Nomad/City Mage: Difference between revisions
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'''{{PAGENAME}} magic''' is a | '''{{PAGENAME}} magic''' is a speciality dealing with the environment, in a vary 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> | |||
: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. | ||
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==Notable Users== | ==Notable Users== | ||
*[[Queen's Man]] (possibly) | *[[Queen's Man]] (possibly) | ||
*The Driscoll family, associates of the [[Blue Heron Institute]] | |||
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Revision as of 22:03, September 3, 2020
Nomad/City Mage magic is a speciality dealing with the environment, in a vary 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> At high levels they can commune with the spirits of countries.<ref>
- 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>
Notable Users
- Queen's Man (possibly)
- The Driscoll family, associates of the Blue Heron Institute
References
<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 | ||