Geomancy

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Sovereigns

Choosing A Sovereign


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At the end of each Cycle, Majesty is counted. The character whose has accumulated the most Majesty in their Realm is recognised by the Apparitions as its Sovereign. If this is different to the previous Sovereign, the Apparitions will announce this when the next Cycle begins.

If there is a tie, the Realm's existing Sovereign will be invited to choose which of the leading characters takes on the role. If they do not respond, or there is no existing Sovereign, this will be determined randomly.


Sovereign Roles


How the rest of their Realm regards their Sovereign is likely to vary, based on their origin:

- The People's Combine recognises a Facilitator-General, who works to establish consensus amongst the brave crusaders of the Combine - both in rhetoric and in military affairs. Recently this role has had to be expanded to include identifying and purging the seditious Industrioclasts, who would seek to undermine this unity for their own nefarious ends.

- The Valtarian Kingdoms asserts that their Grand High Imperatrix is the beacon of absolute moral, and thus legal, authority. They hold court with their Monarchs and, through them, seek to bring peace and virtue upon all their rightful domain. Which is to say, the entire world.

- The Visions of Opportunity, notoriously self-serving, have acknowledged the need for a Prime Executive to try to reconcile their disparate interests. A successful Prime Executive will coordinate the Visions into a mutually beneficial strategy, then extract whatever price they can for it.

- The Walkers reside under the care of a Ranger. Where Wardens protect the lives of individual Walkers, and the Skalds attend to their philosophical health, the Ranger chooses as their vocation the safety and prosperity of the Walkers as a whole.

- The Penitent Order, for their part, are keen to have a new Grandmaster. They're not entirely sure what a Grandmaster does, exactly - the Sublime Concord used to do that - but they always seemed to know what they were doing, and that kind of clarity is welcome right now.

Sovereign Powers


Sovereigns have three powers:

  • At the third geomantic cycle each event, a Trophy will become available to each Realm. A Sovereign can claim their Realm's Trophy by going to the Geomantic tables and handing over one mana (of any colour) for each point of Dissonance the Realm has accrued. This amount can be paid off - and the Trophy claimed - by

Sovereigns receive Trophies on behalf of their Realm, which can be used to create powerful geomantic effects. If they are in power at the end of the event, they may also choose the name of their Realm.

Sovereigns also have a special power in geomancy. Once per Cycle, a Sovereign can place an Aegis on a Territory of their choice. An Aegis is a special Quality that prevents anyone except the Territory's owner from placing new Qualities on it. Alternatively, they can remove an Aegis which has already been placed - whether or not it is theirs.