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Nomad/City Mage

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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;<ref name=PD:P/> also called Location Shamanism.<ref name=:0>“There are two roads you can do down with city magic.  Or location shamanism, whatever you want to call it,” Nettie said, with the demeanor of someone who’d given a Christmas gift they weren’t sure would be liked, and was talking their way through the thought process. “You can focus on the location part, but for you I thought that would be too samey.  Or you can do the part where you deal with the spirits and locations.”

Avery undid the pin, checked it over, then looked at the paper.  Special ‘city’ additions for diagrams, drawing on city spirits, and an explanation of the little badge.

“The runes and constructions are for bigger rituals.  The stuff that takes time to draw.  If you do a ritual normally, the city or place you’re in pushes back a bit.  With this, you can make it the opposite.  Target a street or neighborhood, or have practice roll down the road like you just touched a match to a trail of gasoline.” - Excerpt from Shaking Hands 9.11</ref>

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 name=PD:P>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>

Some deal with the locations or the locations and the spirits togather.<ref name=:0/> Some know how to create diagrams that makes the city work with them rather then having to waste power pushing the city's influence aside to work their magic.<ref name=:0/>

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

Related Others

  • Spirits of Cities
  • Spirits of Countries

Notable Users

References

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