Grist

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Title

 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 externalized as miracles. Grist requires a Minor Merit to pursue.

History

Ancient Proto-Dragons catalyzed Grist within their bloodline long before the other races of Ælphyne had formed their own. As dragons set foot and wing upon Antarok, the Jian grew to revere the dogmatic sense of Oneness their Grist entailed as a form of mysticism now integral to their daily lives.

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.

Concepts

Here is a reason why understanding the 3-4 concepts of Title is important:

  • 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.
  • Ten-Thousand-Things: Through Saol, the Gristled possess a connection to a Planar Force, an object, and one kind of life such as any animal or flora they feel drawn towards. Referred to as the ‘Three-Among-Many’, these three concepts inform how the power will manifest and influence its host.
  • Oneness: Personal change, ascetism
  • Pervasion: External change, conquest

Initiation

1-3 Paragraphs about how Title is given to another, and the risks involved.

Mageburn

1 paragraph about how Mageburn affects those with Grist.

  • Lesser:
  • Moderate:
  • Dilution:
  • Gristle:

Traits

An explanation why (if any) the magic has traits as opposed to abilities - a trait is a permanent or ongoing effect that does not always drain the mage.

  • 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 Title.
  • 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.
  • Second-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 Master Grist.

Spells

An overview for how the spells are seen and reacted to.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.


Meridian Abilities

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.

Skill Tiers

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.

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.

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.

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.

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.

Aspect

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.

Aspect: The Meridian

Grist Variant: Geist

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.

To this day, nothing grows in Slahane, the cold, dead north of Antarok. Nor can life reproduce there - all are infertile within the Empire of a Geist Meridian. However, the undead of Slahane are uniquely beautiful due to the Dragon-Queen's Empire, allowing them to age into their prime and mend their bodies with Miasmata in the same way Saol had; their crazed personalities remain much the same. Even a Draugr infant will grow into an adult if given over to the frozen north.

Changes

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.

‘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.

  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.

Acquiring Geist

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.

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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