Glossary
- Essence/ Materia: Essence is/ are the elements composing the physical universe. Essence is the general term. Materia is when it's in matter or unconscious beings.
- Anima (pl:animas): The sparks that define/create the Soul. It's what creates consciousness. It is sourced from the Soul Sea.
- Resonance: Anima when it takes on a "colour" from its interaction with Essence and time.
- Shell: The physical shape, made of Essences. Usually used to refer to the Materia left after death.
- Soul: The collection of Animas that make the Self, the consciousness of beings.
- Soul Sprites: A single part of Anima, released in the environment, tainted by a being's Essence, but also it's past.
- Soul Sea: A parallel realm to the Material Plane where Soul Sprites end up.
In universe
The universe is a washed and composed of two parts: Essence which makes the physical form of things, including air; and Anima that is the immaterial spark that makes things exist, defines their purpose, and in large enough quantity, can create a Soul. All things are made of the two, mostly Essence, for things.
When magic users interact with the world, they impact either Essence or Anima. There are a lot of debates between magic user traditions which are specifically affected. Similarly, the subdivision and categorization of Essence is heavily debated.
For Anima, it is less clear. Anima when coming in contact with Essence for a time takes on the "colour" of the purpose, emotion, and memory of the thing. Once "coloured", it is named Resonance. It mainly and most shows in conscious being with a Soul.
When someone is born, they gather a certain quantity of Anima. It is speculated that the bigger the Soul is, the more remarkable/ significant that person will be, for weal or woe. But a tiny Soul makes you more easily hideable.
At death, the Soul's Sprites depart the person, this is the only moment they can be commonly observed. This is due to the concentration of linked Resonance. They will hide and move away from the person.
Soul's sprites can naturally coalesce in specific places, creating a particular effect. It can even make them visible.
They travel, mostly hidden, to join the Soul's Sea, a hidden realm where they wait. This place can be physically accessed in XXX.
The Soul Sprites can't perfectly direct themselves back to the Soul Sea. They can become trapped, which can taint them and cause them to congeal. Congealed Sprites, or Soul Stones, can stay as is, congregate together, or absorb the Material Realm's elements to form a warped Shell around them. Those shells become animate and are the source of most, if not all monsters: the corrupt shell of Anima who stayed too long in the material realm.
On the monster's defeat, it breaks the bound and once again the Soul Sprites are released, leaving behind the shell and/ or an empty soul stone.
In some traditions, when invoking, Soul's Sprites with specific Resonance can be called and manifested. Similarly for summoning a person, a memory.
Soul's Sprites can be hoarded. In many cultures, it is considered highly taboo and offensive to do.
According to some traditions, the world follows cataclysmic cycles. These are triggered when the Anima pool skews toward a Resonance. If left unchecked, it can become a vicious cycle. To bring back balance, the world reacts in unpredictable and catastrophic ways. Not everyone believes in this theory. Some cultures consider Anima to have no real impact on the whole world, only on things and person, if even that.
Most heroes are wielders of larger souls, making them predisposed to go on an adventure. Does everyone who has a large soul become a hero/ villain/ someone important, no, but most are.
Rules effect
Every character has a Resonance and a Soul Pool. It starts at 1.
You can spend creation stats points (unknown what now) to increase the size of the pool, max 4.
A Soul's point can be used on any roll with a link to the Resonance. It gives advantage.
The Soul's point regenerates at the start of each session. During the session, if appropriate with the resonance, a character can choose to gain disadvantage on a roll to regain a Soul's point.
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