home page

Channeling


Table of Contents
  1. History
  2. Basic principles
  3. Discs
    1. Appearance
    2. Movement
    3. Use
  4. Spellcraft
    1. Rules
    2. Enhancing
    3. Example spell
  5. Cultural Differences

Channeling is a technique that allows creatures to draw energy from an external source to change the environment through the power of narrative.

History

Channeling is thought of as the main factor in the rise of the ancestors of the Hap'ti and Liyap'ti. The earliest forms of channeling were done without the use of a physical object as a medium, which caused the immediate death of the channeler after a single spell. Despite that, these spells were powerful enough to defend channelers against predators — and in some cases even systematically eliminate them.

Channeling has deep ties to religion as the sources of power used for spells (such as the sun and the moon) are often considered deities. Hap'ti consider the act of channeling as a way to reproduce feats achieved by the sun, while Liyap'ti view it as requesting information in possession of the all-seeing moon.

The invention of writing revolutionized channeling by giving channelers a finer control over their spells. After generations experimenting with many different materials such as stone and wood, clay was found to be the most suitable for creating mediums as it is light, easy to carry and can be recycled by applying water. These mediums — now known as discs — possess that shape not for practical reasons, but as a way of alluding to the celestial bodies that act as sources for channeling.

Basic principles

Celestial bodies such as the sun or the moon emit a nameless form of energy that allows creatures to perform feats that would be otherwise impossible with their biology. This energy is passively captured by an immaterial construct possessed by all creatures called the soul. It can only store small amounts of this energy, so the channeler's body must be in contact with a carrier (i.e. sunlight or moonlight) if they wish to use it. Light that is reflected or passed through a translucent material loses some of its energy and results in weaker effects when channeled.

There is no inherent link between the soul and the body, but the mind of a creature is capable of establishing that link through a medium of choice (often requiring a ritual). This link is permanent and cannot be severed without the death of the channeler. When the body is used as said medium, even a single spell will cause the channeler to die as the body struggles to contain and manipulate the energy required.

Channeling can be done safely by using a physical object as a medium. The ideal medium for channeling is (currently) a circular clay tablet called a disc which the channeler writes onto. The mind interprets the writing (called a spell) and, if it is found to be coherent, will shape the soul's energy according to the channeler's request and channel it through the body onto the world. The spell must be coherent with the properties of the source to be valid. For example, it is impossible to cast a spell that freezes water using the sun as a source, because it is associated with heat and fire. Note that these properties only need to be perceived — the moon does not actually absorb heat but it is associated with snow and tides so a freezing spell would be possible.

Discs

Appearance

Disc layout.

Disc layout. Click to enlarge.

Click to enlarge.

Once bound as a medium, a disc becomes perfectly flat to the point of looking two-dimensional. It has two "sides": one representing the source channeled through the disc, which is always facing everyone but the channeler, and one with the properties of a regular clay tablet where spells are written. A channeler can "flip" their disc and show the clay side to others if they will it, though that is considered a very personal gesture for Hap'ti (see Sunscripture). Discs reshape themselves to be about 20 centimeters once bound, no matter the size of the clay tablet used.

The clay side is divided into five sections: four slots that take one symbol each and compose a spell, and a slot for writing what source the channeler wishes to draw from. A channeler may also draw decorative patterns which have no effect on the function of the disc if they so desire.

Movement

Discs move according to the channeler's will, typically floating a small distance above the channeler's hands. They can be moved a certain distance away from the caster, with the maximum distance varying between individuals. Though the channeler can control the exact flight pattern of their disc if they so desire, the movement is usually smooth.

Although discs can be kept airborne at all times, channelers will typically use their hands to mimic the act of holding it. There are three popular stances:

Use

The disc is a physical object and must be handled like one when not in use. Breaking the disc does not harm the channeler, but a new disc must be crafted and bound. Breaking a disc by accident is rare as the channeler will usually subconsciously float the disc towards themselves before any damage can be done.

When a source is specified (through writing) but no spells are defined, the disc will emit light with the perceived properties of the source i.e. warmth from the sun or cool from the moon. Spell effects are also carried out through light, for example a fire spell making the light from the disc hot and able to set objects on fire with ease. Only one source can be channeled from at a time, even if the channeler tries to fit symbols representing more than one source into the source slot.

Spellcraft

Rules

Spells are often crafted like narratives in which the specified source is the main "character" or driving force. The four quadrants on the disc are labeled dawn, midday, dusk and midnight and dictate the passage of time in a narrative — though the names are purely symbolic and the story does not have to occur in the span of a single day. The center slot specifies the source being channeled from, either the sun or the moon. The quadrants are read clockwise and there must exist a coherent interpretation no matter which quadrant is chosen as a starting point. The main event of the story — the result that the spell aims to achieve — must happen at midday (or midnight, if channeling the moon).

The effectiveness of the spell seems to take into account the perception of all channelers, not just that of an individual caster. For example, a fire spell is effective and always consistent because all sun channelers are aware the sun is able to heat up and set fire to vegetation during dry seasons. A spell that uses more obscure solar phenomena as a basis i.e. parhelia will not be as effective or may not work at all due to the rarity of said phenomena.

Spells written with slight differences but seeking the same result will function the exact same. For example, two spells written to achieve faster plant growth are valid even if they use different crops (corn, cassava, etc.) to represent a harvest cycle.

Enhancing

Other than optimizing the spell itself, there are a couple ways to increase the effect of a spell. The most common is to have multiple individuals use the same spell aimed at the same target in close proximity. Discs can be "stacked" as a neat and compact way of achieving that. Note that the light from someone else's disc cannot be used as a source, all channelers must have access to the source from this to work.

Another way to enhance a spell is through the use of instruments that focus light, such as lenses. The focused light will intensify the effects of the spell and reduce the area of effect according to the degree of focus.

Example spell

Fire Spell

The above is a spell for starting fires. The possible readings are:

All readings are about a fire that turns plants into ash so that the soil can become fertile and house new plants, but the four readings have a different focus each:

Cultural Differences

In general, spells used by the Hap'ti are about causing a change in the world. For example, accelerating plant growth, starting fires or inflicting fatigue on someone. Their chosen source is the sun, representing the deity Wara'hap.

On the other hand, spells used by the Lyap'ti are about seeking information. For example, finding out someone's position or discovering which plants can be safely eaten. Their chosen source is the moon, representing the deity Wara'liyasi.

There exist Liyap'ti who channel from the sun, but it is uncommon and their spells are also about seek information. There have been no confirmed cases of Hap'ti channeling from the moon, but there are legends that state having Wara'liyasi's power to alter the land at will usually drives one mad. Certain landmarks in Uraliwa are thought to have been created by a Hap'ti moon-channeler.