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Treavery

From Mizahar Lore

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(The Antechamber of Tanroa)
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==The Antechamber of Tanroa==
==The Antechamber of Tanroa==
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The antechamber is a space without edges. Mist sometimes gives an appearance of enclosure, but the longer one looks into the fog, the more endless the chamber becomes.  
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The antechamber is a space without edges. Mist sometimes gives an appearance of enclosure, but the longer one looks into the fog, the more endless the chamber becomes. The length of time one can remain in the antechamber, the rooms they can visit and the speed one travels at is dictated by the number of marks.
In the first room, the marked one wades in a pool. The scene they just left is recreated in shape, but the forms are made entirely of water. Colors run and twist water constantly flowing and recreating them. The practitioner can only observe, interaction exists only when she returns to the normal world.
In the first room, the marked one wades in a pool. The scene they just left is recreated in shape, but the forms are made entirely of water. Colors run and twist water constantly flowing and recreating them. The practitioner can only observe, interaction exists only when she returns to the normal world.
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This space represents the marked one's present. Should the marked one begin to walk in either direction they begin to inhabit the "present" of geographically near places. The antechamber is built to mirror the size of Mizahar. No matter how long the marked one wanders, when they leave the antechamber, they will reappear in the same moment of time as when they left, but in the place where they wandered to within the antechamber.
+
This space represents the marked one's present. Should the marked one begin to walk in either direction they begin to inhabit the "present" of geographically near places. The antechamber is built to mirror the size of Mizahar.  
 +
When a marked one leaves the antechamber, she will reappear in the same moment of time as when they left, but in the place where they wandered to within the antechamber.
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When a second mark is received, a door appears in the mist, ever-present regardless how far one wanders. This door leads into a second room, far more perilous than the first. In this room, the marked one walks across an endless narrow bridge. Beneath her a massive waterfall rages.
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To enter the past, one must leap into the raging water and intensely fixate on the point in time they want to reach and the place they wish to be. All the while, the marked one is thrown about and beat by the water. Losing concentration results in the marked one arriving in a destination different from what they intended. Hopefully, this ending spot is not midair or within a solid object.
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Only when one receives a third mark, does the bridge end. It leads to a new door, that last walkable room of the antechamber, the future. Only those with specific missions or very distinct conceptions of the future are able to navigate this room. The future years and places are embodied in an infinite array of stars. A marked one reaches out and lets her will guide her to the proper star. When it is in her hand, she clasps it and lets its light consume her. When the blinding light fades, she is in the future point.
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The last mark reveals a well in the center of the third room. Down the well is the place of the in-between. No practitioner dares to enter it, as none have ever returned. It has only been used to banish objects that were best unmade.
==Appearance==  
==Appearance==  

Revision as of 00:16, 10 February 2010

Treavery in its positive form is the power to manipulate time through the use of water, as time shares many of water's traits. In it's negative form, it is the loss of time and memories.

Contents

Tanroa and The Mark

Tanroa rarely intervenes directly in the affairs of men. Her very presence and existence creates a powerful force. She feels her constant influence of time and aging is invasive enough.

When Tanroa acts, it is subtle, but the ramifications of her actions either reach to the destiny of the world or are contained to a miniscule ripple. Only in dire or entirely inconsequential cases does she divert or stay her hand.

She has no formal followers, as her power has reaches beyond being incumbent on the faith of mortals. Her powers pervade whether believed or not. However, there are those who are her agents. It is a small gathering, too old and too few to be make a noticeable body of believers.

Tanroa takes interest in the affairs of men, but as a spectator. To her, the world and universe comprise a magnificent work of art, a sublime song, a loved story. She knows the beginning and end of things and exists in a beautiful limbo. Tanroa both exists in and above the moment. She is both the river of time and hovering above the current, knowing where it has been, will go and will end.

As a lover of the story of the world, Tanroa will occasionally insert herself to save it, or to add a brief line to beautify it. One of her methods of doing so is the gift of her gnosis. None can earn or beg a positive gnosis of Tanroa. She arrives and gives them when it suits her ends.

Mechanics

To award her gnosis, Tanroa will place her hands over the followers eyes and breathe a word that has no recognizable sound or distinction. It is a word of pure meaning, too full for the recipient to completely understand. Those who receive positive marks analogize the experience to submerging in water but remaining dry. Those who have been marked negatively describe it like a wind passing through them, taking something of themselves with it.

Negative gnosis activate and influence the marked one with little warning. The negative marks obliterate memory upon being given, and will continue to rearrange the bearer's conception of time. If lucidity is recaptured, it comes in the evening only to vanish come morning.

A positive gnosis is activated through rituals involving moving water. As a blessed one progresses, the rituals grow less complex and particular. This is because the physical objects are symbolic of what the marked ones have yet to understand. Literal acts give the mind some foothold in the complicated realm of Tanroa's river.

Once the rituals are performed, the blessed one enters an allegory of time created by Tanroa. Since only Tanroa can see and know the true shape of time, the marked ones must deal with this antechamber of sorts. Their actions within this allegory are given real weight by the goddess, though. To a person observing the ritual, the marked one simply vanishes, leaving their clothes behind.

The Antechamber of Tanroa

The antechamber is a space without edges. Mist sometimes gives an appearance of enclosure, but the longer one looks into the fog, the more endless the chamber becomes. The length of time one can remain in the antechamber, the rooms they can visit and the speed one travels at is dictated by the number of marks.

In the first room, the marked one wades in a pool. The scene they just left is recreated in shape, but the forms are made entirely of water. Colors run and twist water constantly flowing and recreating them. The practitioner can only observe, interaction exists only when she returns to the normal world. This space represents the marked one's present. Should the marked one begin to walk in either direction they begin to inhabit the "present" of geographically near places. The antechamber is built to mirror the size of Mizahar. When a marked one leaves the antechamber, she will reappear in the same moment of time as when they left, but in the place where they wandered to within the antechamber.

When a second mark is received, a door appears in the mist, ever-present regardless how far one wanders. This door leads into a second room, far more perilous than the first. In this room, the marked one walks across an endless narrow bridge. Beneath her a massive waterfall rages. To enter the past, one must leap into the raging water and intensely fixate on the point in time they want to reach and the place they wish to be. All the while, the marked one is thrown about and beat by the water. Losing concentration results in the marked one arriving in a destination different from what they intended. Hopefully, this ending spot is not midair or within a solid object.

Only when one receives a third mark, does the bridge end. It leads to a new door, that last walkable room of the antechamber, the future. Only those with specific missions or very distinct conceptions of the future are able to navigate this room. The future years and places are embodied in an infinite array of stars. A marked one reaches out and lets her will guide her to the proper star. When it is in her hand, she clasps it and lets its light consume her. When the blinding light fades, she is in the future point.

The last mark reveals a well in the center of the third room. Down the well is the place of the in-between. No practitioner dares to enter it, as none have ever returned. It has only been used to banish objects that were best unmade.

Appearance

To see the flow of time.

The positive gnosis is unique in its location and appearance. It is a faint circle that rings the iris in a starry blue that flares when activated, the circle deepens and flourishes with every progression. Creatures without pupils have a star like point of blue light recessed into their eyes. The gnosis is not easy to spot, it is usually caught when one turns a certain way into the light.

Tanroa's negative gnosis can be a blessing or curse. For those with a painful past, it can bring new lightness and peace, but those who would rather recall the years before and the hours at hand it is a hollowing thing. When Tanroa bestows the mark, the recipient begins to weep white tears and their eyes and hair begin to lose color.

Mark Progression

Marked [Cursed] - 1 Gnosis Mark
Marked:


Cursed: A cursed being will lose a selection of specific times in their life. If anything lingers of those memories it is a confusing haze. Witnesses of the moments will also be influenced. They will be unsure whether the cursed one was present or not. Any prior certainty of the witnesses is reduced to a nagging feeling.

Tanroa has seemingly plucked the cursed from the pattern of time, setting them aside briefly. Those cursed will have their hair lighten to white at the tips regardless of length or shearing. It is a troubling sign they have lost something, but will never recall its significance.

Favored [Despised] - 2 Gnosis Marks
Favored:


Despised: Those who are labeled "despised" may not truly be out of favor with the goddess. They may only be innocent stumbling blocks for the existence of the world, or their previous years' experiences awakened pity in the goddess.

In addition to the loss of specific memories, the details of their past prior to the mark are watery. For example, they can recall their mother generally, but not her favorite color or the dress she always wore. Occasionally, they may also lose small portions of time from the present, a bell here, twenty chimes there. Where they go in those missing moments is a mystery.

At this stage, more of their hair whitens and the color of their eyes dim. Whenever they cry, the tears are a pearly white.

Priest/Priestess [Adversary] - 3 Gnosis Marks
Priestess or Priest:


Adversary: In addition to the above afflictions, an adversary of Tanroa begins to confuse the past with the present. They exist in a dreamy world where cause and effect are disconnected and the timeline of their relationships are incoherent.

Lucidity is partially granted towards the close of the day, an almost cruel reminder of their infirmity. They sleep with the dread of knowing they will be lost again come morning.

Maintaining social connection is both difficult and heartbreaking. An adversary may awaken one morning, certain they are to meet a particular friend, only to discover by nightfall this friend has been long dead. They are often forced to grieve anew, feeling old pains with all their potency. The adage that time heals all wounds will not apply to their jumbled lives.

An adversary's hair is now completely white and a milky sheen covers their eyes.

Champion [Nemesis] - 4 Gnosis Marks
Champion level and a very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very long description.

And a second paragraph.


Nemesis: Those with four negative gnosis marks are unmoored from their lives and sense of time. They are unable to create new conceptions of time or crystallize new memories. Everything exists in the instant; they are constantly recreating themselves and those around them to fit within their broken idea of the world.

Who they are is limited to what idea they can manufacture of themselves in the very moment. They are reduced to creatures led entirely by impulse and shaped by fragments of thought.

On good days, stunted memories of the years before their fourth mark become their present. Sadly, what they believe to be true in those times is perpetually contradicted by what they experience. It is a reeling life of dizzy instants and uncertain steps.

A Nemesis's eyes are completely white, as is their hair, mirroring the emptiness of their past and future.


Mark acquisition threads

First mark
heightA Window To The PastFirst mark acquisition for Malia.
Second mark
Third mark
Fourth mark