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Rules

Night Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual is most effective when used on a tent or room, where the location aura automatically expands to fill the interior space. If the ritual is performed in an open area, then the space must be clearly defined and no more than 40' across at most. It must be absolutely clear to anyone whether they are inside an enchanted area or not. If for any reason the boundaries shift or move significantly, then the enchantment collapses prematurely.

This ritual is an enchantment. A target may only be under one enchantment effect at a time. This is also a location aura.

Effects

This ritual enchants an area with a potent aura. Anyone who enters the area becomes aware of (and subject to) the aura, and experiences a powerful roleplaying effect: they feel relaxed, happy and perhaps even a little drugged; pressing concerns are easy to set aside for later. They feel an urge to indulge themselves, and luxuriate in pleasurable sensations. It is easy to fall asleep in this area, and anyone who does is likely to experience vivid, pleasant dreams and awaken refreshed.

The area can provide a source of supernatural strength to anyone in the area, allowing them to overcome an unwanted roleplaying effect. This ability requires the character to roleplay talking about, reflecting on, and celebrating their passions, or enjoying in hearing the passions of others. They must also remain in the area. If they leave, the unwanted roleplaying effect returns assuming it has any duration left.

A character who engages in at least fifteen minutes of conversation in this location aura recovers all spent hero points.

There is no effect if the character is on a battlefield or in a similar stressful environment. If the character makes or suffers an attack during this time, or spends any hero points, then the fifteen minutes is interrupted and must be begun again from scratch. This magic is not sufficient to allow recovery of hero points to any character who is under an effect that prevents recovery of hero points overnight such as Dreamscape of the Endless Hunt or similar curses.

This enchantment is a location aura, similar to that created using the consecration ceremony. A location can only be under one aura at a time. This ritual will replace any standard location aura (including those created by similar rituals), but is not powerful enough to remove a location aura with a strength higher than one. Likewise, any consecration can replace (or remove) this enchantment. A detect magic spell performed in the area determines the realm and magnitude of the effect. The insight skill will not detect any spiritual element to the enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Alexander Tallstag.jpeg
Alexander Tallstag, Master of Ice and Darkness

Description

This ritual was based on work performed by the Winterfolk mystic Adelyn 'Ever-Present' Lurask. It was codified at the Icy Crag of the Eternal Sun shortly before the Winter Solstice 388YE, under the auspices of Alexander Tallstag of Dawn. It was presented to the Conclave for inclusion in Imperial lore during the Summer Solstice 388YE by Grandmaster Lord Milton de Vere, on behalf of the Rod and Shield. Lord de Vere also provided the funding for the ritual to be distributed, once the Conclave agreed with their declaration.

The similarity between this ritual and the Leonine Pavilion (and to rituals such as Chamber of Pallas or Chamber of Delights) is obvious. The magic enchants a space, ideally one dedicated to relaxation and good conversation, and weaves strands of Night magic throughout it. Where the Chamber of Delights focuses on pleasurable sensations, and on the acts of indulgence, Herthfire's Hospitality instead evokes feelings of merriment and an urge to tell stories. It is patterned after similar effects reported to surround some jovial eternals of the Night realm. The magic is intended to enhance the atmosphere in feasting halls, mead halls, and similar locales where visitors will eat, drink, and tell tall tales or discuss great events.

Ultimately it is designed to create a space where heroes can regale others with tales of passionate fights. heroic actions, and legends of lost treasures. If those tales are embellished with details that never quite happened, or if unexciting mundane details are glossed over in the telling, so much the better.

Night magic resonates keenly with the emotions of humans and orcs. Sometimes these emotions are quiet and contemplative, exemplified by the eternal Sung in particular. More often, Night magic urges mortals to embrace their passions, kindling them to the point of boisterousness. If the Chamber of Delights draws a little on the resonances surrounding the Brother of Wizards, a notorious sloth and glutton, then Herthfire's Hospitality draws a little more on the resonances associated with the Shadowed Flame, albeit in a largely benign fashion. Where Janon may fan the flames of passion into jarring action, Herthfire's Hospitality creates an atmosphere that is much more hospitable.

During codification, the ritual found particular favour with magicians from Wintermark, Dawn, and the Brass Coast. It also sparked a fascinating discussion about whether the embellishment of a tale with the intent of entertaining one's audience was dishonest or not. The debate itself was held under the influence of the ritual and ultimately ended in raucous laughter and a challenge to tell the wildest story that still remained within the bounds of believability which was handily won by a Freeborn magician from Oran.

Performing the Ritual

As a ritual created to create feelings of relaxation and merriment, the original design centred the performance of music, singing, and dancing during its performance. Fires – which are often symbols of passion as well as hospitality – would be lit or spicy incense burnt. Given the ritual is generally performed inside the location to be enchanted, where possible the area should already contain rich foods and delicious beverages and be decorated with inspiring items (war banners, trophies, and so on). Even the most humble tent can be arrayed as to invoke the feel of a grand feasting hall!

The actual invocations involved are intended to be performed in loud voices, singing, reciting, or chanting, and may involve participants sitting or lounging rather than standing. The shared consumption of food and drink works well with this ritual, as it does with many workings using Night magic.

The rune Zorech resonate well with this ritual, but so does the rune Tykonus – sometimes called “the banner”. For a practitioner of heraldic magic, the Sphinx or perhaps the proud Gryphon are appropriate to evoke while an adept of beast magic may favour fearless boars and clever foxes, and again banners depicting these creatures are an ideal adjunct to the performance.

For the dramaturge, the Throne of the Garden – or with some care the Chamber – might be evoked, especially in conjunction with the Mountebank and the Witch in some combination.