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'''{{PAGENAME}} magic''' is a speciality dealing with the environment, in a very different way from [[druids]]. Practitioners who remain in one place are called '''City mages''', while the more itinerant ones are called '''Nomads'''.
'''{{PAGENAME}} magic''' is a specialty dealing with the environment, in a very different way from [[druids]]. Practitioners who remain in one place are called '''City mages''', while the more itinerant ones are called '''Nomads'''.
==Methodology==
==Methodology==
They create and invoke the personifications of areas and make deals with them. The powers they gain from these deals tend to grant environmental and movement-based powers.<ref>'''Deals x Realms: Nomad/City - '''<br>Nomads and City Mages interact with spaces, in a very literal way.  Virtually every one will be on a first name basis with the places they reside, creating and invoking abstractions of a house, city, settlement, or a patch of wilderness.  With deals made and powers granted or borrowed, they excel in moving from place to place, invoking the environment to hamper enemies or help allies, and accessing places others couldn’t.  In terminology, Nomads roam, while City Mages have one place they call home. - [https://docs.google.com/document/d/1X7moMQUSO72u1Hkswewy15YqF8b-c1ocpxAXiLe8WRQ/edit Pact Dice: The Practices - Wbow Version]</ref> At high levels they can commune with the [[spirit]]s of countries.<ref>
They create and invoke the personifications of areas and make deals with them. The powers they gain from these deals tend to grant environmental and movement-based powers.<ref>'''Deals x Realms: Nomad/City - '''<br>Nomads and City Mages interact with spaces, in a very literal way.  Virtually every one will be on a first name basis with the places they reside, creating and invoking abstractions of a house, city, settlement, or a patch of wilderness.  With deals made and powers granted or borrowed, they excel in moving from place to place, invoking the environment to hamper enemies or help allies, and accessing places others couldn’t.  In terminology, Nomads roam, while City Mages have one place they call home. - [https://docs.google.com/document/d/1X7moMQUSO72u1Hkswewy15YqF8b-c1ocpxAXiLe8WRQ/edit Pact Dice: The Practices - Wbow Version]</ref> Usually they would interact with the personifications of cities and similar,<ref name="R2">'Realms practices' are more general and cover practices that deal in places and travel. In the case of a City Mage, the place you're dealing with is the city, and your means of dealing with it is Interaction.<br><br>You'd be dealing with spirits like Ken and enlisting their help to make things happen.<br><br>Remember that Pact Dice categories are not strict. Other directions in this specific Realm x Interaction combination could include a practitioner focused on Knotted spaces (more realms focused) or one focused on Alcazars (more interaction focused) - [https://old.reddit.com/r/Parahumans/comments/lrtkzk/_/gonxr6d Wildbow on Reddit]</ref> at high levels they can commune with the [[spirit]]s of countries.<ref name="R1">
:Going off of incarnations, could a country be a incarnation? Would these incarnations engage in battle to save their own hide, or were they powerless to do anything?<br>
:Going off of incarnations, could a country be a incarnation? Would these incarnations engage in battle to save their own hide, or were they powerless to do anything?<br>
'''Wildbow:''' A country could not be an incarnation, as an incarnation is generally an idea. Death, war, famine, faith, conquest, dream, desire, destruction, etc.<br><br>A country does have a spirit, however. Powerful city mages & nomads sometimes commune with these spirits. These spirits don't tend to go to war any more than a city will uproot itself and fight. It will negotiate, bargain, threaten more nebulous consequences, and do so in reflection of the spirit of the people. It can be swayed and it can be broken or occupied by foreign sentiments.
'''Wildbow:''' A country could not be an incarnation, as an incarnation is generally an idea. Death, war, famine, faith, conquest, dream, desire, destruction, etc.<br><br>A country does have a spirit, however. Powerful city mages & nomads sometimes commune with these spirits. These spirits don't tend to go to war any more than a city will uproot itself and fight. It will negotiate, bargain, threaten more nebulous consequences, and do so in reflection of the spirit of the people. It can be swayed and it can be broken or occupied by foreign sentiments. - [https://redd.it/8upije Wildbow on Reddit]</ref>
- [https://redd.it/8upije Wildbow on Reddit]</ref>
 
They can deal with knotted places and even [[Alcazar]]s.<ref name="R2"/>
==Notable Users==
==Notable Users==
*[[Queen's Man]] (possibly)
*[[Queen's Man]] (possibly)

Revision as of 04:42, March 4, 2021

Nomad/City Mage magic is a specialty dealing with the environment, in a very different way from druids. Practitioners who remain in one place are called City mages, while the more itinerant ones are called Nomads.

Methodology

They create and invoke the personifications of areas and make deals with them. The powers they gain from these deals tend to grant environmental and movement-based powers.<ref>Deals x Realms: Nomad/City -
Nomads and City Mages interact with spaces, in a very literal way. Virtually every one will be on a first name basis with the places they reside, creating and invoking abstractions of a house, city, settlement, or a patch of wilderness. With deals made and powers granted or borrowed, they excel in moving from place to place, invoking the environment to hamper enemies or help allies, and accessing places others couldn’t. In terminology, Nomads roam, while City Mages have one place they call home. - Pact Dice: The Practices - Wbow Version</ref> Usually they would interact with the personifications of cities and similar,<ref name="R2">'Realms practices' are more general and cover practices that deal in places and travel. In the case of a City Mage, the place you're dealing with is the city, and your means of dealing with it is Interaction.

You'd be dealing with spirits like Ken and enlisting their help to make things happen.

Remember that Pact Dice categories are not strict. Other directions in this specific Realm x Interaction combination could include a practitioner focused on Knotted spaces (more realms focused) or one focused on Alcazars (more interaction focused) - Wildbow on Reddit</ref> at high levels they can commune with the spirits of countries.<ref name="R1">

Going off of incarnations, could a country be a incarnation? Would these incarnations engage in battle to save their own hide, or were they powerless to do anything?

Wildbow: A country could not be an incarnation, as an incarnation is generally an idea. Death, war, famine, faith, conquest, dream, desire, destruction, etc.

A country does have a spirit, however. Powerful city mages & nomads sometimes commune with these spirits. These spirits don't tend to go to war any more than a city will uproot itself and fight. It will negotiate, bargain, threaten more nebulous consequences, and do so in reflection of the spirit of the people. It can be swayed and it can be broken or occupied by foreign sentiments. - Wildbow on Reddit</ref>

They can deal with knotted places and even Alcazars.<ref name="R2"/>

Notable Users

References

<references/>