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On the Edge of My Last Concern

From Esterrapedia

The Shardcircle is a council so quiet and small that you can’t even enter it without a certain spell. A council so unknown that it struggled along on ten locks of income for years. A council so unremarkable that page-upon-page of arcane lore goes unread.

But The Shardcircle is also a council that wrought the stone of Weiland asunder with arcane power unmatched by any other. It is a council that sent a soul into the afterlife and pulled it back. It fights monsters without form, maladies without mercy, and quandaries without answer.

The Shardcircle does all of this without pursuit of riches, without the dream of accolades, without power-hungry malice.

It does all of this for the love of the game. For its own reason.

No Council in the Concord can do what the Shardcircle can do. And we should all be very afraid.

Arcane Paper, Religious Ink

“What exactly IS a Ceremony?”

The wizened old scholar raised her eyes curiously at the young apprentice’s question. She was bemused by the pureness of the question, the insatiable curiosity that made having an apprentice worth it with so few years left to live. She set her quill down carefully, and adjusted her spectacles so that she could better see the youngling in the candlelit library of the School.

“Why do you ask, child?”

“Well, I've read the word a hundred times so far today alone, and I feel no closer to the answer the Headmaster has tasked you to seek. So I thought, what are we actually creating? Like you taught me, look for the trunk before getting lost in the branches.”

True understanding of magic takes great skill and patience

A smile played across the old woman’s lips at the retelling of her own teachings. A good sign in a pupil, particularly one so eager to help. A promising future, she thought to herself.

“Then let us cover what we know, together.” The child put down the tome in their hands, pulling from a nearby satchel a worn and ink-stained journal emblazoned with a faded symbol of Stallia across its cover. “First, we know that Ceremonies are a type of Ritual, an application of great power through an often unique method. We know that there is a cost to Rituals, and in the case of Ceremonies we know that Crystal Mana is considered the prime of materials. We know that Ceremonies are performed by Priests of The Divine Spheres, and can only be cast, as it were, in places of power. By Altars or the great Sanctified Square.”

The furious scribbling of nib on parchment followed the calm and kind voice of the elderly scholar

“What does this tell you, with your current understanding of the source of our powers?”

The apprentice scholar looked up, their eyes sparkling in the candle light. “It tells me that Ceremonies draw on great powers from beyond our Mortal Sphere. That Priests are like mages, conduits through which power is channeled, though the thing being channeled is far different, and requires a focus through which it can be manifested?”

“Indeed. Then what, child, is the purpose of Crystal Mana in this circumstance?”

Falling into deep thought, it was clear that the youngling could not answer such a question immediately. Knowing that this would leave the child with a thirst for answers, the elderly woman smiled, excited for the likely days to come as the apprentice would surely search the School of Gifts from top to bottom to find a suitable reply.

“Take your time, dear. You have plenty of it.”

-=-=-=-

With questions unanswered and tasks to complete, both Magus and Priests alike spend time at each School of Magic across The Concord. Both Headmaster’s requests were clear, and simply required the effort of research to complete. To discover what was possible, what was not, and what needed to be done to ensure that the theoretical could be made practical. This was the duty set upon those who chose this way of life, and it was a task tackled most gratefully.

While neither Headmaster ensured a call for Artisans was necessary, the focus on the creation of new Ceremonies would spark the interest of the like-minded regardless. To produce something new, particularly that which draws on the powers of the unknowable Spheres, was to be a part of something great. Few would miss the chance, could they help it.

Within The De Re School of Embers, the irony of focusing on the Sphere of Hope was not lost to those who heard of Headmaster Maximilien’s execution. Branded a heretic and executed for it, his request for a Ceremony that brings health and life brought emotions that some found hard to bear. Perhaps this was the true reason for the name of the Ceremony that would come about, or perhaps it was simply the request of a dead man. Few would know the truth of the matter, but these few would care nonetheless.

Meanwhile, The School of Gifts would proceed much as it always has. With Headmaster Azime’s recent focus on The Divine, many were unsurprised to see yet another Ceremony become their focus for the Season. While before it was to Arcadian, now their attentions turn to Cervitas, seeking to once again bridge the gap between Realms. A difficult task set before them, one that required a great deal of thought, careful planning, and harkening back to past research, they would nonetheless prepare a suitable gift for the heroes of The Concord.

Together in task yet separated by distance, both Schools would seek to draw forth the powers requested by them, and to some degree would find success. It is the expectation set upon those of quizzical mind, and every success would further the desire to succeed once more.

Failure would simply not be considered as part of the equation.

Game Information

The De Re School of Embers has created a new Lumos Ceremony, named ‘Villeneuve’s Blessing’.

The Headmaster of the De Re School of Embers was Maximilien Villeneuve, though he was executed at the Spring Summit of 225 for Heresy. The position will be up for election at this coming summit.

The Andashi School of Gifts has created a new Cervitas Ceremony, named ‘Fewer Hands, Greater Victories’. This Ceremony is different in name and effect compared to the original request, to more aptly match the intended game design of Confluxes.

The Headmaster of the Andashi School of Gifts was Captain Azime Rais. The position is not up for election at this coming summit.

Simple Actions Define Greater Results

To be a Magus is to hold power within your grasp.

To be the conduit through which flesh mends and broken bones are reknit.

To be the catalyst through which foes are lit aflame or felled entirely.

Magic is a limited thing, its bounds well known and its gifts structured. But in its application does a Magus find themselves unique. In the knowing of how and where to use that which they have obtained. Countless records have been and will be produced that details the nuance in which Magic forms in the Mortal Sphere, despite its known limits and despite what was always believed to be the wall against which none can push beyond.

The Arcline, while powerful, is still less understood than many mages would like

This must have been the case for Arcanist Helena Castor. A criminally ignored member of Shardcircles past who created The Arcline, and was unable to put it to use in its greatest purpose. A gifted creator whose like may never be seen again, whose powers were harnessed into an Artifact that even now can be considered one of the greatest of this Age. An Artifact that, upon its repurposing in 225, was finally truly unlocked and able to be used to what may be its full potential.

And for the first time, perhaps in history, it was used as designed.

Under the hand of Archmage Zarja Tal’Darev Del’Elysium, The Arcline’s powers of Enliviation and Obliteration were used in tandem. Empowered by Shards, a somewhat mysterious substance reminiscent of Crystal Mana yet significantly more condensed, The Arcline defines the true mystic power of The Shardcircle, and it is in this use that the often mocked Concordian Chamber reminds the greater populace exactly why it stands so tall.

It even makes use of the great unknown that is the very Spheres themselves, finally unlocking the true nature of The Precipice. A force through which a single Sphere can exert influence on The Concord, though perhaps not so consciously as one may expect. The power of The Divine is not something so controllable, but nonetheless The Precipice and its effects draw from this great unknown, and the result is certainly felt by more than just those who seek to use the Sanctified Square.

Yet there is more even beyond the use of their most powerful Artifact, knowing that it is not just this one thing that makes them great. The Passel Research, pushed for by heroes, seeks to unmask one of the greatest threats once and for all. Blasserstreit, in all its horrific consequence, pursued by the magical researchers of The Concord to finally seek any knowledge possible from an Arcane perspective.

An important task, one that will yet again lead The Shardcircle through thorny paths in the search of answers. Yet one that, should answers be found, will be worth its cost no matter the toll.

The Shardcircle, and those who represent it, hold great power within their hands.

Has it been used well?

Game Information

The Shardcircle’s many powers are once more carried out, their effects numerous and results varied. With the recent restructuring of The Shardcircle comes a need for clear outcomes. A Systems Report, in this instance. While the exact format may change per Season, regarding both the above text and the Game Information itself, it can always be expected that the actions of The Shardcircle and its Titles will be made clear.

The outcomes of such actions, as expected, will be revealed in other Winds entries or at the following Summits.

What follows is the actions of The Shardcircle at the Spring Summit of 225;

Passel Research; The Passel topic, proposed by Lady Winnifred of House Eldermere and signed by Wealdsage Lukas Metzler, Archmage Zarja and Baroness Grasshoff, would be focused around ‘The magical nature of Blasserstreit and how it has been changed’.  

Precipice Alignment; As voted on by all Heroic Magus of The Concord, The Precipice would have its powers aligned to Stallia for the Season and coming Summit of Autumn 226.

The Arcline (Enliviations); The Enliviated functions as chosen by The Archmage were The Precipice Alignment, and the Vault of The School of Gifts (unsecured).

The Arcline (Obliterations); The Archmage chose the Obliteration known as Realmweave Guardian (2nd Incantation), focused on Mancante Terra, particularly The Plateau of the Gods and Marepato.

To Act Upon Wishful Thinking

Obregon is a magical city, there is arcane energy in its bones, its foundations, and its people. The magic is new, having been forged in the School of Gifts every single day by the will of its many students and researchers. But it is also old, carrying the scars and history of Grand Andash and its fall. Two years ago, a piece of this near-ancient history was unearthed, broken free from the stone of The Rise by expeditious delvers, and the fine merchants that funded them.

‘The Runeforge’ as it was known, was a piece of local interest. Amidst a time of cultists and dangers it drew attention from many and the stewardship of the then-senator, Mowgli El-Tanebar. But the loss of the Salt Road, the continued arcane mysteries elsewhere in Andash, and a thousand other Concordian concerns allowed The Runeforge to fall from the public eye.

But those same merchants who funded its original exploration, along with their new partner in the Senator of The Tribelands, did not lose sight of what they had. They continued to work, pouring resources, effort, and even blood into this project. To reveal what this piece of Andashi history once held.

This past season that project saw its first fruition, and hopefully not its last.

Utilising a shard Aetherial Kyanite carved from the deepest reaches of Athermer’s Folly in distant Bolsterlee to fire the forge in an arcane gout of manasmoke, the workers at the Runeforge sheltered their eyes and mouths. The great stone bellows began to shift of their own accord, the dour runes spread across the chamber glowed as the immense magical energy was consumed by the hunger of this burning forge. The crystal mana cooked off in explosive spark showers and the pieces of Mithril, Arcstone, and Thunder Oak glowed white hot. The streets far above The Runeforge poured with a low-hanging smoke of pink and purple, but still the forge glowed.

When all was said and done, the forge cooled but it did not slumber. Once again it glows with purpose, a crucible to forge artifacts greater than any The Concord has ever seen. Works more at home in history or legend than in our age of suffering. The obsidian shard of fused mithril and arcstone that sparkled in the early morning light in a way most unnatural was all that remained of this first firing, having consumed the Thunder Oak and whatever ancient magics still remained.

The word travels fast that the people of Obregon had awoken an ancient magical forge, that it was preparing to produce magical artifacts of unknown power. That the future was bright for those willing to see it.

Game Information

Continued investment in The Runeforge below Obregeon has been successful, The Runeforge being awakened and its first firing a success.

Mowgli El-Tanebar, the Shepherd of the Reeds, is the representative and part owner of the forge and its operations. They will receive ‘The First Fire Shard’ in their character pack as well as correspondence from the rest of the Runeforge’s council of investors.

The Council of Investors has made it known to merchants across the Concord that they are interested in buying certain resources to be used in The Runeforge. They are as follows:

  • Mirthil and Arcstone: 2 Locks per Wain
  • Thunder Oak: 3 Locks per Wain
  • Aetherial Kyanite: 15 Locks
  • Carrionwood: 20 Locks

These resources can be delivered to Mowgli El-Tanebar, with payment being rendered the following Summit.

There will be decisions for the Senator of the Tribelands and the Archmage of the Shardcircle regarding The Runeforge.

It’s the Everything That’s Not Anywhere Else

“That’s the simplified answer.

We know the Mortal Sphere - the here and the now and the us and the end.

We know the Divine Spheres - the there and the then and the us and the journey.

But the Null? Well, that’s the everything that’s not anywhere else. It certainly isn’t here - the entirety of reality would tear apart if you had a slice of Null in your backgarden, surely. But we also know that it’s not the there either - not those bright glittering orbs of divine determination that all of enlightened humanity strives to reach.

No void of unknowing is as great as the Null

It may well be now, or then, but it doesn’t seem to be - not in all our investigation. Some mages have gone in. They’ve either tickled their toes into the absence of all, or swan dived off into it, and all experienced it differently. For some it passes in the blink of an eye, an almost imperceptible change in place that puts you back into your study eight years after you left. For some, it stretches on for millennia, lifetime upon lifetime in an enduring endlessness, only to return and see that your scribe didn’t even have the time to put their pen to paper.

It can be the us - we know that much. Or at least the us that don’t quite get there. The us that are stood, waiting to be chosen for their Divine rowing team only to notice that all of the boats are full. The ones that are not hopeful enough for Lumos, nor knowledgeable enough for Stallia. Those that start the Journey, but fall short.

And it is both the start and the end and the Journey, of course.

But what else? What else do we know?

Well, we know that the us is not alone at the end of it all. While the souls that are left - that do not make it, that are divined to not be divine enough - sink down through the void like sediment in ill-filtered wine, that there are others. Things. Those that cast shadows even in the darkness, snuffing out the candles of souls like a silent storm. Creatures? Possibly. But certainly not us and ours, nor Spheres or Spheric.

And we know, ultimately, that we cannot know it all. Not in its entirety. Not as we are. It is, to an extent, like a colour that we cannot see, or the flickering in our peripheral vision that our mind conjures to fill in the gaps. For some, it is an everlasting field, dotted with unreachable homesteads on the horizon, each hearth softly flickering through the windows. For others, it is the unfathomable depths of the oceans, with sunlight catching on distant islands far above upon the surface. For some, it is nothing at all in its ‘truest’ sense, whatever that means.

So, now that we’ve established the foundations, let us discuss properly - what exactly is the Null?”

Game Information

In the process of reviewing Shardcircle documentation and paraphernalia, the Concordian Civil Service noted a series of interesting, if occasionally conflicting accounts of the Null. Through consultation with staff at both of the Schools of Magic, a consensus was reached and formalised through the spreading of word across The Concord of what exactly we know of this unknowable place.

The average Concordian would be aware of the following information on the Null:

  • The Null is the void that souls travel through on their Journey to reach the Divine Spheres
  • The Null is dangerous for souls to stay in.

More learned individuals, or those who may have an academic or spiritual interest in the Null may be aware of some or all of the following information:

  • The Null is not entirely empty - there are things that we do not understand that dwell within the nothingness
  • The Null is where souls that do not reach the Divine Spheres fall, and so it is very dangerous for souls to spend any time there, especially when still attached to a living person
  • The Null is beyond our true comprehension, and so is experienced differently by different souls when they travel there.
See also: