Aspect
There are eight aspects that describe all things, they are as follows:
Lantern (that is weak to Forge)
This aspect is a principle of The Glory. Its light illuminates all, even that which is yet to be. Those strong in it can read fortunes, pierce the darkness, and uncover secrets. The Sun-In-Splendour possessed this aspect in abundance.
Forge (that is weak to Edge)
This aspect represents creation, fire, and destruction. It is found in blacksmiths and craftsmen granting inhuman strength, ingenuity, and mechanical thinking. The Forge-Of-Days is most known for this aspect, and his willingness to share power with mortals that do his work.
Edge (that is weak to Winter)
This aspect is of violence, betrayal, cunning, and pain. All conquest comes on the Edge, one who dwells there is blind, and cannot be wounded. The razor's edge between life and death where greatness is found is unique to mortals. Only the Gods-From-Flesh are known to possess this aspect.
Winter (that is weak to Heart)
This aspect is reminiscent of death, remembrance, unlife, debilitation, and beauty. Winter is the end of all things, it is the aspect most similar to Worms.
Heart (that is weak to Grail)
This is the aspect that represents life, preservation, protection, union, and the drumbeat and dance that must never cease. It is unstoppable in the face of adversity, and its followers are often characterized by relentless cheerfulness and obsessive determination, It can heal wounds and shatter hexes
Grail (that is weak to Moth)
This aspect of desire, birth, seduction, and thirst. Its followers are characterized by inhuman desirability and irresistible charisma. It is a mutation, it is persuasion, it is rebirth.
Moth (that is weak to Lantern)
This is the aspect of change, whimsy, unreason, secrecy, and nature. Its followers are characterized by stealth, erratic behavior, and agendas are known only to themselves.
Knock (that opens all things)
This is the aspect associated with wounds, locksmiths, and burglars. Its followers are characterized by intense dreams, visions of other places, perceptiveness, manual dexterity, and a disconnect with reality. Aspects are often required for rituals and rites. When needed an object, person, or concept strong in that aspect may be used to fuel the power. Every ritual is different but Knock is almost always required to summon something into the material plane.
Lantern (that is weak to Forge)
This aspect is a principle of The Glory. Its light illuminates all, even that which is yet to be. Those strong in it can read fortunes, pierce the darkness, and uncover secrets. The Sun-In-Splendour possessed this aspect in abundance.
Forge (that is weak to Edge)
This aspect represents creation, fire, and destruction. It is found in blacksmiths and craftsmen granting inhuman strength, ingenuity, and mechanical thinking. The Forge-Of-Days is most known for this aspect, and his willingness to share power with mortals that do his work.
Edge (that is weak to Winter)
This aspect is of violence, betrayal, cunning, and pain. All conquest comes on the Edge, one who dwells there is blind, and cannot be wounded. The razor's edge between life and death where greatness is found is unique to mortals. Only the Gods-From-Flesh are known to possess this aspect.
Winter (that is weak to Heart)
This aspect is reminiscent of death, remembrance, unlife, debilitation, and beauty. Winter is the end of all things, it is the aspect most similar to Worms.
Heart (that is weak to Grail)
This is the aspect that represents life, preservation, protection, union, and the drumbeat and dance that must never cease. It is unstoppable in the face of adversity, and its followers are often characterized by relentless cheerfulness and obsessive determination, It can heal wounds and shatter hexes
Grail (that is weak to Moth)
This aspect of desire, birth, seduction, and thirst. Its followers are characterized by inhuman desirability and irresistible charisma. It is a mutation, it is persuasion, it is rebirth.
Moth (that is weak to Lantern)
This is the aspect of change, whimsy, unreason, secrecy, and nature. Its followers are characterized by stealth, erratic behavior, and agendas are known only to themselves.
Knock (that opens all things)
This is the aspect associated with wounds, locksmiths, and burglars. Its followers are characterized by intense dreams, visions of other places, perceptiveness, manual dexterity, and a disconnect with reality. Aspects are often required for rituals and rites. When needed an object, person, or concept strong in that aspect may be used to fuel the power. Every ritual is different but Knock is almost always required to summon something into the material plane.
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