Blessings
Blessings are the powerful and varied abilities inherent to many of the people who live across Antiquoria. Regardless of the religion, the term "Blessings" is universal.
Blessings were originally obtained when meteorites filled with the power and essence of the Gods fell to Verdallis. These were called God Stones. The stones crashed into the world, changing the terrain upon impact. Regions like the Tonik Pool, Vanavallar, Tuveria, and even the Allfaang were created from the impact and mystical tunneling of the stones.
While the stones do have a rocky firmness, they also "leak" an ichor-like substance that is consumable. When consumed, the individual becomes Blessed and takes on the powers/abilities of that God's Blessing.
Throughout time, more stones fell - all duplicates, but much smaller and in much more sporatic quantities.
The Valivoim created a specialized force known as the Kiv Sijad to remain on constant high alert for sightings of fallen God Stones and collect them before they can be claimed by commoners, or worse, lesser houses.
Those without a Blessing are called "kesk" by the Vasaak caste system. Imperianum does not assign a word to them to avoid "othering" them.
There are ten Blessings in all. One for each God.
This page describes each Blessing at length. If you would rather be surprised, then read no further than the next section!
Levels of Blessing
Blessings also have three "tiers". Individuals who reach higher tiers will experience new or more intense versions of their Blessings.
In addition, there is a mythological fourth tier - Prime. Many in the Order of the Ten and the Valivoim preach that the Prime state can be reached by the most devout. Often, this helps increase participation within the temples and improve the amount people donate to the Order. In reality, the Valivoim specifcally does not believe the tier exists.
Alus
This is the most common tier of Blessing. It is the default ability granted at birth and nurtured over time. Regardless of being the lowest tier, they are still extremely powerful.
Parane
This tier is reached through intense training and education. Some can reach Parane naturally, but it is often hard to do. Most well-trained militaries are lined with Parane Blessed.
Exalted
This is the highest tier of Blessing and exceptionally difficult to reach. On rare occassions, individuals with no training at all have reached Exalted through great adversity or tragedy. Most Blessed never see this tier. It takes much more than just hard work and skill. Some say the Gods themselves must approve it.
Jump to a Blessing
Reverent
Reverents, the children of Igavik, are Blessed with life nearly double the length of anyone else. As such, they are afforded the ability to plot, plan, and strategize. However, Reverents are not immune to dying from disease or injury. So great care is taken to protect the oldest of them.
The Reverent Blessing does not change at higher tiers.
There was a time when Reverents were equal to most others and Lithegars ruled the country. However, during The Great War, Reverents used propaganda and influence to tear down the system as it was and install an entirely new one - with them at the top.
Now, Reverent families are among the wealthiest and represent the majority of Vasaak's rulers. This includes the Prime Seat - the King.
In addition, since The Great War, Reverents have halted all mating with anyone that is not a Reverent. This is due to a fact they have attempted to bury. The Reverent gene is only Blessing that is entirely recessive. This has also resulted in a "Breeding Program" that is instituted and revoked over and over in an attempt to create a child with two Blessings - Reverent and another. To date, it has never been successful.
To hide the failures, children of this program are hidden away after their 20th nameday, when their aging becomes noticeably faster than the average Reverent.
Tulvaat
Tulvaats, the children of Hommia, are powerful seers who rely on specialized draughts that need to be ingested for specialized effects. Without the potions, they occassionally have premonition-riddled dreams, but the visions are much less clear. These Tulvaats can occassionally be found as fortune tellers and the like.
There is a massive hinderance to this Blessing. Droughts are both extremely toxic and addictive. Those who partake in it too often will begin to require the potion to function. Eventually, it can cause them to forget who they are, be rendered insane, or die.
Visually, all Tulvaats are born with the same disticnt markings on their faces. These are two thick black lines that extend from beneath the eyes to the jaw and one thick black line that extends from the lower lip to the chin. These three lines glow pale yellow when Tulvaats access their Blessing.
Alus Tulvaat
The primary, and most common draught, is simply known as the Seers Draught. It allows an Alus Tulvaat to see clearly up to two days into the future. For unexperienced Tulvaats, this vision will always be something they will experience themselves. Trained Tulvaats can focus on others during their trance and shift to their futures instead.
Parane Tulvaats
Those who train hard and are more willing to open their minds will reach the Parane tier. These Tulvaats have the ability to attune to an animal companion and "beast bend". They can both communicate with their companion and see through their eyes. While their bond will make their animal companion defend them at all costs, the Tulvaat cannot control them.
Many Parane Tulvaats are in high positions within both the Order of the Ten and the Valivoim. They rank as influential Fathers and Mothers of Light in the former and trusted advisers in the latter. The most prominent Parane Tulvaat is Seer Dormaat Bloc, defacto leader of the Order of the Ten and closest spiritual advisor to the King.
Parane Tulvaats can only attune to one animal companion at a time. If their companion dies, they can find a new one. However, due to the mental anguish, many do not.
In addition, some Parane Tulvaats never find a companion. As such, reaching this tier may go completely unnoticed.
Exalted Tulvaats
Exalted Tulvaats are exceptionally rare, as reaching this tier is hazardous. Those who are fortunate enough to reach the Exalted tier are opened up to two new abilities few can comprehend.
Exalted Tulvaats can "mind break" another human by drinking an exceptionally toxic draught known as the Aurop Draught. Once drank, a Tulvaat can attune to the thoughts of someone in close proximity. The closer they are the easier it is to read their mind. This ability also causes both physical and mental distress on both individuals which increases the closer they are. Too much stress for a prolonged period of time may severely harm or kill one or both of those involved.
Finally, Exalted Tulvaats can drink one of five specialized draughts, known as the Meeli Draughts. When one is drank, it heavily enhances a single sense at the expense of eliminating all others for a short time. If taken too often, or at too high a dose, the dampened senses may not return to their full strength or may be lost permanently.
Ajuru
Ajuru, the children of Skeem, are exceptional tacticians who are also often scholars. Their Blessing allows them to see and calculate potential outcomes based on actions taken. The more information they have about a potential action or situation, the more precise their mental predictions can be.
Ajuru are never completely right all the time and will never beat the Tulvaat's Blessing to see two perfect days into the future. However, they are at their best when planning and strategizing. In fact, when wielding their ability to predict actions for themselves, it often looks like clumsy dumb luck to others.
When accessing their Blessing their eyes turn bright purple. They see bright spinning orbs that rotate faster the closer they are to an answer. No one else but the Ajuru can see these orbs. Parts of this experience change as they ascend the tiers, but they can always revert back to the orbs if they wish - this will not revert them to a lower tier.
Alus Ajuru
At the base tier, the Ajuru ability functions just like described above. However, Alus Ajurus have a drawback on their ability. Over time, they will find their minds cannot contain all of the information and stimuli they take in. Many will begin to forget various pieces of information or memories to make room for new ones.
Parane Ajuru
At this tier, the Ajuru ability remains largely the same. However, the Ajuru themselves are able to retain and recollect more information. Those who are scholars will find they forget less information over time and can also learn faster than they ever did before.
Exalted Ajuru
Exalted Ajuru need almost no additional information when looking for outcomes. Their tactical calculations become more mystical in nature and move beyond spinning orbs.
At this tier, potential futures expand before them like spectral pathways. When they choose the future they would like to attempt, the rest compress inward to the chosen path like an accordion. Again, like the orbs, no one can see this but the Ajuru. However, along with the purple irises, others will see a wind pick up around the Ajuru, often shifting their clothing and hair, if possible.
While reaching this tier is still extremely difficult, it is somewhat easier to reach than some of the other Blessings. However, as many Ajuru are relegated to warfare planners and advisers, they never actually reach it. Those that do can become exceptionally adept fighters, able to predict their opponent's moves faster than the opponent can enact them.
Terve
Terves, the children of Tervia, are adept healers. Their Blessing allows them to heal others through sharing their own lifeforce and vibrations akin to a cat's pur to speed up recovery. Depending on their tier, willpower, and training, they are able to heal anything from a small bruise to bringing someone back from the brink of death.
Terves are one of the few conscripted people who are often treated with universal respect. Leaders are eager to have them in their homes and on the battlefield. Since much of a Terve's ability is tied to how much they care for those they are treating, it is in others' best interest to treat them well.
No matter the tier, Terves, by default, cannot heal themselves. This is because their life force is what is needed to fuel the recovery. This ties directly into the drawback of the Blessing, as Terves can become drained and overextended. Their life force does recharge, but it is possible for them to deplete it entirely, killing them in the process. It is rare, but happens more often in the upper tiers of the Blessing.
Most Terves use their hands as the conduit to their Blessing but it is not technically required. There have been circumstances of Terves who have saved people they care deeply for from a distance, though not without serious repercussions on themselves.
Alus Terve
At the base tier, all Terves can innately heal most small wounds and signs of fatigue in others.
Parane Terve
At this tier, Terves obtain the ability to influence the moods of others through touch. However, not many use this as their healing capabilities are often of larger importance. Many owners and employers of Terves often forget they can do this, and never request it.
In addition, at this tier, Parane Terves are more adept at healing tougher ailments. They can relieve pain during surgeries, heal large wounds, and remove simple illnesses.
Exalted Terve
Exalted Terve are an interesting category. Technically, reaching Exalted is near impossible for many Blessings. However, since the Terve's abilities are based in caring for the subject in need, many have accidentally tapped into the Exalted level - though often to devastating personal cost.
At this tier, Terves can heal even the most unsavable person. They can cure horrific illnesses and stitch up those moments from death.
In rare instances, a Terve can expel their entire life force at once in order to save someone. In this case, fragments of their life force are forever bound to the recipient.
Jakal
Jakals, the children of Kivius, are the physically strongest. Their Blessing allows them to increase their body's output of adrenaline and their muscle mass, increasing their strength for as long as they can concentrate on it. Based on their tier level, this can range from short bursts of exceptional strength, prolonged durability to remain stronger for a longer period of time.
Jakals are often short tempered as a side effect of their Blessing. They also need to rest extensively after exhausting their energy using their Blessing. Terves can technically help them regain some of that stamina so they can continue to push on - whether it be on the battlefield or performing manual labor.
Jakals and Lithegars have an ancient feud on who is stronger due to their contrasting Blessings. Oddly enough, they tend to find themselves nearly equal in the Valivoim's caste system - near the bottom. While both Jakals and Lithegars have found prominent positions leading battalions and militia, they are often still not respected by their leaders/owners - save for a few. Both Blessings are viewed as workhorses and are also the two most common by population size.
Visually, all Jakals are born with singular black tattoo-like lines that run from both elbows to each wrist.
Alus Jakal
At the base tier, all Jakals are capable of willing their body to increase in strength for a short period of time. This can aid in labor intensive jobs like logging, smelting, mining, or give them the upper hand in a fight. No matter what they are using their Blessing for - they often relish in the success.
Parane Jakals
At this tier, Jakals are able to extend the period of time they can increase their strength, aiding them in prolonged battles or otherwise. In addition, some practiced Jakals are able to let out a slow steady stream of their Blessing, allowing them to carry and wield large and heavy weapons like war hammers and oversized greatswords with ease.
Exalted Jakals
At this tier, the Jakal is a full powerhouse, able to create shockwaves along the ground with their feet or weapon. They are not immune to any blowback from debris or the like, but they can channel every ounce of their Blessing into the attack. The obvious drawback here is their near-instant need to recuperate. Which, in this case, can activate as a blackout, loss of consciousness, or, in some cases, coma.
Lithegar
Lithegars, children of Shivakar, are the fastest of the Blessed. They can boost their oxygen intake, allowing them to enhance speed and stamina as long as they have energy and focus. From short bursts of speed to long-distance endurance, their abilities grow with their tier.
Originally dancers, Lithegars now move with grace in both art and battle. Despite their prowess, they share an ancient rivalry with Jakals, and both groups remain near the bottom of the Valivoim caste system, though some lead battalions in Vasaak or serve as couriers in Imperianum. In Vasaak, they are conscripted almost instantly when they reach their teens. Both Blessings are viewed as workhorses and are also the two most common by population size.
All Lithegars are born with black tattoo-like lines that start at the nape of the neck and wrap around to their necks, collar bones, and occasionally, upper chest.
Alus Lithegar
At the base tier, all Lithegars are able to move quickly for extended periods of time. While this would not be considered a full sprint for a Lithegar, it is still faster than the average runner at top speed. They can run for miles without tiring. Lithegars call the energy created by their Blessing - kirring.
Parane Lithegars
At this tier, Lithegars do not differ much from their Alus counterparts. Often, Parane Lithegars are more efficient in how long they need to go before resting, cresting over fifty miles in a single run without stopping. They are adept at meditation and refilling oxygen stores, and are incredible fighters.
Many at this level are trained soldiers. Since Lithegars are conscripted almost instantly when they reach their teens, most Lithegars are at least Parane.
Exalted Lithegars
At this tier, Lithegars are often called "Windspinners". Only the most elite and disciplined are able to attain this tier.
Exalted Lithegars are able to move at incredible speeds for short bursts, faster than champion runners anywhere. Due to their skill, some battle maneuvers and stances can only be achieved by them.
They often serve in their own unit at the front of an army, able to scale walls, skirt behind enemy front lines, and more.
However, this tier is exceptionally taxing if done for an extended period of time. Lithegars need to be careful how and when they tap into it.
Phytom
Phytoms, children of Kasvamaat, possess a unique Blessing to control and communicate with plants. Their abilities range from enhancing a plant's medicinal properties to weaponizing them, depending on their tier. Living independently in a self-made grove, Phytoms maintain peace through a treaty with Vasaak’s Valivoim.
Phytoms are governed by The Conclave, a group of three elected leaders: the Vine (18-30 years old), the Jupal Root (30-50), and the Jade Root (over 50). Known for their care for life and balance, they oversee daily life for five-year terms.
Phytoms wear their hair long and braided, embedding seeds within so they have easy access to them. Their bodies are marked with vine-like black lines from birth, and their ears are slightly pointed.
Rather than advancing tiers like other Blessings, Phytoms specialize in one during an initiation ceremony, focusing on their natural inclination.
Alus Phytoms
At this base tier, Phytoms are naturally attuned to plants, enhancing growth and creating medicines and food. They can influence larger harvests, vibrant blooms, and hybrids.
Two factions remain at the Alus level for life:
Salvers: Experts in medicine, crafting potent remedies and working in healing wards. They also excel in cooking.
Fielders: Specialists in plant growth, communicating with crops and flowers to sustain agriculture and maintain food supplies.
Parane Phytoms
At this tier, Phytoms are able to take advantage of their ability to have two-way communication with plant life. Parane Phytoms are able to store memories and information in plants, usually trees or moss. The older the tree, the more information it can store.
Practiced Paranes can duplicate memories within the chosen vessel, so they don't lose the memory within their own minds. They can also tap into another's memories through a connected vine, though this ability is prohibited outside of The Conclave.
One faction of Phytom is at the Parane level.
Arbors are a smaller sect of Phytoms who serve as historians and people of wisdom. Only Arbors and The Conclave are allowed to access the Kuulut, a fast moving creeping moss called shieldmoss, in an inner sanctum containing the collective knowledge of all Arbors.
Exalted Phytoms
At this tier, Phytoms are so in tune with plant life, they can command it to act outside its own nature.
Exalted Phytoms are able to weaponize any type of plant both offensively or defensively. Skilled Phytoms at this tier have been able to force roots to change their shape into spikes to create traps, send messages with leaves that can fly, and more.
Piners are the final specialized faction within the Grove and are all Exalted Phytoms. They are responsible for providing the primary protection of the Grove. They consistently move the trees around within the massive forest, Galdursad, beyond the Grove to disorient anyone attempting to find or harm them.
The treaty made with the Valivoim dictates that proficient Piners are to be stationed with royal families. The most proficient serve as close advisers, while others are used to line armies. Since only a few are given to each family, not many are seen on the battlefield. Some also serve as emissaries. Piners are allowed to petition regional Phytom overseers for reassignment.
Perse
Perse, the children of Raakama, are some of the most mysterious. Their Blessing allows them to influence the minds of others through spoken commands. When they use their Blessing, dual octaves can be heard in their speech pattern.
There was a time when every ruler in Antiquoria was a male Perse. They found their Blessing addicting to unhealthy levels, inadvertantly killing people around them by overloading their minds with commands. They were also war hungry and aimed to defeat all other Perse leaders. Over a short period of time, all female Perse killed the men to avoid a catastrophy. After this, the Perse fell into myth, disappearing from society.
Alus Perse
At this base tier, all Perse can control a subject for a short period of time, implanting thoughts and actions that are indistiguishable from normal decisions by other people.
Parane Perse
At this tier, Perse can maintain control over a subject for exceptionally long periods of time as long as they remain relatively close to the subject physically.
Exalted Perse
At this tier, Perse can implant thoughts and actions into one or more subjects' subconscious, triggered by a destination, person, specific word, or otherwise. They can also maintain long-term control over a subject, even from a distance.
Kol
Kol, the children of Elamius, are the ultimate survivalists. Their Blessing gives them the ability to instantly adapt to many external factors.
Kol live almost exclusively in the tundras of Kolmuund, building societies around intense faith for Elamius and his raw power over the weather.
They prioritize the strength and fortitude of an individual above all other things, culminating in a perilous pilgrimage to a mystical beach where they can speak with Elamius.
Like their creator, Kol come with a variety of passions. Some are fierce warriors at heart and love to fight. They will never give up a battle once it starts, relenting only when they win or die. Others are full pacifists, turning to interests like meditation, knowledge, religion, and more.
Alus Kol
At the base tier, all Kol can regulate their body temperature to survive in any external temperature. It is not uncommon to see a Kol wearing light clothing in a snowstorm.
Parane Kol
At this tier, a Kol's internal control is intensified and they can slow their metabolism to a crawl. This, in turn, can help them go without food for over three weeks.
There are no differences at the Exalted tier.
Muti
Muti, the children of Illumia, are masters of deception. Their Blessing allows them to change their appearance to varying degrees.
Unlike the Phytoms and Kol, Muti do not have their own societies outside the caste system, and where Perse have disappeared from the world, Muti are still around. Instead, Muti are considered societal leeches. This is a far fall from the vicious assassins they used to be.
Muti have impersonated people from Fathers of Light to the King himself. Many have used their Blessing to find ideal mates and fame and fortune. However, since their Blessing requires concentration and energy like any other, these deceptions are difficult to maintain.
When Muti use their Blessing, wisps of colors and hues that only they can see swirl around their body and rise off their skin.
Alus Muti
At the base tier, all Muti can change small things about themselves like eye and hair color and the sound of their voices.
Parane Muti
At this tier, Muti can perform large-scale changes like bone realignment. They can perfect looks, increase their height, and more.
Additionally, when receiving an injury, Parane Muti can "hold" their body together through sheer will. Their Blessing temporarily fuses broken bones, holds wounds closed, and staunches bleeding through illusion. Since it is technically an illusion, the individual will still need medical attention, but their Blessing can help them travel with the wound or ailment.
Exalted Muti
At this tier, Muti can completely transform into a new person for a period of time, as long as they can remain focused and filled with energy.
Some Muti have been known to be able to become perfect copies of other people.

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