"A road forgotten by all men is not lost. It merely waits for someone to remember its proper ways. I will go anywhere, provided it be forward. It is the nature of man to explore, to reach out, into the unknown, and through the spirits, we shall find a way."
- An unnamed cartographer, lost to the history of Elysium.
Having come under the tutelage of Hikari, years spent, both as a traveller and agent in his service, exploring various sects of Elysium and the occasional foreign realm alike - your own knowledge, and the latent mana of the land, begins to resonate with you, in a way that it does towards no other. The world has begun to reveal its margins and hidden paths to you, through whispers of the dead, guidance of spirits, and all else - there will never be a path again, that you wont be able to find.
With your understanding and grown knowledge through the realms, you have began a document of all your travels up until now, allowing you to amass a resource known as 'Discovery Points'. You may hold a maximum amount of 500 Discovery Points at a time, which the DM can award whenever you meaningfully expand, preserve, record, or utilize knowledge in the world around you - alongside through other set means listed below, which will always result in Discovery Points being awarded. You always begin a quest with 100 Discovery Points, which reset back to 100 at quest end (in the event of questlines or multi-part quests, the amount of points carry over, until the questline comes to a close).
Exploration
- Discover a previously unknown location (+5 Discovery Points)
- Reach a dangerous landmark or point of interest (+10 Discovery Points)
- Successfully map a dungeon, ruin, or region (+15 Discovery Points)
- Discover a hidden passageway (+15 Discovery Points)
- Chart a route that future travellers could reliably, and safely follow (+20 Discovery Points)
Lore
- Learn a significant historical fact (+10 Discovery Points)
- Recover forgotten history (+15 Discovery Points)
- Discover an ancient secret (+25 Discovery Points)
- Learn information that significantly changes global understanding of the world (+50 Discovery Points)
- Successfully commune with spirits, ancestors or otherworldly entities to gain meaningful information (+20 Discovery Points)
- Record or preserve knowledge that would otherwise be lost (+15 Discovery Points)
Guidance
- Heal a creature for lost Hit Points (an amount of Discovery Points equal to the spells level)
- Successfully assist a creature on a D20 Test using the Help action (+5 Discovery Points)
- Successfully guide allies through meaningful danger (+15 Discovery Points)
- Lead an expedition towards its intended quest objective (+30 Discovery Points)
- Prevent a creature from becoming lost or trapped (+5 Discovery Points)
At any time thereafter, as a Bonus Action, you may engrave a creature of your choice with a mapping of Runes using your Cartographer's Tools. You must make a Cartographer's Tools check, with a DC equal to the affected creatures level or CR. In the case of a non-combat rune, the DC equals your own level. A DM may impose a higher DC at their discretion, depending on the complexity of the rune being used. On a successful check, you may apply one of the following runes to the creature:
Rune of Shared Burdens (30 Discovery Points): A rune designed to help lessen the load and burden of a heavy journey, and hardship that may be encountered amongst it. Whenever a creature bearing this rune takes damage, they may choose any number of willing creatures within their line of sight. The damage is divided evenly amongst all chosen creatures. Damage divided in this way cannot be reduced or altered by any means. Once applied, this rune lasts for ten minutes.
Rune of the Hearth (50 Discovery Points): A rune designed to be a sanctuary, a reminder, of the warmth in the world. Whenever the bearer of this rune regains Hit Points, they may record the amount healed, storing it within the Hearth. As a Bonus Action thereafter, they may distribute the stored Hearth amongst any number of creatures within 120 feet of them, as healing. Alternatively, they may expend up to 100 Hearth per creature to cleanse them of any conditions and effects of their choice, as if the Wish spell were capable of curing it. If the bearer of this rune becomes incapacitated, the Hearth effect immediately triggers. A creature can possess no more than 500 Hearth charges at a time. Once used, this Rune expires. Otherwise, it lasts for ten minutes.
Rune of Fellowship (150 Discovery Points): A rune designed to enhance comradery amongst a party and group of travellers. Whenever the bearer of this rune receives healing, temporary hit points, or comes under the effects of a beneficial spell (once per turn, and this cannot grant extra attacks), that effect is shared amongst all other creatures bearing a Rune of Fellowship. In the event of non-instantaneous effects, if the original effect comes to an end, so does all shared instances of the effect. In addition, if a creature leaves the plane of existence, they cannot share the benefits of this rune with creatures not on the same plane of existence. This rune lasts for 6 hours.
Rune of Hidden Roads (50 Discovery Points): A rune of the spirits, drawing upon their magics into a map, they guide you towards paths unseen. While the bearer of this rune is leading a group in travel, their travel time is halved, they ignore all difficult terrain, any traps which may be encountered in their path, and are spiritually guided towards their destination through the safest means possible. This rune lasts for eight hours.
Rune of the Surveyor (80 Discovery Points): A rune of the stars, beseeching knowledge of the natural world to you. As part of enscribing this rune onto a piece of blank parchment, upon arriving to a new location for the first time, a spiritual, perfect map of the surroundings is provided to you, documenting layout, terrain, exits, natural landmarks, hidden passages, the location of living, non-hidden creatures and even the locations of traps, alongside instructions to safely disarm them. This rune lasts for eight hours, though, it's bearer may manually attempt to recreate the map at any time.
Rune of the King's Road (75 Discovery Points): For the most noble spirits of the world, few pathways remain inaccessible. Beseeching their guidance as part of scribing this rune, you may choose any two locations you've personally visited in the past. For twenty four hours, a stable, spiritual gateway connects them, allowing travel through a newly forged pathway to either location, over the course of 1 Minute. The gateway is Large in size. Any creature you designate as part of scribing this rune may safely use this route. This rune lasts for 24 hours.
Rune of the Forgotten Ages (100 Discovery Points): As part of scribing this rune, you may choose a location, creature, object, bloodline, kingdom, or even a historical event, scribing it onto a parchment infront of you. Thereafter, the various spirits of the world begin to recreate the event, revealing its origins, potential secrets regarding and surrounding it, connections to other individuals, and other information at the DMs Discretion. The information revealed is always truthful. This rune lasts for as long as necessary for the event or encounter to play out in full.
Rune of the Forgotten Witness (100 Discovery Points): As part of scribing this rune, you may name a location or a creature. The spirits begin to locate a lingering entity associated to that event or creature, and draw them into existence. For ten minutes, you may question that witness, which you can understand perfectly, and can understand you perfectly. The witness is under no obligation to be truthful. After ten minutes have passed, this rune fades.
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