Over a Mug of Ale [For A Better Age]

All we need is the magical materials and exotic ingredients and we can build them. Calypso's pretty nifty in the crafting department and will only get niftier with time.
 
Actually, yes. She's already passed the trials except for Tutelage (Humility from being cowed by SWLiHN, Fear from becoming an Infernal, Journey from moving from Malfeas to Creation, Sacrifice for giving up her home, and again for leaving Singing Rock).


Once she has a teacher, she could reach the Celestial Circle.
 
I'm not aiming to be evil here, but to my eyes, the books say you have to do the other four before Sacrifice.


The other thing to remember is that Tutelage doesn't have to be being taught Sorcery- as long as you get taught something a lot by someone, it can count- hence self-initiating Salinan sorcerers.
 
Yeah, but since Calypso would be learning a Primordial variant of sorcery (Adjorani, specifically), I'd assume she needs someone to at least teach her the basics of sorcery.


Also, if the other trials can be done out of order, I don't see why that one has to be last.


If you want, though, one could always just say that she already had tutelage in her occult knowledge from She Who Lives In Her Name. Thus, she's completed the rituals, just never had the full grounding in sorcery to understand it. She is already initiated, but knows no spells.


The end result is the same, at the end of the day. After she finds a teacher and learns how to channel the essence properly, she gets the initiation charms.


Does that work?
 
The basic book lists the order, but says nothing about whether or not they need to be done in that order. The White Treatise says that sacrifice needs to be last, but if you want to ignore that, I certainly don't see a problem. They're really just roleplaying hooks anyway. Heck, the base book says you can do them all in downtime anyway.


Glad there's another going the path of old magics though. As underpowered as it is, I've always thought sorcery was one of the more fun parts of the setting. Especially the Salinan working.
 
The Salinan Working ensures everyone, everywhere, at any time can initiate into Sorcery if they genuinely wish to. They will look back on their life and suddenly realize they've been following the steps to initiation in the most minor or most major life events, perhaps even having already made sacrifice.


The Salinan Working didn't alter the methods of initiation, it didn't make learning sorcery easier, it didn't make people more prone to taking actions that result in following the steps of sorcery. It rewrote the universe so that all who would eventually wish to pursue sorcery could--even if they didn't realize they were doing it at the time.
 
I'm going to rule that you don't Have to do all the socery the stated order. That's more fluff and something meant to be dramatic and cool then hard rules in my opinion.
 
One of my favorite spells is Ritual of Elemental Empowerment. In an earlier game, we made an airship that was pimped out with that spell over every inch of the hull. It had a self-sealing gasbag, parts of the hull were made extra armored, other parts were one-fifth the normal weight, the cabins were able to reshape themselves as we wanted, we had heated indoor plumbing and refrigerated food. It was awesome.
 
Rewriting reality for the sake of your politics is pretty damn ballsy.


So, for those who want the trials in order, assume Calypso received Tutelage from SWLiHN (which she did, really). Finding a teacher is just so she can figure out how to cast sorcery properly. Either way, she needs to find a teacher to learn sorcery.


As for that little airship... Well, let's just see if we can outdo that, hm? :mrgreen:
 
Oddly enough, the Ritual of Elemental Empowerment was the first spell I wanted to learn. Admittedly for more mundane reasons than the airship, or possibly ones simply better grounded, but I digress. Permanently reduce the speed of any weapon by one for no commitment? Pretty much the best utilitarian combat magic in the game.
 
Tableface, your post is awesome with a sound track.


Which was mpurely accidental that I was listening to




It really kicks off about 1 min in ;)
 
Wait, are we all Sorcery fanentities?


I don't really see Bjarn picking it up- but then again, there are some nice naval ones (in fact Sorcery makes you a better sailor than Sail Charms...).
 
Unfortunatly for Solars. A lot of their charm trees need love.


Thrown


Ride


Sail


Bureaucracy


Stealth


Larceny
 
Thrown got a little love in MoEP: Abyssals. Fiery Solar Chakram is really rather cool, and just the thing for a Social-primary character looking to prod some buttock. Hell, Thrown even has a perfect parry!
 
No, they need the iron gate.


Wood doors are about as useful as tissue paper in Exalted. (Don't believe me? Look up their statstics.)
 
Psch. Not like Calypso can't make a better one.


With massive images of their triumph carved all over the front of it.
 

Users who are viewing this thread

Back
Top