Seidr: Difference between revisions

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** If no major visions are available, you may cast a rune of [[Runes#Insight|Insight]] to see a minor vision, which will be narrated to you. These will usually be less expansive than major visions, but on the bright side, you can't trigger a Doomsaying.
 
** If no major visions are available, you may cast a rune of [[Runes#Insight|Insight]] to see a minor vision, which will be narrated to you. These will usually be less expansive than major visions, but on the bright side, you can't trigger a Doomsaying.
 
* Otherwise, you will receive a major vision, which may either be a normal vision, or a Doomsaying.
 
* Otherwise, you will receive a major vision, which may either be a normal vision, or a Doomsaying.
* You may cast a Rune of [[Runes#Insight|Insight]] to receive a different major vision after learning if you got a Doomsaying or not, if one is available.
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* You may cast a rune of [[Runes#Insight|Insight]] to receive a different major vision after learning if you got a Doomsaying or not, if one is available.
 
* If it is a normal vision you may read the vision as long as you like, but cannot confer or make notes until you give it back. That vision will then be destroyed; no one else will see it. You may do what you wish with the information.
 
* If it is a normal vision you may read the vision as long as you like, but cannot confer or make notes until you give it back. That vision will then be destroyed; no one else will see it. You may do what you wish with the information.
 
* If you receive a Doomsaying you must publicly declare that you have seen a Doomsaying, and read it to the room. You then keep it. A Doomsaying will cause something bad to happen to do with the topic it is about; the enemies you'll face on the linear will be harder, or events will somehow unfold worse than they otherwise would have.
 
* If you receive a Doomsaying you must publicly declare that you have seen a Doomsaying, and read it to the room. You then keep it. A Doomsaying will cause something bad to happen to do with the topic it is about; the enemies you'll face on the linear will be harder, or events will somehow unfold worse than they otherwise would have.

Revision as of 06:37, 24 September 2024

Seidr is the art of seeing the future. It's a double-edged sword though, for seeing the future can invite the very doom you're trying to avoid.

To have a vision of the future, godlings do the following:

  • Inform a ref that you wish to have a vision, and on what topic.
  • You will be informed if this is a topic for which major visions exist. You may choose to stop if you don't like the answer.
    • If no major visions are available, you may cast a rune of Insight to see a minor vision, which will be narrated to you. These will usually be less expansive than major visions, but on the bright side, you can't trigger a Doomsaying.
  • Otherwise, you will receive a major vision, which may either be a normal vision, or a Doomsaying.
  • You may cast a rune of Insight to receive a different major vision after learning if you got a Doomsaying or not, if one is available.
  • If it is a normal vision you may read the vision as long as you like, but cannot confer or make notes until you give it back. That vision will then be destroyed; no one else will see it. You may do what you wish with the information.
  • If you receive a Doomsaying you must publicly declare that you have seen a Doomsaying, and read it to the room. You then keep it. A Doomsaying will cause something bad to happen to do with the topic it is about; the enemies you'll face on the linear will be harder, or events will somehow unfold worse than they otherwise would have.


Major visions always exist for the next outing the godlings will make in to the world (until they've all been seen).

Each godling can only see one major vision per event.