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Threnody's Magic System


I just wish to be free of this burdem

(Spiritcallers & Ancestor stuff by Argenti, in the Argentis OG ideas subtab) (Everything else below by Wyver) If you want to talk, PM me (@The Great Wyver on the shard! Or just put text or comments at the bottom, but i may not respond!

Andarneoas, or Andarna for short; Endowment.

Special Number: 5. 

Special metal: Andasium 

Special Song: Song of Gifts, which can only be played on a flute for some reason.

Intent: Give people stuff. Like power ig. 

Vessel: Andarneoas (Andarna for short). 

Shard: Endowment. 

 

Primary (signature metal): Andasium

Grants the full powers of Celenizing to someone who eats at least one Orb of it. One Orb is about one inch wide in every direction and tastes like whatever the eater likes most, while having the texture of a really crunchy chip. Mysteriously, though it does seem like it would make a crunch noise when consumed, it doesn’t. Andasium can usually found only in the wounds of those blessed by Andarneoas, or Endowment. People chosen by her will have any severe wounds healed by a filling of Andasium. This will keep them alive as long as the Andasium is inside of the wound- but it will not protect from wounds inflicted on other body parts. If the Andasium is removed from the “Dowed” (a term for those with Andasium fillings), they will die within one to five minutes. Andasium ‘Fillings’ cannot be inserted by any being other than Andarneoas, of Endowment. Andasium is a silvery metal with a barely visible tinge of blue.

 

Secondary metal: Cerenite

Cerenite is an uncommon metal found only in places inhabited by Andarneoas, or Endowment. This metal comes in two varieties; Cerenel and Cerenas. Cerenel is the more common one, being a lighter blue crystal. Cerenas is much rarer and a deeper shade of blue. Most commonly found the deeper you dig into the earth, these are the main material you require for Celenizing. One full orb of Cerenel can allow you to Celenize five feet of an object for both color and shape. One full orb of Cerenas can allow you to Celenize fifteen feet of an object for both color and shape. “Dun”, or Cerenite whos Shimrest has been used up (look at: Magic system 1: Celenizing) are commonly used as currency.

 

Magic system 1: Celenizing

Celenizing is one of the magic systems of those under Andarneoas, or Endowment’s power. To Celenize, one must take at least one Orb of Celenite and crack it. This is usually done with a Jastmer, a special tool made for this. The Jastmer cracks the orb of Celenite just enough to let the Shimrest (or, the Investiture inside the Orb) leave, allowing the Celist (One capable of Celenizing) to breathe it in and Celenize. Using other tools or your hand is possible, but risky- if you don’t crack it enough, it won’t leak enough Shimrest. If you crack it too much, the Shimrest will leave in a burst and disappear. Most people crack one then wrap in a recent invention, known as Chiverst Tape. This traps the Shimrest until the Celist removes it, allowing it to be used later without a Jastmer. Then, after inhaling the appropriate amount of Shimrest the Celist must touch the object they desire - only truly powerful Celists can do it through thought -and imagine it as it will be. What color? What shape? The Shimrest then flows into the object, changing its form and shape. One Celist parent has a 10% chance of passing it down to a child. Two full Celist parents have a 30% chance to pass it down. Only the Celist genes of immediate parentage are considered in the possibility to be a Celist. The Celist’s abilities’ powers do not fade with each generation, as Allomancy does (Wait, what’s allomancy? Never heard of it! Doesn’t exist here!)  Ordinary people can also become full Celists through consuming one Orb’s worth of Andasium. Celists are more likely to be chosen by Ardaneoas, or Endowment, to be Dowed. Spiritcallers can also be Celists, and is rather common.

 

Magic system 2: The Gift of Life and The Gifts of the Dead (ORIGINAL BY ARGENTI, I JUST ADDED MORE DETAILS!!! AND STUFF!! AND IM ENDOWMENT SO I CAN DO THAT!! ORIGINAL AT THE BOTTOM!!)

 

After death, Thernodites do not die (Dowed included). Instead, Andarneoas, or Endowment, immedeately turns them into a cognitive shadow to join the ranks of the Ancestors in the cognitive realm, turning them into a Shade. These Ancestors require the active remembrance and worship of the living to continue living in the cognitive realm themselves. They feed off offerings and the care of those who visit their shrines to sustain themselves for longer. The Ancestors in the cognitive realm (when not protecting their descendants) live surprisingly normal lives. They build, argue, hunt, and feast- even though they don’t need to eat, it’s fun to. The houses (which are blood-related groups of Ancestors) often argue and sometimes do war, though Andarneoas (Endowment) will often stop them, at least for a bit. Otherwise, the entire cognitive realm of Threnody is a megacity; skyscrapers made of Celenite store the Houses of Ancestors, stretching towards the sparkling heavens. It’s truly an amazing sight.

 

Any mortal descendant of an Ancestor can draw upon their power through the power of Andarneoas’s Investiture that rests within each Threnodite for a momentary burst of power. This usually manifests as healing, speed, or strength, with different bloodlines being particularly adept at certain gifts. These are known as the 5 Mortal Gifts, which you can only use one of each a day. Dowed can use two each day.

The 5 Mortal Gifts include:

  1. Healing: The Mortal calls upon an Ancestor to heal them. This will cause most wounds to vanish, the priority on healing the most recent wounds. This will immedeately cause the wound to be sealed painlessly. This cannot work for deathly wounds.

  2. Speed: The Mortal calls upon an Ancestor to grant them speed. For a certain amount of time, their speed is increased by a vast amount. Swimming is included, and flying is too if the Mortal can do it through natural means (Mainly if the Mortal has wings).

  3. Strength: The Mortal calls upon an Ancestor to grant them strength. For a certain amount of time, their strength is increased by a vast amount. This does not affect their mass, but rather the strength of their body parts, so that they can handle more pressure/weight.

  4. Senses: The Mortal calls upon an Ancestor to grant them increased senses. For a certain amount of time, their senses are increased vastly. They will see farther, smell more, feel with more detail, hear sounds farther away, and taste more flavors. 

  5. Mind: The Mortal calls upon an Ancestor to grant them strength of mind. For a certain amount of time, their mental speed increases vastly and their mental fortitude is essentially doubled.

 

There also exists a small group called Spiritcallers, who can do more. Spiritcallers are selected at birth by Andarneoas (Endowment) and shown a vision. The vision is where Andarneoas appears to them and gives them a Duty. If the Duty isn’t completed, the Spirit blessing the Spiritcaller will disappear, and the Spiritcaller would be sentenced to a horrible fate chosen by Andarneoas. Once the Spiritcaller gains the knowing of their Duty, they can become one of 5 different types of Spiritcallers: Seers, Aspects, Mediums, Savants, or Travelers. They can then summon a “Spirit”- an Ancestor that has been blessed by Andarneoas to guide a Spiritcaller in their Duty. The Duty lasts until Andarneoas ends it, usually meaning people serve for many many years before being able to retire. Spiritcallers, while doing a Duty, are immortal- but once they retire and their Spirit leaves them, they resume the age they were before the Duty was assigned. Spiritcallers can planethop, but only when Andarneoas lets them.

  1. Seers: Seers are usually given the duty to investigate or discover something, usually in other planets. They can project their vision across a large amount of space and can even see a small amount into the future, but only into their own future.

  2. Aspects: Aspects are usually given the duty to fight in a war or assasinate some person, typically on Threnody but sometimes on other planets. They are mighty warriors with the Spirit guiding them granting them the battle skills of a thousand years fought. Some Spiritcallers can also manifest the Spirit as something akin to a Shardplate or Shardblade. Aspects, when in a war, are usually paired with a Savant, known as a Warpair.

  3. Medium: Mediums are usually given the duty of giving a new invention to the humans of Threnody, or perfecting the art of one already known. The Spirits of Mediums inhabit their bodies, giving them extreme skill in one area- such as farming or making armor. Some Spiritcallers get a special Medium Spirit known as a “Mind Spirit”- this Spirit grants a large burst of creativity, usually when Andarnoeas wants to show some new invention to the humans.

  4. Savant: Savants are usually given the duty to defend a nation in a war. Savants can merge with their Spirit, allowing them to gain the durability, strength,memories,  knowledge, etc, of two souls combined. The Savant can then call on their own Ancestors to summon a mighty Beast of Ancients- a large, haunted version of the Savant’s spirit animal ready to fight. They are usually paired with Aspects in a war, which is known as a Warpair.

  5. Travelers. Travelers are usually given the duty to keep watch and peace in the cognitive realm. They can call upon their Spirit to travel any realm (cognitive, physical, spiritual) and can even use the Spirit as a guide. 

Once a Spiritcaller’s Duty is done, the Spirit leaves the Spiritcaller- but this great Duty is not forgotten, as they are honored until death at the Endowment’s Throne.

Threnody Places and Stuff for Cosmere Restarted

Places that have Bel Oh’s text on it are people who worship Preservation (bel oh) Instead of me (Endowment). 

image.png.9a4fc041742fabc23402bf135e95d90c.png

 

The City of Spirits, mainly known as Andoleas

Andoleas, also known as the City of Spirits, is the first city formed even before Andarneoas, or Endowment, had arrived. It is said that, in return for the gift of Celenizing, they had named the “City” after her- even though it is much bigger than your usual city. This is where most Spiritcallers are chosen and where most Celists live. It is a grand, majestic castle surrounded by three main ‘towns’ and several smaller ones. The first Town houses the Farmers, who produce food. The second Town houses the Miners, who mine ore and Celenite. The third town houses the Dowits: A religious sector worshipping Endowment. This Town mainly sends “Servers” to the Enowment’s Peak to serve the Spiritcallers who in turn serve Endowment. Other small towns live on their own, paying taxes in return for the protection of the Lord, a Spiritcaller chosen by Endowment to lead them. Only one Lord lives at a time and the next one is chosen at random by Endowment. The Lord has total and complete control over the City and its people, but rarely needs much service from the people.

The City of Vylytrite

The city of Vylytrite is basically a smaller version of The City of Andoleas, while serving Preservation instead of Endowment. They stay away from most of the rest of the world, protecting Itirium (Preservations metal) that's hidden under the city, and in the water nearby.

Excalibur’s Port

The main fishing place of Threnody with fierce competition from Corviktrot. Excalibur, as previously mentioned, mainly deals in all types of fish and lumber. There are almost no Spiritcallers here, but a couple Celists live here too. They fish for fish but also Itirium which large chucks can be found floating around.

Corviktrot

Corviktrott is Excalibur’s Ports’ main competitor. The city itself is split into both Protectionism and Dowism. They have barely any Spiritcallers or Celists. No Irtium users live there either. They mainly do farming and lumber (hence the fierce competition with Excalibur’s Port) to craft fine boats. They mostly do trade with the massive City of Andoleas and sometimes even The city of Vylytrite.

Winterpeaks

In the winterpeaks there are extreme Preservationists, where they cart wagonloads of Itirium to build mighty castles; there King and Queen are the only people allowed to use Itirium here.

Endowment’s Peak, or the Throne of Endowment

Endowment’s Peak, as it’s more commonly known as, is the place where Spiritcallers and Celists live. It is both the most respected and difficult job to do, as you must say an oath to serve for life in honor of Endowment. Then, most people would try to rise through the ranks for the chance to be a Spiritcaller- whether it be for true devotion of Endowment or the ability to be relieved from duty then honored forever, it is an important station. You can only come or live here is you accept Dowism.

Itirium

Itirium allows people to gain an ability based off of their Genetics you could be born with 1 of 3 types

Genisist: Create unnatural growths in anything such as Living things or The earth some of the more powerful ones can even make some in Air or water.

Demographer: Deflate things such as living things or inanimate objects; some can even deflate whole lakes.

Equalibrilites: Completely flatten and balance things, some can even balance emotions More on the Elegy page because I AM THE TRUE GOD OF THIS LAND (-wyver, aka endowment)

 

Dowism

Dowism is one of two religions on Threnody, and is the most common. The belief of this religion is that if they please the shard Endowment, Endowment will protect them from an unknown future calamity that will destroy them without a god’s help. Though they call Endowment the “Lady of Ages” or “Lady of Spirits”, they believe any who call her by her ‘true’ name, Endowment, will be smited by Andarneoas. They come in several ‘ranks’- the bottom one being Recruits, new people to the religion. The second being ‘Devotes’, who are officially now in the religion and serve the retired Spiritcallers and sometimes run the fields and mining places.. The third is ‘Milphots’, or people worthy to train in the Guardians, guarding the perpendicularity before returning after 3 years. Then is the Spirit-Mili, those who either become full Guardians or have the chance to become Spiritcallers, (yes, -Mili is basically -Nimi from Stormlight Archive. AKA Shin for ‘I honor this person’, used mainly in Honor-Nimi). Those who do not get chosen for Spiritcaller can manage the fields and mines, which is actually a respected job in Threnody. Then, are the top of the pyramid- the Spiritcallers themselves. While one or two Seers manage the Peaks themselves, many others travel around the region and surrounding planets, installing Andarneoas’s will and making sure peace is kept.

 

The Guardians

The Guardians are a large group of Spirit-Mili, Milphots, Cellists, and even Spiritcallers who guard the Perpendicularity from everyone not welcome. They are masterful fighters who are willing to sacrifice their lives to protect the perpindicularity. It lives on a large, hidden farm worked by training Milphots and even some Spirit-Mili to provide food for all of them. 

 

  Endowment’s Perpindicularity

Endowment’s Perpindicularity is the only way mortals can gain access to the Cognitive Realm and visit the Ancestors. While usually only Spiritcallers are allowed to enter, sometimes mortals are given entrance for quests or non-Spiritcaller Duties, but those are quite rare.

 

The Dragon’s Will River

Named after, of course, Endowment’s Vessel, it is a river that brings water to many across the land. The water is safe to drink by dipping one Orb of Celenite in it. If you are wasteful enough to dip an Orb of Andasium in it, a three-gallon container of river water will become Infused, and will allow you to use arounds ten Orb’s worth of Shimrest for Celenizing, but will dissolve the Andasium. Dowed will not be affected. 

 

Cognitive Realm Stuff, TO BE FINISHED SOON!!

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The Cities

The Cognitive Realm of Threnody is split into 5 “Cities”, each named after its Ruler, a Spiritcaller made by Endowment when she first arrived. These Cities contain a large group of Ancestors and Skyscrapers each. The division of territory is mainly used in the tri-annual tradition of Dowalet. Look below for more detailed information of Dowalet.

Rulers of the City

Each City has its own Ruler- which is always a Spiritcaller. However, these Spiritcallers have unique abilities that regular Spiritcallers do not. They gave up Planethopping and Realmshifting abilities in favor for other gifts. One is they do not need a Spirit to become a Spiritcaller, and the other is that they can Connect to all the Ancestores in their City, allowing them to see the general mood and attitude of them to better the City for them.

Rivers and Lakes

Rivers and Lakes, instead of being land like in the Stormlight Archive, instead become pure Celenite in this realm. This Celenite, when mined, does not affect the water in the Physical world, curiously. In fact, should the Celenite not be mined here, it would slowly take over the Cognitive Realm and then the Physical Realm, as it is ever-so-slowly growing out of where it’s supposed to be towards the civilization of the Cognitive Realm.

The Guardians

The Guardians, like those of the Physical Realm, guard the Perpindicularity. Though here, it is made up completely of Spiritcallers, mainly Warpairs, as some Ancestors seek to see the surface world again by all means, peaceful or not.

Well of the Deep

This is where all forgotten Ancestors are drawn to. It is an endless pit slowly filling with forgotten Ancestors, slowly losing their minds together utill they are all removed from existence. Recently, Andarneoas has made arrangements with a Seed to have them help clean up the Well of the Deep.

Odys’ City (No, not based of Odyssey. PM me for more details (@The Great Wyver))

Odys is one of the first Spiritcallers, and is a Medium. Odys is a master of the flute, who can play all sorts of songs to make anyone feel almost any emotion- including Ancestors. Odys is also the only one who knows and can play Endowment’s song. She is usually a very artsy-styled ruler, encouraging her Ancestors to dabble in the arts of music, drawing, paint, or others. Those most talented usually get a spot crafting fine art pieces for her Capital, adorning it in massive, beautiful structures and art. Music flows from every door, causing a mixed-up harmony. During the Dowalet, her people are typically in last place- but that doesn’t matter, as they only need their art. 

Jastmer’s City

Jastmer is one of the first Spiritcallers, and is an Aspect. He is obviously the inspiration for which the Jastmer was invented, and is a fierce fighter. As Jastmer has trained almost every day for many, many, years- even more than the average mortal life -his skills quite outmatch any other. He bases his City off of strength, telling that the strongest will be remembered more and will be able to gift their Descendants more power. They often clash with Waylet’s City during the Dowalet for first place.

Waylet’s City

Waylet is one of the first Spiritcallers, and is a Savant. She bases her City on other battle-worthy talents, such as speed and aiming. While she doesn’t have a Spirit, she still has the abilities of one- enhanced speed, smarts, and so on so forth. While she is extremely competitive towards the Dowalet, she is extremely smart as well, knowing they can’t best Jastmer through strength of arms but instead every other skill. This City also has the signature ‘Dowathon’, and Annual event centered around who can best the three tests- speed, aim, and smarts -to fell their enemy first. They often clash with Jastmer’s City during the Dowalet.

Milphot’s City

Milphot is one of the first Spiritcallers, and is a Traveler. Since realmshifting was meant to be one of a Traveler’s signature abilities, and since Milphot gave those up to rule in the Cognitive Realm, they have been seen as an outlier by the others, usually being left out. Mainly because of this, they do not base their city on anything specific, however, instead saying that each should be welcome to do as they please, whether it be hunting, fighting, or art.  Somehow, this has won then several Dowalets and respect from the other City Rulers.

Wyvel’s City (Yes, I based it off my shard username, but i didnt have any other name ideas so calm down)

Wyvel is one of the first Spiritcallers, and is a Seer. Since they can see into the future and project their mind, it has gotten into them that the mind must be the most important part of a Mortal. So they organized their City upon who is the smartest. They say those who have the greatest minds will be the Champion of the next Dowalet- even though Wyvel’s City doesn’t win often, when it does win this phrase usually comes true. They usually use strategy such as winning over Milphot and Odys to win the Dowalet.

The Dowalet

Edited by CoderDrag0n8

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