All Esoterica
All Aether
The energy of natural chaos. Sometimes called primordial water, true aether, or many other names, it flows through the cosmos and existed before the universe. It is the remnants of the chaos before chaos, the source of al that is, and it is extremely rare. The arts of wielding this energy are long lost, but some speak of the
mahra, ancient witches knew its secrets.
The energy of life itself. Sometimes called qi, lifeforce, argence, silver aether, or many other names, it flows within every living thing. It is channeled from one living thing to another, or unleashed from a living thing by another living thing. Common users of ashar include
vitalists and
seedbearers. It is one of the three primary aethers.
The energy of metal and salt. Sometimes called white tiger energy, iron aether, or many other names, it is found within metal or salt itself, and it is wielded by tapping into the materials it lives in, usually through craft works like smithing. Common users of bailaohu jinghua include
shimisi. It is one of the ordinal aethers (eastern only).
The energy of weather, climate, and storms. Sometimes called bronze aether, patterned aether, or aetherial electricity, among other names, it is found mostly in the atmosphere. When it is expressed in any form of weather, it can be captured and harnessed by those who have the right tools. Common users of bijalee include
tempestarii. It is one of the seven seasonal aethers (monsoon).
The energy of other cosmic bodies. An extremely rare energy often confused for anumun on other worlds, it is what happens to the essence of other worlds or physical bodies (mesoplanets, asteroids, comets, etc.) when they interact with Shem. Common users include the
malāḫu, cosmic sailors who use it to capture comets and ride them with nets.
The energy of light. Sometimes called
Lesedian aether, bright aether, aetherial light, or many other names, it exists where light exists, but it is most potent near the
Lesedian Mirror, a massive mirror on a floating island that transforms natural light into aetherial energy. The glass this mirror is made from is the primary substance used to wield the bright. Common users include
luminaires and
illuminators. It is one of the four original aethers.
The energy of water, of seas, rivers, and lakes, of any form of water at all. Sometimes called the currents, current aether, blue aether, or many other names, including specific bodies of water (river aether, sea aether, etc.), it exists in any water that isn't occupied by other, conflicting energies. It is wielded by those who fill or soak themselves with it. Common users include
blue mages and
metapols. It is one of the ordinal aethers (both east and west). As representative of the wet season, it is one of the seven seasonal aethers.
The energy of the world and of the act of creation. Sometimes called The Foundation, lazulian aether, lapis aether, purple aether, Shemmish aether, or many other names, it is found everywhere on Shem to some small degree, but it is tapped into via acts of creation. When it is drawn upon as an essence of the world itself, it is called
earthpower, and it is usually mixed in that form with viridian aether (see below). Common users include
aedificarians. It is one of the four original aethers and one of the three primary aethers.
The energy of fungi, of decay, of the interconnectedness of the mushroom empires. Sometimes called spore aether, fungal aether, or livid aether. It is both extremely common in that fungi are everywhere and extremely rare in that no one seems to know how to wield it other than a select few. Common users include
mycologers.
The energy of the desert, of sands, of aridity. Sometimes called sand aether, yellow aether, or desert whispers, to name a few, it is wielded via the voice by someone who has communed with the desert. It is found in any kind of sand or in any dryland, but it is found most abundantly in large, dry, hot deserts with lots of wind. Common users include
samaaeat. As representative of the dry season, it is one of the seven seasonal aethers.
The energy of flowers and spring. Sometimes called platinum aether, spring aether, flower aether, or many other names, it is found either in flowering plants or everywhere when spring comes. It is tapped into via festivals and rituals, often involving sacrifices. Common users include
flowergirls and
vandorenekes. It is one of the seven seasonal aethers.
The energy of ice, snow, winter, tundra, and all things cold. Sometimes called hoary aether, northern aether, icy aether, or many other names, it is found in ice and snow and in all cold places, and everywhere during the winter. It is wielded via song and dance. Common users include
gylukert and
kristtorn. It is oneof the seven seasonal aethers.
The energy of islands, volcanoes, and the tropics. As the aether of islands, it includes any kind of island, whether tropical or volcanic or not. Sometimes called obsidian aether, tropical aether, island aether, or many other names, it is found within islands, within magma, and along the tropics. It is wielded via special materials that can draw it from the ground itself or from other materials that contain it. Common users include the
lawai'a and
carvers.
The energy of earth and stone, mountain and cave. Sometimes known as stone aether, flint aether, rock aether, or many other names, it is found within earth or stone. It is found in caves, mountains, and the dirt at your feet. It is often mixed with Foundation and viridian aether to form earthpower. It is wielded by those who tap into stones and earth. Common users include
earth mages. It is one of the ordinal aethers (east and west).
The energy of wind and air, of sky. Sometimes called topaz aether, wind aether, or simply the winds, it is found wherever there is air, but most potently in the atmosphere above. It is wielded by voice, by dance, and by those who dare to capture the living, moving wind. Common users include
magonians. It is one of the ordinal aethers (western only) and one of the seven seasonal aethers (harmattan).
The energy of magnetism, the esoteric variation of electromagnetism itself. Sometimes called magnetic aether, attractive aether, sable aether, it is found within all electromagnetism, but it is especially powerful in magnets themselves. It is both ferromagnetic and paramagnetic. Common users include
olimiolims.
The energy of fire, heat, flame, and ash and smoke. Sometimes called red aether, fire aether, and many more names, it is found within anything hot, within flame, within the side effects of fire. It is wielded by those who innure themselves to flame and breathe it in. Common users include
incendia. It is one of the ordinal aethers (east or west).
The energy of grasslands. Sometimes called celadon aether, plains aether, or the whisper of the plains, it is found in any kind of grassland in any climate - plains, steppes, savannas, and so on. It is wielded via voice or by riding through grasslands on horseback. Horses are natural vectors of it. Common users include
sussurors and
equestrians.
The energy of the moons, of the night, of cycles and tides. Sometimes called teal aether, tidal aether, reflective aether, and many other names, it is found either on the moons or anywhere their light shines. It is wielded either via
witchcraft or via reflecting the light of the moons. Common users include
witches and
werewolves. It is the sister to ma'dhahabi.
The energy of the sun. Sometimes called golden aether, solar aether, and many other names, it is found in sunlight, on the sun, or anywhere the sunlight touches. It is also found anywhere where it is summer. It is wielded through dance, mostly. Common users include
parhelions. It is the sister to lunar aether and one of the seven seasonal aethers.
The energy of animals. Sometimes called bestial aether, ochre aether, wild aether, or the wilding, it is found in any animal and in any place untouched by "civilization" - i.e., the wilderness. It is wielded via bonding and mimicry of animals. Common users include
wildlings.
The energy of wetlands, including swamps, marshes, bogs, mires, and more. Sometimes called sedge aether, swamp aether, or the stench of the swamp, it is found in any wetland. It is wielded via bonding to the wetlands in question. Common users include
bawmaches.
The energy of death and the afterlife. Sometimes called white aether, the gateway energy, key aether, and more, it is wielded by those who have seen beyond death. It is found anywhere death is, usually within the souls of those who are dying. Common users include
psychopomps and
ucigashes.
The energy of plants, of wood and tree, of forest and leaf. Sometimes called greenlight, wood aether, green aether, or many other names, it is found in any living plant. It is wielded by tapping into plants in many ways. Common users include
dendrologers. It is one of the ordinal aethers (eastern only). It is sometimes mixed with Foundation and viridian aether in making earthpower.
The energy of stars, of the cosmos, of planets, nebulae, and meteors. Sometimes called quartz aether, astral aether, cosmic aether, or many other names, it is found outside of Shem's atmosphere. It is wielded by associating with stars, planets, and the Zodiac. Common users include
astrologers and
plicators.
The energy of sound, of vibration. Sometimes called chartreuse aether or the vibration of the world or many other names, it is found anywhere sound exists. It is wielded by voice or instrument. Common users include
sounders.
The energy of time. Sometimes called ecru aether, time essence, or many other names, it is found where time is flowing. It is wielded by any who find the special materials needed to use it. Common users include
chrononauts.
The energy of the harvest, of food, of crops and livestock. Sometimes called amber aether or honeyed aether or many other names, it is found in anything that nourishes living bodies. It is wielded by festival and ceremony, and by cooking. Common users include
piekarze and
ohapitus. It is one of the seven seasonal aethers.
The energy of darkness, of night, of shadow. Sometimes called ebon or black aether, night energy, dark aether, or many other names, it is found where light is not, where shadows are. It is wielded by those who have the right materials and insights to do so. Common users include
shadowweavers. It is one of the four original aethers.
The energy of autumn, the taiga, of petrichor, of fallen leaves and branches. Sometimes called orange aether or autumnal aether, among other things, it is found where evergreen trees are, within the taiga, or wherever it is autumn. It is wielded by those who tap into the smell of leaves on the ground. Common users include
taiga mages. It is one of the seven seasonal aethers.
The energy of microbia, of bacteria, of protists, of archaea, and of any tiny organism. Sometimes called verdigris aether, bacterial aether, minute aether, it is found anywhere microbes are found, meaning almost everywhere. It is rarely wielded except in eras when mortals know of microbes. Common users include
hypermicrobists.
The energy of nature itself, of natural law. Sometimes called nature's wrath or many other names, it is found anywhere nature exists. It is wielded by those who commune with nature. Common users include
druids. One of the three primary aethers, and one of the main ingredients of earthpower.
All Ambrosial Energies
Ambrosial energies are the energies that power faith and the Divine.
The energy of a mortal's faith in the Divine. When a mortal's will is given back to the Divine (or perhaps when a Divine's will accepts its creators' will?), it generates ambrosia, which can be invoked through means of prayer, devotion, dedication, sacrament, sacrifice, or other expressions of faith. Any and all
faithful wield this energy, but the most common version of this is a
lay believer.
The energy of a Divine's existence, paradox converted into the power to embody an aspect of all that is. This is the result of the creation of a
Divinity. Only a Divinity may wield this power, though echoes of it are found in ambrosia.
The energy of a mortal's faith in a non-Divine being. When a mortal's faith is in a being who is not empowered by Divine Will nor in themselves as mortals, but in some being they perceive as Divine, the energy generated is edayilu, the "in between" ambrosial energy. The most common wielders of this energy are
bandhangal, liaisons of faith. It is often perceived as ambrosia.
The energy of cosmic justice. The power of the universe to right itself. Comeuppance and kismet. None control karma. It is a concept embraced in some religions, but none know how to wield it or even see it, not even
Divines. It simply is part of the wheel of reality.
An energy of ancient Divine will so powerful it defined how Divines could exist once. Now only extant in fragments, its power remains even if it is no longer obeyed. The fragments that remain of the Law are so potent they are suppressed by the living Divines. Common users include
Lawcasters.
The energy of a mortal's belief in a concept, in their belief in a philosophical ideal, in their worship of something that is not a being. This is not simply a conviction, not simply a manifestation of will power, but a religious or spiritual belief in an idea. This is the power of faith in an idea or ideal that is not conceived as a being. It is often perceived as ambrosia as well. Common users are
bandimi.
The energy of a mortal's own determination, their will power, a reflection of Divine will or possibly the other way around, if some mortals are to be believed. It is never so powerful as when it refuses the supremacy of Divinity, and in that case, it becomes a potent force that may be wielded as faith is. Common users include the
Guardians of Mortality.
The energy of what lingers after we die and our stories continue. The sentient remains of our faith, our beliefs, our thoughts, our experiences, our tales. Resonance of our being. Common users include
spiritspeakers.
All Celestial Essences
The energy of the
matriarchy. The connection to one's ancestors, dating back before
The Fall. Ancestral bonds after the Fall have power, but from before the Fall, they are holy. Also called matriarchal power, Mother Right, feminine power, and more, it is a mental hegnhic energy. It can be drawn from mentally, but it can also transfer to other aspects of a person if wielded correctly. It is one of the major bonding energies. Common users include
udagans.
The energy of the family, chosen or blood. The connection to one's clan, the emotional bonds between people that tie them together and help them rely upon one another, these are the sources of banaru. Also called clan power, familial love, and more, it is drawn from the reliance and affection families have. It is an emotional heghnic energy. It is wielded and channeled emotionally, but it can be used to help other aspects of a person if wielded expertly. It is one of the major bonding energies. Common users include
clan mages.
The energy of fidelity. The power of remaining true to one's beliefs, of faithfulness. It is a hegnhic energy that is drawn from the sheer will of those who do not lose faith. Also called self-armor, true belief, and more, it is the hegnhic variation of
blasphemy,
Divine Will, and
mortal will. It is common in a small area of southern
Taggarus. Common users include
mangangas.
The holy waters of the
SupernalRealm, the liquid form of pure celestial essence, from which all celestial essences spring. This is the water of salvation, the promise of a better world, the power to cleanse the world of evil. It is only found in the Celestial Realm (where it exists in abundance) or in special wells on Shem. Only those who are devoted to a better world may wield it, and then only in service to building a better world. It is also sometimes called holy water, angel's tears, and more. Common users include
angelologists and
consecrationists. It is the original celestial essence.
The energy of health and healing, of medicine. It is heghnic blood, fortified and infused with power in order to heal. It is generated through the act of helping others, through sacrifice such that others may live. Also called dava, lifesblood, healing clay, and more, only the most devoted to healing and medical practice may draw upon it. It is a physical hegnhic energy, and it is almost always used to address physical maladies. Common users include
healers.
The energy of provision, generosity, of self-sacrifice for others, of giving. It is emotional giving as well as actual giving, generated by acts of sharing and providing. Common users include
broccas, laborers who provide for others.
The energy of love. The profound depth of true love, of acting for love, creates dumaqu. Gestures of love cause it to form into actual jewels, whose facets turn light into the power of love. Also called sapphire light, jeweled essence, bluelight, and more, it is created through consensual acts of love. It is radiant emotion. It is wielded by those who have created it or those for whom it was created, and the light that shines through the jewels (which is always blue) is one of the most powerful energies in the world if wielded by one's true love(s). Any kind of love is acceptable, so long as it is free of obsession, control, and other negative powers. Common users include the
gallae and
lapidarists.
The energy of hope, the power of miracles. Shadowy and hard to find, Elysian essence exists where people believe in miracles, where people have hope in spite of the hardest of circumstances. It is an energy that cannot be controlled by anyone, though those who believe most fervently in it experience it more often. It is activated by unknown processes, but when it is activted, miracles occur. Instead of being wielded, those devoted to hope seek to generate it by helping others believe in miracles. These devoted practitioners are called
miraclemen.
The energy of solidarity, of united labor, of hard work. Euergasia is generated when people work together to achieve a common good for all involved (or for all, period). It is the energy made when workers stand up against being exploited and begin working for themselves. It is a hegnhic physical energy, as it resides in the bodies of those involved, and they can only wield it when they act together. Also called gàn dé hǎo, jal haess-eo, and many other names, it is found also in acts of solidarity such as protesting and refusing to do work that harms other workers. While it is only usable collectively, there are those who intentionally work with others to generate it and guide its use, and these are called
unifiers.
The energy of harmony, of music, of melody and rhythm. As the power of radiant sound, euphony is a unifying, uplifting energy, visible green sound waves often also called emerald song, euharmonics, and the dance, among others. It is generated when many people sing or play music together, but it is only wielded by those who have learned to hear it and feel it. It can bond people together so long as the music is playing - it is considered an energy of brief effect but profound and lasting impact. Common users include
harmonists and
gleemen.
The energy of joy, delight, and happiness. The act of celebration, of the expression of joy for oneself or others, that generates euphoria. Also called idunu, kebahagiaan, violet light, joyous mist, happy water, and more, it is found in the vapors that come from one's breath when one is happy. If collected into a drink, it is potent as a potion to uplight hearts and soothe souls. Common users include
mu ayo.
The energy of inspiration and wonder. The act of inspiring others generates the light, which in turn creates inspiration for the one who inspired others, creating a cycle of inspiration that generates art, craft, and action. It is radiant light, and therefore it fills the area when it is generated. Those who it touches are drawn to it, and they can draw from it if they wield it to create. Also called wondrous light, ecstatic vision, and many other things, it lingers in works it inspired. Common users include
visionaries and
euopticians.
The energy of wisdom and experience. The act of learning from one's experiences may generate some euskepsia, but the act of using that new knowledge for the betterment of oneself or others is truly where it is formed. This is called the
Long Path, from the idea that the easy and quickest route is not always the correct one. Euskepsia is radiant thought, for the act of learning is holy, and the act of applying that knowledge is holier. Euskepsia is also called yellowlight, owl's thought, and many other names. Common users include
longwalkers.
The energy of self-esteem, of positive self-vision, of being oneself. Common users include
wadam, tahawals who become themselves via mirror magic.
The energy of hearth and home, of comfort and safety, of homeland and indigeneity. Called also home energy, hearthsfire, and more, it is generated by the creation of safe spaces. It is created by welcoming and hospitality. It is created by making a home more of a home through rituals of cleansing, repairing, or decorating. It is generated by defending another, especially under one's roof. It fortifies other energies. Common users include
uwabikoze and
shieldmaidens.
The energy of virtuous living. Holy virtue is the result of people living up to their own integrity, of living up to the need and duty to support one another. Holy virtue comes from within a person when they sacrifice themselves for others, when they say "it is more important to be a good person than it is to live an easy life". Holy virtue is sometimes just called virtue, or other times called inner strength, integrity, or many other things. Common users include
hallows.
The energy of peace. Iremia comes when violence is defeated before it starts. Iremia come from agreement, some kinds of compromise, and accords. It comes from the defeat of those who profit off of war and destruction. Peace, true peace, must be fought for. When it is won, it creates iremia, which is then used to enforce peace and protect the victims of war. Also called pearl rains, following, serenity, and many other names, it flows behind those who achieve it. It is hegnhic agreement, accord, a narrative energy. Common users include
pax riders.
The energy of protection. Common users include
hanniqas.
The energy of justice. Lhair comes when someone stands up for those affected by injustice. It fortifies those who fight against the unjust. Its power is sharp as a blade, though it comes in the form of hegnhic light. It is yellow and bright, like the sun, and is symbolized often in the form of the swan. Also called justice, swanlight, nyaay, and many other things, it is wielded when by those who reject false forms of justice for an understanding that shows who is truly behind the injustices of the world. Common users include
anveshaks.
The energy of liberation, freedom from oppression, and defiance against oppressors. Liberation power is wielded collectively by those who stand up against oppression. It is a fulvous energy, a form of radiance action that builds upon itself - one act of defiance creates more acts of defiance. It empowers those who engage it. Common users include
tagapagpalaya.
The energy of friendship and trust. Common users include
nisitohtas.
The energy of warning, of revealing danger, of protecting via awareness. Common users include
ilaalis, guards who gain incredible awareness and protect their communities.
The energy of empowerment. Radiance is one of the two main forms of celestial essence, along with hegnh. It empowers other energies. Also called rainbow energy, prismatic light, and many other things, radiance is embodied in the
rainbow serpents and the rainbows themselves. When it is split by a prism, it forms the seven colors of radiance which empower all aspects of a person. It is generated either naturally where rainbows are or through acts of support for others. Common users include
prismatic mages.
The energy of good fortune. Radiant luck. Good things come to those who good things come to. Uncontrolled, random, sheer good fortune. It is not wielded by any, but some come to rely upon it. Unlike miracles, this is not an energy that must be tended by belief. This is not hope. This is simply something that is. Those who rely upon it are called
goodwives and
tæfleres.
The energy of bravery and valor. The act of standing up against an enemy much bigger and more powerful than oneself, of doing something in spite of the grave risks, that is what generates glory. Called scarlet light, tenyocan, jaguar's breath, and more, it is wielded by those who do not back down from a righteous fight. Fortune favors the bold, they say, and glory energy is why. It not only gives power to the defiant, but it also gives power to those who were too scared to act - it inspires them to fight as well. Common users include
ocelotls and
standard-bearers.
The energy of equality. Ujjval aatma is the energy of a fortified soul, of a soul strengthened by hegnh. It is generated when a soul, a person, achieves a form of equilibrium that comes with understanding inequality and acting to oppose it. It is generated by being at one with the oppressed and underclasses, with the exploited and terrorized, and uniting them. It is achieved and generated by leading others to achieve equality against the inequitiable by bringing them together. Also called nirvana, equilibrium, and many other names, it flows from the soul of those who achieve it. Common users include
kumals.
The energy of truth. Truth can be subjective or objective, but the power of truth comes from objectivity, from what is, from exposing lies, from destroying the haze of deception that keeps people down. Waarheid is hegnhic
nommos. It is the essence of what a person truly is, whether that means solidity or fluidity, and it is derived from their Names. When those Names are used in whole or in part, they can awaken people, places, and things. Those who know these Names must be paragons of truth themselves, speaking no lies. Common users include
kamatuurans and
truespeakers.
The energy of community, of social bonds. Yahas is one of the major bonding energies. It is hegnhic
ethereal essence. It is the energy that comes from bonds that go beyond the family or the clan, when an identity is formed that is a nation, a society, a culture. It is wielded through ceremonies that connect people, that define the culture, that derive from cultural traditions (and evolve with them). Common users include
uninetsv.
All Infernal Essences
Every infernal essence has a price that users seek to offset through acts that put that price on others.
The energy of torture and suffering. Generated by the torment of oneself in order to cause suffering in others, it is sometimes called ponomanticism, pallid shock, cruel sight, and many other names. It is an energy that represents and is drawn from cruel and unjust torments, the kind of pain that is unecessary and excessive. The kind of pain that does not benefit the world. Arnum is one of the three main forms of infernal essence. Common users include
ponomancers. The price for wielding this infernal essence is physical pain.
The energy of uncontrolled rage, of the fury of the powerful. Generated through rituals of exclusion and bullying, it is arnic power instilled into the blood. Unleashed when the recipient becomes angry, it overwhelms the user and drives them to unchecked violence. Some rare users know how to maintain some consciousness while in its grip, and these are the most dangerous of all. Common users include
avengers. The price for wielding this infernal essence is physical distortion and pain from the burning blood.
The energy of deception. Generated from
False Names, the power of a reality completely predicated on lies, it is a weapon of the powerful against the oppressed. False Names themselves are generated through such complete obliteration of the caster's true self that they forget who they truly are. It is a corrupted energy and often also called black or pink nommos (to match its actual color), obulimba, and many other names. Common users include
illusionists. The price for wielding this infernal essence is loss of identity and being.
The energy of the rejection of righteousness, the rejection of oaths and agreements. Generated through the breaking of a sacred oath, it is an arnic power that taints the soul. It is contained within
fuligin. Common users include
warlocks. The price for wielding this infernal essence is existing outside of grace.
The energy of pollution and environmental destruction at the hands of mortals. Generated through any act of pollution, it is only found in usable quantities where pollution is extreme, such as industrial factories and toxic waste dumps. Also called brown msawhat (for it is a variation thereof), the filth, and many other names, it is a weapon of the rich and powerful who own these factories. Common users include
industrialists and
afulianists. The price for wielding this infernal essence is physical poisoning.
The energy of dissonance, disconnection, and disharmony. Generated through not just discordant music, but through sounds that cause pain and drive people away, through sounds that conflict with one another. It is the sound of pain, isolation, and horror - not an evocation of them, but the sounds generated by them. It is arnic sound wielded by voice and instrument, it is also called dissonance, shrike's song, sain drwg, and many other names. Common users include
caccosingers. The price for wielding this infernal essence is loss of hearing and disconnection from others.
The energy of conquest, colonization, and invasion. It is an infernal energy that generates from the conquered, the occupied lands, the places and people who have been subjugated. Cousin to
imperium and an infernal form of
d'qiarsea, it is an energy that derives from uneven combat. Common users include
conquistadors. The price for wielding this infernal essence is gaining various vulnerabilities that can destroy you.
The energy of callousness, of apathy, of neutrality in the face of oppression. It is an infernal energy that generates from the masses who do nothing despite knowing better - this is crucial, as those who do not know any better do not generate this. It is those who chose not to act that empower this, which is why it is generated by weakening, exhausting, draining workers so they feel they cannot act, and then are convinced they should not. It is then wielded to drain the hearts of victims, give power to the wielder, and command whole countries. Common users include
escorredors. The price for wielding this infernal essence is losing the ability to care about anything at all, eventually.
The energy of greed. It is an infernal energy that generates from accumulation of power, wealth, and material at the expense of others. Called sometimes diamond infernum, surplus power, and other names, it is the energy of the wealthy, the energy of the bosses and rulers. Common users include
schiavisti. The price for wielding this infernal essence is that one's victims may reverse the power against you.
The energy of
the Eldritch and of doom, of the eschaton, of the end times. Generated by the
True Names of the Eldritch themselves, it is an eerie green light that turns white when blended with any other energy. Considered by some to be an ur-form of infernum, it is actually far more alien than any other infernal energy. Its power is to cause horrific things to happen to those who interact with it, and if witnessed in full, it will simply break those who do. Common users include
redeemers and
llothakekrs. The price for wielding this infernal essence is loss of sanity.
The energy of hatred and bigotry. Generated through processes of division, through othering, it forms into crimson jewels via acts of hatred and violence. A form of infernum created by means of control through division, it is also called gemmarian light, crimson infernum, and many other names. It is the energy that empowers eugenics, racism, sexism, and other forms of chauvinism. Common users include
gemmariuses and
eugenicists. The price for wielding this infernal essence is loss of emotional stability or capacity, leaving only cold hatred.
The energy of injustice. Generated by altering the area to bring advantage to the powerful, it is almost always present, an infernal form of narrative energy derived from one's setting. Also called advantage, ruler's choice, and many other names, it is found in Infernal Realms everywhere because those realms are always designed to advantage their rules. Common users include
satsujin-sha. The price for wielding this infernal essence is the inevitability of karmic retribution or actual justice.
The energy of manipulation and control. Generated off the glistening webs of infernal spiders, it is a light that is controlled only through strings of the same. It is the energy of suggestion, of persuasion, of subtle control that leads people to think they are free while they are slaves. An infernal energy, it is also called spiderlight, nūru, and many other names. Common users includ
puppeteers and
webweavers. The price for wielding this infernal essence is deep paranoia and isolation and often being trapped in one's own webs.
The energy of control and abuse. Generated by abusing one's power to traumatize underlings, children, or other's under one's sway, it is often considered the cruelest infernal energy. Also called alabaster infernum, skinning energy, and other names, it is also one of the energies responsible for the most horrific corruption of mortal bodies. It is the energy of dominion and conquest as well. Common users include
hollow mages. The price for wielding this infernal essence is being physically hollowed out and turned into a monster.
At the dawn of all things, there was chaos.
Chaos was a neutral force, unaligned to infernal, aetherial, or celestial power until order came into being. At this time, desperate to survive, the tiny struggling sparks of life within the primordial dawn imprisoned all of chaos. What they did not know was that chaos had begun to interplay with the aligned powers (and unaligned ones), and what they imprisoned included aetherial chaos (the froth of the sea, the roar of the wild, the intensity of flame), celestial chaos (unmotivated acts of kindness, true altruism, the unchecked power of hope), and infernal chaos (the dissolution of order, the violence of invasion, violation, terror). Infernal chaos won, and what was unleashed was the energy of violation, invasion, and entropy. What survives of the others is
Elysian essence and
nzwara muazvo and a few other energies, like
fortune. True chaos is long forgotten, lost in the primordial waters, severely damaged.
Ibbissu is not controlled. Like other wild energies, it is nudged, pushed, prodded, guided, but never controlled. Called also chaos, ruby waters, primordial acid, entropy, and other names, it is older even than Eldritch energy or infernum. Common users include
gyroxenes and
chaoticians. The price for wielding this infernal essence is instability of being.
The energy of control and enslavement. Found only in the white metal known as
schwerstrum, which exists in abundance in the Hells and in signficant mines in some parts of Shem, it is an energy that, when forged properly, creates tools that enslave others and give absolute control over them. Empires have been built upon ownership of schwerstrum mines, and these empires (especially
Urayme and
Furich Amol) are feared throughout the world. Common users include
imperators. The price for wielding this infernal essence is that one's slaves can unite and overthrow you.
The energy of perdition, the rawest form of infernal essence, from which all other forms of infernal energy flow. Found only in the
Infernal Realms, it is wielded inherently by
demons, those souls of the damned who choose to continue to seek power even in their afterlife. Mortals wield the energy only if given the power to do so by a demon, and demons only allow them to use it if they are given something in exchange - almost always a soul. Common users include
demonologers. The price for wielding this infernal essence is loss of one's soul.
The energy of calamity and disaster. The corrupted form of the poioumenonic energy of
fortune, it is usually just called bad luck, though some call it peridot msawhat and other names. It is the energy of bad things happening that bring ruin. It is the energy that allows for predators to prey upon those who have been lain low, and those are exactly who wield it. Common users include the
Misbegot and
calamatists. The price for wielding this infernal essence is that the misfortune can come back upon you.
The energy of despair, loneliness, sorrow, and desperation (obv). Generated by driving a person into desperate actions, through isolating them, through closing them off from all positive emotions, it is wielded via those who drink it from the tears or capture it in the cries of the depressed, isolated, and tormented. Called sometimes cobalt whispers, sweet-tears, and many other names, it is arnic emotion. Common users include
whisperers and
lachyrmosans. The price for wielding this infernal essence is that the despair may consume you.
The energy of corruption and undeath. It is the energy that corrupts all, and all corrupted energies flow from it. Called sometimes grey mist, Raesian mist, and many other names, it is what creates the
undead. Generated in the
Grey Lands, it is drawn from there by rituals and rites of obscenity and violation. Common users include
necromancers. The price for wielding this infernal essence is physical and metaphysical corruption.
The energy of vanity, pride, and harmful self-obsession. The infernal energy of internalized self-loathing. Drawn from infernal waters and animal parts that create an aroma that lures in victims so that their souls may be devoured, it is sometimes called cerise energy and other names. Common users include
lures. The price for wielding this infernal essence is being so self-obsessed that you devour yourself.
The energy of depravity, of acts of profane that they violate life itself. This is the energy of the
Stillborn Cult and their vile
Divine the
Stillborn God, who dwells in the deepest parts of the oceans. This energy is generated by harming children, pregnant people, new parents and grandparents, caregivers, and others who preserve mortality. Common users include
Stillborn cultists. The price for wielding this infernal essence is painful sterility and infertility.
The energy of exploitation. This is the energy of taking and taking from the underclasses, the energy generated by the exploitation of workers, peasants, serfs, and slaves. It cannot, however, be wielded purely in this form, for it settles in their blood. Thus, those who wield it may only wield it by extracting blood from those they exploit. An infernal energy, it is inherent in demons who serve the powerful, but not the ruling demons. Common users include
Siphoners. The price for wielding this infernal essence is blood loss and wasting.
The energy of ambition at the expense of others. This is infernal power, the power that comes from stepping over anyone to gain it. It is generated by the powerful when they harm the weak, usually through rituals done to slaves and underlings. It is the sister to parasitic energy and quaestus in its power to drain from others. Called sometimes red infernum, it is the power of power. Common users include
velikiy. The price for wielding this infernal essence is the potential for one's victims to reverse the power against you.
The energy of destruction. Arnic power turned to destroy, drawn from a hole in existence that is slowly devouring all that is. It is generated through special materials that come from that hole, which when they find the correct combination, unleash the power of the rending. Common users include
hexologers. The price for wielding this infernal essence is the risk of being obliterated.
The energy of famine, drought, hunger, and thirst. Generated through the act of self-denial, it is wielded to deny others the necessities of life. Representative of both intentional famines and droughts and those that occur naturally, it is a physical arnic energy. Also called rusted arnum, malnourishing dust, and the blight, among other names, it cannot be generated accidentally or through circumstance - one must have the means to eat or drink and refuse to generate it as a usable energy. One may, however, harvest it off those who are forced into self-denial. Common users include
frailthings. The price for wielding this infernal essence is wasting away physically.
The energy of ignorance, specifically draining knowledge from others. A form of arnic psionic energy, it is wielded via psionic powers in order to drain thought and information from the minds of the weak, confused, or exploited. It is the weapon of rulers who wish to keep their servants ignorant but cannot find means to wield black nommos. Common users include
engourdissements. The price for wielding this infernal essence is wasting away mentally.
The energy of misogyny, created by
the Fall. It is the betrayal of women, derived from violence against them, and imbued in the oppression of them. Men can use it in class societies unless they have shriven themselves of it, but women must gain it via horrible violence. Common users include
witchfinders. The price for wielding this infernal essence is disconnection from the ancestral chain and loss of maternal love.
The energy of envy and jealousy. A form of infernal energy found in infernal plants, it is a draining energy akin to but not as much like quastus, razdavit', or parasitic energy. It consumes wholly the identity of those it affects, taking their being, their abilities, their visages, whatever the caster is envious of. Sometimes called egni drain, velvetflame, jade energy, and many other names. Common users include
dewiniaid drain. The price for wielding this infernal essence is self-obsession to the point of isolation and loss.
The energy of terror, horror, and nightmares. A corruption of
dream energy, it is the power of fear. It is generated through toxins and chemicals extracted from corrupted plants and animals, and it is wielded via various treatments, poisons, and other substances. It controls victims via terror, turning them into their own nightmares. Sometimes called jasper balm, nightmare flame, and many other names. Common users include
sceimhlitheoiri. The price for wielding this infernal essence is internalized fear and intense night terrors.
The energy of pestilence and poison. A corruption of blood and body, of health and vigor, it is the energy of sickness, the cause of disease, the violence of unchecked epidemiology. It is not the fact of being sick that is evil, but the powers that inflict preventable illness. It is the intentional use of illness as a means of violence. Sometimes called sallow msawhat, plague energy, and many other names. Common users include
plague-bearers. The price for wielding this infernal essence is physical illness.
The energy of nothingness, oblivion, negation. It is the energy of negativity, of nullification of all that is. It is the energy of nihilism. It is the energy of emptiness. It comes in many forms from the realm of the Void, and it is wielded via scientific means. It is called many things, but none of them are as well known as simply calling it the void. A clear essence, few even know when they see it. Common users include
irritologers. The price for wielding this infernal essence is being negated.
All Nommos
The energy of logic and factual knowledge. Objective thought, rationality, deep in the storage of the mind, a psionic base energy that is devoid of any other influence. It is psionic data storage. Common users are
pagikkans, scholars who memorize everything instead of writing it down.
The energy of viscera. A version of mijjit used to predict the future by looking into spilled viscera. Sometimes addressed while the organs are still within a living body, used to see the entirety of the bodily systems. Common users include
haruspexes.
The energy of one's ancestors. The energy of memory, of reaching back and attuning to those who came before you. Limited to only up to
the Fall, as ancestral memory before that is still imbued with celestial
aemoa. Common users include
shamans.
Emotional Resonance
The energy of the heart. Emotions. The energy derived and generated from what mortals (and Divines) feel. The most commonly generated aspect of the Name in that people almost always feel; considered the second aspect of the Name. It encompasses all forms of emotion. Common users include
enneads. A connective energy, emotional resonance, sometimes called "heart", often interacts with other energies.
The energy of all bodily fluids, including fluids from non-mortal things. Of limited use save by physicians and
alchemists, this energy is a scientifically engaged one. Common users include
chymosians. The most potent bodily energy, the most potent humor, the energy of blood itself, considered the universal carrier of esoteric energies, is
blood energy, such a notable subset of humors that it often deserves a separate mention. Blood magic is used in more spells and esoteric arts than any other kind of magic. Those who specialize in using blood without any specific energy besides are called
bloodcasters. As humors are thought to affect emotions, this energy is considered the confluence of heart and body.
The energy of social connection. Emotional resonance created when the resonance of two or more people merges, a form of emotional resonance that represents an atmosphere or mood of an entire group. It is a network of resonance that defines communities and places, and it is related to
yahas,
tutelary energy, and more. Common users include
jimens, seamstresses who sew emotions together.
The energy of the body. Physical energy. Produced from the use of a body. The most visible aspect of the Name; considered the first aspect of the Name. It encompasses all parts of all bodies, living, dead, or inorganic. Common users include
wisin.
The energy of the
True Name itself. The four energies combined, the full essence of a thing. The Name of a thing is the whole of a thing. It is not generated but present in all things, as all things have a Name. Common users include
Namecasters.
The energy of the mind. Mental energy. Produced from the use of the mind. The most commonly wielded aspect of the Name; considered the third aspect of the Name. It encompasses all parts of the mind and all forms of thought. Common users include
psionicists.
The energy of personality. The confluence of emotion and soul and mind; near-nommos. This is the nommic variant of character. Common users include
mayjt’ayañas, tahawals who transform themselves through emotional control.
The energy of bones. Bones are the hardest, strongest parts of most bodies, but they cannot be tapped for energy unless dried and brittle, broken, and long-removed from the body. It is tapped mostly to invoke the undead, and thus, it is considered an ill-aspected energy. Common users include
bonecasters.
The energy of the soul, the metaphysical energy, the essence of what one is. Produced from inherent and experiential aspects of one's being. The fundamnetal aspect of the Name; considered the fourth aspect of the Name. It encompasses all that a person is that is not part of the mind, body, or heart. Common users include
sorcerers.
All Paradox
Paradox is two realities clashing with one another. This clash creates energies of the impossible.
The energy of the complexity of reality, of the complications that destroy the assumed simplicity of what is. This energy is the energy of complex mathematics, and it is invoked through the power of numbers. Common users include
numerologers.
The energy of change. Paradox makes it possible for more than one thing to be true, thus, it allows for change, which generates flux. It is an energy that cannot be wielded, but it can be influenced if it is sensed or found. It flows through all as changes happen, and thus, it is not difficult to find. Common users include
alterors.
The energy of movement. Paradox makes it possible for things to not be in a state of stasis, and thus, it enables movement, which generates momentum. Like flux, it may not be controlled, and like flux, it is everywhere where movement is - which is in all things. Common users include
vagabonds and
wayfinders.
The result of two realities clashing with one another. An uncontrollable energy of contradiction. Nothing is true, so everything is possible, or everything is true, so nothing is possible. Or simply all things are possible as all things are true and false at once. It is only wielded by those who embody it, such as
tricksters.
The energy of scientific experimentation. The power of questioning why things are the way they are and the exploration thereof, derived of paradox's power to make reality possible. It is the supernatural force of supernatural science. Common users include
hyperscientists.
The energy of reality folding back upon itself. If engaged with, one will be drawn in and folded back upon oneself, and thus, no one may wield it.
The energy of division. When the contradiction becomes too great and that which should not be united is divided, it splits, it divides, it breaks. This releases enormous power. Paradoxically, this causes it to multiply. The users of this split reality and are warriors called
mern zikh.
The energy of systems. The result of momentum, flux, and paradox, the result of complexity, the result of a mind engaging with a paradoxical reality. The energy of how one thing affects another, it is the energy of the connections between events, people, places, things. Common users include
turogzots.
All Poioumenon
The energies of stories.
The energy of what isn't known. The power of mysteries and secrets. The energy of silence, concealment, subtlety. It is the plot of the story in that it drives what is sought, what is unraveled. This energy is generated by the keeping of secrets or the protecting of mysteries. It is wielded through means kept secret in order to make them more powerful. Popular among spies and thieves, common users include
arcanists.
The energy of perspective, of narrative style, of flow. The energy of how one's perspective determines the story and how it is understood, how observation affects reality. The power of subjectivity. Common users include
voelvas.
Ayase is the term (originating in the west Taggaran country of Aroso Orile-Ede) for the energy of beginnings. It is the poioumenonic variant of flux, the energy of catalysts within a narrative flow, the energy of nascence. Users of ayase include sipakis.
The energy of imagery. The power of prose, the power of setting. The energy of dreams, of dreaming, of the subconscious where ideas come from. Dream energy is exactly as it sounds: energy from the
Dream Realm, where we go when we sleep. This energy is used in the waking world to shape images that are not truly there, whether glamour or illusion. Common users include
imagers and
intuitives.
The energy of connection. How everything relates, how plot and character and setting connect. The power to bond. The energy of relationships. Ethereal essence is a rare and potent energy that will bond any two or more things touching it instantly to one another. These bonds can be broken with some effort if unwanted, but to control the energy, one must have very specific tools. Common users include
bondsmagi.
The energy of
Faerie, of
the lore, of ancient traditions and stories, of half-remembered tales, of myths. The power to create and weave legends. Fey energy draws from superstition, wives tales, just-so stories, and tales told so often it is unclear if they are history or fiction. Common users include
wyrders.
The energy of luck. The role chance plays in the story. Good luck. The likelihood that something unexpectedly and perhaps impossibly good may happen. The power of sevens. It is an energy that cannot be controlled, but it can be nudged, directed, guided in small ways. Common users include
ramblers and
fortune-sailors.
The energy of what must be. The role determinism plays in the story. The threads of fate are the pre-destined stories of us all, but as they do not exist alone in this universe, they do not have absolute power over us. They can be cut, knotted, sewn, tangled, untangled, frayed, and more, but they cannot be truly controlled. Observation of them is more common than any kind of influence. Common users include
seers.
The energy of the narrative cycle of rebirth, of the hero's journey, of the cycle of the Hunt.
The energy of the word. The power of communication. The energy of language. Embodied in the
First Language (or
K'wanik'wa), which is what it claims to be - the first language of mortals on Shem, born in eastern
Taggarus. Its existence is its power. It commands what is, if it is wielded by those who truly understand it. Almost impossible to learn unless one grows up in it, it is most often used by the
Sewochu people. Common users include
meli'ikitenya and
azmaris.
The energy of non-fiction, of factual narration, of reporting, of journalism. Not simply the motive power of history, though this is closely related to kor, but the power of any true thing, of any fact, of any bit of objective knowledge, including current events and inevitabilities. Common users include
mapkaktuks, journalists who observe and remember perfectly in southern Palhur.
The energy of what has come before. The dialectic. The forces that build history. How what has been determines what is. To wield it means to look into history and draw upon it to alter the present, in small ways. Common users include
onmyoji.
The energy of the crossroads, of liminal spaces, of transitions. It is the opposite of
gebvel, as it is the passage through rather than the boundary between. It is the narrative power of moving from one scene, one place, one story to another. It is the power of intersecting tales. Common users include
alonda.
The energy of imitation and mimicry, of metanarrative. The power of narrative to include all, and its power to appear to be what it is and what it isn't, or both. Mana is the basis of magic. Once an ever-present energy, it has been reduced to small pockets and the
leylines that flow through Shem. It has great power to replicate other energies (often mixed with a small dose of them), but it is not the great and all-powerful esoterica it was before the
Triple Goddess was slain and revived. The
Death of Magic re-created the world such that all magicks had their own energy, or rather, freed them from the bonds of mana such that they were able to exist independently. It is now a rare and potent but flawed energy. Common users are
mages and
wizards.
The energy of hyperbole. The power of over-expression, of being larger than life, of tall tales and big words. Common users include
nłtʼéégo yáłtiʼí, storytellers of the deserts of western Palhur.
The energy of non-linearity, of a tale told out of order. The power of incomplete information, of the story unfolding laterally, of side-stepping. Common users are
k’ayleries, those who use narrative to step out of place.
The energy of pastiche, of synthesis. The power of uniting stories, of assimilation and unification, of blended stories. Commun users are
penyihir, esotericists who unite narratives, characters, settings, plots, and themes with esoteric mortar.
The energy of narrative and stories. The fundamental energy of the tale at hand. The flow of the story you are in. Every little story has its own power. A just-so story determines the way things are. A legend or myth explains the universe. A poem, a piece of history, a lie, a truth, an epic, a film, a tale told or written, all of these have power. Stories are inherently powerful, and knowing how to wield them is
the Lore. Common users include
jali.
The energy of inebriation and celebration. The collective power of shared wine and alcohol to make the stories flow. In vino veritas. The stories that come from the altered mind. Common users include
cupbearers and
brewers.
The energy of signs and symbols. The energy of meaning, reference, callback, and allegory. It is the power of a flower to represent hope or an action, a gesture, to represent love. It is the power of subtle indications to have deep meaning, and it is the energy of meaning itself, of the quest for meaning, of philosophy and ideology. It is the basis of
alchemy. Common users include
symbologers and
alchemists.
The energy of journeys. The energy of growth, of narrative movement, of the middle of the story and all that comes with it. Common users include
yaatrees.
The energy of setting, of place. The energy of the stories of a place, of jthe conglomeration of stories that define a location. The atmosphere, the feeling of a place. Common users include
tutelars.
The energy of analysis and criticism. The power of dissecting a story, of thematic understanding, of parsing the ideas behind the narrative. The explication of meaning. Common users include
mgawanyiko, scholars who study all stories to know all.
The energy of surprise. The energy of the unexpected. It is the power of mischief, of causing a little trouble, of sparking off a narrative based on whim. It is also the power of trick and prank to alter the course of a journey. Common users include
grinning mages.
All Shebvic Energies
Unaligned energies of conflict.
The conflict between predator and prey. The energy of the hunt. The sheer determination and patience of the hunter made manifest. The energy of survival against the harsh wilderness. A manifestation of shebvic will, b'qar is the power to draw the wild in and tame it or become part of it in a way that makes one the predator. Common users include
vadászok.
The conflict between maker and object. The energy of constructed things, of structures. The power of the structure itself, imbued with the skill and strength of its creator, the energy of building, but unaligned to aetherial, celestial, or infernal powers. Common users include
bitols.
The conflict between enemies. The energy of war, conflict, belligerence. The power of the fight. The energy created when two or more people fight, wielded through ritualistic combat. Blood and flame, steel and flesh. Common users include
weaponmasters and
war mages.
The conflict within the self. The energy of discipline, majesty, territory, power, and majesty. The energy of dragons. The energy of emulating the dragon through ritual conflict with others and the self. The fivefold path to being a weapon and armor oneself. Common users include
pentologers,
draquestrians, and
buyuku.
The conflict between two locations. The energy of borders and boundaries. The energy of the wall, the fence, the barrier of any kind. The energy of differentiation. The internal boundaries broken and reformed to make one stronger and stronger. Common users include
dyvari.
The conflict between those that have and those that do not. The energy of crime, of violating law in order to survive. The energy of theft. The energy that comes with being outside the law, outside the tenets of society, for any reason. Common users include
pilferers.
The conflict of learning. The energy of skills. The energy of focusing on honing skill. The energy of the skill itself. Wielded by the development of skills and the trade thereof with others. Common users include
wabeno.
The conflict of trade. The energy of determining value and making an agreement on that basis, a barter. The energy of mercantile exchange, of currency as a basis for exchange, and of bartering in general. Common users include
mercators.
The conflict of need and necessity. The energy of resources and resourcefulness, of gathering. The energy of the usefulness of a thing. The energy of what it is to be useful. Common users include
gatherers.
The conflict of strength and might. The energy of raw power. The energy of feats of strength, of impressive feats. The power of doing what others cannot, of doing what is nearly impossible. Common users include
khutchteier.
The conflict between law and order and the impossibility thereof. The energy of the laws of mortals rather than Divines or nature herself. The conflict between the law and reality. Common users include
judges.
The conflict of retaining the status quo. The energy of that which is and its inertia. The power of the unaligned, of remaining neutral, of observation over interaction. Common users include
lasar.