A Complete Compendium of Aspectral Affinity [Thesis]

Started by Runic, August 12, 2023, 07:47:00 PM

Previous topic - Next topic

Runic

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

INTRODUCTION

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

From the very founding of the Disc, the primordial energies of the Aspectral have always lingered. They are the energies of legend made manifest. Man, monster, and ideas fundamental. It has oft been hypothesised that the power of belief, with enough emphasis, can enforce metaphysical change on the energy of the cosmos and make change manifest. That is the energy Aspectral. Augmentation through the manipulation of ones mind, body, and soul, through the conceptual idea captured within that energy.

This Compendium is dedicated to the many who have aided. Merchants who have sold Aspected wares, companions who have gifted and lent, and strangers who have placed trust that this study is important. To all those who have aided, your contribution is noted, and my thanks is gifted.

Not all Aspectral energies provide positive boons. One must be wary about what they place upon their person.


~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Chapter One: Elemental Aspects

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

The Four traditional elements of Earth, Fire, Air, and Water have oft been regarded in their relation to the elemental fields of magic. These of course are Fire representing Flame Aspects, Water representing Cold Aspects, Earth representing Acidic Aspects, and Air representing both Thunder and Lightning Aspects. This Chapter will look at how Aspectral energies, combined with these traditional elemental fields, have produced five Aspects used for protection against the elements, and one non-traditional that would seek your demise.

Aspect of the Flaming Fortress:

The Flaming Fortress makes one very difficult to burn. At only Two Aspects, one will note that they are less likely to be caught in a flaming inferno. At Four, that chance decreases even further as one becomes even more adept to avoiding sources of extreme heat, with noted partial increase to adrenaline. At Six Aspects, one will note that on the odd occasion in which they are kissed by flame, that the Aspectral energy shall shield them partially from any harm that might befall. 

Aspect of the Freezing Bastion:

The Freezing Bastion makes one very difficult to freeze. At only Two Aspects, one will note that the frigid air of Frostport no longer leaves their skin tingling. At Four, their ability to withstand colder climates and avoid the breath of ice drakes increases with partial superconductivity to the blood. At Six Aspects, cold that reaches the skin shall be met with the Aspectral energy, which shields the wearer partially from the cold harming.

Aspect of the Acidic Wall:

The Acidic Wall makes one very difficult to dissolve. At only Two Aspects, one will find that the acidic fogs often conjured on the field of battle are far better endured. At Four, this enduring of the corrosive element increases with partial hardening of the lungs. At Six Aspects, the Acidic Wall provides a buffer against sources of a corrosive nature, partially shielding from corrosive harm.

Aspect of the Electrical Shield:

The Electrical Shield makes one very difficult to electrocute. At Two Aspects, the chance of being struck by lightning decreases by a decent margin. At Four, this chance increases, with the wearer developing an almost microscopic bubble of iron filings around them which the lightning is more attracted to. At Six Aspects, the Electrical Shield expands on that microscopic field, which absorbs some of the potential damage, partially shielding from the damage of the strike.

Aspect of the Sonic Barricade:

The Sonic Barricade makes one very resilient to audial vibration. At Two Aspects, a thunderclap is far less noticeable and magic denoting a sonic quality far less effective. At four, the Aspectral energies infuse the eardrums with a protective resin that enhances the protection against the sonic element. At Six Aspects, the Sonic Barricade provides an almost autonomous dampening field, which absorbs potential harm from sonic sources.

Aspect of Ash:

While not an element in the traditional sense, the Great Ash Desert is frequented by storms of Ash, storms that radiate with a positive energy. One might assume, and many have, that this Aspect aids in the protection against such storms, but it is not the case. Two of it's Aspect provides a malediction toward positive energy, which creates minor discomfort in direct sunlight. At Four Aspects, this malediction strengthens, with the Aspectral energies absorbing rays of Positive light more frequently to damage the wearer. At Six Aspects, the malediction becomes a true bane, making one most susceptible to the Ash and the positive energies they bare.


~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Chapter Two: Heroes of Legends Lost

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

In the stories histories of the Great Ash Desert, there will always be those tales that have slipped from memory, nevermore to be heard carried on the wind. It is within these lost tales, that the Aspectral energies of nameless heroes can be harnessed. To embody their tales lost through the assimilation of their storied skillset. Twelve of these Heroic profiles remain in some capacity.

Aspect of Dervish:

In the old tales, the Dervish was swift and deadly. A warrior fast and keen on their feet. With Two of their Aspect, one will find the parrying of blades a much easier feat. With Four, a gracefulness applied to their footwork as their body becomes more in tune with the Dervish's 'dance of death'. At Six of their Aspect, one inhibits the Dervish, and are rewarded with improved reflexes to avoid incoming blows.

Aspect of Rogue:

Keen of eye and sleight with hand, the Rogue of the lost tales was a cunning aid in the finding of secrets beneath the sands. Through Two Aspects, one will find a keening of the senses when it comes to tracking and scouring. Four Aspects causes the Aspectral energies to enhance the eyes and ears of the wearer with almost predatory senses, enhancing sight and hearing. With Six Aspects, ones Roguish talents are complete, with them gaining a more nimble hand for the opening of locks or the waylaying of coinpurses. 

Aspect of Mocker:

The Mocker is an archetype rarely used in the Tales, even now. Yet the tales in which they once appeared clearly left an impact for them to have garnered such an Aspectral profile. Often an anti-hero who mocks, Two of their Aspect increases ones ability to tantalize others into letting their guard down. Four of their Aspect increases this ability, noting a passive smirk forming at the corner of the wearers mouth. At Six of it's Aspect, one is granted the Mockers greatest asset, the ability to run quickly away if their mocking provokes too much of a reaction.

Aspect of Road Warrior:

The Tales oft speak of the mysterious wanderer, who arrives to aid a hero in need. The Road Warrior, as they are often known, provides minor benefits for aiding those who wander the wastes. Two of the Aspect provide a minor blurring effect, to protect against unwelcome strikes. Four of their Aspect make them sturdier in the face of the dangers the road poses, partially reducing the harm of arrow, blade, or mace. To wear Six of their Aspect is to become fleet of foot, to travel the roads with some pace and always reach a hero in need.

Aspect of Scholar:

The Scholar is the historian of the tale, who often gives the hero advice, or unveils a mystery of the cosmos. Two of their Aspect provides one with a more thorough understanding of the world, and enhances their memory for information. Given the tales often portray the Scholar as a magi, Four of their Aspect aids in their control and manipulation of magic. Six of their Aspect imparts the knowledge of the Scholar, enhancing the intellect of the wearer, allowing for a more studious mindset.

Aspect of Priest:

A healer of mind, soul, and body, the tales of the Priest differ according to their doctrine. The Priest as an archetypal hero of legend however, is more uniform. At Two Aspects, their affinity for the wielding and manipulation of magic increases, as the Priest wields the boons provided by their Diety. At Four of this Aspect, that amplification to magic increases, and the wearer becomes more resilient to disease, to keep their body pure. With Six of their Aspect, the Wearer gains the sapience of the Priest, to listen and temper, offering thought or insight.

Aspect of Brute:

An aidful companion in the tales, the Brute is oftentimes the muscle who will aid the hero in accomplishing their goal. Two of their Aspect provides the wearer with a more rigorous posture and menacing appearance. With Four Aspects, the rigor to their stance increases, as well as their ability to maintain focus even in the thrall of battle. To bare Six of their Aspect is to encompass the Brute, becoming more steadfast and resolute in their fortitude.

Aspect of Dwarf:

Mostly found in the tales once told near Mount Kulkund, the Dwarf is an interesting aspect who maintains their cultural roots. Two of their Aspect makes one more proficient at finding minerals and ores, the moving of rock and earth. Four Aspects will make them more proficient at the careful excavation of cultural heirlooms and trinkets. At Six of their Aspect, they gain the Dwarf's most well-kept secret, an aversion to magic that makes overcoming it far easier for the Wearer.

Aspect of Performer:

The Japester, the Minstrel, the Harlequin. Oft in the tales once spun does the archetype of this prankster appear, to sing epic songs or perform acts of merriment in the heroes direst times. Two Aspects of the Performer will grant one a more melodious voice, and enhance their music making. Four of their Aspect increases this through an echoing property within the voice to transmit audial waves with a more resonant frequency. Six of their Aspect makes ones voice become that of the Performer. Their ability to perform their craft is outmatched by none other than the Performer themselves.

Aspect of Dancer:

The Dancer, in a vein similar to the Performer, is a master of their craft. In the case of the Dancer, it is a combination of dancing both on and off the battlefield. A mesmerising dance of blade. With Two of their Aspect, one will find their footwork much improved, to dance and dodge from the blows of their foes. At Four Aspects, the wearer will find their nimbleness much improved, able to reflexively weave their way out of any danger. At Six of their Aspects, the wearer dances as the Dancer does, and foes will find it harder to land purchase against them as they dance from their grasp.

Aspect of Politician:

An oft divisive figure in the tales, as the Politician is not always on the heroic side. Some only appear as such until the veil is drawn and they are revealed a traitor. Two of the Aspect encapsulates this energy, providing a boon of silver to the tongue. Four of its Aspect grants one a better force of personality, through which they might enforce their will. Six of their Aspect grants one the Politicians personality, a raw force of indomitable gravitas, and unquestioned authority.

Aspect of Astronomer:

The Astronomer is an Auspex, or Seer. They are oft the character of the tale who emboldens the hero to undertake their task, ordaining them by destiny, fortune, or the stars. Two of this Aspect strengthens ones connection to the cosmos, and the understanding of the night sky. Four, strengthens that bond, through an Aspectral link to the skies. Six of their Aspect grants one the portentous favour of the heavens, granting them the deepest insight into uranology and cosmology.


~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Chapter Three: Misfits and Monsters

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

To every Hero lost, there is always a villain or monster lurking in the shadows. Aspectral energies is harnessed primarily through willpower and belief, therefore it is only natural that some nightmares remain. Six of these are found commonly, invoking the fears of those who linger in the dark.

Aspect of Shade:

It is common among children to be scared of the dark, claiming something lingers just beyond sight. The Aspectral energies have warped this fear into the Shade, shadow made corporeal. Two of its Aspect will provide a partial intangibility as one is able to more adeptly slip between the physical and metaphysical. Four of it's Aspect empowers the Shade, providing intangibility closely mirrored by a blurring spell, allowing the transferal of blade through form with more ease. Six Aspects of the Shade doubles this intangibility as one becomes more and more at home within the shadow.

Aspect of Miserable Toad:

Since ages past, there have been legend of toads that fell from the sky. As big as a troll, and who would lay eggs inside you, still living, to gestate. These 'Slaadi' brought about nightmares of such things, and those nightmares became the Miserable Toad. Two Aspects of the Toad bring misfortune, a universal bad luck that makes one more likely to encounter poor luck. Four of it's Aspect dogs the mind, and maddens it, decreasing sapience and encouraging madness. Six of it's Aspect provides one with the ability to resist any poisons, as their skin becomes slimy with the tallow of the Toad.

Aspect of Sinister:

There is nothing that preys on the mind more than betrayal. That those whom we love and trust might plot and scheme behind our backs. These doubts and fears manifest as the Aspect of Sinister. Two of its Aspect will make those of a goodly nature more averse to you, their strikes less likely to land as they cannot fathom your stench. With Four of this Aspect, one will find it easier to lay blows upon those of a goodly disposition, your aura blindsiding them. Six of this Aspect grants a barrier against divine retribution, absorbing some harm from the holiest of blows.

Aspect of Snake:

Oft seen as a symbol of the Ninth Spoke, the Snake is a fear that many have. Destruction, hatred, poisonous thoughts. It was those that wove this Aspectral energy. Two of it's kind will make one more resilient to a poisoned blade, or a serpents fang. Four of it's blade infuses one with a more potent resilience. Six of its Aspect further enhances this resilience to poison, with some speculation that your blood has become partially poisonous in nature.

Aspect of Blasphemous:

Once a rare sigil, it was only in these past years since the Ringfall that many have made their ways to the Great Ash Desert bringing with them stories of old gods and small gods. The Wheel has always turned within the Sands, and this blasphemy against it inspired new thoughts which manifested as the Aspect of Blasphemous. Two of this Aspect causes the wearer a loss of willpower, as they turn their backs on the Wheel. Four, a curse of misfortune, as the cosmos itself rejects the blasphemer. With Six Aspects, one will find their negativity brought about in a physical manner, with the energy potent enough to spill out onto their blade during combat.

Aspect of Rat:

While rats of the gutters provide in the ways of decent thoughts, it was not wholly the energy that manifested this Aspectral energy. Guttersnipes, sneak-thieves, and any who would live below the feet of civilisation inspired this manifestation of Aspectral energy. At Two of it's Aspect, it allows one to slink easily into the shadows, and hardens them against the diseases often carried by their rodent namesake. Four of its Aspect dulls their footfall, and once again hardens them against the gutter disease. Six Aspects provides a small but noticeable boost to movement, as they gain the scurrying nature of the Rat.


~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Chapter Four: States of Being

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

As stated previously, Aspectral energy takes belief and makes it energy made manifest, thus this final chapter relates the the Aspects created through internalisation. Be they positive or negative in nature, it is the conscious mind that gives manifestation to these Aspectral energies. Of these Aspectral augmentations, there are thirteen signatures.

Aspect of Unfortunate

Those down on their luck or down on their fortunes may inadvertently manifest this Aspectral energy. Two Aspects provides a curse of misfortune, causing the wearer to more frequently fall victim to harmful situations. Four of it's Aspect worsens the curse, afflicting a more derelict condition upon the wearer. Six once more deepens the curse, tying into feelings of insecurity and self-doubt, causing ones misfortune to place them in the way of more abject harm.

Aspect of Clumsy:

Those with little motor skill often doubt their dexterousness. A manifestation of this energy primarily comes from those with underlying health conditions, the elderly and infirm, and children prone to breaking things. Two of this Aspect drain ones flexibility, often exacerbating symptoms of old age. Four of this Aspect further drains ones flexibility, causing cracking in knees and joints during strenuous activity. Six of this Aspect once more drains the wearers flexibility. These combined makes one easier to hit, given their inability to effectively dodge.

Aspect of Weak:

The bane of all aspiring warriors is the thought of not being strong enough. These manifestations of weakness form the Aspect of Weak. Two of its Aspect will sap the wearers physical strength, embodying the weakness. Four of its Aspect will further sap, noted by the muscle atrophy one will begin to notice. Six of this Aspect saps the strength to a further degree, making one more frailer.

Aspect of Foolish:

The child oft scorned and called foolish by their parent is liable to believe it. It is these manifestations of self-doubt that fed into the Aspectral weaving of the Foolish Aspect. Two of it's aspect puts a dampener on ones sapience, encouraging more reckless behaviour. Four of its Aspect dampens the sapience to a further degree potentially risking ones ability to think rationally. Six of this Aspect dampen the sapience of the wearer to a further degree and often invites madness onto the wearer, denoted by crazed eyes and snarled mouths.

Aspect of Stupid:

Self-doubt is a common occurrence among wizards apprentices who believe their intellect lower than their masters. These manifestations of intellectual inferiority fuel the Aspectral energy behind the Aspect of Stupid. Two of it's Aspect diminishes the wearers intellect, believed to be placing the brain within a softening bubble to keep thought out. Four of the Aspect increases the effect of the bubble, thus diminishing the wearers intellect more. Six of its Aspect places a thought dampener on the bubble, keeping most intelligent thought from manifesting, thus once more, further diminishing the intellect of the wearer.

Aspect of Clueless Fist:

The phrase 'dumb muscle' is often ascribed to many a novice warrior. Some take this moniker to heart, and that unconscious thought manifests into the Clueless Fist. Two of its Aspect dampens ones willpower, making them far more malleable to command and direct. Four of the Aspect lessens their flexibility as the mind focuses on becoming the ideal 'warrior'. With Six Aspects, the body augments, using the energy from the dampening of willpower and flexibility to enhance muscle density and grants a boon of physical strength.

Aspect of Unbalanced:

On the metaphysical spectrum of recognised moral alignment, there are those who consider themselves in the middle. Those of a neutral persuasion. Those who believe themselves above neutrality, at the cornerstones of the moral alignment scale, manifest this Aspectral energy in an effort to affront those who do not choose a side. Two of its Aspect aid in the defence against creatures of neutral persuasion. Four of it's Aspect allow one to more easily recognise vulnerabilities and thereby strike at creatures of these neutral persuasions. Six of it's Aspect provides some minor defence against maces and clubs, shielding against blunt weapons.

Aspect of Precision:

The hunters mind is keen and sharp, and those hunters who believe themselves above their prey manifest this Aspectral energy. Two Aspects of Precision keen ones eyes, to see and track prey more effectively. Four of its Aspect keen the eyes further, with minor changes to iris structure to be more hawk-like. Six of it's Aspect further enhance vision, and also enhance the wearers ability with weapons, allowing for easier hunting of prey.

Aspect of Indomitable:

In the heat of battle, where warriors charge, there is a thought that crosses each warriors mind. Their comrades will die, but they will live to see victory. This thought, shared across entire armies, manifests the Aspectral energy of Indomitable, a refusal to die. Two of its Aspect provide a minor protective quality against death, and the death magics practised by some cultists. Four Aspects enhances the boon to a higher degree, with Six Aspects enhancing it further still, each time empowering the body with a hyperactive adrenal gland to restart the heart if the body stops moving.

Aspect of Clarity:

There are those who invite a calming of the mind, in the hopes of attaining a calmer spiritual energy. It is these mindsets when combined with Aspectral energies that manifests as the Aspect of Clarity. Two of its Aspect allow for a more focused mindset, allowing one time to think even in times of crisis. At Four Aspects, ones willpower is reinforced through a diversifying in neural network patterns with the brain becoming more averse to invasive threats. At Six Aspects, this reinforced neural network enhances with a number of crossroads that are likely to aid in shrugging away distasteful enchantments.

Aspect of Bulwark:

The mindset of a protector reinforces thoughts of honour, duty, and chivalry. These chivalric thoughts are what manifest the Aspect of Bulwark. Two of its Aspect grant the wearer a more rigid rigour, reinforicng limbs and back. Four of this Aspect make one sluggish, as a wall with legs is want to be. However, Six of the Aspect makes one far more adept at surviving a battle, granting partial protection against blade, arrow, and mace.

Aspect of Courage:

Bravery in the face of adversity. It is a tale as old as the Great Ash Dunes. It is these thoughts that manifest the Aspectral energy to form the Aspect of Courage. With two of its Aspects, one will find the Disc a far less terrifying place, with Aspectral energy reducing the fear response in the brain. Four of it's Aspect empowers ones willpower, giving them the voice to speak up to unjust authority. Six of this Aspect shuts down most of the fear response systems of the mind, making one much more resistant to fear.

Aspect of Null:

There are some out there who are content. They fret not over the worries of every day life, they worry not if they are skilled, or smart, or strong. They are simply as they are. This energy is what manifests as the Aspect of Null. At Two Aspects, they realise they have nothing to fear. At Four Aspects, they realise that their lives aren't so bad. At Six Aspects, they realise they are happy the way they are.


~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Endlude

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Aspectral energy flows, as it has ever done. Since time in creation it has been woven and shaped into ever changing forms and energies that enhance or inhibit, augment or detriment. Theoretically it is possible anything could be done with them, so long as you believe surely enough.

Thus concludes the primary thesis of Zain al-Saiba. You are humbly thanked for reading it.