Power

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The Cataclysm subverted the normal order of Forces in Everglow. Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.

Arcane

Magical energies, the power to change the Physical laws itself. Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while. The unbalance is called a Tier. Every tier has size a time, and the Tier number itself is the modifier with which it affects everything around it. Even magical items have an effect, and only long training or the layering of Mechanical items will suppress it enough. Mechanical objects have a moderating effect on the Tier. Depending on their complexity they can and will suppress the tier with their Mechanical tier. The mechanical tier is a modifier a Wizard will have to overcome to even be able to cast their spell if they're too close to it.

Spell level Item level Magic Zone Time Area
1 - 2 Common Tier 1 1 round Self
3 - 4 Uncommon Tier 2 2 rounds 1 5ft square
5 - 6 Rare Tier 3 1 minute (10 rounds) 10ft x 10ft square
7 - 8 Very Rare Tier 4 1 hour 10 ft radiating from the center
9 Legendary Tier 5 1 day 50 ft radiating from the center

Divine

There is no Good or Evil. Divine is not giving from the gods, Daashk't was no god. He is in all of us. And that gives us our power.

Daashk'ts Aspects

Divine Domain Daashk'ts Aspect
Tempest Judgement
War Might
Vengeance Fury
Knowledge Reason
Trickery Cunning
Life Essence

When Daashk't walked our lands He found the people unaware of their lot in life. They would throw themselves at anything that might have power over their future, false prophets and superstitions were rampant, for everything one could imagine there was at least one god that would help them in exchange for worship... But He could see through the guises of the demons behind this, as He travelled through the world He threw off their guises, showing their true forms to the people. Surprised at finding everything they knew to be wrong or false they followed Daashk't around, calling out to Him. But He travelled on until at last all Demons were unmasked. Many would try to take out their anger on the Demons, but He would lift up His hands and they would be filled with compassion, understanding that it was in the nature of those with strength to use it to their advantage. Calling out, they said unto them: " Fear not, for we know of your strength, turn that strength to good as that we can live in harmony." And many Demons did so, and as they did their evil nature left them over time. This was the first Great work of Daashk't, and many of His followers would ask him to tell them more. And he told them of Judgement, compassion and the nature of things. From that moment on everyone on earth had the power to Judge, and to feel in their heart when it was right and kind or strong and cruel. And many settled there and spread His word founding the first aspect:

Daashk'ts Judgement

Linked Attribute: Wisdom
Opposing Aspect: Daashk'ts Fury
Symbology: Weighing Scales, Shield, Square
Weapon: Warhammer, Longsword

This aspect is associated with understanding, law, conventions, trade and cooperation. Those strong in the aspect tend to be diplomatic and understanding. Many make good businessmen. It is also symbolic to invoke the aspect when meeting or inviting strangers. Marriage is also generally done by priest of this aspect.

When He travelled north to meet the Orc clans of the Northern Wastes, He found the Gigantian Mountains in his way. The Titans living there, having heard of the changes He wrought, sought to stop His passing by blocking all the passes with giant boulders. But He was unperturbed, He turned on his followers and sought their help. Many couldn't believe their ears, they were but normal humanoids, not Titans or Gods. But some would come forward, giving Him their aid and seeking understanding. And as they started working they understood Him. When they all worked together they could lift weights much larger than all of them combined, they could lift the mountains themselves if they set their minds to it. And the Titans understood it too and while He reached his hand out to them, they refused and hid themselves for their numbers were small and with so many of them around they were but kidlings compared to the multitudes of humanoids. In three days He and his followers had cleared the passes. From then on everyone understood their power, and many would settle there, focusing their lives on improving their Strength, founding the second aspect:

Daashk'ts Might

Linked Attribute: Strength
Opposing Aspect: Daashk'ts Cunning
Symbology: Sun, Fist, Oak,Circle,...
Weapon: Morningstar, Flail.

Daashk'ts Might is usually associated with the sun, life, growth and strength. Those strong in the aspect generally are headstrong and hardy. They don't like change much and are wary of strangers. They are very protective towards their friends and loved ones.

When He heard of the The Seven Cities of Gold, far in the south, whom had been at war for 777 year, He immediately set forth to try and broker peace between them. When they reached the Southern Wastes, He told his followers to stay and camp there, for arriving at one of the cities with such a large army of followers might be troublesome. He set out and travelled between the cities, at first seeking understanding, and then slowly speaking to them about the problems they could solve, so they could live in peace. One of the cities, Choral, had a devious vizier whom had gained control only a few years ago. Seeing an end to his reign so soon, he looked for a way to end His involvement. And he found it, the encampment which was known by many of his traders, as a lucrative place for them to sell their goods. He immediately loaded an airship with the best of his soldiers and set out to the camp. There the soldiers killed the men, enslaved the children and ravaged the women, leaving nary a soul alive. The vizier had been clever and had hidden Choral's emblem from his soldiers armour, and airship, but in his pride had forgotten one thing. To hide the "Crescent of Blood", the legendary Bronze scimitar, that he carried on him at all times.   When He heard of what happened he travelled to the camp and talked to the survivors. He then set out to Choral, on his own. When He arrived three times He yelled at the gates for the Vizier to come out and own up to his sins. But the Vizier refused, and on the third time he ordered his soldiers to fire at Daashk't. Then He showed them his righteous fury. When the first of the arrows struck home He yelled out in pain, and lifting His hands to the sky, the arrows stopped mid-air. With a wave of His arm, they returned straight to those who fired them. Then He yelled out in rage and the gates flew open! Wave upon wave of Choral's best soldiers got sent out, and each wave fell to Him and His fury. Then the old, wounded and infirm. And finally the children got sent out and each of them perished to His fury. The vizier finding himself alone against Daashk't, tried to flee. But his airship crashed! Then he tried to flee on a horse. But nary a stone-throw further it would fall and be lame. He jumped on an ass, and yelled and screamed at it, but it would just stand there until Daashk't had reached them. And he took the Vizier and placed him on the throne in Choral, the city of the Dead. And he bound the Vizier's body and soul to the throne so that he could never leave it, but it would heal him and keep him alive. And each night the dead would come out tearing of his skin and ripping out his entrails to get the blood they craved, making him scream and suffer night after night for all eternity. The war between the Seven cities ended the moment they heard of what had happened.

And the remaining 6 cities would focus their remaining lives, informing the rest of the world on what had happened, founding the third aspect:

Daashk'ts Fury

Linked Attribute: Dexterity
Opposing Aspect: Daashk'ts Judgement
Symbology: Arrow, Lightning, Triangle,...
Weapon: Short sword, Rapier, Scimitar, Bow

Fury is one of the most misunderstood aspects. It can mean anger, rage or violence, but it can also mean the ferocity with which one tries to improve oneself, or fight for something they hold dear! Fury stands for honour, self-improvement, dedication, devotion and love! Also survival of the fittest is very much represented by this aspect. 

As is normal when many people converge in one location, Daashk'ts followers had many disputes and problems among them. Many times He was sought out as mediator to solve their problems, slowing down His travels with their problems and questions. Then He told them they would make a small trip to the Silvertop mountains. Near the mountains there was this great rocky plain with large boulders. There He stopped the caravan and made them set up camp. When all was ready, they came to Him again with their problems. When Betsebah asked him how she should handle her friend, whom would always tell tall tales about her when she wasn't around, He jumped upon a boulder and told her to confront the wayward friend. And then He told her to stand on top of a boulder and answer the next question someone had. And she did, admirably so and he encouraged everyone to jump in and help their fellow man. And they all did, to the best of their ability. Sometimes more than one would jump up, and each told them their solution, and they would pick the one that was best or wisest. And they all meditated on His wisdom and understood. Asking the question is sometimes enough to get an answer, and the answer didn't always have to come from the wisest person, everyone had their own wisdom to bring. 

And many settled their, in the Field of Reason, founding the Fourth aspect:

Daashk'ts Reason

Linked Attribute: Intelligence
Opposing Aspect: Daashk'ts Essence
Symbology: Cross (+)
Weapon: Staff, Mace
Reason is putting the mind to its greatest test, solving problems! It is neutral by nature as knowledge can be used for good and evil. It also stand for the asking of questions, even when there are no answers, to take nothing for granted and pursue knowledge, even if you cannot put it to use immediately, sometimes just so you can inform those who can.

When the Emperor Magnamius heard of Daashk'ts works he invited Him to join him in his capitol, Magnapolis, the greatest city of all times. But he would put up a test, to see how great He was. Magnamius got his greatest magicians to put up a barrier around the city, holding Him at bay. The only way He would be able to enter is by wearing the crown of the most powerful man in the city. Magnamius placed his crown on top of Mount Hestiatis, where the impregnable fortress Darkstone stood. The Emperor filled the fortress with great beasts, the strongest warriors and the most powerful Magicians. But He agreed, and he set out on his longest work yet. He found a promising youth, whose name time forgot, and together they set out on a work that took 19 years. The youth quickly became one of the most influential people of Magnapolis, quickly rising through the ranks of the underworld. He is still known by his monicker, the Beggar king. The was nothing he couldn't get done, and although Daashk't couldn't go with him into the city, they spoke and wrote often.   Nothing in the city could be done if it didn't have the blessing of the Beggar King, the Emperor himself was denied access to a great feast that was held in the city. When he demanded to know:"Who is so powerful that he can make the Emperor wait for an invitation?" the Beggar King walked in with Daashk't by his side. The Beggar King was wearing the Emperor's crown, Daashk't was wearing the Beggar King's worn hat. And He said unto them:" I am wearing the crown of the most powerful man in the city!"

The Beggar King disappeared not long after. So the fifth Aspect was founded:

Daashk'ts Cunning

Linked Attribute: Charisma
Opposing Aspect: Daashk'ts Might
Symbology: Eye, Moon, Fox, Semi-Circle
Weapon: Dagger, Hand crossbow

Cunning is opposite to strength. It's the use of other means that brute strength to gain what one wants. Be it influence, knowledge, agility, subterfuge or clever tactics. Many leaders study this aspect as it teaches them much about their fellow man and how to influence them. Cunning is of course also a favourite among those in the underbelly of society.

After He had travelled to every land, met every king and seen what He had to see, Daashk't grew restless. He said unto his followers: "Go, my time here is over, I must return to the land of whence I came". But they refused so He cut his arms and let the blood flow freely. "Most of you will leave my before the last drop has spilled", He said, but they laughed and said they would bind his wounds when He fell down. And He started walking, and his followers did so too. And He led them around for days, all the while dripping blood, forming a red line in the sand that led straight to Him. And still his followers laughed and made merry. And they followed him over hills and mountains, through marshes, and swimming great streams. And many couldn't keep up so they fell off. But still a great multitude followed Him around. For 50 days they travelled through the desert, and only the strongest and hardiest still followed Him. And He led them into the great Jungles of Vorelia. Even less followed him out a year later, and still He persisted. For 3 years he travelled all the while losing followers until only two remained. Galina and Emerius. When they reached the great sea He said unto them: "You, my oldest and most loyal of followers, wait here. You have done well and seen how I returned what the lands had granted me back unto the lands. But now I must return to the land fully." And He rose up and fell down, looking tired. They stood up wanting to help him up, but he waved them away. And He stood up and continued to the sea. With the sun shining in front of him it seemed as though the blood-loss had made Him see-through. Six times more He fell down, each time refusing his followers to help him. Each time it looked like he was more transparent than before. But then He finally reached the sea. He rose his hands and a huge wave formed and just as it was about to crash into Him, He disappeared.

Galina and Emerius immediately jumped into the sea looking for Him but He was nowhere to be found. There they created the final Aspect:

Daashk'ts Essence

Linked Attribute: Constitution
Opposing Aspect: Daashk'ts Reason
Symbology: Mountain, Water, Elipsoid
Symbology: Axe, Crossbow

Essence tells us that everything we have will go away in the end, we all have to return ourselves to the great cycle of life. It means nature, the cycle of life, stamina and endurance. Many refuse to see the nature part though and see it as Daashk'ts great lesson in taking control over nature, seeing Bloodflower* lines as the final proof of his victory in giving us the Earth. Many whom study life, nature or the human body follow this aspect. Doctors, healers and Farmers follow the teachings by Galina (she became the Great Surgeon, teaching many the healing arts we know today) and Emerius (who teaches us the way of life and nature around us).

Bloodflowers: Red flowers that seem to grow in long lines. They sometimes stretch on for miles making blood red lines that can be seen miles away, for many proof that Daashk't travelled here when he was returning to the earth. Many pilgrims follow these lines for years trying to follow in Daashk'ts footsteps (sometimes even flagellating themselves en route). Bloodflowers have strong healing properties.

Mechanical

"Magical" items can also be made by "Mechanical" means. Where it has charges, or daily uses, replace those with charges requiring a Nihelium cartridge to regain charges. Those that have a "Daily" usage get replaced with requiring a new cartridge for each use. Mechanical items are cheaper but if they are uncharged they require Nihelium or have some other negative quirk (roll on the table, reroll any that don't make sense for the item in Question).

Mechanical Item Quirks
Roll (1d6) Effect
1 Bulky
2 Unreliable
3 Complex interface
4 Dangerous
5 Powered
6 Perfect
  • Bulky. This items is much bulkier than the normal equivalent. It'll way twice as much and impose a "Bulky" disadvantage to any rolls made while wearing or using the item in a way that requires finesse, balance or dexterity.
  • Unreliable. This item is very unreliable in its usage. Requiring you to roll with a disadvantage whenever it comes into play.
  • Complex Interface. This item takes at least twice as long to use as a normal item of its type. For items where the usage doesn't come into play (like say: armour) it'll take 5 times as long to don or dof.
  • Dangerous. This item is quite dangerous to use, even to the wielder. On a roll of a 1 when the items is carried or in use, it'll cause 1d8 damage to the user.
  • Powered. This item requires Nihelium. For items with a constant use (like armour) it'll require a cartridge per hour of use on average. If it's used in a way that requires rolls, it'll require a new cartridge on a roll of 1. If it's very rarely used, except for specific situations, it'll require one for each usage. DM's discretion.
  • Perfect. This item is a marvel of Mechanical Engineering. It's absolutely perfectly functional in every way. It'll also cost at least twice as much as the Magical equivalent.
Complexity Mechanical Tier Area
Simple Tier 1 5ft (same square)
Moderate Tier 2 5ft radiating from center
Complex Tier 3 10 ft radiating from center
Very complex Tier 4 15 ft radiating from center
Extremely complex Tier 5 20 ft radiating from center
  • Simple Mechanical device. Very simple construction, one or two moving parts at most. A Nihelium lighter for instance or an alchemical gun or rifle. Or a common magical item equivalent.
  • Moderately complex Mechanical device Moderately complex construction, many moving parts. A revolver, an automatic fly-swatter,... Or an uncommon magical item equivalent.
  • Complex Mechanical device Moderately complex construction, many moving parts that interact in complex ways. A clock. A machine in a factory. Or a rare magical item equivalent.
  • Very Complex Mechanical device Very complex construction, intricate gearing and interactions, using many physical laws. A vehicle or something similarly complex. Or a very rare magical item equivalent.
  • Extremely complex Mechanical device Many Very complex mechanical devices working in unison. Like an airship or something. Or a legendary magical item equivalent.

Psionic

See the Mystic for the rules.