solemn duty of the Hearthsoul to extend the humble invitation to join the Paragons in the Skies. For Elves, for Uruks, for Dwarves, it is the offer of eternal exaltation, merely in return for service to a wholly righteous cause. And so, by wisping out their heartsflame from within them, and branching it onto the soul-bearing substance of one with a Greater Soul, so too may they avoid the grim fate of the Ebriataes, and join their empowerers in eternity. REDLINES Gifting requires a valid TA in Heartsflame, and is a Tier 5 spell. Gifting requires OOC, though does not require IC consent. Gifting requires a valid TA in Heartsflame, and is a Tier 5 spell. Gifting is irreversible without forceful disconnection by other Hearthsouls. Gifting cannot be cast during combat. Gifting takes [7] consecutive, uninterrupted emotes, during which tells must be present and explicit in roleplay. Gifting may only be used on beings with a Greater Soul, and that are not otherwise deifically bound to another afterlife. A Hearthsoul may perform Gifting three times every [1] OOC month. Gifting may not be cast on near-death individuals, as the additional presence of deific mana would overload them. Gifting may only be performed on [1] target at a time. You cannot perform Gifting on three people simultaneously. Gifting leaves the Hearthsoul with a TA drained of their spellcasting ability for [2] OOC days, their heartsflame literally lent to another. Gifting for OOC gain or nepotism is strictly forbidden (shocker). Gifting should only be performed under meaningful, genuine, in-roleplay intent as to why the target would serve the Skies well. Gifting does NOT require a Paragon Roll. RITE OF PURGING Should the very Hearthsouls capable of granting the gift of the Skies unto others find one no longer worthy of it, whether they exploit it for slothful and greedy gain, or merely act against the perceived will of the Skies, they may undergo the ritual of Purging, in which a Hearthsoul’s tether to the Skies is severed permanently. PURGING [T4] | ACTIVE To those sworn by Sibylline, who learned the passing of their gift to others, so too may they strip it from those they deem unworthy of their patron’s gift. Requiring a minimum of [2] Tier 4 Hearthsouls, the pair of Sibylline-sworn Hearthsouls may coalesce their heartsflame together to latch onto their targets. Requiring sustained contact, and thus usually necessitating either the restraint or unconsciousness of their victim, the heartsflame of the purgers will latch onto that of the purged, tearing it from their very soul and permanently banishing them from ever receiving the Skies blessings again, and thus the Skies, should the target not be human. REDLINES Purging requires [3] emotes of connection from both casters, and [2] emotes of casting. Both casters must be Tier 4 Hearthsouls or above, and have Sibylline marked as their chosen Paragon on their MA. Only egregious acts perceived to be against the collective will of the Paragons should be considered grounds for disconnection. There must be sufficient roleplay reasoning behind disconnecting a Hearthsoul. The target of Purging must be made aware of the casters’ intent while connecting and casting. Purging cannot be presented as another spell, nor can the target be coaxed OOCly into meeting, just to be disconnected. The intent must be clear. Purging requires [2] emotes of sustained contact during the casting. If these [2] emotes are interrupted, the first [3] emotes of connection (combining the heartsflames) must be re-roleplayed. Emotes of connection and casting must be unique between casters, and cannot be mirrored or repeated. Once purged, a character can never hold a Heartsflame MA again, they are permanently rejected by the Seven Skies as a vessel. There is a cooldown of [1] OOC month for any caster involved in a Purging before they can disconnect another Hearthsoul. GLOSSARY AND WEAKNESSES A glossary to help summarise any concepts I thought were underexplained, as well as a table of weaknesses for ease of viewing and access. GLOSSARY HEARTSFLAME A term for the deific mana endowed by the ‘collective patrons’ of the Seven Skies, kept literally within and around the heart of a Hearthsoul. HEARTHSOUL A heartsflame MA holder. Hearthsouls draw their power from the collective Souls (not all, but many Souls) of the Seven Skies, and the Skies are the realm to which they are ultimately devoted. By serving the Skies, Hearthsouls act as middlemen between the mortal world and the Skies, in an attempt of the Souls to circumvent their relative inability to act in the mortal realm in comparison to aenguldaemons. PARAGONS Paragons are larger groups of Greater and Lesser Souls whose motives and emotions generally align. For the purposes of both the Seven Skies lore piece, and this MA, they are separated into: Gravitas, the Great (statesmen, blacksmiths, knights, etc.); Humilitas, the Graceful (generally the creative, the emotional, the passionate, lovers, artists, poets, etc.); and Sibylline, the Wise (scholars, clergymen, alchemists, etc.) To further devote themselves to the Skies, Hearthsouls select one of these three categories to specialise as a conduit for a certain mesh of souls. The motives of Paragons are more clearly communicated, and pursuable, rather than the more vague goals of the Skies as a whole, making serving their will, by extension, also easier. WEAKNESSES THANHIUM Thanhium’s inherent coolness damages Hearthsouls normally, however the antimagic properties render them fully vulnerable to thanhic poisoning, and thus unable to cast spells for the duration of a combat encounter as the pools of deific mana combat thanhic anti-magic properties. NULL-ARCANA Similar to the above, null-arcana has the same effects on Hearthsouls as it does on other spellcasters, suspending any spellcasting for [2] emotes. MALFLAME Malflame, along with how it affects standard Descendants, prevents Hearthsouls from casting [3] emotes after any malflame on their soul bearing substance is extinguished. PURPOSE I think this serves the priest magic niche people might have wanted, along with tying in some older lore pieces at the same time. Shoutout conor and julius for the collective patron and priest magic idea. God willing I did not write pure slop for the 6th time in a row. Tried to make it a lot less human focused and give a route to a better afterlife than endless wandering in the Ebritaes 👍 CREDITS WRITING - FRAMALAM ☺️ INSPIRATION - CONOR AND JULIUS AND KIDKRINKLES REFERENCE - JACKO (seven skies lore piece) Edited September 28, 2024 by framalam removed spoilers for redtags cause it screwed up the formatting 19 Link to post Share on other sites More sharing options...
lemonke 6014 Share Posted September 28, 2024 let him cook Link to post Share on other sites More sharing options...
Werew0lf 24181 Share Posted September 28, 2024 nice formatting 5 Link to post Share on other sites More sharing options...
frvma 1014 Share Posted September 28, 2024 28 minutes ago, framalam said: Heartsflame is compatible with Heralds, both at feat and 1-slot level. I'd like to pick your brain and ask why this is? 2 Link to post Share on other sites More sharing options...
framalam 837 Author Share Posted September 28, 2024 (edited) Just now, caerwynt said: I'd like to pick your brain and ask why this is? no afterlife change and i'm a lizard shiller Edited September 28, 2024 by framalam being funny 6 Link to post Share on other sites More sharing options...
Islamadon 9163 Share Posted September 28, 2024 an image worth a thousand words better than canon adherance btw 27 Link to post Share on other sites More sharing options...
wowj 9766 Share Posted September 28, 2024 41 minutes ago, framalam said: JULIUS joanofarc reference? @JoanOfArc 4 Link to post Share on other sites More sharing options...
Xarkly 17299 Share Posted September 28, 2024 16 minutes ago, Islamadon said: an image worth a thousand words better than canon adherance btw most helpful lore manager input 14 Link to post Share on other sites More sharing options...
Islamadon 9163 Share Posted September 28, 2024 7 minutes ago, Xarkly said: most helpful lore manager input 18 Link to post Share on other sites More sharing options...
Cheese 8899 Share Posted September 28, 2024 i need it 1 Link to post Share on other sites More sharing options...
PrinceJose270 1211 Share Posted September 28, 2024 interesting lore, tho i may point out something for Cinders Asunders. It would likely not work on cursed children due to one of their redlines. "-Ixris' mark cannot be permanently removed until the devil in question has died (PK) either with an active deific connection or after being raised in undeath. The likes of mysticism's unbound fates and other spells intended to heal or cleanse the soul may suppress this metaphysical stain for up to a narrative year (one OOC week) but it will always come back" Just wanna point that out since that is in the currently accepted devil lore, it isnt something to just be outright cured from any typical spells. Just hope this could help. c: 4 Link to post Share on other sites More sharing options...
framalam 837 Author Share Posted September 28, 2024 4 minutes ago, PrinceJose270 said: interesting lore, tho i may point out something for Cinders Asunders. It would likely not work on cursed children due to one of their redlines. "-Ixris' mark cannot be permanently removed until the devil in question has died (PK) either with an active deific connection or after being raised in undeath. The likes of mysticism's unbound fates and other spells intended to heal or cleanse the soul may suppress this metaphysical stain for up to a narrative year (one OOC week) but it will always come back" Just wanna point that out since that is in the currently accepted devil lore, it isnt something to just be outright cured from any typical spells. Just hope this could help. c: solution: they die 2 Link to post Share on other sites More sharing options...
_Elrith_ 4525 Share Posted September 28, 2024 just make the kani of seven skies magic, vague enough for anyone to use. i think it would help a lot if ""someone"" wrote something that is highly flexible and allowed for any theme to be explored. dnd clerics, a spell list but can be put into any aesthetic. water for water tribe ppl and fire for fire nation ppl. 6 Link to post Share on other sites More sharing options...
King_Kunuk 3025 Share Posted September 28, 2024 I feel like this could be usable with blood magic, since blood magic does not taint the soul. Merely it wears down the physical body. But beyond that, I think this is really well done. +1 3 Link to post Share on other sites More sharing options...
Operator_Bugman 347 Share Posted September 28, 2024 Has a weird spell arrayment for a 3 Slot magic. Lots of T1 spells. Only one T5 spell. Also... just a query. How is this compatible with heralds? (I have a lot more to read, I like how its a lot more tame compared to the other human magic being submitted right now. Not clearly canonist so its easier to adapt into other communities but some of the wording feels very norlandic heavy but that might just be me) 2 Link to post Share on other sites More sharing options...
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