A smith of celestial metal.
To forge, shape, or use celestial metals, a coelmetallurgist must learn how to work mundane metals first. Then, they must prove themselves worthy of working with celestial metals. To do this, they must not be a compliant or willing servant of imperial or infernal powers, must not be an abuser, exploiter, oppressor, slaver, imprisoner, impoverisher, indentured, or otherwise evil, and must atone for any previous actions in service to or that caused such. Though it is nearly impossible not to engage in labor for the powers-that-be, coelmetallurgists must minimize it and make atonement for it if they do, even to survive. This is often a continual process and one which affects their ability to do their work.
Once they are found worthy, usually via a ceremonial interaction with celestial metals, they are trained by a mentor or teacher to use the metals, what they are best for, how to forge them, and what kinds of magical effects they have.
The chart below shows different kinds of celestial metals, what effects they have, what they are best used for, and how to find them. The dagger score is how much a dagger’s damage rating would be if somehow made from the metal - not all of these metals can actually be effectively turned into a dagger. It’s just for reference. Forging time is based on time to forge a small tool, dagger, or piece.
Coelmetallurgists will start with five pieces of unshaped metal of their choice from any metals +6/+6 or lower in (maximum) power.
| Metal | Type | Base state | Dagger score | Best use | Effect | Found | Description | Time to forge |
|---|---|---|---|---|---|---|---|---|
| Aegian Bronze | Bronze | Solid | +3/+3 | Armor | Empowered by experiences (up to +6) | Made by mixing cuprum and equinium |
Bronze with a greyish streak in it | 20 hours |
| Akplek | Wolfram | Solid | +2/+2 | Hunting tools | Transforms with the good hunt, max +6 | Found where blood has been spilled in the good hunt | Reddish wolfram | 5 days |
| Asfarel | Gold | Solid | +2/+2 | Wearables | +1 per principle or virtue lived up to, max 13 | Found only in places of sacrifice or sanctuary | Rainbow gold | 13 days |
| Black Platinum | Platinum | Plasma | +9/+9 | Technology | Obliterates infernal powers | Found only by miracle | Black cloud of energy | Impossible |
| Coeligium | Unique | Solid | +16/+16 | Unknown | Unknown | Found only in the Gates of the Celestial Realms | Gleaming gold | Unknown |
| Cuprum | Copper | Solid | +1/+1 | Structures | Expands when needed | Found in places untouched by industry or imperialism | Fluffed up copper | 4 days |
| Daekkurban | Cobalt | Solid | +2/+2 | Smaller parts | Empowers what it is connected to when it is destroyed | Found only in places untouched by industry or imperialism | Very light blue cobalt | 6 hours |
| Delka | Steel | Solid | +13/+13 | Weapons or armor | Erupts in the fires of judgment | Found only by the worthy, a mixture of paksheen and fulvous platinum |
Reddish gold steel | 20 days |
| Equinium | Tin | Solid | -6/-6 | Wearables | Exudes calming energy | Found in lands untouched by industry or imperialism | Greenish tin | 6 hours |
| Erythronium | Vanadium | Solid | +1/+1 | Wearables | Empowered (up to +6) by positive emotions | Found in the sands of places imbued with love | Bluish vanadium | 9 hours |
| Fasma | Chromium | Gaseous | -4/-4 | Lamps and lanterns | Glows with celestial light | Found in clouds affected by celestial light | Rainbow clouds | 15 days |
| Felicium | Gold | Solid | -1/-1 | Wearables | Brings good luck | Found only serendipitously | Bluish gold | 7 days |
| Fulvous Platinum | Platinum | Solid | +1/+1 | Printing presses and weapons | Glows orange when used in resistance to tyrant, up to +6 | Found where platinum is found and transformed into fulvous when drawn out by those who are dedicated to liberation | Orangish platinum | 7 days |
| Gula | Gold | Liquid | -1/-1 | Wearables | Exudes happiness | Rare mines or stream beds untouched by industry or imperialism | Lavender-hued liquid gold | 8 days |
| Hilikinite | Vanadium | Solid | +1/+1 | Wearables | Empowered by forms of love, +1 per form of love, max +9 | Found in sacred places of love | Bluish vanadium of a different hue than erythronium | 9 days |
| Instarium | Nickel | Solid | +5/+5 | Various | Gives as good as it gets | Found in places untouched by industry or imperialism | Brownish nickel | 12 hours |
| Jerichonium | Silver | Solid | +2/+2 | Tokens of love | +3 PRS | Found in sacred places of love | Bluish silver | 3 hours |
| Kleosium | Bismuth | Solid | +4/+4 | Weapons and armor | Empowered by acts of bravery, max +6 more | Found in places untouched by industry or imperialism | Bismuth with more scarlet than other colors | 7 days |
| Krasochnyite | Chromium | Solid | +3/+3 | Spectacles or viewers | Color filters that improve vision | Rare rocks and topsoil | Rainbow chromium | 9 hours |
| Kyldaltse | Brass | Solid | +2/+2 | Nursery items | Glows when children are in danger | Made by mixing viisaus and cuprum |
Bluish brass | 12 hours |
| Malmur | Chromium | Solid | +3/+3 | Wearables | Glows when danger is near | Found in places untouched by industry or imperialism | Bright chromium | 10 hours |
| Mul | Platinum/Silver Alloy | Solid | +5/+5 | Personal items | Responds to self-actualization or realization | Made by mixing fulvous platinum and jerichonium |
Bluish alloy | 9 days |
| Nahasite | Antimony | Solid | -3/-3 | Wearables | Empowered by honesty, max +7 | Only findable by those who are honest | Orange, blue, and white antimony | 7 days |
| Nebu | Gold | Solid | +0/+0 | Unknown | Indestructible in Celestial Realms (+15/+15), useless outside of them | Celestial Realms | Goldest gold | Unknown |
| Neelahara | Steel | Solid | +6/+6 | Instruments | Steel that sings | Made by mixing yingxin, carbon, and music | Greenish steel | 12 days |
| Nyonyo | Platinum | Solid | +1/+1 | Cleaning tools | Cleanses the air around it | Found only in places untouched by industry or imperialism | Bubbly platinum | 3 days |
| Paksheen | Wolfram | Solid | +7/+7 | Weapons or armor | Untouchable by the unjust | Only found in places where justice has been | Goldish wolfram | 7 days |
| Paplasinat | Galdium [Francium] | Solid | -4/-4 | Vessels for communal materials | Exudes energies into shared materials, never taking for itself | Rare mines | Pinkish francium | 12 days |
| Pesete | Gold | Solid | -1/-1 | Farming tools | Makes harvest more bountiful | Found in places untouched by industry or imperialism | Amber gold | 12 hours |
| Quickiron | Mercury | Liquid | -3/-3 | Home building | Strengthens structures | Found in lands untouched by industry or imperialism | Brownish liquid metal | 12 days |
| Quicktin | Mercury | Liquid | -3/-3 | Tools | Empowered by communal labor (up to +6) | Found as runoff from unionized mines | Dull hued liquid metal, greyish brown | 4 hours |
| Sakar | Unique | Liquid | +11/+11 | Magical rituals | Metallic celestial chaos | Found in lands untouched by industry or imperialism | Swirling chaos | Unknown |
| Sigium | Platinum | Solid | +9/+9 | Flexible materials | Instilled with grace | Found only by grace itself | Orange and green | Varies |
| Taykacero | Platinum | Solid | +1/+1 | Religious objects | +1 per ancestral generation met, max 13 | Found via ancestral guidance | Bluish platinum | 9 days |
| Talugisgi | Varies | Solid | +4/+4 | Communal objects | Varies | Made by a community contributing small bits of metal to an alloy | Varies | Varies |
| Temana | Steel | Solid | +3/+3 | Machines | Makes machines more efficient | Made by mixing yingxin, carbon, and curiosity |
Golden brown | 4 days |
| Tempatium | Bismuth | Solid | +5/+5 | Art | Radiates rainbow light that empowers others | Found at the end of rainbows | Rainbow colored | 9 hours |
| Tokompe | Titanium | Solid | +9/+9 | Armor | Repels infernal or imperial energies | Found deep underground | Dark green titanium | 9 days |
| Tsepe | Gold | Solid | +1/+1 | Religious objects | +3 to celestial faith or conviction | Found in sacred places of celestial Divines or places of principled conviction | Bluish gold | 12 hours |
| Tusizi | Gold | Solid | +0/+0 | Home building, especially ornamenting a hearth | Creates warmth and comfort | Found in lands untouched by industry or imperialism | Brownish purplish gold | 8 days |
| Viisaus | Nickel | Solid | +3/+3 | Clan symbols | +1 per generation who has owned it, max 13 | Found in familial lands empowered by love | Bluish nickel | 4 days |
| White Gold | Gold | Solid | -2/-2 | Medical devices | Improves healing powers | Found in places where blood is spilled to help others | Pure white gold | 8 hours |
| Wihimpeh | Platinum | Solid | +17/+17 | Anything small | Attracts miracles | Found miraculously from nowhere | Shimmering platinum | 12 days |
| Yinghua Gang | Steel | Solid | +9/+9 | Tools | Draws people together for work | Made by mixing yingxin, carbon, and quicktin | Brownish steel | 20 days, -3 days per person over 2 working on it, mimimum 12 hours |
| Yingxin | Iron | Solid | +2/+2 | Tools | Draws power from principled behavior, max +6 | Found in places untouched by industry or imperialism | Black iron | 2 days |
Gas and liquid metals can be forged only via very powerful and skilled magical rites. Plasma can only be utilized, not forged.
PRO +2 ATH +1 STR +3 AWA +1 WIL +1 PRS -1 STH -1
A chandler of celestial light.
Crystalwickers view their candle-making as an art. They study under mentors or other teachers of their magic and learn how to make wondrous candles, while also learning about other arts - especially crafting works - and about light itself along the way. Once they have achieved a high level of skill in mundane candle-making, they are able to use it as a source of inspiration and power for their magical arts, but they must also be training in the magical art as well. Eventually, their mentors or teachers test them on both their skill and their devotion to wielding the magic appropriately, for it will not work for someone who uses it to empower or support oppression, abuse, or exploitation.
They must build up a store of artistic candles that they created of sufficient skill to generate the magic they need, and they must learn to sense and draw the celestial light it gives off. Then, they must craft their own special wicks through which to use their magic. The wicks are made of threads of magical crystal imbued with their artistic magic. While the wax used must be unaligned (or celestial) in nature, the wicks must always be the special crystal wick in order for the candle to have magical effects. Mundane but artistically wondrous candles are sources of energy; crystal-wicked candles give off magical effects.
Some potential effects of the candles include the following:
Inspiring light: a candle whose light inspires anyone who sees it to create art.
Awe-inspiring light: a candle whose light instills anyone who sees it with a sense of awe, potentially stunning them or inspiring their convictions or faith.
Wondrous light: a candle whose light instills anyone who sees it with a feeling of wonder, compelling them to explore, experience, or experiment.
Allnight candle: a candle whose light automatically turns off when there’s enough light from elsewhere.
Glittering candle: a candle whose light instills anyone who sees it with the ability to see esoteric energies.
Longsight candle: a candle whose light instills anyone who sees it with the ability to see 2-5 times further than they can see.
Curved candle: a candle whose light instills anyone who sees it with the ability to see around corners.
Seethrough candle: a candle whose light instills anyone who sees it with the ability to see through solid stone, wood, or metal.
Focusing candle: a candle whose light instills anyone who sees it with the ability to notice a specific target chosen by the chandler.
Thinveil candle: a candle whose light instills anyone who sees it with the ability to see into other realms of being.
Blinding light: a candle whose light blinds anyone who sees it, but the light can be directed in a beam.
Seeking light: a candle whose light leaves the candles (though the wick still burns on the candle) and seeks out a specific target of the holder.
Illusory candle: a candle whose light creates specific images chosen by the chandler.
Prismatic candle: a candle whose light erupts into rainbows, instilling in anyone who sees it +1 PRO, +1 STR, +1 AWA, +1 Hearing, +1 PRS, +1 Resistance to negative emotions, +1 Sight, and +1 STH.
Candles don’t work if there’s too much other light around to drown them out. Other effects may be possible, especially in ways they affect vision. Consult the GM.
These candles are illegal to produce in colonized lands. Crystalwickers operate in secret for their own small communities if they are within the Sovereign Cities.
PRO / ATH / STR +1 AWA +4 WIL +1 PRS +1 STH -3
An engineer who makes inventions for the greater good.
Dulcineers are skilled inventors and artisans who create machines that can help the people in their community. They are empowered by innovation, curiosity, and enthusiasm. Though they study mundane engineering, mechanics, devices, and building, they tap into a magical form of creation as well. The sources for a dulcineer’s magic are their devotion to making devices that help the people, their curiosity into how things work, and their enthusiasm for their work. They can pull from any of these for their magic, but the best dulcineers balance all three.
In order to tap into their devotion to helping the people with their devices, they must first make devices to help the people. The most potent are new inventions that meet the people's needs, but building any device for the people works. After they have built a device with this intention and purpose, they must provide it to those who might need it, freely, and make sure they know how to and have the resources to use it. This simple act will generate some energy they may tap into, but they must sense it first (a roll of AWA against an initial difficulty of 14 if they are aware the potential for the energy exists, vs. 20 if not). Then they must build a device that can interact with it, using special materials that are hard to find. These are usually provided by a mentor or teacher or acquired via a quest or through doing other good works. The difficulty on making such a device is a 14.
In order to tap into their curiosity, they must first indulge it by seeking knowledge or experiences that are not harmful to the world. This just means they can't seek out an experience like serial murder or learn about necromancy, to name two examples. As they follow their curiosity, they must not let it waver, but instead, let it continue to grow as they learn. Similarly, they tap into their enthusiasm simply by following it and using it to do their work. If they lose enthusiasm for their work, they weaken. If they stop being curious, they weaken.
Curiosity can be weakened by boredom, contentment, or rote. In order to maintain it, they must change things up occasionally. However, enthusiasm may be dampened by distraction, so changing things up may risk enthusiasm (for their targeted work). Thus, they must find a balance, maintaining focus on their work while engaging with it in different ways as they go. This translates into a roll of AWA to maintain the balance and WIL to maintain focus.
If they do this, they gain bonuses to their work, going from +1 at the start to +9 at their peak over the course of a single work. Failed rolls will lower that bonus; successful rolls will build it. Since their primary work is counterfeiting currency or objects, this is where their enthusiasm and curiosity and innovation must lead for it to work. Other paths will weaken them.
Dulcineers craft anything that is needed by or good for their community, so long as it is not given to or wielded by oppressors, exploiters, abusers, slavers, impoverishers, imprisoners, indenturers, or other evil people. They are, as such, criminalized in colonized lands.
PRO +2 ATH +1 STR +1 AWA +3 WIL +1 PRS -1 STH -1
A printer of liberatory literature. While they can print mundane things, they can create magical printed pieces empowered by acts of resistance. They resist tyranny by printing literature that spreads anti-tyrannical ideas, and that act of resistance generates magical power.
Use of this magic is something that requires preparation and quick reaction, as one must be aware of when it has been generated and act quickly and in unison with others in order to use it. This starts with an act of defiance against an oppressor, usually a printed piece. This piece, if shared with others, will inspire them, and thus, a tiny amount of energy will be born. Anyone can be the spark of defiance. But only the freeprinter can wield it. Someone who feels inspired by an act of resistance has the potential to become a freeprinter if they have the skills, but only if they understand what they are feeling, why, and how to wield it. It requires that they act on the inspiration, on the force of liberation, and continue the act of defiance. If they and others act in unison, enough power might be generated to be useful. A freeprinter will then be able to act, if they have been taught how to wield such power.
Placing their hands on their breast, they may draw forth that power and channel it into their printing press. To channel this power from their hearts, they must act in unison with the others engaged in resistance, though only one of them needs to know what they are doing (and thus be a freeprinter). Hands over heart, pushed forward, clasped, concentrating, unwavering in devotion to liberation, and acting all at once, they may draw out fulvous sparks of magic. If they are near their press, they will then be able to place the spark on the press to empower it.
Once the press is empowered, it may be used for further acts of resistance. As resistance continues, more liberation power will build up, eventually allowing the printed pieces to self-replicate and have other effects:
Inflammatory pamphlet: a pamphlet that instills righteous outrage, inspiring the reader to act against tyranny.
Declaratory pamphlet: a pamphlet that can be read by those who can’t read.
Instructional pamphlet: a pamphlet that teaches the reader something, often used to teach people to read, to organize a union, or to free-print.
Uplifting pamphlet: a pamphlet that gives hope to the reader, giving them a bonus to their next act of resistance.
Clandestine pamphlet: a pamphlet of anti-tyrannical materials that hides itself from agents of tyranny.
Coordinating pamphlet: a pamphlet that self-replicates to anyone in the revolutionary grouping to give them specific instructions or information for the cause.
Revolutionary pamphlet: a pamphlet that inspires revolutionary action.
Other effects are possible. Consult the GM.
Given that they can only use their powers to oppose colonizers, they are of course criminalized in the colonies.
PRO +1 ATH +1 STR +2 AWA +2 WIL +1 PRS +1 STH +1
A jeweller who makes jewels that contain celestial emotions.
A lapidarist uses jewels of dumaqu, a crystallized form of radiant emotion. Lapidarists generate the jewels from their own hearts, literally and metaphorically. When they are feeling a celestial emotion, they can focus on it and store it, then act upon it when it has reached a certain point to manifest a blue jewel. The act must be sincere and profound. To capture and wield it, they must learn how via trial and error, guided by a mentor or teacher, and by seeking out specific emotional experiences to empower themselves.
They learned to cut the jewels to unlock different powers. A lapidarist is someone who intentionally creates, cuts, and uses these jewels to help others.
Dumaqu jewels are beautiful, glowing blue, often thought to be magical sapphires. Jewels have nine facets. Each facet exudes a different hue of blue light when any kind of light is shone through it. If it is held in shadow, it resonates with the shadow in a different shade of violet. If cut, the jewel breaks into nine pieces, each one representing the different facets. If kept whole and used whole, they exude pure celestial emotion.
The simplest way to use a jewel is to shine light directly through it. The light that comes out will drain the jewel and instill love of some kind into those that see it. One may also hold the jewel in darkness and let the darkness absorb the dumaqu. The object that is occluding the light will then very briefly contain the power of the jewel. If a jewel is placed into a box, for example, then darkness inside the box will take in the energy. If multiple jewels are put in, it will absorb the energy of all the jewels. Darkness creates what are essentially batteries to be drawn from. Shining light through the jewels uses the power of the jewels up quickly.
The emotions they can store and be empowered by include the following:
| Emotion | Effect |
|---|---|
| Delight | +1 to every ally nearby you for one of their base stats. |
| Happiness | +3 PRS. |
| Surprise | +3 STH. |
| Enthusiasm | +3 to a specific pursuit listed in passion motivations. |
| Passion | +3 to a specific pursuit listed in passion motivations. |
| Bravery | +3 to any action against an opponent 6 or more above your skill, stat, power, or ability. |
| Aspiration | +3 to any action done in pursuit of a specific listed passion motivation. |
| Faith | +3 to faith. |
| Inspiration | +3 to one artistic skill. |
| Curiosity | +3 to perception. |
| Outrage | +3 to react to injustice. |
| Contentment | +3 to resist being coerced. |
| Critical skepticism | +3 to resist deception. |
| Generosity | any mundane necessity shared (not including money) will not run out if shared sincerely and shared to those in need. |
| Loyalty | bonding to those to whom they are loyal; only works if they are loyal to a non-imperial figure, concept, or organization. |
| Wonder | bonus to learning a new lore. |
| Serenity | calming aura. |
| Calm | calming touch. |
| Comfort | comforting aura. |
| Trust | empowers based on a relationship motivation. |
| Sorrow | good sorrow, sorrow from love, not condescending pity or depressive sorrow. Grants protection from depression. |
| Grief | grief from love, specifically. Empowers actions based on a relationship motivation. |
| Compassion | healing touch. |
| Honor | high die once someone engages in dishonorable behavior against you. |
| Hope | roll a d100 when in dire situations to see if a miracle occurs. |
| Gratitude | sense where target of gratitude is. |
| Relief | soothing touch. |
| Joy | spread joy through a smile. |
| Awe | stunning awesome aura. |
| Confidence | take high die on any action for a skill, ability, power, or stat of score 9 or above, or for learning to use a skill below 9. |
| Love in all its forms | varies by form of love. Consult the GM. |
Jewels may be cut, shaped, set in jewelry or clothing, used in art, crushed to be consumed, or otherwise used as mundane jewels might be, and this might affect what magic is caused by them. Consult the GM.
PRO +1 ATH / STR -2 AWA +1 WIL +1 PRS +4 STH -1
A maker of magical dolls that protect children.
The dolls they make have various magical effects that extend only to children. They only work with the children's consent.
Anyone who protects a child generates magical energies, but only some are able to notice and wield them. In order to do this, luebas learn their craft from mentors or teachers. They practice by caring for children in the community and learning to make mundane dolls while studying the magical arts wielded. Eventually, they are deemed ready and are tested. In order to be able to tap into this magic, they must meet certain criteria. They must never intentionally harm a child. They must not allow harm to come to a child if they have the means to safely prevent it. And they must be willing to die for a child.
If they meet these criteria, they are tested three times. Each time, they are forced to decide between their own life and that of a child, and if they hesitate at all, they are not granted powers. If they sacrifice themselves, they are granted a magical power to let them resolve the situation without dying. After these tests, they then gain new powers as they continue to protect and care for children:
Guardian doll: a doll that absorbs damage for a child.
Replica doll: a doll that appears to be a child when someone is seeking them for bad reasons.
Laughing doll: a doll whose magical laughter cheers a frightened child.
Warning doll: a doll who cries out when the child is in danger, but can only be heard by those who will help.
Avenging doll: a doll that attacks someone who has harmed a child.
Tourmaline doll: a doll who gives a magical aura that protects from infernal or imperial energies.
Soothing doll: a doll who provides magical healing to a child.
Other dolls are very possible, but they must always be about caring for, healing, or protecting children. Consult the GM.
PRO +1 ATH +1 STR / AWA +1 WIL +2 PRS +2 STH -1
A maker of games that bring deep delight.
A macaron creates magical games. They learn to do this either from a mentor or teacher or from finding their own joy, happiness, delight, or optimism too much to handle and channeling it into their games. Most macarians have to be someone who is irrepressibly cheerful, though it is possible if they are not. They learn to wield their own emotions because they are too intense to contain, too potent to keep within their own bodies, sometimes storing them in a blue dumaqu jewel. They spill out constantly as emotional resonance, but the macarians are able to gather them and infuse them into their crafts.
To wield them, the macarian must become aware of their own emotional resonance, which is easier if they are feeling intense delight, happiness, or joy, especially shared happiness, delight, or joy. This happiness, delight, or joy must not stem from harm to others or from exploitation, oppression, abuse, etc. Once they are aware of it - usually because their mentor showed them or because it was so intense none could not see it - they can learn to wield it through breathing exercises and expressing it via art. As they do this, eventually, their expression of the emotions will manifest in the games they create. Once it is potent enough, they can create street art that affects the oppressed, exploited, abused, enslaved, imprisoned, etc., giving them delights, especially in difficult times.
The games are always full of small, special surprises, often designed for a specific person. Sometimes they are puzzles, sometimes they are board games, sometimes they are toy games. Many are mechanical. The form they take is up to player and GM. Common effects include the following:
Fascination: a puzzle or device fascinates a target, drawing their entire focus and forcing them to do nothing else until they solve it.
Surprising noise: a puzzle or toy does something unexpected, creating a surprising sound that draws attention from everyone within a 20’ radius.
Delightful turn: a puzzle, toy, or game changes in a way that brings delight to all allies, shaking them out of any negative emotional affects.
Confetti burst: a burst of confetti gives everyone low die on to-hit rolls for the next round.
Colorful device: a device of many colors moves on its own within a 30’ radius, zapping, buzzing, or shocking anyone who tries to grab it, drawing their attention for up to three rounds.
Lavender light: a soft light glows from a toy, illuminating a 10’ radius and revealing any magical emotional effects.
Joyous song: a toy or game plays a happy song that everyone must sing along to, giving them +3 WIL or PRS against negative emotional effects. If they do not willingly sing along, they become trapped in the song if they fail a WIL roll and unable to act until they succeed or the song is ended.
Satisfying pop: a toy or game makes a satisfying popping sound when you succeed in solving one of its puzzles, giving you +3 to your lowest base stat for a round.
Other strange magical effects may be possible if the player can come up with the right toys and games to suit them, but they must be around the theme of delight and happiness. Consult the GM.
PRO +1 ATH / STR -1 AWA +2 WIL +1 PRS +2 STH +1
A chandler of rainbows who make candles that can burn with celestial light in its seven component parts. These energies can then be redirected to empower others or create other radiant energies. Though anyone can use prisms on celestial light, few understand how to control the results or how it works. Only those deemed worthy by rainbow serpents learn those secrets.
Anyone who uses celestial light often enough will begin dreaming of rainbow serpents. If they are deemed worthy, the rainbow serpent will teach them the arts of the prismawicker. If they are not deemed worthy, they will have to find other ways to learn. Those taught by rainbow serpents are often required to render services to the serpents, going on long journeys to help others in the world. A prismawicker proves themselves worthy by helping others. A rainbow serpent will never teach those who harm others (or wish to) how to wield their powers.
Raw celestial light is more versatile and powerful than any of its single component parts, but it is much more difficult to control and can often overwhelm its targets. It also hits everything in its range, including targets you might want to avoid empowering. Because of this, prismawickers tend to use the components instead. In order to find raw celestial light, a prismawickers must either seek out natural rainbows, find objects that contain it, or generate it by helping others and receiving it from the rainbow serpents when they dream (they will awaken with celestial light around them that follows them until they use it).
Much as light splits into an infinite number of colors collected into seven categories, so too does celestial light split into an infinite number of variations split into seven categories of “radiance”:
Radiant body: Scarlet radiance, the energy of empowering bodies and physical matter.
Radiant action: Fulvous radiance, the energy of empowering actions, behaviors, and skills.
Radiant thought: Yellow or saffron radiance, the energy of empowering thoughts, knowledges, and learning.
Radiant movement: Emerald radiance, the energy of empowering movement, kinetics, energies and gaseous matter and sound.
Radiant identity: Sapphire radiance, the energy of empowering Names, the whole of one's being.
Radiant emotion: Lavender radiance, the energy of empowering emotions, as well as liquid matter.
Radiant soul: White radiance, the energy of empowering souls, identity, self, as well as light.
There is also a theoretical eighth component, known as black radiance, celestial absence, or empowering shadow, which is the explanation for the existence of celestial shadow, though others just claim this is an entirely separate energy.
Once split, celestial light can be filtered such that the only component present is the one(s) the prismawicker wishes to use. This is done either by using colored candles that absorb components the mage does not wish to use and only releases the celestial light the mage wishes to use. These colored materials are added to the wax or applied to the candle via oils when it is in use in order to direct and refine the celestial light.
Refining is done through use of complementary colors:
Scarlet (red) is refined by use of emerald (green) filters and vice versa.
Yellow is refined by use of lavender (violet) filters and vice versa.
Fulvous (orange) is refined by use of sapphire (blue) filters and vice versa.
White is refined by use of black filters and vice versa.
Magenta will neutralize a candle.
In other words, if you want a beam of red, add green wax over your candle, and so on. Use of in-between colors may result in more subtle or complicated results.
Unlike prisms, candles cannot be directed. They simply shine in their area of effect.
What can be empowered by a component is determined by its characteristics. Substance, color, and energy all come into play.
| Component | State | Form | Stat | Skill / Power | Color | Element |
|---|---|---|---|---|---|---|
| Scarlet Radiance | Solid | Body | Strength | Craft skills and manual labor / Inherent physical powers | Reds | Metal |
| Fulvous Radiance | Plasma | Action | Prowess / Stealth / Athleticism | Fine motor control / Acts of resistance | Oranges | Fire |
| Yellow Radiance | Gas | Thought | Awareness | Lores and knowledges / Hard-learned skills | Yellows | Earth |
| Emerald Radiance | Gas | Sound | Awareness / Presence | Music, communication, language / Team activities | Greens | Wood |
| Sapphire Radiance | Solid | Identity | Presence / Athleticism | Skills to help others / Relationship skills / Sex / Empathy | Blues | Water |
| Lavender Radiance | Liquid | Emotion | Presence | Alleviating pains / Medical skills / Cooking / Mixing | Violets | Wind |
| White Radiance | Plasma | Soul | Willpower | Inherent non-physcial powers / Artistic skills | Whites | Light |
| Black Radiance | Liquid | Shadow | All (esp. Stealth) | Unexpected skills | Blacks/greys | Darkness |
| Full Radiance | All | Name | Any (esp. Prowess) | Any | All | All |
Some things may not be the color they are associated or perceived to be - many "grey" steel armors are in fact blue, for instance. Or mostly blue.
Anything with multiple colors within it will be empowered by any color present, but at a rate equal to the proportion the target is the specified color. For instance, a ship's sail that has a red stripe down the middle will be more strongly affected by white radiance than scarlet radiance.
No one has ever figured out how to create celestial shadow with radiance, hence why it is usually classified as a non-radiant energy. It is theoretically possible only.
Most naturally occurring rainbows contain celestial light, at least in trace amounts. To be specific, a rainbow is not merely the eruption of light into its spectrum, but such a phenomenon created by atmospheric conditions, especially in association with rain. In order to reach such a rainbow, a prismawicker usually has to be able to fly; most acquire this (if they do not already have it) via use of yellow radiance. A prismawicker will absorb celestial light by placing wicks of the correct colors into it to absorb it..
PRO -1 ATH -1 STR +1 AWA +2 WIL +1 PRS +2 STH -2
A tailor of protective clothing. Sartorists use celestial fabrics, but to do so, they must learn the special methods required to work them.
To sew, shape, or tailor celestial fabrics, a sartorius must learn how to work mundane fabrics first. Then, they must prove themselves worthy of working with celestial fabrics. To do this, they must not be a compliant or willing servant of imperial or infernal powers, must not be an abuser, exploiter, oppressor, slaver, imprisoner, impoverisher, indentured, or otherwise evil, and must atone for any previous actions in service to or that caused such. Though it is nearly impossible not to engage in labor for the powers-that-be, sartorists must minimize it and make atonement for it if they do, even to survive. This is often a continual process and one which affects their ability to do their work.
Once they are found worthy, usually via a ceremonial interaction with celestial fabrics, they are trained by a mentor or teacher to use the fabrics, what they are best for, how to sew them, and what kinds of magical effects they have.
The chart below shows different kinds of celestial fabrics, what effects they have, what they are best used for, and how to find them. The shirt score is how much a shirt’s defense rating would be if somehow made from the fabric - not all of these fabrics can actually be effectively turned into a shirt. It’s just for reference. Sewing time is based on time to forge a medium-sized shirt.
Sartorists will start with five pieces of unused fabric of their choice from any fabrics +6/+6 or lower in (maximum) power.
Toughness cannot go below character's base STR/toughness.
| Fabric | Type | Leather armor score | Effect | Time to create | Description | |
|---|---|---|---|---|---|---|
| Ahawi deer skin | Hide | +1/+1 | Social bonding | 1 day | Skin of a deer that bonds to its herd | |
| Akbinnahpaché bison hide | Hide | +6/+6 | Equalizing | 3 days | Wise Old Bison's hide | |
| Ampofalamut stegosaur hide | Hide | +5/+5 | Provides warmth or coolness if needed | 5 days | A stegosaur whose body provides for the whole herd | |
| Angelfeather | Feather | +5/+5 | Protection from infernal | 6 days | Feathers from celestial beings | |
| Avoo | Silk | +13/+13 | Protection from infernal | 13 days | Fabric woven in the Celestial Realms | |
| Bison hide | Hide | +2/+2 | Resist invader | 5 days | Common bison leather | |
| Blue mountain panther hide | Hide | +1/+1 | Clan blood | 3 days | Panthers who form vast clans | |
| Blue sable fur | Fur | -2/-2 | Intense passion focus | 9 hours | Sables with beautiful fur and passionate intensity | |
| Bluemole fur | Fur | -4/-4 | +3 WIL/patience | 3 days | Moles known for their patience | |
| Bluesinger whale hide | Hide | +5/+5 | +3 singing | 10 days | The most beautiful singers | |
| Celeste lamb wool | Wool | -4/-4 | Protection from infernal | 6 hours | Wool from blue lambs who can restore someone's soul | |
| Celestial cottontail fur | Fur | -6/-6 | Emotional soothing | 8 hours | Rabbits in the Celestial Realm | |
| Chromium cotton | Cotton | +1/+1 | Instills wonder | Cotton that shines like chrome | Shiny, metallic cotton | |
| Cleverwool | Wool | -2/-2 | +3 mechanic skill | 1 hour | Wool from the clevergoat | |
| Corundumweave | Weave | +7/+7 | Empowered by virtues, +3 max | 6 days | Weave made from corundum thread | |
| Crocodile skin | Hide | +1/+1 Looks good | 7 hours | Common crocodile skin | ||
| Crystal squirrel fur | Fur | -4/-4 | Inspires | 1 hour | Clear shiny fur | |
| Crystalweave | Weave | +1/+1 | +3 art skill | 1 hour | Fabric made from crystal threads | |
| Dacm hide | Hide | +8/+8 | 13 days | Hide from a protective beast called a dacm, not native to the area | ||
| Darksky velvet | Velvet | -2/-2 | Good luck | 7 minutes to 77 days | Dark navy blue velvet | |
| Deheya mule deer skin | Hide | -3/-3 | Protection for children, +6 | 8 hours | Skin of a magical mule deer that protects it children | |
| Dumaqu silk | Silk | +9/+9 | Makes you beautiful | 9 days | Silk made from dumaqu jewels | |
| Dun beaver hide | Hide | +1/+1 | +3 outdoor work | 4 hours | Industrious beavers' fur | |
| Ebon velvet | Velvet | -3/-3 | Roll 1d100 to see if a miracle occurs, if it does, velvet dissolves | 9 days | Blackest black velvet | |
| Echinemon fur | Fur | -2/-2 | +3 vs opponents 6 or more higher | 7 days | Fur of a dragon-killing mongoose | |
| Eohippus hide | Hide | +1/+1 | Ancestral sense | 8 days | Leather from a prehistoric horse | |
| Fairwing feather | Feather | +2/+2 | Equalizing | 4 days | Feathers of a massive bird that fights inequality | |
| Flying reindeer hide | Hide | +4/+4 | Flight | 12 days | Santa's reindeer's hide, you disturbed fuck | |
| Gandohga smilodon hide | Hide | +3/+3 | Communal bonding | 10 days | A massive smilodon that hunts in packs | |
| Golden hind skin | Hide | +4/+4 | Empowered by constance, +3 max | 10 days | Fur and hide of a golden deer | |
| Good elk hide | Hide | +4/+4 | Empowered by loyalty, max +3 | 10 days | Hide of an elk that is loyal to its friends | |
| Hadb | Lace | -5/-5 | +3 ATH | 1 day if graceful, 11 days if not | Lace that moves with your body magically | |
| Hadrosaur hide | Hide | +6/+6 | +3 more if you don't attack | 10 days | Common hadrosaur hide | |
| Hayop hide | Hide | +4/+4 | +3 more against tyrannical forces | 10 days | Hide of the hayop, a massive beast that will never let anyone conquer it, not native to this area | |
| Heslusluta hide | Hide | +5/+5 | Equalizing | 10 days | Hide of the two-ton bison | |
| Humblecloth | Hemp | -3/-3 | Empowered by humility, max +3 | 1 day } Hemp grown by the poorest farmers | ||
| Iridal horse hide | Hide | +2/+2 | Empowering leather | 7 days | Rainbow-colored horse | |
| Iridal painter fur | Fur | +1/+1 | Empowering | 9 hours | Fur of a rainbow-colored cougar | |
| Jiyisi | Silk | +2/+2 | Ancestral connection | 1 day with guidance, 9 days without | Silk made from ancient silk spun from the threads of ancestry | |
| Keythong hide | Hide | +2/+2 | Soul-strengthening | 7 days | From a griffin with a single horn | |
| Kindsheep wool | Wool | -3/-3 | Empowered by kindness, max +3 | 3 days | Sheep herded by shepherds of kindness | |
| Konrul feather | Feather | +5/+5 | Empowering and fiery | 9 days | Firebird feathers | |
| Lasthope shadow | Shadow | 0/0 | Hides wearer from infernal shadow made into fabric | Unknown | Found in the darkest moments | |
| Lavender muslin | Muslin | -4/-4 | Makes you happier, resist infernal emotional attacks | 6 hours | Muslin made with euphoric magic | |
| Loversweave | Weave | -2/-2 | Empowered by romantic acts | 9 hours | Woven of threads of red string between lovers | |
| Measured hemp | Hemp | -1/-1 | Nourishing | 4 hours | Hemp harvested with the good harvest | |
| Musimon wool | Wool | -1/-1 | Protects family | 4 hours | Half-sheep, half-goat | |
| Nineblue satin | Satin | -6/-6 | Empowered by emotion, max +9 | 9 hours | Satin made from nine emotional threads | |
| Nymphish satin | Satin | -5/-5 | Empowered by desire, max +3 | 9 hours | Satin made by nymphs with special magic | |
| Opal velvet | Velvet | -7/-7 | Heals wounds | 10 days | Velvet made with taala blood | |
| Parandrus wool | Wool | -1/-1 | Comfortable to work in | 10 days without help, 1 day with | Wool from a shapeshifting beast | |
| Puresoft linen | Linen | -6/-6 | Cleanses easier | 1 hour | Linen made via magical cleansing rituals | |
| Rainbow serpentscale | Scale | +9/+9 | Empowering | 9 days | Scales given freely from the rainbow serpent | |
| Raqiq | Cotton | +1/+1 | Bounce back quicker | 10 hours | Extremely resilient cotton | |
| Scarlet cougar fur | Fur | +1/+1 | +3 vs enemies 6 or more above | 10 days | Fur of massive cougars from further north | |
| See'peets bighorn sheep wool | Wool | -2/-2 | +3 to resist imperial powers | 10 hours | Wool from sheep who batter invaders | |
| Sereneweave | Weave | +1/+1 | Pure serenity | 8 hours | Woven from fabrics of accord | |
| Shiningweave | Weave | -4/-4 | Brightly shine and inspire | 3 hours | Woven from celestial light | |
| Shukha chuklheheli opossum fur | Fur | -2/-2 | Empowered by acts of justice, max +7 | 7 hours | Made from opossums that help seekers of justice | |
| Softblue cotton | Cotton | -5/-5 | Comforts children | 4 hours | Cotton that feels softer to children than adults | |
| Swanfeather | Feather | -3/-3 | +3 to seeking justice | 7 days | Magical swan feathers | |
| Taupe cotton | Cotton | -3/-3 | Comforting to the touch | 8 hours | Magical cotton that makes homespun and comfortable clothing, cannot be grown by oppressors | |
| Tkanime | Silk | +1/+1 | Uplifting chaos magic | Unknown | Pure celestial chaos made into silk | |
| Tremendous satin | Satin | -5/-5 | Inspires awe | 5 days | Satin made with emotional resonance | |
| Triskedecaceratops hide | Hide | +13/+13 | Protection from infernal | 13 weeks | Made from a thirteen-horned dinosaur | |
| Trueself silk | Silk | -5/-5 | Empowered by living true to oneself, max +13 | As long as it takes to find onself | Made from the resonance of loving oneself | |
| Trueweave | Weave | +2/+2 | Empowered by True Names, max +3 | 20 days | Made from True Names | |
| Warming cotton | Cotton | -4/-4 | Empowered by the rules of hospitality, max +10, automatically warms | 8 hours | Cannot be grown by oppressors | |
| White doe skin | Hide | -4/-4 | +3 hunting | 5 days | Skin of the white doe spirit | |
| Yona bear hide | Hide | +2/+2 | Communal bonding | 10 days | Skin of bears that bond into magical communities. |
PRO +1 ATH -1 STR -1 AWA +2 WIL +1 PRS +1 STH -1
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