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Rules

Day Magnitude 160

The magnitude of this ritual may fluctuate as the Empire expands or contracts.

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. This ritual targets the entire Empire. It must be performed at the Imperial regio at Anvil. The ritual requires a map of the entire Empire which is used to harness and focus its power.

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

Effects

The ritual enchants the entire Empire. Every mine in the Empire produces two extra ingots of special materials. These additional materials will match the base type selected when the mine was created.

In addition, many inhabitants of the Empire experience odd incidents of deja vu and find themselves remembering things they had thought were forgotten, especially the location of lost items and things they have read or witnessed, often many years in the past.

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

Description

This old and dramatically powerful ritual enchants the entire Empire for a short time. It effects every mine resource in every region within the Empire. Much like Revelation of the Jewel's Sparkling Heart , the ritual is about helping miners to locate deposits of raw materials rather than creating substances out of nothing,

During a season when this ritual is in effect, there are increased incidences of people encountering Day regio, or the heralds of Day eternals. Indeed, the eternals of Day themselves seem to become more active after periods when this ritual is performed, and more interested in the activities of Imperial citizens. There is a superstitious belief that more merrow are born during this period, but there is no evidence for that. There is some anecdotal evidence that especially high-lineage merrow feel especially energized to pursue their goals during this period, but that is all.

Bright Eyes Gleam in the Depths is an Imperial enchantment similar to Hallow of the Green World and Wondrous Forests of the Night, and very nearly failed to be codified. The initial enthusiasm for Imperial-scale enchantments that followed the formulation of Wondrous Forests of the Night had almost entirely faded by the time Hallow of the Green World was completed and performed for the first time. When the stargazers of Urizen attempted to convince the Imperial Conclave of the wisdom of continuing exploration of the omnihedron their requests fell on deaf ears. The time-scale involved in formulating an Imperial enchantment; the challenges of performing such a ritual once it was complete; and the serious questions about the wisdom of doing so all served to make Imperial magicians hostile to the idea of creating one more never mind the four more rituals the stargazers envisioned. Not everyone agreed; many Urizen magicians and members of the Unfettered Mind Conclave order vociferously campaigned for the creation of Imperial enchantments in each of the six realms with an eye towards deeper understanding of resonance and the interplay between magic and the mortal world.

In 166YE, more than a decade after Hallow of the Green World had entered Imperial lore, the Urizen took matters into their own hands. Penthela of Delving fought a tightly-contested campaign to become Provost of the only recently completed Halls of Knowledge specifically so that she could begin work on a Day magic Imperial enchantment ritual. Her work was very nearly left incomplete; after Penthela died fighting the Grendel in 168YE she was replaced as Provost by Aurelia of Endsmeet who set aside the partially complete ritual to work on different projects. Historians speculate that her decision to do so was partly influenced by the newly-enthroned Emperor Frederick who is believed to have been deeply skeptical about the use of enchantments that exerted undue influence over Imperial citizens. Two years after Frederick's death in 179YE Aurelia was herself replaced by the mage Antigonis of Ankarien who revived the project and oversaw completion of the ritual text in 181YE. By this time, interest in Imperial enchantments outside of Urizen had largely faded. It was another three years before Bright Eyes Gleam in the Depths was actually performed - in response to an Empire-wide shortage of Green Iron - and only after it's effectiveness had been demonstrated was it entered into Imperial lore. Since then it has been cast on only one other occasion - during the reign of Empress Giselle when it was used in response to a curse that arose following a grand conjunction of the Wanderer and the Lock that resulted in Imperial citizens of the naga lineage finding it increasingly difficult to communicate clearly with others.

Common Elements

This is a powerful ritual, and few covens can perform it by themselves. When this ritual has been performed in the past, it has often been achieved with the use of at least one Web of Celestial Attunement and with supplies of crystal mana from the Imperial Conclave. A coven that plans to perform it often spends several days in preparation, knowing that the eyes of the Empire are likely to be on them.

Symbols of divination and discovery are used throughout. The ritual is almost always performed under the open sky, in front of an audience - there is rarely any room for secrecy in a Day ritual of this magnitude. The map that is a central focus for the ritual is often carefully marked with ink or painted or inscribed with the runes of Day. it is usual for one or more of the ritualists to recite the names of the Imperial territories or even regions throughout the casting as a counterpoint to the ritual invocation.

Music is common, often gentle and carefully scored, to further counterpoint the invocation. The names of Day eternals may be used, but this is less common that invocations of popular historical characters from around the Empire, especially those whose stories are concerned with prosperity, wealth, engineering and planning.