List of Practices: Difference between revisions
FossilLord (talk | contribs) No edit summary Tag: visualeditor-wikitext |
FossilLord (talk | contribs) saving work Tag: visualeditor-wikitext |
||
| (5 intermediate revisions by the same user not shown) | |||
| Line 9: | Line 9: | ||
===Notable examples=== | ===Notable examples=== | ||
[[Ann Wint]] | [[Ann Wint]] | ||
==Chaos Mages== | |||
==Creation == | The original terms for what are now called Finders, those still using the name are the type who take much more of a gamble when on the Paths. | ||
Practices that take rare resources and usually indicate the practitioners are from powerful and connected families.<ref>[https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | ==Creation== | ||
Practices that take rare resources and usually indicate the practitioners are from powerful and connected families.<ref>[https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.y45j8uyuuutn PACT DICE: Creation]</ref><!--witch hunter interlude talks about this--> | |||
===Sub-Practices=== | ===Sub-Practices=== | ||
*[[Clay Sculptor]] | *[[Clay Sculptor]] | ||
| Line 38: | Line 39: | ||
==Faerie Magic== | ==Faerie Magic== | ||
<blockquote>''Main article: [[Faerie Magic]]''</blockquote> | <blockquote>''Main article: [[Faerie Magic]]''</blockquote> | ||
Magic of or relating to the [[Fae]] and the [[Faerie Courts]].<ref> - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | Magic of or relating to the [[Fae]] and the [[Faerie Courts]].<ref> - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.oabdcic93vqy PACT DICE:Faerie]</ref> | ||
==Fancyfree== | ==Fancyfree== | ||
| Line 45: | Line 46: | ||
==Fetishist== | ==Fetishist== | ||
Create effigies, mobile vessels for spirits, which can act as servants or moving shrines.<ref>Fetishists create vessels that are inhabited by spirits. Effigies, dolls that carry out a spirit’s will, and objects that hold spirits. Well crafted ones may become like mobile shrines, gaining worship and amassing power, while lesser ones are handy, obedient servants. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | Create effigies, mobile vessels for spirits, which can act as servants or moving shrines.<ref>Fetishists create vessels that are inhabited by spirits. Effigies, dolls that carry out a spirit’s will, and objects that hold spirits. Well crafted ones may become like mobile shrines, gaining worship and amassing power, while lesser ones are handy, obedient servants. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.lxazkjz7zvuj PACT DICE]</ref> Spirit-specific variant of [[Dollmaker|Dollmaking]]. | ||
==Finder== | ==Finder== | ||
| Line 54: | Line 55: | ||
==Gardener== | ==Gardener== | ||
A somewhat rare practice that looks into how [[Realm]]ic power interacts and changes things,<ref name="G1">“Alphonse Edward Nasser. Trifold gardener,” Alphonse interrupted her.<br><br>''Giving himself a label ninety nine point nine percent of people wouldn’t know about,'' [Cheryl] thought. A practitioner calling themselves a ‘gardener’ studied how the natural power of a realm affected things and crystallized - often how magic items naturally sprung up. Trifold gardener, three different realms, and three different kinds of Greek to a layman. - [https://docs.google.com/document/d/1YXzbO86597STHrWdX7K_kSIC3lBZuzYkrFyN1e8sp70 Excerpt] from [[Pate]]</ref> such as how it can infuse and create a [[magic item]] either spontaneously or through cultivation.<ref>'''Chapter Four''' covers related topics to chapter two, but in the case of ‘accidental’ crafting, the Other or the Other-associated leaves functionally enchanted objects in their wake. [...] Crafts detailed here include making objects receptive vs. making them hallowed, the means of identifying enchanted detritus, ‘gardenings’ that place an object in a strange realm such as the Abyss, Ruins, or Faerie to be recovered later and ‘architecture’ that prepares a space in one of those strange realms so that an item comes into being or finds its way to the desired point, with the desired qualities.- [https://palewebserial.wordpress.com/2020/09/03 Excerpt] from [[List_of_Books#Forged_Hearts|Forged Hearts]]</ref><ref>“If you’re a Gardener, then that suggests to me that you make magic items,” Avery said. “Infusing the power of a realm into the object, and shaping it. That’s… we can do business. A good grace would be opening negotiations- I’m not screwing you up, am I, Ronnie?” - [https://palewebserial.wordpress.com/2022/10/10 Excerpt] from [[In Absentia 21.2]]</ref><ref>Within the Demesne, one wields power. A primary expression of this power will be defining the space, and populating it with properties. In this, we can discuss some of the nuances of the material, immaterial, and other schools not covered prior.<br><br>Objects brought from the outside will, unless sufficiently [[claim]]ed by others or indicated as separate from the Demesne, be gradually absorbed into the space, as the place’s power saturates it. Once saturation is complete, the object will be part of the Demesne, and may be hard to remove.<br><br>Many parallels can be drawn toward this saturation and the act of ‘gardening’ by allowing an object to reside within the Abyss or Faerie realms, and the effects are often similar to an object being given a great deal of focus from the practitioner’s Self. Keep in mind, however, that these things are often tethered through the Demesne; one can imagine a string that reaches from object, loops through the Demesne, and then extends out to the practitioner. Function, form, and effectiveness will be at least partially dependent on the proximity to the Demesne. - excerpt from [[Demesnes]], quoted in [[Demesnes Text]]</ref> The realms tapped or used in this manner are limitless,<ref name="gg">Most often, items are found in other realms- in the right place or given the right conditions, items may be infused with the ambient effects and powers of the space, gaining power and qualities. This can be accidental and natural, requiring the right eye or luck to find them and divine their purpose, or it may be intentional, created by the practice of ‘gardening’ - preparing a space in the right spot to help shape an item’s creation.<br>[...]<br>If an item is placed in a ‘garden’ in the Ruins, then a wraith could circumvent protections to occupy it.<br>[...]<br><br>[...]<br>'''Gardeners''' work with a specific realm or field, placing items in that realm or in proximity to power to let them naturally and passively become magic items over time. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | A somewhat rare practice that looks into how [[Realm]]ic power interacts and changes things,<ref name="G1">“Alphonse Edward Nasser. Trifold gardener,” Alphonse interrupted her.<br><br>''Giving himself a label ninety nine point nine percent of people wouldn’t know about,'' [Cheryl] thought. A practitioner calling themselves a ‘gardener’ studied how the natural power of a realm affected things and crystallized - often how magic items naturally sprung up. Trifold gardener, three different realms, and three different kinds of Greek to a layman. - [https://docs.google.com/document/d/1YXzbO86597STHrWdX7K_kSIC3lBZuzYkrFyN1e8sp70 Excerpt] from [[Pate]]</ref> such as how it can infuse and create a [[magic item]] either spontaneously or through cultivation.<ref>'''Chapter Four''' covers related topics to chapter two, but in the case of ‘accidental’ crafting, the Other or the Other-associated leaves functionally enchanted objects in their wake. [...] Crafts detailed here include making objects receptive vs. making them hallowed, the means of identifying enchanted detritus, ‘gardenings’ that place an object in a strange realm such as the Abyss, Ruins, or Faerie to be recovered later and ‘architecture’ that prepares a space in one of those strange realms so that an item comes into being or finds its way to the desired point, with the desired qualities.- [https://palewebserial.wordpress.com/2020/09/03 Excerpt] from [[List_of_Books#Forged_Hearts|Forged Hearts]]</ref><ref>“If you’re a Gardener, then that suggests to me that you make magic items,” Avery said. “Infusing the power of a realm into the object, and shaping it. That’s… we can do business. A good grace would be opening negotiations- I’m not screwing you up, am I, Ronnie?” - [https://palewebserial.wordpress.com/2022/10/10 Excerpt] from [[In Absentia 21.2]]</ref><ref>Within the Demesne, one wields power. A primary expression of this power will be defining the space, and populating it with properties. In this, we can discuss some of the nuances of the material, immaterial, and other schools not covered prior.<br><br>Objects brought from the outside will, unless sufficiently [[claim]]ed by others or indicated as separate from the Demesne, be gradually absorbed into the space, as the place’s power saturates it. Once saturation is complete, the object will be part of the Demesne, and may be hard to remove.<br><br>Many parallels can be drawn toward this saturation and the act of ‘gardening’ by allowing an object to reside within the Abyss or Faerie realms, and the effects are often similar to an object being given a great deal of focus from the practitioner’s Self. Keep in mind, however, that these things are often tethered through the Demesne; one can imagine a string that reaches from object, loops through the Demesne, and then extends out to the practitioner. Function, form, and effectiveness will be at least partially dependent on the proximity to the Demesne. - excerpt from [[Demesnes]], quoted in [[Demesnes Text]]</ref> The realms tapped or used in this manner are essentially limitless,<ref name="gg">Most often, items are found in other realms- in the right place or given the right conditions, items may be infused with the ambient effects and powers of the space, gaining power and qualities. This can be accidental and natural, requiring the right eye or luck to find them and divine their purpose, or it may be intentional, created by the practice of ‘gardening’ - preparing a space in the right spot to help shape an item’s creation.<br>[...]<br>If an item is placed in a ‘garden’ in the Ruins, then a wraith could circumvent protections to occupy it.<br>[...]<br><br>[...]<br>'''Gardeners''' work with a specific realm or field, placing items in that realm or in proximity to power to let them naturally and passively become magic items over time. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.7ydr4e87chyt PACT DICE: Magic Item]</ref> even including combined realms such as various [[crossroads]].<ref>[https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.gd7vmmc5gnxw PACT DICE: Knots]</ref> Ihis obscure practice is slowly getting more attention.<ref name="Mag4"/> | ||
One family practice required a [[Lordship]] to be a proper Manifold Gardener.<ref>You’re ten and nine years behind your oldest siblings, the family practice requires you to have a Lordship, you must work to catch up, if you want a region like this and not a patch of desert around a small town.”- [https://palewebserial.wordpress.com/2022/10/10/in-absentia-21-2/ Excerpt] from [[In Absentia 21.2]]</ref> It's important to keep the items being gardened from being taken from others.<ref name="gg"/> | One family practice required a [[Lordship]] to be a proper Manifold Gardener.<ref>You’re ten and nine years behind your oldest siblings, the family practice requires you to have a Lordship, you must work to catch up, if you want a region like this and not a patch of desert around a small town.”- [https://palewebserial.wordpress.com/2022/10/10/in-absentia-21-2/ Excerpt] from [[In Absentia 21.2]]</ref> It's important to keep the items being gardened from being taken from others.<ref name="gg"/> | ||
A manifold Gardener would focus on multiple realms while a trifold gardener would focus on three,<ref name="G1"/> they can also place items next to some form of [[power]]<ref name="gg"/> to create items. | A manifold Gardener would focus on multiple realms while a trifold gardener would focus on three,<ref name="G1"/> they can also place items next to some form of [[power]]<ref name="gg"/> to create items or give the right item to the right individual.<ref name="Mag4">[Miller said]“There’s a practice called ‘gardening’ that is seeing a surge of interest, where areas where the power of one realm is concentrated, they bury items there, let them take on that magic and become magic items. Sometimes it’s putting items in the hands of the right individuals, but I won’t digress. [...] It can happen naturally but they can do it intentionally. The reason it’s seeing a surge is both because our understanding of realms and power are coming together, and because there’s a widespread sense that our understanding of power, realms, and how ambient power is granted may leap forward in a major paradigm shift, be it in days, weeks, months, years, a decade.” - [https://palewebserial.wordpress.com/2023/07/22 Excerpt] from [[Finish Off 24.13]]</ref> | ||
=== Notable examples === | === Notable examples === | ||
*[[Mr. Landon]], Manifold and Lord | *[[Mr. Landon]], Manifold and Lord | ||
| Line 70: | Line 71: | ||
==Hatcher== | ==Hatcher== | ||
These practitioners know how to draw out elements within an item to the point that they can be made people.<ref name="PD"/><ref name="hh">Hatchers pull out personality and (typically) humanoid forms from magic items, turning them into ambulatory servants, soldiers, or allies that retain their original functions and powers. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | These practitioners know how to draw out elements within an item to the point that they can be made people.<ref name="PD"/><ref name="hh">Hatchers pull out personality and (typically) humanoid forms from magic items, turning them into ambulatory servants, soldiers, or allies that retain their original functions and powers. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.7ydr4e87chyt PACT DICE: Magic Item]</ref> | ||
==Haunted== | ==Haunted== | ||
| Line 76: | Line 77: | ||
==Hollow== | ==Hollow== | ||
Practices focused on modifying your [[self]] and person to achieve desired effects.<ref>Hollow practices center or pivot on the Self, rather than any specific realm or power source; on the practitioner’s own person, personality, identity, body, instincts, style, behavior, goals, dreams, and the various contextual elements that tie into those things. Using the practice, the practitioner gouges, twists, mutates, or creates a dynamic around the Self, drastically altering it. Because of the great personal sacrifice involved, and the leap of faith required of its practitioners, it tends to involve dark, extreme personalities. Many Hollow Practices have a mirror in the Rapacious practices, where the target is another individual rather than one’s own Self being put on the line, but the mechanisms, powers, or tools used are similar. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | Practices focused on modifying your [[self]] and person to achieve desired effects.<ref>Hollow practices center or pivot on the Self, rather than any specific realm or power source; on the practitioner’s own person, personality, identity, body, instincts, style, behavior, goals, dreams, and the various contextual elements that tie into those things. Using the practice, the practitioner gouges, twists, mutates, or creates a dynamic around the Self, drastically altering it. Because of the great personal sacrifice involved, and the leap of faith required of its practitioners, it tends to involve dark, extreme personalities. Many Hollow Practices have a mirror in the Rapacious practices, where the target is another individual rather than one’s own Self being put on the line, but the mechanisms, powers, or tools used are similar. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.j26j12mf6bsx PACT DICE: Hollow]</ref> [[Shapeshifting]] is a hollow practice. | ||
Mr. Lowett was a specialist practitioner who taught this field to students such as AJ Musser and the Crowe siblings.<ref>“No. Not at all. Mr. Lovett teaches Hollow studies. That includes heartless, hosting…”<br><br>“I know what Hollow practices are. I do suppose that rules out him being soft, doesn’t it? And allows for a certain leeway when a man is… odd.” - [https://palewebserial.wordpress.com/2022/04/02 Excerpt] from [[Gone and Done It 17.z]]</ref> | Mr. Lowett was a specialist practitioner who taught this field to students such as AJ Musser and the Crowe siblings.<ref>“No. Not at all. Mr. Lovett teaches Hollow studies. That includes heartless, hosting…”<br><br>“I know what Hollow practices are. I do suppose that rules out him being soft, doesn’t it? And allows for a certain leeway when a man is… odd.” - [https://palewebserial.wordpress.com/2022/04/02 Excerpt] from [[Gone and Done It 17.z]]</ref> | ||
| Line 88: | Line 89: | ||
==Incarnate== | ==Incarnate== | ||
<blockquote>''Main article: [[Incarnate practices]]''</blockquote> | <blockquote>''Main article: [[Incarnate practices]]''</blockquote> | ||
Deal with the [[Pillars of Human Existence]] and other lesser [[Incarnate]]s.<ref> - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | Deal with the [[Pillars of Human Existence]] and other lesser [[Incarnate]]s.<ref> - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.amrzxqge916v PACT DICE: Incarnations]</ref> | ||
===Sub-Practices=== | ===Sub-Practices=== | ||
*[[Chronomancy]] (Time) | *[[Chronomancy]] (Time) | ||
| Line 96: | Line 97: | ||
==Knot== | ==Knot== | ||
Those practices dealing with [[Knotted Place]]s and the various knotted peoples: [[Crossed]], [[Denizen]]s, [[Oddfolk]] and [[People of the Valley]].<ref>[https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | Those practices dealing with [[Knotted Place]]s and the various knotted peoples: [[Crossed]], [[Denizen]]s, [[Oddfolk]] and [[People of the Valley]].<ref>[https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.gd7vmmc5gnxw PACT DICE: Knot]</ref> | ||
===Sub-Practices=== | ===Sub-Practices=== | ||
| Line 102: | Line 103: | ||
==Little Wolf== | ==Little Wolf== | ||
A highly aggressive combat-focused variant of the [[Finder| | A highly aggressive combat-focused variant of the [[Finder|Paths practices]], with unique privileges thanks to what is presumably a special deal with [[the Wolf]].<ref> | ||
:'''Editor’s Note''': Two things to note as we close chapter one. The nature of Hazel’s Wolf of a husband has led to several theories, but Wonderkand released information suggesting another theory while buying books through Wray publishers: that there is a group (predominantly French-speaking or French-accented) calling themselves Little Wolves, where the boons they gain are different, they have protections from certain practitioner-facing hazards on the Paths, and they have exceedingly aggressive relationships with any Finder they run into. In brief, the only times they don’t attack on sight is when they can confound, trap, disarm, rob, or cause a practitioner to be Lost. They function much as [[Finder]]s do, though some may be [[Aware]], and if they have a presence on Earth we don’t know where they are rooted or how we might contact them. - ''[[100 Years Lost]]'', excerpted in [https://palewebserial.wordpress.com/2021/12/25 16.4 Bonus: 100 Years Lost]</ref><ref>Realms x Conflict [https://docs.google.com/document/d/1ZxBpSXYo1sOSRR4Pq8EaC3WgCKjkdXd3cwPVECe4Tsc Path Runner]</ref><ref>[https://docs.google.com/document/d/1_7O3wEP0MqZditrgzyhFhLWcT6E6eDp0AYkVlcSTnFc | :'''Editor’s Note''': Two things to note as we close chapter one. The nature of Hazel’s Wolf of a husband has led to several theories, but Wonderkand released information suggesting another theory while buying books through Wray publishers: that there is a group (predominantly French-speaking or French-accented) calling themselves Little Wolves, where the boons they gain are different, they have protections from certain practitioner-facing hazards on the Paths, and they have exceedingly aggressive relationships with any Finder they run into. In brief, the only times they don’t attack on sight is when they can confound, trap, disarm, rob, or cause a practitioner to be Lost. They function much as [[Finder]]s do, though some may be [[Aware]], and if they have a presence on Earth we don’t know where they are rooted or how we might contact them. - ''[[100 Years Lost]]'', excerpted in [https://palewebserial.wordpress.com/2021/12/25 16.4 Bonus: 100 Years Lost]</ref><ref>Realms x Conflict [https://docs.google.com/document/d/1ZxBpSXYo1sOSRR4Pq8EaC3WgCKjkdXd3cwPVECe4Tsc Path Runner]</ref><ref>[https://docs.google.com/document/d/1_7O3wEP0MqZditrgzyhFhLWcT6E6eDp0AYkVlcSTnFc Little Wolf]</ref> | ||
==Loser== | ==Loser== | ||
| Line 112: | Line 113: | ||
==Magic Items== | ==Magic Items== | ||
The innumerable practices that deal with [[Magic Item]]s in some way shape or form.<ref>[https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | The innumerable practices that deal with [[Magic Item]]s in some way shape or form.<ref>[https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.7ydr4e87chyt PACT DICE: Magic Item]</ref> | ||
===Sub-Practices=== | ===Sub-Practices=== | ||
| Line 123: | Line 124: | ||
==Modelers== | ==Modelers== | ||
Creates puppets that can become people, usually meaning to replace them.<ref>'''Modelers''' start out creating dolls for certain generic roles, such as doctor or police officer, creating their own agents, but can eventually step things up to creating doll copies of other individuals, oftentimes intending to replace them. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 PACT DICE]</ref> | Creates puppets that can become people, usually meaning to replace them.<ref>'''Modelers''' start out creating dolls for certain generic roles, such as doctor or police officer, creating their own agents, but can eventually step things up to creating doll copies of other individuals, oftentimes intending to replace them. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 PACT DICE]</ref> | ||
==Paths== | |||
Big tent category for all the different practices related to [[The Paths]] and the [[Lost]] denizens therein.<ref>[https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.bohddshochfp PACT DICE: Paths]</ref> | |||
===Sub-Practices=== | |||
*[[Finder]] | |||
*[[little wolf]] | |||
*[[Loser]] | |||
*[[Path Runner]] | |||
==Path Runner== | ==Path Runner== | ||
Practitioners focused more on exploring Paths, collecting boons and items, than on interacting with other aspects of Lostness as Founders, Losers, or Transients might.<ref>Immaterial x Realms [https://docs.google.com/document/d/1ZxBpSXYo1sOSRR4Pq8EaC3WgCKjkdXd3cwPVECe4Tsc Path Runner]</ref> | |||
==Rapacious== | ==Rapacious== | ||
Practices focused on modifying people and taking things away from them. Usually have a heavy focus on [[claim]].<ref>[https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | Practices focused on modifying people and taking things away from them. Usually have a heavy focus on [[claim]].<ref>[https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.i8bfyvxukrbd PACT DICE: Rapacious]</ref> What actually counts as a rapacious practice has been subject to some debate in the wider practitioner community.<ref>“That changes things, you know,” Ann said. “We don’t bear ''too'' many compunctions for… let’s call them morally dubious practices…”<br><br>“Shouldn’t we though?” Avery asked. “Bearing compunctions? Whatever that means?”<br><br>“Let’s go all-in on darkness, sin, murder, kidnapping!” Snowdrop crowed.<br><br>“Drawing lines on these fronts has historically been a minefield of vague definitions, justifications, and circular debates,” Ann said. “You’re young, I don’t expect you to know.”<br><br>“So we just give up trying to question awful practices altogether?” Avery asked.<br><br>“We’ll leave it to karma,” Ann told Avery, with a firm tone as if she expected it to be law thereafter. “Such practices bite the hand that wrought them more often than so-called ‘good’ practices do. Which may be the case here. I know if Nicole was here, she’d remind us we had her pay sanctions for her sloppiness and dealings in questionable methods.” - [https://palewebserial.wordpress.com/2021/12/08 Excerpt] from [[Playing a Part 15.z]] | ||
</ref> | </ref> | ||
===Sub-Practices=== | ===Sub-Practices=== | ||
| Line 136: | Line 143: | ||
* [[Envoy]] | * [[Envoy]] | ||
==Receiver== | ==Receiver== | ||
A safer though rarer variant of the Path-Dealing practices more tied into the practitioners [[Self]].<ref>Immaterial x Interaction [https://docs.google.com/document/d/1aQSvQOcIm8pf54IsZacsajMIEIGr7CCPOxKk-rKd8zw Receiver]</ref> An alternative to the [[Finder]] style of Practice. | A safer though rarer variant of the Path-Dealing practices more tied into the practitioners [[Self]].<ref>Immaterial x Interaction [https://docs.google.com/document/d/1aQSvQOcIm8pf54IsZacsajMIEIGr7CCPOxKk-rKd8zw Receiver]</ref> An alternative to the [[Finder]] style of Practice. As the Paths are more likely to leach into the real world around them they are known to create [[Mess]]. | ||
==Ritual Killer== | ==Ritual Killer== | ||
Kill people to gain power, [[Karma]] comes into their choice of targets and what they can take from them,<ref name="PD"/> the specific set of their victims imparts abilities they can use.<ref name=":0">“Milo is a contract killer. On the side, he’s a practitioner who has folded his knowledge and talents into the Songetay war magic fairly readily. He’s a ritual killer, with an emphasis on the ritual. Much like a collector such as Mr. Bristow might seek to have a pattern in the people he’s gathered under his roof, Milo collects kills and creates patterns in the various killings. He finds the people to kill, mark, and-or take trophies from as he goes about his work, or in his free time. He was somewhat awkwardly adopted into the family two years ago, given access to all resources, a cut of inheritance, and standing equal to the flesh and blood sons.” - [https://palewebserial.wordpress.com/2022/02/19 Excerpt] from [[Gone and Done It 17.a]]</ref> Can use anything close to human so presumably [[oddfolk]] [[Denizen]] and similar creatures could be used for the murders.<ref>Milo drew a knife, walking over to the man. Eloise, still getting her breath, reached into her sleeve and flicked out. A dart of glamour, to get attention where it needed to be.<br>[...]<br>“They’re holding back,” Eloise said. She brought Schartzmugel back and let him reside in her skin while he healed. “They’re trying to batter, capture, slow us down. If that mob had been armed with knives, we wouldn’t have made it.”<br>[...]<br>“Plus it’s wrong?” Liz said. “They’re still mostly human.”<br>[...]<br>“Face down in the grass until we’re long gone, understand?” Milo asked. “Don’t test me. I ''really'' want to kill you. You’d be my six of crooks.” - [https://palewebserial.wordpress.com/2022/02/22 Excerpt] from [[Gone and Done It 17.b]]</ref> | Kill people to gain power, [[Karma]] comes into their choice of targets and what they can take from them,<ref name="PD"/> the specific set of their victims imparts abilities they can use.<ref name=":0">“Milo is a contract killer. On the side, he’s a practitioner who has folded his knowledge and talents into the Songetay war magic fairly readily. He’s a ritual killer, with an emphasis on the ritual. Much like a collector such as Mr. Bristow might seek to have a pattern in the people he’s gathered under his roof, Milo collects kills and creates patterns in the various killings. He finds the people to kill, mark, and-or take trophies from as he goes about his work, or in his free time. He was somewhat awkwardly adopted into the family two years ago, given access to all resources, a cut of inheritance, and standing equal to the flesh and blood sons.” - [https://palewebserial.wordpress.com/2022/02/19 Excerpt] from [[Gone and Done It 17.a]]</ref> Can use anything close to human so presumably [[oddfolk]] [[Denizen]] and similar creatures could be used for the murders.<ref>Milo drew a knife, walking over to the man. Eloise, still getting her breath, reached into her sleeve and flicked out. A dart of glamour, to get attention where it needed to be.<br>[...]<br>“They’re holding back,” Eloise said. She brought Schartzmugel back and let him reside in her skin while he healed. “They’re trying to batter, capture, slow us down. If that mob had been armed with knives, we wouldn’t have made it.”<br>[...]<br>“Plus it’s wrong?” Liz said. “They’re still mostly human.”<br>[...]<br>“Face down in the grass until we’re long gone, understand?” Milo asked. “Don’t test me. I ''really'' want to kill you. You’d be my six of crooks.” - [https://palewebserial.wordpress.com/2022/02/22 Excerpt] from [[Gone and Done It 17.b]]</ref> | ||
==Spirit | ==Spirit Surgeon== | ||
Or spirit surgeon | Or spirit surgeon<ref><!--large description of relevant set up-->[[Let Slip 20.f]]</ref> | ||
==Scrivener== | |||
==Swordswallower== | ==Swordswallower== | ||
Draw select [[Magic | Draw select [[Magic Item]]s into them to temporarily alter their self usually by way of an [[alcazar]].<ref>Visceral x Prices '''Swordswallowers''' are almost the opposite of gardeners, heartforgers, or alcazar specialists, not drawing magic items from outside, natural sources or venturing into the item, but instead drawing the item into themselves, holding it within, to shape it with internal pressures and willpower. Can have an effect on one’s humanity, but eventually delivers items that meet needs and are tailored to the imbiber. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.7ydr4e87chyt PACT DICE: Magic Item]</ref> | ||
Possibly called Sword-Swallowed when this practice is in its fail state.<ref>“Found a cool magic item. Lots of people wanted it. To hide it and personalize it, I put it in an Alcazar of my own Self. Sometimes called sword swallowing. Except not a sword in this case.”<br><br>“Game console,” Verona said.<br><br>“Got knocked out in a fight, once. When I came to, it had gained ground. Taken over parts of me. Rooted in me. Wires running through my veins, my eyes, my heart’s a battery now.”<br>[...]<br>The sword-swallowed teenager had been scared off by police- Innocents he couldn’t really deal with. - [https://palewebserial.wordpress.com/2023/03/28 | Possibly called Sword-Swallowed when this practice is in its fail state.<ref>“Found a cool magic item. Lots of people wanted it. To hide it and personalize it, I put it in an Alcazar of my own Self. Sometimes called sword swallowing. Except not a sword in this case.”<br><br>“Game console,” Verona said.<br><br>“Got knocked out in a fight, once. When I came to, it had gained ground. Taken over parts of me. Rooted in me. Wires running through my veins, my eyes, my heart’s a battery now.”<br>[...]<br>The sword-swallowed teenager had been scared off by police- Innocents he couldn’t really deal with. - [https://palewebserial.wordpress.com/2023/03/28 Excerpt] from [[Go for the Throat 23.9]]</ref> | ||
Excerpt] from [[Go for the Throat 23.9]]</ref> | |||
==Toymaker== | ==Toymaker== | ||
A broad practice that involves the Visceral and Tools, involving giving out wanted objects that can unload curses and thus gain power, related to the [[Peddler]] practice, much simpler in that they just get their creations into circulation rather than directly selling them.<ref name=tm/>. With the items coming back with their prize later.<ref>'''Toymakers''' (sometimes darkwrights or cursesmiths) release cursed items into the world, baiting the innocent into using them, going too far or falling prey to the inbuilt curses, and then the items return to the toymaker to bring back the dividends. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | A broad practice that involves the Visceral and Tools, involving giving out wanted objects that can unload curses and thus gain power, related to the [[Peddler]] practice, much simpler in that they just get their creations into circulation rather than directly selling them.<ref name=tm/>. With the items coming back with their prize later.<ref>'''Toymakers''' (sometimes darkwrights or cursesmiths) release cursed items into the world, baiting the innocent into using them, going too far or falling prey to the inbuilt curses, and then the items return to the toymaker to bring back the dividends. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.i8bfyvxukrbd PACT DICE: Rapacious]</ref> As with any practice it can be beneficial or harmful.<ref>“Toys, made of shrine wood, bless the child you give the gift to!” someone shouted. “Or curse them!” - [https://docs.google.com/document/d/1YXzbO86597STHrWdX7K_kSIC3lBZuzYkrFyN1e8sp70 Excerpt] from [[Pate]]</ref> | ||
When dealing with toys one is trying to ensnare children (childish adults and toy collectors can presumably count too),<ref> | When dealing with toys one is trying to ensnare children (childish adults and toy collectors can presumably count too),<ref> | ||
*'''Toymakers''' create dolls (or other toys) as a means of getting access to children. Loading them with cursed power, they let them naturally find their way to the hands of children and then capitalize on the position, kidnapping or undoing the child, or snaring them in a curse tied to ample warnings, to harvest power. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 | *'''Toymakers''' create dolls (or other toys) as a means of getting access to children. Loading them with cursed power, they let them naturally find their way to the hands of children and then capitalize on the position, kidnapping or undoing the child, or snaring them in a curse tied to ample warnings, to harvest power. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0#heading=h.6qs3tzgz1y9p PACT DICE: Dolls]</ref> when a lapidary creates jewelry they try to ensnare those who want to look fabulous.<ref> | ||
* '''Toymakers''' (also Lapidaries, others) make and release cursed goods into the world, not selling or trading but instead trusting items with inherent appeal to vulnerable innocents will find their way to the right hands. Toymakers use toys to access children, but other variations (such as Lapidaries making jewelry) target other groups. - [https://docs.google.com/document/d/1qAyvtxa93SEwoRuf-7MrrtpPA5Ae2WZjjAK3aiTN Pact Dice:] [[Peddler]]s Excerpt</ref> A similar idea applies to those variations that create or use some other coveted item. Other general names for them are cursesmiths, cursewirghts, darkwrights and darksmiths. | * '''Toymakers''' (also Lapidaries, others) make and release cursed goods into the world, not selling or trading but instead trusting items with inherent appeal to vulnerable innocents will find their way to the right hands. Toymakers use toys to access children, but other variations (such as Lapidaries making jewelry) target other groups. - [https://docs.google.com/document/d/1qAyvtxa93SEwoRuf-7MrrtpPA5Ae2WZjjAK3aiTN Pact Dice:] [[Peddler]]s Excerpt</ref> A similar idea applies to those variations that create or use some other coveted item. Other general names for them are cursesmiths, cursewirghts, darkwrights and darksmiths. | ||
Like Peddlers there are [[Other]]s that can also be called Toymakers.<ref name=tm>She had a sense of who and what <nowiki>[</nowiki>[[Tenmercy]]] was, because it was adjacent to the standard peddler dealio. If peddlers were caveat emptor shop owners who sold cursed items that would see the buyer suffer, harvest energies or whatever, then ship it back to the seller, then Toymakers were a similar thing without the shop. They just made the cursed items and sent them out into the world or planted them to be found. Simpler. Maybe older. Sometimes they sold to peddlers as a business relationship. [...] Let me hang up my hat as a cursewright for good- I do think you seem to know what I do, so I’ll stop pretending. - [https://palewebserial.wordpress.com/2022/12/06 Excerpt] from [[Hard Pass 22.1]]</ref> | Like Peddlers there are [[Other]]s that can also be called Toymakers.<ref name=tm>She had a sense of who and what <nowiki>[</nowiki>[[Tenmercy]]] was, because it was adjacent to the standard peddler dealio. If peddlers were caveat emptor shop owners who sold cursed items that would see the buyer suffer, harvest energies or whatever, then ship it back to the seller, then Toymakers were a similar thing without the shop. They just made the cursed items and sent them out into the world or planted them to be found. Simpler. Maybe older. Sometimes they sold to peddlers as a business relationship. [...] Let me hang up my hat as a cursewright for good- I do think you seem to know what I do, so I’ll stop pretending. - [https://palewebserial.wordpress.com/2022/12/06 Excerpt] from [[Hard Pass 22.1]]</ref><ref> - [https://palewebserial.wordpress.com/2023/03/28 Excerpt] from [[Go for the Throat 23.9]]</ref> | ||
==Transient== | ==Transient== | ||
An example of a Lost practice that mixes in city magic, they are some of the hardest people to find and locate and get a hold of.<ref>“[Marlen]’s a drifter. You’ve read about the Lost [...] And city magic?<br>[...]<br>She utilizes parts of both. She is a mote of dust in the wind that evades your grasping hand, augmenting herself and altering environment. She’ll be on an enchanted motorcycle and she’ll have any number of tricks ready. Slipping by is what she focuses on, practice-wise. - [https://palewebserial.wordpress.com/2022/02/22 Excerpt] from [[Gone and Done It 17.b]]</ref><ref>Immaterial x Protect [https://docs.google.com/document/d/1ZxBpSXYo1sOSRR4Pq8EaC3WgCKjkdXd3cwPVECe4Tsc Path Runner]</ref> Also called drifters, it is unknown what relation they have to transient others who only exist for a few hours a day. | An example of a Lost practice that mixes in [[Nomad/City Mage|city magic]], they are some of the hardest people to find and locate and get a hold of.<ref>“[Marlen]’s a drifter. You’ve read about the Lost [...] And city magic?<br>[...]<br>She utilizes parts of both. She is a mote of dust in the wind that evades your grasping hand, augmenting herself and altering environment. She’ll be on an enchanted motorcycle and she’ll have any number of tricks ready. Slipping by is what she focuses on, practice-wise. - [https://palewebserial.wordpress.com/2022/02/22 Excerpt] from [[Gone and Done It 17.b]]</ref><ref>Immaterial x Protect [https://docs.google.com/document/d/1ZxBpSXYo1sOSRR4Pq8EaC3WgCKjkdXd3cwPVECe4Tsc Path Runner]</ref> Also called drifters, it is unknown what relation they have to transient others who only exist for a few hours a day. | ||
===Notable examples=== | ===Notable examples=== | ||
*[[Marlen Roy]] | *[[Marlen Roy]] | ||
Latest revision as of 03:36, July 28, 2023
A list of practices both individual and the larger categories, mentioned and shown. As with many things in Practice Classification can be fluid.
Cartographer[edit]
Placed at the axis of the material and realm. This practice is about collecting worlds,<ref>Location collectors</ref> usually trying to have complimentary worlds, and anchor their collection with a map of their own making, either a two-dimensional map or a three-dimensional sphere(or another relevant shape).<ref name="PD">In terms of related schools, there are those who hold onto the visceral elements of claim, manipulation of form and function, and the arrangement of those things that have been claimed. The Bookbinder has a book of monsters or a deck of cards that trap visceral entities in a format that lets them be pulled out of thin air, unleashing them from pages of the book or a card. The Ritual Killer murders specific and karmically important individuals and takes trophies, with the idea of fulfilling patterns and gaining supernatural benefits from that pattern. The Cartographer collects worlds, often of a particular stripe, and arranges them together with an atlas or globe they craft. The Turnkey collects key people, into a working group, workplace, jail, or other arrangement, and draws power from the links while empowering those she has and confounding those she doesn't. The Excavator seeks artifacts, papers, and tracts with associated lore, to build a key picture that unveils more about the world, even to the point of creating new history or rewriting reality by finding fundamental truths. Finally, the Armatura seeks out armor, skins, and special wards that each confer immunities, with the intent of warding themselves against multiple kinds of harm.
Those who keep the tools aspect of things will dwell on the items and how to bring out the best in those items, often with an assortment of items. The Unsheathed will transform an object into another object with a possible translation in function, often creating weapons or handling short-term crises. The Hatcher draws out the spirits of items into immaterial or physical forms and lets personifications of the item walk around. The Heartforger seeks out or fabricates spiritually, echoic, or incarnate-relevant scenarios and events and crystallizes that event into objects they keep with them, and Chosen are gifted items by a higher power, often with less items but swiftly escalating and shifting power as they pass trials and represent their power. - Wildbow on Discord</ref><ref>Excerpt from Playing a Part 15.8</ref>
Notable examples[edit]
Chainer[edit]
Can be thought of as an offensive version of Wardens,<ref>“Tell me what I’m fighting,” Ann murmured.
“I have no fucking idea. But warding’s worked on it so far, and you’re apparently a really good Warden, you can handle most things? And I figured if they didn’t get sneaky, and sent someone strong, you could handle yourself.”
“I am, I can, and I can handle myself.”
“Protect yourself first. It’s a pretty strong effect, turning you into something else,” Lucy said. “This is going to be a lot.” - Excerpt from In Absentia 21.14</ref> pulling people into alternate realms such as Abyss, Faerie Courts and Ruins among presumably many others.<ref>“Chainer practices,” Milly replied. [...] “Drag you to the Abyss or Ruins, or somewhere. I think there are Faerie Chainers. I can’t tell if that’s Abyss or Ruins.”
“It’s both,” Ann replied. “Whichever the situation calls for. Custom practice.” - Excerpt from Left in the Dust 16.y</ref>
Notable examples[edit]
Chaos Mages[edit]
The original terms for what are now called Finders, those still using the name are the type who take much more of a gamble when on the Paths.
Creation[edit]
Practices that take rare resources and usually indicate the practitioners are from powerful and connected families.<ref>PACT DICE: Creation</ref>
Sub-Practices[edit]
Curious[edit]
Paths-related practice, details unknown.<ref name="Paths">“Okay. You think they might do associated work? There’s other stuff that ties into Paths. So long as you’ve got resources, it’d be easy to sort out. Gatherers, grounded, whimsies, Lost souls, dream gardeners, the transient, Losers, the Curious. Hell, you’ve made your mark as a Founder, essentially. There’s some that do that professionally. Different scenario, usually they’re trying to capture and divert the power, not encourage it, but…” - Excerpt from Let Slip 20.9</ref><ref>Immaterial x Lore Path Runner</ref>
Deleterious[edit]
A general category of practice.<ref>Deleterious Practices and Curses. Various approaches to curses. Law-based curses, Immaterial curses. The Visceral Malison.
[...]
[Lucy]’d picked the goat before reading the preliminary stuff on curses, but apparently it was also an animal with links to the deleterious practices. Dark, offensive practices. Curses. Sometimes it was a sacrificial animal, sometimes an omen, for some lines of cursework, that appeared before the victim to indicate that they were well and truly boned. - Excerpt from Dash to Pieces 11.12</ref> Can use sacrificial animals if needed. MAjor overlap with rapacious practices.
Sub-Practices[edit]
Destroyer[edit]
Title used by Ann Wint alongside Chainer. Seems to involve casting things into the Abyss or Ruins to be broken down for power, can be used offensively or as a means of disposal.<ref>“…That you said that it was one of the oldest forms of sacrifice. To cast a person down to the Abyss.”
“Don’t you get corresponding power and influence for what you cast down?” Thea asked. - Excerpt from Wild Abandon 18.10</ref><ref>Ann Wint, Destroyer
Enforcer and one of the practitioners behind the throne, or thinks she is. Her practice uses the Abyss to break down visceral things and Ruins practice to break down the spirit. Sends things & places plunging into those realms? - Excerpt from [15.6 Spoilers] Keeping Tabs, Thunder Bay</ref>
Dragonslayer[edit]
Exists at the axis of tools and divine. As mentioned previously one typically needs the help of a deity to slay a dragon.<ref>“No,” she said. Her voice dropped to be even quieter, as we approached the end of the street. “There’s another way. Most are violent, killing machines. So… if you’re brave enough, you can try the conventional means. Facing them in battle. Eventually someone succeeds. Usually with the backing of some major power. Usually a god. Which makes them rare.” - Excerpt from Sine Die 14.3</ref> This practice doesn't necessarily just involve killing dragons and can involve killing many things, many quite hard to do kill, and collecting them as trophies,<ref>Doesn't necessarily slay 'dragons', per se
Slaying big things (on a potentially divine scale) and taking trophies.
[...]
[several years later]You could give them a trophy from something strong that they killed in the past or an ongoing benefit from such. Or perhaps they had a trophy once and lost it or their family took it for other purposes, but they retain the know-how in how to get the most out of anything they take from a defeated Other (or practitioner, if you want to be grisly) - Wildbow on Discord</ref> using these to gain ongoing benefits and powers from this trophy that's essentially a natural magic item.<ref>“That is my understanding. And Joel Richardson is the last likely. Retired dragonslayer. [...] He never hunted any dragons, and the title is a holdover from the days when dragons were the choice prey of practitioners of this style. They hunt major Others and take pieces of them as trophies, for what could be described as crude and ‘natural’ magic items. He has no direct student, but several of the others go to him to learn.”
“Meaning they might know of better ways to hurt and kill some of our local Others?” Lucy asked.
“They might. - Excerpt from Let Slip 20.8</ref>
Practitioners also maintain an awareness of the items they create presumably allowing them to dodge traps.<ref>Backing up, [Joel Richardson] almost stepped on a bear trap. But he seemed to know intuitively where it was, moved his foot, and used the toe to flip it up, catching it with a gloved hand and throwing it toward Lucy. - Excerpt from Let Slip 20.e</ref>
Presumably related to Trophy Hunters.
Faerie Magic[edit]
Main article: Faerie Magic
Magic of or relating to the Fae and the Faerie Courts.<ref> - PACT DICE:Faerie</ref>
Fancyfree[edit]
The creation of a demiurgic realm using bugges and fancies much as a blackforester does.<ref>
- Blackforesters lay trails of metaphorical breadcrumbs to bait targets into their demesne, demiurgic domain, or other circumstances where the practitioner is most powerful. A variant, fancyfrees, do the same but by using fancies and bugges to appeal to ideas and instincts, while also using said forces to mutate a vaguer area to their ends. - Pact Dice: Peddlers Excerpt</ref>
Fetishist[edit]
Create effigies, mobile vessels for spirits, which can act as servants or moving shrines.<ref>Fetishists create vessels that are inhabited by spirits. Effigies, dolls that carry out a spirit’s will, and objects that hold spirits. Well crafted ones may become like mobile shrines, gaining worship and amassing power, while lesser ones are handy, obedient servants. - PACT DICE</ref> Spirit-specific variant of Dollmaking.
Finder[edit]
Main article: Finder
Founder[edit]
Main article: Founder
Gardener[edit]
A somewhat rare practice that looks into how Realmic power interacts and changes things,<ref name="G1">“Alphonse Edward Nasser. Trifold gardener,” Alphonse interrupted her.
Giving himself a label ninety nine point nine percent of people wouldn’t know about, [Cheryl] thought. A practitioner calling themselves a ‘gardener’ studied how the natural power of a realm affected things and crystallized - often how magic items naturally sprung up. Trifold gardener, three different realms, and three different kinds of Greek to a layman. - Excerpt from Pate</ref> such as how it can infuse and create a magic item either spontaneously or through cultivation.<ref>Chapter Four covers related topics to chapter two, but in the case of ‘accidental’ crafting, the Other or the Other-associated leaves functionally enchanted objects in their wake. [...] Crafts detailed here include making objects receptive vs. making them hallowed, the means of identifying enchanted detritus, ‘gardenings’ that place an object in a strange realm such as the Abyss, Ruins, or Faerie to be recovered later and ‘architecture’ that prepares a space in one of those strange realms so that an item comes into being or finds its way to the desired point, with the desired qualities.- Excerpt from Forged Hearts</ref><ref>“If you’re a Gardener, then that suggests to me that you make magic items,” Avery said. “Infusing the power of a realm into the object, and shaping it. That’s… we can do business. A good grace would be opening negotiations- I’m not screwing you up, am I, Ronnie?” - Excerpt from In Absentia 21.2</ref><ref>Within the Demesne, one wields power. A primary expression of this power will be defining the space, and populating it with properties. In this, we can discuss some of the nuances of the material, immaterial, and other schools not covered prior.
Objects brought from the outside will, unless sufficiently claimed by others or indicated as separate from the Demesne, be gradually absorbed into the space, as the place’s power saturates it. Once saturation is complete, the object will be part of the Demesne, and may be hard to remove.
Many parallels can be drawn toward this saturation and the act of ‘gardening’ by allowing an object to reside within the Abyss or Faerie realms, and the effects are often similar to an object being given a great deal of focus from the practitioner’s Self. Keep in mind, however, that these things are often tethered through the Demesne; one can imagine a string that reaches from object, loops through the Demesne, and then extends out to the practitioner. Function, form, and effectiveness will be at least partially dependent on the proximity to the Demesne. - excerpt from Demesnes, quoted in Demesnes Text</ref> The realms tapped or used in this manner are essentially limitless,<ref name="gg">Most often, items are found in other realms- in the right place or given the right conditions, items may be infused with the ambient effects and powers of the space, gaining power and qualities. This can be accidental and natural, requiring the right eye or luck to find them and divine their purpose, or it may be intentional, created by the practice of ‘gardening’ - preparing a space in the right spot to help shape an item’s creation.
[...]
If an item is placed in a ‘garden’ in the Ruins, then a wraith could circumvent protections to occupy it.
[...]
[...]
Gardeners work with a specific realm or field, placing items in that realm or in proximity to power to let them naturally and passively become magic items over time. - PACT DICE: Magic Item</ref> even including combined realms such as various crossroads.<ref>PACT DICE: Knots</ref> Ihis obscure practice is slowly getting more attention.<ref name="Mag4"/>
One family practice required a Lordship to be a proper Manifold Gardener.<ref>You’re ten and nine years behind your oldest siblings, the family practice requires you to have a Lordship, you must work to catch up, if you want a region like this and not a patch of desert around a small town.”- Excerpt from In Absentia 21.2</ref> It's important to keep the items being gardened from being taken from others.<ref name="gg"/>
A manifold Gardener would focus on multiple realms while a trifold gardener would focus on three,<ref name="G1"/> they can also place items next to some form of power<ref name="gg"/> to create items or give the right item to the right individual.<ref name="Mag4">[Miller said]“There’s a practice called ‘gardening’ that is seeing a surge of interest, where areas where the power of one realm is concentrated, they bury items there, let them take on that magic and become magic items. Sometimes it’s putting items in the hands of the right individuals, but I won’t digress. [...] It can happen naturally but they can do it intentionally. The reason it’s seeing a surge is both because our understanding of realms and power are coming together, and because there’s a widespread sense that our understanding of power, realms, and how ambient power is granted may leap forward in a major paradigm shift, be it in days, weeks, months, years, a decade.” - Excerpt from Finish Off 24.13</ref>
Notable examples[edit]
- Mr. Landon, Manifold and Lord
- Alphonse Nasser, Trifold
Gatherer[edit]
Paths-related practice, details unknown but possibly gather Lost or items from the Paths.<ref name="Paths"/><ref>Realms x Deals Path Runner</ref>
Grounded[edit]
Paths-related practice, details unknown but presumably involves countering Lost-ness in some way.<ref name="Paths"/><ref>Realms x Visceral Path Runner</ref>
Hatcher[edit]
These practitioners know how to draw out elements within an item to the point that they can be made people.<ref name="PD"/><ref name="hh">Hatchers pull out personality and (typically) humanoid forms from magic items, turning them into ambulatory servants, soldiers, or allies that retain their original functions and powers. - PACT DICE: Magic Item</ref>
Haunted[edit]
A Ruins focused practice focused on dealing with the immaterial and the price paid for such things, they can surround themselves with the others from the ruins,<ref>Haunted place themselves at the center of a nexus of poltergeists, echoes, and omens, leaning hard into the drawback of necromancers/ruins practitioners being creepy and asocial by being really hard to be around. - PACT DICE</ref> having an unsettling aura they deliberately cultivate.<ref>Haunted channel echoes and immaterial things to become a nexus of those same powers or associated emotions and ideas, often hard to be around. - PACT DICE</ref>
Hollow[edit]
Practices focused on modifying your self and person to achieve desired effects.<ref>Hollow practices center or pivot on the Self, rather than any specific realm or power source; on the practitioner’s own person, personality, identity, body, instincts, style, behavior, goals, dreams, and the various contextual elements that tie into those things. Using the practice, the practitioner gouges, twists, mutates, or creates a dynamic around the Self, drastically altering it. Because of the great personal sacrifice involved, and the leap of faith required of its practitioners, it tends to involve dark, extreme personalities. Many Hollow Practices have a mirror in the Rapacious practices, where the target is another individual rather than one’s own Self being put on the line, but the mechanisms, powers, or tools used are similar. - PACT DICE: Hollow</ref> Shapeshifting is a hollow practice.
Mr. Lowett was a specialist practitioner who taught this field to students such as AJ Musser and the Crowe siblings.<ref>“No. Not at all. Mr. Lovett teaches Hollow studies. That includes heartless, hosting…”
“I know what Hollow practices are. I do suppose that rules out him being soft, doesn’t it? And allows for a certain leeway when a man is… odd.” - Excerpt from Gone and Done It 17.z</ref>
Sub-Practices[edit]
Incarnate[edit]
Main article: Incarnate practices
Deal with the Pillars of Human Existence and other lesser Incarnates.<ref> - PACT DICE: Incarnations</ref>
Sub-Practices[edit]
- Chronomancy (Time)
- Gore-streaked (War)
- Necromancy (Death)
- Fugitive (Anti-Incarnate)
Knot[edit]
Those practices dealing with Knotted Places and the various knotted peoples: Crossed, Denizens, Oddfolk and People of the Valley.<ref>PACT DICE: Knot</ref>
Sub-Practices[edit]
Little Wolf[edit]
A highly aggressive combat-focused variant of the Paths practices, with unique privileges thanks to what is presumably a special deal with the Wolf.<ref>
- Editor’s Note: Two things to note as we close chapter one. The nature of Hazel’s Wolf of a husband has led to several theories, but Wonderkand released information suggesting another theory while buying books through Wray publishers: that there is a group (predominantly French-speaking or French-accented) calling themselves Little Wolves, where the boons they gain are different, they have protections from certain practitioner-facing hazards on the Paths, and they have exceedingly aggressive relationships with any Finder they run into. In brief, the only times they don’t attack on sight is when they can confound, trap, disarm, rob, or cause a practitioner to be Lost. They function much as Finders do, though some may be Aware, and if they have a presence on Earth we don’t know where they are rooted or how we might contact them. - 100 Years Lost, excerpted in 16.4 Bonus: 100 Years Lost</ref><ref>Realms x Conflict Path Runner</ref><ref>Little Wolf</ref>
Loser[edit]
Losers get things Lost, sending them to the Paths. Often used as a way of disposing of problems.<ref>“Sheridan, you shouldn’t just pick a practice because it has a funny name,” Avery said.
“I shouldn’t but I will. My little sister’s the Finder, I’m the Loser. It’s great.”
[...]
“It’s actually a very interesting and versatile practice,” Cliff said. “Removal of problems.” - Excerpt from In Absentia 21.9</ref><ref>“You should know this stuff if you’re going to be a good Loser. Send big problems to the Paths? Gotta know what those problems are before you engage with ’em.” - Excerpt from In Absentia 21.10</ref>
Lost Soul[edit]
Paths-related practice, details unknown.<ref name="Paths"/><ref>Immaterial x Prices Path Runner</ref>
Magic Items[edit]
The innumerable practices that deal with Magic Items in some way shape or form.<ref>PACT DICE: Magic Item</ref>
Sub-Practices[edit]
Modelers[edit]
Creates puppets that can become people, usually meaning to replace them.<ref>Modelers start out creating dolls for certain generic roles, such as doctor or police officer, creating their own agents, but can eventually step things up to creating doll copies of other individuals, oftentimes intending to replace them. - PACT DICE</ref>
Paths[edit]
Big tent category for all the different practices related to The Paths and the Lost denizens therein.<ref>PACT DICE: Paths</ref>
Sub-Practices[edit]
Path Runner[edit]
Practitioners focused more on exploring Paths, collecting boons and items, than on interacting with other aspects of Lostness as Founders, Losers, or Transients might.<ref>Immaterial x Realms Path Runner</ref>
Rapacious[edit]
Practices focused on modifying people and taking things away from them. Usually have a heavy focus on claim.<ref>PACT DICE: Rapacious</ref> What actually counts as a rapacious practice has been subject to some debate in the wider practitioner community.<ref>“That changes things, you know,” Ann said. “We don’t bear too many compunctions for… let’s call them morally dubious practices…”
“Shouldn’t we though?” Avery asked. “Bearing compunctions? Whatever that means?”
“Let’s go all-in on darkness, sin, murder, kidnapping!” Snowdrop crowed.
“Drawing lines on these fronts has historically been a minefield of vague definitions, justifications, and circular debates,” Ann said. “You’re young, I don’t expect you to know.”
“So we just give up trying to question awful practices altogether?” Avery asked.
“We’ll leave it to karma,” Ann told Avery, with a firm tone as if she expected it to be law thereafter. “Such practices bite the hand that wrought them more often than so-called ‘good’ practices do. Which may be the case here. I know if Nicole was here, she’d remind us we had her pay sanctions for her sloppiness and dealings in questionable methods.” - Excerpt from Playing a Part 15.z
</ref>
Sub-Practices[edit]
Receiver[edit]
A safer though rarer variant of the Path-Dealing practices more tied into the practitioners Self.<ref>Immaterial x Interaction Receiver</ref> An alternative to the Finder style of Practice. As the Paths are more likely to leach into the real world around them they are known to create Mess.
Ritual Killer[edit]
Kill people to gain power, Karma comes into their choice of targets and what they can take from them,<ref name="PD"/> the specific set of their victims imparts abilities they can use.<ref name=":0">“Milo is a contract killer. On the side, he’s a practitioner who has folded his knowledge and talents into the Songetay war magic fairly readily. He’s a ritual killer, with an emphasis on the ritual. Much like a collector such as Mr. Bristow might seek to have a pattern in the people he’s gathered under his roof, Milo collects kills and creates patterns in the various killings. He finds the people to kill, mark, and-or take trophies from as he goes about his work, or in his free time. He was somewhat awkwardly adopted into the family two years ago, given access to all resources, a cut of inheritance, and standing equal to the flesh and blood sons.” - Excerpt from Gone and Done It 17.a</ref> Can use anything close to human so presumably oddfolk Denizen and similar creatures could be used for the murders.<ref>Milo drew a knife, walking over to the man. Eloise, still getting her breath, reached into her sleeve and flicked out. A dart of glamour, to get attention where it needed to be.
[...]
“They’re holding back,” Eloise said. She brought Schartzmugel back and let him reside in her skin while he healed. “They’re trying to batter, capture, slow us down. If that mob had been armed with knives, we wouldn’t have made it.”
[...]
“Plus it’s wrong?” Liz said. “They’re still mostly human.”
[...]
“Face down in the grass until we’re long gone, understand?” Milo asked. “Don’t test me. I really want to kill you. You’d be my six of crooks.” - Excerpt from Gone and Done It 17.b</ref>
Spirit Surgeon[edit]
Or spirit surgeon<ref>Let Slip 20.f</ref>
Scrivener[edit]
Swordswallower[edit]
Draw select Magic Items into them to temporarily alter their self usually by way of an alcazar.<ref>Visceral x Prices Swordswallowers are almost the opposite of gardeners, heartforgers, or alcazar specialists, not drawing magic items from outside, natural sources or venturing into the item, but instead drawing the item into themselves, holding it within, to shape it with internal pressures and willpower. Can have an effect on one’s humanity, but eventually delivers items that meet needs and are tailored to the imbiber. - PACT DICE: Magic Item</ref>
Possibly called Sword-Swallowed when this practice is in its fail state.<ref>“Found a cool magic item. Lots of people wanted it. To hide it and personalize it, I put it in an Alcazar of my own Self. Sometimes called sword swallowing. Except not a sword in this case.”
“Game console,” Verona said.
“Got knocked out in a fight, once. When I came to, it had gained ground. Taken over parts of me. Rooted in me. Wires running through my veins, my eyes, my heart’s a battery now.”
[...]
The sword-swallowed teenager had been scared off by police- Innocents he couldn’t really deal with. - Excerpt from Go for the Throat 23.9</ref>
Toymaker[edit]
A broad practice that involves the Visceral and Tools, involving giving out wanted objects that can unload curses and thus gain power, related to the Peddler practice, much simpler in that they just get their creations into circulation rather than directly selling them.<ref name=tm/>. With the items coming back with their prize later.<ref>Toymakers (sometimes darkwrights or cursesmiths) release cursed items into the world, baiting the innocent into using them, going too far or falling prey to the inbuilt curses, and then the items return to the toymaker to bring back the dividends. - PACT DICE: Rapacious</ref> As with any practice it can be beneficial or harmful.<ref>“Toys, made of shrine wood, bless the child you give the gift to!” someone shouted. “Or curse them!” - Excerpt from Pate</ref>
When dealing with toys one is trying to ensnare children (childish adults and toy collectors can presumably count too),<ref>
- Toymakers create dolls (or other toys) as a means of getting access to children. Loading them with cursed power, they let them naturally find their way to the hands of children and then capitalize on the position, kidnapping or undoing the child, or snaring them in a curse tied to ample warnings, to harvest power. - PACT DICE: Dolls</ref> when a lapidary creates jewelry they try to ensnare those who want to look fabulous.<ref>
- Toymakers (also Lapidaries, others) make and release cursed goods into the world, not selling or trading but instead trusting items with inherent appeal to vulnerable innocents will find their way to the right hands. Toymakers use toys to access children, but other variations (such as Lapidaries making jewelry) target other groups. - Pact Dice: Peddlers Excerpt</ref> A similar idea applies to those variations that create or use some other coveted item. Other general names for them are cursesmiths, cursewirghts, darkwrights and darksmiths.
Like Peddlers there are Others that can also be called Toymakers.<ref name=tm>She had a sense of who and what [Tenmercy] was, because it was adjacent to the standard peddler dealio. If peddlers were caveat emptor shop owners who sold cursed items that would see the buyer suffer, harvest energies or whatever, then ship it back to the seller, then Toymakers were a similar thing without the shop. They just made the cursed items and sent them out into the world or planted them to be found. Simpler. Maybe older. Sometimes they sold to peddlers as a business relationship. [...] Let me hang up my hat as a cursewright for good- I do think you seem to know what I do, so I’ll stop pretending. - Excerpt from Hard Pass 22.1</ref><ref> - Excerpt from Go for the Throat 23.9</ref>
Transient[edit]
An example of a Lost practice that mixes in city magic, they are some of the hardest people to find and locate and get a hold of.<ref>“[Marlen]’s a drifter. You’ve read about the Lost [...] And city magic?
[...]
She utilizes parts of both. She is a mote of dust in the wind that evades your grasping hand, augmenting herself and altering environment. She’ll be on an enchanted motorcycle and she’ll have any number of tricks ready. Slipping by is what she focuses on, practice-wise. - Excerpt from Gone and Done It 17.b</ref><ref>Immaterial x Protect Path Runner</ref> Also called drifters, it is unknown what relation they have to transient others who only exist for a few hours a day.
Notable examples[edit]
Turnkey[edit]
Main article: Turnkey
Those who try to collect sets of people, Assemblies, which are usually innocents in a specific place and Pattern and draws Power from the groups connections and drains it from others.<ref name="PD"/> Some advanced types use Aware people instead.<ref name="tk">
Interaction
Sequester: Can manipulate connections to reveal, exaggerate, or damage needs, wants, goals, and relationships. Emphasizes crystallizing a desire or cutting a target off from their group, with a dramatic effect on teamwork and ‘friendly fire’, even in noncombat, social situations.
Interdiction: A defensive effect that makes it so that attacks and even general moves against the Turnkey will be weaker or misdirected if active Assembly are a viable target, instead. Can ‘spend’ or forego this protection to boost Turnkey powers.
[...]
Visceral
Assembly: The practitioner can link people together into a diagram, gaining sway over them along with Collector-like set bonuses. Added effect for those that move into or are kept in an owned physical location.
Role & Regard: By way of sets, power, and instilling effects into items, can distill qualities from certain members of the Assembly into qualities that can be granted to others, as power boosts, powers, personality traits, skills, and other things. Can be subtle or an outright change of appearance/outfit. Can magnify a role’s effect by expending power, if nearby.
Apprehension: By default, interrupts efforts/function & asserts heavy claim over something/someone. More effective on Assembly members, suppressing resistance, at a cost of diminished power (yours and theirs). Can be used to remotely puppeteer or oversee Assembly members, at a cost of forfeiting usual defenses. - PACT DICE: Turnkey</ref>
It has some crossover with Law magic and the binding at the root of said practice.
Trivia[edit]
- Turnkey is an archaic term for keeper of keys in a jail, the jailer, specifically the head prison warden with the legal authority to lock someone up.
Whimsy[edit]
Paths-related practice, details unknown.<ref name="Paths"/><ref>Immaterial x Conjure Path Runner</ref>
Wolfskin[edit]
Main article: Wolfskin
References[edit]
<references/>
| {{#if:| | v·d·e}}{{#if: | |}} | |||||
|---|---|---|---|---|---|---|---|
| Conflict | Deals | Material | Immaterial | Divine | |||
| Conjure | War magic/Goblin Raider | Summoning/Glamour Aesthete | Elementalism/Clay Sculptor | Necromancy/Curse Adept | Evangelism/Psychopomp Shamanist | ||
| Prices | Harbinger/Halflight | Host/Contract Lawyer | Blood/Hyde | Heartless/Haunted | Cultist/Martyr | ||
| Tools | Goblins/Weaponsmith | Sympath/Peddler | Collectors/Abyssal Bearer | Luck/Ruins Gardener/Valkalla | Chosen/Blackforester | ||
| Realms | Scourges/Storm Chaser | Nomad/City/Alcazar Psychist | Technomancy/Warrens Runner | Astrology/Path Runner | Draoidhe/Historian | ||
| Interaction | Oni/Fae Duelist | Faerie/Enchantress | Item Crafting/Tantric Practitioner | Finder/Chaos/Egoist | Shamanism/Aspirant | ||
| Lore | Heroics/Oddfather | Spellbinding/Corrupter | Alchemy/Undercity Scholar | Augury/Complex Practice | Priesthood | ||
| Protection | Ogre/Exterminator | Sealing/Licensed | Wards/Chainer | Incarnate | Law/Sanctuary Tender | ||