Theorem

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Theorem

  Theorems are an approximation of supernatural knowledge, arming the mundane with the ability to understand and act against supernatural forces. Those who practice Arcana with no theory struggle to control their power or that of others. Theorems do not require a Minor Merit to pursue.

History

The acknowledgment of Arcana as a formalized series of schools began in the 1298th year of the Second Era, when the Deepholds proposed that the sprawling and bloated study of Arcana be separated into Theorems dictating its various classifications.

Ensorcelling - the formal study of dominating Alkahest, Galdr, and Practices - was born from no less than fifty years of bureaucracy. Twenty years later, Mystics took shape to study the myriad of Welkin. Animism soon followed six years later, encompassing Fae Glamour and the so-called 'Wild Glamour' of beasts and tradition.
By the present era, scholars from all planes including Antarok, Céleste, and Ælphyne have since adopted the concept of Theorems, and academic institutions - even the mundane - have done all they can to formulate courses for these fields of study.

Purpose

Theorems govern not just the study of Arcana, but also its principled usage. The more is known about a Theorem, the more apt a mage is at wielding associated Arcana safely. Magi who lack theory know little about their own spells, and they struggle to respond against the spells of others or even their own mistakes. Such 'hedge magic' spells are slow, prone to fizzling or even backlash - yet some argue those who refuted Theorems have on occasion joined the ranks of the Ascended; these detractors fail to mention the Ascended Apotheotic commonly referenced - Nunis Daar - was missing chunks of his brain by his own error and could no longer operate the muscles in his face.

Esotera

To broaden one's understanding of Arcana, they must seek Esotera. This is done through any number of methods, from studying beneath a mentor and collecting books or journals, to dangerous magical duels and wild experiments, or traveling the Planes and engaging in cultural exchange with any mages not hostile to foreigners. In time a student will begin to understand the function and possibilities behind not just their own magic, but that of other's.

There is little in the way of anti-magic, and no armor nor ward is fool-proof. A battle between two mages is swift and brutal; two opposing forces cancel each other out, or they destroy the weaker. Esotera will help a mage to select the right action, to understand and undo an opposing force before it begins to harm them irreversibly.

Theorem Subjects

Occultism.

Ensorcellers study Galdr, Aether, the domination of Metaphor, and most Practices in order to conjure miracles from Alkahest. Contrivances and Ensorcelling are wielded together to face untold threats, even attuning their souls to Sundered Artifacts. See Ensorcelling.

Animism.

Animists study life force and nature, forming bonds with beasts, big and small. Glamour and its wild derivatives of Saolbinding and Beast Magic each fall within the purview of an Animist. See Animism.

Theurgics.

Mysticism is the divination or internal alignment of the self with Metaphor. Mystics come to know the Welkin of Pacts, and the Planes as well as their Godheads and Spirits. They also deal with the undead, and their Poetics - some of them are even enlightened to Blights. See Mysticism.

Articles on Arcana

Definitions

Arcana · Arcana List · Potential · Variant · Gramarye · Theorem · Planes · Metaphor · Ascension

Practices

Practices · Alkahest · Contrivances

Galdr

Galdr

Glamour

Glamour

Welkin

Welkin · Pact · Poetics · Blight

Planes

Aetherium · Antarok · Ælphyne · Avernus· Gehenna· Arcadia

Aarda· Ur'Duun · Céleste · Lacon · Æylune · Læloch · Nihilos

Metaphor

Aether · Fabula · Saol · Miasmata · Anathema · Somnium

Luxium · Geomena · Aeris · Imber · Ardor · Absentia

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