Remnant: Difference between revisions

From Antarok

 
(43 intermediate revisions by 2 users not shown)
Line 3: Line 3:
[[Category:Welkin]]
[[Category:Welkin]]
[[Category:Created by Aster]]
[[Category:Created by Aster]]
[[Category:Created by Vicissitude]]
<div style="text-align:center; background-color: #f8f8f8; padding: 0px 20px 0px 20px;">
<div style="text-align:center; background-color: #f8f8f8; padding: 0px 20px 0px 20px;">


Line 16: Line 17:


==Acquisition==
==Acquisition==
Remnant is one of the most difficult abilities to acquire, often tied to very specific states of being associated with [[Miasmata]] or its Psychoplasm. [[Ghost|Ghosts]], [[Dracolych|Elder Dracolyches]], [[Nekros|Liches]], and [[Onryo]] may learn it. [[Scourge]] and [[Endless]] may access a variant of Remnant.
Remnant is one of the most difficult abilities to acquire, often tied to very specific states of being associated with [[Miasmata]] or its Psychoplasm. [[Ghost|Ghosts]], [[Dracolych|Ancient Dracolyches]], [[Nekros|Liches]], [[Fathom|Deep Ones]] and [[Onryo]] may learn it. [[Scourge]] and [[Endless]] may access a variant of Remnant.
:To learn Remnant, one most travel to Avernus and bleed their Psychoplasm or Ash into the planar memory itself, aligning themselves with memories that have come to pass.
:To learn Remnant, one most travel to Avernus and bleed their Psychoplasm or Ash into the planar memory itself, aligning themselves with memories that have come to pass.


Line 22: Line 23:


====Total Recall====
====Total Recall====
As one progresses with Remnant, they will begin to remember the experiences of their life in more detail and granularity, leading to more accurate Phantasms. Eventually, they will recall great detail about events that happened even in their peripheral, scouring the time they spent for every last grain of memory. This can lead to such beings being fairly contractual, chasing new experiences or trying to find context that escapes them. They will even go so far as to [[Syphon|impart]] the distasteful Miasemata of their memories upon others to forget them or collect memories associated with their own traumas, creating an economy of memories between the undead and spirits.
As one progresses with Remnant, they will begin to remember the experiences of their life in more detail and granularity, leading to more accurate Phantasms. Eventually, they will recall great detail about events that happened even in their peripheral, scouring the time they spent for every last grain of memory. This can lead to such beings being fairly contractual, chasing new experiences or trying to find context that escapes them. They will even go so far as to [[Syphon|impart]] the distasteful Miasmata of their memories upon others to forget them or collect memories associated with their own traumas, creating an economy of memories between the undead and spirits.
:Total Recall is a form of divination, and so it will not work upon the details of [[Blight|Blights]] or other beings that derive a resistance to such.
:Total Recall is a form of divination, and so it will not work upon the details of [[Blight|Blights]] or other beings that derive a resistance to such.


Line 29: Line 30:
====Memories====
====Memories====
:Memorare wield '''memories''' they have experienced, in life or in their unlife. However, they will forget the memories they use unless they are first added to a Memorandum. Beings with attachments such as [[Ghost|Ghosts]] and [[Onryo]] will feel as though a piece of themselves is missing forevermore should they somehow lose memories important to them.
:Memorare wield '''memories''' they have experienced, in life or in their unlife. However, they will forget the memories they use unless they are first added to a Memorandum. Beings with attachments such as [[Ghost|Ghosts]] and [[Onryo]] will feel as though a piece of themselves is missing forevermore should they somehow lose memories important to them.
::Memories may be traded, stolen, or imparted through the [[Syphon|Syphoning]] of Miasmata by one who is also a Memorare. If this is done to a Memorandum, then its owner will forget that memory. Any method which modifies a memory such as the Memory Sculpting of a [[Fathom|Deep One]] will in turn be useful, and if one has a way to read memories, they may also store them in other beings to recall them after they have been expended.
::Memories may be traded, stolen, or imparted through the [[Syphon|Syphoning]] of Miasmata by one who is also a Memorare. If this is done to a Memorandum, then its owner will forget that memory. They may also be destroyed from the source within the Memorare's Memorandum, forgotten if the memory is not immediately Syphoned. Modified memories such as alterations made by [[Fathom]] will be restored when recalled by a Memorare.
'''Important:''' Memories must be obtained during an in-character and reviewed story to then be wielded. They must be witnessed first-hand; donated or consumed memories are too impersonal to wield with Remnant. They are only as good as someone's perception of a spell, and will always be recalled exactly as they are remembered.


==Spells==
====Phantasms====
 
:Phantasms are the Haunts, Vestiges, Hexes, and Abstractions of a Memorare. Accuracy depends on the quality and volume of memories; the more memories they have on the subject, the more accurate their Phantasm may be. Phantasms are highly inefficient when used for the application of skills, abilities, or spells.
 
::Outside of a Memorandum, a Phantasm will quickly dissipate unless it is made as part of an [[Ensorcelling|Exalted Conjuration]]. Memorare will forget a Phantasm once it dissipates unless it is first added to a Memorandum, and some will use this to intentionally forget things. When destroyed or decaying, there is a span of time during which the memory may be [[Syphon|Syphoned]] out of the air and reused.
 
====Phantasm====
:Phantasm is the spell by which a Memorare creates an object or experience from memory out of Psychoplasm. The quality of these memories depends on the Memorare's ability to recall them; the more clear the memory, the more accurate their Phantasms may be. Experiences and events will play out on a loop, corporeal or incorporeal, ignoring or responding to interlopers depending on how accurate its recall is. A single cast of Phantasm can depict an entire battle with the predetermined events therein. They can recall very specific things, such as feelings or sensations, or broadly overlay an environment with a place they had been. Spell Reserves, creativity and one's own litany of experiences are the main limitations.


:'''Caveats'''
:'''Caveats'''


::Memorare will lose a memory they conjure with Phantasm unless it is first added to a Memorandum. It can recall abilities which are first added to a Vestige within the Memorare's Memorandum, but memories of [[Blight|Blights]] will always be distorted and inaccurate in some way.
:Phantasms are highly inefficient when used for the application of skills, abilities, or spells, expending Spell Reserves at the tier above, and they will use the Memorare's own [[Poetics]] Metaphor rather than the original Metaphor of that ability. Phantasms are much more efficient when applied as an illusion such as with Haunt, or Hex.
::The Athame of a [[Mysticism|Mystic]] may cut through and destroy most forms of Phantasm, and [[Ensorcelling|Conjurations]] may not alter their presentation. Memories of [[Blight|Blights]] will always be inaccurate when recalled.


:::'''Sovereignty''' does not work with Phantasm, even with Conjurations. However, a spell or ability will be cast at the Sovereignty it was remembered as.
==Spells==


:::Any ability recalled would have that exact affect, reach, and form, and must be first witnessed to be recalled, and it will only be as powerful as their own equivalent Spell Reserves allow. This means they must experience an ability with many facets several times to then recall them, and they would have little control over the actual spell, even to the point of being harmed by their own creations. The same could be said of Remembered [[Contrivance|Contrivances]] - except for true Alkahest, or Abrogations, as memories cannot unweave something, reduce the cost of, absorb, or create permanent Metaphor, only damaging or supporting falsehoods that will cause the creation to become undone once the Phantasm fades or leaves its Memorandum for long enough.
====Memorandum====
The Memorare may weave into a place of their choosing within Avernus a Haunt and then bind it into a Memorandum by infusing it with further memories. Within their Memorandum - sometimes referred to as a 'Memory Palace' - their casting of Remnant and any [[Arcana List|Arcana]] from a Metaphor it shares becomes more efficient.


While mundane objects and places may be freely recalled within reason, a character must experience an ''ability'' such as a spell '''in-character''' through play or else possess it themselves to then recall it.
:Memorare populate the land with their Haunts, with some spreading their dominion through trails of Phantasmal forests, buildings, and disjointed city streets populated with wandering crowds interspersed with the occasional Vestige going about its life. Memories may only be added once to a Memorandum, and they will leave when recalled as Phantasms before returning upon their destruction; if destroyed at the source, then the Phantasm and its memory turn to ash and will soon be lost.


====Vestige====
:Any damage done to the Memorandum will cause the Memorare to feel immense psychological discomfort, like a fog sweeping into their mind. They will know when someone or something has trespassed into it without their approval, able to track them down in this way.
:A Vestige is an autonomous person, vehicle, or creature created carefully out of many layered Phantasms within a Memorandum. There will always be something 'off' about these false individuals, and they will have no direct control over them unless they are Tethered through [[Nekros]], and will still dissipate after leaving the Memorandum they are from for long enough. They will typically add remembered spells to a Vestige, but this being would expend the Memorare's Spell Reserves to cast the Phantasm spells written into it should the Memorare accept their aid.
You must also ask permission from an author to create a facsimile of their NPC or Player Character.


====Hex====
:Individual Memorare may come together and form a communal Memorandum, either creating a memory sprawl of their own together, or joining into one that already exists. If a Memorandum already exists, the original Memorare has to open their Memorandum to the other or be forcefully overpowered. They may only be a part of one Memorandum at any given time, and they have no control over the Phantasms of others.
:To Hex another is to insert a memory of something experienced into an object, or the soul of a person. If inserted into an object, all who touch that object will experience the Hex, and this may even expand to entire buildings. If inserted into a soul, that being will then experience an illusion of whatever it is forevermore, as if on a loop. This will recur even if they die, and [[Syphon]] must be of an equivalent tier to Syphon and then Impart it away. Only the victim will experience the illusion, and the harm will never leave behind a permanent wound, or create phenomena that another can perceive. The Memorare is immune to their own Hexes, allowing them to create a hexed weapon that strikes with brief illusions on contact with the skin of another soul-inhabiting person or entity.


====Memorandum====
====Haunt====
:The Memorare may weave into a place of their choosing within Avernus the memories they’ve bound themselves to in order to claim it. Within their Memorandum - sometimes referred to as a 'Memory Palace' - they have an increased ease of control of the Phantasm(s) within and their casting can expend less Miasmata than normal to cast - from anything using that as its Spell Reserves.
Haunts are Phantasms of locations replete with ongoing events and experiences, playing on a loop yet overlain with the world. Much of a Haunt will dissipate into floating ash when disturbed unless it is within a Memorandum where it will feel very real. This is how a [[Ghost]] might recall their death during a fire as an illusion overlain with a home.


::To make a Memorandum, the Memorare must first select a location within Avernus, infusing their memories into the very land around them. If the location already has memories given form with Phantasm, they can hybridize them with their own creations. The methods by which the Memorare populates the land with their Phantasms varies from individual to individual, with some spreading their dominion through trails of Phantasmal forests, buildings, and disjointed city streets, and others approaching this in a logical way with creative thoughtforms made entirely by their own creativity.
====Vestiges====
Vestiges are Phantasms attempting to mimic the memory of a person, animal, or object. Without several days worth of experiences, they will seem slow, fragile, and without personality. A Vestige will always behave as it was remembered and may not be directly controlled, meaning a friend will make for a better Vestige than a memory; the Tether of a [[Nekros]] can be used to enforce this control, however.
:When using spells and abilities, they will consume the Memorare's own Spell Reserves to do so if allowed.


::Additionally, individual Memorare may come together and form a communal Memorandum, either creating a memory sprawl of their own together, or joining into one that already exists. If a Memorandum already exists, the original Memorare has to open their magic to the other or be forcefully overpowered. A Memorare may only be a part of one Memorandum at any given time. Individual Phantasms may be created within their Memorandum over and over to safeguard the memory against erasure.
====Abstraction====
An Abstraction is any spell, skill, or ability the Memorare has seen during their adventures, capable of being utilized to their full extent. First-person experiences will always be ideal, but flawed versions may be construed from witnessing that spell several times. To be used they must first be added to a Memorandum, where they are given to a Vestige or recorded within a Haunt where it is harmless until empowered as an Abstraction.
:If one conjures an Abstracted ball of fire, it will always have the exact same [[Metaphor|Sovereignty]], size, force, speed, and trajectory as the original. Some spells such as the Blink of [[Exodus]] will not work as they rely on control to achieve their end result, whereas the Abstracted spell to open a portal somewhere fixed is more than possible.


::Any damage done to the Memorandum will cause the Memorare to feel immense psychological discomfort, like a fog sweeping into their mind. They will know when someone or something has trespassed into it without their approval, able to track them down in this way. When a Memorandum is destroyed, those memories are lost forever unless they are [[Syphon|Syphoned]].
====Hex====
Hexing is the process of inserting an experienced memory into the soul of a person by touching their body. They will experience an illusion of whatever it is until it dissipates, as if on a loop; sensory information will be conveyed, but not emotion. Only the victim will experience the illusion, and the harm will never leave behind a permanent wound, or create phenomena that another aside from the victim can perceive.
:Equivalent Resistance or Meditation skill may be used to see through a Hex or ignore its consequences. [[Syphon]] of an equivalent tier maybe used to Impart it away.


<div style="text-align:center">
<div style="text-align:center">
Line 69: Line 73:
====Novice====
====Novice====
When learning the basics of Remnant, the Memorare will only have access to Phantasm and a limited personal Memorandum to use as a small sanctuary for their most treasured memories.
When learning the basics of Remnant, the Memorare will only have access to Phantasm and a limited personal Memorandum to use as a small sanctuary for their most treasured memories.
 
:The Phantasms of a Novitiate will dissipate after ten minutes away from the Memorare’s Memorandum.
:*'''Phantasm''':
:*'''Haunt''':
:**Phantasms of abilities may not exceed Novice.
:**Haunts may affect one sense at a time, unless they are experienced from within a Memorandum.
:**At Novice, Phantasms must remain relatively simple– for example, the scent of petrichor.
:*'''Hex''':
:**Hexes may affect one sense at a time.
:**At apprentice, the Memorare may only Hex objects up to the size of a large horse.
:*'''Vestige''':
:*'''Vestige''':
:**Unavailable at this tier.
:**Unavailable at this tier.
:*'''Hex''':
:*'''Abstraction''':
:**Unavailable at this tier.
:**Unavailable at this tier.
:*'''Memorandum''':
:*'''Memorandum''':
:**The Memorare may join the Memorandums of others, no matter the size, and pool their own size limit with the collective.
:**The Memorare may join the Memorandums of others, no matter the size, and pool their own size limit with the collective.
:**A novitiate may make their own Memorandum, but such a place will be relatively tiny– about the size of a bedroom, or 120 sq. ft.  
:**A novitiate may make their own Memorandum, but such a place will be quite small– about the size of a bedroom, or 120 sq. ft.


====Apprentice====
====Apprentice====
With a firmer grasp on the foundational tenets of Remnant, a Memorare gains the ability to start playing with Hexes.
With a firmer grasp on the foundational tenets of Remnant, a Memorare gains the ability to start wielding more sensory information with Haunts and Hexes.
:The Phantasms of an Apprentice will dissipate after an hour away from the Memorare’s Memorandum.


:*'''Phantasm''':
:*'''Haunt''':
:**Phantasms of abilities may not exceed Apprentice.
:**Haunts may affect two senses at a time, unless they are experienced from within a Memorandum.
:**Apprentice Phantasms gain some complexity; for example, one may recreate the sensory experience of standing in the rain.
:*'''Hex''':
:**Hexes may affect two senses at a time.
:**At apprentice, the Memorare may only Hex objects up to the size of a large horse.
:*'''Vestige''':
:*'''Vestige''':
:**Unavailable at this tier.
:**Unavailable at this tier.
:*'''Hex''':
:*'''Abstraction''':
:**The scope of one's Hexes mirrors the limitations of Phantasm.
:**Unavailable at this tier.
:**At apprentice, the Memorare may only Hex objects up to the size of a large horse.
:*'''Memorandum''':
:*'''Memorandum''':
:**The Memorare may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
:**The Memorare may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
:**An Apprentice Memorandum is about the size of a tiny home, or 600 sq. ft.  
:**An Apprentice Memorandum is about the size of a tiny home, or 600 sq. ft.


====Journeyman====
====Journeyman====
Starting to feel comfortable enough with their spellcraft, the Memorare at Journeyman has begun to learn the art of weaving Phantasms together to create Vestiges.
Starting to feel comfortable enough with their spellcraft, the Memorare at Journeyman has begun to learn the art of weaving Phantasms together to create Vestiges.
:The Phantasms of a Journeyman will dissipate after a day away from the Memorare’s Memorandum.


:*'''Phantasm''':
:*'''Haunt''':
:**Phantasms of abilities may not exceed Journeyman.
:**Haunts may affect three senses at a time, unless they are experienced from within a Memorandum.
:**Journeyman Phantasms gain further complexity; for example, one may recreate something like the scene and sensation of standing in the rain in the woods at dusk.  
:*'''Hex''':
:**Hexes may affect three senses at a time.
:**At apprentice, the Memorare may only Hex objects up to the size of a large horse.
:*'''Vestige''':
:*'''Vestige''':
:**A Journeyman’s Vestiges dissipate after 6 hours away from the Memorare’s Memorandum.
:**Vestiges are fully available at this tier.
:**A Journeyman’s Vestiges are fairly rudimentary; they look convincing at a distance, but upon closer examination, flaws will show. They won’t be able to move very well if at all, their speech might be distorted, parts of them may even not appear fully corporeal, etc.
:**Vestiges may utilize Skills both the Vestige and the Memorare possess, or else at two tiers below the Memorare's Remnant.
:*'''Hex''':
:**Vestiges' materials will only have up to the durability of iron.
:**The scope of one's Hexes mirrors the limitations of Phantasm.
:*'''Abstraction''':
:**The Memorare may Hex any object.
:**Abstractions are inefficient and cost the next tier of Spell Reserves to manifest compared to the original.
:**Abstraction at this tier may only be wielded by Vestiges the Memorare has seen use the spell or ability.
:*'''Memorandum''':
:*'''Memorandum''':
:**The Memorare may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
:**The Memorare may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
Line 113: Line 125:


====Expert====
====Expert====
With all of Remnant’s tools at their disposal, the Expert Memorare can weave their memories into creations of kaleidoscopic complexity.  
With all of Remnant’s tools at their disposal, the Expert Memorare can weave their memories into creations of kaleidoscopic complexity.
 
:The Phantasms of an Expert will dissipate after three days away from the Memorare’s Memorandum.
:*'''Phantasm''':
:*'''Haunt''':
:**Phantasms of abilities may not exceed Expert.
:**Haunts may affect four senses at a time, unless they are experienced from within a Memorandum.
:**An Expert’s Phantasms are truly vast; they may be recreations of a busy city square, a desert oasis, and so on, lovingly recreated to the finest detail the Memorare is capable of recalling.  
:*'''Hex''':
:**Hexes may affect four senses at a time.
:*'''Vestige''':
:*'''Vestige''':
:**Vestiges may be woven with Phantasms of abilities per limits relative to both the Memorare’s Phantasms and any other relevant skill involved.  
:**Vestiges are fully available at this tier.
:**An Expert’s Vestiges dissipate after 24 hours away from the Memorare’s Memorandum.
:**Vestiges may utilize Skills both the Vestige and the Memorare possess, or else at two tiers below the Memorare's Remnant.
:**An Expert’s Vestiges are superficially flawless, though they still carry the natural uncanniness innate to a Vestige. However, Vestiges of extremely complex objects such as people may still exhibit additional incongruencies with their source– either because the Vestige itself is imperfect or the memories used to craft it are imperfect.  
:**Vestiges' materials will only have up to the durability of steel.
:*'''Hex''':
:*'''Abstraction''':
:**The scope of one's Hexes mirrors the limitations of Phantasm.
:**Abstractions are inefficient and cost the next tier of Spell Reserves to manifest compared to the original.
:**The Memorare may Hex any object.
:**Abstractions may be wielded by the Memorare if first added to their Memorandum.
:**The Memorare may Hex souls at half again the cost.
:**Abstractions may be wielded by Vestiges the Memorare has seen use the spell or ability.
:*'''Memorandum''':
:*'''Memorandum''':
:**The Memorare may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
:**The Memorare may join the Memorandums of others, pooling their own size restriction with the collective.
:**An Expert’s individual Memorandum is roughly an acre, or about the size of a football field.
:**An Expert’s individual Memorandum is roughly an acre, or about the size of a football field.
:**The Expert expends three fourths the amount of Spell Reserves when casting spells from the same Metaphor within their Memorandum.
:**The Expert's Memorandum is bigger on the inside; they may fit an entire city worth of information into a 120 square foot room, but they risk having it more easily damaged this way.


====Master====
====Master====
By Master, a Memorare might only ever leave their Memory Palace to seek out new experiences which they may then weave into it, so vast now is the scope of their abilities.  
By Master, a Memorare might only ever leave their Memory Palace to seek out new experiences which they may then weave into it, so vast now is the scope of their abilities.  
 
:The Phantasms of a Master will dissipate after seven away from the Memorare’s Memorandum.
:*'''Phantasm''':
:*'''Haunt''':
:**Phantasms of abilities may not exceed Master.
:**Haunts may affect all five senses at a time.
:**A Master Memorare may create Phantasms of full scale battlefields, or even Phantasms that loop extended periods of time– the primary limitation at this point is the Memorare’s own breadth of experiences and their creativity.
:*'''Hex''':
:**Hexes may affect all five senses at a time.
:*'''Vestige''':
:*'''Vestige''':
:**Vestiges may be woven with Phantasms of abilities per the limits relative to both the Memorare’s Phantasms and any other relevant skill involved.  
:**Vestiges are fully available at this tier.
:**A Master’s Vestiges dissipate after 7 days away from the Memorare’s Memorandum.
:**Vestiges may utilize Skills both the Vestige and the Memorare possess, or else at two tiers below the Memorare's Remnant.
:**Though still possessing the innate uncanniness of a Vestige, the only flaws with a Master’s creations are whatever incongruencies may exist within the memories used to craft them.
:**Vestiges' materials will only have up to 1.5x the durability of steel.
:*'''Hex''':
:*'''Abstraction''':
:**The scope of one's Hexes mirrors the limitations of Phantasm.
:**Abstractions are inefficient and cost the next tier of Spell Reserves to manifest compared to the original.
:**The Memorare may Hex both souls and any object.
:**Abstractions may be wielded by the Memorare if first added to their Memorandum.
:**Abstractions may be wielded by Vestiges the Memorare has seen use the spell or ability.
:*'''Memorandum''':
:*'''Memorandum''':
:**The Memorare may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
:**The Memorare may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
:**The Master’s individual Memorandum may be up to the size of a small town, or 3,000 acres.
:**The Master’s individual Memorandum may be up to the size of a small town, or 3,000 acres.
:**The Master expends two thirds the amount of Spell Reserves when casting spells from the same Metaphor within their Memorandum.
:**The Master's Memorandum is bigger on the inside; they may fit their entire Memorandum into a small object or a mere door, but they risk having it more easily damaged, and a Memorandum will be destroyed if taken from Avernus.


====Harbinger====
====Harbinger====
While within Avernus, nothing matches a Harbinger operating from their Memorandum.  
While within Avernus, nothing matches a Harbinger operating from their Memorandum.  
 
:The Phantasms of a Harbinger will dissipate after a month away from their Memorandum.
:*'''Phantasm''':
:*'''Haunt''':
:**Phantasms of abilities have no limits.
:**Haunts may affect all five senses at a time, including supernatural ones.
:**A Harbinger's only real limitation at this point is themselves; they may recreate anything they are capable of recalling.
:**A Harbinger's Haunts cast at this tier are physical, even if cast outside the Memorandum.
:*'''Hex''':
:**Hexes may affect all five senses at a time, including supernatural ones.
:**A Harbinger's Hexes cast at this tier are capable of actual harm.
:*'''Vestige''':
:*'''Vestige''':
:**A Harbinger's Vestiges dissipate after a year away from their Memorandum.
:**Vestiges are fully available at this tier.
:**Though still possessing the innate uncanniness of a Vestige, the only flaws with a Harbinger's creations are whatever incongruencies may exist within the memories used to craft them.
:**Vestiges may utilize Skills both the Vestige and the Memorare possess, or else at two tiers below the Memorare's Remnant.
:*'''Hex''':
:**Vestiges' materials will only have up to 2x the durability of steel.
:**The scope of one's Hexes mirrors the limitations of Phantasm.
:*'''Abstraction''':
:**The Harbinger may Hex both souls and any object.
:**Abstractions may now use equivalent-tier Spell Reserves to Manifest.
:**Abstractions may be wielded by the Memorare if first added to their Memorandum.
:**Abstractions may be wielded by Vestiges the Memorare has seen use the spell or ability.
:*'''Memorandum''':
:*'''Memorandum''':
:**The Harbinger may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
:**The Harbinger may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
:**The Harbinger's individual Memorandum is limitless.
:**The Harbinger's individual Memorandum is limitless.
 
:**The Harbinger expends half the amount of Spell Reserves when casting spells from the same Metaphor within their Memorandum.
:**The Ascended's Memorandum is bigger on the inside; they may fit their entire Memorandum into a small object or a mere door, but they risk having it more easily damaged, and a Memorandum will begin to decay if taken from Avernus.
<div style="text-align:center">
<div style="text-align:center">


Line 168: Line 193:
<div style="text-align:left;">
<div style="text-align:left;">
When wielded by a [[Scourge]] or the [[Endless]], Remnant is conducted through the Metaphor of [[Absentia]]. Everything they create within Avernus will always have a rotten, emaciated, or derelict appearance. These ruinous holdings are gathering points for the Endless, and for [[Alítheia]]. They may even maintain a pit into [[Nihilos]] within their Memorandum, a place where time does not move without the will of their dark god.  
When wielded by a [[Scourge]] or the [[Endless]], Remnant is conducted through the Metaphor of [[Absentia]]. Everything they create within Avernus will always have a rotten, emaciated, or derelict appearance. These ruinous holdings are gathering points for the Endless, and for [[Alítheia]]. They may even maintain a pit into [[Nihilos]] within their Memorandum, a place where time does not move without the will of their dark god.  
:Such memories of Ash cannot be [[Syphon|Syphoned]] except by [[Scourge|Scourges]] or the [[Endless]].
:Such memories of [[Absentia]] cannot be [[Syphon|Syphoned]] except by [[Scourge|Scourges]] or the [[Endless]].
While other [[Variant|Variants]] exist for Remnant, they are different enough to merit their own articles.  
<div style="text-align:center">
<div style="text-align:center">
==Variant - Abyssal Dominion==
<div style="text-align:left;">
When wielded by a [[Fathom|Deep One]] or an [[Abyssal]], Remnant is conducted through the Metaphor of [[Imber]]. Such places can only manifest within genuine bodies of water overlain by Avernus, such as [[Lacon]], or a lake upon Antarok. Their Phantasms initially take on grotesque and sliming aberrations such as sucker-covered tentacles, teeth, and fleshy domiciles unless sculpted towards true reality. They may also bridge Avernus and another Plane together by manifesting a permanent whirlpool into their Memorandum between them.
:Memories of [[Imber]] fill an entity with ravenous hunger when [[Syphon|Syphoned]], or when consuming food made of such. <div style="text-align:center">


=Creations=
<div style="text-align:center">
=Contrivances=
<div style="text-align:left;">
<div style="text-align:left;">
[[Contrivance]]s may be crafted from the Remnant's [[Mysticism|Sundered]] [[Alkahest]] directly.
==Ensorcelling==
[[Ensorcelling|Conjurations]] can be used to make devices that read a current thought process on contact for purposes of interrogation; this is accomplished by making a Haunt or a Hex which takes details from the witness as an interrogator walks them through the scenario. Exalts exist for making reusable Hexes, or Haunts, but they must still be tied to a Memorandum somewhere in the world or a separate object serving as an Artificial Memorandum. Such Conjurations obey all the rules of Remnant and will only ever function as a memory allows.


==Alchemistry==
==Alchemistry==


  ''“Blurb! Or a mote of history.” - The person.''
  ''“When I was away from my Memory Palace, I felt a sickly malaise overcome me– the telltale sign that my beloved sanctuary was under duress. Peering through my Tethers, I commanded my carefully constructed Vestiges to purge my home of these intruders without having to move an inch. For those would-be adventurers to assault my demesne so unprepared…I can only wonder why.” - An ancient Lich.''
 
</div></div></div></div></div></div></div></div></div></div>{{Welkin Footer}}
</div></div></div></div></div></div></div></div></div></div>{{Welkin Footer}}

Latest revision as of 21:57, 30 September 2024

RemnantBanner.png
Remnant is the power for spectral entities such as Ghosts to affect the world around them with their memories, and to claim territory within Avernus. Remnant requires expending a Minor Merit to purse.

Title

History

While within Avernus, Remnant is recognized by many magi to be the most powerful form of Arcana, its most proficient wielders serving as demigods, warlords, and wardens of the afterlife from within their vast Memorandums.

Acquisition

Remnant is one of the most difficult abilities to acquire, often tied to very specific states of being associated with Miasmata or its Psychoplasm. Ghosts, Ancient Dracolyches, Liches, Deep Ones and Onryo may learn it. Scourge and Endless may access a variant of Remnant.

To learn Remnant, one most travel to Avernus and bleed their Psychoplasm or Ash into the planar memory itself, aligning themselves with memories that have come to pass.

Playing as a Memorare

Total Recall

As one progresses with Remnant, they will begin to remember the experiences of their life in more detail and granularity, leading to more accurate Phantasms. Eventually, they will recall great detail about events that happened even in their peripheral, scouring the time they spent for every last grain of memory. This can lead to such beings being fairly contractual, chasing new experiences or trying to find context that escapes them. They will even go so far as to impart the distasteful Miasmata of their memories upon others to forget them or collect memories associated with their own traumas, creating an economy of memories between the undead and spirits.

Total Recall is a form of divination, and so it will not work upon the details of Blights or other beings that derive a resistance to such.

Concepts

Memories

Memorare wield memories they have experienced, in life or in their unlife. However, they will forget the memories they use unless they are first added to a Memorandum. Beings with attachments such as Ghosts and Onryo will feel as though a piece of themselves is missing forevermore should they somehow lose memories important to them.
Memories may be traded, stolen, or imparted through the Syphoning of Miasmata by one who is also a Memorare. If this is done to a Memorandum, then its owner will forget that memory. They may also be destroyed from the source within the Memorare's Memorandum, forgotten if the memory is not immediately Syphoned. Modified memories such as alterations made by Fathom will be restored when recalled by a Memorare.
Important: Memories must be obtained during an in-character and reviewed story to then be wielded. They must be witnessed first-hand; donated or consumed memories are too impersonal to wield with Remnant. They are only as good as someone's perception of a spell, and will always be recalled exactly as they are remembered.

Phantasms

Phantasms are the Haunts, Vestiges, Hexes, and Abstractions of a Memorare. Accuracy depends on the quality and volume of memories; the more memories they have on the subject, the more accurate their Phantasm may be. Phantasms are highly inefficient when used for the application of skills, abilities, or spells.
Outside of a Memorandum, a Phantasm will quickly dissipate unless it is made as part of an Exalted Conjuration. Memorare will forget a Phantasm once it dissipates unless it is first added to a Memorandum, and some will use this to intentionally forget things. When destroyed or decaying, there is a span of time during which the memory may be Syphoned out of the air and reused.
Caveats
Phantasms are highly inefficient when used for the application of skills, abilities, or spells, expending Spell Reserves at the tier above, and they will use the Memorare's own Poetics Metaphor rather than the original Metaphor of that ability. Phantasms are much more efficient when applied as an illusion such as with Haunt, or Hex.
The Athame of a Mystic may cut through and destroy most forms of Phantasm, and Conjurations may not alter their presentation. Memories of Blights will always be inaccurate when recalled.

Spells

Memorandum

The Memorare may weave into a place of their choosing within Avernus a Haunt and then bind it into a Memorandum by infusing it with further memories. Within their Memorandum - sometimes referred to as a 'Memory Palace' - their casting of Remnant and any Arcana from a Metaphor it shares becomes more efficient.

Memorare populate the land with their Haunts, with some spreading their dominion through trails of Phantasmal forests, buildings, and disjointed city streets populated with wandering crowds interspersed with the occasional Vestige going about its life. Memories may only be added once to a Memorandum, and they will leave when recalled as Phantasms before returning upon their destruction; if destroyed at the source, then the Phantasm and its memory turn to ash and will soon be lost.
Any damage done to the Memorandum will cause the Memorare to feel immense psychological discomfort, like a fog sweeping into their mind. They will know when someone or something has trespassed into it without their approval, able to track them down in this way.
Individual Memorare may come together and form a communal Memorandum, either creating a memory sprawl of their own together, or joining into one that already exists. If a Memorandum already exists, the original Memorare has to open their Memorandum to the other or be forcefully overpowered. They may only be a part of one Memorandum at any given time, and they have no control over the Phantasms of others.

Haunt

Haunts are Phantasms of locations replete with ongoing events and experiences, playing on a loop yet overlain with the world. Much of a Haunt will dissipate into floating ash when disturbed unless it is within a Memorandum where it will feel very real. This is how a Ghost might recall their death during a fire as an illusion overlain with a home.

Vestiges

Vestiges are Phantasms attempting to mimic the memory of a person, animal, or object. Without several days worth of experiences, they will seem slow, fragile, and without personality. A Vestige will always behave as it was remembered and may not be directly controlled, meaning a friend will make for a better Vestige than a memory; the Tether of a Nekros can be used to enforce this control, however.

When using spells and abilities, they will consume the Memorare's own Spell Reserves to do so if allowed.

Abstraction

An Abstraction is any spell, skill, or ability the Memorare has seen during their adventures, capable of being utilized to their full extent. First-person experiences will always be ideal, but flawed versions may be construed from witnessing that spell several times. To be used they must first be added to a Memorandum, where they are given to a Vestige or recorded within a Haunt where it is harmless until empowered as an Abstraction.

If one conjures an Abstracted ball of fire, it will always have the exact same Sovereignty, size, force, speed, and trajectory as the original. Some spells such as the Blink of Exodus will not work as they rely on control to achieve their end result, whereas the Abstracted spell to open a portal somewhere fixed is more than possible.

Hex

Hexing is the process of inserting an experienced memory into the soul of a person by touching their body. They will experience an illusion of whatever it is until it dissipates, as if on a loop; sensory information will be conveyed, but not emotion. Only the victim will experience the illusion, and the harm will never leave behind a permanent wound, or create phenomena that another aside from the victim can perceive.

Equivalent Resistance or Meditation skill may be used to see through a Hex or ignore its consequences. Syphon of an equivalent tier maybe used to Impart it away.

Tiers of Mastery

Novice

When learning the basics of Remnant, the Memorare will only have access to Phantasm and a limited personal Memorandum to use as a small sanctuary for their most treasured memories.

The Phantasms of a Novitiate will dissipate after ten minutes away from the Memorare’s Memorandum.
  • Haunt:
    • Haunts may affect one sense at a time, unless they are experienced from within a Memorandum.
  • Hex:
    • Hexes may affect one sense at a time.
    • At apprentice, the Memorare may only Hex objects up to the size of a large horse.
  • Vestige:
    • Unavailable at this tier.
  • Abstraction:
    • Unavailable at this tier.
  • Memorandum:
    • The Memorare may join the Memorandums of others, no matter the size, and pool their own size limit with the collective.
    • A novitiate may make their own Memorandum, but such a place will be quite small– about the size of a bedroom, or 120 sq. ft.

Apprentice

With a firmer grasp on the foundational tenets of Remnant, a Memorare gains the ability to start wielding more sensory information with Haunts and Hexes.

The Phantasms of an Apprentice will dissipate after an hour away from the Memorare’s Memorandum.
  • Haunt:
    • Haunts may affect two senses at a time, unless they are experienced from within a Memorandum.
  • Hex:
    • Hexes may affect two senses at a time.
    • At apprentice, the Memorare may only Hex objects up to the size of a large horse.
  • Vestige:
    • Unavailable at this tier.
  • Abstraction:
    • Unavailable at this tier.
  • Memorandum:
    • The Memorare may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
    • An Apprentice Memorandum is about the size of a tiny home, or 600 sq. ft.

Journeyman

Starting to feel comfortable enough with their spellcraft, the Memorare at Journeyman has begun to learn the art of weaving Phantasms together to create Vestiges.

The Phantasms of a Journeyman will dissipate after a day away from the Memorare’s Memorandum.
  • Haunt:
    • Haunts may affect three senses at a time, unless they are experienced from within a Memorandum.
  • Hex:
    • Hexes may affect three senses at a time.
    • At apprentice, the Memorare may only Hex objects up to the size of a large horse.
  • Vestige:
    • Vestiges are fully available at this tier.
    • Vestiges may utilize Skills both the Vestige and the Memorare possess, or else at two tiers below the Memorare's Remnant.
    • Vestiges' materials will only have up to the durability of iron.
  • Abstraction:
    • Abstractions are inefficient and cost the next tier of Spell Reserves to manifest compared to the original.
    • Abstraction at this tier may only be wielded by Vestiges the Memorare has seen use the spell or ability.
  • Memorandum:
    • The Memorare may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
    • The Journeyman’s individual Memorandum has a size limitation of 2,808 sq. ft., or about the size of a tennis court.

Expert

With all of Remnant’s tools at their disposal, the Expert Memorare can weave their memories into creations of kaleidoscopic complexity.

The Phantasms of an Expert will dissipate after three days away from the Memorare’s Memorandum.
  • Haunt:
    • Haunts may affect four senses at a time, unless they are experienced from within a Memorandum.
  • Hex:
    • Hexes may affect four senses at a time.
  • Vestige:
    • Vestiges are fully available at this tier.
    • Vestiges may utilize Skills both the Vestige and the Memorare possess, or else at two tiers below the Memorare's Remnant.
    • Vestiges' materials will only have up to the durability of steel.
  • Abstraction:
    • Abstractions are inefficient and cost the next tier of Spell Reserves to manifest compared to the original.
    • Abstractions may be wielded by the Memorare if first added to their Memorandum.
    • Abstractions may be wielded by Vestiges the Memorare has seen use the spell or ability.
  • Memorandum:
    • The Memorare may join the Memorandums of others, pooling their own size restriction with the collective.
    • An Expert’s individual Memorandum is roughly an acre, or about the size of a football field.
    • The Expert expends three fourths the amount of Spell Reserves when casting spells from the same Metaphor within their Memorandum.
    • The Expert's Memorandum is bigger on the inside; they may fit an entire city worth of information into a 120 square foot room, but they risk having it more easily damaged this way.

Master

By Master, a Memorare might only ever leave their Memory Palace to seek out new experiences which they may then weave into it, so vast now is the scope of their abilities.

The Phantasms of a Master will dissipate after seven away from the Memorare’s Memorandum.
  • Haunt:
    • Haunts may affect all five senses at a time.
  • Hex:
    • Hexes may affect all five senses at a time.
  • Vestige:
    • Vestiges are fully available at this tier.
    • Vestiges may utilize Skills both the Vestige and the Memorare possess, or else at two tiers below the Memorare's Remnant.
    • Vestiges' materials will only have up to 1.5x the durability of steel.
  • Abstraction:
    • Abstractions are inefficient and cost the next tier of Spell Reserves to manifest compared to the original.
    • Abstractions may be wielded by the Memorare if first added to their Memorandum.
    • Abstractions may be wielded by Vestiges the Memorare has seen use the spell or ability.
  • Memorandum:
    • The Memorare may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
    • The Master’s individual Memorandum may be up to the size of a small town, or 3,000 acres.
    • The Master expends two thirds the amount of Spell Reserves when casting spells from the same Metaphor within their Memorandum.
    • The Master's Memorandum is bigger on the inside; they may fit their entire Memorandum into a small object or a mere door, but they risk having it more easily damaged, and a Memorandum will be destroyed if taken from Avernus.

Harbinger

While within Avernus, nothing matches a Harbinger operating from their Memorandum.

The Phantasms of a Harbinger will dissipate after a month away from their Memorandum.
  • Haunt:
    • Haunts may affect all five senses at a time, including supernatural ones.
    • A Harbinger's Haunts cast at this tier are physical, even if cast outside the Memorandum.
  • Hex:
    • Hexes may affect all five senses at a time, including supernatural ones.
    • A Harbinger's Hexes cast at this tier are capable of actual harm.
  • Vestige:
    • Vestiges are fully available at this tier.
    • Vestiges may utilize Skills both the Vestige and the Memorare possess, or else at two tiers below the Memorare's Remnant.
    • Vestiges' materials will only have up to 2x the durability of steel.
  • Abstraction:
    • Abstractions may now use equivalent-tier Spell Reserves to Manifest.
    • Abstractions may be wielded by the Memorare if first added to their Memorandum.
    • Abstractions may be wielded by Vestiges the Memorare has seen use the spell or ability.
  • Memorandum:
    • The Harbinger may join the Memorandums of others, no matter the size, pooling their own size restriction with the collective.
    • The Harbinger's individual Memorandum is limitless.
    • The Harbinger expends half the amount of Spell Reserves when casting spells from the same Metaphor within their Memorandum.
    • The Ascended's Memorandum is bigger on the inside; they may fit their entire Memorandum into a small object or a mere door, but they risk having it more easily damaged, and a Memorandum will begin to decay if taken from Avernus.

Variant - Ash Dominion

When wielded by a Scourge or the Endless, Remnant is conducted through the Metaphor of Absentia. Everything they create within Avernus will always have a rotten, emaciated, or derelict appearance. These ruinous holdings are gathering points for the Endless, and for Alítheia. They may even maintain a pit into Nihilos within their Memorandum, a place where time does not move without the will of their dark god.

Such memories of Absentia cannot be Syphoned except by Scourges or the Endless.

Variant - Abyssal Dominion

When wielded by a Deep One or an Abyssal, Remnant is conducted through the Metaphor of Imber. Such places can only manifest within genuine bodies of water overlain by Avernus, such as Lacon, or a lake upon Antarok. Their Phantasms initially take on grotesque and sliming aberrations such as sucker-covered tentacles, teeth, and fleshy domiciles unless sculpted towards true reality. They may also bridge Avernus and another Plane together by manifesting a permanent whirlpool into their Memorandum between them.

Memories of Imber fill an entity with ravenous hunger when Syphoned, or when consuming food made of such.

Contrivances

Contrivances may be crafted from the Remnant's Sundered Alkahest directly.

Ensorcelling

Conjurations can be used to make devices that read a current thought process on contact for purposes of interrogation; this is accomplished by making a Haunt or a Hex which takes details from the witness as an interrogator walks them through the scenario. Exalts exist for making reusable Hexes, or Haunts, but they must still be tied to a Memorandum somewhere in the world or a separate object serving as an Artificial Memorandum. Such Conjurations obey all the rules of Remnant and will only ever function as a memory allows.

Alchemistry

“When I was away from my Memory Palace, I felt a sickly malaise overcome me– the telltale sign that my beloved sanctuary was under duress. Peering through my Tethers, I commanded my carefully constructed Vestiges to purge my home of these intruders without having to move an inch. For those would-be adventurers to assault my demesne so unprepared…I can only wonder why.” - An ancient Lich.

Articles on Welkin

Definitions

Arcana · Arcana List · Theorem · Metaphor · Ascension

Welkin

Welkin · Mysticism · Religion · Pact · Poetics · Blight · Gramarye
Pacts [ Radiance · Crest · Nostalgis · Vemana · Fathom · Omnia · Somnis · Nimhea · Nekros · Faust ]
Poetics [ Syphon · Apparation · Possession · Remnant ]
Blights [ Null · Devorare · Scourge · Rusalka · Nightwalker ]
Variants [ Vitæ ]

Main Page