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''Tǔhuā Lǎbā (Earth-Flower Horn), the [[Dragon|dragoness]] who '''Governs''' [[Geomena]], '''Seeks''' ivory, and '''Embodies''' flowers.''
''Tǔhuā Lǎbā (Earth-Flower Horn), the [[Dragon|dragoness]] who '''Governs''' [[Geomena]], '''Seeks''' ivory, and '''Embodies''' flowers.''
=Grist=
=Grist=
   Referred to as Wang-Wu by the [[Jian]] and the [[Dragon|Dragons]] who live amongst them - or ‘the Ten-Thousand-Things’ meaning all [[Saol]] and every discernable thing comprised of Planar Metaphor - Grist is the [[Glamour]] embodied by Dragons (and [[Kobold]] Shamans) to cultivate an identity which they may then be externalized as miracles. Grist requires a '''[[Merit|Minor Merit]]''' to pursue.
   Referred to as Wang-Wu by the [[Jian]] and the [[Dragon|Dragons]] who live amongst them - or ‘the Ten-Thousand-Things’ meaning all [[Saol]] and every discernable thing comprised of [[Metaphor|Planar Metaphor]] - Grist is the [[Glamour]] embodied by Dragons (and [[Kobold]] Shamans) to '''Cultivate''' an identity which they may then be channeled into miracles. Grist requires a '''[[Merit|Minor Merit]]''' to pursue.
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==History==
==History==
Ancient Proto-Dragons catalyzed Grist within their bloodline long before the other races of [[Ælphyne]] had formed their own. Grist is often referred to by the [[Faefolk]] as ‘Primordial Glamour’ with jealous reverence. They once clashed with the dragon-kind, and banished the majority of them from Ælphyne to Antarok in the [[Dragon-Faefolk Conflict]]. Settling in the new world, the Elder Dragon Huǒxīyì Chī performed Outer Alchemy upon primitive beastfolken to create [[Kobold]] with Grist of their own.
Ancient dragons catalyzed Grist within their bloodline long before the other races of [[Ælphyne]] had formed their own. Grist is often referred to by the [[Faefolk]] as ‘Primordial Glamour’ with jealous reverence. They once clashed with [[Dragon|dragon-kind]], banishing the majority of them from Ælphyne to [[Antarok]] in the Dragon-Faefolk Conflict.
 
:Settling in the new world, the Elder Dragon Huǒxīyì Chī devised a ritual to create [[Dragonbound]] from the lesser races, allowing them to call upon a Dragon's Grist. This made humanity incredibly loyal - and useful - to the [[Dragon|Dragons]].
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==Concepts==
==Concepts==
:*'''Gristle:''' Grist is a Glamour derived from an arcane fluid rich in [[Saol]] called Gristle. This catalyst forms within a small organ surrounded by thyroid cartilage in the throat - the 'Adam's Apple' - which then circulates in trace amounts throughout the body, pervading the environment through perspiration or else congealed within the larynx for exhale.  
:*'''Gristle:''' Grist is a Glamour derived from an arcane fluid rich in [[Saol]] called Gristle. This catalyst forms within a small gland surrounded by thyroid cartilage in the throat - beneath the 'Adam's Apple' - which then circulates Gristle in trace amounts throughout the body, pervading the environment through perspiration or else congealed within the larynx for exhale.  
:*'''Three-Among-Many:''' Through Saol, the Gristled possess a connection to three concepts which inform how Grist will manifest, and how it will influence their lives; one to govern, one to seek, and one to embody.
:*'''Three-Among-Many:''' Through Saol, the Gristled possess a connection to three concepts which inform how Grist will manifest, and how it will influence their lives; one to govern, one to seek, and one to embody.
::* '''Governed''' - a  [[Metaphor]], aside from Saol itself, and Aether or Miasmata - the latter opposes Saol, and the former is too nebulous.
::* '''Governed''' - a [[Metaphor]]: [[Luxium]], [[Geomena]], [[Aeris]], [[Imber]], [[Somnium]], [[Fabula]], or [[Anathema]]. The rest oppose the Saol which powers the Glamour, or they are too nebulous to be governed by it.
::* '''Sought''' -  a mundane object, material, or artform to be hoarded or sought. Examples might include pastries, feathers, gold, smithing, or swordplay.
::* '''Sought''' -  usually a mundane object, material, artform, or some other esoteric concept like an emotion or activity to be hoarded or sought. Examples might include pastries, feathers, gold, smithing, joy, or swordplay. The Gristled eats less when Cultivating near to these things, and could eat what is Sought without consequence if it recently had that association.
::* '''Embodied''' - one specific form of mundane life to embody - any breed of animal or flora they feel drawn towards. Examples are roses, tigers, a race of people, or blue jays.
::* '''Embodied''' - one specific form of life to embody - any race, animal, spirit, or flora they feel drawn towards. Examples are roses, tigers, a race of people, blue jays, or 'avians' in a more general sense. Embodiment means a slow, and subtle, partial, or total transformation into that form of life through '''Inner Alchemy'''.
:*'''Oneness''': To be One is to be aligned with Three-Among-Many, in what is Governed, Sought, and Embodied. Grist influences others and its host towards this seemingly unattainable ideal. To achieve Oneness is to become an Aspect of Grist, a Meridian.
:*'''Path to Oneness''': To be One is to be aligned with Three-Among-Many, in what is Governed, Sought, and Embodied, in one's Soul and the flow of their Life Force. Grist influences its host and others onto a path towards this seemingly unattainable ideal, and to achieve Oneness is to become an [[Ascension|Aspect]] of Grist, a Meridian.
:*'''Temple:''' Grist suffuses the environment of the Gristled. Wherever they reside, they shall unconsciously manipulate their environment towards how they perceive the Three-Among-Many. This conveys a sense of territorial protectiveness or hermit-like laze, as leaving this environment or allowing the environment to be altered in any way that distances it from what is Governed, Sought or Embodied would detract from the comfort of its Oneness. Grist is like a double-edged sword that weighs heavily upon the mind of its wielder, weakening them if they choose to travel.
 
===Incitement===
===Incitement===
Incitement occurs when the Three-Among-Many are Cultivated by an individual with the requisite '''Grist throat-glands'''. They will have no sense for how any of this works as they begin, often undergoing a spiritual journey to find what they wish to Govern, Seek, and Embody. Once these three concepts are internalized, a spark of Oneness will blaze within themselves - a torch that will not easily be blown out. This will take a few minutes of time beneath the tutelage of a wise dragon for some, while most will require a lifetime of experiences to catalyze within themselves. Dragons do so without effort - for them, it is instinctual and profoundly sudden once they mature into Young Adults.
'''Incitement''' - initiation into Grist - occurs when the Three-Among-Many are Cultivated by those with ''Grist throat-glands''. They will have no sense for how any of this works as they begin, often undergoing a spiritual journey to find what they wish to Govern, Seek, and Embody. Once these three concepts are internalized, a spark of Oneness will blaze within themselves - a torch that will not easily be blown out. This will take a few hours of time beneath the tutelage of a wise dragon for some, while most will require a lifetime of experiences to catalyze a Three-Among-Many unique to them.
 
:Young Adult Dragons Incite without effort - for them, it is instinctual and profoundly sudden once they mature, and they inherit their initial Three-Among-Many from the parent they spend most of their time with. Whelp 'Prodigies' who Incite early almost always form the wrong Three, and they are pushed out of the nest by other dragons to preserve harmony within the Flight.
====Throat-Glands====
====Throat-Glands====
As '''Grist''' is a [[Glamour]], the throat-glands necessary to channel its spells are passed on from a parent to its offspring. [[Dragon|Dragons]] and [[Kobold]] are all born with the ability to Cultivate their Grist. There are [[Bloodline|bloodlines]] with draconic ancestry, and [[Mixed Race|half-breeds]] with Grist as well.
As '''Grist''' is a [[Glamour]], the throat-glands necessary to channel its spells are passed on from a parent to its offspring. [[Dragon|Dragons]] and [[Kobold]] are all born with the ability to Cultivate their Grist. There are [[Bloodline|bloodlines]] with draconic ancestry, and [[Mongrel|half-breeds]] with Grist as well.
:Gristled can utilize ''Outer Alchemy'' to temporarily grant someone Grist by turning them into a chimera of their Embodied animal or spirit and granting them the organ, but this will fade upon leaving the Gristled's influence unless the grantee Incites their Grist and wields ''Inner Alchemy'' to retain the form. If trustworthy and powerful Gristled are scarce, a [[Malediction|Maltrician]] may transplant donated throat-glands which may then be Incited. The ‘donor’ is usually a Kobold, or - ''sadly'' - a Dragon Whelp.
'''Notes:''' If the Gristled is ''undead'', they will obtain the [[Geist]] variant of Grist. Until a Glamour organ is Incited, it does not require spending a [[Merit|Minor Merit]] to obtain.


Gristled skilled in [[Lore]] (Journeyman) can utilize Outer Alchemy to temporarily grant someone Grist by turning them into them into their favored animal and granting them the organ, but this will fade upon leaving the Gristled's Temple unless they Incite their Grist and then wield their own ''Inner Alchemy'' to retain the form; Gristled with flora as their favored form of life might instead offer the symbiotic plant-life necessary to Incite [[Draoidh]] and retain it. If trustworthy and powerful Gristled are scarce, a [[Malediction|Maltrician]] may transplant donated throat-glands which may then be Incited. The ‘donor’ is usually a Kobold, or - ''sadly'' - a Dragon Whelp.
'''Notes:''' If the Gristled is ''undead'', they will obtain the '''Geist''' variant of Grist detailed at the bottom of this page. Until a Glamour organ is Incited, it does not require spending a [[Merit|Minor Merit]] to obtain.
===Mageburn Symptoms===
===Mageburn Symptoms===
Weaving the spells of Grist depletes Life Force from the body, and lessens the dragons hold over its Gristle. Overuse and dilution of this fluid will weaken the strength of their Temple, lead them astray from Oneness, and hinder their ability to Cultivate without burning even more Saol. Doing so may weaken their immune systems, inflame their vocal chords and afflict them with life-long mental illness or worse.
Mageburn is rare for the Gristled as they must Cultivate their spells and rituals. Overuse and dilution of their Gristle will weaken the strength of their Cultivation, lead them astray from the Path to Oneness, and hinder their ability to Cultivate without burning even more Saol. Doing so may weaken their immune systems, inflame their vocal chords and afflict them with life-long mental illness or worse.
:*'''Lesser''': Sore Throat, Fever, Headaches, Chills, Irritability, Weakness, Incessant Urges, Lethargy, Anxiety
:*'''Lesser''': Sore Throat, Fever, Headaches, Chills, Irritability, Weakness, Incessant Urges, Lethargy, Anxiety
:*'''Moderate''': Asphyxiation (Inflammation), Panic, Narcolepsy, Powerful Urges, Aesthetic Mutations
:*'''Moderate''': Asphyxiation (Inflammation), Panic, Narcolepsy, Powerful Urges, Temporary Aesthetic Mutations
:*'''Greater:''' Glamour Organ Failure, Coma, Schizophrenia  
:*'''Greater:''' Glamour Organ Failure (Throat Rupture), Coma, Schizophrenia  
:*'''Become-Ten-Thousand:''' Seen as a fate worse than death by the Gristled and cautioned by parent to child, to Become-Ten-Thousand is to lose a hold on one's Three-Among-Many, by consequence inviting the 'Ten-Thousand-Things' of nature within. These tortured souls have become ever-changing beasts, warped by their Inner Alchemy to become all that they witness until they bleed through their Saol and die.  
:*'''Become-Ten-Thousand:''' Seen as a fate worse than death by the Gristled and cautioned by parent to child, to Become-Ten-Thousand is to lose a hold on one's Three-Among-Many, by consequence inviting the 'Ten-Thousand-Things' of nature within. These tortured souls have become ever-changing beasts, warped by their Inner Alchemy to become all that they witness until they bleed through their Saol and die.


==Spells==
==Spells==
An overview for how the spells are seen and reacted to.
Like all [[Glamour|Glamours]], Grist uses the [[Metaphor]] of [[Saol]] to cast.
 
====Cultivation====
Gristled Cultivate to prepare their spells continuously rather than the standard way of casting them, expending [[Glamour|Spell Reserves]] as they finish Cultivating rather than when they discharge the spell. They incorporate experiences, belongings, and environments relevant to their Three-Among-Many through focused pursuits of meditation, introspection, or labor as an artist seeks references for a painting until the spell is primed or finished. Cultivation may also be performed aimlessly without any intention or Life Force expenditure: there is a sense of moving towards a unification of the mind, body, and soul as one Cultivates - a Path to Oneness - and for most, this is well worth the effort
:Any Grist spell or ritual requires a month of dedication - concentration is not necessary - for a Novice to prepare or finish, and at least a day for a Master; only a '''Meridian''' may do so in the span of a breath. Changing the Three-Among-Many is possible through Cultivation until becoming a Meridian; this would take only a month for something adjacent like altering which species of bird is Embodied, or a year if multiple drastic changes must be made.


:*'''Cultivation''' - A 1-2 paragraph overview of the Trait. Consequences should go in the second paragraph unless the trait is very simple. Trait is obtained at Novice Grist.
====Inner Alchemy====
:
''Inner Alchemy'' is the ritual for how those with Grist Cultivate their Three-Among-Many to change themselves permanently, so slowly that only its difficult to observe. There are only up to three specific changes at a time: how what is Governed manifests in their body, how they sense what is Sought, and how what is Embodied shapes them and their diet; one use of Inner Alchemy accounts for up to three changes. This Cultivation Ritual is available from Novice.
:*''Inner Alchemy'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. Inner Alchemy is obtained at Novice Grist.
:
:
:*'Breathe-The-One'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Novice Grist.
::*'''Governed:''' The Gristled will develop an aesthetic mutation representing one of the three concepts belonging to that [[Metaphor]]; an example would be [[Luxium]] fire upon the tip of their tail which feels warm but does not burn, or wreathe themselves in shadow if governing [[Anathema]]. This aesthetic might not be purely visual - if [[Somnium]] is Governed, Nightmare might bring haunting images of one's own nightmares to the back of their mind.  The effect is always minor and never enough to bring harm to another or benefit themselves in a tangible way. Sometimes weak Gristled are hunted, as these aesthetic changes might linger permanently in their hide and bones. At Journeyman, the Gristled develops a notable resistance to what they Govern, and at Master they are nearly immune unless that source matches their own power.
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:
:*'''First-Law-Temple''' - A 1-2 paragraph overview of the Trait. Consequences should go in the second paragraph unless the trait is very simple. This trait is obtained at Apprentice Grist, and grows in radius for every subsequent rank.
::*'''Sought:''' The Gristled develops a single supernatural sense - taste, touch, feel, scent, or sight - for hunting or experiencing what is Sought. Physical things can directly be Sought. Someone in search of dolls might have a sense for automata and skillfully crafted zombies are nearby. There might be a pleasing smell to track, or they might stand out better from everything else. This sense might bring them euphoric joy, calm, or comfort, and lacking this stimulation for a time might bring stress, irritability, or depression.
:
::::For more esoteric concepts like an activity or an emotion, the Gristled only senses what is Sought when it's actively being demonstrated to the outside world - if they Seek joy, then they might 'smell' someone engaged in joyous laughter, but not if that person is holding back their feeling. At Novice this is merely one sense, but every tier of Grist thereafter offers potential for another until all five are earned at Master.
:*''Seeking-The-Three'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Apprentice Grist.
:::::The Gristled is subtly compelled to seek out what is Sought, to be around and experience it, to dominate and hoard, or serve something related; how this manifests is up to the author.
:
:*''Pardon-The-Pilgrim'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Apprentice Grist.
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:*''One-Law-Journey'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Journeyman Grist.
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:*''Outer Alchemy'' - Also known as  ‘Zhǎoqián’ A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Journeyman Grist.
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:*''Deny-The-Many'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Expert Grist.
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:*''Breathe-The-Two'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Expert Grist.
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:*''Sacred-Temple-Rebirth'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Master Grist.
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:*''Thousand-Year-Slumber'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Master Grist.
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:
::*'''Embodied:''' The Gristled shifts aspects of their body towards any facet of their Embodied race, animal, spirit, or flora. This can be any kind of anatomy, sense, or even mental changes. If they Embody a specific race or animal, they might blend qualities of these with themselves or outright become them. A Gristled who Embodies the orchid plant might slowly alter themselves into one over the course of a month, losing itself to the floral way of life until the winter or some nauseating change in the soil. It's not impossible for the Gristled to pollinate each other and germinate offspring of their original race from seeds, but they will only be able to reproduce with life that also has a soul. Flora Embodiment is also one way to qualify for Inciting [[Draoidh]].
'''Note:''' How your character uses Inner Alchemy should be detailed on your [[Character Sheet]]. This can be a total and exact transformation into the Embodied, a blend between them, or nothing at all. If you are feeling overwhelmed, consider ignoring Inner Alchemy until you are ready to explore it in-character. Inner Alchemy is learned at Novice.
====Governed Breath====
Each Gristled by Apprentice wield the Metaphor they Govern into a breathed spell, stored within their throats for exhale. Gristled may breathe this Governed Breath continuously until they burn through their [[Saol]]. The quality of any created object depends on relevant [[Skill|Craft]] skills known by the character.
::*'''[[Luxium]]''': A wave of bursting flames, or a finely focused beam of burning light. They might also spit gobs of solid light, stretching it over entrances or creating bridges or large volumes of weightless Hardlight objects such as spears or caltrops which linger for an hour.
::*'''[[Geomena]]''': A wave of sand to batter and bury, or spitting a rock to stab, bruise, and crush. They might also hollow out a well-supported tunnel in stone with their breaths, or sculpt stone with as much detail as they can muster in a span of breath.
::*'''[[Aeris]]''': The Gristled breathes a wave of battering or cutting wind. They might also breathe a pocket of calm into a storm or other air-based phenomena, or a consistent breeze to power a sail for up to an hour.
::*'''[[Imber]]''': A wave or jet of water to crush and wash away. They might also breathe a rain cloud to disperse their water over a wide area, speak secretly to someone else for a time in words only the target(s) can hear, or exude a vision obscuring fog.
::*'''[[Ardor]]''': A chilling breath that causes minor frostbite at Apprentice, freezing the surface of its target solid by Master. They might also breathe a whiteout blizzard over a wide area, or stabilize the dying for several minutes at Apprentice, up to several hours by Master.
::*'''[[Somnium]]''': A wave of chromatic color that induces a hallucinatory state - vivid dreams whilst asleep - or lethargy, for an hour. The Gristled does not control what kind of hallucination is received, but might guide their experience through other means such as conversation or trickery. Suggestive at Novice, and overpowering by Master. Resisted through equal skill in Meditation or an appropriate Dreamcatcher.
::*'''[[Fabula]]''': A roar of Metaphorical sound waves, capable of deafening others and shattering materials. They might also breathe a visual and auditory projection of a story - embellished or no, speak to others privately by Breathing to them, or confer a radius of deafness that even magical communication below its tier of power cannot escape or function within.
::*'''[[Anathema]]''': A spit of sliming black bile that slowly digests what it falls upon. They might also by Master concentrate this bile to destroy magically 'invulnerable' objects such as a [[Nekros|Liches' Phylactery]], or else a breath of shadow that smothers [[Luxium]] and coats an area such as a room or a section of forest in impenetrable darkness any Gristled who governs Anathema can see clearly through.
:::*Drooling out an unignited Governed Breath exudes a coveted magical oil referred to as Gristle, which may be used in lieu of [[Alkahest|Saol Alkahest]] that confers a Governed Breath rather than healing when used in a [[Ensorcelling|Conjuration]]. Creating Gristle is a tiring process that expends Spell Reserves at that tier. '''Creating Gristle costs 5 [[Seasonal Points]] per Gram.'''
====Outer Alchemy====
Obtained at Expert, ''Outer Alchemy'' is the ritual for projecting Inner Alchemy outward.  This is a slow process which requires regular Cultivation, applying what is Governed, Sought, or Embodied to nearby objects and life in a similar manner to Inner Alchemy. The effect is semi-permanent so long as the Gristled is nearby, reverting gradually over the course of a month should they leave the influence of their Outer Alchemy and not return. Everything within a location can be altered at once, or only a specific type of thing at a time can be changed slowly through Cultivation; any form of willing resistance stops this altogether, and it is always the choice of a participant if they wish to change.
:*'''Governed:''' They may apply the specific aesthetic change affecting them to objects and life nearby.
:*'''Sought:''' When applied to an object, it will resemble what is sought in some mundane and sensible manner. In this way, the Cultivator might alter artworks, trees, or their environment to depict what they seek. Life might be granted the Gristled's same sense for what is Sought.
:*'''Embodied:''' Cultivation can be focused on individuals over time, transforming them part-way, even entirely into an Embodied race, animal, spirit, or flora. If they Embody a form of fauna or spirit, the Gristled might choose to impart their Grist throat-glands this way - or [[Draoidh]] for flora - requiring Incitement to keep the Embodied form and thus the gifted organ. Their entire body will revert to normal within a month if they leave the Cultivator's influence, otherwise.
::*When altered creatures and races breed, these changes will slowly become permanent within their offspring with every successive generation, leading to the formation of new animals and races.
====Natare====
Unique to wielders of Grist who are full-blooded '''Dragons''', Natare is the freely available power for a dragon to idly swim within the air as if it were thicker like water. Their wings, fins, and the undulating, leading edges of their scales are used to move in this way. '''Flying''' or '''Swimming''' are the skills used for power and control, yet Grist accelerates this. The more massive and less aerodynamic a dragon is, the slower their Natare - many dragons favor long and serpentine-like bodies that make this process more efficient for them.  This ability is functional no matter what they Embody, but certain species or combinations of dragon and animal - or race - will make it easier to 'swim' or fly.
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=Skill Tiers=
=Skill Tiers=
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====Novice====
====Novice====
:With zero experience you are capable of very little beyond the limitations, instincts, and traits of your own biology and habits. You don’t really understand how you do what you do, and what little you are capable of is often attributed to things you do every day. Treat this with reasoning; someone who is a smith as their job would have a reasonably mean and accurate hammer swing, even as a Novice in their combat skills. You are not expected to always fail, but you’ll often struggle with situations out of the norm.
:The Gristled at Novice has just begun to learn how to identify and then Cultivate their Three-Among-Many, an uncertain time for them: they struggle aligning their lives with what is Governed, Sought, or Embodied on their Path to Oneness, and they mainly focus on educating themselves, Cultivating the ritual of Inner Alchemy.
:*'''Cultivation Time''': 1 Month
:*'''Natare''' Up to Swim/Flight speed, plus 5 feet per second.
====Apprentice====
====Apprentice====
:You've begun to understand the basics of the skill, and you might happen to know a few interesting facts about it. You are competent enough to operate this skill without issue as any other rank-and-file person in that trade might. Inventing something useful is still beyond your ability.
:An Apprentice of Grist has developed a subtle sense for their Three-Among-Many, Cultivating twice as fast as before. They begin to experience a tingling in their throats - Governed Breath - which they may now Cultivate towards. Even as an Apprentice, Governed Breath is potent enough to addle, perforate skin, or break bone.
:*'''Cultivation Time''': 2 Weeks
:*'''Breath Reach''': 20 Ft
:*'''Breath Power''': Can melt, crush, or reinforce up to and against solid wood if applicable.
:*'''Natare''': Up to Swim/Flight speed, plus 10 feet per second.
 
====Journeyman====
====Journeyman====
:You are beginning to possess a regimented understanding of the skill. You might be able to repeat some wise words from your mentor or formulas from a book you've read. Your inventions without assistance struggle to hold water, often ending in failure.
:A Journeyman of Grist experiences a refinement of their powers. Nothing new is gleaned at this stage, only a reinforcement of what they have learned thus far. Their breath is notably more powerful, enough to kill or disable a man outright if they take the brunt of its force.
:*'''Cultivation Time''': 1 Week
:*'''Breath Reach''': 50 Ft
:*'''Breath Power''': Can melt, crush, or reinforce up to and against solid rock if applicable.
:*'''Natare''': Up to Swim/Flight speed, plus 20 feet per second.
 
====Expert====
====Expert====
:You understand a large sum of theory and potential pitfalls with the skill. You can recall whole theorems of understanding, and you’re beginning to develop your own unique theory regarding its application. Your inventions can be useful after a few failures and refinements.
:At Expert, a Grist experiences a deeper sense for their own environment, allowing for Cultivation to influence the appearance of a temple through Outer Alchemy across just three days of ritual. They spend much of their time seeking out and maintaining a location which they alter for their own comfort, taking on students of Grist or assisting other Cultivators. Their Governed breath is truly potent now, capable of bringing down scores if caught in their exhale.
:*'''Cultivation Time''': 3 Days
:*'''Outer Alchemy Reach''': A small location such as a shop or a temple and its courtyard.
:*'''Breath Reach''': 100 Ft
:*'''Breath Power''': Can melt, crush, or reinforce up to and against solid iron if applicable.  They may also infuse other forms of Personal Arcana into their Governed Breath.
:*'''Natare''': Up to Swim/Flight speed, plus 35 feet per second.
 
====Master====
====Master====
:You understand almost everything about the subject in a conventional sense, and you’ve developed your own unique theory regarding its application. Your inventions almost always turn out useful.
:A Master of Grist is so in tune with the Three-Among-Many that they require only a day of Cultivation to finish an Alchemy ritual. Their Governed Breath might bring down a small army without any way to defend against it, covering a large swathe of distance. Often they are hunted down and killed or recruited by the local governance for their power or meddling.
====Aspect====
:*'''Cultivation Time''': 1 Day
:Your understanding and ability has exceeded what can be considered mundane, and your theories often parallel [[metaphor]]. Your inventions often have some paranormal quality behind them that only Masters can begin to understand - even Grandmasters who try to replicate these designs fail at replicating it exactly.
:*'''Outer Alchemy Reach''': An entire city district, encompassing several streets and dozens of homes or businesses.
:*'''Breath Reach''': 250 Ft
:*'''Breath Power''': Can melt, crush, or reinforce up to and against solid steel if applicable. They may also infuse other forms of Personal Arcana into their Governed Breath.
:*'''Natare''': Up to Swim/Flight speed, plus 50 feet per second.


====Meridian====
:Having achieved Oneness and become a '''Meridian''', an [[Ascension|Ascendant]] of Grist is often revered as a local deity. Their mere presence is a threat great enough to incite a country into war against them, or else to parlay or coerce them into cohabitation; A Meridian's Outer Alchemy might disrupt an entire city by turning all its living denizens into what they Embody. While fearsome, they usually retreat deep into the wilderness to lead a life of asceticism due to the inescapable sense of detachment their long lives and Oneness fosters. Becoming a Meridian requires the expenditure of a [[Merit|Major Merit]].
:*'''Cultivation Time''': Immediate
:*'''Outer Alchemy Reach''': Subtly - small changes - across an entire country. Notably - major changes - within a city.
:*'''Breath Reach''': 250 Ft
:*'''Breath Power''': Can damage to some extent most forms of enchanted material, creating material or reinforcing it with up to 2x the hardness of solid steel if applicable. They may also infuse other forms of Personal Arcana into their Governed Breath.
:*'''Natare''': Up to Swim/Flight speed, plus 100 feet per second.
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=Aspect: The Meridian=
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=Contrivances=
==Becoming a Meridian==
1-3 Paragraphs on how to become a Meridian. Becoming a Meridian requires the expenditure of a [[Merit|Major Merit]].
 
==Meridian Spells==
An overview for how the abilities are seen and reacted to.
:*'Third-Law-Empire'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Novice Title.
:
:*''Breathe-The-Three'' - A 1-3 paragraph overview of the Ability. Consequences should go in the second paragraph unless the trait is very simple. This spell is obtained at Novice Title.
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=Grist Variant: Geist=
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Much of the northern hemisphere is dominated by the Dragon-Queen Shēngsǐ Xuě, a Meridian who was reanimated by the [[Sidhe]] King Oberon in the [[Dragon-Faefolk Conflict]] and exiled to Antarok from Ælphyne as punishment for resisting Fae dominance. As the once jovial mother of Ælphynian Dragons fell into a melancholic slumber, the other Meridians who fled to Antarok became aware of how her power had twisted from Saol to [[Miasmata]] and cautioned the Flights to let her sleep forevermore.
The oil of Gristle and entire throat-glands are often extracted from dragons and kobold for use by Practices, or willingly drooled out by them as an un-ignited Breath. Potent Gristle can take the place of equivalent [[Alkahest]] in creations, just as the organ itself might. '''This costs 5 [[Seasonal Points]] per Gram.'''
:[[Contrivance]]s made from Gristle are notable for being useful with just a single Gram; most are wards against Outer Alchemy, as even a small Abrogation or [[Artifice|Altered Tool]] would allow the power to pass over them until expended in some other way. Others might match Governed Breath weapon at the tier harvested, with Dragonslayers commissioning tools that dispense a dragon's breath to cancel out its power.
==Alchemistry==
[[Alchemistry|Alchemists]] can realign the Governed property of Gristle to change which Governed Breath it creates.


To this day, nothing grows in [[Slahane]], the frozen, dead north of Antarok, nor can life reproduce there - all are infertile within the Third-Law-Empire of a Geist Meridian. Shēngsǐ Xuě enables the undead of Slahane to age into their prime with beauty and without disease through Miasmata and [[Imber]], affording them a resistance to the cold with veins of chilled water rather than ichor or blood. This does not change their crazed minds which remain much the same as any other Draugr.
==Artificing==
===Changes===
When used for [[Artifice]], Gristle confers the Alignment of immunity to Outer Alchemy while gifting the Automata itself Natare, which possesses the flotation power of Aerisite without the benefit of a Flying skill.
Whilst Saol is diametrically opposed to Miasmata, Grist uniquely ceases to function as Glamour and instead becomes a form of [[Poetics]] once its host has joined the ranks of the living dead. Geist retains every capability as Grist, yet rather than influence living things, its Gristle influences the dead and risen - any being or object animated by Miasmata or else in possession of it - towards Oneness. A Meridian who Breathes-The-Three of Miasmata will inflict sudden undeath upon any who come into contact with it.
==Ensorcelling==
Gristle may be used to create a Governed Breath of the Metaphor originally Governed by the dragon. Rarely an Exalted Conjuration of Inner Alchemy will confer a sense for what was Sought, or transform the holder progressively into a form of life. If the oil donor still lives, a kind of pylon might be made from Gristle to extend the influence or reach of their abilities, or else Cultivate Outer Alchemy independently if powered by [[Alkahest]].


‘Conception’ specifically cannot happen within the bounds of a Geist’s influence - everything affected is infertile. Flora will cease to proliferate, and the land will become barren. It has no idle harm upon the already pregnant nor a fertilized egg, however.
==Malediction==
'''Standard Transplant'''


  '''Note:''' [[Lore]] still remains the [[Theorem]] for utilizing and understanding Geist and its history, though someone skilled in [[Occultism]] would at least know the fable of Shēngsǐ Xuě and thus the existence of Geist.
The verdure gland may be excised and then surgically implanted into another, but the surgeon must meet or exceed:
 
:*[[Malediction]] of Expert skill or [[Devorare]] of Journeyman skill.
===Acquiring Geist===
:*Medical skill of Journeyman.
Geist belongs exclusively to the domain of the living dead which cultivate Miasmata within themselve; Geist shares its Spell Reserves with other disciplines of [[Dominion]], rather than Glamour. Only the corporeal undead which are implanted with the organ of Grist or those Dragons and Kobold who are brought back from death as [[Draugr]] will possess this variant. A player is free to play as a Geist provided they are corporeal undead. Being a Meridian is not required to obtain Geist - Novice Geist do exist.
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''"I've met with a terrible fate, haven't I? - Adopting a hatchling abandoned by its mother. The whelp demands every piece of '''gold''' we have and asks that we collect flower nectar to feed her. So many '''butterflies'''. Our dog has grown butterfly wings - I am growing butterfly wings. We ''all'' have butterfly wings in this village. My beautiful Nuǎnjīn Húdié, will you leave your pile of treasure to guard us from the Gnoll with your dazzling breath of '''burning light'''?"'' - A Charitable Magistrate
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{{Glamour Footer}}
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Latest revision as of 20:57, 4 January 2025

GristSkill.jpg

Tǔhuā Lǎbā (Earth-Flower Horn), the dragoness who Governs Geomena, Seeks ivory, and Embodies flowers.

Grist

 Referred to as Wang-Wu by the Jian and the Dragons who live amongst them - or ‘the Ten-Thousand-Things’ meaning all Saol and every discernable thing comprised of Planar Metaphor - Grist is the Glamour embodied by Dragons (and Kobold Shamans) to Cultivate an identity which they may then be channeled into miracles. Grist requires a Minor Merit to pursue.

History

Ancient dragons catalyzed Grist within their bloodline long before the other races of Ælphyne had formed their own. Grist is often referred to by the Faefolk as ‘Primordial Glamour’ with jealous reverence. They once clashed with dragon-kind, banishing the majority of them from Ælphyne to Antarok in the Dragon-Faefolk Conflict.

Settling in the new world, the Elder Dragon Huǒxīyì Chī devised a ritual to create Dragonbound from the lesser races, allowing them to call upon a Dragon's Grist. This made humanity incredibly loyal - and useful - to the Dragons.

Concepts

  • Gristle: Grist is a Glamour derived from an arcane fluid rich in Saol called Gristle. This catalyst forms within a small gland surrounded by thyroid cartilage in the throat - beneath the 'Adam's Apple' - which then circulates Gristle in trace amounts throughout the body, pervading the environment through perspiration or else congealed within the larynx for exhale.
  • Three-Among-Many: Through Saol, the Gristled possess a connection to three concepts which inform how Grist will manifest, and how it will influence their lives; one to govern, one to seek, and one to embody.
  • Governed - a Metaphor: Luxium, Geomena, Aeris, Imber, Somnium, Fabula, or Anathema. The rest oppose the Saol which powers the Glamour, or they are too nebulous to be governed by it.
  • Sought - usually a mundane object, material, artform, or some other esoteric concept like an emotion or activity to be hoarded or sought. Examples might include pastries, feathers, gold, smithing, joy, or swordplay. The Gristled eats less when Cultivating near to these things, and could eat what is Sought without consequence if it recently had that association.
  • Embodied - one specific form of life to embody - any race, animal, spirit, or flora they feel drawn towards. Examples are roses, tigers, a race of people, blue jays, or 'avians' in a more general sense. Embodiment means a slow, and subtle, partial, or total transformation into that form of life through Inner Alchemy.
  • Path to Oneness: To be One is to be aligned with Three-Among-Many, in what is Governed, Sought, and Embodied, in one's Soul and the flow of their Life Force. Grist influences its host and others onto a path towards this seemingly unattainable ideal, and to achieve Oneness is to become an Aspect of Grist, a Meridian.

Incitement

Incitement - initiation into Grist - occurs when the Three-Among-Many are Cultivated by those with Grist throat-glands. They will have no sense for how any of this works as they begin, often undergoing a spiritual journey to find what they wish to Govern, Seek, and Embody. Once these three concepts are internalized, a spark of Oneness will blaze within themselves - a torch that will not easily be blown out. This will take a few hours of time beneath the tutelage of a wise dragon for some, while most will require a lifetime of experiences to catalyze a Three-Among-Many unique to them.

Young Adult Dragons Incite without effort - for them, it is instinctual and profoundly sudden once they mature, and they inherit their initial Three-Among-Many from the parent they spend most of their time with. Whelp 'Prodigies' who Incite early almost always form the wrong Three, and they are pushed out of the nest by other dragons to preserve harmony within the Flight.

Throat-Glands

As Grist is a Glamour, the throat-glands necessary to channel its spells are passed on from a parent to its offspring. Dragons and Kobold are all born with the ability to Cultivate their Grist. There are bloodlines with draconic ancestry, and half-breeds with Grist as well.

Gristled can utilize Outer Alchemy to temporarily grant someone Grist by turning them into a chimera of their Embodied animal or spirit and granting them the organ, but this will fade upon leaving the Gristled's influence unless the grantee Incites their Grist and wields Inner Alchemy to retain the form. If trustworthy and powerful Gristled are scarce, a Maltrician may transplant donated throat-glands which may then be Incited. The ‘donor’ is usually a Kobold, or - sadly - a Dragon Whelp.
Notes: If the Gristled is undead, they will obtain the Geist variant of Grist. Until a Glamour organ is Incited, it does not require spending a Minor Merit to obtain.

Mageburn Symptoms

Mageburn is rare for the Gristled as they must Cultivate their spells and rituals. Overuse and dilution of their Gristle will weaken the strength of their Cultivation, lead them astray from the Path to Oneness, and hinder their ability to Cultivate without burning even more Saol. Doing so may weaken their immune systems, inflame their vocal chords and afflict them with life-long mental illness or worse.

  • Lesser: Sore Throat, Fever, Headaches, Chills, Irritability, Weakness, Incessant Urges, Lethargy, Anxiety
  • Moderate: Asphyxiation (Inflammation), Panic, Narcolepsy, Powerful Urges, Temporary Aesthetic Mutations
  • Greater: Glamour Organ Failure (Throat Rupture), Coma, Schizophrenia
  • Become-Ten-Thousand: Seen as a fate worse than death by the Gristled and cautioned by parent to child, to Become-Ten-Thousand is to lose a hold on one's Three-Among-Many, by consequence inviting the 'Ten-Thousand-Things' of nature within. These tortured souls have become ever-changing beasts, warped by their Inner Alchemy to become all that they witness until they bleed through their Saol and die.

Spells

Like all Glamours, Grist uses the Metaphor of Saol to cast.

Cultivation

Gristled Cultivate to prepare their spells continuously rather than the standard way of casting them, expending Spell Reserves as they finish Cultivating rather than when they discharge the spell. They incorporate experiences, belongings, and environments relevant to their Three-Among-Many through focused pursuits of meditation, introspection, or labor as an artist seeks references for a painting until the spell is primed or finished. Cultivation may also be performed aimlessly without any intention or Life Force expenditure: there is a sense of moving towards a unification of the mind, body, and soul as one Cultivates - a Path to Oneness - and for most, this is well worth the effort

Any Grist spell or ritual requires a month of dedication - concentration is not necessary - for a Novice to prepare or finish, and at least a day for a Master; only a Meridian may do so in the span of a breath. Changing the Three-Among-Many is possible through Cultivation until becoming a Meridian; this would take only a month for something adjacent like altering which species of bird is Embodied, or a year if multiple drastic changes must be made.

Inner Alchemy

Inner Alchemy is the ritual for how those with Grist Cultivate their Three-Among-Many to change themselves permanently, so slowly that only its difficult to observe. There are only up to three specific changes at a time: how what is Governed manifests in their body, how they sense what is Sought, and how what is Embodied shapes them and their diet; one use of Inner Alchemy accounts for up to three changes. This Cultivation Ritual is available from Novice.

  • Governed: The Gristled will develop an aesthetic mutation representing one of the three concepts belonging to that Metaphor; an example would be Luxium fire upon the tip of their tail which feels warm but does not burn, or wreathe themselves in shadow if governing Anathema. This aesthetic might not be purely visual - if Somnium is Governed, Nightmare might bring haunting images of one's own nightmares to the back of their mind. The effect is always minor and never enough to bring harm to another or benefit themselves in a tangible way. Sometimes weak Gristled are hunted, as these aesthetic changes might linger permanently in their hide and bones. At Journeyman, the Gristled develops a notable resistance to what they Govern, and at Master they are nearly immune unless that source matches their own power.
  • Sought: The Gristled develops a single supernatural sense - taste, touch, feel, scent, or sight - for hunting or experiencing what is Sought. Physical things can directly be Sought. Someone in search of dolls might have a sense for automata and skillfully crafted zombies are nearby. There might be a pleasing smell to track, or they might stand out better from everything else. This sense might bring them euphoric joy, calm, or comfort, and lacking this stimulation for a time might bring stress, irritability, or depression.
For more esoteric concepts like an activity or an emotion, the Gristled only senses what is Sought when it's actively being demonstrated to the outside world - if they Seek joy, then they might 'smell' someone engaged in joyous laughter, but not if that person is holding back their feeling. At Novice this is merely one sense, but every tier of Grist thereafter offers potential for another until all five are earned at Master.
The Gristled is subtly compelled to seek out what is Sought, to be around and experience it, to dominate and hoard, or serve something related; how this manifests is up to the author.
  • Embodied: The Gristled shifts aspects of their body towards any facet of their Embodied race, animal, spirit, or flora. This can be any kind of anatomy, sense, or even mental changes. If they Embody a specific race or animal, they might blend qualities of these with themselves or outright become them. A Gristled who Embodies the orchid plant might slowly alter themselves into one over the course of a month, losing itself to the floral way of life until the winter or some nauseating change in the soil. It's not impossible for the Gristled to pollinate each other and germinate offspring of their original race from seeds, but they will only be able to reproduce with life that also has a soul. Flora Embodiment is also one way to qualify for Inciting Draoidh.
Note: How your character uses Inner Alchemy should be detailed on your Character Sheet. This can be a total and exact transformation into the Embodied, a blend between them, or nothing at all. If you are feeling overwhelmed, consider ignoring Inner Alchemy until you are ready to explore it in-character. Inner Alchemy is learned at Novice.

Governed Breath

Each Gristled by Apprentice wield the Metaphor they Govern into a breathed spell, stored within their throats for exhale. Gristled may breathe this Governed Breath continuously until they burn through their Saol. The quality of any created object depends on relevant Craft skills known by the character.

  • Luxium: A wave of bursting flames, or a finely focused beam of burning light. They might also spit gobs of solid light, stretching it over entrances or creating bridges or large volumes of weightless Hardlight objects such as spears or caltrops which linger for an hour.
  • Geomena: A wave of sand to batter and bury, or spitting a rock to stab, bruise, and crush. They might also hollow out a well-supported tunnel in stone with their breaths, or sculpt stone with as much detail as they can muster in a span of breath.
  • Aeris: The Gristled breathes a wave of battering or cutting wind. They might also breathe a pocket of calm into a storm or other air-based phenomena, or a consistent breeze to power a sail for up to an hour.
  • Imber: A wave or jet of water to crush and wash away. They might also breathe a rain cloud to disperse their water over a wide area, speak secretly to someone else for a time in words only the target(s) can hear, or exude a vision obscuring fog.
  • Ardor: A chilling breath that causes minor frostbite at Apprentice, freezing the surface of its target solid by Master. They might also breathe a whiteout blizzard over a wide area, or stabilize the dying for several minutes at Apprentice, up to several hours by Master.
  • Somnium: A wave of chromatic color that induces a hallucinatory state - vivid dreams whilst asleep - or lethargy, for an hour. The Gristled does not control what kind of hallucination is received, but might guide their experience through other means such as conversation or trickery. Suggestive at Novice, and overpowering by Master. Resisted through equal skill in Meditation or an appropriate Dreamcatcher.
  • Fabula: A roar of Metaphorical sound waves, capable of deafening others and shattering materials. They might also breathe a visual and auditory projection of a story - embellished or no, speak to others privately by Breathing to them, or confer a radius of deafness that even magical communication below its tier of power cannot escape or function within.
  • Anathema: A spit of sliming black bile that slowly digests what it falls upon. They might also by Master concentrate this bile to destroy magically 'invulnerable' objects such as a Liches' Phylactery, or else a breath of shadow that smothers Luxium and coats an area such as a room or a section of forest in impenetrable darkness any Gristled who governs Anathema can see clearly through.
  • Drooling out an unignited Governed Breath exudes a coveted magical oil referred to as Gristle, which may be used in lieu of Saol Alkahest that confers a Governed Breath rather than healing when used in a Conjuration. Creating Gristle is a tiring process that expends Spell Reserves at that tier. Creating Gristle costs 5 Seasonal Points per Gram.

Outer Alchemy

Obtained at Expert, Outer Alchemy is the ritual for projecting Inner Alchemy outward. This is a slow process which requires regular Cultivation, applying what is Governed, Sought, or Embodied to nearby objects and life in a similar manner to Inner Alchemy. The effect is semi-permanent so long as the Gristled is nearby, reverting gradually over the course of a month should they leave the influence of their Outer Alchemy and not return. Everything within a location can be altered at once, or only a specific type of thing at a time can be changed slowly through Cultivation; any form of willing resistance stops this altogether, and it is always the choice of a participant if they wish to change.

  • Governed: They may apply the specific aesthetic change affecting them to objects and life nearby.
  • Sought: When applied to an object, it will resemble what is sought in some mundane and sensible manner. In this way, the Cultivator might alter artworks, trees, or their environment to depict what they seek. Life might be granted the Gristled's same sense for what is Sought.
  • Embodied: Cultivation can be focused on individuals over time, transforming them part-way, even entirely into an Embodied race, animal, spirit, or flora. If they Embody a form of fauna or spirit, the Gristled might choose to impart their Grist throat-glands this way - or Draoidh for flora - requiring Incitement to keep the Embodied form and thus the gifted organ. Their entire body will revert to normal within a month if they leave the Cultivator's influence, otherwise.
  • When altered creatures and races breed, these changes will slowly become permanent within their offspring with every successive generation, leading to the formation of new animals and races.

Natare

Unique to wielders of Grist who are full-blooded Dragons, Natare is the freely available power for a dragon to idly swim within the air as if it were thicker like water. Their wings, fins, and the undulating, leading edges of their scales are used to move in this way. Flying or Swimming are the skills used for power and control, yet Grist accelerates this. The more massive and less aerodynamic a dragon is, the slower their Natare - many dragons favor long and serpentine-like bodies that make this process more efficient for them. This ability is functional no matter what they Embody, but certain species or combinations of dragon and animal - or race - will make it easier to 'swim' or fly.

Skill Tiers

Novice

The Gristled at Novice has just begun to learn how to identify and then Cultivate their Three-Among-Many, an uncertain time for them: they struggle aligning their lives with what is Governed, Sought, or Embodied on their Path to Oneness, and they mainly focus on educating themselves, Cultivating the ritual of Inner Alchemy.
  • Cultivation Time: 1 Month
  • Natare Up to Swim/Flight speed, plus 5 feet per second.

Apprentice

An Apprentice of Grist has developed a subtle sense for their Three-Among-Many, Cultivating twice as fast as before. They begin to experience a tingling in their throats - Governed Breath - which they may now Cultivate towards. Even as an Apprentice, Governed Breath is potent enough to addle, perforate skin, or break bone.
  • Cultivation Time: 2 Weeks
  • Breath Reach: 20 Ft
  • Breath Power: Can melt, crush, or reinforce up to and against solid wood if applicable.
  • Natare: Up to Swim/Flight speed, plus 10 feet per second.

Journeyman

A Journeyman of Grist experiences a refinement of their powers. Nothing new is gleaned at this stage, only a reinforcement of what they have learned thus far. Their breath is notably more powerful, enough to kill or disable a man outright if they take the brunt of its force.
  • Cultivation Time: 1 Week
  • Breath Reach: 50 Ft
  • Breath Power: Can melt, crush, or reinforce up to and against solid rock if applicable.
  • Natare: Up to Swim/Flight speed, plus 20 feet per second.

Expert

At Expert, a Grist experiences a deeper sense for their own environment, allowing for Cultivation to influence the appearance of a temple through Outer Alchemy across just three days of ritual. They spend much of their time seeking out and maintaining a location which they alter for their own comfort, taking on students of Grist or assisting other Cultivators. Their Governed breath is truly potent now, capable of bringing down scores if caught in their exhale.
  • Cultivation Time: 3 Days
  • Outer Alchemy Reach: A small location such as a shop or a temple and its courtyard.
  • Breath Reach: 100 Ft
  • Breath Power: Can melt, crush, or reinforce up to and against solid iron if applicable. They may also infuse other forms of Personal Arcana into their Governed Breath.
  • Natare: Up to Swim/Flight speed, plus 35 feet per second.

Master

A Master of Grist is so in tune with the Three-Among-Many that they require only a day of Cultivation to finish an Alchemy ritual. Their Governed Breath might bring down a small army without any way to defend against it, covering a large swathe of distance. Often they are hunted down and killed or recruited by the local governance for their power or meddling.
  • Cultivation Time: 1 Day
  • Outer Alchemy Reach: An entire city district, encompassing several streets and dozens of homes or businesses.
  • Breath Reach: 250 Ft
  • Breath Power: Can melt, crush, or reinforce up to and against solid steel if applicable. They may also infuse other forms of Personal Arcana into their Governed Breath.
  • Natare: Up to Swim/Flight speed, plus 50 feet per second.

Meridian

Having achieved Oneness and become a Meridian, an Ascendant of Grist is often revered as a local deity. Their mere presence is a threat great enough to incite a country into war against them, or else to parlay or coerce them into cohabitation; A Meridian's Outer Alchemy might disrupt an entire city by turning all its living denizens into what they Embody. While fearsome, they usually retreat deep into the wilderness to lead a life of asceticism due to the inescapable sense of detachment their long lives and Oneness fosters. Becoming a Meridian requires the expenditure of a Major Merit.
  • Cultivation Time: Immediate
  • Outer Alchemy Reach: Subtly - small changes - across an entire country. Notably - major changes - within a city.
  • Breath Reach: 250 Ft
  • Breath Power: Can damage to some extent most forms of enchanted material, creating material or reinforcing it with up to 2x the hardness of solid steel if applicable. They may also infuse other forms of Personal Arcana into their Governed Breath.
  • Natare: Up to Swim/Flight speed, plus 100 feet per second.

Contrivances

The oil of Gristle and entire throat-glands are often extracted from dragons and kobold for use by Practices, or willingly drooled out by them as an un-ignited Breath. Potent Gristle can take the place of equivalent Alkahest in creations, just as the organ itself might. This costs 5 Seasonal Points per Gram.

Contrivances made from Gristle are notable for being useful with just a single Gram; most are wards against Outer Alchemy, as even a small Abrogation or Altered Tool would allow the power to pass over them until expended in some other way. Others might match Governed Breath weapon at the tier harvested, with Dragonslayers commissioning tools that dispense a dragon's breath to cancel out its power.

Alchemistry

Alchemists can realign the Governed property of Gristle to change which Governed Breath it creates.

Artificing

When used for Artifice, Gristle confers the Alignment of immunity to Outer Alchemy while gifting the Automata itself Natare, which possesses the flotation power of Aerisite without the benefit of a Flying skill.

Ensorcelling

Gristle may be used to create a Governed Breath of the Metaphor originally Governed by the dragon. Rarely an Exalted Conjuration of Inner Alchemy will confer a sense for what was Sought, or transform the holder progressively into a form of life. If the oil donor still lives, a kind of pylon might be made from Gristle to extend the influence or reach of their abilities, or else Cultivate Outer Alchemy independently if powered by Alkahest.

Malediction

Standard Transplant

The verdure gland may be excised and then surgically implanted into another, but the surgeon must meet or exceed:

"I've met with a terrible fate, haven't I? - Adopting a hatchling abandoned by its mother. The whelp demands every piece of gold we have and asks that we collect flower nectar to feed her. So many butterflies. Our dog has grown butterfly wings - I am growing butterfly wings. We all have butterfly wings in this village. My beautiful Nuǎnjīn Húdié, will you leave your pile of treasure to guard us from the Gnoll with your dazzling breath of burning light?" - A Charitable Magistrate

Articles on Glamour

Definitions

Arcana · Arcana List · Theorem · Metaphor · Ascension

Glamour

Glamour · Wild Glamour · Animism
Glamour [ Grist · Seeming · Shimmer · Draoidh ]
Variants [ Geist ]
Gramarye [ Dragonbound · Förengsrit ]

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