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Stabby Flicker/Fall (A Devourer)

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Hidden 8 yrs ago 8 yrs ago Post by Stabby
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The domain of change is broad, probably even broader then the domain of magic, and as a result of its widespread functionality, it is very unfocused and weak in comparison to other focused domains.
As such if the domain of change and any other domain were to clash over the manipulation of something, the domain of change will almost always lose unless that something doesn't fall within the opposing domain. Even the domain of magic would win against the domain of change if it set off a spell to mess with the same thing.

As such if she and another god are trying to mess with the something, she would no doubt lose every time, as her widespread functionality would pale in comparison to a god focused on a specific thing, much like magic is. Funny enough, she'd probably even lose to magic if it set off a spell that would manipulate what she's messing with. Though because of this, the inverse is true should that something fall outside of the other god's domain.

Rules and limits of the change domain:


1. Before there can be change,
* there has to be something to change,
* one must understand what it is they are trying to change,
* and one must understand the change itself, lest a random change be the result.

2. The better understood something is, the more easily one can cause specific and/or more challenging changes. As such,
* one who understands many things on a simple level will be able to cause many simple changes,
* while one who understands a single thing deeply will be able to change that single thing in many ways.

3. It gets exponentially harder to cause change the more powerful and/or complex something is. As such,
* to reverse a change costs one twice as much as it would to cause that change,
* changing things on a large scale will tire one greatly.
* trying to change something of another god's making without their help will wipe one for a while, regardless of if it worked. (No mortal should try this, as it might cost them their life.)
* one cannot cause change to the psyche or mind, as it is too complex.
* one cannot cause change to energy except for diverting its path slightly, as it is too powerful.
* one cannot cause change to divine cords, and by extension gods, for they are far too powerful.

4. Though the domain of change has a widespread athority on many things, it will lose its control over something for the duration of its encounter with any who have a greater and more specialized athority over that something.

5. If something is of direct relation to oneself, like one's body or clothes, one will find find it somewhat easier to cause change to such things, though such things must truely be theirs for this to be of effect.
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For as childish as she is mature, as intangible as she is touchable, and as mad as she is sane, the goddess of change is known not for her stability, but for her consistency in fluctuating as she pleases, with her personality dependant upon her mood and her form. Many say this is quite reflective of her domain, but it's actually the result of her rather awkward growth from a divine cord into fully fledged goddess, for she was originally to have no set form at all.

But from the moment of her inception she was affected by her very own domain, and in a quirk caused by change itself, instead took the form of a human child, full of curiosity... and much confusion. For though she could sense the "sounds" of her domain around her, the natural changes of the world, she could not replicate them by "note", instead causing random and sometimes unnatural changes.

This was much like how a child handed an instrument and being told to learn by ear would only be able to produce a cacophony of notes and sounds at first. But instead of a single "instrument", she was given a whole orchestra and then some, being told to learn on her own while all of the instruments around her played themselves. Wondering for what reason she couldn't "play back" what she "heard", she took to traveling in the hope of finding answers.

But she soon went from traveling to full blown exploration as her curiosity set aflame by all the things in the world around her. The world itself seemed massive and vibrant to the young goddess, and this spurred her to forget her initial goal and instead take in as much of the world as possible.

And for the first 25 years of her life, she had the grandest time. From climbing on top of a mountain in which she could "hear" changing metals, to wandering across the frozen lands of the north. From hopping with stinging feet across the land of flowing magma to diving into the depths of the sea, she unknowingly paid vists to many of her elder siblings territories and a few of the realms she could find accessible.

Along the way she often mingled with humans and eventually came to learn of many things from them, including the mortal's tales on some of her siblings. For a short moment she wondered why she hadn't met them yet, but the question soon passed from her mind as she continued to travel and learn the concepts of the world.

Eventually she returned to her starting point and soon after remembered her reasons for leaving. Listening once again to the "sounds" only she could hear, she was surprised when she could now identify "sounds" of the changing wind and the dying grass. In short time she replicated them with ease and realized that if she understood what it was she was trying to change, she could more easily learn the different "sounds" of its change.
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Realm:
Réimse Athsheinm - The Playback Field
Athsheinm is currently just a field of grass where everything is stuck in a loop except for those visiting it. Athrú made the field so that she can repeatedly observe random changes she causes within this space in the hopes of someday replicating them intentionally. In a sense, this is her workshop, and as a workshop one shouldn't be surprised to see things appear and disappear from within it over the course of time. The field itself might even change as she requires different things. One can find the only available gate to Athrú's realm, a tree twisted around a stone arch, upon the Northeast penecula within the heart of the Shifting Forest where the grass and snow meet.
Territory:
The Shifting Forest
Upon the Northeast penecula lies Athrú's earthly domain, the Shifting Forest. When crossing into the edge of the forest, one would only notice a few things out of place at first. An oddly shaped tree here, some upended roots there. But in heading deeper into it they'd soon discover the reason for which it was named, as the trees themselves can bend without the wind and the very ground they grow on slowly moves. Because of this the landscape is ever changing, making it difficult to navigate should one have a path to their destination in mind. But should one just travel amongst the forest and accept its shifting flows like the animals that live there, one will find it easier to travel through. Once at its center though, one will find stable ground and a small clearing in which the grass and the snow meet, almost like the eye of a calmly moving storm.





Arú
Athrú
Rauth

On the Northeast penecula where snow meets grass, the only noticeable gate to Athrú's realm lies in the center of the forest

Hidden 8 yrs ago 7 yrs ago Post by Stabby
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Stabby Flicker/Fall (A Devourer)

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Athrú/Arú - Goddess of Change:



Athrú's Creations and Followers:



Rules and limits of the change domain:

Hidden 7 yrs ago 7 yrs ago Post by Stabby
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Stabby Flicker/Fall (A Devourer)

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Athrú/Arú - Goddess of Change

Rauth - The Trusted First

Arú, Athrú,
Rauth.



Hi
Hidden 7 yrs ago 7 yrs ago Post by Stabby
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