Theorem

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Theorems

  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 disparate 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.

Arcanology - the formal study of Aetheric Sorceries and Practices - was born from no less than fifty years of bureaucracy. Twenty years later, Theurgics took shape to classify the in-born Arcana of Dominion. Lore soon followed six years later, encompassing Fae Glamour and the so-called 'Minor Glamour' of magical beasts. Lastly, Occultism was formalized in 1391 to explain the various forms of taboo or forbidden Arcana to do with souls, the dead, or Blights.

By the present era, scholars from all planes including Antarok, Céleste, and Ælphyne have since adopted the concept of Theorems, and academia - even mundane institutions - 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. 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 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.

Branches

A Theorem is split into three basic conventions:

  • The first is Metaphor, or how well the mage not only understands but feels the theoretical nature of Arcane forces at play.
  • The second is Esotera, or the sum of related worldly experiences and liturgical knowledge the mage has accrued.
  • The third is Sovereignty, or the mental ability of the mage to calmly direct forces in spite of stimulating circumstances.

Metaphor

Arcana is born of Metaphor; more precisely, foreign Arcane Forces are antithetical to the individual dreams of the Godheads bleeding into one another, creating miracles that defy the natural laws each uses to ground reality. Every form of Arcana can be traced back to the laws of another Plane. Namely:

  • The Soul is a natural consequence of the Aetherium, and thus is privileged to grow as a Psychic or else draw Aether from the plane of infinites.
  • Life Force - or Saol comes from Ælphyne; Fae Glamour evolved where Life Force suffuses its very air.
  • The force of dreams and nightmares - Somnium - stems from the amorphous reflections of Arcadia.
  • Fabula is the complex Antarokian force of change, underpinning all other forces within the Godlands.
  • Heat and light are born from Geist, shining down from the stars leading to Aarda.
  • Earth such as stone or sand is derived from Geomena, the primal force that drives geology on other planes from within the Ur'Duun.
  • Air and winds are an aspect of Aeris, a force belonging to Céleste far above Antarok.
  • Water is derived from Imber which fills the depths of Lacon - the ocean of Antarok.
  • The All and Nothing force of Absentia is similar yet limited as Nihilos is not a true Godhead, just as the Void is not a true Plane.

Metaphor may be invoked by tying one's understanding of a Godhead's concepts, their forces, and their Plane to an aspect of the self, others, objects, or their environment as a whole. This is often comparable with religion and indeed many faiths teach Metaphor to their supplicants.

Example: Those who mentally understand the purpose of Saol and attribute Mimira, Godhead of Ælphyne, to the presence of a beast - in understanding that Saol powers its flesh - who then emote in some way through speech and gestures, are likely to conjure a feeling of Saol Metaphor within themselves.

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 is fool-proof. A battle between two mages is swift and brutal, necessitating that two opposing forces cancel each other out. Esotera will help a mage to select the right action, to understand and undo an opposing force before it begins to harm them irreversibly.

Sovereignty

Sovereignty is born from the sum of Metaphorical and Esoteric understanding, forged together through practice. When one truly understands a form of Arcana, they experience an edge of control. This control allows them to direct their spells more accurately, calling upon them more quickly and safely than someone who has not studied theory. There are more jagged bumps, edges, and irregularities in a spell conjured by a mage who has not cultivated this concept.

Orders of Expression

To express or cant an incantation is to think, chant, or gesture the very feeling of a Metaphor, speaking verbally or non-verbally the Metaphor of the forces you wield. A Fulgurist might thrust their body in arcs and swoops, screaming at a high pitch to better call upon the Geist that fuels their spells with heat. This process confers a significant edge to the mage, with each canted Order of Expression of applying around five percent more control and power to the spell.

  • Thought, the First Order - Canting via one's thoughts is the first order of expression, aligning oneself with a force by suffusing their thoughts.
  • Speech, the Second Order - Canting via one's speech is the second order of expression, priming the environment for an expression of Sovereignty.
  • Gesture, the Third Order - Canting via one's gesture is the third order of expression, directing Metaphorical forces towards one's intention.
  • Sacrifice, the Fourth Order - Canting via sacrifice is to harm oneself or destroy a sentimental belonging, fueling a force with intensity.
  • Environ, the Fifth Order - Canting within the bounds of an environment metaphorically connected to the force will add that power to a spell, if aware.
  • Planar, the Sixth Order - Canting within the very Plane a force is from will yield a slight edge to casting, if aware.

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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