The Siderealists of Aetolia
Following the Creator's Monomachy and the Eschaton's unprecedented act of Creation, a vast well of power blossomed, its unseen radiation suffusing existence entire. Born from distant stars and planets, gaseous glowing clouds, streaking comets and other astral phenomena, this mysterious cosmic energy saturates the Prime Material especially, allowing mortals to seize upon its seemingly endless flows and employ a new field of magic known as Astranomia.
Siderealist Skills
Relying upon the beliefs and majesty ascribed to the Mejevsavelnel and other constellations, Ostension is the mysterious art of beseeching aid from the will woven within those vaunted stars. Masters of the art walk in the light of multiple constellations, donning legendary regalia to instrument the downfall of their opponents and the salvation of their allies. From wise sages and fervent martyrs to wretched beasts and lost souls, Sapience's constellar arrangements represent a vast arsenal of mythological magic readily available to those capable of interpreting their enigmatic whispers.
Ostension
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Reenactment
DescriptionSyntax: REENACT <constellation>
Additional syntax: POWERS
Beseech one of the constellations of Sapience for intercession by re-enacting an aspect of their legend. After a brief delay, the constellation will answer your plea and deliver a legendary piece of regalia closely associated with it into your hands. With this piece of regalia, you may tap into special powers related to its origin.
You may only reenact one legend at a time for now.
To learn more about the powers available to you, you may use POWERS while you hold a piece of regalia.
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Forfeit
DescriptionSyntax: FORFEIT <item> or FORFEIT ALL
Once you have obtained regalia from the constellations, if you wish to return it to them, you can forfeit it back to the legends they came from.
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Empyreal
DescriptionThis ability is passive.
The regalia that is gifted to you by the stars possesses empyreal qualities that place them a step above the common armaments found within the realm. Each regalia that you call upon is unique to you and you alone. As such, you will not be able to pass along your regalia to others, ensuring only you can tap into their mythical powers.
In addition to this, all weapons summoned forth by the stars will be classified as a Legendary weapon and, if it can be wielded, it will be unyielding to attempts to disarm you of them in much the same way a fist-sigil could.
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Occlusion
DescriptionThis ability is passive.
Your mask will provide you with immunity to the oleander venom, preventing you from going blind from its effects.
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Artos
DescriptionArtos, the Sage
Regalia given: glassesViewed as a pair of bright stars twinkling in unison, representing the two piercing eyes of Artos.
Powers granted by the given regalia:
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Wounds
DescriptionSyntax: WOUNDS [target]
This ability will allow you to determine how badly damaged the limbs of your opponent are. If you specify no target, you will check your own limbs.
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Diagnose
DescriptionSyntax: DIAGNOSE [target]
Your glasses allow you to diagnose yourself or another of any afflictions they may have at a glance.
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Spy
DescriptionSyntax: SPY <target>
Using your sagacious glasses, you may spy upon individuals over a vast distance. This will reveal the class of the target that you choose to spy upon, along with how many defences they have and what their current stats are.
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Cthalut
DescriptionCthalut, the Archer
Regalia given: bowCan be seen as seven stars in a loose group, the brightest three in a vertical crescent, representing the shape of an archer.
Powers granted by the given regalia:
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Archery
DescriptionUsing Cthalut's bow:
SHOOT <target> [type/venom]
SWITCH <type>Using a quiver:
INSPECT QUIVER or IQ
INQ <amount> <type> ARROWS
OUTQ <amount> <type> ARROWSUse your bestowed bow to shoot someone in a line-of-sight location from you. Although the bow has been given to you by the stars, you still need a quiver. Place the arrows you wish to use within your quiver using INQ and then, while wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose which of your arrows you will shoot by default.
In addition to the regular venoms, you may also use the sumac, loki, epteth, and epseth venoms with a bow.
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Aiming
DescriptionSyntax: AIM <target>
Increase the accuracy of your bow by aiming at your target first. As long as they remaining within the trajectory of the arrow it will always hit them, even if they move from their original location.
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Starshot
DescriptionSyntax: SHOOT <target> STARSHOT
If you have no quiver of arrows on hand, or simply don't wish to use them, you can form an arrow out of starlight and shoot it at your target instead. Such an arrow will deal magic-type damage to your target immediately and a small amount of time afterward.
Both instances of damage will be arcane-sourced.
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Arcing
DescriptionThis ability is passive.
Unlike other bows, the bow of Cthalut has the unique property of being able to lightly arc its arrows with deadly precision. This feature will let you shoot people at a different elevation to you from a distance, providing they still remain within a direct line from your location.
The arc of the elevation change will additionally allow you to shoot over walls and obstacles in the process.
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Light
DescriptionThis ability is passive.
You may use your candle for any purpose that requires a source of fire, such as lighting a campfire. It will also act as a light source, making it easier to see in the darkness.
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Blaze
DescriptionSyntax: BLAZE
Raise your candle aloft, summoning jets of flame that will surge in from every direction available in your location. Upon converging in your room, they will rush skyward and burn anyone in the trees or skies above, as well as set them ablaze.
The damage dealt is multiplied by the amount of exits within your location.
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Heat
DescriptionThis ability is passive.
Your candle will keep you warmer while exploring into places that have low temperatures.
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Treyes
DescriptionTreyes, the Candles
Regalia given: candleAppears as three blazing stars, topping three parallel columns of two dull stars each, representing the three sacred candles of the Luminary fellowship and the Triad.
Powers granted by the given regalia:
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Chance
DescriptionThis ability is passive.
There is a 1 in 6 chance that you will see through a hidden affliction for what it is.
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Fortune
DescriptionThis ability is passive.
While holding the coin, any gold dropped from a slain denizen will be naturally increased by 5%.
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Izu-Ari
DescriptionIzu-Ari, the Gambler
Regalia given: coinCan be seen as a single golden star, representing Izu-Ari's last gold sovereign.
Powers granted by the given regalia:
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Luck
DescriptionThis ability is passive.
If you're lucky, there is a 5% chance any damage you take is cut in half.
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Vayua
DescriptionVayua, the Hero
Regalia given: swordVisible in the sky as five stars in a straight line with a sixth and seventh flanking the second star of the five, representing a sword.
Powers granted by the given regalia:
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Sword
DescriptionThis ability is passive.
The sword of Vayua is a formidible weapon of myth, once held by the Hero himself. You can use it like an ordinary weapon, however its effectiveness will scale with your skill rank in Ostension instead of Weaponry.
You can PROBE the weapon to see what kind of attacks you can use with the sword.
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Sublime
DescriptionThis ability is passive.
With the stars granting Vayua's sword such deadly grace, you will be able to bypass the aura of rebounding when striking a target with it.
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Edged
DescriptionThis ability is passive.
The edge on the sword of Vayua is so fine that it will cause triple the usual amount of bleeding when attacking with it.
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Martyr
DescriptionThis ability is passive.
Your death will cause all your allies to be healed for 25% of their health while the robe is worn, no matter where they are in the realm.
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Softhands
DescriptionThis ability is passive.
Any non-natural healing that you perform upon either health or mana will be boosted by 15%, whether it be yourself or someone else.
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Loskiou
DescriptionLoskiou, the Selfless
Regalia given: robeSeen as a single bright star of simple, pure white hue, representing the soul of Loskiou, shining selflessly over all mortals.
Powers granted by the given regalia:
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Peripleko
DescriptionPeripleko, the Navigator
Regalia given: shoesAppears as a triangle of brightly glowing stars, shining as an arrow, which points eternally towards the north.
Powers granted by the given regalia:
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Lightfeet
DescriptionThis ability is passive.
Feeling lighter on your feet, your dodge malus from wearing armour is removed while wearing these shoes.
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Footprint
DescriptionThis ability is passive.
When making use of the WHO list with the thirdeye defence, you will be able to see the room 'vnum' of anyone upon it, even if you have not explored the location before.
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Navigate
DescriptionSyntax: NAVIGATE <location>
Instantly appear at any major civilisation across the realm in a single step. If you are an enemy of the civilisation in question, then you will be unable to travel there.
Possible location choices include:
Enorian, Duiran, Bloodloch, Spinesreach, or Esterport.There is a minor exception to this rule, and that is that you can also travel to the Pool of Stars using the keyword 'stars'.
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Umbrael
DescriptionUmbrael, the Cloak
Regalia given: cloakSeen as a square of four stars, with darkness inside it obscuring any stars behind, representing the shape of a four-cornered cloak, which conceals all behind it.
Powers granted by the given regalia:
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Cloak
DescriptionThis ability is passive.
Your cloak will grant you protection against summoning attempts from the brazier tattoo while it is worn.
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Shadowgaze
DescriptionThis ability is passive.
When sensing out other adventurers, your cloak will grant you the power to suppress any abilities that might alert them that you are doing so.
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Displacement
DescriptionThis ability is passive.
Become difficult to locate by displacing your location against abilities that try to sense you. As such, when your location is sensed, they will be shown a random location within a three room radius around you.
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Ontesme
DescriptionOntesme, the Tormented
Regalia given: maskAppears as six pale stars, running generally in a horizontal line, representing the body of Ontesme at rest.
Powers granted by the given regalia:
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Illgrasp
DescriptionSyntax: ILLGRASP <target>
Converge an aura of torment upon your opponent with your mask's gaze. Such an effect will lie dormant in the opponent until they are struck by an active source of magic-type damage. Upon receiving damage, they'll be given a hidden random affliction.
One of the following afflictions can be given as a result:
Anorexia, shyness, or manablight.This effect will last for four strikes, or until sufficent time has passed that the effect wears off on its own.
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Construct
DescriptionSyntax: CONSTRUCT WALL <direction>
Construct a wall of stone to prevent escape across an exit. It can only be destroyed by attacking it, or by use of the Crashing skill in Survival.
You may only construct up to two stonewalls at a time.
Please see AB SURVIVAL CRASHING for more information on this ability.
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Deconstruct
DescriptionSyntax: DECONSTRUCT <item>
Destroy an adventurer-made attackable item in a single blow.
If it is not something that you have made, then this ability will be placed on cooldown. You will still be able to deconstruct your own made items while the cooldown is in effect.
Cooldown (not self-made): 480 seconds
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Ulgar
DescriptionUlgar, the First Troll
Regalia given: hammer & chiselAppears in the night sky as five pale, greenish stars in a wide swath, forming up the hulking form of Ulgar, the first troll.
Powers granted by the given regalia:
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Hammer
DescriptionThis ability is passive.
The hammer and chisel is the favoured tools of Ulgar, the First Troll. You can use them like an ordinary weapon, however its effectiveness will scale with your skill rank in Ostension instead of Weaponry.
You can PROBE the weapon to see what kind of attacks you can use with the tools.
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Drobia
DescriptionDrobia, the Gears
Regalia given: gearThis constellation shows itself as fourteen stars, grouped into three rough circles touching one another, forming the shape of three turning gears.
Powers granted by the given regalia:
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Unleash
DescriptionSyntax: UNLEASH GEAR
Unleash your wound up gear, dealing cutting-type damage and some bleeding to all adventurers in the location. Each winding of the gear will cause it to strike again in succession, however it will lose any benefits gained from winding until it is rewound once more.
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Wind
DescriptionSyntax: WIND GEAR
Wind up your gear, preparing it to unleash it in a hefty strike. Each time it is wound, it will increase the armour stats upon your gear by 5.
You may wind it up to a maximum of five times.
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Shield
DescriptionThis ability is passive.
The gear of Drobia is a unique regalia in that it is large and sturdy enough to serve as a shield when wielded. It offers some protection against blunt and cutting damage, but can be increased further by winding its gear.
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Gulbedim
DescriptionGulbedim, the Hexer
Regalia given: mantleCan be viewed as eight dim stars, forming a misshapen oval, and representing the scowling countenance of Gulbedim.
Powers granted by the given regalia:
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Despair
DescriptionSyntax: DESPAIR <target>
Throw your opponent into despair, making it more difficult for them to dodge.
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Hex
DescriptionSyntax: HEXTOUCH <target>
Bestow a hex upon your opponent, causing them to take periodic magical damage should they be upon an elevation that isn't the ground.
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Averroes
DescriptionAverroes, the Wise
Regalia given: staffVisible as a collection of twelve stars arranged in outward spirals, representing the endless wisdom of Averroes, the Wise, as it spreads outwards to all.
Powers granted by the given regalia:
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Staff
DescriptionThis ability is passive.
The staff of Averroes was a treasured legendary item by the wiseman. You can use it like an ordinary weapon, however its effectiveness will scale with your skill rank in Ostension instead of Weaponry.
You can PROBE the weapon to see what kind of attacks you can use with the staff.
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Bolt
DescriptionSyntax: BOLT <target> <limb>
Release forth a bolt of magical light from your staff, dealing magical damage to your opponent and dealing limb trauma to a limb of choice in the process.
This effect will also irradiate the limb that you strike. The next bolt you cast from your staff that strikes successfully will cause that irradiated limb to take additional limb trauma, then wear off.
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Wave
DescriptionSyntax: SPEAK WAVE
Read the word 'wave' from the Tome of Ages, generating a wave of force that will knock everyone in your location to the ground and upset their balance in the process.
If an opponent has density in a method that isn't from the salve of mass, they will resist the wave.
Cooldown: 25 seconds
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Mend
DescriptionSyntax: SPEAK MEND [ME|target]
Read the word 'mend' from the Tome of Ages, healing a crippled limb from the chosen target. It will first try and heal the left arm, then the right arm. After that, it will attempt the left leg, and lastly the right leg.
If you specify no target, it will heal a crippled limb from yourself.
Cooldown (self only): 30 seconds
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Kill
DescriptionSyntax: SPEAK KILL <target>
Read the word 'kill' from the Tome of Ages towards a target, instantly slaying them if they are below 1000 health. If successful, the death given to them is absolute. They will not be able to protect themselves with second life abilities nor be revived afterward.
The tome will glow with celestial energy when you strike an opponent and it reduces their health below the threshold.
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EjaKodosa
DescriptionEja Kodosa, the Tome of Ages
Regalia given: tomeThis constellation appears as six stars in three vertically-aligned pairs, the center pair lower than the others, forming the shape of an open book.
Powers granted by the given regalia:
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Monomyth
DescriptionThis ability is passive.
All stories of myth can be drawn back to a single circular idea. Through this knowledge, you can request aid from one extra legend of the stars without overburdening your mind and body, allowing you to utilise the power of two regalia instead of just one.
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Roleplaying a Siderealist
What is the Empyreal Vault?
Sometimes shortened to just 'the Empyreal' or 'the Vault', the Empyreal Vault is the vast cosmic gulf that yawns open all around Aetolia. Freshly forged beneath the unerring eye of the Eschaton, the Empyreal's dimensions remain beyond the comprehension of mortalkind. However, common astronomers have charted the movements of six additional planets beyond Aetolia, raising questions about what could reside beyond this once-solitary star. In addition to these planets and the bleak darkness betwixt them, myriad stars, nebulae, comets, asteroids, and other cosmic fixtures dapple its endless canvas, providing limitless sources of the mysterious energy that empowers the Siderealist's magics.
What is the Mejevsavelnel and Ostension?
Sapience's skies host many constellations, including twelve major ones that make up a legendarium called the Mejevsavelnel. Stargazers have charted their patterns for centuries, and each of these twelve major formations possesses a myth explaining its name's origin. A diverse gallery of heroes and horrors source these popular stories, offering timeless wisdom whose ultimate culmination can be glimpsed in an Aetherial's apotheosis. All of Sapience's constellations - and the faith instilled within their tales - empower a Siderealist's magic of Ostension, allowing them to beseech the memory of these fabled figures for their intercession in the form of sidereal regalia. Imbued with the very essence of the legends they represent, the regalia offer a diverse array of powers that emulate famous wizards, celebrated martyrs, and tormented souls aplenty.
What is Astranomia?
Astranomia is a young branch of magic that manipulates vast cosmic energy from beyond Aetolia's bounds. Some mortals are born with the capacity for this magic, though it takes some degree of training for most. In some rare cases, a mortal can possess wild talent with its powers, making it inevitable that they will wield sidereal sorcery to some degree. Usually, this talent reveals itself in the form of trance-like states while young. It can eventually progress to involuntary communion with the higher order of the Empyreal Vault or hallucinatory contact with the legendary Mejevsavelnel, which can be interpreted as psychosis or trauma if onlookers are ignorant of the truths of Astranomia's budding strengths. In serious cases where the child's talent is exceptional, they might pose a threat to themselves or others without meaning to, with extreme duress often catalysing unintentional expressions of their power.
Those who are properly trained to channel their potential exhibit glowing eyes without exception, for embracing the power and acting as a cosmic conduit is, first and foremost, a matter of discerning the celestial energies around them. Accomplished Siderealists can manipulate all manner of astral forces and manifest anomalous formations such as miniature moons, rings of stellar dust, and even entire systems of tiny stars. From dying stars to the force that set planets on their oscillating course, wielders of this art express their magic in various manners, drawing inspiration from whatever fantastic sights they behold in their luminescent communion.
What is Crystalism?
Originally studied by the Magi of old, then the Ascendril Order and the Sciomancers, Crystalism was a brand of earth magic that relied upon shape, momentum, and sound to carry its effects. Following the rebalancing of elemental levels within Sapience, the two guilds found their Master Crystals no longer suitable for resonant magics. Thus, the art was lost due to mortals' inability to engineer a new, tonally pure Master Crystal. Sapience soon progressed to different branches of arcane power, leaving Crystalism to gather the dust of history until the Eschaton's acts of supreme Creation filled crystals and stones throughout the world with new strains of power that breathed fresh, celestial life into the field. No longer relying upon simple elemental forces, Siderealists utilise different crystal shapes to conduct invisible energies to new heights, capturing the power of cosmic vibration with each arrangement.
Though laymen might relate Crystalism to music, experienced Siderealists and Magi of old insist that no such aptitude is necessary to work its arcane forces. Instead, experts claim that the shape of an individual crystal matters most, as its dimensions adjust the frequency at which it can resonate with the celestial might that flows through it at all times - and thus the manner of its vibration. Given voice by this shaping, the powers express themselves in rigid ways that influence a mortal's mind or body. Pioneers of the field constantly search for unique shapes that exhibit undocumented effects, with their studies necessitating a nigh-permanent occupation of the Fractal Bloom and other sources of natural crystals.
Visual style of the class
Owing to a lack of a formal guild, order, or other organisation, Siderealists possess no distinct uniform. In fact, due to the talent's indiscriminate visitation upon individuals from all walks of life, a Siderealist is just as likely to be in a leather jerkin as they are to be in a ball gown. Upon taking up the practice in full, many Siderealists eventually adopt iconography of the Mejevsavelnel as accessories or miscellaneous spell foci, allowing commonfolk to pick some out in a crowd without a second thought. In addition, those focusing on Crystalism's rigid study tend to garb themselves in durable clothing that is less likely to tear or rip during geological delves into crystalline deposits, setting them apart from learned arcanists and forest-dwelling ritualists.
Without exclusion, Siderealists exhibit a cosmic glow in their eyes whenever they embrace their power via astral luminescence; simply holding the power is enough to cause this, with its brilliance intensifying when a user engages in actual spellcraft. When filled with this astral essence, Siderealist's scars, tattoos, and other bodily markings adopt a similar glow, revealing how thoroughly the energy permeates mortals. Beyond this, many find it easiest to channel their power when they emulate the graceful motions of the Eschaton, for the True Creator was the one Who forged the stars and cosmic phenomena from which Siderealists draw their power. For this reason, many practitioners exhibit ethereal calm and move with a tranquil certainty that lends them an otherworldly air even when they are not working their strange sorcery.
Side effects of the class
Due to the colossal scope within which a Siderealist operates, many users eventually grow detached from the physical world in many ways. Quoting the overwhelming nature of the forces they work, some users become hermits or social recluses if they survive the dissociating trances that come with working raw astral force. Forced to view the big picture constantly, Siderealists sometimes lose sight of reality and life's complexities, viewing them beneath their notice compared to the wide wonder of the cosmos. Besides this, some wielders of Ostension grow disenchanted with childhood tales or interpretations of the Mejevsavelnel, as their proximity with sidereal regalia drains most of the fantasy out of such speculative stories and burdens them with a truthful understanding of the constellations' powers. Those who devote themselves to Crystalism likely exhibit bruises, scrapes, or cuts from their geological pursuits, and those who frequently experiment with new vibrations oft complain of a perpetual ringing in their ears.
Roleplaying the class
A common grit necessary to handle the tremendous power at their beck and call would be a trait shared across most Siderealists, especially if that power were gained through natural talent rather than strict study. Some hopeful neophytes of its triune fields seek knowledge in hopes of divining the will of the stars or gleaning hints of the future from their twinkling patterns. In contrast, others approach the study with rigid discipline and a 'no nonsense' thirst for grandeur and might. Owing once more to its users' wide variety of backgrounds, Siderealists share very little in the form of belief systems, instead attributing their interpretations to anything beyond the craft's common parlance. Though mortals lack a clear picture of what dwells upon the distant planets beyond Aetolia's reach, some users claim to have communed with the cosmos and thus speak to wild conclusions drawn from the visions they behold. Though clumsiness is not out of the question, many Siderealists achieve a microscopic fraction of the Eschaton's grace at the very least, lending them an otherworldly demeanour in their day-to-day interactions.
Customisation guidelines for glimmercrests and cosmic sprites
Cosmic sprites and glimmercrests are mere simulacra of untold cosmic power, acting more as stable vessels of sidereal energy rather than sentient companions. Though they must all adhere to roughly the same dimensions and physical attributes as the default sprite and glimmercrest, you are welcome to portray different hues or other astral phenomena that would make sense as present within the Eschaton's cosmos, i.e. emphasising a colour that happens to be present in gaseous nebulae. In addition, it is important to note that even though cosmic sprites resemble fae of the same name, they are not fae - if anything, they merely capture the same look due to common folklore across Aetolia's settlements.