Symbologer
Symbologers take symbols in the form of charms that they invoke to create myriad effects drawn from
symbolism, the energy of signs and symbols, of allegory, of representation, of deeper meaning, of association. This is a potent effect of poioumenon's power, the flow of a story through all things. Just as a storyteller may invoke symbols to tell a deeper story, a symbologer evokes symbols to draw from deeper recesses of the narrative flow.
Symbolism
Symbolism varies by culture, time period, and individual, and invoking symbols requires a deep understanding of why many symbols are associated with different things within the culture the symbologer is drawing from. As symbology as a craft spread around the world, a standardized system for it developed out of the
thaumari culture it originated in.
A symbologer's most potent non-standard symbols will come from the culture they were raised in, but if they have any connection a culture, they may draw from it. This gets complicated when they are a member of a nation or culture that has caused harm to or otherwise negatively affected another culture - some symbols may be culturally appropriated. Thus, most stick to the standardized symbols.
Standard Symbols
There is what is considered a symbol alphabet by symbologers that includes primary and secondary symbols. They represent different effects and, when invoked together, create spells.
Primary Alphabet
The primary symbols represent the powers of poioumenon:
- Alip: a symbol that looks like a capital A, which is exactly what it represents. When invoked, alip reveals, it facilitates communication, it makes communications clearer.
- Çeçilgen: a symbol that looks like a series of loops intertwined, representing an unraveling tapestry. When invoked it solidifies what happens next.
- Çöyçök: a symbol that looks like a small chalice. The çöyçök alters the hearts of those around them and draws out that which is inhibited in those around them.
- Fleyta: a symbol that appears to be a hollow tube, representing a flute. The fleyta is not intended to be played (most are small representation), but it draws spirits to it. When invoked it draws the stories of those forgotten.
- Jarkıldoo: a symbol that looks like a circle with a wedge sticking out of the bottom of it, representing an open mouth. The jarkıldoo causes the unexpected to happen.
- Kalak: a symbol that looks like a circle with a vertical line through it, extended a little over the top and longer down the bottom. It represents a fan. It is the symbol of symbols, the most fundamental of symbols, required for any and all symbological spells.
- Köpürö: a symbol that looks something like a capital H with short verticals, representing a bridge. The köpürö binds two symbols to each other or invokes a connection between two people, places, or things.
- Parda: a symbol that looks like a very thin square, representing a veil. The parda conceals, masks, hides things.
- Ölçöm: a symbol that appears to be a marked rectangular stick, like a ruler, representing a measuring stick. When invoked, it draws upon what has come before; it draws from the past.
- Oodarıldı: a symbol that appears to be a flat circle, like a coin, with two different images on either side. The oodarıldı causes the odds to fluctuate. It alters the chances of something happening.
- Tak: a symbol that appears to be a misshaped blot, like an inkblot, representing an indistinct cloud. The tak blurs reality and allows for the improbable. It draws from ancient legend when used to its full potential.
- Tayakça: a symbol that appears to be a tapered stick, representing a wand. The tayakça channels energies through it and mimics those nearest to it.
- Tor: a symbol that appears to be a net, a fine mesh. The tor captures the subconscious and stores it within the symbol, to be released when the caster sleeps.
- Tübölüktüülük: a symbol that appears to be a circle with two sharp points, representing an unending cycle. The tübölüktüülük invokes a cycle, a repeating process, a dialectic that has significant long-term repercussions.
Secondary Alphabet
The secondary alphabet invokes unaligned powers. They can only be used in conjunction with one of the primary symbols. Note: ambrosia, Divine Will, mortal will, and the Law cannot be invoked via symbology.
- Akıl: a symbol that looks like a stylized letter S with a horizontal line through the middle. It represents the mind. When invoked, it lights up the brain of the caster and gives them awareness of their own psionic field.
- Almaz: a symbol that looks like a sharp diamond. It represents value. When invoked, it allows the caster to exchange energies for other energies, effects for other effects.
- Aylanuu: a symbol that looks like a circle within a square or a square within a circle. It represents impossibility. When invoked, it alters reality, making the impossible possible.
- Baarı: a symbol that looks like a circle with a grid within it. It represents the Name. When invoked, it suffuses the whole of the caster's being.
- Balka: a symbol that looks like a T. It represents a hammer, for strength. When invoked, it grants the caster relevant strength to the spell they are casting.
- Beş: a symbol that looks like a five-pointed star with jagged points. It represents the five heads of the dragon. When invoked, it draws in and absorbs energies around it.
- Buttar: a symbol that looks like three entwined legs. It represents the status quo. When invoked, it neutralizes all energies, including symbolism.
- Çeksizdik: a symbol that looks like a lemniscate (an infinity symbol). It represents complexity and intricacy. When invoked, it attunes the caster to the fundamentals of existence.
- Çöyrösü: a symbol that looks like a series of circles connected by a thin wire. It represents experimentation. When invoked, it allows the caster to test a spell before casting it.
- Dene: a symbol that looks like a stick figure. It represents the body. When invoked, it brings energies into the body of the caster.
- Dubal: a symbol that looks like a shield. It represents barriers. When invokved, it blocks all energies and movement.
- Iz: a symbol that looks like a footprint. It represents movement. When invoked, it causes things to move, to be propelled, to engage in motion.
- Jan: a symbol that looks like a five pointed cross with a circle in the middle. It represents the soul. When invoked, it ignites the soul of the caster with energies.
- Jebe: a symbol that looks like an arrow. It represents seeking. When invoked, it helps the caster finds things and narrows their attention to the task at hand.
- Jürök: a symbol that appears to be a heart. It represents emotion. When invoked, it triggers the emotional resonance around the caster.
- Kapyuşon: a symbol that appears to be an upside down U. It represents a hood, the masked, the concealed. When invoked, it allows the caster to take from others without being seen.
- Kılıç: a symbol that appears to be a jagged cross. It represents a sword. When invoked, it triggers conflict, bringing violence.
- Koŋguroo: a symbol that appears to be a tiny bell. It represents skill and learning. When invoked, it clarifies the mind and makes the caster more receptive to learning.
- Munara: a symbol that appears to be a squat rectangular prism. It represents structured, built things. When invoked, it attunes the caster to the building around them.
- Tamçı: a symbol that looks like a drop of water. It represents something amorphic. When invoked, it changes its target.
- Tandoo: a symbol that looks like a sickle. It represents gathering resources. When invoked, it taps into the casters unrecognized resources.
- Tepkiç: a symbol that looks like a capital H with two horizontal bars, representing a ladder. When invoked, it reinforces the rules, forcing anyone engaged with it to follow them.
- Tiştüü: a symbol that looks like a gear. It represents systems. When invoked, it attunes the caster to the systems around them.
Invocation
To invoke a symbol, a symbologer must have a charm in the shape of the symbol. Charms are kept on bracelets and snapped off when needed, linked to the other symbols they wish to invoke. Invocation requires use of the kalak symbol, which is triggered by either breaking the charm or rubbing it with the thumb a certain number of times (the more times, the greater the effect, capping at eight, but each rub takes a second, thus three rubs per turn in battle). Rubbing a symbol is a minor invocation, causing weaker effects. Breaking unleashes its full strength.
Spells
A symbologic spell will involve at least two symbols (kalak and one other) and at most eight. Symbols represent an alphabet. and thus are used to spell out spells. Kalak is used more or less as punctuation, occuring at the end of a spell. Kalak must be used, as well as another primary letter. If a symbol is used more than once, its power is amplified. The symbologer's intention must be spoken as they rub or break the symbol(s). Some examples include
- Alip+Kalak: improved communication, sending a message, etc.
- Çeçilgen+Tandoo+Kalak: ensured resourcefulness, etc.
- Köpürö+Jarkıldoo+Kalak: unexpected bonding, etc.
- Köpürö+Alip+Ölçöm+Ölçöm+Kalak+Kalak: bonding to something from the deep past to understand an ancient language, etc.
- Ölçöm+Baarı+Kalak+Kalak: drawing from one's past selves, etc.
Difficulty of each spell is determined by the GM, based on narrative probability of the asked for effect and its appropriateness to the symbols used. Every symbol used grants +1 to +6 in power to the spellcasting, depending on how it is invoked.
Sigils
A charm may be invoked as a sigil inscribed into something. This works if the symbologer wishes to enchant an object, but it has a very limited lifespan.
And so on.
Inventory
The main tool of symbologers is a charm bracelet.
Charms
Charms must be made of unaligned or poioumenonic material. Crafting them requires special tools to keep their energies appropriate. If the material they are made from contains symbolic or poiouenonic energy, it makes them slightly more potent, and the values people put on materials cause them to have symbolic resonance. Thus, common materials seem to be less effective in cultures that do not put great value upon them. Paper, for instance, is of great practical value, being easily torn for invocation, but it is weakened because people do not value it as they do precious metals. This is the contradiction of symbological magic.
Variations
Some variations include
- Charlie Questions: symbologers with minor skills and using cheap materials who engage in a game of questions with crowds at a carnival or sideshow, using symbology to engage them and delight them with reactions.
- Kalıptandıruuçu: a symbologer who makes charms for other symbologers.
- Mannurat: a writer of symbolic literature, using the alphabet of symbols, writing fictional accounts only symbologers can understand.
- Pohehe: a fool in the southern Island Bridge who uses charm bangles in their motley.
- Sengoli sa lipapali: a stage performer who uses minor symbology to create deeply symbolic theatre. using large symbols on stage as props.
Similar Occupations
Other users of symbolism:
- Alchemist: use of symbolism via scientific research in pursuit of the Great Work.
- Fili: a bard who uses symbolism to discuss philosophical ideas.
- Holistician: one who seeks clues symbolically as an investigator.
- Iaculator: archers and riflemen who use symbols as sigils on their weapons
- Kaltish Guard: iaculators who engage in melee combat instead.
- Kobzar: a Maskovian musician who invokes symbols through song.
- Philosopher: one who studies the meanings of symbols.
Societal Role
Symbologers mostly belong to elite colleges and universities in class societies, keeping their work obscure and controlled through academics. They are considered aloof snobs and are shunned by most. Authorities discourage them from using their skills by regulating its use and by gatekeeping access to the institutions that keep it.
Skills
Common skills include
- Philosophy
- Languages
- Writing
- Research
- Crafting
- Metallurgy
- Experimentation
Stats
Modifiers from base of nation/species:
PRO -2
ATH -2
STR -3
AWA +5
WIL +4
STH /
PRS -1