Remnant: Difference between revisions

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====Memorandum====
====Memorandum====
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.
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.


:To make a Memorandum, the Memorare must first select a location within Avernus, infusing their memories of a location 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.
: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.


: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.
: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.


: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]].
: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====
====Haunt====

Revision as of 22:14, 23 August 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, Elder Dracolyches, Liches, 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 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 they Recall once it dissipates unless it is first added to a Memorandum. 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.

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 preserve these remembered spells within a Memorandum, 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. 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.

  • Phantasm:
    • Phantasms may not yet remember abilities or skills.
    • At Novice, Phantasms must remain relatively simple– for example, the scent of petrichor.
    • Phantasms will dissipate immediately after leaving the Memorare's Memorandum.
  • Vestige:
    • Unavailable at this tier.
  • Hex:
    • 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 relatively tiny– 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 playing with Hexes.

  • Phantasm:
    • Phantasms of abilities or skills may not exceed Novice.
    • Phantasms cost Spell Reserves at a tier higher than the remembered spell, skill, or ability.
    • Apprentice Phantasms gain some complexity; for example, one may recreate the sensory experience of standing in the rain.
    • Phantasms will dissipate after an hour away from the Memorare’s Memorandum.
  • Vestige:
    • Unavailable at this tier.
  • Hex:
    • The scope of one's Hexes mirrors the limitations of Phantasm.
    • At apprentice, the Memorare may only Hex objects up to the size of a large horse.
    • Hexes will dissipate after an hour away from the Memorare’s Memorandum.
  • 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.

  • Phantasm
    • Phantasms of abilities or skills may not exceed Apprentice, and will dissipate after 6 hours away from the Memorare’s 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.
    • Phantasms cost Spell Reserves at a tier higher than the remembered spell, skill, or ability.
  • Vestige:
    • A Journeyman’s Vestiges dissipate after 6 hours away from the Memorare’s Memorandum.
    • 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.
  • Hex:
    • The scope of one's Hexes mirrors the limitations of Phantasm.
    • The Memorare may Hex any object.
    • Hexes will dissipate after 6 hours away from the Memorare’s Memorandum.
  • 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.

  • Phantasm:
    • Phantasms of abilities or skills may not exceed Journeyman.
    • 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. They may begin to fit their memories into smaller areas, and a small room may contain an entire region worth of memories.
    • Phantasms cost Spell Reserves at a tier higher than the remembered spell, skill, or ability.
  • Vestige:
    • Vestiges may be woven with Phantasms of abilities per limits relative to both the Memorare’s Phantasms and any other relevant skill involved.
    • An Expert’s Vestiges dissipate after 24 hours away from the Memorare’s Memorandum.
    • 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.
  • Hex:
    • The scope of one's Hexes mirrors the limitations of Phantasm.
    • The Memorare may Hex any object.
    • The Memorare may Hex souls at half again the cost.
    • Hexes last about 24 hours away from their Memorandum.
  • Memorandum:
    • The Memorare may join the Memorandums of others, no matter the size, 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.

  • Phantasm:
    • Phantasms of abilities or skills may not exceed Expert, and last about 7 days away from their Memorandum.
    • 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.
    • Phantasms cost Spell Reserves at a tier higher than the remembered spell, skill, or ability.
  • 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.
    • A Master’s Vestiges dissipate after 7 days away from the Memorare’s Memorandum.
    • 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.
  • Hex:
    • The scope of one's Hexes mirrors the limitations of Phantasm.
    • The Memorare may Hex both souls and any object.
    • Hexes last about 7 days away from their Memorandum.
  • 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.

  • Phantasm:
    • Phantasms of abilities or skills have no limits, and last about a year away from their Memorandum.
    • A Harbinger's only real limitation at this point is themselves; they may recreate anything they are capable of recalling.
    • Phantasms cost Spell Reserves at a tier equal to the remembered spell, skill, or ability.
  • Vestige:
    • A Harbinger's Vestiges dissipate after a month away from their Memorandum.
    • 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.
  • Hex:
    • The scope of one's Hexes mirrors the limitations of Phantasm.
    • The Harbinger may Hex both souls and any object.
    • Hexes last about a year away from their Memorandum.
  • 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 be destroyed 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 a Coreadh, 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.

Creations

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 ]

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