Sagas

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The skill of Sagas is the last and greatest in the repertoire of the Achaean Bard. Comprising grand tales spun from the history of Sapience and its mortals across more than nine hundred years, it is through their recitation of the past that the Bard not only remembers it but gives it new life.

From the collapsing star of Ethian to the birth of the Genesis or the advent of the Worldreaver, these are the stories shaping all that is.

Save for citizens of Cyrene, the skill of Sagas is available to members of the Bard class, along with Bladedance and Composition. Alone amongst all others, minstrels of the Heart of the Vashnars are burdened with honouring the memory of Woe.

Abilities in Sagas

Storytelling

Recite Once upon a time... Lessons: 1
Syntax: RECITE <saga> [target]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: To tell a tale, to spin a yarn, to bring to life a story of long gone days. The teller of great sagas of the past knows the power in such things, and so tell them you shall.

Each saga will have multiple stages. All sagas will do something upon being completed, and some will do things at other points in the tale as well. Consult each saga for specifics upon the nature of your grand design.

Note: {{{note}}}
Gossip You'll never believe what I heard... Lessons: 1497
Syntax: GOSSIP SPREAD <gossip>

GOSSIP LISTEN

Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 5.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The art of storytelling is one step removed from the art of conversation, and as a master of both, sometimes you just need to get your message out there in a less obvious way.

By seeking out various establishments(*), you can, around once an Achaean day, spread some gossip. Similarly in said locations, you may also listen for gossip every so often, and in such a way gossip is bound to spread.

  • Inns and similar, generally.
Note: {{{note}}}
Countermand No, this is how it went. Lessons: 1600
Syntax: COUNTERMAND <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 3.00 seconds of equilibrium and 8.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Every storyteller knows there is just that one person who has to be the centre of attention even when they've just got nothing worthwhile to say. Clearly, anything you have to say is far more facinating than such

lesser tellers of tales, and now you will prove it!

You may countermand any saga that you know being told by another, having a chance to completely interrupt their flow and aborting it before it can reach a grand culmination(*).

  • You are not guaranteed to succeed. You can increase your chances through various means, but never to a hundred percent.
Note: {{{note}}}

Grand Tales

Ethian Flee the falling star Lessons: 191
Syntax: RECITE ETHIAN
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 20.00 seconds of voice balance and 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The coming of the Morning Star is a tale of destruction and terror. At its recital, those beasts of burden that are nearby will have a glimpse of that dread event, and will flee in panic at its knowing.
  • Makes mounts panic and run about until soothed.
Note: {{{note}}}
Reckoning Arcanum undone. Lessons: 134
Syntax: RECITE RECKONING
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 2.50 seconds of equilibrium and 20.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The Tale of the first Reckoning one is of wizards and warriors, dragons and despots, triumph and victory: but at its core it is a tale of magic, and its thwarting.

When you complete this grand tale, all icewalls, firewalls, and lightwalls in your location will be undone, destroyed in an instant.

Note: {{{note}}}
Snowstears The freezing waters came. Lessons: 178
Syntax: RECITE SNOWSTEARS
Required: 75 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Though the coming of the freezing waters which ravaged Cyrene was a

thing of horror and liberation both, it was the dreadful silence left in the aftermath which will forever weigh upon those that were there to witness that darkest day in the history of the Heart of the Vashnars.

  • Conveys a short lived silence effect upon the room.
Note: {{{note}}}
Jadeicon When dream turns to nightmare. Lessons: 267
Syntax: RECITE JADEICON
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 2.30 seconds of balance and 16.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The power of dreams is one so frequently underestimated, and perhaps no tale tells this so clearly as that of the jade icon. For a time after this retelling, any attempt to put someone to sleep in the location will

still succeed, but the one who would seek to impose said slumber shall suffer in their turn(*).

  • Afflicts anyone who gives the sleep affliction to another with a mental affliction.
Note: {{{note}}}
Haidar Of great escape and glory. Lessons: 334
Syntax: RECITE HAIDAR
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 18 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The tale of Haidar, the Lion, is one of arts reclaimed and more: and yet

at its core it is a tale about escape.

As you recite this saga, each time you reach another section of the tale, you will free yourself from various attempts to entangle your person.

Note: {{{note}}}
Divinechild To take the power for One's own. Lessons: 356
Syntax: RECITE DIVINECHILD
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 16.00 seconds of voice balance and 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A story of theft and of power, of taking and of subversion, the sagas of the Divine Child will bring forth a shifting field of absorption in your location. Periodically it will shift, and all damage to your allies of a given type will become impossible until it shifts once more.
  • The shifting cannot be controlled.
Note: {{{note}}}
Eternalnight And no sun did shine. Lessons: 467
Syntax: RECITE ETERNALNIGHT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.50 seconds of balance and 16.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The tale of Slith's attempt to bring an Eternal Night upon Achaea is one which has spellbound many a listener over the years. Indeed, the story is so entwined with the act of focus that your listener, each time they hear the next lines of the tale, will be healed of any other attempts to transfix them under which they may labour.
  • Afflicts anyone who gives the sleep affliction to another with a mental affliction.
Note: {{{note}}}
Vertani Empire's wrath unleashed. Lessons: 578
Syntax: RECITE VERTANI <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Aventurers
Cooldown: 2.30 seconds of balance and 16.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A tale of peaceful approach turned to brutal war, the retelling of the Vertan Empire's coming can end only one way. You may recite this Saga while focused upon someone nearby and outdoors(*), and at its culmination meteors shall descend to shatter the magical shields of said individual and all who stand alongside them. Note that once the

retelling begins, even if the target flees, so long as they remain outdoors the meteors shall still fall upon them, no matter how far they might flee(**).

  • Nearby for this purposes is within the same local area.
    • Within reason. Crossing planar boundaries or similar may prove too much, even for the glory of Vertan's Empire retold.
Note: {{{note}}}
Magisterion And so the dead did stir and... Lessons: 738
Syntax: RECITE MAGISTERION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 18.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The tale of the Magisterion is a grim one, and one inexorably tied in with the Underworld and the lord who once ruled there. When reciting it, your retelling will destroy necromantic constructs(*), though a necromancer being present will require much more effort to overcome(**).
  • On the first tick with no necromancer present, gravehands are destroyed. On the second tick gravehands are destroyed even if a necromancer is present. On the third tick, infestation maggots are destroyed.
    • If a necromancer (Oppression users count as necromancers for the purposes of this ability) is present, this recital is a channeled action.
Note: {{{note}}}
Redsea The oceans ran as blood. Lessons: 911
Syntax: RECITE REDSEA
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 18.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A tale of disruption and corruption, the day the seas ran red with blood is one wrought by Baelgrim's hand. By retelling that grim tale, water's wrath may be made manifest upon all who hear, and they will suffer its disruption(*).
  • Water disruption is a timed affliction that causes you to lose some mana when you sip health elixirs or similar.
Note: {{{note}}}
Genesis All things controlled. Lessons: 945
Syntax: RECITE GENESIS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 2.50 seconds of equilibrium and 18.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The tale of the Genesis is one inexorably intertwined with that of the Tsol'teth, and the terrible deeds they wrought upon the overland in their relentless quest to realise divinity. When speaking this tale, the first two sections of the story shall normalise any reverberation vibrations present in the location, and at the last, any retardation vibe that might be present will succumb to this crushing power.
  • Afflicts anyone who gives the sleep affliction to another with a mental affliction.
Note: {{{note}}}
Accord Betrayal most foul. Lessons: 1083
Syntax: RECITE ACCORD
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 15.00 seconds of voice balance and 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This tale is one of agreement, but more, one of the most profound betrayal. All that hear it shall know an echo of that most dread choice, and will be struck down with the betrayal affliction for a time.
  • All afflicted with betrayal have a chance to consider anyone an enemy in a given moment.
Note: {{{note}}}
Descent Of renegades and sorrow. Lessons: 1256
Syntax: RECITE DESCENT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 25.00 seconds of voice balance and 2.80 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: There was fire and fury a plenty on that day when the renegade host descended upon the city of Targossas, and so this recounting conveys. Upon its conclusion, everyone in the location will be cleansed of a random affliction which afflicts them, excluding the one you are reciting the story to and yourself. Then, the unfortunate subject of

your grand recital will be inflicted with damage based on the number of afflictions cured from the audience.

Note: {{{note}}}
Endbringer The day when Death did die. Lessons: 1428
Syntax: RECITE ENDBRINGER <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 25.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A tale of tragedy and long held grudges, the Endbringer's Demise is a story with only one inevitable and indefatigable conclusion. Reciting this solemn recounting to a listener will take all of your focus, and yet upon its final word they shall be cast from this life and into those Halls that Thoth once did rule.
  • Bypasses all forms of special resurrection such as starburst. The target immediately embraces death upon being slain.
    • This is a channeled action.
Note: {{{note}}}
Imperator From beyond the flow of time. Lessons: 1463
Syntax: RECITE IMPERATOR
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 20.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: There are many tales of the enigmatic Imperator who sits the Infernal Throne and the dread power at his command. By speaking this story into the world, that first great foe overcome by the Imperator shall be broken, and all timewells in your location and adjacent shall be shattered.
  • This is a channeled action.
Note: {{{note}}}
Deathsheart To give everything and more. Lessons: 1600
Syntax: RECITE DEATHSHEART
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 30.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This solemn tale is one of greatest sacrifice, and giving up of one's self so that others may survive. If you speak this tale over where another fallen adventurer did make their final stand(*), upon its completion they will be resurrected, but you will be cast into the Halls of the Finality immediately(**). This tale can only be told so often, and takes all of your focus(***).
  • You must recite this saga in the room where an adventurer fell. Their corpse is not required, but they must currently be dead.
    • You will immediately embrace death and you will leave no corpse behind.
      • This carries a thirty minute cooldown upon success and is a channeled action.
Note: {{{note}}}
Worldreaver Annihilation. Lessons: 1738
Syntax: RECITE WORLDREAVER
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 20.00 seconds of voice balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: There is no saga so dire and no tale so terrible as that of He who cast down Gods and broke the world in His coming. The dread power of Bal'met may be gone from Creation, but in this harrowing recital can a sliver of the knowing of that impossible foe be made manifest. Though it will take all of your focus(*) to recite, at the culmination of this recounting all damage in the location will become unblockable for a short time. This affects all present: enemy, ally, and the one who gave voice to this most terrible of tales.
  • This is a channeled action.
Note: {{{note}}}