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=== Realms === Practices which are focused on a particular place. They are especially adept with [[Demesne]]s.<ref name=":3">Those schools of practice that dwell on realms are interested in travel and in places both mundane and esoteric. Virtually all practices draw power from Other realms and Other influences, and the Realms practitioner often travels to or through these sources, such as the Scourge, the Fae Walker, the Warren Runner, and the Dreamer of Paths or Chaos Mage. In other cases, they remain rooted, but bring importance to areas, such as the the macro-scale practitioner or Astrologer, the Technomancer, the Nomad Shaman, or the Draoidhe Caller.<br>Realms practices have some unique interactions with the Demesne, and as such, are given special focus in chapter three. For the time being, we will save the examples for more discussion there, and simply state that any and all of these practices can have special applications or benefits from the Demesne.<br>[...]<br>In each of these cases, the rules and default assumptions of the Demesne are looser. It is, for Trinette, an escape hatch, always within reach but with its price of time. For Ivan, it is a means of travel. For Titface, it is something that moves, extending at the ‘head’ and crumbling at the tail.<br><br>None of these aspects are tied explicitly to their practices. A walker of the Faerie realms could use the escape hatch, and a Finder could make their Demesne a perpetual additional room or space adjacent to whatever region of the Dream they are traveling, one they understand and have a connection to.<br>[...]<br>The practices that affect wide areas and regions, including Astrologers and Callers, can benefit from their own unique rules and relationships to the Demesne. For Langley, the Demesne can reach out to adjacent areas and influence them. For a Caller, it may be a way to transform the effect as a great power is called on to flood an area. - excerpt from [[List of Books#Demesnes|Demesnes]], quoted in [https://palewebserial.wordpress.com/2020/11/12/demesnes-text/ Bonus Material: Demesnes Text] </ref> Common practices include the ability to open doors. Include [[Scourge]], [[Finder]], [[Astrologer]], [[Technomancer]], [[City Mage|Nomad Shaman]], [[Draoidhe]],<ref name=":1" /> [[Faerie Magic|Fae Walker]] and [[Goblin King|Warren Runner]].<ref name=":3" /> Realms Practitioners can be further subdivided into two types. There are those who deal with [[Realm|other planes]] - [[Scourge]], [[Finder]], [[Faerie Magic|Fae Walker]], and [[Goblin King|Warren Runner]] - who can often modify their Demesne to interact with those places. Then there are those who enhance a place in the real world - [[Astrologer]], [[Technomancer]], [[City Mage|Nomad Shaman]], [[Draoidhe]] - who can often extend the power of their Demesne out across an area.<ref name=":3" /> Combining multiple Realms practices is extremely dangerous; anyone or thing caught in the distorted space can be horribly mangled and/or distorted, potentially producing a [[Horror]].<ref>“Oh. Yeah, huh,” Zed said, but his eyes were a bit wider. “In case they didn’t tell you, don’t mix realm-type practices. Any rituals or powerful items that open doors to the Warrens, don’t blend that with doors to the Ruins. Or paths you make with technomancy. Or Avery’s Lost stuff. That’s 101 type Realm stuff, front of the books for beginners, in the Essentials text that any family dealing with that stuff would get when they come of age. [...] Horrors and derivative things. That’s a good way to go from being a practitioner who’s trying to make a quick portal to Paris or wherever, to having your arms and legs broken as space folds around you. If you’re lucky.” “And if you’re unlucky?” Lucy asked. “Being a broken creature stretched out across two realities at once, infused with aspects of both. If you’re ''really'' unlucky, your Self or the spirits that drive you, uh, corrugate, at the same time.” [...] “Roughly half the time it won’t do much more than screw up the ritual and scare the crap out of you,” Zed said. “For the other half, well, half of ''those'' times it’ll go wrong, but wrong like being hit by a car and maybe things aren’t as straight or proportioned as they should be after. But you can keep going down that rabbit hole of bad ends and half of the times you’re not ''that'' lucky, horror. Then horror with a corrugated spirit, then a chance of being something that would make you wish you’d gotten off as easy as being a horror with a corrugated spirit. And so on.” - [https://palewebserial.wordpress.com/2021/08/03/summer-break-13-1/ excerpt] from [[Summer Break 13.1]]</ref> Thankfully, this risk primarily occurs when the distortion is being actively created or destroyed (e.g. opening a portal); opening two portals near each other is very dangerous, but opening a single portal inside a stable pocket space is not.<ref>“And is it a problem if we’re opening an Alcazar? Or if we have Avery in there some time in the future and she opens a gate to some Path?” “Shouldn’t be. The big moments of weakness and stress on everything are when the doors are opened, a little less so when they’re closed. Don’t open two doors at the same time, definitely don’t stand between them while you’re doing it, and practice extra good ritual hygiene and practices while you’re making a door.” - [https://palewebserial.wordpress.com/2021/08/03/summer-break-13-1/ excerpt] from [[Summer Break 13.1]]</ref>
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