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Becoming Doomed


You may become Doomed in one of two ways:

Deliberate Death

You may choose to represent this by physically wounding yourself or some form of ritual suicide. If you do, please do so this away from the main Nexus area, so people have a choice whether or not to witness it. Alternatively, you can do so with a suitably melodramatic soliloquy and a declaration of "I EMBRACE MY DOOM". Either way, the process takes thirty seconds, after which you are Doomed.

You may not initiate a deliberate death if you are currently KO'd.

Hexes and Hextwisters

You may be struck with the 'This Ends Here!' Hex after being defeated in an Affront, or by another Hex (such as 'Taste of Your Own Medicine') or Hextwister that replicates its effects. If this happens, you become Doomed immediately upon being Hexed.

Being Doomed

While Doomed, you may not:

  • Take any turns at Geomancy
  • Participate in any Affronts
  • Create anything at the Shaping Table
  • Consume any Soulforging Seeds
  • Forge or accept any new Tethers

You should roleplay as though you have suffered severe injury.


You will expire at some point within an hour of becoming Doomed. You may choose the exact time for dramatic purposes, but you must do so within that hour window.

When you expire, you cease to be able to:

  • Communicate with other characters
  • Use any items or abilities

Head immediately to the Shaping Table (or have yourself brought there). The Apparitions there will receive the contents of your IC and OC pouches, arrange Aftermath, and then help you with the creation of a new character.


If you have been killed by another player, Aftermath will trigger. During Aftermath:

  • Each of your Territory's positive Qualities will be converted to two points of Dissonance, which are added to your killer's Realm.
  • Each of your Territory's negative Qualities will be transferred to your killer's Territory.
  • Your Territory, and any Qualities remaining on it, will be removed from the Geomantic Tables.

The trigger conditions and effects of Aftermath are changed by Soulforging.


About Soulforging

The death of a shaper is a massive event that sends ripples through the Outworld. Now that they have access to the geomantic engines, shapers can change what form those ripples take - by changing the nature of their own essence. This new art is called Soulforging.

Soulforging seeds can be created at the shaping table. There are seven different types of seed - Blossoming, Mechanical, Penumbral, Pestilent, Primal, Shimmering, and Venomous - one for each Motive's shaping list. Once created, you can use them yourself or trade them with others.

You may undergo a soulforge by taking one or more Soulforging Seed items to the Shaping desk. If it is your first soulforge, you will need one seed. Subsequent soulforges will require more seeds: two of the same type for your second, three of the same type for your third, and so on. These seeds are consumed in the process.

The Apparition will accept your item cards, and ask you to go OC and come back to the Shaping desk when you have applied the costume elements of your soulforge. You can choose how to display your soulforge using the recommended costume elements, as long as it is clear which soulforge or combination of soulforges you have. You may not return IC until you have the costume elements in place, so you may wish to undergo a soulforge at the end of the evening or event for convenience.

Upon your return to the Shaping desk, you will be given a Soulforge card that details your new abilities. Keep this in your OC pouch for reference.

Types Of Soulforge

Venomous Soulforge


The venomous soulforge is a powerful deterrent, lacing a shaper's essence with a scouring poison that greatly amplifies the effects of their Aftermath. Venomous Seeds appear on the Challenge shaping list: they cost 8 Blue and 8 Red mana to make.

Costume elements: Burned or corroded skin and flesh. Patches or veins that show something volatile, hot, or poisonous coursing beneath the skin. Protruding quills or spines.


If your Aftermath is triggered, you receive a number of additional Negative Qualities equal to the number of Positive Qualities on your Territory. These are chosen by you from five special types: Contamination (-1 Green mana), Corrosion (-1 Blue mana), Pestilence (-1 Red mana), Disfiguration (-1 Majesty), and Scar (+1 Dissonance).

These are transferred to your killer's Territory using the same rules as your other Negative Qualities.

Mechanical Soulforge


The mechanical soulforge encloses a shaper's essence in an artificial veneer, protecting them from the worst effects of Aftermath - at the cost of those around them. Mechanical Seeds appear in the Knowledge shaping list: they cost 16 Blue mana to make.

Costume elements: All visible skin must be made to look like an inorganic material such as stone, gold, or porcelain, except where it is displaying the effects of another soulforge.


If you trigger another character’s Aftermath, their Territory’s Negative Qualities are not transferred to your Territory. Instead, each one is converted into two points of Dissonance for your realm.

If you trigger the Aftermath of a character with the Venomous soulforge, the special negative Qualities created by their soulforge are each converted into ten points of Dissonance for your realm.

Pestilent Soulforge


The pestilent soulforge suffuses a shaper's essence with a savage virulence, making them into a walking bomb. Pestilent Seeds appear in the Supremacy shaping list: they cost 16 Red mana to make.

Costume elements: Visible signs of disease and pestilence, such as pustules, growths, or inflamed skin. Weeping or haemorrhaging wounds. Necrotic, decaying, or rotten flesh.


If you are killed by someone using a hex on you, Aftermath is triggered and resolved as normal.

If you are killed by any other means (such as by your own hand), Aftermath will still be triggered. You may freely nominate your 'killer' for the purposes of resolving it.

Primal Soulforge


The primal soulforge turns a shaper into a concept-predator, able to devour the very essence of their peers. Primal Seeds appear on the Gratification shaping list: they cost 8 Green mana and 8 Red mana to make.

Costume elements: Prominent traits of multiple different predatory animals such as fangs, talons, scales, tentacles, and slitted pupils. You are encouraged to freely mix elements from different animals to create a chimeric effect.


If you trigger another character's Aftermath by using the 'This Ends Here!' hex on them, the positive Qualities on their Territory are not destroyed. Each of them generates two points of Dissonance for your realm, as normal. Once this has been done, all of them are transferred to your Territory.

If you kill another character without triggering their Aftermath, or if their Aftermath has been triggered in a different way, this ability does not activate.

Shimmering Soulforge


The shimmering soulforge creates a prism around a shaper's soul, allowing them to channel the destructive energy of their Aftermath with great precision. Shimmering Seeds appear on the Influence shaping list: they cost 8 Blue and 8 Green mana to make.

Costume elements: Sections of vibrantly coloured skin that are either glittering, pearlescent, or covered in abstract glyphs. Glowing nodules. Vestigial, brightly hued wings.


If your Aftermath has been triggered, you will have a choice to return to the geomantic tables after your death. There, you may freely distribute your Territory’s negative Qualities (and any Dissonance created by your Territory’s positive Qualities) amongst people as you choose. You are not limited to transferring them to your killer.

If you transfer a negative Quality to someone with the Mechanical soulforge, it is not converted into Dissonance.

If you transfer Dissonance created by a positive Quality to someone with the Primal soulforge, they do not receive the Quality afterwards.

Blossoming Soulforge


The blossoming soulforge weaves bright conduits between a shaper's essence and the world around them, allowing them to leave a rich legacy to their peers. Blossoming Seeds appear on the Loyalty shaping list: they cost 16 Green mana to make.

Costume elements: Vines, leaves, and flowers growing across your skin, or through your flesh. Skin turning into bark, or covered in lichen.


When you die, you will have a choice to return to the geomantic tables after your death. There, you may freely distribute your Territory’s positive Qualities amongst people as you choose. Any Qualities transferred this way do not generate Dissonance for your killer, if one exists.

If you also have the Shimmering soulforge and your Aftermath has been triggered, you may distribute your negative Qualities at the same time.

If you have been killed by someone with the Primal soulforge using the 'This Ends Here!' hex, they will absorb your positive Qualities. You will not have an opportunity to distribute them.

While at the geomantic tables, you will be forbidden to talk to (or otherwise communicate with) other shapers. If you choose not to return, or if you break the rule of silence, your Aftermath is resolved normally.

Penumbral Soulforge


The penumbral soulforge casts a shaper into a state between life and legend, able neither to truly live nor to truly die. Penumbral Seeds appear in the Devotion shaping list: they cost 8 Blue, 8 Green, and 8 Red mana to make.

Costume elements: Unnaturally pale skin and hair. Reddened or darkened eye sockets. Sunken flesh or exaggerated bone structure.


If you are killed, your Aftermath will not trigger. You will return to life, at a cost. You may choose how many of the Qualities on your Territory you want to retain. For each of these, you will be given an Anchor. The remaining Qualities will be removed. You cannot remove your starting Quality, so you will end up with at least one Anchor.

Anchors are used to bind you to the world, but each of them inflicts a harmful effect on your psyche. They cannot be discarded, traded, or given away. They may create obsessions around completing your life's work, amplify your attachment to the people you knew in life, or encourage fixation on your death and the destructive feelings associated with it. You will not know the precise nature of an Anchor's effect until you receive it.

If you are killed again, this process will be repeated, and you will return to life once again. Typically, the only way to permanently die once you have taken a Penumbral soulforge is by your own hand.

If you also have the Pestilent soulforge, you will trigger your own Aftermath if you take your own life. This causes great havoc in the lands that you have so fervently tried to cling to: all Dissonance created by your Aftermath will be diverted to your own Realm.

If you also have the Blossoming soulforge, you will be able to distribute your positive Qualities when you die in order to avoid creating Anchors. Your starting Quality cannot be redistributed.

Territories and Soulforging

After the event in which you undergo a Soulforge, you may make an appropriately thematic change to the description of your Territory. Send this to Your Territory placard will be reprinted to show the new description at the next event.