Essence of theOld Kingdom
byYamaraj
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AI summary
Gives you peak human form and intellect with perfect indexed recall, and places a Charter Mark on your brow connecting you to the Charter, the great weave imposing order on the wild Free Magic you now contain, drawable anywhere you go. With it comes the knowledge and prodigious skill of a Charter Mage able to wield the Charter, craft spells and form marks. You may also claim membership in one or more of the five Great Bloodlines founded by those who sacrificed themselves to make the Charter: the Royals, granting great charisma, a preternatural ability to win and keep loyal followers, a voice of real power and an optional berserker state; the Clayr, granting the Sight to glimpse the future in ice; the Wallmakers, master craftsmen and architects who bind the Charter into objects such as the Wall, the House and the Stones, including the crafting of Great Charter Stones from which all others draw power; and the Abhorsens, granting a death-sense, the ability to walk in Death, and the Seven Bells forged of Free and Charter Magic to compel the dead — from Ranna the Sleeper, whose sweet low sound brings sleep, to Mosrael the Waker, whose harsh voice raises the dead while sending its wielder deeper into Death.
Generated précis — the sections below are the author's original text.
Description
By consuming this Essence, the drinker receives the following boons.
Effects
33Gain peak human form, and intellect. Perfect memory and recall, indexing.
Upon your brow is a Charter Mark, your connection to the Charter, the great weave that imposes order on the wild and corruptive source of free magic you now contain. No matter where you go, you may draw upon the Charter to cast your magics, whether in a completely mundane setting, or even a place that is anti-magic.
This also grants you the knowledge and skill of a Charter Mage, wielding the charter with great skill and affinity. A prodigy, for lack of a better word, able to wield the charter, craft spells and form Master-marks with ease and without backlash.
There are five Great Charters who sacrificed themselves to create the Charter, founding the Great Bloodlines of the Old Kingdom, and you may be a member of one, or more, as you wish.
One in the people who wear the crown, Two in the folk who keep the Dead down, Three and Five became stone and mortar, Four sees all in frozen water.
The Royals, which grants great charisma. You will gain a preternatural ability to gain and keep loyal followers. Your voice now holds great power. You may also, if you choose, enter a berserker state, focusing on completely a singular objective at all cost.
The Clayr, which grants you the Sight, the ability to peer into ice to view glimpses of the future.
The Wallmakers, great craftsmen and architect's, able to use the charter to craft great works by binding the charter to objects, such as the Wall, the House and the Stones. You have an intuitive grasp of enchantment. Applying magic to objects comes more easily to you than most. You can greatly empower a spell or enchantment by the addition of blood, whether your own or that of an important lineage.
Part of being a Wallmaker is the crafting of the Great Charter Stones, from which all others draw their power. The Great Stones that you craft, from which great bloodline you choose, instead act as a source and wellspring of charter magic, allowing you to import it into any setting you journey to.
The Abhorsens, which grants you a "death-sense," the ability to feel when an animal or human has died. Able to walk in death, and use the Bells to lay, and banish the Dead and Free Magic creatures. As an Abhorsen, you also receive the following.
The Seven Bells, forged using Free Magic and Charter Magic, to compel and control the dead.
Ranna, the Sleeper, the smallest bell, with a sweet and low sound, which brings sleep to those who hear it.
Mosrael, the Waker, a harsh and rowdy bell, which brings dead bodies to life as the wielder falls into Death in a see-saw effect.
Kibeth, the Walker, a difficult and contrary bell of several sounds, which can make others go where you wish.
Dyrim, the Speaker, a musical bell with a clear and pretty tone, which allows speech or makes things mute, and can silence someone if their tongue moves too freely.
Belgaer, the Thinker, a tricksome bell that seeks to ring of its own accord, which allows independent thought for the Dead, or erases memories.
Saraneth, the Binder, the deepest, lowest bell, which forces the listener to obey the wielder's will.
Astarael, the Weeper/Sorrowful, the largest bell, which throws all who hear it, including the wielder, deep into Death.
A Bandolier, a leather bandolier with seven pouches to hold the seven bells, worn by the Abhorsen.
A Surcoat, a medieval-style garment worn over armor, often emblazoned with the Abhorsen's symbols (silver keys on a dark blue field).
Armour, a lightweight, incredibly strong armor made from tiny overlapping scales of an unknown ceramic known as Gethre. It was made using Charter Magic, but is not magic in itself.
The Sword, created by the Wallmaker, its blade etched with Charter Symbols, it was forged to slay the dead.
You may also choose to be a Remembrancer, descended from the Clayr and the Abhorsen. Instead of seeing the Future, you can look into the past using the Dark Mirror, the further you wish to see, the deeper you have to travel into Death.
The Dark Mirror, it is a small metal case of an unknown material, consisting of two halves that can open and close like a hand mirror. One side is a normal mirror; the other is pitch black and does not reflect anything in Life. When the Remembrancer looks at both sides at once while in Death, they can See into the past on the black side.
You may also choose to import Abhorsen's House, a stronghold against the dead. If you desire, the echo of Astarael may also be imported.
You may also choose to import the Great Library of the Clayr, a vast library containing artifacts and books, part-museum and part-library.
You may also choose to import Moggot, the bound form of the Eighth Bright Shiner: Yrael, a creature of Free Magic, as your familiar.
You may also choose to import the Disreputable Dog, a remnant of the Kibeth, as a familiar.
You may choose to import the River of Death, and its Nine Precincts, into the world you are in.
You gain unbreakable will, able to resist the call of the Nine Gate, should you step into the Ninth Prescint.
You may choose to become akin to the Nine Bright Shiners, being a descendant of a Tenth - with a bloodline ability of your choosing.
This Tenth Bringer sacrificing itself to become part of the Charter as well.
The Old Kingdom, Ancelstierre and The North are in fact three distinct realms, or worlds, that imfringe upon one another, and so you may choose to have The Old Kingdom connect to the setting, or settings, of your choosing.
- Categories
- magicsupernaturalcraftingsocialcombat
- Traits
- companionssummoningcharismadurabilityenhanced intelligencemind control
- Keywords
- leadershipintelligencenecromancyperfect memorysuperhuman strengthwritingarmordarknessmemory manipulationcreationelemental powersweapons