Embers Rank/Title in Synergasia | World Anvil

Embers

Wake up, little candles. Give us your light, and illuminate this dark land with your radiance. Today, you are Embers, the smallest of flames, but in time those flames will burn brighter, and it is that light we desire.

There are three things you need to know.

First, the Lord Beneath rules this land, and shall speak through his Magistrate. This will is absolute.
Second, there are three sources of truth that help cast a light on the will of the Lord Beneath: The Mandates, the Tome of Law, and the Song of Rituals. The Mandates can be seen by all as decreed by the Lord Beneath upon the Destrons. The Tome of Law shall be read and interpreted by the Magistrate, and the Song of Rituals shall be conveyed from generation to generation by the people of Wake. See the Mandates and obey. Hear the Law from the Magistrate and follow. Learn the Rituals and Act upon them.
Third, you have all transgressed nature itself and must do penance to be allowed Entry into the Sanctuary.

Remember.


fech.That's the drivel you all need to learn. Course, none of it matters, seeing as how half of you will be dead within the year. fech. Not my concern I guess. Don't know why I bother. I'm only the Magistrate, some old Gutter nobody listens to any more.

Burn too bright, and you will be snuffed. Welcome to Wake, Embers.
— The Magistrate
  Each year at the beginning of the Season of Light, the Arrivens takes place. During this time period, the waters of the Chains River run red and bodies wash up on the shore of Safehold. While some of these bodies are in fact corpses, most still live, and most of those have full memories of everything they were doing prior to arriving in Wake. Those individuals are called Embers.   Most Embers have a few properties that help define them:
  • They are typically in their first year, although some people are considered "Embers" for several years
  • They still identify with their life prior to wake. They might refer to themselves as Phoenexi or Orchene rather than identifying themselves by their village or lot in Wake.
  • They often still possess technology or magic that works as it did before coming to Wake.
  • They generally have "energy." They want to do something, change something. They have goals or missions or ideals they are pushing. Wake hasn't "beaten" them yet.

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