bindsthedead: (art-cause for concern)
2022-03-29 06:37 pm

The Orbs and You (IC document)

[OOC NOTE: THIS IS NOT AN OFFICIAL DOCUMENT, is subjective IC information, and while available to everyone, is not mandatory reading.]

What are the orbs?

The orbs are powerful magical artifacts- sapient, as such things generally are, that crave chaos and operate through bargains, having somewhat less power when acting of their own accord. They are parts of a single, greater whole, one that was shattered, and then scattered to many different places.

Each of us has made a bargain with them, providing our time and effort to make them whole, in exchange for our greatest regret being undone. Even if you didn't fully understand what you were doing, that contract still binds you, unless you choose to revoke it. And even that may not be enough.

What do they want?

The orbs want chaos. What this means in terms of our bargain is... well, I will quote Viveca's words on this.

"Do you know how much chaos in the fabric of time and space it creates to have you here? If you bargained your life, you would die and that would be it. But by coming here, and staying here — the Orb can't ask for more than that. You're already giving it all the chaos it wants.

You are causing a disturbance to your timeline by exiting it to be here, which is the worst kind of chaos you can create. It isn't anything harmful, but it isn't supposed to happen, and that is the essence of chaos."


This suggests that the chaos the orbs create and desire is a defiance of either fate or the natural order of things. For most orbs, the suffering caused is a side-effect, rather than the goal. They operate through bargains, and have relatively little power outside of these, beyond reaching out to people to make offers and corrupting their surroundings.

The orbs seek chaos through means overt and subtle- the first one we collected extracted its payment by turning people into monsters, the second empowered the leader of a criminal gang, the third spread a sleeping curse through a kingdom thanks to a poorly worded request, and the fourth tormented a man who lost everything, before trying to get itself into the hands of a bandit leader. One of the orbs on the fifth mission got itself into the hands of a false god that intended to destroy the world.

The orbs also want to be whole. This is to our advantage, as it leads them to be somewhat cooperative at times, and can sometimes protect us from the effects of other bargains. However, this doesn't mean they like us, or that they can ignore the rules of their existence.

Please remember that while sapient, the orbs are not remotely human, and do not view things in the same way as us. Trying to appeal to their conscience, or attempting to develop any sense of friendship with them, is not going to succeed.

It is possible for us to strike a separate bargain with individual orbs, as our bargain to undo our regrets is with the orb as it will be, unified and made whole.

The individual orbs lack the power of their greater whole, and you will need to pay a price- but if you do, what you're bargaining for will be granted immediately. Said bargains are irrevocable once concluded. Be precise in how you phrase both your wish and what you are offering in exchange- some orbs are more malicious than others, but they do keep their word.

A final note: while you are under no obligation to get anyone's permission or inform the crew of your bargain, I would suggest speaking with everyone beforehand to see if there are any alternatives. The orbs are not kind, and their prices are high- dealing with them in such a way should be a last resort.

Viveca and Degar

You will probably interact with Viveca on occasion, and while we're not on missions, you can talk to her through the earpiece. You can request items from her, including ones from home, and ask for further information on the orbs. She seems to respond to the best of her ability, although she will not volunteer information, and there are some things she doesn't know.

She's an AI, which is a kind of spirit made through technology. She lost her body, because of the orb, but she's gotten another one back. She's probably about as trustworthy as Degar.

Degar is the commander. He mostly stays in the North Wing of the station, which is normally sealed off. We were allowed in once- the orbs are being kept in a magical containment field which he sustains, and there are signs that there were once other crew members living there. What happened to them is unclear, but seems to have happened before any of the current crew arrived.

He acts flippant, but is a powerful mage. Don't underestimate him. It's his spell that's keeping the orbs contained. Also, he's a skilled musician!

There is also Olivia. At one point, she was the station's AI, but was corrupted by the orbs before our arrival. Her actions led to the death of all of the previous crew, save for Viveca and Degar. She was thought to have been deleted, but survived, and has since been quarantined in a mechanical body. The hope is that we can restore her to her previous state eventually, but right now she is untrustworthy.

If she asks you to do anything, please inform someone else- preferably Viveca or Degar- before doing it. Or perhaps, don't do it at all.

Questions, and possible trends

Many of the orb's possessors have been powerful mages. It's unclear whether this is due to the orb's machinations, or if such people are more likely to be able to identify the orb's power and seek it out.

The Badrock and Braccia orbs were both originally found in mines. (Does this hold true for all unclaimed orbs?) The orbs in E23-b, Novis Nox, and Xrisora were also all first discovered underground. However, the Ciraiwei orb was found in a flower. This is a pattern, and may be useful in cases where there's no sign of anyone using an orb.

So far, all missions save Noth 11X8 and brought us to populated worlds, and a majority of missions saw us visiting populated areas. Are orbs naturally drawn to such worlds and places thanks to a high number of potential bargainers, or is it part of the nature of the chaos they seek?

The orbs have generally fulfilled their primary bargains in a way that left the bargainer satisfied. Even Welford Branson was happy, while the illusion lasted. Is this a true limitation, or just a sales tactic? Given what we saw in Xrisora, it's a sales tactic- Xoria regretted her wish as soon as she made it.

Degar and Viveca are being honest about their general purpose, even if they're vague on the details.

What happened to the earlier crew? This has been answered- the orb escaped containment thanks to Olivia, and corrupted one of them, leading to a conflict that led to their deaths, and the orbs being scattered.

Where did the orb come from, and how was it broken? Why did it happen twice?

Anything we can learn about the orbs, and the rules they operate by

List of orbs, bargains made, methods of recovery, and other notes

And attached are the official files on all the missions.

Gyeonje orb

Initially in possession of Gyeonje's ruler, Lord Suk-Ju. He traded away Gyeonje's Outer District in exchange for the rest of the city having wealth and prosperity, while those in the outer district were infected with a magical plague that twisted those infected into monsters, affecting both body and mind.

The orb was then stolen by So-Yeon, a young woman from the outer district, who made a bargain to counteract the plague. What she offered- seems to have been herself. She had the orb inside her body, and it hollowed her out until by the time she gave it to us in exchange for us creating a cure, she appeared to fade from existence.

What we learned:

-the orbs operate through bargains
-Rulers can offer their land and people in bargains with the orb, but orbs will not request something that is not the bargainer's to give (by the orb's standards, anyway).
-The orb-created plague responded to spells made to counter magical corruption, rather than mundane illness.
-Helping whoever has the orb with their problems was an effective strategy this time.

Braccia Orb

Found in the mines beneath the city centuries before our arrival, the orb was held by one Cheruvia. The bargain made was unclear, but appeared to involve killing others in order to add their magic and lifespan to her own. She was unable to use this power on crew members- the orb claimed that doing so would not add to the chaos, and it wished to be whole.

We tried stealing the orb, having learned in the previous mission that we would be brought back to the station as soon as we had the orb... only to instead have a building collapsed on our heads while we played keep-away with the orb. Eventually, Cheruvia decided the orb wasn't worth the likely death of either her or her lover, and gave up on recovering it, at which point we returned to the station.

What we learned:

-We can't just steal the orb. If someone's made a contract with it, the contract needs to be ended.
-If we have to fight an orb holder, we should bring as many strong fighters as possible

Kilnan orb

This orb was in the custody of Remi, a powerful illusionist, and brother of the queen of Kilnan. More than any other individual, I believe he understood the most what he was dealing with when he made his bargain. He offered half his magic, in exchange for saving his niece- only for that magic to end up inside the girl, forcing Remi to feed the orb magic every month. We ended this bargain by feeding magic to the orb, enough to fulfill Remi's end of the bargain, at which point he happily gave us the orb. The orb had spread a sleeping curse through the realm, after 'creatively' interpreting one of Remi's orders.

I will note that while Remi did not regret the bargain he made, granting his niece that power caused trouble, as her mother sought to use her as a weapon in her wars against a neighboring country.

What we learned:

-it is possible for others to help pay the price of a bargain. It is unclear if the orb holder's cooperation is needed for this.
-again, cooperating with the orb holder proved to be a good idea.

Badrock orb

This orb was the cruelest one we've encountered. A little over a year before our arrival, the town of Scorpion's Bend was annihilated a pulsefire storm, annihilating every living thing, body and spirit, save for one Welford Branson, who had hidden deep in the mines. Shortly afterward, Branson made a bargain with the orb. 'Reality erased, for the low, low price of having to live with what happened forever, should reality return.' to quote the orb itself.

So Branson lived in this simulation of the town, in which only his close family seemed to display much personality, quite happily for a year- until we arrived in search of the orb, and our investigations inadvertently triggered the clause in the bargain- forcing Branson to recall what really happened, leaving all of living in a ghost town as Branson fled. The orb then drew bandits to the town- the same ones who had massacred it the year before. During the fight, we were able to find Branson and recover the orb- and it turned out that he'd become unable to die, forced to live forever with what happened.

This orb was the cruelest we've encountered so far, and the most talkative. It seemed to view the entire thing as a kind of game, and claimed it was bored.

What we learned:

-Some orbs are exceptionally cruel.
-For some bargains, the price is a condition that if fulfilled, ends the contract and imposes some consequence on the one who made the bargain. It is unclear if all bargains have such clauses.
-The orbs cannot or will not end contracts on their own, although they may reach out to others with the potential to do so.
-The 'people' populating Scorpion's Bend could not be read telepathically, and most outside of Branson's family displayed little true personality, instead repeating routines and conversations if not word-for-word, then very closely. The food lacked any true substance or taste, and orb-created documents in the town were gibberish. It is unclear if these reflect limitations of the orb's power, or if it just didn't care and knew Branson wouldn't notice.
-If one of the crew dies, it is possible for them to be resurrected by someone with the power to do so. However, the orb will extract a price from both resurrector and resurrected.

Giva orb

There were two orbs this time. The crew was sorted into two realms, Taeum and Sedorum. Supposedly, these were for good and sinful souls, respectively, but people could buy their way into Taeum, and many souls in Sedorum had committed no sin other than being poor and unable to pay bills and debts. Both realms allowed people to indulge freely in their vices, and both realms were led by leaders who did not care about their people. In retrospect, we should have seen this as significant.

One orb was held by Entr'i, Sedorum's minister of war, who sought to merge the two realms, creating a fairer afterlife, having stolen it after attacking the Highest One some time ago and then fleeing to Sedorum. The other orb was held by the Highest One, Taeum's leader. Who it turned out, was also 'Him', the leader of Sedorum. V'Rizz, the Chief Minister of Sedorum, was also involved in the deception, and had helped reshape Giva's religion to his master's design a century earlier. It became apparent that V'Rizz and his master were plotting against Entr'i, hoping to use the war to kill her and her supporters, and retrieve both orbs.

It is not entirely clear what the Highest One was planning, just that it would have resulted in the destruction of Giva, and using both orbs to return to wherever he came from. Fortunately, Entr'i's earlier actions, and our own, ended up disrupting his schemes, and he, along with V'Rizz, were killed (V'Rizz by us, the Highest One by Angriel, Entri's estranged lover who finally understood the Highest One's true nature), and Giva's afterlives became a single realm- Purgatory, which along with Long Cloak, did not deserve the awful reputation the locals had given them. But I suppose it is natural for the living to fear death and the unknown.

-There can be multiple orbs in a single mission.
-According to Yzak, the Highest One said "That's what we do, destroy planets." along with claiming that he needed both orbs to return to wherever he came from. (Another sign of the limits on the power of individual orbs)
-The Highest One wasn't from Giva or any of its afterlives- where was he from? Are there more like him out there?
-If a ruler has an orb, it's cause for deep concern (See notes from Gyeonje mission).
-Information and pictures from the earpieces cannot be easily shown or transmitted to anyone outside the crew.

Novis Nox Orb

Our shortest mission so far- and the one where we started furthest from the Orb. Most of the mission was a train ride between the cities of Craemore and Vrefesea, although this was interrupted by a murder, and two of our number being falsely accused. However, we were able to solve the murder, and we learned that one of our number was possessed by the Precursors- a parasitic hivemind that sends monsters called Kaiju to scour worlds clean, so they could take all their resources. The Precursors reached out to the orb, and used that connection to summon a small Kaiju, in an attempt to kill all of us and take the orbs for themselves. This plan failed, and the Kaiju was killed and the possessed crew member was subdued.

When we returned to the Ximilia, we used the connection the Precursors had established to both free said crew member, and shatter the Precursors' minds and memories, to stop them from seeking the orbs through other avenues, or preying on other worlds.

-In worlds that entirely lack magic, our abilities and any magical items will not work. We were warned ahead of time that this was the case.
-If Viveca is confident that the orb is in a particular location, that's probably where it is.
-More confirmation that the orbs can reach out to, and empower, people remotely. Yet another reason that stealing them without resolving their bargains is pointless.
-This was the third case of an orb having been originally found underground.
-Possession and mental connection to an outside force are a potential security problem.

E-23b orb

This is Viveca's homeworld- it turns out that she once had her own flesh and blood body, and was part of a group called the Fables fighting against the injustice of her homeworld. E-23b was technologically advanced, but suffering from both man-made and orb-caused damage to the environment. We worked with the Fables to liberate the prison camps, and get the people in charge out of power. Then, we located the orb and spent several weeks attempting to fix some of the damage to the world. However our use of force during the camps liberation did not endear us to the people of that world, and we were asked to leave. The orb was in one of the camps- at the bottom of a reservoir, at the epicenter of an earthquake. The orb was spreading a toxin that had similar traits to the infection in Gyeonje, although this time it sickened and killed, rather than transforming.

-Keeping our abilities secret is advisable, as those unused to such powers may be frightened.
-If we're working with people, and they ask us not to kill their enemies, don't kill them. Even if you think they deserve it.
-If all else fails when locating the orb, look underground at the epicenter of strange events.

Xrisora Orb
This mission took place underwater- Degar put together a spell to change our forms, so we could blend in and not drown. This mission involved several weeks of relaxation as the inhabitants prepared for a festival, but things went far, far north when it became apparent that the orb had previously been in the palace, but was currently missing, along with the queen and the princess. It turned out that the princess Xoria had thought the orb was a toy, and wished the queen (Her mother, Xephia) would disappear when she tried to take it away. Her attempts at undoing this failed, and she fled to the nearest settlement, the city of Gorgonion. There, we spoke with her, and the Queen Mother, Xemiane, made another bargain to bring Xephia back, at the cost of disappearing herself. Xephia gave us the orb- and letters from Remi and Aurelia. We had to fight giant crabs during this mission.

-Remi and Aurelia are still out there, traveling from world to world. Remi is a man with white hair, and Aurelia is a young woman with red h air. Remi was able to keep the orb from passively influencing things, but could not stop it from making bargains.
-The orbs will stick to the exact wording of wishes, even if the person making the wish didn't really mean it.
-Orb bargains cannot simply be backed out of- they need to be concluded. (Our bargain to undo our regrets may be an exception, but this is not certain.)
-Orbs can corrupt their surroundings, possibly by spreading/worsening illnesses, and by making creatures more aggressive and monstrous.
-the orb was originally found underground, in a sacred cave.

Forsythe Heights Orb

The orb was located in a town that appeared normal in most circumstances, but was heavily haunted, with many locations manifesting strange phenomena, including manifesting our own fears. We learned that there was a house, thought to be haunted, once owned by the Cooper family, but there was no record of any kind of tragedy that might have lead to a haunting. The Cooper family simply moved away, and the house was haunted after that. We also learned of 'Freddie', which appeared to be the ghost of a child, who simply wanted to play, and hand once been a friend of Sam Cooper.

- Freddie did not seem affected by methods normally useful against ghosts, leaving his true nature uncertain.
-The orb said it 'gave Freddie existence' Was he initially created by a wish made by Same Cooper, who was known to be interested in horror media? Freddie seemed to share those interests.
-The orb took the form of a VHS tape, and its bargain with Freddie appeared to be that it would bring Sam back, and he and Sam could play forever, as long as he watched the tape. Our choice to play it may have ended its bargain, as we were able to recover it as an orange sphere after playing it, while handling it in its previous form did not end the mission.
-This orb was generally talkative once found, and actively malicious.

Noth 11X8 Orb

This was the first and only mission to occur on a planet without any form of civilazion- or any sapient beings at all, though there was some highly aggressive wildlife.

-Not all of the crew was sent on this mission, due to an error
-Orb found in a volcano.
-Orb retrieved without issue.

Alydhion Orb

This is Degar's homeworld. This mission took over a month, and our abilties and forms were replaced with the magic and shapes of beings native to this world. Magic, in this world, was divided between different 'Classes' such as Bards, Clerics, Druids, and Paladins, to name only a few. The orb was known as an heirloom of the king, stolen years ago, as groups of adventurers sought to obtain it. Degar was part of one such group, along with his brother, among others, including Elia Roundtree, his brother's fiance. After his brother's death, his best friend Jun Shortaxe joined, and the group almost tracked down the orb. However, in that confrontation, Jun was badly injured, apparently by Elia's spell, and the group split up, with Jun gaining a reputation as a great hero.

In truth, Jun had made a deal with the orb, framing Elia for the attack. We only learned this when after following Jun to the place where he hid the orb, we learned that not only was Elia not at fault, but that Jun had a bargain in the orb and no intention of handing it over. The orb turned him into a dragon, but we were able to knock him out, and Elia was able to partially reverse the transformation, and bring his mother figure, Nina, to the area via portal to talk some sense into him. Jun was convinced to hand over the orb, and the mission concluded.

-The King made a bargain that affected the entire kingdom, but removing the orb from his possession ended the bargain. (So perhaps stealing the orb will be worth a try in future missions, if we're out of ideas?)
-Jun's bargain created portals that spat out monsters in the cave where he first contracted with the orb.
-Even without being in contact with the orb, Jun was able to use it to attack one of the crew, gravely injuring them. (So another risk of stealing a still-contracted orb.)

Ciraiwei Orb

This mission lasted 10 days, and we had less than half an hour to prepare for it. We were informed that the planet was on a collision course with an asteroid- one large enough to completely destroy the planet, which would be arriving 10 days after we did. We were able to locate the orb, and by contacting Remi and Aurelia, we managed to evacuate some of the planet's people, the Hivawei, and recover the orb.

However, despite our best efforts, we were not able to evacuate all of the Hivawei that wanted to leave. Many of them died with their planet's destruction.

-The means we used to reach Remi and Aureliah was one use only. We probably will not be able to contact them again, unless we devise some other method.
-If we had not spent so much time in E23-b, we may have had more time to help the Hivawei, and Viveca would have been able to get help from a nearby planet to evacuate them. In the future, we should keep in mind that dragging out missions may have consequences.
-The nature of our bargain with the orb interferes with any long range teleportation abilities we possess. The interference of other mages not among the crew can act as a loophole though.
-Remi was able to rescue Welford Branson, who is currently residing at Remi's castle.
-The orb was not in a bargain, and was found in a flower called the Lamawei, which had sprouted from the ground in a somewhat remote location. The Hivawei revered the Lamawei, but the orb had not gotten up to any mischief.

Ndiera Orb

This orb was in the Ndiera complex, a group of three planets surrounded by a field of particles known as 'ghost matter' that blocked abilities- or rather it did until ten years ago, when it mutated thanks to the orb, and began killing anyone who used their abilities- slowly, as their bodies begain attacking themselves. Our bargain offered us some protection- we were able to use our powers twice. The orb was being held by a man named Zandr, who was trying to reverse the mutation in ghost matter, to neutralize it. He was being opposed by the government, but with Emerton's help, we were able to assist him in accomplishing his goal.

Zandr had a bargain that was preventing those affected by ghost matter from dying, but was unable to cure them. The crew voted to leave rather than attempt to save them.

-Emerton was the first person we've encountered who was a former member of the crew. He probably won't be the last.

??? Orb

This orb was found on a past version of the station, and seemed to have been fragmented. Recovering it involved reliving our own and other memories- and those of the past crew.

To summarize, briefly, what we learned from those memories

-Olivia fell under the orb's sway, who then allowed the orbs to corrupt Emerton
-Emerton killed the rest of the crew, with Viveca and Degar the only survivors. This happened while there was only one orb remaining to be collected.
-During the mission to gather the last orb, Viveca sacrificed herself to stop Emerton.
-Then, Degar altered his regret- he chose to bring back everyone who died, at the price of remaining on the station for eternity.
-Viveca agreed to this as well, becoming the ship's AI in the process.
-At this point, something happened, and the orbs were scattered once again.


Missions, and how to prepare for them

Our shortest mission lasted several days- and most of them have been longer, often about two months. You will get some information on the world of the mission before arriving there, but it will be incomplete. Still, it will give you some idea of what to expect, and Viveca will highlight individuals who may be of interest- it is likely, but not certain, that one of them has the orb, or some connection to it, so working to investigate them is advisable.

Gather spare clothing, nonperishable food, and anything else you think you might need- missions generally take place in populated areas, but we nearly starved once, and no one wants to repeat that. Viveca will supply clothes for blending in if that's needed. We are not always given local currency, but have often found ways to earn it, and these jobs are often a valuable source of information. If such things don't appeal, take something valuable with you to sell. When we need to blend into a world, it's often helpful to collaborate with other crew members to put together interlocking cover stories. And remember- just because a world lacks advanced technology or knowledge of magic, it doesn't mean the people there are stupid. Be careful when using abilities or technology that are foreign to a world.

As we are teleported in, you will hear a voice, giving you instructions. That is the voice of the orb on that world, and if you want it to lend its power to undoing your regret, you must fulfill its request. However, there is no punishment for refusing to do so. It's acceptable to tell people what you were asked to do, and most of us will be happy to help you achieve it- we're all here because of our regrets.

I want to be clear that each mission has been very different- trying to describe a 'typical' one is difficult. The most I can say is that the first few weeks tend to revolve more around gathering information and locating the orb than dealing with serious danger.

However, many of our missions have involved combat in the latter stages- you do not have to fight, or learn how to, but prepare yourself for the possibility of it happening. Gathering information- whether through research, interviews, observation, or simple eavesdropping- is an important skill to focus on. Don't hesitate to be proactive- often, the most valuable information is be found by approaching individuals of interest, or seeking out things kept hidden. Just try not to get caught. It is important not just that we locate the orbs, but also understand what bargains have been struck with them and by who, and what was given in exchange- remember, we can't take the orbs unless their existing bargains have been ended.

If the one holding the orb is not some power-mad tyrant, then offering to assist them in whatever they're trying to do in exchange for the orb has proven effective on multiple occasions. Honesty is the best policy- be upfront about our mission, and what we are seeking to do. Make it clear that the orbs are dangerous, but don't exaggerate, or present us as more powerful than we truly are.

It is possible that during some future mission, mere persuasion will not be enough. However, torture is not an option and will not work. Setting aside the obvious moral issues, and that many of the orb's contractees have been too powerful to easily restrain, a contractee can use the orb to attack us even if it's not in their possession. And causing them great pain and fear is more likely to push them into making another bargain, rather than surrendering it.

Please understand that worlds are not in a state of equilibrium when we arrive- they have already been altered from their natural state by the orbs and the bargains made with them, and will be further altered by us ending the bargains and removing the orbs. None of us want to make things worse, but the very nature of our task means we will change worlds we visit- hopefully, for the better. Don't wring your hands too much about meddling.

Missions end as soon as the orb has been recovered and all its contracts ended. Once that happens, we are immediately teleported back to the station. If you wish to buy souvenirs or bid farewell to people you've met, do it before then.

Upon return, we will often eat a kind of greasy pie with cheese and tomato sauce called pizza (it's better than it sounds!), and watch movies.
bindsthedead: (art-magic)
2021-07-20 09:50 pm
Entry tags:

Ximilia magic info post

To start with here is a basic introduction from the official website. (using the wayback machine because the site is down at the moment).

"The Charter describes the world, and everything in it. It underlies all things. The mark on my forehead, the marks you saw me use to change some part of the world, to bring fire or deny the Dead, all these are part of the Charter. If you know the marks to call, to draw or describe, then you can order or change almost everything, within the constraints of what the Charter wills. That is Charter Magic"
Terciel and Elinor

Some snippets throughout the books of characters reaching into the Charter, casting spells, or being immersed in it:

In Sabriel

Sabriel felt the familiar swirl of energy, and the feeling of falling into some endless galaxy of stars. But the stars here were Charter symbols, linked in some great dance that had no beginning or end, but contained and described the world in its movement. Sabriel knew only a small fraction of the symbols, but she knew what they danced, and she felt the purity of the Charter wash over her.

In Lirael the titular character casting a spell that's past her skill level and lands her in the hospital.

In the endless flow, she drew out all the marks she knew for breaking and blasting, for fire and destruction, for blocking, barring, and locking. They came into her mind in a flood, brighter and more blinding than any light, so strong that she could barely weave them into a spell. But somehow she ordered them as she wished, and linked them together with a single master mark, one of great power, that she had never before dared to use.

With the spell ready, pent up inside her by will alone, Lirael did the bravest thing she had ever done. She touched the door with one hand, the creature's hook with the other, and spoke the master Charter mark to cast the spell.

As she spoke, heat coursed through Lirael's throat. White fire exploded through her right hand into the creature, and a titanic force was unleashed from her left, slamming the door shut. She was hurled backwards, tumbling over and over till her head struck the stone floor with a terrible crack that sent her instantly into darkness.


In Clariel, to give you an idea of how a less experienced mage with little affinity for the Charter describes it.

It was like falling into deep water. All of a sudden, the world ceased to exist. She was surrounded entirely by Charter marks, brilliant, shining, blinding marks that swirled and swam all around her, through her and inside her, marks that she did not know and felt she could never know, thousands, tens of thousands, millions of Charter marks-

From the same book, the character casting a spell

Clariel nodded, took a breath, and reached out for the Charter once more. It was a little easier this time, because she could kind of sidle into it, rather than being inundated via Kargrin's own immersion. But even so, she found it difficult. Starting with a few very familiar marks, she thought of more, visualizing them as a chain reaching back into the full flow, but all too quickly there were more marks than she could cope with. So many marks they threatened to swamp her, and it took all her concentration to just select the one she needed, a minor mark for light, pull it out of the swim, and coax it to her fingertip.

In To Hold the Bridge, another description of spellcasting.

Instead he took a deep breath and reached out for the Charter, immersing himself in the endless flow of marks, visualizing the two he needed, reaching for them as they swam out of the rush of symbols. He caught them and let them run through him, coursing with his bloodstream to the end of his index finger. He held that finger up, and the marks joined and became what they described, a small yellow flame that did not burn his skin, though if he touched it to wick or paper it would set them ablaze.

In Goldenhand through the eyes of someone who's just received the mark.

"It is like swimming in the high lake," she said, grinning, her teeth white in the darkness. "The shock at first, the sudden cold, then it comes all around and you know what it is to be alive and you go under and it is so smooth and clear and it seems to be forever and it is not cold, but warm..."

And a different character, in the same book that shows what it's like to reach into the Charter deliberately, rather than just touching a mark.

A single Charter Mark blossomed in Lirael's mind. One small mark, an everyday mark, nothing in itself, one used for joining other marks together. But Lirael welcomed it joyfully, and then another followed, and another, and there was a trickle of marks, all ones she knew, and more and more came, until the full flood returned and she felt the ocean of marks, the multitude, more than could possibly be known crash down upon her and flow through every part of her being.

in Terciel and Elinor, describing a character's first immersion, and being entirely overwhelmed by it.

But it wasn't anything like she expected, or could have expected. She didn't feel the touch at all, or Terciel's fingertip against her forehead. Instead, all her senses were overwhelmed. The world disappeared, all sight and sound cut off. She saw only Charter marks, millions and millions of brilliant glowing marks all around her, stretching into infinity, and she heard sounds that did not exist, and she felt an astonishing mixture of excitement, fear, and a sense of contentment all at once, and she knew, knew to the very marrow of her bones, that she was part of this vast, limitless Charter, and so was everything and everyone else, Terciel and Ham and the woman who must be the Abhorsen, and the little fish in the ghyll, and the ghyll itself, the rocks and the water, and the field beyond and the weeds in the garden and the sky above and the stars and everything... everything... everything...

From the same book, discussing what it felt like to touch a less powerful mage's mark:

The other girls' marks were true, and Elinor felt the immensity of the Charter behind each mark. But it was not the intense immersion she'd felt when she touched Terciel's mark. The Charter was there, and uncorrupted, but it was also distant, less all-encompassing. It was like wading in the shallow waters of an immense, wondrously refreshing lake, but being unable to go deeper, or even cup the water up to drink.

There are also some things Charter Magic cannot do. Quoting from my application:

"No space/time manipulation in general, no creation of matter, no unaided flight (although some mages have created magical aircraft, Sabriel does not have the knowledge), no shapeshifting (Again, technically possible, but Sabriel doesn't have access to this knowledge, and doesn't even know it exists). Mental manipulation seems to be restricted to calming people down and either erasing or manipulating recent (like, within a day or so) memories."

So you can't use Charter magic to teleport or violate conservation of mass, and it doesn't make you a telepath. Another important thing to note is that Charter magic is not psychoactive. A spell might flare out of control, but a mage cannot light things on fire or make them explode just because they're scared. Charter magic needs to be deliberately cast, although a sufficiently trained mage may cast on reflex.

Consequences of screwing up or getting overambitious with Charter magic can range from singed fingers or an uncontrollable spell for normal magic to being exhausted for several weeks with a badly burned throat (And if the individual in question wasn't a massively powerful mage to begin with she probably would have died) or being struck blind and dumb for the rest of their life in another case of an attempt at powerful spell going horribly wrong.

Touching a baptismal Charter mark lets the mage touching it determine if it's genuine/uncorrupted (if it is, they can feel the Charter through it), and get a sense of how powerful a mage the person they're touching is. Charter Mages can combine their abilities, if they're touching each other, allowing them to cast a spell with more power than any one of them could handle individually.

Charter mages can sense Charter magic, both while a mage is drawing on the Charter and afterwards (But they're unable to sense if someone is a Charter mage/magic user if they're not casting, beyond spotting their mark). They can get a general sense of the level of power involved, and may also be able to puzzle out what a spell does if they're able to get a look at it and know at least some of the marks. For sensing NPC/player character's magic, please talk to the mods or the mun in question.

I should also note that "The bad guys will sense us using magic and we'll get swarmed" is a problem repeatedly faced by protagonists in the Old Kingdom series, so I tend to run with the assumption that it's metaphysically 'loud' and anything beyond minor magic can be easily detected.

Charter magic drains a character's energy, and beginning mages can easily become exhausted even after casting a few spells in rapid succession. Through practice, characters can increase their endurance. Spells that require focus to maintain will drain a character's energy for as long as they're holding their concentration. This means that characters may find themselves faced with the choice of casting magic now or finding a nonmagical solution so they can conserve their energy.

Also important to note: Charter magic wrecks technology. Guns, cars, radios, and anything electrical are demonstrated to fail when large amounts of magic are around in canon. Charter mages can use technology without issue if they're not casting, and the tech-wrecking effect will not affect the Ximilia, or characters earpieces. The damage is not permanent, and technology will start working again when the magic stops.

Cyborg and robot/AI characters have the option of being affected by this, or can decide that Charter magic treats them as metaphysically 'alive', and thus they're not harmed by it, but can be healed/enchanted/etc.

Excerpt from Terciel and Elinor that discusses the process of learning Charter magic/some of the underlying in-universe theory:

"Since you're new, Elinor," said Hazra brightly, "we had better find out what you know already."

"Dr. Bannow in Bain taught me a dozen marks. She called them 'twig' marks," replied Elinor. "Because they are small and easy to grasp, but they connect to more marks and it helps to visualize how they are connected, as if they are all part of some enormous tree..."

"Yes," said Corinna, "that's one way Charter Magic is taught. I was. Twig, branch, bough, bole- or trunk if you'd like, the so-called master marks- though of course we haven't gotten up past the twig ones."

"And for marks that never stand alone but must be used with others, those are classified as leaf, blossom, flower," said Hazra. "It does make it easier to remember them."

"Sometimes," said Kierce. "My mother doesn't think much of the tree thing. She says the only sure way is to practice finding or calling the mark you need over and over again. The same way with spells, putting marks together and repeating it over and over again. Like cricket. I must have hit a cricket ball a hundred thousand times since I was five."

...

"So let's go through the marks you know first," said Hazra. "Do you draw them roughly to find them in the Charter, or speak their use-names?"

"Um, I don't even know what use-names are," said Elinor, "I visualize the mark I need and reach for the Charter, and if it works I see it and I suppose I sort of feel it, but to get the one I want to come out I have to draw it with my finger or my hand or whatever, and I have to really concentrate so it doesn't slip away or I get the wrong one. Or nothing."

"That's fairly typical," said Hazra. "Some people find the marks they need by speaking or subvocalizing the mark's use-name. It isn't actually their name, the marks don't have names, but some of the ones that get used a lot have been given names that have stuck. The system of symbology used to write down lists of marks and spells is similar. The drawn symbol is not the same as the mark, it isn't how it looks when it manifests. I mean otherwise there'd be the danger of calling the mark when you're simply recording a spell or making a list. But knowing the use-name and sometimes even drawing it in place can make the actual mark easier to bring forth."

...

She drew a breath, steadied herself, and focused her mind on the Charter, willing to become apparent to her, a sea of shining marks with just the one she needed held on the topmost point of a great wave so she could swoop in and pluck it like an osprey taking a fish...


List of Charter spells

Spells may not work as described on missions. If you're unsure, ask the mods in the questions tab of the mission file or mission log.

Conjuring lights: An extremely simple spell. Conjures a light of variable intensity. The mark can be engraved into an object to make a permanent light, or simply used as a temporary flashlight. Make it bright enough, and you could temporarily blind someone with it. This will always be the first spell Sabriel teaches a character.

Lighting a fire: uses two marks. A yellow flame forms on the tip of a character's finger, not burning the skin, but easily setting any flammable materials it touches alight.

Drawing water out of the air: The caster traces the marks for the spell in the air and cups their hands below it as the marks turn into water/water condenses around the marks and drops down into their hands. Most effective/easiest in humid environments (Remember, Charter magic obeys conservation of matter!), and described as a very simple spell. Please note that it only produces about a cup of water.

Battle Magic: Not just fireballs, lightning bolts, and other offensive spells, but also anything you'd cast quickly in a fight- shields, arrow-wards, and spells designed to blind and immobilize opponents are also considered part of this category. Characters will be able to learn how to cast spells involving small to medium sized projectiles, and shields big enough to protect one person.

Some specific spells in this category include:

Spell of the silver blades: Pretty self explanatory! Conjures three silver blades that fly forward with considerable force (enough to put fist-sized holes through an animated corpse and reduce a piece of lumber to wood chips) and vanish once they hit their target. The incantation (often shouted) is "Anet! Calew! Ferhan!"

Blindness What it says on the tin. Length of time may vary-

Mark of immobility Immobilizes the target for a brief period. May be less effective against creatures whose strength vastly exceeds a human's.

Healing: Charter Magic can't heal people completely, or instantly, but it can heal broken bones, close wounds, deal with fever, and pull poison/drugs out of the body, as well as help prevent infection. Charter healing spells linger- with a burst of initial healing followed by a period of slower mending as the spell finishes its work. During the period of slow healing, they can be disrupted by excessive physical activity, causing wounds to reopen, as an example. Injuries inflicted by malevolent magic may be harder to heal. Healing spells available to students are minor ones, able to heal minor injuries inflicted by both magical and mundane sources. Charter Magic cannot regrow severed limbs, or get rid of scars and damage from improperly healed injuries without additional surgical intervention.

Ankle-winding/sticking spell: Makes the target's feet stick to the ground. Lasts somewhat longer than the immobilizing spell, the trade off is that they're still able to move everything but their feet. Can also be used to stick objects (or other body parts, like a hand) to surfaces. Things can be removed with enough force, but it would take a few minutes of intense effort.

Silencing spell: Renders the target unable to make any sound vocally for several minutes. Does not stop them from making noise via other means, like banging on something.

Warming spell: renders the caster comfortably warm and immune from frostbite, no matter what the temperature is. Exhausting if used for longer than a brief period, so it's often better to just dress appropriately. Requires continuous concentration

Compass spell: Know which direction is north.

Butterfly ball spell: Creates a ball of golden light that can be tossed or juggled. Dissolves into a swarm of golden butterflies after about a minute. Please discuss before characters learn this spell.

Advanced spells (Requires characters to have studied magic for at least three months.)

Locking/unlocking spells: Can be used to lock or unlock a nonmagical lock without using a key. Will do nothing about a door or other locked thing that's barred, barricaded or otherwise physically unable to open, like with a rusted hinge/nailed shut. Does not work against magical locks, anything requiring biometrics, or extremely high-tech locks with failsafes that lock things down if tampering is detected. (or anything else the mods say it doesn't work on. For high tech settings where use of a door/lock is tracked, it would definitely be recorded, possibly in a weird, glitched way. (Basically, it might get a character into a normal house, or office, or past a padlock/an office safe... but wouldn't be much use getting into a bank vault or high-security lab. Doesn't disable alarm systems.)

Sleep: A single target sleep spell that forces the target to sleep for at least 15-20 minutes.

Fog: a spell that creates an area of fog/mist with a 15 foot radius. Can either be stationary or move with the caster, lasts for half an hour or until dispersed by wind.

An individual mark may be used in several different spells- for example, both the final rites, the spell to start a fire, and several battle magic spells all use the mark for fire, but it's used in different ways.

Current Students

Yzak
bindsthedead: (art-magic)
2021-06-30 01:12 pm
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PERMISSIONS
ooc information
PLAYER: Sarah
CONTACT: [plurk.com profile] sarahthesilent

ooc permissions
BACKTAGGING: Y
THREADHOPPING: Y
FOURTH-WALLING: N
OFF-LIMIT TOPICS: None I can think of!

ic permissions
FLIRTING: Y
FIGHTING: Y
INJURY: Y
MINDREADING: Y! Just let me know so I can give the relevant info!
MAGIC: Y
IC LIMITS: None I can really think of?
WARNINGS: Discussion of death and undead monsters highly likely. Violence and gore may also come up.
POWERS/ABILITIES: Her powers are listed in her app here. Main things to note- she can sense undead and other types of unpleasant magic, and when things get violent she's quick to start throwing magic around, so let me know if you're up for that or would rather avoid it.
Also, her death-sensing power doesn't work on people who died and were fully revived, so if a character died in their canon and was brought back to life upon their arrival to the game, she has no way of telling.
Other notes: In Sabriel's canon, magic is apparently very easy to detect, so supernaturally sensitive characters are welcome to notice when she's using hers.
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2021-06-30 01:12 pm
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XIMILIA
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2021-06-21 07:22 pm
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OOC
Name: Sarah
Contact: [plurk.com profile] sarahthesilent
Other characters: N/A

IC
Name: Sabriel
Canon: The Old Kingdom
Canon point: Post Sabriel (by about two weeks, so she's had a little bit of time to recover)
Age: 18

History: here

Personality:
Positive

Determined When Sabriel sets her mind on a task, she does not give up. Finding her father means trekking through a zombie infested kingdom, with an array of mundane and magical threats arrayed against her? She'll grit her teeth and keep going. Her father's dead and she needs to face off against a monster that her family's failed to kill for two centuries? She'll weep for her father, then jump into a magical paper airplane to go finish the job. Even when she is dying from being impaled the main thought in Sabriel's head is trying to defeat her opponent. It's not that she's ignorant of danger, free of doubt and uncertainty, or afraid of what might happen to her, but Sabriel either ignores her fear or uses it to push herself towards her goal.

Observant Sabriel pays attention. She has an excellent memory, and her magical training has emphasized spotting small discrepancies, often as a matter of survival. When she encounters a Charter spell she notices all the component marks, and when she encounters Mogget, a spirit that takes to form of a cat, she immediately spots that his shadow isn't always in the shape of a cat, and spots a Dead creature by noticing that a man is wearing oddly heavy clothing for being in a hot, crowded room. Even outside of more supernatural pursuits, Sabriel is fairly good at judging people's emotional states and the general vibe of a situation.

Compassionate For all that Sabriel can put up a stoic front, she cares deeply about people. From resurrecting a rabbit because a little girl was sad her pet died to immediately wanting to rescue children being used as bait for the Dead, when she sees someone in distress, Sabriel's first instinct is to help. Her time spent as a prefect, looking after younger students, makes this tendency especially pronounced with children. Sabriel's necromantic training means that she sees treating corpses respectfully as an act of compassion. Even when she's short on time, she'll try to administer the final rites so their bodies and spirits can't be enslaved and used for evil. For all that Sabriel knows intellectually that Death is a natural part of Life, she still finds people dying- particularly in ways that are unfair or avoidable- deeply upsetting. For all that the powers she uses can sometimes be outright horrifying, she isn't a cruel person.

Negative

Reckless The flipside of Sabriel's determination and compassion is that she can easily act without fully considering the consequences. For example, deciding that showing off her magic when surrounded by on-edge soldiers would be a good idea. Or sending a message to get her cousins to flood a major river without fully considering what that meant for everyone else until the water was rushing by. Or having to be restrained from jumping into a fight where she and her allies were vastly outnumbered and likely to lose because children were being enslaved and used as bait for the Dead. She's compassionate, but she'll focus on dealing with the immediate problem, rather than looking at the big picture or the consequences of her actions beyond "I'm helping someone". And even when she's aware of and acknowledges risks, she's still likely to take them, believing that it's better to do something rather than nothing.

Not as mature as she thinks she is while Sabriel is in some ways far more mature than other people her age, and is able to cope with death, danger, and horrific monsters just fine, in other ways, she's still clearly a teenager. Argue with her and she'll snap and roll her eyes, and she can be petty and snippy. She's prone to jumping to conclusions, and was ready to cry when she thought her crush was with someone else. She can be awkward in strange situations, and will lean on her etiquette training to try to disguise that, resulting in her coming off as an incredibly formal snob... or an upper class teenager out of her depth.

Naive Sabriel's training in both necromancy and general Charter magic has left her familiar with death as a general concept, and given her the capacity to deal with supernatural evil without blinking. But when it comes to more mundane evil, she's easily blindsided, and she hasn't seen or heard a human die before the events of Sabriel. While she's fought undead monsters before the start of the story, she never had to feel someone die or deal with fresh corpses until the events of her canon, and dealing with those things shakes her. She went to a fancy boarding school for upper class girls and it really shows. If she's annoyed with someone, she'll speak to them like they're a servant or an underclassman.

Powers/Abilities: Hoo boy. First, please note that I will be putting up a permissions post for her powers, and will plot with any potentially affected players before using them. I am totally fine with nerfing/adjusting them to fit the setting.

Sabriel's magical abilities can be divided into two categories- her necromancy, tied to her status as Abhorsen, and her Charter magic.

The Abhorsens are a magical bloodline, who carry one of the Great Charters in their blood. What Great Charters are is never exactly explained, but they are described as part of the Charter's foundation, and their destruction or corruption would weaken it. The Abhorsens have an affinity for Death, and are able to use both necromancy(a subset of Free magic) and Charter magic in their task of battling the Dead and Free magic creatures and sorcerers.

Free magic is... complicated, but the important thing to note is that it's chaotic, and that normally, it's inherently opposed to the Charter, making the Abhorsens unique in their ability to use both.

As Abhorsen, Sabriel is able to use necromancy in conjunction with Charter magic. Unlike Charter magic, necromancy relies on willpower channeled through music, and even without her bells Sabriel can exert a limited amount of influence over the Dead, can sense the presence and relative strength of Dead, and can detect where deaths have happened, whether those deaths were violent, and how long ago it happened. She can also determine if a corpse has been moved from where it died, as well as how long ago it died. Finally, Sabriel can also send her spirit into the realm of Death, leaving her body frozen solid until she comes back to it.

Death is a spiritual realm- no physical substance can enter it, and thus, nothing physical can be taken from it (With a handful of exceptions, namely one type of undead and apparently some types of magical artifacts, given how Sabriel's father sent her the sword and bells, although it should be noted these items aren't from Death, just passing through it.). Spirits may pass between it and Life, if they're able to fight the current, but Death itself is a cold, dangerous place. Its nine precincts hold a variety of dangers, with the one constant being the cold and the constant current, which tries to drag everything in Death to beyond the Ninth Gate, beyond which nothing returns.

Most of Sabriel's necromancy is worked through a set of seven magical hand bells, with their powers listed here.

Ranna is called the sleeper, and forces the listener to fall asleep.
Mosrael is called the waker, and in her own world, acts as a seesaw, pulling the listener into Life and dragging the ringer into Death. A bell Sabriel is highly unlikely to use.
Kibeth is called the Walker, and can grant freedom of movement, or force the listener to walk where the ringer wills- including commanding a spirit to walk back into Death. It also seeks to sound on its own, and can be hard to control.
Dyrim is called the speaker, and its powers are fairly straightforward- it can grant speech to those who have lost it, or take away the capacity to speak.
Belgaer is called the thinker, and can restore free will and memories, as well as restoring the personality a Dead spirit had in life. It can also be used to erase these, shattering minds and memories. Like Kibeth, it will try to ring on its own accord.
Saraneth is called the Binder, and binds the Dead to the ringers will. This is the bell Sabriel uses most often, binding the Dead to her will to force them to truly die.
Astarael is called the weeper, and when rung, sends all who hear it deep into Death- including the ringer. This is considered a weapon of last resort in canon and will only be used with prior communication with the mods, as part of a plot.


Charter Magic is the branch of magic Sabriel's likely to use most of the time. It's magic that's worked through symbols- they can be spoken, signed, whistled, written, or sometimes just visualized. It can be used for a lot of things, but it has some limitations, including: No space/time manipulation in general, no creation of matter, no unaided flight (although some mages have created magical aircraft, Sabriel does not have the knowledge), no shapeshifting (Again, technically possible, but Sabriel doesn't have access to this knowledge, and doesn't even know it exists). Mental manipulation seems to be restricted to calming people down and either erasing or manipulating recent (like, within a day or so) memories. Finally, Sabriel has some familiarity with weather magic, although her track record of using it is... mixed.

Charter Magic has other restrictions- Sabriel needs to visualize the symbols and mentally arrange them, meaning her magic isn't instantaneous and requires focus- and powerful spells take some time to cast. Break her concentration and the spell will fizzle out or go out of control. Also, powerful spells place a strain on her body- even with precautions, she'll exhaust herself after using a few, and without those precautions, she'll kill herself or be too drained to cast much magic for at least a week. Minor spells are less draining, but if she uses a lot of them, she'll eventually run out of energy. Sabriel can give this power to others via baptism, but they will need to learn and study, and even simple spells will be exhausting for them at first.

The spells Sabriel is most likely to use frequently include various forms of binding/warding, combat magic that includes both destructive force as well as incapacitating her opponents through either blinding, disorienting, or immobilizing them, and healing. Healing magic in the Old Kingdom universe is useful, able to purge drugs and poisons from the body as well as heal even life threatening injuries, but serious wounds require the person being healed to take a few days of bed rest or light activity afterwards, or the spell will be disrupted and the woulds will reopen. Sabriel cannot repair injuries that have already healed over but healed wrong, she can't fix chronic conditions, and her capacity to regrow lost tissue is limited to what the body can repair on its own- she can't regrow missing limbs or organs.

By using Charter magic to repair the body and necromancy to summon the spirit back, Sabriel can resurrect the very recently dead to true life. In canon, she's only done this once, on a bunny, but in theory she could do it to a person (And her father did something very similar to her when she was a baby)- she just feels she shouldn't, as it goes against her family's philosophy of making sure the dead pass on. This ability will not be used without significant prior plotting.

Both types of magic Sabriel uses have a tendency to make technology stop working, a tendency that grows more pronounced the stronger the magic used. Within Ximilia, this tendency will be restricted to only the strongest spells, the kind that will drain her to exhaustion with the use of only one or two. If people playing robots/cyborgs don't want to deal with this, I will run with an alternate interpretation- that if a character is metaphysically 'alive' magic will treat them as alive, rather than as technology. (So magic won't break them, healing spells will work on them, and they'll be able to learn how to use Charter magic).

Regret: Her classmates dying in the battle against Kerrigor. Given that she was the one who made the choice to ask for their help, Sabriel feels responsible for their deaths. It's unclear how many died, but I'd put the number at around fifteen out of the thirty-five girls she said had the skills to help them.

Inventory:
Her bells (powers detailed above, stored in a leather bandolier)
Abhorsen's sword (A longsword, imbued with spells to make it an effective weapon against the Dead and other supernatural entities. Also can be used as an aid to casting Charter Magic, like a magic wand you can stab people with.)
The Book of the Dead, a necromantic grimoire.
Two Charter magic spell books.

Sample: Here
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2021-06-01 09:49 pm
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bindsthedead: (art-breath)
2020-10-27 11:25 pm
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2020-10-27 10:36 pm
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So, first things first. Sabriel's a magic user who, while generally pretty ethical, has some slightly ridiculous powers when it comes to the undead (And her family's purpose is to hunt them). She's also not a slouch when it comes to more broadly applicable magic.

Finally, her powers canonly don't play well with technology.

bindsthedead: (Art-On the ground)
2020-10-08 08:34 pm
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Name: Sarah
Age: over 18
Contact info: sarahthesilent @ plurk

Character: Sabriel
Canon: The Old Kingdom series.
Canon Point: Sabriel Chapter 20, just as she and Touchstone are entering the reservoir.
CRAU, Canon AU: N/A
Character age: 18

Canon Abilities/Powers: Hoo boy. First, please note that I will be putting up a permisions post for her powers.

Sabriel's magical abilities can be divided into two categories- her necromancy, tied to her status as Abhorsen (an Abhorsen, she insists), and her Charter magic.

The Abhorsens are a magical bloodline, who carry one of the Great Charters in their blood. What Great Charters are is never exactly explained, but they are described as part of the Charter's foundation, and their destruction or corruption would weaken it. The Abhorsens have an affinity for Death, and are able to use both necromancy(a subset of Free magic) and Charter magic in their task of battling the Dead and Free magic creatures and sorcerers.

Free magic is... complicated, but the important thing to note is that it's chaotic, and that normally, it's inherently opposed to the Charter, making the Abhorsens unique in their ability to use both.

As Abhorsen, Sabriel is able to use necromancy in conjunction with Charter magic. Unlike Charter magic, necromancy relies on willpower channeled through music, and even without her bells Sabriel can exert a limited amount of influence over the Dead, and can sense the presence and relative strength of Dead, as well as sensing where deaths have happened, whether those deaths were violent, and how long ago it happened. She can also determine if a corpse has been moved from its site of death, as well as how long ago it died. Finally, Sabriel can also send her spirit into the realm of Death, leaving her body frozen solid until she comes back to it, and will be deeply confused when she can't do this anymore.

Most of her necromancy, however, is worked through a set of seven magical hand bells.

Ranna is called the sleeper, and forces the listener to fall asleep.
Mosrael is called the waker, and in her own world, acts as a seesaw, pulling the listener into Life and dragging the ringer into Death. A bell Sabriel is highly unlikely to use.
Kibeth is called the Walker, and can grant freedom of movement, or force the listener to walk where the ringer wills- including commanding a spirit to walk back into Death. It also seeks to sound on its own, and can be hard to control.
Dyrim is called the speaker, and its powers are fairly straightforward- it can grant speech to those who have lost it, or take away the capacity to speak.
Belgaer is called the thinker, and can restore free will and memories, as well as restoring the personality a Dead spirit had in life. It can also be used to erase these, shattering minds and memories. Like Kibeth, it will try to ring on its own accord.
Saraneth is called the Binder, and binds the Dead to the ringers will. This is the bell Sabriel uses most often, binding the Dead to her will to force them to truly die.
Astarael is called the weeper, and when rung, sends all who hear it deep into Death- including the ringer. This is canonly a weapon of last resort and will only be used with prior communication with the mods, as part of a plot.


Charter Magic is the branch of magic Sabriel's likely to use most of the time. It's magic that's worked through symbols- they can be spoken, signed, whistled, written, or sometimes just visualized. It can be used for a lot of things, but it has some limitations. (no teleporting beyond making small nearby objects appear in her hands, (no space/time manipulation in general) no creation of matter, no unaided flight (although some mages have created magical aircraft, Sabriel does not have the knowledge), no shapeshifting (Again, technically possible, but Sabriel doesn't have access to this knowledge, and doesn't even know it exists). Mental manipulation seems to be restricted to calming people down and suppressing- but not erasing- memories, and putting in plausible fake ones to cover them up, or alternatively, just wiping out half a day of recent memories. Finally, Sabriel has some familiarity with weather magic, although her track record of using it is... uh, mixed.

Charter Magic has other restrictions- Sabriel needs to visualize the symbols and mentally arrange them, meaning her magic isn't instantaneous- and powerful spells take some time to cast. Break her concentration and the spell will fizzle out or go out of control. Also, very powerful spells place a strain on her body- even with precautions, she'll exhaust herself after using a few, and without those precautions, she'll kill herself or be too drained to cast much magic for at least a week. Also, Sabriel can give this power to others via baptism, with the details of that discussed in the FAQ.

The spells Sabriel is most likely to use frequently include various forms of binding/warding, combat magic that includes both destructive force as well as incapacitating her opponents through either blinding, disorienting, or immobilizing them, and healing. Healing magic in the Old Kingdom universe is useful, able to purge drugs and poisons from the body as well as heal even life threatening injuries, but serious wounds require the person being healed to take a few days of bed rest or light activity afterwards, or the spell will be disrupted and the woulds will reopen.

By using Charter magic to repair the body and necromancy to summon the spirit back, Sabriel can resurrect the very recently dead to true life. In canon, she's only done this once, on a bunny, but in theory she could do it to a person- she just feels she shouldn't, as it goes against her family's philosophy of making sure the dead pass on.

Both types of magic Sabriel uses have a tendency to make technology stop working, a tendency that grows more pronounced the stronger the magic used. If people playing robots/cyborgs don't want to deal with this, I will run with an alternate interpretation- that if a character is metaphysically 'alive' magic will treat them as alive, rather than as technology. (So magic won't break them, healing spells will work on them, and they'll be able to learn how to use Charter magic).

In terms of more mundane skills, she's skilled with a longsword, and seems to have some skills related to wilderness survival, including wayfinding and some knowledge of which plants are edible or have medicinal properties. She attended a fancy totally-not-English boarding school, and thus has a thorough grounding in etiquette that she feels free to ignore unless she's in an uncomfortable situation or has been confronted with a fancy party.

What is their greatest negative emotion towards an object, situation, or person in their past?: Anxiety and fear towards her father- or rather towards the fact that he's been trapped, and is likely to die if she does not rescue him, and her growing realization that she didn't know him nearly as well as she thought she did. By her current canon point, Sabriel has learned that she does not actually know her father's name- only his title, which will pass to her when her father dies, as well as her own ignorance about the Old Kingdom and her family's role in it. She insists that rescuing her father is the main thing that matters, that everything else is just a complication, and at her current canon point is walking into a situation that she knows is a trap and that she doesn't entirely have a clear way out of simply because her father doesn't have much time left. For all that Sabriel is familiar with the realm of Death, she doesn't have much experience with people dying- only the aftermath. And she's not coping well with the possibility of her only family member dying.

How strongly do they feel about the negative subject matter, on the scale of one to ten?: A seven. It's something her thoughts often drift to when she doesn't have anything to focus on, and it motivates most of her actions. Sabriel's initial impulse when anyone calls her Abhorsen is to correct them, and when she takes on her father's role to banish a Dead creature that has been feeding on villagers, her first thought is that her father would have done better when she isn't fast enough to save someone. Sabriel clings to the idea that she can save her father, and that once freed, he will be able to set things to right. Any suggestion that she is the current Abhorsen, or that it is too late to save her father, is met with stubborn denial, with Sabriel insisting at one point that her father is a necromancer, he can't be dead. This denial and fear pushes her to the point that when she is told her father is dead and would not wish for her to bring him back, she insists she could bring him back without hesitation, even though earlier on, performing a much smaller act of resurrection on a rabbit filled her with recrimination and dread, so it's safe to say that her feelings are strong enough to push her to do things she'd normally see as morally wrong.

What is their greatest virtue?: Her determination and willpower. Sabriel is strong willed and willing to take great personal risk to achieve her goal of rescuing her father... including setting out into the unknown territory of the Old Kingdom with only the vague idea of where she needed to go. Even after facing setbacks like getting chased by a powerful monster and crashing a magical aircraft into a sinkhole, Sabriel keeps going, even when terrified or utterly exhausted. Finding out that the Dead creature responsible for trapping her father is ancient, powerful, and ultimately responsible for most of the ills that have faced the Old Kingdom for the last two hundred years frightens Sabriel, but it doesn't make her reconsider her course of action. A day or two past her current canon point, she keeps going even in the face of her own death, accepting it as a necessary price to pay.

When dealing with others, Sabriel is generally courteous, but also direct about her goals, even if they express doubts, or worry that she's about to do something dangerous. Warnings won't dissuade her, although she will listen and if they're persuasive enough, they might convince her to be cautious, or try a different route her goal. If they're not... well, she'll be polite about it, but she'll make it clear she's going to go ahead with whatever she was planning to do anyway.

How aware are they of their virtue, on a scale from one to ten?: Six. A strong will is vital to practicing necromancy, and Sabriel knows she's good at necromancy, that she possesses both musical talent and (by implication) a strong will. 'What if I just gave up?' is never a question she seriously contemplates. She understands she's not easily dissuaded and doesn't let hardship stop her. If asked directly about whether or not she's strong willed, she'd answer yes with relatively little hesitation.

But at the same time, she wouldn't put 'determined' as anywhere near the top of the list of adjectives she'd use to describe herself, just because it wouldn't occur to her without prompting. She's more aware of her doubts and fears than the fact that she doesn't let them stop her.

Items:
The bells of necromancy, as detailed in the powers section, all stored in a leather bandolier.
Her sword- it's enchanted to harm the Dead and other supernatural entities, and can also act as a focus for her magic, like a sharp, pointy magic wand.
Charter magic spell book- not inherently magical, but instead listing Charter marks and how they can be used.

Samples: here, here here and here's her top level on the TDM.
bindsthedead: (Art-Notice; Almost a smile)
2020-10-07 06:56 pm
Entry tags:

Charter magic info for Upcycle

So, one aspect of magic in Sabriel's world is that outside of certain bloodlines, magic isn't an inborn thing- and in the case of Charter magic, it's passed on through baptism. And Sabriel is willing to baptize people- more mages around, in her eyes, means a better chance of getting off the island.

In OOC terms, Characters will be limited to spells on the spell list (or risking a backfire on the RNG) until they get ten successes on the RNG roll for learning magic. They can roll twice a month, and roll with advantage if they have a teacher helping them.

So what's it like to use it? Using Charter magic means reaching into the Charter and drawing out symbols- simple spells may involve a single mark or a handful, and be quickly cast, but some powerful spells can include hundreds or thousands of marks. This explains it better than I can.

Touching a baptismal Charter mark lets the mage touching it determine if it's genuine/uncorrupted (if it is, they can feel the Charter through it), and get a sense of how powerful a mage the person they're touching is. How it feels is described a few times in the series, so here are some quotes to give you an idea of what it's like.

In Sabriel

Sabriel felt the familiar swirl of energy, and the feeling of falling into some endless galaxy of stars. But the stars here were Charter symbols, linked in some great dance that had no beginning or end, but contained and described the world in its movement. Sabriel knew only a small fraction of the symbols, but she knew what they danced, and she felt the purity of the Charter wash over her.

In Clariel, to give you an idea of how a less experienced mage describes it.

It was like falling into deep water. All of a sudden, the world ceased to exist. She was surrounded entirely by Charter marks, brilliant, shining, blinding marks that swirled and swam all around her, through her and inside her, marks that she did not know and felt she could never know, thousands, tens of thousands, millions of Charter marks-

In Goldenhand through the eyes of someone who's just received the mark.

"It is like swimming in the high lake," she said, grinning, her teeth white in the darkness. "The shock at first, the sudden cold, then it comes all around and you know what it is to be alive and you go under and it is so smooth and clear and it seems to be forever and it is not cold, but warm..."

And a different character, later in the same book, that shows what it's like to reach into the Charter deliberately, rather than just touching a mark.

A single Charter Mark blossomed in Lirael's mind. One small mark, an everyday mark, nothing in itself, one used for joining other marks together. But Lirael welcomed it joyfully, and then another followed, and another, and there was a trickle of marks, all ones she knew, and more and more came, until the full flood returned and she felt the ocean of marks, the multitude, more than could possibly be known crash down upon her and flow through every part of her being.



Spell List

The basics (no successes needed)

Light: In canon, this is considered the most basic spell. A single mark that provides illumination, and can be made to float around the caster, lighting their way. Elaborations on this spell (maybe not available right away) include attaching it to something solid and using it as a long lasting source of light, or setting a light spell to be triggered when touched or something passes nearby. The brightness can also be varied, either dimmed down to make the spell less noticeable, or bright enough to blind.

Lighting a fire: uses two marks. A yellow flame forms on the tip of a character's finger, not burning the skin, but easily setting any flammable materials it touches alight.

Drawing water out of the air: The caster traces the marks for the spell in the air and cups their hands below it as the marks turn into water/water condenses around the marks and drops down into their hands, or other container. Most effective in humid environments.

The Final Rites: Not a spell that's likely to see much use here, but Sabriel's likely to insist her students learn this on principle. It's a spell that has one purpose- cremating a corpse. It requires four marks- fire, cleansing, peace, and sleep, and will burn a body to ash within seconds. It probably says something about the current state of the Old Kingdom that this spell is considered something every mage should know.

Recording spell: Consists of three marks placed on a solid object. After tracing the marks, the caster places their hand on them, and sound is recorded for as long as they're touching the marks. After that, the recording cannot be altered in any way, and will be played back whenever a mage touches the marks. This spell will linger for as long as the marks are left intact. It can also be cast on a piece of paper!

Time telling spell: Lets the caster know how long it is until sunrise or sunset, whichever is arriving sooner.

Direction finding spell: allows a character to know which way is north and orient themselves from there.

Opening/unlocking Open a locked door, container, or latched window. Not effective against anything magically sealed/locked, or doors that are physically blocked from opening, either because of a deadbolt or the hinges are rusted shut.

Requires one success

Healing: There are a variety of healing spells in canon, and the most basic seems to be the most common- a spell that heals injuries on the level where you probably wouldn't see a doctor about them, just put antiseptic/a bandage/a cold pack on them. Cut yourself while chopping vegetables? Stub your toe? Get a nasty black eye or get a first degree burn? This will heal the damage and ease the pain. Against anything more serious? It might make things feel a little better, but the injuries will still require medical attention. Any injury that can be described as 'cursed' will be resistant to healing, although more powerful spells can purge malevolent magic and heal the damage inflicted, it's just more specialized than 'regular healing'.

Requires three successes

Blindness What it says on the tin. Temporarily blind someone for up to fifteen minutes. Easily blocked by other magics

Mark of Warding/counterspell Someone casting a spell at you? This will block it, if cast it in time. Not effective against a spell stronger than it, or against anything cast on an area, rather than specific targets. Will not dispel magic that's already been cast.

Mark of immobility Immobilizes the target for around five minutes. Will last for a shorter period if the target has greater than human strength. Will break if you try to move the target, or if they're struck with a significant amount of force. (Poking is fine, punching is not).

Spell of the silver blades: Pretty self explanatory! Conjures three silver blades that fly forward with considerable force (enough to put fist-sized holes through an animated corpse and reduce a piece of lumber to wood chips) and vanish once they hit their target. The incantation (often shouted) is "Anet! Calew! Ferhan!" Very effective against the undead, less so against some other supernatural entities. Described as an old, basic combat spell in canon.

Mark of Attachment The caster can magically stick one thing to another thing- like a coin to a desk... or their attacker's feet to the ground. Can be pretty easily counter spelled, and sufficient pulling will be able to detach the objects, especially if done with superhuman force.

Diamond of protection: Gets used a lot in canon- it's good if you're staying in one place for a while and want to be shielded. Four marks are drawn- one at each of the cardinal directions. Once the four marks are completed, lines of light run between them, surrounding the area inside in protective magic- it's possible to protect a small campsite with a single diamond, and a casting by an experienced mage was able to last for weeks. It's impossible to enter from outside- or to physically or magically harm those within, and leaving the diamond from inside breaks the spell. Given characters using it will still be learning, I'll say that it only lasts for up to twelve hours and can protect no more than an eight foot by eight foot square, until characters get ten successes. It also takes several minutes to cast. This is a spell cast to stay out of trouble, rather than get out of trouble.

Warmth: Keep yourself warm or one other person warm, even when it's freezing cold. Can protect against frostbite, but the spell requires concentration to sustain, and is draining to use for prolonged periods of time.

More advanced magic (available after rolling five successes)

Stronger healing This will heal injuries of a level that would require medical attention, but aren't immediately life-threatening. Broken bones, second degree burns, cuts deep enough to require stitches- that sort of thing. Most of the injury will be healed immediately, and wounds will close right away, but the character being healed should plan on a day or two of light activity to let the healing finish, or they might disrupt the spell and find their wounds reopening. Using it on more serious wounds will buy time, and might help stabilize them enough to be moved, but the character will still need medical attention. As noted previously, any wounds that can be described as 'cursed' are resistant to healing magic. At this level, the caster can also learn about how to purge poison from the body.

Fire or Lightning Elemental magic! the caster can shoot a bolt of lightning or blast of fire from their hand/weapon.

Basic wards Spells placed on a building or area to ward off the Dead and similar restless spirits, along with other supernatural nastiness. Not effective against mundane or physical threats. Something sufficiently powerful could break through though, and the wards can fade with time, or can be worn down by repeated attempts to breach them.

Protective spell A spell the caster can place on themself or another, that will protect them from malign magic once. (Although to put in in RPG terms, it will protect characters from a debuff or status effect type spell. It won't do anything to save them from someone chucking a fireball at them, and if the danger is a continuous magical effect, it won't protect them for very long.) Will fade after one hour.

Item enchanting The caster can enchant a weapon to actually harm spirits and other entities normally immune to mundane physical weapons. It won't deal enhanced damage, but it's better than nothing. Will not work on guns or bullets- the caster can try, but any gun with the spell cast on it or an enchanted bullet placed in it will stop working until the spell is removed or the bullet taken out. The caster can also imbue the protective spell above into one small object made of silver, which anyone can wear on their person. The spell won't fade, but it will have only one 'charge' and once that's used up, the spell will need to be recast.

Other notes: Charter magic can be used to enchant objects! The most common kind of magical items seen in canon are various weapons enchanted to harm the Dead as well as anything immune to mundane force, ranging from bodiless Dead to weirder supernatural creatures. Lesser versions of this seem to be standard equipment for anyone whose job involves dealing with the supernatural, while the most powerful versions take a skilled mage and many months to make.

Another detail about Charter magic is that it can be cast cooperatively. A group of mages can touch each other and pool their strength, allowing them to cast a single spell with more power and a greater chance of success than if they tried individually.

Finally, while Charter mages are sensitive to magic, and can sense spells and their residue, as well as inherently magical beings... aside from touching Charter marks, they can't sense other magic-users unless they're actively using magic. And a new mage's sense of magic will initially be very weak, and grow stronger as they learn. (Or in OOC terms, get successes on the RNG page for learning magic).

If you have any further questions, ask them here, or at [plurk.com profile] sarahthesilent
bindsthedead: (art-explaining)
2019-03-09 01:38 am

PSL

There was a time when Sabriel might have been eager to see the inside of Cyberlife Tower. Her class had been to Detroit when she was thirteen, and they'd toured an android factory- or the part of it they showed to tourists, at least- and visited museums and art galleries and all the sorts of things Young Ladies ought to see, but weren't available in the small town of Wyverley, or in Bain.

But Sabriel wasn't here for a school trip. Recent events in Ancelstierre meant that with the sudden loss of all android soldiers meant that soldiers from the entirely human garrison at the Wall had been transferred elsewhere- which meant fewer soldiers watching the border, on top of the losses from Kerrigor's attack, and a necromancer had slipped across, making his way to the largest city that was close enough to the Wall that magic still worked- one that seemed rather different than how she remembered it.

But what was occupying most of her attention was the Cyberlife representative in front of her. Sabriel listened politely as the woman spoke about malfunctioning machines and simulated emotions and how things that weren't alive couldn't die, so why would a necromancer- and from the woman's voice it was clear she didn't believe such things were real- want with deactivated androids?

Sabriel stood up and shook the woman's hand, telling her she'd been very helpful without meaning a word of it, and headed out the office before pausing.

She sensed something ominously familiar- Death, and a recent one at that. She turned another corner, following the sensation as a hound tracked a scent, half-expecting someone to spot her, to see her in her armor and bells (security had made her check her sword at the front desk) and tell her she wasn't allowed to be here.

But no one came, and no one living was in the laboratory she went into- just a dead- (deactivated?) android on a table-or its head and torso at least, with panels on its chest removed to reveal tubes and biocomponents, and Sabriel felt she'd stepped into a morgue and found an autopsied body.

Sabriel was seized by a sudden impulse. If androids weren't alive, then she'd simply waste some time, but if they were... well, she'd have a source of information she could interrogate as she would any Dead spirit. And unlike the representative she'd just spoken to, she could force it to answer honestly and completely.

Decision made, Sabriel undid the straps and drew Saraneth from the bandolier. This far from the Wall, stepping into Death took a deliberate effort, but soon Sabriel was in the First precinct and she cast around with her senses, trying to feel out the spirit of the android- if it had one, it couldn't have gone beyond the First Gate, and probably shouldn't be that far into the the First Precinct.
bindsthedead: PB icons are from hollow art (Default)
2019-01-19 07:16 pm

sixthiteration bio page

Name: Sabriel
Canon: The Old Kingdom
Scrubs Color: Navy Blue
Visible Age: 18
Gender: Female
Height: 5'10"
Physique: wiry
Complexion: dead white
Hygiene: clean as she can keep herself
Hair: black
Eyes: black
Defining Marks: A scar on her stomach and back from being run through by a sword.
Accent/Speech: received pronunciation English accent. Generally polite and a little old fashioned, doesn't swear or use much slang.
Bearing/Demeanor: Sabriel comes across as in control of herself and rather serious.
Gait: long, confident strides.
Habits: Will sing, hum, or whistle if she doesn't see a need for silence. Reflexively reaches for a weapon if she feels in danger, even if she doesn't have one.
Skills: Swordfighting/general combat, some wilderness survival, a quick study in general. Also good with music, cross country skiing, and memorizing things.
bindsthedead: PB icons are from hollow art (Default)
2019-01-16 08:42 pm

Sixth Iteration Application



BASICS



Your name or nickname: Sarah
Your year of birth:
A reliable DW account the mods can PM to reach you: [profile] bindthedead
Who you currently play at 6I: no one
Link to your hold comment: Here
Referral: Sharn and Zalein

Character name: Sabriel
Character type: Fandom characer
Fandom/Canon: Old Kingdom Chronicles
Character DW journal: [personal profile] bindsthedead
Does this character have previous CR?: No


HISTORY

Here and Here


What is your canon exit point?: The end of Sabriel


PERSONALITY OVERVIEW



N/A

PERSONALITY QUESTIONS



What skills does your character bring to the situation? Sabriel has considerable skill in combat, at least some experience and knowledge of wilderness survival, although her knowledge of herbal medicine won't be much use in a new setting. Sabriel also has both an excellent memory and a strong will, as well as the drive to keep going and try to come up with new tactics when faced with a bad situation. She's capable of focusing on a goal while also being willing to adjust the route she'll take to it as circumstances change.

She's generally able to keep her head in strange and stressful situations, up to and including being at the mercy of powerful supernatural entities that want her dead, and is fairly observant, including of odd details like whether a cat's shadow is always cat-shaped, and is able to puzzle out the nature and purpose of spells and implements she's unfamiliar with, including learning whistled wind-spells after only being shown the marks for them once. I think it's safe to say that she's a quick learner.

While she's independent enough to walk into what she knew to be dangerous wilderness without anyone else, she's also willing to take any help she can get in accomplishing her goals, whether that be from soldiers, talking cats that are actually powerful magical monsters bound to serve her, amnesiac men who've spent centuries trapped in slumber as wooden figureheads, or the students and faculty at her old school.

Also like all necromancers in her canon she's really musical and knows how to use handbells. She also has experience cross country skiing and wading through cold water with strong currents and uncertain footing.

Why did you choose this specific character for 6I, and how do you picture them fitting into the game? Sabriel is a character I'm fairly comfortable with, but I've mostly played her in settings where she had at least some access to her powers, and I want play out her reacting to stressful and dangerous situations without her magic to fall back on. I want to play with the fact that Sabriel can be pleasant, teasing, and a teenage girl- a mature one, but still only eighteen, and lacking a lot of life experience- while contrasting that with how focused, determined, and sometimes even ruthless she can be when the pressure's on. I'd love for her to find friends and mentors to influence her both for good and ill, pushing her to either become more ruthless and focused on her goals, or to relax and not feel quite so responsible all the time.

She'll probably come off initially as overly serious and have some bad reactions to any undead characters she encounters if she realizes what they are. But Sabriel will generally try to be pleasant and useful. While it's not impossible for her to generate negative CR, even at her worst she's more likely to act vaguely snippy and condescending after some antagonism than ever throw a punch.
Part of it is that she's generally a friendly person who knows what it feels like for people to die and doesn't like that feeling, part of it is pragmatism- getting into fights doesn't help anything and is probably going to be counterproductive, so it's better to try to smooth things over if possible. She'll always be seeking a way back to the Old Kingdom, and will probably gravitate to characters who share that goal and seek to aid them.

How do you imagine your character will survive in 6I, and in what ways will they contribute to the settlement, if any? Sabriel will probably struggle initially, dealing with the loss of her magic and her sudden disconnection from any place she's familiar with. But she'd adjust quickly, and I think she'd seek out new CR, particularly those willing to teach her more about survival and who share her interest in investigating this new world. She'd eventually settle in to a role as a hunter and forager, partially as a way to explore more of the island and learn more about the plants and animals there (and find a way home, she'll hope), or devoting herself to learning new skills and helping maintain the buildings and tools of the village. In either case, she won't be content with sitting back and letting herself be taken care of. She'd want answers, and she'd want to return to the Old Kingdom, to fulfill her responsibilities there.

How will your character react to...

Being separated, possibly permanently, from loved ones and their previous life, including loss of powers, if applicable? Initially, it will be a blow. At the end of Sabriel, Sabriel has completely accepted her role as Abhorsen and the end of her time in Ancelstierre and the start of a life dedicated to fighting the Dead and rebuilding the Old Kingdom with Touchstone, who she hadn't known for long but realized she loved, along with trying to deal with the grief of losing her father. Arriving in a strange situation, stripped of her powers, will throw her for a loop. But she's likely to react to the loss of control by trying to gain control through acquiring useful skills and trying to learn as much about the setting as she can, in order to find a way home.

Their environment being manipulated, possibly in strange or extraordinary ways, and possibly in ways which restrain them? She'd be both concerned and incredibly curious about any changes in the environment, and probably not immediately fearful unless it seemed directly threatening- she's seen enough strange things in the Old Kingdom that she'd want to understand what's happening, especially if she thinks it will give her some insight into why she's been taken away from her world. If she's with others, she'll try to stay with and assist them, especially if the situation seems dangerous, but if she feels entirely safe she'll wander off a short distance, but try to avoid getting separated.

If she's restrained, she's likely to observe the situation and try to explore possible routes for escape- more urgently if the environment seems dangerous, and more cautiously if not. If she can't escape, she'll try to survive whatever dangers present themselves and keep examining the environment. If she's trapped with others, she'll do her best to cooperate, and protect them if they can't do it themselves.

Being physically and/or mentally manipulated, such as having hallucinations or suddenly possessing special abilities they did not have before? Sabriel won't react well to mental manipulation- it will bother her far more than physical manipulation will, and if she's able to she's try to fight past hallucinations, trying to find the source. She's used to exerting magical control over the dead, rather than being controlled- necromancy is all about having a strong will and using music to force the Dead to bend to it, and it's something Sabriel is adept at. Being the one controlled will be a blow to her sense of herself, and it will scare her.

While some part of Sabriel would be thrilled to have any kind of power, she'd also be cautious- magic in her setting that doesn't require extensive training and memorization tends to turn its users into terrible people, and both types of magic she knows of are dangerous to the user if mishandled. If she finds herself with powers, she's likely to experiment and use them- carefully, and not frivolously, and try to prepare for mental or physical consequences of using them.


POWERS & SPECIAL ABILITIES



Magic in Sabriel's canon is often vaguely described, so I'll stick with spells and abilities she's seen using. Sabriel's skills fall under two umbrellas- her powers as an Abhorsen/Necromancer, and her skills as a Charter mage.

Her demonstrated powers as a necromancer include-

  • Patching up injuries with Charter magic and resurrecting a FRESHLY dead bunny, making it an entirely healthy living bunny by whistling. She had promised her father that she'd never do anything like this, but a little girl really liked that bunny.

  • Exerting control over the undead for a few moments just by making sound and using her voice. Clapping, stomping, singing, whistling, she just needs to generate sound and be musical about it- musical skill is pretty much a requirement to be a successful necromancer. Resurrecting the rabbit was just an application of this power and a healing spell.

  • Sending her spirit into Death, a parallel realm where the Dead pass through. When she does so, her body is literally frozen, in a state of suspended animation. It's creepy. Both this and her control of the Dead are tied to her status as Abhorsen. She also has the ability to detect the presence of the Dead and corpses, as well as tell at a glance whether a corpse has been moved since it died, as well as if someone has died in an area, and feel when people and animals die-vividly. She feels drowning people's last breaths breathing in water instead of air.

In terms of her demonstrated abilities with Charter magic, she's shown using a variety of spells, including the previously mentioned patching up of the rabbit's body, as well as the following-
  • Calming down a room full of screaming, terrified children and making them sleepy

  • Conjuring light, controlling its brightness, and having it float ahead of her to mark her path, as well as creating stationary lights.

  • Creating protective shields that can last for hours, but break instantly whenever someone inside of them steps out of them. Her father is shown casting the same spell but having it last for weeks, so it's unclear how long it can last without being broken. The spell seems to take at least a minute, or possibly a few, to cast, and can cover enough area to let several people lie down and sleep.

  • Calling up wind to blow in whatever direction she wants! And then losing control of it because she overreached herself.

  • Magically immobilizing and silencing someone by tracing magical symbols on the back of their neck.

  • Unlocking doors and opening a magically sealed casket.

  • She almost uses a spell to blind and confuse some people, before being stopped and told they have other things to worry about, and prepares a counterspell to magical immobilization before realizing she should talk her way out of things instead.

WRITING SAMPLES



SAMPLE 1
Why did you choose this sample? Given that Sabriel's the sort of character who uses her abilities fairly frequently, I wanted to have one sample where she's depowered, and I wanted to use the TDM to show how she might react to the setting, and show off a bit of her potential to act a little silly in the second thread.
Linked or pasted sample: here

SAMPLE 2
Why did you choose this sample? General writing sample! Also, I wanted to show how Sabriel acts when in danger/under pressure. Besides, I wanted at least one sample where she's doing Abhorsen stuff.
Linked or pasted sample: Here

bindsthedead: (art-magic)
2019-01-08 03:59 pm
Entry tags:

Hadriel permissions

So Sabriel is a necromancer, which in her canon means she can sense and control the undead with music. And she generally uses this to make them really dead, or at least stop them from attacking her or others.

Oh, and all her magic plays havoc with technology- in extreme cases to the point where guns stop working, but most of the time it only affects more advanced technology, like electronics.

So, two questions.

1. If your character is undead, can Sabriel sense them and use her bells on them?

1. If your character is a machine/robot/cyborg or relies on advanced technology, are you all right with Sabriel's magic interfering with that?
bindsthedead: PB icons are from hollow art (Default)
2019-01-02 01:06 pm

Hadriel APP

PLAYER
Player name: Sarah
Contact: Sarahthesilent@plurk
Characters currently in-game: 0

CHARACTER
Character Name: Sabriel
Character Age: 18
Canon: Old Kingdom
Canon Point: As she and Touchstone are entering the Reservoir to find her father
World Description: n/a
History: Here and here
Personality: Sabriel's first scene in canon where she isn't a newborn features her reviving a rabbit from the dead, and then playing the role of stern prefect to the little girl who snuck out to chase her pet... While conveniently letting her get back inside school grounds without any trouble. Sabriel has a drive to help people in need, even if she has other things she should be doing; Sabriel is only dissuaded from putting her plans to rescue her father on hold to save some children being used as bait for the Dead by being reminded that they're currently outnumbered, and they do not have enough time.

For someone her age, Sabriel has a surprising amount of experience in dealing with danger- she's been traveling in and out of Death since she was twelve, and can come across as surprisingly mature in some ways- She's fought and defeated a handful of Dead that managed to get as far south as her school, and the only characters to match or exceed her knowledge of necromancy are her father and Mogget. Sabriel is perfectly willing to take charge and solve problems herself, and isn't short on self confidence- or courage. Even after realizing that something or someone extremely powerful is sending the Dead after her, she carries on with her plan to rescue her father, heading to his body even though she knows she's probably walking into a trap. Her sense of right and wrong is firm, and she won't hesitate when it comes to helping people in trouble, and she derives satisfaction from doing so- part of the reason she revives Touchstone immediately rather than wait and come back to help him later is that it's the first problem with a straightforward, immediate solution that she's faced since she crossed the Wall.

Having spent much of her life at a school for "young ladies of quality", Sabriel has received a firm grounding in social etiquette, though she tends to apply her lessons for dealing with troublesome servants to people who she dislikes, rather than her social inferiors- She's polite to almost everyone she meets, and prefers diplomacy to physical or verbal confrontation- though she will not shy away from it she sees something obviously wrong or harmful happening.

When she's frustrated, Sabriel stays polite at first, but gradually grows more snippy, sarcastic, and condescending, speaking to to Touchstone as though he's twelve before finally snapping and harshly telling him that she wants a useful friend, not a fawning servant. Sabriel doesn't seem quite sure what to make of Touchstone- she hasn't had much experience with men her own age, though she admits to having 'curiously fond feelings' for him, and has an surge of embarrassed jealousy when she thinks he's with another woman.

Mogget is Sabriel's familiar, and while she sometimes treats him like a cat, she never forgets that he's an ancient, powerful Free Magic spirit who will happily kill her if she removes his collar. However, while his collar is on, he's bound to obey her and serve her- mostly by offering his advice and knowledge about the Old Kingdom, and Sabriel relies on him for this, even as she's exasperated by his mockery and cryptic references.

Sabriel is still a teenage girl, and before her sudden journey into the Old Kingdom she was perfectly happy to do normal teenage girl things- sneaking out to see movies and drinking brandy with her friends (and regretting it.) In some ways, she's still naive- Before she entered the Old Kingdom, she had no experience with human death, and she didn't realize how paranoid the soldiers at the perimeter were about using magic until she got herself into a great deal of trouble by trying to play a trick on a pompous soldier. It's only after being chased by a powerful Dead creature that she realizes that all the Dead she'd faced so far had been weakened by being so far south, and she doesn't know nearly as much about Charter Magic or her own father as she thought she did- and that her near-total ignorance about the Old Kingdom is a bigger problem than she thought it would be.

Sabriel's father was her only living family for much of her life, and despite only seeing him once a month, (With actual physical visits twice yearly) she seemed to be closer to him than anyone else, discussing not only magic and her studies with him, but also her hopes and dreams. Still, she never realized that Abhorsen was his title, not his name- or that he wasn't simply a necromancer who'd chosen to use his power for good, or how unusual it was for the two of them to be capable of wielding both Free and Charter magic. Still, she was willing to head into extremely dangerous circumstances for his sake.

While Sabriel denies that her father is truly dead and insists she can still return him to life and corrected Touchstone and Mogget when they call her Abhorsen, some small, unconscious part of her seems to have accepted the truth- her father is dead, and she had to take up his work. Consciously, she insists she is only acting as a substitute until her father is rescued- and that she's only out to save her father, not the kingdom. She might have identified herself as Abhorsen to a group of villagers who were troubled by the Dead before assisting them, but she doesn't truly consider herself to be an Abhorsen yet.
Inventory: The seven bells of necromancy
Ranna- the sleeper, a bell that calls all who hear it into slumber
Mosrael- the Waker. Throws the ringer into Death, and the listener into Life
Kibeth- The Walker. Can grant freedom of movement, or force the listener to walk where the ringer wills. Often seeks to ring of its own accord.
Dyrim- the speaker. Can grant speech, or take it away.
Belgaer- the Thinker- can grant free will, and restore the living personality and memories to the Dead who've lost them. Can also erase memories and shatter minds, and seeks to ring of its own accord.
Saraneth- the Binder- Sabriel's favorite bell. Binds the listener to the ringer's will.
Astarael- the Weeper. Throws everyone, including the ringer, deep into death. Will only be used with mod consultation, if ever.
the Book of the Dead- A magical grimoire that only a necromancer can open and only an uncorrupted Charter mage can close. Bound in green leather with tarnished silver clasps, it's a comprehensive record of necromancy and counter necromancy, as well as describing the realm of Death and it's denizens, and how to cross the former and deal with the latter. Changes its content, seemingly at a whim, and can force the reader to forget disturbing passages until they need to remember.
two Charter magic texts listing mark after mark and how they might be used.
A hauberk of overlapping scales made of a light but strong ceramic material that's strong enough to resist strikes by steel weapons.
A blue silk surcoat stitched with many silver keys.
A leather backpack with spare clothes, a sewing kit, matches, some dried beef and hardtack and a few medicinal herbs.
A fleece-lined oilskin
Abhorsen's sword- a longsword infused with powerful charter spells. The inscription on it seems to change.
Abilities: Charter Mage- Sabriel is a powerful, but unpolished Charter Mage. She has some general knowledge, and more specialized training in binding/sealing/making life unpleasant for supernatural entities.

Because the Charter describes/contains everything in existence, Charter magic can do a lot of things, including create shields, heal people, enchant objects, blow stuff up, encourage plant growth, incapacitate people without hurting them, and all sorts of cool things, but there are some limits. Sabriel cannot teleport beyond making things in her pockets appear in her hands. Time travel/time manipulation/altering history is impossible, and seeing the future is restricted to the Clayr, and Sabriel isn't part of that bloodline. She can't fly without using a magical flying device that she doesn't know how to make. She can't change her or anyone else's shape, (There is a spell that lets the caster take on different shapes, but Sabriel doesn't know how, and has no way of learning it)

In general, I will get mod permission before Sabriel tries any sort of wide-reaching magic, and talk to players before Sabriel does anything that will effect their character.

Also both types of magic Sabriel uses have a tendency to interact poorly with technology- electronics tend to shut down or go haywire when more than minor magic is used nearby, and if the magic is powerful enough, even guns and cars stop working. Sabriel can use technology as well as anyone else from the 1920s when she's not actively using magic, and can imbue clockwork objects with magic, although trying that on guns or anything else more advanced will just make it stop working.

Abhorsen-So Sabriel is an Abhorsen, and the magic in her blood acts as a kind of foundation for the Charter. This grants her the ability to use Free Magic, which unlike the Charter, is rooted in death and chaos, rather than order and life. Sabriel has an intuitive connection to death, allowing her to feel when people or animals die, sense the presence of undead/ghosts and their general level of strength/disposition as well as communicate with them, locate corpses and sites of death (And determine how long ago they died/if the bodies were moved/etc). In canon, she can also send her spirit into Death, a realm that's between the world of the living and whatever the true afterlife of her canon is.

Sabriel can also use necromancy, although she uses this power to control the dead and force them to actually die. Even without any instruments, Sabriel can exert mild control over the dead just by singing/whistling/clapping/making any sort of noise in a musical manner, but she generally uses this power in combination with her bells. Still, if she wanted to, Sabriel could revive the dead, mostly as monsters, but in canon she is shown to restore a rabbit to true life, and her father revives her after she's stillborn. My extrapolation from that is that she can bring people back to life, but it requires a late baptism and a fresh, fairly intact corpse, and she's extremely reluctant to even try. If it comes up, I'll talk to the mods about it.

In terms of mundane skills, Sabriel has some wilderness survival knowledge, training in the use of a longsword, and did fairly well in etiquette class at her school.
Flaws: While it's restrained by Charter magic, Sabriel does use Free magic, which is intensely chaotic and incredibly destructive.
She's als potentially incredibly ruthless about fulfilling her job as Abhorsen once she accepts it as her duty.

SAMPLES
Action Log Sample: TDM thread
bindsthedead: PB icons are from hollow art (Default)
2018-11-05 01:28 am

(no subject)

〈 PLAYER INFO 〉
NAME: Sarah
AGE: over 18
JOURNAL:
IM / EMAIL:
PLURK: sarahthesilent
RETURNING: New

〈 CHARACTER INFO 〉
CHARACTER NAME: Sabriel
CHARACTER AGE: 18
SERIES: Old Kingdom Chronicles
CHRONOLOGY: After she and Touchstone have dug up Kerrigor's body, as they decide to take it to Wyverley College.
CLASS: Hero
HOUSING: random, any city besides Heropa, with roommates please!

BACKGROUND: Wikipedia!
For more about the world!

PERSONALITY: Sabriel's first scene in canon where she isn't a newborn features her reviving a rabbit from the dead, and then playing the role of stern prefect to the little girl who snuck out to chase her pet... While conveniently letting her get back inside school grounds without any trouble. Sabriel has a drive to help people in need, even if she has other things she should be doing; Sabriel is only dissuaded from putting her plans to rescue her father on hold to save some children being used as bait for the Dead by being reminded that they're currently outnumbered, and they do not have enough time.

For someone her age, Sabriel has a surprising amount of experience in dealing with danger- she's been traveling in and out of Death since she was twelve, and can come across as surprisingly mature in some ways- She's fought and defeated a handful of Dead that managed to get as far south as her school, and the only characters to match or exceed her knowledge of necromancy are her father and Mogget. Sabriel is perfectly willing to take charge and solve problems herself, and isn't short on self confidence- or courage. Even after realizing that something or someone extremely powerful is sending the Dead after her, she carries on with her plan to rescue her father, heading to his body even though she knows she's probably walking into a trap. Her sense of right and wrong is firm, and she won't hesitate when it comes to helping people in trouble, and she derives satisfaction from doing so- part of the reason she revives Touchstone immediately rather than wait and come back to help him later is that it's the first problem with a straightforward, immediate solution that she's faced since she crossed the Wall.

Having spent much of her life at a school for "young ladies of quality", Sabriel has received a firm grounding in social etiquette, though she tends to apply her lessons for dealing with troublesome servants to people who she dislikes, rather than her social inferiors- She's polite to almost everyone she meets, and prefers diplomacy to physical or verbal confrontation- though she will not shy away from it she sees something obviously wrong or harmful happening.

When she's frustrated, Sabriel stays polite at first, but gradually grows more snippy, sarcastic, and condescending, speaking to to Touchstone as though he's twelve before finally snapping and harshly telling him that she wants a useful friend, not a fawning servant. Sabriel doesn't seem quite sure what to make of Touchstone- she hasn't had much experience with men her own age, though she admits to having 'curiously fond feelings' for him, and has an surge of embarrassed jealousy when she thinks he's with another woman.

Mogget is Sabriel's familiar, and while she sometimes treats him like a cat, she never forgets that he's an ancient, powerful Free Magic spirit who will happily kill her if she removes his collar. However, while his collar is on, he's bound to obey her and serve her- mostly by offering his advice and knowledge about the Old Kingdom, and Sabriel relies on him for this, even as she's exasperated by his mockery and cryptic references.

Sabriel is still a teenage girl, and before her sudden journey into the Old Kingdom she was perfectly happy to do normal teenage girl things- sneaking out to see movies and drinking brandy with her friends (and regretting it.) In some ways, she's still naive- Before she entered the Old Kingdom, she had no experience with human death, and she didn't realize how paranoid the soldiers at the perimeter were about using magic until she got herself into a great deal of trouble by trying to play a trick on a pompous soldier. It's only after being chased by a powerful Dead creature that she realizes that all the Dead she'd faced so far had been weakened by being so far south, and she doesn't know nearly as much about Charter Magic or her own father as she thought she did- and that her near-total ignorance about the Old Kingdom is a bigger problem than she thought it would be.

Sabriel's father was her only living family for much of her life, and despite only seeing him once a month, (With actual physical visits twice yearly) she seemed to be closer to him than anyone else, discussing not only magic and her studies with him, but also her hopes and dreams. Still, she never realized that Abhorsen was his title, not his name- or that he wasn't simply a necromancer who'd chosen to use his power for good, or how unusual it was for the two of them to be capable of wielding both Free and Charter magic. Still, she was willing to head into extremely dangerous circumstances for his sake.

While Sabriel denied that her father is truly dead and insists she can still return him to life and corrected Touchstone and Mogget when they call her Abhorsen, some small, unconscious part of her seemed to have accepted the truth- her father was dead, and she had to take up his work. Consciously, she insisted she was only acting as a substitute until her father is rescued- and that she's only out to save her father, not the kingdom. She might have identified herself as Abhorsen to a group of villagers who were troubled by the Dead before assisting them, but she didn't truly consider herself to be an Abhorsen yet.

Once she meets her father again does she face the truth- he's spent too much time in Death, and cannot return to Life for longer than he needs to give her a chance to escape, and finish his work. His death leaves Sabriel shaken, but though she cries briefly, she knows there's too much left to do to mourn- and the best way to honor his sacrifice is to finish what he started- even when she's mentally and physically exhausted and fully aware of the danger and scope of the task, Sabriel presses on, fully accepting both the the title of Abhorsen and the responsibilities that entails.

Sabriel's attitude towards her abilities seems somewhat ambivalent- when she's considering moving south to go to university in Ancelstierre, she sees losing her access to magic as a loss- and losing her connection to Death as a benefit. She's still frightened by the grimoire she learned necromancy from, though she's willing to read it again. Sabriel doesn't shy away from journeying into dead when she finds it necessary, and uses necromancy instead of Charter magic as her first resort when dealing with the Dead- in any other circumstance, where force is required, she relies on her skill with a blade and Charter magic, rather than turning her bells on the living, generally preferring to counter and incapacitate rather than seriously harm, except when she's fighting the Dead. When dealing with them, Sabriel attempts to take them out as quickly and completely as possible- no clever banter or threats, she'll just use her bells and sword to end things as soon as she can.

POWER:
I will be putting up a permissions post for Sabriel's powers, since they can be somewhat invasive, and she's unlikely to use some of them unless it's part of a plot.

Also note that all of Sabriel's magical abilities tend to interfere with/be incompatible with technology, especially electronics. If she tries to enchant a car to go faster, or a gun to be more accurate, it will break and stop working. Minor spells won't cause any noticeable interference, but if Sabriel uses powerful spells, technology in her immediate area will break/shut down/malfunction for a few minutes. As long as she isn't using magic, Sabriel can handle/use technology without incident.

Charter MagicAKA the branch of magic Sabriel's likely to use most of the time. It's magic that's worked through symbols- they can be spoken, signed, whistled, written, or sometimes just visualized. (I'll just say the 'porter gave Sabriel the ability to access the Charter in this world) It's a magic that can be used for a lot of things, but it has some limitations. (no teleporting beyond making small nearby objects appear in her hands, no creation of matter, no unaided flight (although some mages have created magical aircraft, Sabriel does not have the knowledge), no shapeshifting (Again, technically possible, but Sabriel doesn't have access to this knowledge), and mental manipulation seems to be restricted to calming people down and suppressing- but not erasing- memories, and putting in plausible fake ones to cover them up.)

Charter Magic has other restrictions- Sabriel needs to visualize the symbols and mentally arrange them, meaning her magic isn't instantaneous- and some spells take considerable time to cast. Break her concentration and the spell will fizzle out or go out of control. Also, very powerful spells place a strain on her body- even with precautions, she'll exhaust herself after using a few, and without those precautions, she'd kill herself or end up in a hospital for a few weeks. Also, Sabriel can give this power to others via baptism, with the restrictions outlined here.

In terms of the spells she's most likely to use? Various forms of binding/warding, combat magic that includes both lightning bolts and fireballs as well as incapacitating her opponents through either blinding or immobilizing them. Oh, and healing.

Abhorsen So Sabriel is an Abhorsen, and the magic in her blood acts as a kind of foundation for the Charter. This grants her the ability to use Free Magic, which unlike the Charter, is rooted in death and chaos, rather than order and life. Sabriel has an intuitive connection to death, allowing her to feel when people or animals die, sense the presence of undead/ghosts, locate corpses and sites of death (And determine how long ago they died/if the bodies were moved/etc). In canon, she can also send her spirit into Death, a realm that's between the world of the living and whatever the true afterlife of her canon is, but this is irrelevant, given the different metaphysics of the setting. Still, she can see and communicate with the spirits of the departed.

Sabriel can also use necromancy, although she uses this power to control the dead and force them to actually die. Even without any instruments, Sabriel can exert mild control over the dead just by singing/whistling/clapping/making any sort of noise in a musical manner. Still, if she wanted to, Sabriel could revive the dead- even restoring them to true life if a) They've been dead less than an hour and b) Their body isn't too badly damaged. In canon, she revives a rabbit in this fashion, and later books imply that a post-mortem baptism may be necessary to preserve human beings who are revived in this fashion. This is a 'I will speak with the mods before ever using it' power, and it's one Sabriel may never use.

Magical Equipment: AKA her bells! While technically anyone can sound the bells, only a necromancer can control the effects, and the bells Sabriel uses will only work correctly for an Abhorsen. I'll put up a permission post for them, and they'll only work in person.

Ranna The Sleeper. Sends those who hear it into a deep sleep,
Mosrael The Waker. In canon, sends the ringer into Death, and the listeners into Life. but Sabriel never uses it for this purpose. It's also mentioned that it can be used to free bound spirits and wake them from dormancy- this is demonstrated when Sabriel uses it to free her father's spirit from magical captivity. In-game, it will weaken the ringer and strengthen any ghosts/undead who hear it. Sabriel is unlikely to use this bell.
Kibeth The Walker. Can grant freedom of movement to the Dead, or force them to walk where the ringer commands- including out of the world of life. Like Belgaer, tries to sound on its own, and has to be kept under control.
Dyrim The Speaker. Can grant the ability to speak- or take it away.
Belgaer The Thinker. Can grant free will, and restore lost memories. Can also erase memories and shatter minds. Tries to ring on its own, along with Kibeth, and is a hard bell to control. Sabriel doesn't use it much.
Saraneth The Binder. Binds the listener to the will of the ringer- This can be countered with the listener's strength and/or hitting the right note to disrupt the sound. The bell Sabriel favors the most.
Astarael The Weeper. Kills everyone who hears it. Including the ringer. Described as a song you hear in your very bones, so presumably stuffing your ears won't stop it. Sabriel is unlikely to ever use this bell. If she does, it will be with mod permission as part of a larger plot. She doesn't have this at her current canon point.

〈 CHARACTER SAMPLES 〉
COMMUNITY POST (VOICE) SAMPLE:

[The speaker might look familiar- a little more disheveled than usual, but it's definitely Sabriel, peering through the screen like she's never seen one before- and then trying to compose herself.]

Greetings- I am Abhorsen, and I fear I am a stranger in this land. [Her tone is formal, but there's an undercurrent of urgency.]

I understand that this country is not troubled by the Dead- People I spoke to were very clear that the recent festivities didn't involve any real monsters. [Although she still doesn't understand how the candy is related.] I'm sure it was all very charming, but I'd like to know if anyone knows where I can purchase a sword- a real sword, not a toy. [She wavers, her expression softening a little before she presses on.] If anyone's seen a white cat with a red collar- He calls himself Mogget, and he's probably said something incredibly rude by now- or a man called Touchstone- he's a little older than me, with curly brown hair and two swords, and he doesn't really understand technology.

I have read the pamphlet, and I've been given no reason to distrust our well-informed hosts. [But there's an unspoken question in her tone- 'is there any reason TO trust them?'] Still, this is all- quite a story. [And one she's not sure what to make of- technology has never fascinated her, and this is all far beyond anything the devices in Ancelstierre are capable of.]

LOGS POST (PROSE) SAMPLE: The man was probably trying to make a joke, but Sabriel didn't know what 'Halloween' was, and she was too rattled by the sudden change in her surroundings to try to play along. Instead she offered a rather frosty smile and asked what he was talking about in a politely disinterested tone, trying to force the tension out of her body. She couldn't sense anything Dead, she reminded herself, and there was no hot-metal scent of Free Magic in the air. She was safe, she told herself as her fingertips traced over the handles of her bells.

After everything that had happened since setting foot in the Old Kingdom, that was hard to believe. Some part of her was always reaching out with her sense of Death and magic,
FINAL NOTES: I'm resetting Sabriel- she'll be coming in without any memories of her previous visits.
bindsthedead: (art-explaining)
2017-05-23 07:07 pm

RISE Roster + Info

Credit goes to [personal profile] darwinatrix for a lot of this.

What is RISE?

The Rogue ImPort Suppression Enforcement (RISE) is a government-sponsored team of imPorts that work with the military and local law enforcement to bring dangerous imPorts to justice. ImPort criminals are apprehended by joint forces of imPort volunteers and native law enforcement, tried in front of an imPort tribunal, and sentenced to an appropriate probation period. RISE also responds to non-imPort threats such as Soviet aggression and terrorist attacks, and conducts community outreach to both imPorts and natives to ensure a healthy and trusting relationship.

Unofficially, some members of RISE are seeking to use their position of trust to investigate the government and uncover the truth behind their actions. Outright rebellion or rants against the government aren't acceptable, but gathering information and releasing it anonymously are just fine.

What does my character need to do to join?

OOCly? Sign up here! We can thread out a recruitment scene if you want, or just handwave it.

ICly? Be Registered, not be known to have committed a serious crime in game (like murder) and pass a psych evaluation (this will be handwaved). Registration is required by the government, and deregistering or being caught committing a serious crime will result in the character being immediately kicked out of the group.

For field agents, they need to get through an obstacle course and and basic fighting ability by facing off against a combat instructor without using their powers. (Sabriel's not going to be super strict about this, she just wants to make sure they can take care of themselves if they get hit with a nullifier)

Where is RISE based?

RISE is headquartered at Helix Station in downtown Maurtia Falls. Constructed by the former Maurtia Falls Ambassador Revan, Helix is a kind of fortified community center for imPorts that is now run directly by RISE. It was originally heavily armed, but its weapons turrets and energy shields have since been removed at government insistence. However, Helix remains the center of RISE activities and an armoured refuge in times of crisis.

Helix Station has offices, barracks, an armory stocked by the previous commander, and the supplies necessary to shelter large numbers of imPorts and locals in the event of a siege.

What jobs are available in RISE?

RISE's operation is threefold: Track down, defeat and arrest dangerous imPorts in the field, hold them legally accountable for their actions, and maintain a supportive relationship with the people it protects through community outreach. RISE personnel are generally divided between field agents to confront threats, legal experts who participate in the imPort tribunals, and experts in public relations and citizen engagement who ensure the team and imPorts as a whole maintain a good image.

How does RISE operate?

RISE has a defined chain of command. The founder was Major General Olivier Armstrong, and since her departure, is lead by Sabriel [personal profile] bindsthedead, with Jacob Taylor [profile] darkpantswarmfeeling as second in command. Legal and Public Relations experts will be consulted prior to any large-scale operations by RISE, excepting missions explicitly ordered by the government. RISE members are expected to have defined specializations and assigned areas of responsibility, and will be held accountable for any abuse of power by the team's leaders. Members who persistently prove problematic may be assigned attitude training, or even ejected from the organization.

Okay, so what does this translate to in game?

RISE doesn't have an official uniform, but they do have badges, and members will be payed a stipend. They have monthly meetings to both discuss strategy and compare notes on investigations. RISE members are expected to practice tactics regularly, and if they're field agents, train in both powered and nonpowered combat. All of this can be handwaved, but I am hoping to have Sabriel hand out assignments each month that characters can either handwave or use as prompts.

bindsthedead: (art-magic)
2017-03-08 07:58 pm

Eluvio Permissions

So, first thing's first. Sabriel's a magic user who, while generally pretty ethical, has some slightly ridiculous powers when it comes to the undead (And her family's purpose is to hunt them), and she's not a slouch when it comes to more broadly applicable magic. Oh, and her magic doesn't agree with technology, which means she'll be trying to avoid using it around electronics.