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==History==
==History==
Animism can trace its ancient roots back to the Faefolk of [[Ælphyne]]. It traveled to Antarok in the arms of those they banished, those who struck a deal with [[Ældrassil] and then became [[Æld’Norai]]. As their numbers grew and factions splintered off and moved on from the forests of [https://antarok.net/threads/aelheim-codex.7/ Ælheim], they carried their knowledge of this sacred art with them. Today, one would be hard pressed to find a place in the world where Animism isn’t practiced, although the role it plays in each society ranges from integral to niche.
Animism can trace its ancient roots back to the Faefolk of [[Ælphyne]]. It traveled to Antarok in the arms of those they banished, those who struck a deal with [[Ældrassil]] and then became [[Æld’Norai]]. As their numbers grew and factions splintered off and moved on from the forests of [https://antarok.net/threads/aelheim-codex.7/ Ælheim], they carried their knowledge of this sacred art with them. Today, one would be hard pressed to find a place in the world where Animism isn’t practiced, although the role it plays in each society ranges from integral to niche.


==Acquisition==
==Acquisition==

Revision as of 11:14, 19 July 2024

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Animism

  Animism is the study of Saol and nature, allowing its practitioners to form special bonds with plants and animals. Animism does not require a Minor Merit to pursue. Achieving Grandmaster in any Theorem is a Minor Merit as any mundane skill.

History

Animism can trace its ancient roots back to the Faefolk of Ælphyne. It traveled to Antarok in the arms of those they banished, those who struck a deal with Ældrassil and then became Æld’Norai. As their numbers grew and factions splintered off and moved on from the forests of Ælheim, they carried their knowledge of this sacred art with them. Today, one would be hard pressed to find a place in the world where Animism isn’t practiced, although the role it plays in each society ranges from integral to niche.

Acquisition

For some people, particularly for those raised within cultures steeped in Animism, it is almost an instinctual thing. For others, a more classic approach– learning from a mentor– is the most common, although using texts and the like for self-learning is also possible.

Concepts

Wildsong

Pacifying fauna by canting words of Saol of a matching Challenge Rating. The potency of one’s Wildsong scales one-to-one with one’s mastery of the art as a whole.

Beast Tongue

Beast Tongue is a language like any other, something one learns alongside Animism’s other tenets. By Journeyman, one will be able to reasonably communicate with any beast, though ancient creatures may scoff at the Animist’s clumsiness. Most elder beasts or those with high Challenge Rating will be insulted by anything other than a Master’s perfect fluency, though there are some creatures with such pleasant temperaments that may forgive the Animist for this transgression.

Animal Familiar

After pacifying an animal with Wildsong, an Animist may form a bond with it, taking the creature on as their Familiar. This bond is formed through a ritual that connects the pair’s souls, requiring the two of them to enter a Saol-steeped meditative trance. For most animals, the Animist will have to instruct their would-be Familiar into doing this utilizing Beat Tongue. Losing a Familiar causes catastrophic emotional pain that takes a long time to recover from.

Limited to one animal with a Challenge Rating (CR) matching your skill tier, and three additional animals of a lower Challenge Rating for each lesser tier. For example, a Master Animist could have one CR5 animal familiar, three CR4, nine CR3, and so on.
It is not unheard of for an Animist to have a biting swarm of CR0 insects as their CR1 'Familiar'.

Saol Ritual

Binding Saol to the soul, the eldest of Animists are able to devise and facilitate complex rituals of life known as Saolbinding. By Expert, they are able to preside over such rituals themselves. Only a Grandmaster Animist may piece apart the vagaries of Saol and its countless mysteries in order to devise a Saolbind unknown to all others. This often requires an investiture of experience and Minor Merits. See Gramarye.

Beast Channeling

By attuning their souls to their Animal Familiar, an Animist may adopt that creature's Beast Magic for themselves, channeling that creature to grow the necessary anatomy and organs to wield it. This often requires an investiture of experience and Minor Merits. See Gramarye.

Florabinding

Like Draoidh, an Animist is capable of performing the rites of Florabinding by attuning their souls to the Saol flowing through the plant. This often requires an investiture of experience and Minor Merits. See Gramarye.

Skill Tiers

Novice

A Novice understands x and does y. One order of Sovereignty.

Apprentice

An Apprentice understands x and does y. Two orders of Sovereignty.

Journeyman

A Journeyman understands x and does y. Three orders of Sovereignty.

Expert

An Expert understands x and does y. Four orders of Sovereignty.

Master

A Master understands x and does y. Five orders of Sovereignty.

Grandmaster

A Grandmaster understands x and does y. Six orders of Sovereignty.

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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