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	<title>BTScape Wiki - User contributions [en]</title>
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	<updated>2026-09-18T07:36:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_Shining_Empire&amp;diff=120</id>
		<title>The Shining Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_Shining_Empire&amp;diff=120"/>
		<updated>2026-09-16T00:33:20Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Shining Empire&#039;&#039;&#039; is the human state that claims the known [[The World|world]]. It is a union of States, one for each region, governed by a Senate and an Emperor. Its people call it &#039;&#039;&#039;the Union&#039;&#039;&#039;. The [[Church of the First Breath]] is its church. The Empire&#039;s authority is failing: its laws still pass and are rarely enforced, and in most States the power that governs is local.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Each region of the world is a &#039;&#039;&#039;State&#039;&#039;&#039; of the Empire. Each State seats two &#039;&#039;&#039;senators&#039;&#039;&#039; in the &#039;&#039;&#039;Senate&#039;&#039;&#039;, and the &#039;&#039;&#039;Emperor&#039;&#039;&#039; stands above the Senate.&lt;br /&gt;
&lt;br /&gt;
The Senate sits and passes law. Enforcement is left to each State. Where a local power governs a State, that power fills the State&#039;s two seats with its own people.&lt;br /&gt;
&lt;br /&gt;
== The Church ==&lt;br /&gt;
&lt;br /&gt;
The Church of the First Breath was present at the Empire&#039;s founding and is its church. In some areas, where the Empire&#039;s administration has stopped functioning, the Church governs in its place. [[Fablehaven]] is governed by the Church.&lt;br /&gt;
&lt;br /&gt;
== Decline ==&lt;br /&gt;
&lt;br /&gt;
The Empire was built on the largest [[Pneuma#Sources|elemental sites]] of the eastern States, and on the roads, couriers and garrisons that connected them. Those sites are [[Pneuma#Land|spent]]. The rich sites lie west, in land the Empire never held and beyond the reach of its garrisons.&lt;br /&gt;
&lt;br /&gt;
The Empire once delivered protection, safe roads and the upkeep of its sites. Those benefits are failing, and the loyalty of its people is failing with them. Most people are indifferent to the Empire. Some are for it and some against, and each State has its own attitude.&lt;br /&gt;
&lt;br /&gt;
== Presence ==&lt;br /&gt;
&lt;br /&gt;
In every State the Empire is present as an imperial road, a courier post, an assessor who collects the Empire&#039;s tax, and the State&#039;s two seats in the Senate. The garrisons have left.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_Union&amp;diff=119</id>
		<title>The Union</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_Union&amp;diff=119"/>
		<updated>2026-09-15T23:44:25Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Redirect to The Shining Empire, the Empire&amp;#039;s everyday name (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Shining Empire]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Shining_Empire&amp;diff=118</id>
		<title>Shining Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Shining_Empire&amp;diff=118"/>
		<updated>2026-09-15T23:44:24Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Redirect to The Shining Empire (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Shining Empire]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_Shining_Empire&amp;diff=117</id>
		<title>The Shining Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_Shining_Empire&amp;diff=117"/>
		<updated>2026-09-15T23:44:22Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: The Shining Empire: a union of States under a Senate and Emperor, with the Church of the First Breath as its church, failing as its eastern sites go spent (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Shining Empire&#039;&#039;&#039; is the human state that claims the known [[The World|world]]. It is a union of States, one for each region, governed by a Senate and an Emperor. Its people call it &#039;&#039;&#039;the Union&#039;&#039;&#039;. The [[Church of the First Breath]] is its church. The Empire&#039;s authority is failing: its laws still pass and are rarely enforced, and in most States the power that governs is local.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Each region of the world is a &#039;&#039;&#039;State&#039;&#039;&#039; of the Empire. Each State seats two &#039;&#039;&#039;senators&#039;&#039;&#039; in the &#039;&#039;&#039;Senate&#039;&#039;&#039;, and the &#039;&#039;&#039;Emperor&#039;&#039;&#039; stands above the Senate.&lt;br /&gt;
&lt;br /&gt;
The Senate sits and passes law. Enforcement is left to each State. Where a local power governs a State, that power fills the State&#039;s two seats with its own people.&lt;br /&gt;
&lt;br /&gt;
== The Church ==&lt;br /&gt;
&lt;br /&gt;
The Church of the First Breath was present at the Empire&#039;s founding and is its church. Where the Empire&#039;s administration has stopped functioning, the Church governs in its place. [[Fablehaven]] is governed by the Church.&lt;br /&gt;
&lt;br /&gt;
== Decline ==&lt;br /&gt;
&lt;br /&gt;
The Empire was built on the largest [[Pneuma#Sources|elemental sites]] of the eastern States, and on the roads, couriers and garrisons that connected them. Those sites are [[Pneuma#Land|spent]]. The rich sites lie west, in land the Empire never held and beyond the reach of its garrisons.&lt;br /&gt;
&lt;br /&gt;
The Empire once delivered protection, safe roads and the upkeep of its sites. Those benefits are failing, and the loyalty of its people is failing with them. Most people are indifferent to the Empire. Some are for it and some against, and each State has its own attitude.&lt;br /&gt;
&lt;br /&gt;
== Presence ==&lt;br /&gt;
&lt;br /&gt;
In every State the Empire is present as an imperial road, a courier post, an assessor who collects the Empire&#039;s tax, and the State&#039;s two seats in the Senate. The garrisons have left.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Soma&amp;diff=113</id>
		<title>Soma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Soma&amp;diff=113"/>
		<updated>2026-09-07T04:54:17Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: State rules positively: drop denials of unimplied negatives (&amp;quot;not alive&amp;quot;, &amp;quot;never destroyed&amp;quot;, &amp;quot;no process loses soma&amp;quot;, &amp;quot;not destroyed&amp;quot;, &amp;quot;consume no soma&amp;quot;, &amp;quot;does not raise&amp;quot;, &amp;quot;not dead&amp;quot;); enemies defined by differing in both qualities (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Soma&#039;&#039;&#039; is the world&#039;s matter. Everything is made of it: ground, sea, flame, wind, tools, bodies. [[Pneuma|Pneuma]] animates it. Pneuma is energy and soma is matter. A creature&#039;s pneuma is its power and its soma is its health.&lt;br /&gt;
&lt;br /&gt;
Soma is a physical quantity. It is gathered, split, recombined, traded and spent.&lt;br /&gt;
&lt;br /&gt;
== Elements ==&lt;br /&gt;
&lt;br /&gt;
Soma comes in four &#039;&#039;&#039;elements&#039;&#039;&#039;: fire, air, water and earth. &amp;quot;Fire soma&amp;quot; is soma of the fire element. Everything in the world is soma of one element or a &#039;&#039;&#039;blend&#039;&#039;&#039; of several. Soma of each element is a thing that can be held, stacked and traded.&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four elements on a square. Each edge joins two that share a quality: a temperature (hot or cold) or a moisture (wet or dry). Each diagonal joins two that differ in both.]]&lt;br /&gt;
The four elements are related as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039;: two elements that share a quality (adjacent on the square). Every element has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039;: two elements that differ in both temperature and moisture (diagonal). Every element has one enemy.&lt;br /&gt;
&lt;br /&gt;
Ally and enemy are relations between elements.&lt;br /&gt;
&lt;br /&gt;
== The Two Laws ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Persistence.&#039;&#039;&#039; The amount of soma is constant. Every craft rearranges soma. Compare Attrition on the [[Pneuma#The Three Laws|Pneuma page]]: every shaping loses pneuma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Vessel.&#039;&#039;&#039; A vessel is an arrangement of soma that can carry circulating pneuma. A vessel with pneuma circulating in it is alive ([[Pneuma#The Three Laws|Vitality]]). The arrangement determines what the vessel can do; the pneuma is the same in every vessel.&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
Alchemy is the craft of soma: &#039;&#039;&#039;splitting&#039;&#039;&#039; a thing into the soma it is made of, and &#039;&#039;&#039;recombining&#039;&#039;&#039; soma into new things. Any thing can be split, and the yield is the blend the thing was made of. Most soma is obtained by splitting.&lt;br /&gt;
&lt;br /&gt;
The result of recombining two elements depends on their relation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Hold together as a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Differ in both || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Separate and release the pneuma bound in both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;hybrid&#039;&#039;&#039; is the result of combining allied elements. The hybrid is determined by the shared quality and by the ratio of the two elements: different ratios of the same pair give different hybrids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrids&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dissonance&#039;&#039;&#039;: the two elements separate, and both persist (Law I). All pneuma bound in either is released. Released pneuma enters the nearest vessel if one is in reach; otherwise it goes dull (see [[Pneuma#Land|Land]] on the Pneuma page). What counts as in reach is open.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Wherever an element is concentrated — a river, a fire, a mountain — soma of that element can be gathered. The same sites hold bound pneuma (see [[Pneuma#Sources|Sources]] on the Pneuma page).&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; A slain creature&#039;s body is soma in its blend (see [[#Composition|Composition]]). Splitting it yields that blend.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
An elemental spell has a body of soma. The caster supplies the soma and the cast consumes it. The soma becomes part of the effect (Law I): a fireball is fire soma moved by pneuma. A pure spell or an ability spends pneuma alone (see [[Pneuma#Casting|Casting]] on the Pneuma page).&lt;br /&gt;
&lt;br /&gt;
== The body ==&lt;br /&gt;
&lt;br /&gt;
=== Composition ===&lt;br /&gt;
&lt;br /&gt;
Every body is a blend of the four elements, fixed by creature type and unchanged over its life. Damage of an element does less to a body with much of that element in it and more to a body with little. This is &#039;&#039;&#039;resistance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
&lt;br /&gt;
A body has a &#039;&#039;&#039;volume&#039;&#039;&#039;, set by its size, and a &#039;&#039;&#039;density&#039;&#039;&#039;: how much soma its volume can hold. Maximum health is volume times density. Current health is the soma in the body beyond the minimum its structure needs to carry a current. Damage removes soma from the body. When health reaches zero, the vessel breaks.&lt;br /&gt;
&lt;br /&gt;
A giant has a larger volume than a person, so a higher maximum. A veteran and a novice have the same volume; the veteran has the higher density.&lt;br /&gt;
&lt;br /&gt;
=== Tempering ===&lt;br /&gt;
&lt;br /&gt;
Damage taken and recovered from is the only thing that raises density. Density is independent of every value on the [[Pneuma]] page.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
&lt;br /&gt;
Healing puts soma back into the body, up to its maximum. Food is soma, and eating is the ordinary way to heal. A healing consumable restores soma; a phial restores pneuma.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Death is the vessel breaking: the body&#039;s soma has lost the arrangement that carries a current. The soma itself persists (Law I). Its pneuma leaves it as described under [[Pneuma#Death|Death]] on the Pneuma page. A creature at zero pneuma is exhausted.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Origin.&#039;&#039;&#039; Where the world&#039;s soma came from.&lt;br /&gt;
* &#039;&#039;&#039;Numbers.&#039;&#039;&#039; Blend proportions, resistance strength, the density curve and the soma cost of a working.&lt;br /&gt;
* &#039;&#039;&#039;Ratio hybrids.&#039;&#039;&#039; Which ratios of each allied pair give which hybrids.&lt;br /&gt;
* &#039;&#039;&#039;Reach.&#039;&#039;&#039; How near a vessel must be to catch the pneuma a dissonant reaction releases.&lt;br /&gt;
* &#039;&#039;&#039;Spent soma.&#039;&#039;&#039; Whether the soma a cast consumes can be recovered from where it lands.&lt;br /&gt;
* &#039;&#039;&#039;Affinity and soma.&#039;&#039;&#039; Whether affinity lowers the soma cost of a working (see [[Pneuma#Open questions|Open questions]] on the Pneuma page).&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=112</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=112"/>
		<updated>2026-09-07T04:54:00Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: State rules positively: drop denials of unimplied negatives (&amp;quot;not destroyed&amp;quot;, &amp;quot;not dead&amp;quot;, &amp;quot;loses nothing&amp;quot;, &amp;quot;no regeneration&amp;quot;, &amp;quot;cannot condense&amp;quot;, &amp;quot;never decreases&amp;quot;, &amp;quot;consumes no soma&amp;quot;) (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. It is a resource that creatures gather and spend, and the basis of character progression. Its counterpart is [[Soma|soma]], the matter it animates: pneuma is energy and soma is matter. A creature&#039;s pneuma is its power and its soma is its health.&lt;br /&gt;
&lt;br /&gt;
== Form ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one form, &#039;&#039;&#039;pure&#039;&#039;&#039;. An element is a kind of [[Soma|soma]]. Pneuma bound in fire soma is the same pneuma as pneuma bound in anything else.&lt;br /&gt;
&lt;br /&gt;
Pneuma is always held in one of two ways: circulating through a vessel (Law I), or bound in soma. Bound pneuma is inert. It can be carried, stored and traded. Pneuma released outside any vessel or soma goes dull where it is (see [[#Land|Land]]).&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;phial&#039;&#039;&#039; is soma made to hold bound pneuma. It is the only physical form of pneuma (see [[#Physical form|Physical form]]).&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma circulating through a &#039;&#039;&#039;vessel&#039;&#039;&#039; — soma arranged to carry it — is alive; pneuma bound in soma is inert. The structure of a creature&#039;s vessel determines what the creature can do, and the amount of pneuma in it determines the creature&#039;s power. An empty vessel is exhausted (see [[#Death|Death]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Every shaping (see [[#Key terms|Key terms]]) loses part of the pneuma moved. Carrying and storing bound pneuma are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Affinity for a soma lowers the Attrition loss of shaping through it. Affinity grows by spending pneuma through that soma.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creature&#039;&#039;&#039;: anything with a vessel. A &#039;&#039;&#039;player&#039;&#039;&#039; is a creature a person plays.&lt;br /&gt;
* &#039;&#039;&#039;Working&#039;&#039;&#039;: a spell or an ability.&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: any move of pneuma between a vessel and soma. Every shaping loses part of the pneuma moved (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Binding&#039;&#039;&#039;: shaping into soma.&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: shaping out of soma into the absorber&#039;s own vessel. Sources are elemental sites, slain creatures and phials.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: binding from one&#039;s own vessel into a phial.&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: one [[Ability|ability]]&#039;s accumulated experience, measured as the total pneuma spent through it.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: a creature&#039;s alignment to one soma, with pure counted as one more. Affinity for a soma is the sum of mastery across the abilities tagged with it. Affinity lowers shaping cost (Law III).&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Wherever an element is concentrated — a river, a fire, a mountain — pneuma is bound in the soma there. Absorption removes the pneuma; the soma remains. The soma yield of a site is on the [[Soma#Sources|Soma page]].&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; A slain creature releases its pneuma (see [[#Death|Death]]).&lt;br /&gt;
* &#039;&#039;&#039;Phials.&#039;&#039;&#039; Pneuma condensed into a phial can be absorbed back out of it.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; A creature below baseline refills from the land (see [[#The pool|The pool]]).&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
&lt;br /&gt;
Land holds a pool of usable pneuma. Regeneration draws from it (see [[#The pool|The pool]]). Its level is described as &#039;&#039;&#039;rich&#039;&#039;&#039;, &#039;&#039;&#039;spent&#039;&#039;&#039; or &#039;&#039;&#039;void&#039;&#039;&#039;. A void pool is empty, so regeneration on void land is zero.&lt;br /&gt;
&lt;br /&gt;
The pneuma lost to a shaping goes &#039;&#039;&#039;dull&#039;&#039;&#039;: it settles into the land where it was spent, separate from the usable pool. Pneuma released outside any vessel or soma — a creature slain with no victor, a [[Soma#Alchemy|dissonant reaction]] with no vessel in reach — goes dull the same way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reclaiming&#039;&#039;&#039; converts dull pneuma back into the usable pool. [[Celaborans]] reclaim. Whether anything else can is open.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each creature holds an unbounded reserve of pure pneuma.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;baseline&#039;&#039;&#039; is the amount of pneuma that circulates in the creature&#039;s vessel (Law I). Below baseline the creature is &#039;&#039;&#039;depleted&#039;&#039;&#039; and draws from the land&#039;s usable pool to refill: faster the deeper the deficit, faster where the land is rich, slower where it is spent. Regeneration stops at baseline. Pneuma above baseline is &#039;&#039;&#039;surplus&#039;&#039;&#039;, and comes only from absorption and trade. The regeneration rate is below the spend rate of combat.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorption from elemental sites, slain creatures or phials.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing into phials.&lt;br /&gt;
&lt;br /&gt;
=== The vessel grows ===&lt;br /&gt;
&lt;br /&gt;
Baseline is a function of lifetime pneuma spent. The function is sublinear; the exact curve is open. Baseline only ever rises.&lt;br /&gt;
&lt;br /&gt;
=== Surplus and condensation ===&lt;br /&gt;
&lt;br /&gt;
Condensation uses surplus only. Spending below baseline is allowed.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Death is the vessel breaking (see [[Soma#Death|Soma]]). A creature at zero pneuma is exhausted.&lt;br /&gt;
&lt;br /&gt;
When a creature is slain, its surplus is released. The victor absorbs a fixed share; the rest goes dull into the land where the body fell. The share is open. Baseline, mastery and affinity are unchanged by death. On respawn the pool is set to baseline. Phials are kept on death.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Every working spends pneuma. An elemental spell spends soma as well:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;pure&#039;&#039;&#039; spell (Blink, for example) spends pneuma straight from the vessel. Its cost is set by pure affinity.&lt;br /&gt;
* An &#039;&#039;&#039;elemental&#039;&#039;&#039; spell has a body of soma. The caster supplies the soma and the cast consumes it (see [[Soma#Casting|Soma]]). The cast binds pneuma into that soma. This is a shaping: it costs less with affinity for the soma (Law III) and always loses something (Law II).&lt;br /&gt;
&lt;br /&gt;
A spell&#039;s intrinsic requirement is fixed. Affinity lowers only the shaping loss around it, so cost falls with affinity toward a floor. Mastery raises the effect.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Abilities spend pure pneuma, and pure affinity sets the cost. An ability&#039;s body is the creature&#039;s own body and the weapon in hand, so its soma cost is zero.&lt;br /&gt;
&lt;br /&gt;
Every working spends pneuma, gathering and utility actions included. A gathering action spends pneuma and absorbs pneuma from the site in the same action. At a rich site the absorbed amount roughly matches the spent amount; at a spent site it is less. The exact ratio is open. Only the spent amount counts toward mastery and baseline.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Affinity is tracked per soma, with pure as one more, and equals the sum of mastery across the abilities tagged with that soma (see [[#Key terms|Key terms]]). It lowers the Attrition loss of shaping through that soma (Law III).&lt;br /&gt;
&lt;br /&gt;
The effect of the [[Soma#Elements|elemental square]] on affinity is open: whether allied affinities help each other (&#039;&#039;&#039;synergy&#039;&#039;&#039;) and enemy affinities hinder each other (&#039;&#039;&#039;dissonance&#039;&#039;&#039;), and how (see [[#Open questions|Open questions]]).&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
A phial holds bound pneuma. It is filled by condensation from a vessel&#039;s surplus and emptied by absorption; each is a shaping (Law II). Every other physical elemental good is soma (see [[Soma#Sources|Soma]]).&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* The effect of the elemental square on affinity: whether and how synergy and dissonance affect affinity growth or shaping cost.&lt;br /&gt;
* Whether affinity also lowers the soma cost of an elemental working.&lt;br /&gt;
* The victor&#039;s share of a slain creature&#039;s surplus.&lt;br /&gt;
* The baseline curve, and the gathering absorb ratio.&lt;br /&gt;
* Whether anything besides Celaborans can reclaim dull pneuma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONCEPTING&lt;br /&gt;
&lt;br /&gt;
Problem; having only Pneuma has a single type of resource inherently causes certain content/sources of Pneuma to be irrelevant and useless as they are much less efficient than other methods, thus is dead content and wont be used/played&lt;br /&gt;
&lt;br /&gt;
Solution: having different &amp;quot;types of Pneuma/resources&amp;quot; would make many more situations viable to do as all types of resources are needed to do anything and avoids content becoming dead and makes the world a little more interconnected&lt;br /&gt;
&lt;br /&gt;
-these supplemental resources would be similar to catalyst runes in OSRS, not like another element&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Soma&amp;diff=111</id>
		<title>Soma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Soma&amp;diff=111"/>
		<updated>2026-09-07T02:50:17Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Sweep agentive and possessive phrasings (&amp;quot;properties of the soma&amp;quot;, &amp;quot;what allied elements make&amp;quot;, &amp;quot;takes soma and leaves it&amp;quot;, &amp;quot;holds an arrangement&amp;quot;) into plain statements (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Soma&#039;&#039;&#039; is the world&#039;s matter. Everything is made of it: ground, sea, flame, wind, tools, bodies. Soma is not alive. [[Pneuma|Pneuma]] animates it. Pneuma is energy and soma is matter. A creature&#039;s pneuma is its power and its soma is its health.&lt;br /&gt;
&lt;br /&gt;
Soma is a physical quantity. It is gathered, split, recombined, traded and spent.&lt;br /&gt;
&lt;br /&gt;
== Elements ==&lt;br /&gt;
&lt;br /&gt;
Soma comes in four &#039;&#039;&#039;elements&#039;&#039;&#039;: fire, air, water and earth. &amp;quot;Fire soma&amp;quot; is soma of the fire element. Everything in the world is soma of one element or a &#039;&#039;&#039;blend&#039;&#039;&#039; of several. Soma of each element is a thing that can be held, stacked and traded.&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four elements on a square. Each edge joins two that share a quality: a temperature (hot or cold) or a moisture (wet or dry). The diagonals share none.]]&lt;br /&gt;
The four elements are related as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039;: two elements that share a quality (adjacent on the square). Every element has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039;: two elements that share no quality (diagonal). Every element has one enemy.&lt;br /&gt;
&lt;br /&gt;
Ally and enemy are relations between elements. Pneuma bound in soma has no effect on them.&lt;br /&gt;
&lt;br /&gt;
== The Two Laws ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Persistence.&#039;&#039;&#039; Soma is never destroyed, only rearranged. Every craft changes the arrangement of soma. Compare Attrition on the [[Pneuma#The Three Laws|Pneuma page]]: every shaping loses pneuma, and no process loses soma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Vessel.&#039;&#039;&#039; A vessel is an arrangement of soma that can carry circulating pneuma. A vessel with pneuma circulating in it is alive ([[Pneuma#The Three Laws|Vitality]]). The arrangement determines what the vessel can do; the pneuma is the same in every vessel.&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
Alchemy is the craft of soma: &#039;&#039;&#039;splitting&#039;&#039;&#039; a thing into the soma it is made of, and &#039;&#039;&#039;recombining&#039;&#039;&#039; soma into new things. Any thing can be split, and the yield is the blend the thing was made of. Most soma is obtained by splitting.&lt;br /&gt;
&lt;br /&gt;
The result of recombining two elements depends on their relation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Hold together as a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Separate and release the pneuma bound in both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;hybrid&#039;&#039;&#039; is the result of combining allied elements. The hybrid is determined by the shared quality and by the ratio of the two elements: different ratios of the same pair give different hybrids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrids&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dissonance&#039;&#039;&#039;: the two elements separate, and both persist (Law I). All pneuma bound in either is released. Released pneuma enters the nearest vessel if one is in reach; otherwise it goes dull (see [[Pneuma#Land|Land]] on the Pneuma page). What counts as in reach is open.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Wherever an element is concentrated — a river, a fire, a mountain — soma of that element can be gathered. The same sites hold bound pneuma (see [[Pneuma#Sources|Sources]] on the Pneuma page).&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; A slain creature&#039;s body is soma in its blend (see [[#Composition|Composition]]). Splitting it yields that blend.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
An elemental spell has a body of soma. The caster supplies the soma and the cast consumes it. The soma becomes part of the effect and is not destroyed (Law I): a fireball is fire soma moved by pneuma. Pure spells and abilities consume no soma (see [[Pneuma#Casting|Casting]] on the Pneuma page).&lt;br /&gt;
&lt;br /&gt;
== The body ==&lt;br /&gt;
&lt;br /&gt;
=== Composition ===&lt;br /&gt;
&lt;br /&gt;
Every body is a blend of the four elements, fixed by creature type and unchanged over its life. Damage of an element does less to a body with much of that element in it and more to a body with little. This is &#039;&#039;&#039;resistance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
&lt;br /&gt;
A body has a &#039;&#039;&#039;volume&#039;&#039;&#039;, set by its size, and a &#039;&#039;&#039;density&#039;&#039;&#039;: how much soma its volume can hold. Maximum health is volume times density. Current health is the soma in the body beyond the minimum its structure needs to carry a current. Damage removes soma from the body. When health reaches zero, the vessel breaks.&lt;br /&gt;
&lt;br /&gt;
A giant has a larger volume than a person, so a higher maximum. A veteran and a novice have the same volume; the veteran has the higher density.&lt;br /&gt;
&lt;br /&gt;
=== Tempering ===&lt;br /&gt;
&lt;br /&gt;
Density rises with damage taken and recovered from. Density is independent of every value on the [[Pneuma]] page: baseline does not raise it, and casting does not lower it.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
&lt;br /&gt;
Healing puts soma back into the body, up to its maximum. Food is soma, and eating is the ordinary way to heal. A healing consumable restores soma; a phial restores pneuma.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Death is the vessel breaking: the body&#039;s soma is no longer arranged to carry a current. Its soma persists (Law I). Its pneuma leaves it as described under [[Pneuma#Death|Death]] on the Pneuma page. A creature at zero pneuma is exhausted, not dead.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Origin.&#039;&#039;&#039; Where the world&#039;s soma came from.&lt;br /&gt;
* &#039;&#039;&#039;Numbers.&#039;&#039;&#039; Blend proportions, resistance strength, the density curve and the soma cost of a working.&lt;br /&gt;
* &#039;&#039;&#039;Ratio hybrids.&#039;&#039;&#039; Which ratios of each allied pair give which hybrids.&lt;br /&gt;
* &#039;&#039;&#039;Reach.&#039;&#039;&#039; How near a vessel must be to catch the pneuma a dissonant reaction releases.&lt;br /&gt;
* &#039;&#039;&#039;Spent soma.&#039;&#039;&#039; Whether the soma a cast consumes can be recovered from where it lands.&lt;br /&gt;
* &#039;&#039;&#039;Affinity and soma.&#039;&#039;&#039; Whether affinity lowers the soma cost of a working (see [[Pneuma#Open questions|Open questions]] on the Pneuma page).&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=110</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=110"/>
		<updated>2026-09-07T02:50:00Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Sweep agentive and possessive phrasings (&amp;quot;the elements belong to&amp;quot;, &amp;quot;what Attrition takes&amp;quot;, &amp;quot;sheds&amp;quot;, &amp;quot;gives up&amp;quot;, &amp;quot;bears on&amp;quot;) into plain statements (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. It is a resource that creatures gather and spend, and the basis of character progression. Its counterpart is [[Soma|soma]], the matter it animates: pneuma is energy and soma is matter. A creature&#039;s pneuma is its power and its soma is its health.&lt;br /&gt;
&lt;br /&gt;
== Form ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one form, &#039;&#039;&#039;pure&#039;&#039;&#039;. An element is a kind of [[Soma|soma]]. Pneuma bound in fire soma is the same pneuma as pneuma bound in anything else.&lt;br /&gt;
&lt;br /&gt;
Pneuma is always held in one of two ways: circulating through a vessel (Law I), or bound in soma. Bound pneuma is inert. It can be carried, stored and traded. Pneuma released with nothing to hold it goes dull where it is (see [[#Land|Land]]).&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;phial&#039;&#039;&#039; is soma made to hold bound pneuma. It is the only physical form of pneuma (see [[#Physical form|Physical form]]).&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma circulating through a &#039;&#039;&#039;vessel&#039;&#039;&#039; — soma arranged to carry it — is alive. Pneuma bound in soma is not. The structure of a creature&#039;s vessel determines what the creature can do. More pneuma raises a creature&#039;s power; it does not change what the creature can do. A vessel with no pneuma in it is exhausted, not dead (see [[#Death|Death]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Every shaping (see [[#Key terms|Key terms]]) loses part of the pneuma moved. Carrying and storing bound pneuma loses nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Affinity for a soma lowers the Attrition loss of shaping through it. Affinity grows by spending pneuma through that soma.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creature&#039;&#039;&#039;: anything with a vessel. A &#039;&#039;&#039;player&#039;&#039;&#039; is a creature a person plays.&lt;br /&gt;
* &#039;&#039;&#039;Working&#039;&#039;&#039;: a spell or an ability.&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: any move of pneuma between a vessel and soma. Every shaping loses part of the pneuma moved (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Binding&#039;&#039;&#039;: shaping into soma.&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: shaping out of soma into the absorber&#039;s own vessel. Sources are elemental sites, slain creatures and phials.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: binding from one&#039;s own vessel into a phial.&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: one [[Ability|ability]]&#039;s accumulated experience, measured as the total pneuma spent through it.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: a creature&#039;s alignment to one soma, with pure counted as one more. Affinity for a soma is the sum of mastery across the abilities tagged with it. Affinity lowers shaping cost (Law III).&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Wherever an element is concentrated — a river, a fire, a mountain — pneuma is bound in the soma there. Absorption removes the pneuma; the soma remains. The soma yield of a site is on the [[Soma#Sources|Soma page]].&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; A slain creature releases its pneuma (see [[#Death|Death]]).&lt;br /&gt;
* &#039;&#039;&#039;Phials.&#039;&#039;&#039; Pneuma condensed into a phial can be absorbed back out of it.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; A creature below baseline refills from the land (see [[#The pool|The pool]]).&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
&lt;br /&gt;
Land holds a pool of usable pneuma. Regeneration draws from it (see [[#The pool|The pool]]). Its level is described as &#039;&#039;&#039;rich&#039;&#039;&#039;, &#039;&#039;&#039;spent&#039;&#039;&#039; or &#039;&#039;&#039;void&#039;&#039;&#039;. A void pool is empty, and a creature on void land does not regenerate.&lt;br /&gt;
&lt;br /&gt;
The pneuma lost to a shaping is not destroyed. It goes &#039;&#039;&#039;dull&#039;&#039;&#039; — still present, not usable — and settles into the land where it was spent. Dull pneuma is separate from the usable pool. Pneuma released with nothing to hold it — a creature slain with no victor, a [[Soma#Alchemy|dissonant reaction]] with no vessel in reach — goes dull the same way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reclaiming&#039;&#039;&#039; converts dull pneuma back into the usable pool. [[Celaborans]] reclaim. Whether anything else can is open.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each creature holds a reserve of pure pneuma with no upper limit.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;baseline&#039;&#039;&#039; is the amount of pneuma that circulates in the creature&#039;s vessel (Law I). Below baseline the creature is &#039;&#039;&#039;depleted&#039;&#039;&#039; and draws from the land&#039;s usable pool to refill: faster the deeper the deficit, faster where the land is rich, slower where it is spent. At or above baseline there is no regeneration. Pneuma above baseline is &#039;&#039;&#039;surplus&#039;&#039;&#039;, and comes only from absorption and trade. The regeneration rate is below the spend rate of combat.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorption from elemental sites, slain creatures or phials.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing into phials.&lt;br /&gt;
&lt;br /&gt;
=== The vessel grows ===&lt;br /&gt;
&lt;br /&gt;
Baseline is a function of lifetime pneuma spent. The function is sublinear; the exact curve is open. Baseline never decreases.&lt;br /&gt;
&lt;br /&gt;
=== Surplus and condensation ===&lt;br /&gt;
&lt;br /&gt;
Condensation uses surplus only. A vessel cannot condense its own baseline. Spending below baseline is allowed.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Death is the vessel breaking (see [[Soma#Death|Soma]]). A creature at zero pneuma is exhausted, not dead.&lt;br /&gt;
&lt;br /&gt;
When a creature is slain, its surplus is released. The victor absorbs a fixed share; the rest goes dull into the land where the body fell. The share is open. Baseline, mastery and affinity are unchanged by death. On respawn the pool is set to baseline. Phials are kept on death.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Every working spends pneuma. An elemental spell spends soma as well:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;pure&#039;&#039;&#039; spell (Blink, for example) spends pneuma with no shaping. Its cost is set by pure affinity.&lt;br /&gt;
* An &#039;&#039;&#039;elemental&#039;&#039;&#039; spell has a body of soma. The caster supplies the soma and the cast consumes it (see [[Soma#Casting|Soma]]). The cast binds pneuma into that soma. This is a shaping: it costs less with affinity for the soma (Law III) and always loses something (Law II).&lt;br /&gt;
&lt;br /&gt;
A spell&#039;s intrinsic requirement is fixed. Affinity lowers only the shaping loss around it, so cost falls with affinity toward a floor. Mastery raises the effect.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Abilities spend pure pneuma, and pure affinity sets the cost. An ability&#039;s body is the creature&#039;s own body and the weapon in hand, so it consumes no soma.&lt;br /&gt;
&lt;br /&gt;
Every working spends pneuma, gathering and utility actions included. A gathering action spends pneuma and absorbs pneuma from the site in the same action. At a rich site the absorbed amount roughly matches the spent amount; at a spent site it is less. The exact ratio is open. Only the spent amount counts toward mastery and baseline.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Affinity is tracked per soma, with pure as one more, and equals the sum of mastery across the abilities tagged with that soma (see [[#Key terms|Key terms]]). It lowers the Attrition loss of shaping through that soma (Law III).&lt;br /&gt;
&lt;br /&gt;
The effect of the [[Soma#Elements|elemental square]] on affinity is open: whether allied affinities help each other (&#039;&#039;&#039;synergy&#039;&#039;&#039;) and enemy affinities hinder each other (&#039;&#039;&#039;dissonance&#039;&#039;&#039;), and how (see [[#Open questions|Open questions]]).&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
A phial holds bound pneuma. It is filled by condensation from a vessel&#039;s surplus and emptied by absorption; each is a shaping (Law II). Every other physical elemental good is soma (see [[Soma#Sources|Soma]]).&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* The effect of the elemental square on affinity: whether and how synergy and dissonance affect affinity growth or shaping cost.&lt;br /&gt;
* Whether affinity also lowers the soma cost of an elemental working.&lt;br /&gt;
* The victor&#039;s share of a slain creature&#039;s surplus.&lt;br /&gt;
* The baseline curve, and the gathering absorb ratio.&lt;br /&gt;
* Whether anything besides Celaborans can reclaim dull pneuma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONCEPTING&lt;br /&gt;
&lt;br /&gt;
Problem; having only Pneuma has a single type of resource inherently causes certain content/sources of Pneuma to be irrelevant and useless as they are much less efficient than other methods, thus is dead content and wont be used/played&lt;br /&gt;
&lt;br /&gt;
Solution: having different &amp;quot;types of Pneuma/resources&amp;quot; would make many more situations viable to do as all types of resources are needed to do anything and avoids content becoming dead and makes the world a little more interconnected&lt;br /&gt;
&lt;br /&gt;
-these supplemental resources would be similar to catalyst runes in OSRS, not like another element&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Soma&amp;diff=109</id>
		<title>Soma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Soma&amp;diff=109"/>
		<updated>2026-09-07T02:46:41Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Prose pass to plain technical English: &amp;quot;element&amp;quot; for the type and &amp;quot;soma&amp;quot; for the substance throughout (Kinds → Elements); epigrams and examples-as-rules removed. Rule fixes from the 2026-09-06 session: health is volume × density with damage removing soma; hybrids depend on ratio; splitting folded into Alchemy; dissonance reach and ratio hybrids listed as open (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Soma&#039;&#039;&#039; is the world&#039;s matter. Everything is made of it: ground, sea, flame, wind, tools, bodies. Soma is not alive; [[Pneuma|pneuma]] is what animates it. Pneuma is energy and soma is matter. A creature&#039;s pneuma is its power and its soma is its health.&lt;br /&gt;
&lt;br /&gt;
Soma is a physical quantity. It is gathered, split, recombined, traded and spent.&lt;br /&gt;
&lt;br /&gt;
== Elements ==&lt;br /&gt;
&lt;br /&gt;
Soma comes in four &#039;&#039;&#039;elements&#039;&#039;&#039;: fire, air, water and earth. &amp;quot;Fire soma&amp;quot; is soma of the fire element. Everything in the world is soma of one element or a &#039;&#039;&#039;blend&#039;&#039;&#039; of several. Soma of each element is a thing that can be held, stacked and traded.&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four elements on a square. Each edge joins two that share a quality: a temperature (hot or cold) or a moisture (wet or dry). The diagonals share none.]]&lt;br /&gt;
The four elements stand in fixed relation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039;: two elements that share a quality (adjacent on the square). Every element has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039;: two elements that share no quality (diagonal). Every element has one enemy.&lt;br /&gt;
&lt;br /&gt;
These relations are properties of the soma. Pneuma bound in soma does not change them.&lt;br /&gt;
&lt;br /&gt;
== The Two Laws ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Persistence.&#039;&#039;&#039; Soma is never destroyed, only rearranged. Every craft takes soma in one arrangement and leaves it in another. Compare Attrition on the [[Pneuma#The Three Laws|Pneuma page]]: pneuma is lost to every shaping; soma is not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Vessel.&#039;&#039;&#039; A vessel is an arrangement of soma that can carry circulating pneuma. A vessel with pneuma circulating in it is alive ([[Pneuma#The Three Laws|Vitality]]). The arrangement decides what the vessel can do; the pneuma is the same in every vessel.&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
Alchemy is the craft of soma: &#039;&#039;&#039;splitting&#039;&#039;&#039; a thing into the soma it is made of, and &#039;&#039;&#039;recombining&#039;&#039;&#039; soma into new things. Any thing can be split, and the yield is the blend the thing was made of. Most soma is obtained by splitting.&lt;br /&gt;
&lt;br /&gt;
What two elements do when recombined depends on their relation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Hold together as a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Separate and release the pneuma bound in both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are what allied elements make together. The hybrid is determined by the shared quality and by the ratio of the two elements: different ratios of the same pair give different hybrids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrids&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dissonance&#039;&#039;&#039;: the two elements separate, and both persist (Law I). All pneuma bound in either is released. Released pneuma enters the nearest vessel if one is in reach; otherwise it goes dull (see [[Pneuma#Land|Land]] on the Pneuma page). What counts as in reach is open.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Wherever an element is concentrated — a river, a fire, a mountain — soma of that element can be gathered. The same sites hold bound pneuma (see [[Pneuma#Sources|Sources]] on the Pneuma page).&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; A slain creature&#039;s body is soma in its blend (see [[#Composition|Composition]]). Splitting it yields that blend.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
An elemental spell has a body of soma. The caster supplies the soma and the cast consumes it. The soma becomes part of the effect and is not destroyed (Law I): a fireball is fire soma moved by pneuma. Pure spells and abilities consume no soma (see [[Pneuma#Casting|Casting]] on the Pneuma page).&lt;br /&gt;
&lt;br /&gt;
== The body ==&lt;br /&gt;
&lt;br /&gt;
=== Composition ===&lt;br /&gt;
&lt;br /&gt;
Every body is a blend of the four elements, fixed by creature type and unchanged over its life. Damage of an element does less to a body with much of that element in it and more to a body with little. This is &#039;&#039;&#039;resistance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
&lt;br /&gt;
A body has a &#039;&#039;&#039;volume&#039;&#039;&#039;, set by its size, and a &#039;&#039;&#039;density&#039;&#039;&#039;: how much soma its volume can hold. Maximum health is volume times density. Current health is the soma the body holds above what its structure needs to carry a current. Damage removes soma from the body. When health reaches zero, the vessel breaks.&lt;br /&gt;
&lt;br /&gt;
A giant has a larger volume than a person, so a higher maximum. A veteran and a novice have the same volume; the veteran has the higher density.&lt;br /&gt;
&lt;br /&gt;
=== Tempering ===&lt;br /&gt;
&lt;br /&gt;
Density rises with damage taken and recovered from. Density is independent of every value on the [[Pneuma]] page: baseline does not raise it, and casting does not lower it.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
&lt;br /&gt;
Healing puts soma back into the body, up to its maximum. Food is soma, and eating is the ordinary way to heal. A healing consumable restores soma; a phial restores pneuma.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Death is the vessel breaking: the body no longer holds an arrangement of soma that can carry a current. Its soma persists (Law I). Its pneuma leaves it as described under [[Pneuma#Death|Death]] on the Pneuma page. A creature at zero pneuma is exhausted, not dead.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Origin.&#039;&#039;&#039; Where the world&#039;s soma came from.&lt;br /&gt;
* &#039;&#039;&#039;Numbers.&#039;&#039;&#039; Blend proportions, resistance strength, the density curve and the soma cost of a working.&lt;br /&gt;
* &#039;&#039;&#039;Ratio hybrids.&#039;&#039;&#039; Which ratios of each allied pair give which hybrids.&lt;br /&gt;
* &#039;&#039;&#039;Reach.&#039;&#039;&#039; How near a vessel must be to catch the pneuma a dissonant reaction releases.&lt;br /&gt;
* &#039;&#039;&#039;Spent soma.&#039;&#039;&#039; Whether the soma a cast consumes can be recovered from where it lands.&lt;br /&gt;
* &#039;&#039;&#039;Affinity and soma.&#039;&#039;&#039; Whether affinity lowers the soma cost of a working (see [[Pneuma#Open questions|Open questions]] on the Pneuma page).&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=108</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=108"/>
		<updated>2026-09-07T02:46:22Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Prose pass to plain technical English: one vocabulary (shaping/binding/absorption/condensation, creature/working) fixed in Key terms; epigrams, personified laws and rationale-as-rules removed; each rule stated once. Rule fixes from the 2026-09-06 session: Land section defines the usable pool and dull pneuma; affinity is the sum of mastery, square effects moved to Open questions; trace-lodges sentence struck; Death states victor share, respawn to baseline, phials kept; only spent pneuma grows...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. It is a resource that creatures gather and spend, and the basis of character progression. Its counterpart is [[Soma|soma]], the matter it animates: pneuma is energy and soma is matter. A creature&#039;s pneuma is its power and its soma is its health.&lt;br /&gt;
&lt;br /&gt;
== Form ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one form, &#039;&#039;&#039;pure&#039;&#039;&#039;. The elements belong to [[Soma|soma]]. Pneuma bound in fire soma is the same pneuma as pneuma bound in anything else.&lt;br /&gt;
&lt;br /&gt;
Pneuma is always held in one of two ways: circulating through a vessel (Law I), or bound in soma. Bound pneuma is inert. It can be carried, stored and traded. Pneuma released with nothing to hold it goes dull where it is (see [[#Land|Land]]).&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;phial&#039;&#039;&#039; is soma made to hold bound pneuma. It is the only physical form of pneuma (see [[#Physical form|Physical form]]).&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma circulating through a &#039;&#039;&#039;vessel&#039;&#039;&#039; — soma arranged to carry it — is alive. Pneuma bound in soma is not. What a creature can do is decided by the structure of its vessel. More pneuma raises a creature&#039;s power; it does not change what the creature can do. A vessel with no pneuma in it is exhausted, not dead (see [[#Death|Death]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Every shaping (see [[#Key terms|Key terms]]) loses part of the pneuma moved. Carrying and storing bound pneuma loses nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Affinity for a soma lowers the Attrition loss of shaping through it. Affinity grows by spending pneuma through that soma.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creature&#039;&#039;&#039;: anything with a vessel. A &#039;&#039;&#039;player&#039;&#039;&#039; is a creature a person plays.&lt;br /&gt;
* &#039;&#039;&#039;Working&#039;&#039;&#039;: a spell or an ability.&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: any move of pneuma between a vessel and soma. Every shaping loses part of the pneuma moved (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Binding&#039;&#039;&#039;: shaping into soma.&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: shaping out of soma into the absorber&#039;s own vessel. Sources are elemental sites, slain creatures and phials.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: binding from one&#039;s own vessel into a phial.&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: one [[Ability|ability]]&#039;s accumulated experience, measured as the total pneuma spent through it.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: a creature&#039;s alignment to one soma, with pure counted as one more. Affinity for a soma is the sum of mastery across the abilities tagged with it. Affinity lowers shaping cost (Law III).&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Wherever an element is concentrated — a river, a fire, a mountain — pneuma is bound in the soma there. Absorbing takes the pneuma and leaves the soma. What a site yields as soma is on the [[Soma#Sources|Soma page]].&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; A slain creature gives up its pneuma (see [[#Death|Death]]).&lt;br /&gt;
* &#039;&#039;&#039;Phials.&#039;&#039;&#039; Pneuma condensed into a phial can be absorbed back out of it.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; A creature below baseline refills from the land (see [[#The pool|The pool]]).&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
&lt;br /&gt;
Land holds a pool of usable pneuma. Regeneration draws from it (see [[#The pool|The pool]]). Its level is described as &#039;&#039;&#039;rich&#039;&#039;&#039;, &#039;&#039;&#039;spent&#039;&#039;&#039; or &#039;&#039;&#039;void&#039;&#039;&#039;. A void pool is empty, and a creature on void land does not regenerate.&lt;br /&gt;
&lt;br /&gt;
What Attrition takes is not destroyed. It goes &#039;&#039;&#039;dull&#039;&#039;&#039; — still present, not usable — and settles into the land where it was spent. Dull pneuma is separate from the usable pool. Pneuma released with nothing to hold it — a creature slain with no victor, a [[Soma#Alchemy|dissonant reaction]] with no vessel in reach — goes dull the same way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reclaiming&#039;&#039;&#039; converts dull pneuma back into the usable pool. [[Celaborans]] reclaim. Whether anything else can is open.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each creature holds a reserve of pure pneuma with no upper limit.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;baseline&#039;&#039;&#039; is the amount of pneuma the creature&#039;s vessel keeps in circulation (Law I). Below baseline the creature is &#039;&#039;&#039;depleted&#039;&#039;&#039; and draws from the land&#039;s usable pool to refill: faster the deeper the deficit, faster where the land is rich, slower where it is spent. At or above baseline there is no regeneration. Pneuma above baseline is &#039;&#039;&#039;surplus&#039;&#039;&#039;, and comes only from absorption and trade. The regeneration rate is below the spend rate of combat.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorption from elemental sites, slain creatures or phials.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing into phials.&lt;br /&gt;
&lt;br /&gt;
=== The vessel grows ===&lt;br /&gt;
&lt;br /&gt;
Baseline is a function of lifetime pneuma spent. The function is sublinear; the exact curve is open. Baseline never decreases.&lt;br /&gt;
&lt;br /&gt;
=== Surplus and condensation ===&lt;br /&gt;
&lt;br /&gt;
Condensation draws on surplus only. A vessel cannot condense its own baseline. Spending below baseline is allowed.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Death is the vessel breaking (see [[Soma#Death|Soma]]). A creature at zero pneuma is exhausted, not dead.&lt;br /&gt;
&lt;br /&gt;
A slain creature sheds its surplus. The victor absorbs a fixed share; the rest goes dull into the land where the body fell. The share is open. Baseline, mastery and affinity are unchanged by death. On respawn the pool is set to baseline. Phials are kept on death.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Every working spends pneuma. What else it spends is decided by what it is made of:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;pure&#039;&#039;&#039; spell (Blink, for example) spends pneuma with no shaping. Its cost is set by pure affinity.&lt;br /&gt;
* An &#039;&#039;&#039;elemental&#039;&#039;&#039; spell has a body of soma. The caster supplies the soma and the cast consumes it (see [[Soma#Casting|Soma]]). The cast binds pneuma into that soma. This is a shaping: it costs less with affinity for the soma (Law III) and always loses something (Law II).&lt;br /&gt;
&lt;br /&gt;
A spell&#039;s intrinsic requirement is fixed. Affinity lowers only the shaping loss around it, so cost falls with affinity toward a floor. Mastery raises the effect.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Abilities spend pure pneuma, and pure affinity sets the cost. An ability&#039;s body is the creature&#039;s own body and the weapon in hand, so it consumes no soma.&lt;br /&gt;
&lt;br /&gt;
Every working spends pneuma, gathering and utility actions included. A gathering action spends pneuma and absorbs pneuma from the site in the same action. At a rich site the absorbed amount roughly matches the spent amount; at a spent site it is less. The exact ratio is open. Only the spent amount counts toward mastery and baseline.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Affinity is tracked per soma, with pure as one more, and equals the sum of mastery across the abilities tagged with that soma (see [[#Key terms|Key terms]]). It lowers the Attrition loss of shaping through that soma (Law III).&lt;br /&gt;
&lt;br /&gt;
How the [[Soma#Elements|elemental square]] bears on affinity is open: whether allied affinities help each other (&#039;&#039;&#039;synergy&#039;&#039;&#039;) and enemy affinities hinder each other (&#039;&#039;&#039;dissonance&#039;&#039;&#039;), and how (see [[#Open questions|Open questions]]).&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
A phial holds bound pneuma. It is filled by condensation from a vessel&#039;s surplus and emptied by absorption; each is a shaping (Law II). Every other physical elemental good is soma (see [[Soma#Sources|Soma]]).&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* How the elemental square bears on affinity: whether and how synergy and dissonance affect affinity growth or shaping cost.&lt;br /&gt;
* Whether affinity also lowers the soma cost of an elemental working.&lt;br /&gt;
* The victor&#039;s share of a slain creature&#039;s surplus.&lt;br /&gt;
* The baseline curve, and the gathering absorb ratio.&lt;br /&gt;
* Whether anything besides Celaborans can reclaim dull pneuma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONCEPTING&lt;br /&gt;
&lt;br /&gt;
Problem; having only Pneuma has a single type of resource inherently causes certain content/sources of Pneuma to be irrelevant and useless as they are much less efficient than other methods, thus is dead content and wont be used/played&lt;br /&gt;
&lt;br /&gt;
Solution: having different &amp;quot;types of Pneuma/resources&amp;quot; would make many more situations viable to do as all types of resources are needed to do anything and avoids content becoming dead and makes the world a little more interconnected&lt;br /&gt;
&lt;br /&gt;
-these supplemental resources would be similar to catalyst runes in OSRS, not like another element&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Soma&amp;diff=107</id>
		<title>Soma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Soma&amp;diff=107"/>
		<updated>2026-09-07T02:27:44Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Soma is a physical quantity: kinds as goods, the elemental square and hybrids move here from Pneuma, new Alchemy (split and recombine; enemies react and release bound pneuma), Sources, and Casting (soma is the body of an elemental working and is consumed) (2026-09-06 session, Tyler + Bembi) (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Soma&#039;&#039;&#039; is the world&#039;s matter. Everything is made of it — ground, sea, flame, wind, tools, bodies. It holds no life of its own; [[Pneuma|pneuma]] is what animates it. The two are the world&#039;s dual: pneuma is energy and soma is matter, pneuma is mind and soma is body. A creature&#039;s pneuma is its power and its soma is its health.&lt;br /&gt;
&lt;br /&gt;
Soma carries the elements, and it is a physical quantity: gathered, split, recombined, traded and spent.&lt;br /&gt;
&lt;br /&gt;
== Kinds ==&lt;br /&gt;
&lt;br /&gt;
Soma comes in four kinds: &#039;&#039;&#039;fire&#039;&#039;&#039;, &#039;&#039;&#039;air&#039;&#039;&#039;, &#039;&#039;&#039;water&#039;&#039;&#039; and &#039;&#039;&#039;earth&#039;&#039;&#039;. These are the elements. Everything in the world is one kind of soma or a blend of several, and every kind is stuff in its own right — a handful of fire soma is a thing in a bag.&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four somas on a square. Each edge joins two that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]&lt;br /&gt;
The four somas stand in fixed relation to one another:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; — two somas that share a quality (adjacent on the square). Every soma has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039; — two somas that share no quality (diagonal). Every soma has exactly one enemy.&lt;br /&gt;
&lt;br /&gt;
These relations belong to the soma. Pneuma bound in it is only along for the ride.&lt;br /&gt;
&lt;br /&gt;
== The Two Laws ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Persistence.&#039;&#039;&#039; Soma is never destroyed, only rearranged. Mining, smithing, cooking, building and every other craft take soma in one arrangement and leave it in another. A ruin is soma that lost its arrangement and kept its substance. Energy dissipates ([[Pneuma#The Three Laws|Attrition]]); matter persists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Vessel.&#039;&#039;&#039; A vessel is soma arranged to carry a current of pneuma. Fill it and it lives ([[Pneuma#The Three Laws|Vitality]]). What a vessel can do is decided by its arrangement: the same pneuma glows in a stone and thinks in a person because the stone and the person are different arrangements of soma.&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
Alchemy is the craft of soma: &#039;&#039;&#039;splitting&#039;&#039;&#039; a thing into the somas it is made of, and &#039;&#039;&#039;recombining&#039;&#039;&#039; somas into new things. Splitting is how most soma is won — a salamander&#039;s body into fire soma, a stone into earth. What two somas do when recombined depends on their relation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Somas combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Hold together as a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || React: fly apart and release the pneuma bound in both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are what allied somas make together. The hybrid follows the quality the two share:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dissonance&#039;&#039;&#039; is violent. The two somas persist (Law I) but cannot hold together, and whatever pneuma was bound in either comes free at once — into the nearest vessel if one is there, dull into the ground if not (see [[Pneuma#Spent pneuma|Spent pneuma]]).&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Wherever a soma is concentrated — a river, a burning fire, a rocky mountain — that soma can be gathered. The same sites hold bound pneuma; absorbing it is on the [[Pneuma#Sources|Pneuma page]].&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; A slain creature&#039;s body is soma in its blend (see [[#Composition|Composition]]). Alchemy splits it into what it was made of.&lt;br /&gt;
* &#039;&#039;&#039;Splitting.&#039;&#039;&#039; Anything at all can be split into its somas; the yield is the blend the thing was made of.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
An elemental working has a body of soma. A fireball is fire soma flung by pneuma: the caster supplies the soma, the cast consumes it, and the soma goes where the working goes — rearranged into the effect, never destroyed (Law I). Pure workings and physical abilities have no soma cost; what they spend is on the [[Pneuma#Casting|Pneuma page]].&lt;br /&gt;
&lt;br /&gt;
== The body ==&lt;br /&gt;
&lt;br /&gt;
=== Composition ===&lt;br /&gt;
&lt;br /&gt;
Every body is a blend of the four somas, fixed by its kind. A salamander is mostly fire soma; a fish is mostly water. The blend decides &#039;&#039;&#039;resistance&#039;&#039;&#039;: typed damage lands hard on a body with little of that element in it and lightly on a body with much. A body&#039;s blend is set for life.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
&lt;br /&gt;
A body&#039;s health is its soma — how much there is, and how densely it is knit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Amount&#039;&#039;&#039; is set by size. A giant is made of more soma than a person and has more to break.&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039; is set by a life. Damage loosens the knit. A body whose soma has been loosened all the way can no longer carry a current, and the vessel breaks.&lt;br /&gt;
&lt;br /&gt;
Health is amount times density. Growing tougher means growing denser: a veteran and a novice are the same size, and the veteran&#039;s soma is knit far tighter.&lt;br /&gt;
&lt;br /&gt;
=== Tempering ===&lt;br /&gt;
&lt;br /&gt;
Density grows from damage taken and recovered from. It is its own track, answering to nothing on the [[Pneuma]] page: a practitioner with a vast baseline is no tougher for it, and a fighter who has never cast is no less.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
&lt;br /&gt;
Re-knitting loosened soma takes matter. Food is soma, and eating supplies what the body needs to close its wounds. Healing consumables are soma&#039;s counterpart to a [[Pneuma#Physical form|phial]]: matter to rebuild, where a phial is energy to spend.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Death is the vessel breaking. The body&#039;s soma is all still there (Law I), but it no longer holds an arrangement that carries a current, and the pneuma leaves it as the [[Pneuma#Death|Pneuma page]] describes. Running the pneuma pool dry is exhaustion; only a broken vessel kills.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Origin.&#039;&#039;&#039; Where the world&#039;s soma came from is unsettled.&lt;br /&gt;
* &#039;&#039;&#039;Numbers.&#039;&#039;&#039; Blend proportions, resistance strength, the density curve and the soma cost of a working are all undecided.&lt;br /&gt;
* &#039;&#039;&#039;Spent soma.&#039;&#039;&#039; Whether the soma a cast consumes can be recovered from where it lands, or is scattered for good, is unsettled.&lt;br /&gt;
* &#039;&#039;&#039;Affinity and soma.&#039;&#039;&#039; Whether affinity thins the soma a working consumes is unsettled (see [[Pneuma#Open questions|Pneuma]]).&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=106</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=106"/>
		<updated>2026-09-07T02:27:21Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Pass over the page under the soma dual: pneuma has one form and is always held; elements, the square, reactions and hybrids move to Soma; typed pneuma goes, phials are the only physical pneuma; casting is pneuma to activate and soma for the body; Attrition on every move between vessel and soma; Affinity section rewritten as progression rules; open question on affinity and soma cost (2026-09-06 session, Tyler + Bembi) (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression. Its counterpart is [[Soma|soma]], the matter it animates: pneuma is energy and soma is matter, and a creature&#039;s pneuma is its power where its soma is its health.&lt;br /&gt;
&lt;br /&gt;
== Form ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one form: &#039;&#039;&#039;pure&#039;&#039;&#039;. The elements belong to [[Soma|soma]]. Pneuma bound in fire soma is the same pneuma as anywhere else; what is fire about it is the soma.&lt;br /&gt;
&lt;br /&gt;
Pneuma is always &#039;&#039;&#039;held&#039;&#039;&#039;: either circulating through a vessel (Law I) or bound in soma. Pneuma with nothing to hold it goes dull where it is (see [[#Spent pneuma|Spent pneuma]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binding&#039;&#039;&#039; lodges pneuma into soma. Bound pneuma is &#039;&#039;charged&#039;&#039;: inert, and safe to carry, store and trade. A &#039;&#039;&#039;phial&#039;&#039;&#039; is soma made to hold a charge, and is the only physical pneuma there is (see [[#Physical form|Physical form]]).&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
There are three simple laws which describe the rules of how pneuma works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma is life, but only when it moves. Pneuma circulating through a &#039;&#039;&#039;vessel&#039;&#039;&#039; — soma arranged to carry it — is alive. Pneuma merely lodged in matter is &#039;&#039;charged&#039;&#039;, not alive: it sits inert, and can be carried, stored and traded safely. Fill a vessel and it wakes; drain it and it goes still.&lt;br /&gt;
&lt;br /&gt;
What a living thing can &#039;&#039;do&#039;&#039; is decided by its vessel, not by its pneuma. Pneuma supplies animation; structure decides what that animation amounts to. The same pneuma glows in a stone and thinks in a person. More pneuma in a simple vessel makes it stronger, not cleverer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Shaping has a cost. Any time pneuma moves between a vessel and soma — absorbed, condensed or cast — part of it is spent. Only carrying and storing it are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Each soma favors those with an affinity for it. Affinity grows by spending pneuma through that soma (casting or exertion). The higher the affinity, the less each binding loses to Attrition.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: moving pneuma between a vessel and soma, either direction. Always costs (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: drawing pneuma out of soma — an elemental site, a slain creature, a phial — into one&#039;s own vessel.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: moving pneuma out of one&#039;s own vessel into a phial, for later use or trade.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: how strongly a living thing is aligned to one soma, with pure counted as one more. Tracked per practitioner. Sets casting cost and power. Grows by spending through it (Law III).&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: a single [[Ability|ability]]&#039;s accumulated experience, measured as the total pneuma ever spent through it. Affinity for a soma is the sum of mastery across the abilities tagged with it — the same count at a wider scope.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Throughout the world, wherever a soma is concentrated — a river, a burning fire, a rocky mountain — pneuma sits bound in it. Absorbing takes the pneuma and leaves the soma; what the site yields as soma is on the [[Soma#Sources|Soma page]].&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; Everything alive gives up its pneuma when slain. It passes to the victor&#039;s vessel, and what the victor cannot take goes dull where the body fell. The body itself is soma, and what it yields is on the [[Soma#Sources|Soma page]].&lt;br /&gt;
* &#039;&#039;&#039;Phials.&#039;&#039;&#039; Pneuma condensed into a phial can be absorbed back out of it.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; A body slowly refills its own reserve by drawing on the pneuma around it (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market. Because it is drawn rather than created, this is faster where the land is rich and poor where it is spent. Refilling stops at the baseline (see [[#The pool|The pool]]): the body restores what its vessel circulates, and not a drop more.&lt;br /&gt;
&lt;br /&gt;
=== Spent pneuma ===&lt;br /&gt;
&lt;br /&gt;
What Attrition takes (Law II) is not destroyed. It goes &#039;&#039;&#039;dull&#039;&#039;&#039; — still present, no longer usable — and settles into the ground where it was spent. Battlefields, ruins and long-worked sites are thick with it. Pneuma released with nothing to hold it — a creature slain with no one to take its pneuma, a [[Soma#Alchemy|dissonant reaction]] with no vessel at hand — goes dull on the spot.&lt;br /&gt;
&lt;br /&gt;
Dull pneuma can be &#039;&#039;&#039;reclaimed&#039;&#039;&#039; and returned to use. [[Celaborans]] do this; whether anything else can is unsettled. Land that is heavily spent and never reclaimed goes sour, and land beyond that is &#039;&#039;&#039;void&#039;&#039;&#039; — nothing living draws anything from it.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each living creature has an unbounded reserve of &#039;&#039;&#039;pure&#039;&#039;&#039; pneuma. There is no ceiling.&lt;br /&gt;
&lt;br /&gt;
There is instead a floor: the &#039;&#039;&#039;baseline&#039;&#039;&#039; — the amount of pneuma the creature&#039;s vessel keeps in circulation (Law I). Below baseline the creature is depleted, and the body draws on the surrounding land to refill itself: faster the deeper the deficit, faster where the land is rich, slower where it is spent (see [[#Sources|Sources]]). At or above baseline there is no regeneration at all. Everything above the line is &#039;&#039;&#039;surplus&#039;&#039;&#039;, and surplus comes only from the world — absorption, slain creatures, phials, trade.&lt;br /&gt;
&lt;br /&gt;
Baseline regeneration is a safety net, not an income: it sustains puttering, it does not fund serious exertion.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorbing from elemental sites, from slain creatures, or from phials.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing into phials.&lt;br /&gt;
&lt;br /&gt;
=== The vessel grows ===&lt;br /&gt;
&lt;br /&gt;
The baseline rises with lifetime pneuma spent — strongly sublinearly, so early growth is felt and later growth is earned. Circulation is the exercise that enlarges the vessel: not all of what Attrition takes settles into the ground (see [[#Spent pneuma|Spent pneuma]]) — a trace lodges in the one who did the spending, and years of it accrete into structure. A veteran practitioner is a long-worked site. The baseline never decreases.&lt;br /&gt;
&lt;br /&gt;
=== Surplus and condensation ===&lt;br /&gt;
&lt;br /&gt;
Condensation draws on surplus only — a vessel cannot bottle its own baseline. (Otherwise land regeneration would quietly become an income: regenerate, condense, sell.) Spending below baseline remains possible: spending one&#039;s vitality in an emergency is allowed; packaging it is not.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Death is the vessel breaking (see [[Soma#Death|Soma]]); an empty pool is exhaustion, not death. Everything alive gives up its pneuma when slain (see [[#Sources|Sources]]), and players are no exception: death sheds the surplus. Part goes to the victor; the rest goes dull into the ground where the body fell — battlefields are thick with dull pneuma for exactly this reason. What death cannot take is anything lodged in the vessel&#039;s structure: baseline, mastery, affinity. The land refills the vessel to baseline, and the practitioner stands back up. Carrying a great surplus into danger is therefore a wager; condensing it first — paying Attrition&#039;s fee — is the insurance.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Every working spends pneuma to activate it. What else it spends is decided by what the working is made of:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;pure&#039;&#039;&#039; spell — Blink and its kin — shapes pneuma directly, with no soma involved. It answers to pure affinity, the same affinity physical abilities train.&lt;br /&gt;
* An &#039;&#039;&#039;elemental&#039;&#039;&#039; spell has a body of soma: a fireball is fire soma flung by pneuma. The caster supplies the soma and the cast consumes it (see [[Soma#Casting|Soma]]). Binding the pneuma into that soma is a shaping — cheaper with affinity for the soma (Law III), never free (Law II).&lt;br /&gt;
&lt;br /&gt;
Each spell has an associated mastery which governs how powerful its effect is. A spell&#039;s intrinsic requirements are fixed; affinity shaves only the binding overhead around them. Cost therefore falls with affinity toward a floor it never reaches (Law II), while mastery keeps raising the effect: investment makes a spell cheaper and stronger, never free.&lt;br /&gt;
&lt;br /&gt;
Pure is pneuma itself, unshaped. The four elements are kinds of soma.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one&#039;s pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities. An ability&#039;s body is the practitioner&#039;s own, and the weapon in hand, so it calls for no soma beyond them.&lt;br /&gt;
&lt;br /&gt;
Every [[Ability|ability]] spends pneuma — combat techniques, gathering actions, and utility workings alike: exertion is pneuma moving (Law I). Gathering carries its own counterweight: it happens at elemental sites, and sites are pneuma sources (see [[#Sources|Sources]]), so a gatherer absorbs from the site as they exert. At a rich site the loop nets roughly nothing — the land&#039;s pneuma passing through the gatherer&#039;s hands — while the gross flow still grows mastery and the baseline. Where the land is spent, the same work runs at a loss.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Affinity is tracked per soma, with pure as one more, and grows in whatever a working spends through. It governs binding cost — how much a shaping into or out of that soma loses to Attrition (Law II) — and so how cheaply and how powerfully a practitioner works with it.&lt;br /&gt;
&lt;br /&gt;
The [[Soma#Kinds|elemental square]] shapes how affinity grows. Growing affinity in a soma costs nothing extra in its allies: this is &#039;&#039;&#039;synergy&#039;&#039;&#039;. Growing it in a soma&#039;s enemy is harder the higher the first stands: this is &#039;&#039;&#039;dissonance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A practitioner is therefore inclined to pick one soma and stay with it. One who wants a second takes an ally, and since a soma&#039;s two allies are each other&#039;s enemy, the natural pairing is an edge of the square — a shared quality — which is also the pairing that hybridizes. Dissonance is a rising cost rather than a wall, so mastery of all four is reachable.&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
Physical pneuma is a &#039;&#039;&#039;phial&#039;&#039;&#039;: soma made to hold a charge, filled from a vessel&#039;s surplus by condensation and emptied back by absorption, each at Attrition&#039;s cost. Every other physical elemental good is soma, on [[Soma#Sources|its own page]].&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Whether affinity also thins the soma an elemental working consumes, so a master forms a fireball from a pinch, is unsettled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONCEPTING&lt;br /&gt;
&lt;br /&gt;
Problem; having only Pneuma has a single type of resource inherently causes certain content/sources of Pneuma to be irrelevant and useless as they are much less efficient than other methods, thus is dead content and wont be used/played&lt;br /&gt;
&lt;br /&gt;
Solution: having different &amp;quot;types of Pneuma/resources&amp;quot; would make many more situations viable to do as all types of resources are needed to do anything and avoids content becoming dead and makes the world a little more interconnected&lt;br /&gt;
&lt;br /&gt;
-these supplemental resources would be similar to catalyst runes in OSRS, not like another element&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Combat&amp;diff=105</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Combat&amp;diff=105"/>
		<updated>2026-09-07T02:08:19Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Stats: elemental resistance now comes from soma composition; affinity points at the Pneuma page (2026-09-06 session, approved by Tyler) (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat in BTScape is a 400ms tick based system where combatants automatically strike one another &lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Health - Measure of vitality, death when no health. &lt;br /&gt;
&lt;br /&gt;
Pneuma- Measure of power or stamina. Performing actions require pneuma. &lt;br /&gt;
&lt;br /&gt;
Damage - Amount of hurt&lt;br /&gt;
&lt;br /&gt;
Ticks - Measurement of system time. 1 tick is 400ms. &lt;br /&gt;
&lt;br /&gt;
Element Type - Fire, Water, Air, Earth&lt;br /&gt;
&lt;br /&gt;
Abilities - cast-able actions with different effects. Abilities can deal type or type-less damage or combinations of typed damage. &lt;br /&gt;
&lt;br /&gt;
Resistance - How much typed damage a body shrugs off. Set by its [[Soma#Composition|soma composition]]. &lt;br /&gt;
&lt;br /&gt;
Affinity - How cheaply and powerfully a creature casts an element. See [[Pneuma#Affinity|Pneuma]]. &lt;br /&gt;
&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
Combat abilities have a few different cast styles to accommodate the different types of combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cast Styles&lt;br /&gt;
&lt;br /&gt;
* Tile Target: Select a tile within a cast radius of the caster to cast the ability on. This can also cast tile patterns for something like an AOE(1x1, 2x2, 3x3, etc) or unique shape (X, L, C, etc) ability. Abilities could also require multiple sequential tile selections to then perform sequential casts on those tiles. &lt;br /&gt;
* Caster Oriented: When activating an ability that is caster oriented, the ability is casted on tiles in relation to the caster and the caster&#039;s facing direction. For example, a basic melee strike could be caster oriented to always strike on the tile in front of the caster. Or, a whirlwind can affect all tiles surrounding the caster. &lt;br /&gt;
* Self Target: These abilities when casted directly apply the effect to the caster. An examples of this might be a heal, status removal or application (buffs/debuffs), etc.&lt;br /&gt;
* Object Target: Isn&#039;t related to combat, this could be bunched in with tile target since there probably wouldn&#039;t be many scenarios where a caster is standing on an object? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat Damage Calculation ==&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=104</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=104"/>
		<updated>2026-09-07T02:08:11Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Introduce Soma as the matter dual: media are now soma (sweep medium→soma in Forms, Laws I–III, Casting); lead points at the Soma page; Death names the vessel breaking (2026-09-06 session, approved by Tyler) (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression. Its counterpart is [[Soma|soma]], the matter it animates: pneuma is energy and soma is matter, and a creature&#039;s pneuma is its power where its soma is its health.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one form: &#039;&#039;&#039;pure&#039;&#039;&#039;. There is no such thing as elemental pneuma.&lt;br /&gt;
&lt;br /&gt;
What is elemental is matter: [[Soma|soma]], which comes in four kinds — fire, air, water and earth. Soma is not alive and holds no power of its own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binding&#039;&#039;&#039; lodges pneuma into soma. Bound pneuma is what gets gathered, condensed, traded and spent. &amp;quot;Fire pneuma&amp;quot; is everyday shorthand for pneuma bound in fire soma, not a separate kind of pneuma.&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four somas on a square. Each edge joins two that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]&lt;br /&gt;
The four somas stand in fixed relation to one another:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; — two somas that share a quality (adjacent on the square). Every soma has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039; — two somas that share no quality (diagonal). Every soma has exactly one enemy.&lt;br /&gt;
&lt;br /&gt;
These relations belong to the soma, not to the pneuma bound in it. Synergy and dissonance are things fire and water do to each other; the pneuma is only along for the ride.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Combine into a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Cancel into pure (less than went in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
There are three simple laws which describe the rules of how pneuma works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma is life, but only when it moves. Pneuma circulating through a &#039;&#039;&#039;vessel&#039;&#039;&#039; — soma arranged to carry it — is alive. Pneuma merely lodged in matter is &#039;&#039;charged&#039;&#039;, not alive: it sits inert, and can be carried, stored and traded safely. Fill a vessel and it wakes; drain it and it goes still.&lt;br /&gt;
&lt;br /&gt;
What a living thing can &#039;&#039;do&#039;&#039; is decided by its vessel, not by its pneuma. Pneuma supplies animation; structure decides what that animation amounts to. The same pneuma glows in a stone and thinks in a person. More pneuma in a simple vessel makes it stronger, not cleverer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Shaping has a cost. Any time pneuma is bound into soma or released from it, or two enemy somas annihilate each other, part of it is spent. Only carrying and storing it are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Each soma favors those with an affinity for it. Affinity grows by spending that soma (casting or exertion). The higher the affinity, the less each binding loses to Attrition.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: converting pneuma between pure and elemental, either direction. Always costs (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one&#039;s pneuma reserves.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: the act of transferring one&#039;s pneuma reserves into physical elemental pneuma for later consumption.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows by spending that element (Law III).&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: a single [[Ability|ability]]&#039;s accumulated experience, measured as the total pneuma ever spent through it. Affinity for an element is the sum of mastery across the abilities tagged with it — the same count at a wider scope.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.&lt;br /&gt;
* &#039;&#039;&#039;Consumables.&#039;&#039;&#039; Pneuma can be condensed into physical form, which can be consumed to yield its power. Both pure and elemental pneuma can be condensed.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; A body slowly refills its own reserve by drawing on the pneuma around it (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market. Because it is drawn rather than created, this is faster where the land is rich and poor where it is spent. Refilling stops at the baseline (see [[#The pool|The pool]]): the body restores what its vessel circulates, and not a drop more.&lt;br /&gt;
&lt;br /&gt;
=== Spent pneuma ===&lt;br /&gt;
&lt;br /&gt;
What Attrition takes (Law II) is not destroyed. It goes &#039;&#039;&#039;dull&#039;&#039;&#039; — still present, no longer usable — and settles into the ground where it was spent. Battlefields, ruins and long-worked sites are thick with it.&lt;br /&gt;
&lt;br /&gt;
Dull pneuma can be &#039;&#039;&#039;reclaimed&#039;&#039;&#039; and returned to use. [[Celaborans]] do this; whether anything else can is unsettled. Land that is heavily spent and never reclaimed goes sour, and land beyond that is &#039;&#039;&#039;void&#039;&#039;&#039; — nothing living draws anything from it.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each living creature has an unbounded reserve of &#039;&#039;&#039;pure&#039;&#039;&#039; pneuma. There is no ceiling.&lt;br /&gt;
&lt;br /&gt;
There is instead a floor: the &#039;&#039;&#039;baseline&#039;&#039;&#039; — the amount of pneuma the creature&#039;s vessel keeps in circulation (Law I). Below baseline the creature is depleted, and the body draws on the surrounding land to refill itself: faster the deeper the deficit, faster where the land is rich, slower where it is spent (see [[#Sources|Sources]]). At or above baseline there is no regeneration at all. Everything above the line is &#039;&#039;&#039;surplus&#039;&#039;&#039;, and surplus comes only from the world — absorption, slain creatures, consumables, trade.&lt;br /&gt;
&lt;br /&gt;
Baseline regeneration is a safety net, not an income: it sustains puttering, it does not fund serious exertion.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing pneuma into physical form.&lt;br /&gt;
&lt;br /&gt;
=== The vessel grows ===&lt;br /&gt;
&lt;br /&gt;
The baseline rises with lifetime pneuma spent — strongly sublinearly, so early growth is felt and later growth is earned. Circulation is the exercise that enlarges the vessel: not all of what Attrition takes settles into the ground (see [[#Spent pneuma|Spent pneuma]]) — a trace lodges in the one who did the spending, and years of it accrete into structure. A veteran practitioner is a long-worked site. The baseline never decreases.&lt;br /&gt;
&lt;br /&gt;
=== Surplus and condensation ===&lt;br /&gt;
&lt;br /&gt;
Condensation draws on surplus only — a vessel cannot bottle its own baseline. (Otherwise land regeneration would quietly become an income: regenerate, condense, sell.) Spending below baseline remains possible: spending one&#039;s vitality in an emergency is allowed; packaging it is not.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Death is the vessel breaking (see [[Soma#Death|Soma]]); an empty pool is exhaustion, not death. Everything alive gives up its pneuma when slain (see [[#Sources|Sources]]), and players are no exception: death sheds the surplus. Part goes to the victor; the rest goes dull into the ground where the body fell — battlefields are thick with dull pneuma for exactly this reason. What death cannot take is anything lodged in the vessel&#039;s structure: baseline, mastery, affinity. The land refills the vessel to baseline, and the practitioner stands back up. Carrying a great surplus into danger is therefore a wager; condensing it first — paying Attrition&#039;s fee — is the insurance.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to cast spells. Each spell draws a specific kind of pneuma: pure or elemental. Since creatures only have a pool of pure pneuma, to cast elemental spells, they must convert it. This conversion is more or less efficient based on one&#039;s affinity with that element (Law III), and is never lossless (Law II). Each spell has an associated mastery which governs how powerful that spell&#039;s effect is.&lt;br /&gt;
&lt;br /&gt;
A spell&#039;s intrinsic elemental requirement is fixed; affinity shaves only the conversion overhead around it. Cost therefore falls with affinity toward a floor it never reaches (Law II), while mastery keeps raising the effect: investment makes a spell cheaper and stronger, never free.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;pure&#039;&#039;&#039; spell — Blink and its kin — shapes pneuma directly, with no soma involved. It answers to pure affinity, the same affinity physical abilities train. There is no fifth element: pure is the unshaped substance, not another kind of matter.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one&#039;s pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities.&lt;br /&gt;
&lt;br /&gt;
Every [[Ability|ability]] spends pneuma — combat techniques, gathering actions, and utility workings alike: exertion is pneuma moving (Law I). Gathering carries its own counterweight: it happens at elemental sites, and sites are pneuma sources (see [[#Sources|Sources]]), so a gatherer absorbs from the site as they exert. At a rich site the loop nets roughly nothing — the land&#039;s pneuma passing through the gatherer&#039;s hands — while the gross flow still grows mastery and the baseline. Where the land is spent, the same work runs at a loss.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.&lt;br /&gt;
&lt;br /&gt;
Affinity governs how cheap it is to convert back and forth between pure pneuma and elemental (to cast it, or condense it).&lt;br /&gt;
&lt;br /&gt;
Just like living creatures have affinity, elements have affinities too: allies and enemies. An element&#039;s ally can be combined to create powerful hybrid spells, and growing one&#039;s affinity in an element does not hinder one&#039;s ability to grow their affinity in an allied element. This effect is called &#039;&#039;&#039;synergy&#039;&#039;&#039;. An element&#039;s opposite destroys or negates it, and growing one&#039;s affinity in an opposing element is more difficult. This effect is called &#039;&#039;&#039;dissonance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to how affinity works, a spellcaster is naturally inclined to pick a particular element and stick to it. Due to how synergy and dissonance work, a spellcaster who wishes to grow their affinity in multiple elements will likely pick an ally of their first chosen element. Since each element has an enemy, and each ally is an enemy of each other (e.g. fire has allies air and earth, which are both opposites), players will typically pick an element pairing according to a shared quality (hot/cold/wet/dry), and hybridize. As one grows their mastery, it is eventually possible to become a master of all four elements, despite how dissonance works.&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
Physical pneuma comes in two forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Typed pneuma&#039;&#039;&#039;: dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.&lt;br /&gt;
* &#039;&#039;&#039;Pure pneuma&#039;&#039;&#039;: dropped in very small amounts from slain elementless creatures, or created by annihilating elemental pneuma of opposite types. This is a luxury resource which is much harder to come by in large quantities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CONCEPTING&lt;br /&gt;
&lt;br /&gt;
Problem; having only Pneuma has a single type of resource inherently causes certain content/sources of Pneuma to be irrelevant and useless as they are much less efficient than other methods, thus is dead content and wont be used/played&lt;br /&gt;
&lt;br /&gt;
Solution: having different &amp;quot;types of Pneuma/resources&amp;quot; would make many more situations viable to do as all types of resources are needed to do anything and avoids content becoming dead and makes the world a little more interconnected&lt;br /&gt;
&lt;br /&gt;
-these supplemental resources would be similar to catalyst runes in OSRS, not like another element&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Soma&amp;diff=103</id>
		<title>Soma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Soma&amp;diff=103"/>
		<updated>2026-09-07T02:07:29Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: New page: soma as the matter dual of pneuma — four kinds, persistence and vessel laws, body composition, health as amount × density, tempering, healing, death (2026-09-06 session, approved by Tyler) (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Soma&#039;&#039;&#039; is the world&#039;s matter. Everything is made of it — ground, sea, flame, wind, tools, bodies. It holds no life of its own; [[Pneuma|pneuma]] is what animates it. The two are the world&#039;s dual: pneuma is energy and soma is matter, pneuma is mind and soma is body. A creature&#039;s pneuma is its power and its soma is its health.&lt;br /&gt;
&lt;br /&gt;
== Kinds ==&lt;br /&gt;
&lt;br /&gt;
Soma comes in four kinds: &#039;&#039;&#039;fire&#039;&#039;&#039;, &#039;&#039;&#039;air&#039;&#039;&#039;, &#039;&#039;&#039;water&#039;&#039;&#039; and &#039;&#039;&#039;earth&#039;&#039;&#039;. These are the elements. Everything in the world is one kind of soma or a blend of several.&lt;br /&gt;
&lt;br /&gt;
The four stand in the fixed relation the [[Pneuma#Forms|elemental square]] describes — allies share a quality, enemies share none — and the [[Pneuma#Reactions|reactions]] between them (synergy, dissonance, hybrids like lightning and magma) are things somas do to each other. Pneuma bound in soma is only along for the ride.&lt;br /&gt;
&lt;br /&gt;
== The Two Laws ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Persistence.&#039;&#039;&#039; Soma is never destroyed, only rearranged. Mining, smithing, cooking, building and every other craft take soma in one arrangement and leave it in another. A ruin is soma that lost its arrangement and kept its substance. Energy dissipates ([[Pneuma#The Three Laws|Attrition]]); matter persists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Vessel.&#039;&#039;&#039; A vessel is soma arranged to carry a current of pneuma. Fill it and it lives ([[Pneuma#The Three Laws|Vitality]]). What a vessel can do is decided by its arrangement: the same pneuma glows in a stone and thinks in a person because the stone and the person are different arrangements of soma.&lt;br /&gt;
&lt;br /&gt;
== The body ==&lt;br /&gt;
&lt;br /&gt;
=== Composition ===&lt;br /&gt;
&lt;br /&gt;
Every body is a blend of the four somas, fixed by its kind. A salamander is mostly fire soma; a fish is mostly water. The blend decides &#039;&#039;&#039;resistance&#039;&#039;&#039;: typed damage lands hard on a body with little of that element in it and lightly on a body with much. A body&#039;s blend is set for life.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
&lt;br /&gt;
A body&#039;s health is its soma — how much there is, and how densely it is knit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Amount&#039;&#039;&#039; is set by size. A giant is made of more soma than a person and has more to break.&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039; is set by a life. Damage loosens the knit. A body whose soma has been loosened all the way can no longer carry a current, and the vessel breaks.&lt;br /&gt;
&lt;br /&gt;
Health is amount times density. Growing tougher means growing denser: a veteran and a novice are the same size, and the veteran&#039;s soma is knit far tighter.&lt;br /&gt;
&lt;br /&gt;
=== Tempering ===&lt;br /&gt;
&lt;br /&gt;
Density grows from damage taken and recovered from. It is its own track, answering to nothing on the [[Pneuma]] page: a practitioner with a vast baseline is no tougher for it, and a fighter who has never cast is no less.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
&lt;br /&gt;
Re-knitting loosened soma takes matter. Food is soma, and eating supplies what the body needs to close its wounds. Healing consumables are soma&#039;s counterpart to [[Pneuma#Physical form|condensed pneuma]]: matter to rebuild, where condensed pneuma is energy to spend.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Death is the vessel breaking. The body&#039;s soma is all still there (Law I), but it no longer holds an arrangement that carries a current, and the pneuma leaves it as the [[Pneuma#Death|Pneuma page]] describes. Running the pneuma pool dry is exhaustion; only a broken vessel kills.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Origin.&#039;&#039;&#039; Where the world&#039;s soma came from is unsettled.&lt;br /&gt;
* &#039;&#039;&#039;Numbers.&#039;&#039;&#039; Blend proportions, resistance strength and the density curve are all undecided.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=99</id>
		<title>The First Breath</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=99"/>
		<updated>2026-09-01T22:42:07Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: peom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page proposes a creation account for the world, the event of which is commonly known as &#039;&#039;&#039;The First Breath&#039;&#039;&#039;, Bhrenor&#039;s First Breath, Bhrenor&#039;s Last Breath, or just The Breath.&lt;br /&gt;
&lt;br /&gt;
== The tale ==&lt;br /&gt;
Nothing is truly known about the First Breath, when exactly it occurred, who Bhrenor was, how he died or why it happened. However, the basic facts held to be true by most inhabitants of Ard are evident from the commonly recited classic poem &#039;&#039;Excelsior&#039;&#039;, attributed to an unnamed saint of the [[Church of the First Breath]]:&amp;lt;blockquote&amp;gt;Legends say when Ard was new&lt;br /&gt;
&lt;br /&gt;
Rivers ran to oceans blue,&lt;br /&gt;
&lt;br /&gt;
But nothing lived.&lt;br /&gt;
&lt;br /&gt;
And nothing cried&lt;br /&gt;
&lt;br /&gt;
Until the day when Bhrenor died.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The stone, the sea, the wind, the flame&lt;br /&gt;
&lt;br /&gt;
They all must know, and speak his name&lt;br /&gt;
&lt;br /&gt;
There is no life, there is no death&lt;br /&gt;
&lt;br /&gt;
Without the gift of Bhrenor&#039;s breath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For he awoke the titans four&lt;br /&gt;
&lt;br /&gt;
Aora, Stend, Hehter, Equor&lt;br /&gt;
&lt;br /&gt;
Strong they stood, the mighty few&lt;br /&gt;
&lt;br /&gt;
Calamity was all they knew&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their struggle shook, and shaped the world&lt;br /&gt;
&lt;br /&gt;
With every bolt and stone they hurled&lt;br /&gt;
&lt;br /&gt;
Bringing them untimely death&lt;br /&gt;
&lt;br /&gt;
Spilling all their vital breath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where it collected, life ensued&lt;br /&gt;
&lt;br /&gt;
Seed and sinew, soil imbued&lt;br /&gt;
&lt;br /&gt;
Little things, like mice and men&lt;br /&gt;
&lt;br /&gt;
Weaker than the Titans then&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Living, breathing, flesh and blood&lt;br /&gt;
&lt;br /&gt;
Growing like a rose&#039;s bud&lt;br /&gt;
&lt;br /&gt;
Mice are small, but many still&lt;br /&gt;
&lt;br /&gt;
And even ancients can be killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the age of men&#039;s begun&lt;br /&gt;
&lt;br /&gt;
Calamity is done, become&lt;br /&gt;
&lt;br /&gt;
As brother Bhrenor was before&lt;br /&gt;
&lt;br /&gt;
Humanity, Excelsior!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=98</id>
		<title>The First Breath</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=98"/>
		<updated>2026-09-01T22:41:06Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: poem revisions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page proposes a creation account for the world, the event of which is commonly known as &#039;&#039;&#039;The First Breath&#039;&#039;&#039;, Bhrenor&#039;s First Breath, Bhrenor&#039;s Last Breath, or just The Breath.&lt;br /&gt;
&lt;br /&gt;
== The tale ==&lt;br /&gt;
Nothing is truly known about the First Breath, when exactly it occurred, who Bhrenor was, how he died or why it happened. However, the basic facts held to be true by most inhabitants of Ard are evident from the commonly recited classic poem &#039;&#039;Excelsior&#039;&#039;, attributed to an unnamed saint of the [[Church of the First Breath]]:&amp;lt;blockquote&amp;gt;Legends say when Ard was new&lt;br /&gt;
&lt;br /&gt;
Rivers ran to oceans blue,&lt;br /&gt;
&lt;br /&gt;
But nothing lived.&lt;br /&gt;
&lt;br /&gt;
And nothing cried&lt;br /&gt;
&lt;br /&gt;
Until the day when Bhrenor died.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The stone, the sea, the wind, the flame&lt;br /&gt;
&lt;br /&gt;
They all must know, and speak his name&lt;br /&gt;
&lt;br /&gt;
There is no life, there is no death&lt;br /&gt;
&lt;br /&gt;
Without the gift of Bhrenor&#039;s breath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For he awoke the titans four&lt;br /&gt;
&lt;br /&gt;
Aora, Stend, Hehter, Equor&lt;br /&gt;
&lt;br /&gt;
Strong they stood, the mighty few&lt;br /&gt;
&lt;br /&gt;
Calamity was all they knew&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their struggle shook, and shaped the world&lt;br /&gt;
&lt;br /&gt;
With every bolt and stone they hurled&lt;br /&gt;
&lt;br /&gt;
Bringing them untimely death&lt;br /&gt;
&lt;br /&gt;
Spilling all their vital breath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where it collected, life ensued&lt;br /&gt;
&lt;br /&gt;
Seed and sinew, soil imbued&lt;br /&gt;
&lt;br /&gt;
Little things, like mice and men&lt;br /&gt;
&lt;br /&gt;
Weaker than their makers then&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Living, breathing, flesh and blood&lt;br /&gt;
&lt;br /&gt;
Growing like a rose&#039;s bud&lt;br /&gt;
&lt;br /&gt;
Mice are small, but many still&lt;br /&gt;
&lt;br /&gt;
And even ancients can be killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the age of men&#039;s begun&lt;br /&gt;
&lt;br /&gt;
Calamity is done, become&lt;br /&gt;
&lt;br /&gt;
As brother Bhrenor was before&lt;br /&gt;
&lt;br /&gt;
Humanity, Excelsior!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=93</id>
		<title>The First Breath</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=93"/>
		<updated>2026-08-18T10:38:17Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: unfuck the poem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page proposes a creation account for the world, the event of which is commonly known as &#039;&#039;&#039;The First Breath&#039;&#039;&#039;, Bhrenor&#039;s First Breath, Bhrenor&#039;s Last Breath, or just The Breath.&lt;br /&gt;
&lt;br /&gt;
== The tale ==&lt;br /&gt;
Nothing is truly known about the First Breath, when exactly it occurred, who Bhrenor was, how he died or why it happened. However, the basic facts held to be true by most inhabitants of Ard are evident from the commonly recited classic poem &#039;&#039;Excelsior&#039;&#039;, attributed to an unnamed saint of the [[Church of the First Breath]]:&amp;lt;blockquote&amp;gt;Legends say when Ard was new&lt;br /&gt;
&lt;br /&gt;
Rivers ran to oceans blue,&lt;br /&gt;
&lt;br /&gt;
But nothing lived.&lt;br /&gt;
&lt;br /&gt;
And nothing cried&lt;br /&gt;
&lt;br /&gt;
Until the day when Bhrenor died.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The stone, the sea, the wind, the flame&lt;br /&gt;
&lt;br /&gt;
They all must know, and speak his name&lt;br /&gt;
&lt;br /&gt;
There is no life, there is no death&lt;br /&gt;
&lt;br /&gt;
Without the gift of Bhrenor&#039;s breath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For he awoke the titans four&lt;br /&gt;
&lt;br /&gt;
Aora, Stend, Hehter, Equor&lt;br /&gt;
&lt;br /&gt;
Strong they stood, the mighty few&lt;br /&gt;
&lt;br /&gt;
Calamity was all they knew&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their struggle shook, and shaped the world&lt;br /&gt;
&lt;br /&gt;
With every bolt and stone they hurled&lt;br /&gt;
&lt;br /&gt;
Bringing them untimely death&lt;br /&gt;
&lt;br /&gt;
Spilling all their vital breath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where it collected, life ensued&lt;br /&gt;
&lt;br /&gt;
Seed and sinew, soil imbued&lt;br /&gt;
&lt;br /&gt;
Little things, like mice and men&lt;br /&gt;
&lt;br /&gt;
Weaker than the Titans then&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Living, breathing, flesh and blood&lt;br /&gt;
&lt;br /&gt;
Growing like a rose&#039;s bud&lt;br /&gt;
&lt;br /&gt;
Mice are small, but many still&lt;br /&gt;
&lt;br /&gt;
And even ancients can be killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the age of men&#039;s begun&lt;br /&gt;
&lt;br /&gt;
And our Calamity is done&lt;br /&gt;
&lt;br /&gt;
As brother Bhrenor was, become&lt;br /&gt;
&lt;br /&gt;
Humanity, thy time has come!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=92</id>
		<title>The First Breath</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=92"/>
		<updated>2026-08-18T10:36:20Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: /* The tale */ format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page proposes a creation account for the world, the event of which is commonly known as &#039;&#039;&#039;The First Breath&#039;&#039;&#039;, Bhrenor&#039;s First Breath, Bhrenor&#039;s Last Breath, or just The Breath.&lt;br /&gt;
&lt;br /&gt;
== The tale ==&lt;br /&gt;
Nothing is truly known about the First Breath, when exactly it occurred, who Bhrenor was, how he died or why it happened. However, the basic facts held to be true by most inhabitants of Ard are evident from the commonly recited classic poem &#039;&#039;Excelsior&#039;&#039;, attributed to an unnamed saint of the [[Church of the First Breath]]:&amp;lt;blockquote&amp;gt;  Legends say when Ard was new&lt;br /&gt;
&lt;br /&gt;
  Rivers ran to oceans blue,&lt;br /&gt;
&lt;br /&gt;
  But nothing lived.&lt;br /&gt;
&lt;br /&gt;
  And nothing cried&lt;br /&gt;
&lt;br /&gt;
  Until the day when Bhrenor died.&lt;br /&gt;
  The stone, the sea, the wind, the flame&lt;br /&gt;
&lt;br /&gt;
  The stone, the sea, the wind, the flame&lt;br /&gt;
&lt;br /&gt;
  They all must know, and speak his name&lt;br /&gt;
&lt;br /&gt;
  There is no life, there is no death&lt;br /&gt;
&lt;br /&gt;
  Without the gift of Bhrenor&#039;s breath&lt;br /&gt;
  For he awoke the titans four&lt;br /&gt;
&lt;br /&gt;
  For he awoke the titans four&lt;br /&gt;
&lt;br /&gt;
  Aora, Stend, Hehter, Equor&lt;br /&gt;
&lt;br /&gt;
  Strong they stood, the mighty few&lt;br /&gt;
&lt;br /&gt;
  Calamity was all they knew&lt;br /&gt;
  Their struggle shook, and shaped the world&lt;br /&gt;
&lt;br /&gt;
  Their struggle shook, and shaped the world&lt;br /&gt;
&lt;br /&gt;
  With every bolt and stone they hurled&lt;br /&gt;
&lt;br /&gt;
  Bringing them untimely death&lt;br /&gt;
&lt;br /&gt;
  Spilling all their vital breath&lt;br /&gt;
  Where it collected, life ensued&lt;br /&gt;
&lt;br /&gt;
  Where it collected, life ensued&lt;br /&gt;
&lt;br /&gt;
  Seed and sinew, soil imbued&lt;br /&gt;
&lt;br /&gt;
  Little things, like mice and men&lt;br /&gt;
&lt;br /&gt;
  Weaker than the titans then&lt;br /&gt;
  Living, breathing, flesh and blood&lt;br /&gt;
&lt;br /&gt;
  Living, breathing, flesh and blood&lt;br /&gt;
&lt;br /&gt;
  Growing like a rose&#039;s bud&lt;br /&gt;
&lt;br /&gt;
  Mice are small, but many still&lt;br /&gt;
&lt;br /&gt;
  And even ancients can be killed.&lt;br /&gt;
  Now the age of men&#039;s begun&lt;br /&gt;
&lt;br /&gt;
  Now the age of men&#039;s begun&lt;br /&gt;
&lt;br /&gt;
  And our Calamity is done&lt;br /&gt;
&lt;br /&gt;
  As brother Bhrenor was, become&lt;br /&gt;
&lt;br /&gt;
  Humanity, thy time has come!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=91</id>
		<title>The First Breath</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=91"/>
		<updated>2026-08-18T10:35:50Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: drop the slop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page proposes a creation account for the world, the event of which is commonly known as &#039;&#039;&#039;The First Breath&#039;&#039;&#039;, Bhrenor&#039;s First Breath, Bhrenor&#039;s Last Breath, or just The Breath.&lt;br /&gt;
&lt;br /&gt;
== The tale ==&lt;br /&gt;
Nothing is truly known about the First Breath, when exactly it occurred, who Bhrenor was, how he died or why it happened. However, the basic facts held to be true by most inhabitants of Ard are evident from the commonly recited classic poem &#039;&#039;Excelsior&#039;&#039;, attributed to an unnamed saint of the [[Church of the First Breath]]:&amp;lt;blockquote&amp;gt;  Legends say when Ard was new&lt;br /&gt;
&lt;br /&gt;
  Rivers ran to oceans blue,&lt;br /&gt;
&lt;br /&gt;
  But nothing lived.&lt;br /&gt;
&lt;br /&gt;
  And nothing cried&lt;br /&gt;
&lt;br /&gt;
  Until the day when Bhrenor died.&lt;br /&gt;
&lt;br /&gt;
  The stone, the sea, the wind, the flame&lt;br /&gt;
&lt;br /&gt;
  They all must know, and speak his name&lt;br /&gt;
&lt;br /&gt;
  There is no life, there is no death&lt;br /&gt;
&lt;br /&gt;
  Without the gift of Bhrenor&#039;s breath&lt;br /&gt;
&lt;br /&gt;
  For he awoke the titans four&lt;br /&gt;
&lt;br /&gt;
  Aora, Stend, Hehter, Equor&lt;br /&gt;
&lt;br /&gt;
  Strong they stood, the mighty few&lt;br /&gt;
&lt;br /&gt;
  Calamity was all they knew&lt;br /&gt;
&lt;br /&gt;
  Their struggle shook, and shaped the world&lt;br /&gt;
&lt;br /&gt;
  With every bolt and stone they hurled&lt;br /&gt;
&lt;br /&gt;
  Bringing them untimely death&lt;br /&gt;
&lt;br /&gt;
  Spilling all their vital breath&lt;br /&gt;
&lt;br /&gt;
  Where it collected, life ensued&lt;br /&gt;
&lt;br /&gt;
  Seed and sinew, soil imbued&lt;br /&gt;
&lt;br /&gt;
  Little things, like mice and men&lt;br /&gt;
&lt;br /&gt;
  Weaker than the titans then&lt;br /&gt;
&lt;br /&gt;
  Living, breathing, flesh and blood&lt;br /&gt;
&lt;br /&gt;
  Growing like a rose&#039;s bud&lt;br /&gt;
&lt;br /&gt;
  Mice are small, but many still&lt;br /&gt;
&lt;br /&gt;
  And even ancients can be killed.&lt;br /&gt;
&lt;br /&gt;
  Now the age of men&#039;s begun&lt;br /&gt;
&lt;br /&gt;
  And our Calamity is done&lt;br /&gt;
&lt;br /&gt;
  As brother Bhrenor was, become&lt;br /&gt;
&lt;br /&gt;
  Humanity, thy time has come!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Elements&amp;diff=81</id>
		<title>Elements</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Elements&amp;diff=81"/>
		<updated>2026-08-16T03:28:22Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: create the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are four primary &#039;&#039;&#039;elements&#039;&#039;&#039; which make up the world:&lt;br /&gt;
&lt;br /&gt;
* Earth&lt;br /&gt;
* Air&lt;br /&gt;
* Water&lt;br /&gt;
* Fire&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
[[File:Elemental Square.png|alt=The Elemental Square|thumb|Each element is opposite its rival and is adjacent to its two allies]]&lt;br /&gt;
Each element has a &#039;&#039;&#039;rival&#039;&#039;&#039; and two &#039;&#039;&#039;allies&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Element&lt;br /&gt;
!Rival&lt;br /&gt;
!Allies&lt;br /&gt;
|-&lt;br /&gt;
|Earth&lt;br /&gt;
|Air&lt;br /&gt;
|Water, Fire&lt;br /&gt;
|-&lt;br /&gt;
|Air&lt;br /&gt;
|Earth&lt;br /&gt;
|Water, Fire&lt;br /&gt;
|-&lt;br /&gt;
|Water&lt;br /&gt;
|Fire&lt;br /&gt;
|Earth, Air&lt;br /&gt;
|-&lt;br /&gt;
|Fire&lt;br /&gt;
|Water&lt;br /&gt;
|Earth, Air&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hybrids ==&lt;br /&gt;
&lt;br /&gt;
* Lava = Fire + Earth&lt;br /&gt;
* Lightning = Fire + Air&lt;br /&gt;
* Wood = Earth + Water&lt;br /&gt;
* Ice = Water + Air&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Fablehaven&amp;diff=76</id>
		<title>Fablehaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Fablehaven&amp;diff=76"/>
		<updated>2026-08-16T01:25:35Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: /* Burbridge */ a word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fablehaven&#039;&#039;&#039; is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few &amp;quot;outlaw&amp;quot; encampments oppose the church&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
== Burbridge ==&lt;br /&gt;
&#039;&#039;&#039;Burbridge&#039;&#039;&#039; is a city in Fablehaven ruled by &#039;&#039;&#039;Arch Bishop Burble V&#039;&#039;&#039; of the Church of the First Breath. It is the church&#039;s headquarters and the largest settlement in the region, hosting everything from grand and regal houses of worship to dark and dirty slums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; Coal, Wool, Cloth, Lamb (Food), Lamb (Livestock), Lumber&lt;br /&gt;
&lt;br /&gt;
* Burbridge was settled on a very lucrative coal mine, worked by the people of the slums. Poverty is widespread there, and nearly everyone finds themselves working in the mines. Many pray to the church for a better life, but find themselves working for pay they can barely survive on, until their bodies are broken and old, with no time or opportunity to better themselves. The coal mined from Burbridge is known far and wide as high quality and well valued, and some mine workers feel a small amount of honor and service in the hard work and sacrifice they provide their city and religion. Others are beginning to grow fed up with the conditions they live under while watching those above them — literally and figuratively — live in excess.&lt;br /&gt;
* The people of the slums also run a wool mill that produces a large amount of wool cloth for the region. Landowners in the suburbs supply the mill with raw wool, and the mill processes it into cloth sold to merchants and to support the church.&lt;br /&gt;
* The countryside consists of landowners who run wheat farms and sheep pastures, supplying much of the raw wool to the mill as well as some food.&lt;br /&gt;
* The rich family estates dabble in jewelry, fine clothing, and specialty weapon forging.&lt;br /&gt;
* &#039;&#039;&#039;Camp Shypee&#039;&#039;&#039; is a military training encampment in Burbridge for the church&#039;s divine army, commanded by &#039;&#039;&#039;Ser Shypee II&#039;&#039;&#039;, a master of all combat styles. Recruits can train along several paths: a powerful knight who wields a large [[pneuma]] blade in heavy-armored melee combat; an agile archer whose bow imbues arrows with pneuma; or one of several kinds of [[Pneumanist|Pneumanists]], who use pneuma to wield the natural elemental powers in different ways (offensive spellcasting, defensive spellcasting).&lt;br /&gt;
&lt;br /&gt;
== The defector encampment &#039;&#039;(name TBD)&#039;&#039; ==&lt;br /&gt;
A small, hidden encampment in the hills, settled by defectors from the divine army. They found a source of iron and are building themselves up as a force to oppose the church, believing the Church of the First Breath is oppressive and cruel and does not faithfully represent [[Bhrenor]]. Many have lost family, friends, or even their homes to what they see as the church&#039;s iron fist. They hope to one day build a new, peaceful, and free society away from the church&#039;s control.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Iron Mines&#039;&#039;&#039; — they operate an iron mine producing a large amount of iron.&lt;br /&gt;
* The encampment&#039;s militia ambushes the church city&#039;s coal shipments and takes the coal for their own cause.&lt;br /&gt;
* They are beginning to be able to forge steel — a new step forward in power for them.&lt;br /&gt;
&lt;br /&gt;
== The pneuma meadow &#039;&#039;(name TBD)&#039;&#039; ==&lt;br /&gt;
An exceptionally large meadow in Fablehaven, surrounded by dense forest, with a large stone monument or magical artifact &#039;&#039;(exact nature TBD)&#039;&#039; at its center. It has become an important religious site for the church: the ancient object emits pneuma in a crawlingly slow but ever-lasting stream. Its nature and source are unknown, and the details of its existence are still being studied — to the people of Fablehaven it is a natural phenomenon. Occasionally a surge of pneuma passes through the object, and &#039;&#039;(an enemy appears, or some manifestation of pneuma/the elements — TBD)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Is the church &amp;quot;Church of the First Breath&amp;quot; (as in this concept) or &amp;quot;Church of the Holy Breath&amp;quot; (as referenced on the [[Bhrenor]] page)? Not yet settled.&lt;br /&gt;
* What is the region&#039;s world called (referenced as &amp;quot;[game world name]&amp;quot; in the source concept)?&lt;br /&gt;
* Names for the defector encampment and the pneuma meadow.&lt;br /&gt;
* What exactly the meadow&#039;s central object is, and what its pneuma surges produce.&lt;br /&gt;
* Whether Bhrenor or the church itself is the intended object of the miners&#039; prayers.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
* [[Bhrenor]]&lt;br /&gt;
* [[The First Breath]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Affinity&amp;diff=74</id>
		<title>Affinity</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Affinity&amp;diff=74"/>
		<updated>2026-08-15T03:22:37Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: 2026-08-14 session: align with Pneuma&amp;#039;s pure affinity — add pure track alongside the four elements (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Affinity&#039;&#039;&#039; is a per-element measure of how attuned a character is to fire, water, air, or earth. It&#039;s an optional byproduct some [[Ability|abilities]] produce — not every ability, or even every [[Skill]], interacts with it at all (Thieving, for instance, produces none and needs none).&lt;br /&gt;
&lt;br /&gt;
The core mechanic — how affinity grows, and how it makes elemental use cheaper/stronger, including synergy between allied elements and dissonance between opposed ones — is defined on [[Pneuma]] (see Pneuma&#039;s Three Laws and its Affinity section). That page covers affinity as it applies to spellcasting and physical abilities powered by pneuma.&lt;br /&gt;
&lt;br /&gt;
== Scope: global per element ==&lt;br /&gt;
&lt;br /&gt;
Affinity is tracked &#039;&#039;&#039;globally per element&#039;&#039;&#039;, not per skill. Any elementally-tagged ability, in any skill, feeds the same pool: smelting at the forge and casting fire spells both build the same Fire affinity, and both benefit from it. A blacksmith who spends years at the forge will cast a hotter fireball than one who&#039;s never touched fire, without ever having cast a spell.&lt;br /&gt;
&lt;br /&gt;
This generalizes Pneuma&#039;s Law III (&amp;quot;affinity grows by spending that medium — casting or exertion&amp;quot;) beyond spellcasting to any ability tagged with an element, regardless of which skill it belongs to.&lt;br /&gt;
&lt;br /&gt;
== Pure affinity ==&lt;br /&gt;
&lt;br /&gt;
Alongside the four elemental tracks sits &#039;&#039;&#039;pure&#039;&#039;&#039; affinity, defined on [[Pneuma]]: the track for workings of unshaped pneuma. Physical combat abilities and untyped spells like Blink both train it and benefit from it — a warrior&#039;s Cleave and a mage&#039;s Blink feed the same pool. Pure is not a fifth element (media are matter; pure pneuma is the substance itself), and mundane abilities such as Thieving&#039;s still engage no affinity of any kind.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Ability&amp;diff=73</id>
		<title>Ability</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Ability&amp;diff=73"/>
		<updated>2026-08-15T03:21:59Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: 2026-08-14 session: mastery measured in pneuma spent; every ability spends pneuma; untagged split into pure workings vs mundane (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ability&#039;&#039;&#039; is the atomic unit of anything a character can do — a spell, a physical combat technique, a gathering action (e.g. netting salmon, harpooning), or a utility action (Jump, Blink). Abilities are what get bound to keybinds/hotbar slots.&lt;br /&gt;
&lt;br /&gt;
== Mastery ==&lt;br /&gt;
&lt;br /&gt;
Each ability tracks its own &#039;&#039;&#039;mastery&#039;&#039;&#039;, which grows with the pneuma spent through it and increases that ability&#039;s power and/or reduces its cost. Every ability spends pneuma — combat, gathering, and utility alike (see [[Pneuma]]) — so mastery is measured everywhere in the same currency. Mastery is per-ability, not shared with other abilities — improving Jump does not improve Blink, even though both are &amp;quot;utility.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is the same mastery mechanic [[Pneuma]] already uses for spells, generalized to apply to every ability in the game, combat and non-combat alike.&lt;br /&gt;
&lt;br /&gt;
== Elemental tagging ==&lt;br /&gt;
&lt;br /&gt;
Some abilities are tagged with an element (fire, water, air, earth). Using a tagged ability contributes to that element&#039;s [[Affinity]] and can benefit from it. Abilities with no elemental tag split two ways: those that work raw pneuma directly — physical combat techniques and untyped workings like Blink — train and benefit from &#039;&#039;&#039;pure&#039;&#039;&#039; affinity ([[Pneuma]]); mundane abilities (e.g. Thieving&#039;s) interact with no affinity at all.&lt;br /&gt;
&lt;br /&gt;
== Grouping ==&lt;br /&gt;
&lt;br /&gt;
Abilities are grouped bottom-up into [[Skill]]s. The grouping is discovered by looking at the actual list of abilities that exist, rather than designed as a fixed taxonomy up front.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=72</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=72"/>
		<updated>2026-08-15T03:21:54Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: 2026-08-14 session: mastery measured in pneuma spent; cost floor; min-pool with vessel baseline; condensation from surplus; death sheds surplus; every ability spends pneuma, gathering absorbs at sites; pure workings named (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one form: &#039;&#039;&#039;pure&#039;&#039;&#039;. There is no such thing as elemental pneuma.&lt;br /&gt;
&lt;br /&gt;
What is elemental is matter. A &#039;&#039;&#039;medium&#039;&#039;&#039; is elemental matter — fire, air, water, or earth. Media are ordinary stuff. They are not alive and hold no power of their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binding&#039;&#039;&#039; lodges pneuma into a medium. Bound pneuma is what gets gathered, condensed, traded and spent. &amp;quot;Fire pneuma&amp;quot; is everyday shorthand for pneuma bound in a fire medium, not a separate kind of pneuma.&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four media on a square. Each edge joins two that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]&lt;br /&gt;
The four media stand in fixed relation to one another:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; — two media that share a quality (adjacent on the square). Every medium has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039; — the two media that share no quality (diagonal). Every medium has exactly one enemy.&lt;br /&gt;
&lt;br /&gt;
These relations belong to the media, not to the pneuma bound in them. Synergy and dissonance are things fire and water do to each other; the pneuma is only along for the ride.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Combine into a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Cancel into pure (less than went in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
There are three simple laws which describe the rules of how pneuma works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma is life, but only when it moves. Pneuma circulating through a &#039;&#039;&#039;vessel&#039;&#039;&#039; — a structure able to carry it — is alive. Pneuma merely lodged in matter is &#039;&#039;charged&#039;&#039;, not alive: it sits inert, and can be carried, stored and traded safely. Fill a vessel and it wakes; drain it and it goes still.&lt;br /&gt;
&lt;br /&gt;
What a living thing can &#039;&#039;do&#039;&#039; is decided by its vessel, not by its pneuma. Pneuma supplies animation; structure decides what that animation amounts to. The same pneuma glows in a stone and thinks in a person. More pneuma in a simple vessel makes it stronger, not cleverer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Shaping has a cost. Any time pneuma is bound into a medium or released from one, or two enemy media annihilate each other, part of it is spent. Only carrying and storing it are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Media favor those with an affinity for them. Affinity grows by spending that medium (casting or exertion). The higher the affinity, the less each binding loses to Attrition.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: converting pneuma between pure and elemental, either direction. Always costs (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one&#039;s pneuma reserves.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: the act of transferring one&#039;s pneuma reserves into physical elemental pneuma for later consumption.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows by spending that element (Law III).&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: a single [[Ability|ability]]&#039;s accumulated experience, measured as the total pneuma ever spent through it. Affinity for an element is the sum of mastery across the abilities tagged with it — the same count at a wider scope.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.&lt;br /&gt;
* &#039;&#039;&#039;Consumables.&#039;&#039;&#039; Pneuma can be condensed into physical form, which can be consumed to yield its power. Both pure and elemental pneuma can be condensed.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; A body slowly refills its own reserve by drawing on the pneuma around it (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market. Because it is drawn rather than created, this is faster where the land is rich and poor where it is spent. Refilling stops at the baseline (see [[#The pool|The pool]]): the body restores what its vessel circulates, and not a drop more.&lt;br /&gt;
&lt;br /&gt;
=== Spent pneuma ===&lt;br /&gt;
&lt;br /&gt;
What Attrition takes (Law II) is not destroyed. It goes &#039;&#039;&#039;dull&#039;&#039;&#039; — still present, no longer usable — and settles into the ground where it was spent. Battlefields, ruins and long-worked sites are thick with it.&lt;br /&gt;
&lt;br /&gt;
Dull pneuma can be &#039;&#039;&#039;reclaimed&#039;&#039;&#039; and returned to use. [[Celaborans]] do this; whether anything else can is unsettled. Land that is heavily spent and never reclaimed goes sour, and land beyond that is &#039;&#039;&#039;void&#039;&#039;&#039; — nothing living draws anything from it.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each living creature has an unbounded reserve of &#039;&#039;&#039;pure&#039;&#039;&#039; pneuma. There is no ceiling.&lt;br /&gt;
&lt;br /&gt;
There is instead a floor: the &#039;&#039;&#039;baseline&#039;&#039;&#039; — the amount of pneuma the creature&#039;s vessel keeps in circulation (Law I). Below baseline the creature is depleted, and the body draws on the surrounding land to refill itself: faster the deeper the deficit, faster where the land is rich, slower where it is spent (see [[#Sources|Sources]]). At or above baseline there is no regeneration at all. Everything above the line is &#039;&#039;&#039;surplus&#039;&#039;&#039;, and surplus comes only from the world — absorption, slain creatures, consumables, trade.&lt;br /&gt;
&lt;br /&gt;
Baseline regeneration is a safety net, not an income: it sustains puttering, it does not fund serious exertion.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing pneuma into physical form.&lt;br /&gt;
&lt;br /&gt;
=== The vessel grows ===&lt;br /&gt;
&lt;br /&gt;
The baseline rises with lifetime pneuma spent — strongly sublinearly, so early growth is felt and later growth is earned. Circulation is the exercise that enlarges the vessel: not all of what Attrition takes settles into the ground (see [[#Spent pneuma|Spent pneuma]]) — a trace lodges in the one who did the spending, and years of it accrete into structure. A veteran practitioner is a long-worked site. The baseline never decreases.&lt;br /&gt;
&lt;br /&gt;
=== Surplus and condensation ===&lt;br /&gt;
&lt;br /&gt;
Condensation draws on surplus only — a vessel cannot bottle its own baseline. (Otherwise land regeneration would quietly become an income: regenerate, condense, sell.) Spending below baseline remains possible: spending one&#039;s vitality in an emergency is allowed; packaging it is not.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Everything alive gives up its pneuma when slain (see [[#Sources|Sources]]), and players are no exception: death sheds the surplus. Part goes to the victor; the rest goes dull into the ground where the body fell — battlefields are thick with dull pneuma for exactly this reason. What death cannot take is anything lodged in the vessel&#039;s structure: baseline, mastery, affinity. The land refills the vessel to baseline, and the practitioner stands back up. Carrying a great surplus into danger is therefore a wager; condensing it first — paying Attrition&#039;s fee — is the insurance.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to cast spells. Each spell draws a specific kind of pneuma: pure or elemental. Since creatures only have a pool of pure pneuma, to cast elemental spells, they must convert it. This conversion is more or less efficient based on one&#039;s affinity with that element (Law III), and is never lossless (Law II). Each spell has an associated mastery which governs how powerful that spell&#039;s effect is.&lt;br /&gt;
&lt;br /&gt;
A spell&#039;s intrinsic elemental requirement is fixed; affinity shaves only the conversion overhead around it. Cost therefore falls with affinity toward a floor it never reaches (Law II), while mastery keeps raising the effect: investment makes a spell cheaper and stronger, never free.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;pure&#039;&#039;&#039; spell — Blink and its kin — shapes pneuma directly, with no medium involved. It answers to pure affinity, the same affinity physical abilities train. There is no fifth element: pure is the unshaped substance, not another kind of matter.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one&#039;s pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities.&lt;br /&gt;
&lt;br /&gt;
Every [[Ability|ability]] spends pneuma — combat techniques, gathering actions, and utility workings alike: exertion is pneuma moving (Law I). Gathering carries its own counterweight: it happens at elemental sites, and sites are pneuma sources (see [[#Sources|Sources]]), so a gatherer absorbs from the site as they exert. At a rich site the loop nets roughly nothing — the land&#039;s pneuma passing through the gatherer&#039;s hands — while the gross flow still grows mastery and the baseline. Where the land is spent, the same work runs at a loss.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.&lt;br /&gt;
&lt;br /&gt;
Affinity governs how cheap it is to convert back and forth between pure pneuma and elemental (to cast it, or condense it).&lt;br /&gt;
&lt;br /&gt;
Just like living creatures have affinity, elements have affinities too: allies and enemies. An element&#039;s ally can be combined to create powerful hybrid spells, and growing one&#039;s affinity in an element does not hinder one&#039;s ability to grow their affinity in an allied element. This effect is called &#039;&#039;&#039;synergy&#039;&#039;&#039;. An element&#039;s opposite destroys or negates it, and growing one&#039;s affinity in an opposing element is more difficult. This effect is called &#039;&#039;&#039;dissonance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to how affinity works, a spellcaster is naturally inclined to pick a particular element and stick to it. Due to how synergy and dissonance work, a spellcaster who wishes to grow their affinity in multiple elements will likely pick an ally of their first chosen element. Since each element has an enemy, and each ally is an enemy of each other (e.g. fire has allies air and earth, which are both opposites), players will typically pick an element pairing according to a shared quality (hot/cold/wet/dry), and hybridize. As one grows their mastery, it is eventually possible to become a master of all four elements, despite how dissonance works.&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
Physical pneuma comes in two forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Typed pneuma&#039;&#039;&#039;: dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.&lt;br /&gt;
* &#039;&#039;&#039;Pure pneuma&#039;&#039;&#039;: dropped in very small amounts from slain elementless creatures, or created by annihilating elemental pneuma of opposite types. This is a luxury resource which is much harder to come by in large quantities.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-08-14_Mastery,_the_Vessel,_and_Death&amp;diff=71</id>
		<title>Collab session notes/2026-08-14 Mastery, the Vessel, and Death</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-08-14_Mastery,_the_Vessel,_and_Death&amp;diff=71"/>
		<updated>2026-08-15T03:21:18Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Record 2026-08-14 design session: mastery driver, cost curve, min-pool, baseline growth, death, everything-costs-pneuma (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Synthesized by an AI from a 2026-08-14 design conversation with Tyler, working one-by-one through the open questions in Tyler and Bembi&#039;s raw 2026-08-13 notes on ability leveling and the pneuma pool. A record of what was discussed, not settled design — session notes, not canon. &#039;&#039;&#039;Bembi has not yet reviewed these decisions.&#039;&#039;&#039; Canonical pages ([[Pneuma]], [[Ability]], [[Affinity]]) were updated the same day to match.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
The raw notes asked three questions: how do abilities level (cast count vs. pneuma spent vs. a separate XP track)? Should investing in an ability raise or lower its cost? And should the pneuma pool be a capped mana bar, or a &amp;quot;minimum&amp;quot; system with no upper limit? Each was taken in turn, and each answer fed the next.&lt;br /&gt;
&lt;br /&gt;
== Decision: mastery grows by pneuma spent ==&lt;br /&gt;
Not cast count, not a separate XP track.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exploit-resistant by construction.&#039;&#039;&#039; Cast-count invites macro-casting at nothing; with pneuma-spent, casting at nothing still burns a gathered, tradeable resource. You can only convert wealth into mastery, and gathering the wealth is gameplay.&lt;br /&gt;
* &#039;&#039;&#039;Economy-integrated.&#039;&#039;&#039; Pneuma is the market good, so every training session is market demand — progression itself becomes the economy&#039;s perpetual sink, and the spent pneuma goes dull into the land, feeding the [[Reclamation]] loop.&lt;br /&gt;
* &#039;&#039;&#039;Doctrine-aligned.&#039;&#039;&#039; Law III already phrases affinity growth as &#039;&#039;spending&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One counter, three scopes:&#039;&#039;&#039; mastery = lifetime pneuma spent through one ability; affinity = lifetime pneuma spent through an element&#039;s tagged abilities (making &amp;quot;affinity is the sum of its abilities&#039; mastery&amp;quot; an arithmetic identity); baseline = lifetime pneuma spent, full stop.&lt;br /&gt;
&lt;br /&gt;
Accepted consequences: expensive abilities level in fewer uses (investment is measured in the world&#039;s own currency, and big casts feeling momentous is desirable); mastery is partially buyable — the defended line is &#039;&#039;you can buy fuel, but you must play to burn it&#039;&#039;. RS-style &amp;quot;splashing&amp;quot; (burn-at-nothing training) is tolerated at first order; weighting mastery gain by effectiveness is held in reserve if it becomes the dominant meta.&lt;br /&gt;
&lt;br /&gt;
== Decision: investment makes abilities cheaper, toward a floor ==&lt;br /&gt;
Affinity shaves only the conversion/attrition overhead — it never touches an ability&#039;s intrinsic elemental requirement, and Law II (&amp;quot;never lossless&amp;quot;) guarantees the floor exists. Cost falls asymptotically toward the true price while mastery keeps raising power: efficiency rises forever, cost never hits zero.&lt;br /&gt;
&lt;br /&gt;
Side effect: cheaper casts grant less mastery per cast (less is spent), so leveling self-dampens into a natural log-ish curve without hand-tuned exponential thresholds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No spell ranks.&#039;&#039;&#039; WoW&#039;s downranking problem came from strictly-ordered ranks of the same spell. Instead: one Fireball that grows with its caster, and tiers as genuinely different spells (Pyroblast: bigger, costlier, slower — a nuke, not a replacement). Since affinity sums the element&#039;s masteries, every Fireball cast is already progress toward unlocking Pyroblast; old spells stay useful as efficient fillers.&lt;br /&gt;
&lt;br /&gt;
== Decision: no Arcane — non-elemental workings are pure ==&lt;br /&gt;
Blink is not force-fitted onto Air, and there is no fifth &amp;quot;Arcane&amp;quot; element: the four-media square with its allies/enemies geometry stays intact, because media are matter and pure pneuma is the unshaped substance itself. Pure workings (Blink, wards, and kin) cost pure pneuma and answer to &#039;&#039;&#039;pure affinity&#039;&#039;&#039; — which the [[Pneuma]] page already established as the cost lever for physical abilities. A warrior&#039;s Cleave and a mage&#039;s Blink train the same affinity, making &amp;quot;pure&amp;quot; a real practitioner path.&lt;br /&gt;
&lt;br /&gt;
Staples like Blink stay broadly accessible (classless game, RS-style — everyone has teleports); identity comes from deep investment, and the gate is the pure-affinity unlock threshold.&lt;br /&gt;
&lt;br /&gt;
== Decision: the min-pool ==&lt;br /&gt;
Adopted. The pool is unbounded above; what it has is a floor: the &#039;&#039;&#039;baseline&#039;&#039;&#039; — the amount of pneuma the creature&#039;s &#039;&#039;&#039;vessel&#039;&#039;&#039; keeps in circulation (Law I framing). Below baseline the body draws on the land to refill, faster the deeper the deficit and faster where the land is rich; at or above baseline there is no regeneration, and surplus comes only from the world and the market.&lt;br /&gt;
&lt;br /&gt;
Rationale: pneuma is also the market commodity — a max bar makes it fuel, a floor-with-no-ceiling makes it &#039;&#039;wealth you can carry into a fight&#039;&#039;. Stockpiling before a boss becomes a strategic act.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Principle locked:&#039;&#039;&#039; baseline regeneration is a safety net, not an income. If regen can sustain serious activity, the design quietly collapses back into a mana bar.&lt;br /&gt;
* &#039;&#039;&#039;Condensation draws on surplus only&#039;&#039;&#039; — otherwise regenerate → condense → sell becomes a free faucet printing market goods from land regen. Spending below baseline stays legal (emergency spending of one&#039;s vitality); bottling it is what can&#039;t be free.&lt;br /&gt;
* Spend order is a non-question: the pool is one number and baseline is a waterline, not a second wallet — surplus-first is arithmetic.&lt;br /&gt;
&lt;br /&gt;
== Decision: baseline grows with lifetime pneuma spent ==&lt;br /&gt;
Strongly sublinear (log-ish or thresholds), so the exponential-requirements trap in the raw notes never bites. Thematic frame (Tyler&#039;s): the residue of years of collecting and spending pneuma lodges in the practitioner — not all of what Attrition takes settles into the ground; a trace stays in the one who spent it, and a veteran is a long-worked site. It never decreases, it advances for every playstyle, and it is the self-scope instance of the one-counter-three-scopes model. The item-that-raises-baseline idea was dropped: it skips the playing.&lt;br /&gt;
&lt;br /&gt;
== Decision: death sheds surplus, never baseline ==&lt;br /&gt;
* &#039;&#039;&#039;Not hardcore:&#039;&#039;&#039; baseline, mastery, and affinity are lifetime counters lodged in the vessel&#039;s structure — unspillable. You respawn at baseline having lost zero progression.&lt;br /&gt;
* &#039;&#039;&#039;PvP still has stakes:&#039;&#039;&#039; carried surplus is exactly the wealth you chose not to bank. Condensation-as-banking becomes the risk choice (pay Law II&#039;s fee as insurance premium, or carry a war chest and wager it) — the RS wilderness tension rebuilt from existing pieces.&lt;br /&gt;
* &#039;&#039;&#039;Thematically closed:&#039;&#039;&#039; the slain yield their pneuma (existing doctrine); part goes to the victor, the rest dulls into the ground where the body fell — &#039;&#039;which is why battlefields are thick with dull pneuma&#039;&#039;. Respawn is Law I running forward: the vessel&#039;s structure survives and the land refills it to baseline — the regen mechanic doing its job once more.&lt;br /&gt;
&lt;br /&gt;
Left hand-waved: why a player&#039;s vessel survives death when a goblin&#039;s doesn&#039;t (possible Celaboran/lore hook later, not forced now). Knob left open: whether death takes &#039;&#039;all&#039;&#039; surplus or a fraction; starting stance is all, to keep banking decisions sharp.&lt;br /&gt;
&lt;br /&gt;
== Decision: everything costs pneuma ==&lt;br /&gt;
Every ability spends pneuma — combat, gathering, thieving, utility alike; exertion is pneuma moving, which is nearly a restatement of Law I. This keeps mastery&#039;s single driver universal and makes the vessel meaningful for non-combat players.&lt;br /&gt;
&lt;br /&gt;
The anti-burden half, which makes it work: &#039;&#039;&#039;gathering happens at elemental sites, and sites are pneuma sources&#039;&#039;&#039; (existing doctrine — &amp;quot;a river, a burning fire, a rocky mountain&amp;quot;). Skilling absorbs from the site while it exerts, so at a rich site the loop nets roughly zero — the land&#039;s pneuma circulating through the gatherer&#039;s hands — while &#039;&#039;gross&#039;&#039; throughput still drives mastery and the baseline. A day of net-zero fishing still levels netting and grows the vessel. Land richness thus modulates skilling exactly as it modulates regen: over-worked land goes net-negative, producing migration pressure and a selfish motive for reclamation, with no new mechanic. Siteless puttering (e.g. thieving) runs on baseline regen like any low-intensity activity.&lt;br /&gt;
&lt;br /&gt;
== Open / parked items ==&lt;br /&gt;
* Death: all surplus vs. a fraction (start: all).&lt;br /&gt;
* Splashing: effectiveness-weighting held in reserve, not implemented.&lt;br /&gt;
* Whether mundane abilities (Thieving) engage pure affinity at all — 2026-08-13 canon says no; left unchanged.&lt;br /&gt;
* All tuning numbers: baseline size vs. activity costs, regen rates, site absorption rates.&lt;br /&gt;
* &#039;&#039;&#039;Bembi review of everything above.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Collab session notes]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-08-13_Ability-Skill-Affinity_Progression_Model&amp;diff=70</id>
		<title>Collab session notes/2026-08-13 Ability-Skill-Affinity Progression Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-08-13_Ability-Skill-Affinity_Progression_Model&amp;diff=70"/>
		<updated>2026-08-13T01:51:01Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat: publish session notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Synthesized by an AI from a live Tyler ↔ Bembi design conversation on 2026-08-13. A record of what was discussed, not settled design — session notes, not canon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Starting point for this session: stats currently in the codebase are D&amp;amp;D-derived (STR/DEX/CON/INT/WIS/CHA) and were only ever placeholder — &amp;quot;just something we pulled in to have something.&amp;quot; The session worked through what should replace them, building on the existing Pneuma affinity/mastery mechanic rather than starting cold.&lt;br /&gt;
&lt;br /&gt;
== Decision: three-layer progression model ==&lt;br /&gt;
D&amp;amp;D stats are replaced entirely by three layers:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Ability&#039;&#039;&#039; — the atomic unit. Every discrete thing a character can do (cast Fireball, net salmon, harpoon shark, swing a sword, jump, blink, pickpocket) tracks its own mastery, which grows from use. Abilities are also what gets keybound.&lt;br /&gt;
# &#039;&#039;&#039;Skill&#039;&#039;&#039; — a grouping of related abilities (e.g. Fishing = netting + harpooning + ...). Groupings are meant to be discovered &#039;&#039;&#039;bottom-up&#039;&#039;&#039;: lay out the actual granular ability list first, then see what clusters naturally, rather than designing a taxonomy up front. Weapon-type distinctions (sword vs. mace vs. unarmed) are expected to fall out of this same pass rather than being decided now.&lt;br /&gt;
# &#039;&#039;&#039;Affinity&#039;&#039;&#039; — a passive, &#039;&#039;optional&#039;&#039; byproduct, global per element (not per skill). Any elementally-themed ability, across any skill, feeds and draws from the same element&#039;s affinity pool — e.g. heavy smithing/smelting use and fire-spell casting could both feed and benefit from one global Fire affinity. Not every ability produces or needs an affinity; it&#039;s not a gate or requirement, just a bonus layer that applies where thematically relevant (fishing and thievery, for instance, are not expected to have one).&lt;br /&gt;
&lt;br /&gt;
An earlier &amp;quot;thematic quadrant&amp;quot; idea (grouping all abilities under broad stats like Might/Finesse/Mind/Spirit) was raised and set aside again — no payoff beyond a label, same reason it didn&#039;t stick previously. The bottom-up, per-ability approach was preferred instead.&lt;br /&gt;
&lt;br /&gt;
HP and Pneuma remain two separate pools (RS/WoW-style), not unified into one resource. Pneuma is specifically the combat/magic resource (spellcasting and physical combat abilities draw from it); HP is bodily integrity. Spending Pneuma to heal HP (a heal spell) is normal and not circular under this split.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki pages created this session:&#039;&#039;&#039; [[Ability]], [[Skill]], [[Affinity]] (the latter cross-links to the existing [[Pneuma]] page, which remains the canonical home for the deeper mastery/affinity mechanics).&lt;br /&gt;
&lt;br /&gt;
== Combat resolution: dice vs. positioning ==&lt;br /&gt;
A related question came up: should combat outcomes lean on dice (RS-style accuracy rolls, mastery nudging hit chance) or should landing a hit be primarily a positioning/player-skill question, with mastery scaling magnitude and cost rather than whether an attack connects at all?&lt;br /&gt;
&lt;br /&gt;
Both participants leaned toward &#039;&#039;&#039;positioning-based&#039;&#039;&#039; resolution: melee connects if you&#039;re adjacent and swing; spells/AoE resolve based on where they actually land; ability mastery scales damage, cost, and cooldown rather than hit chance. Auto-attack-style &amp;quot;basic attack&amp;quot; may still use a simpler always-hits-if-in-range model.&lt;br /&gt;
&lt;br /&gt;
This pushes a real open engineering question onto the tick system: on a 400&amp;amp;nbsp;ms tile grid, if a target is moving when a tile-targeted ability (e.g. a fireball) is fired, which tile should it resolve against? The suggested approach is to reuse the tick-snapping logic already designed for movement timing — resolve against the target&#039;s committed position for the next tick boundary, rather than raw input-time position — but this hasn&#039;t been designed in detail and is flagged as the next real design question once ability targeting is actually built.&lt;br /&gt;
&lt;br /&gt;
== Open / parked items ==&lt;br /&gt;
* &#039;&#039;&#039;Auto-attack&#039;&#039;&#039;: currently in the game as a placeholder. Decision: leave it in for now rather than removing it, since removing it requires abilities to fully replace its role first.&lt;br /&gt;
* &#039;&#039;&#039;Ability-targeting resolution against moving targets&#039;&#039;&#039; (tick-boundary snapping, as above) — unresolved, deferred to implementation time.&lt;br /&gt;
* &#039;&#039;&#039;Damage formula&#039;&#039;&#039;: no final formula was locked in. The existing code&#039;s accuracy-roll / max-hit / armor-mitigation shape (RuneScape-style) was discussed as a reference point, not a commitment — the group is not attached to it and may diverge, especially given the lean toward positioning-based hit resolution.&lt;br /&gt;
&lt;br /&gt;
== Next step ==&lt;br /&gt;
Build out the actual granular ability list (per skill area — combat, fishing, magic, utility like jump/blink, etc.) so that skill groupings and any affinity assignments can be derived bottom-up, per the model above.&lt;br /&gt;
&lt;br /&gt;
[[Category:Collab session notes]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Affinity&amp;diff=69</id>
		<title>Affinity</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Affinity&amp;diff=69"/>
		<updated>2026-08-13T01:09:14Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat (approved by Tyler): New stub: Affinity as a global-per-element pool fed by any elementally-tagged ability across skills, extending Pneuma&amp;#039;s existing per-caster affinity/mastery model beyond spellcasting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Affinity&#039;&#039;&#039; is a per-element measure of how attuned a character is to fire, water, air, or earth. It&#039;s an optional byproduct some [[Ability|abilities]] produce — not every ability, or even every [[Skill]], interacts with it at all (Thieving, for instance, produces none and needs none).&lt;br /&gt;
&lt;br /&gt;
The core mechanic — how affinity grows, and how it makes elemental use cheaper/stronger, including synergy between allied elements and dissonance between opposed ones — is defined on [[Pneuma]] (see Pneuma&#039;s Three Laws and its Affinity section). That page covers affinity as it applies to spellcasting and physical abilities powered by pneuma.&lt;br /&gt;
&lt;br /&gt;
== Scope: global per element ==&lt;br /&gt;
&lt;br /&gt;
Affinity is tracked &#039;&#039;&#039;globally per element&#039;&#039;&#039;, not per skill. Any elementally-tagged ability, in any skill, feeds the same pool: smelting at the forge and casting fire spells both build the same Fire affinity, and both benefit from it. A blacksmith who spends years at the forge will cast a hotter fireball than one who&#039;s never touched fire, without ever having cast a spell.&lt;br /&gt;
&lt;br /&gt;
This generalizes Pneuma&#039;s Law III (&amp;quot;affinity grows by spending that medium — casting or exertion&amp;quot;) beyond spellcasting to any ability tagged with an element, regardless of which skill it belongs to.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Skill&amp;diff=68</id>
		<title>Skill</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Skill&amp;diff=68"/>
		<updated>2026-08-13T01:09:09Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat (approved by Tyler): New stub: Skill as a bottom-up grouping of abilities, not a top-down designed taxonomy (2026 stats/progression session)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Skill&#039;&#039;&#039; is a named grouping of one or more related [[Ability|Abilities]] — for example, Fishing might group netting and harpooning abilities; Magic might group individual spells.&lt;br /&gt;
&lt;br /&gt;
Skills are not designed top-down as a fixed list handed out in advance. They&#039;re discovered bottom-up: abilities get created for whatever gameplay needs them, and once enough exist, related ones get grouped into a named skill.&lt;br /&gt;
&lt;br /&gt;
A skill has no mechanics of its own beyond its member abilities — there&#039;s no separate &amp;quot;skill level&amp;quot; resource distinct from the mastery of the abilities inside it. Any skill-wide number (if one is needed, e.g. for gating content) is derived from the mastery of its abilities, exact aggregation to be worked out per skill as needed.&lt;br /&gt;
&lt;br /&gt;
See also [[Affinity]] for the separate, optional elemental byproduct some abilities produce.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Ability&amp;diff=67</id>
		<title>Ability</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Ability&amp;diff=67"/>
		<updated>2026-08-13T01:09:01Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat (approved by Tyler): New stub: Ability as the universal per-use-mastery atom underlying skills, combat stats, and Pneuma abilities alike (2026 stats/progression session)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ability&#039;&#039;&#039; is the atomic unit of anything a character can do — a spell, a physical combat technique, a gathering action (e.g. netting salmon, harpooning), or a utility action (Jump, Blink). Abilities are what get bound to keybinds/hotbar slots.&lt;br /&gt;
&lt;br /&gt;
== Mastery ==&lt;br /&gt;
&lt;br /&gt;
Each ability tracks its own &#039;&#039;&#039;mastery&#039;&#039;&#039;, which grows from use and increases that ability&#039;s power and/or reduces its cost. Mastery is per-ability, not shared with other abilities — improving Jump does not improve Blink, even though both are &amp;quot;utility.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is the same mastery mechanic [[Pneuma]] already uses for spells, generalized to apply to every ability in the game, combat and non-combat alike.&lt;br /&gt;
&lt;br /&gt;
== Elemental tagging ==&lt;br /&gt;
&lt;br /&gt;
Some abilities are tagged with an element (fire, water, air, earth). Using a tagged ability contributes to that element&#039;s [[Affinity]] and can benefit from it. Most abilities have no elemental tag at all (e.g. Thieving abilities) and never interact with affinity.&lt;br /&gt;
&lt;br /&gt;
== Grouping ==&lt;br /&gt;
&lt;br /&gt;
Abilities are grouped bottom-up into [[Skill]]s. The grouping is discovered by looking at the actual list of abilities that exist, rather than designed as a fixed taxonomy up front.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-08-11_Early-game_spine_and_gear_quality&amp;diff=66</id>
		<title>Collab session notes/2026-08-11 Early-game spine and gear quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-08-11_Early-game_spine_and_gear_quality&amp;diff=66"/>
		<updated>2026-08-11T00:57:24Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Check the session&amp;#039;s code claims against the current tree: inline Update notes on six stale/wrong premises, plus a Code state at time of writing section (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Synthesized by an AI from a live Tyler ↔ Bembi design conversation on 2026-08-11. A record of what was discussed, not settled design — session notes, not canon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The conversation drew on a code mirror roughly three weeks stale, and several things discussed as future work had already landed. The discussion below is left as it was said; where it rests on a premise the current code contradicts, an inline&#039;&#039; &#039;&#039;&#039;Update&#039;&#039;&#039; &#039;&#039;note says so, and [[#Code state at time of writing|Code state at time of writing]] gathers what actually exists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Session covering cave-mouth art, a first early-game gameplay loop, recipe structure, item quality/wear, and how the three combat styles relate to [[Pneuma]].&lt;br /&gt;
&lt;br /&gt;
== Cave mouths ==&lt;br /&gt;
&lt;br /&gt;
Cave entrances get a hand-authored &#039;&#039;&#039;entrance kit&#039;&#039;&#039; rather than procedural mouth geometry. The shell/void machinery already produces the hole; what generation cannot produce is a good silhouette, since anything derived from tile corners looks like tile corners. A handful of meshes, rotated and non-uniformly scaled, beats a procedural mouth we would spend a long time tuning — and this is already what the caves/overhangs/cliffs initiative calls for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: the shell&#039;s inward-facing rock walls were switched off on 2026-08-10 — &amp;lt;code&amp;gt;AddShellColumn&amp;lt;/code&amp;gt; short-circuits behind a &amp;lt;code&amp;gt;WallsEnabled&amp;lt;/code&amp;gt; flag, and the four &amp;lt;code&amp;gt;ShellMeshTests&amp;lt;/code&amp;gt; asserting wall geometry are skipped rather than deleted so the math stays restorable. Ceiling occlusion is untouched; each roofing sheet&#039;s own underside slab handles that. So a mouth&#039;s silhouette is more of the kit&#039;s job now, not less.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The kit should come in a small set of &#039;&#039;&#039;fixed tile footprints&#039;&#039;&#039; (one-, two-, three-tile wide) so void painting has known shapes to match, instead of every mouth being a bespoke vertex-nudging job.&lt;br /&gt;
* Entrance meshes should use the &#039;&#039;&#039;same rock material&#039;&#039;&#039; as the cliff/shell, or the seam between authored and generated rock will pop.&lt;br /&gt;
* Entrance objects are &#039;&#039;&#039;pure dressing and non-blocking&#039;&#039;&#039;. Walkability is server-side (the void tile, the cave floor surface, the flanking walls); the mesh must be generous enough that the authored hole never clips through it.&lt;br /&gt;
&lt;br /&gt;
Noted in passing: the surface placement tool needs work, and the cutaway view wants to be independent of edit mode. A minimap (deferred when caves were built) is now urgent — Bembi got genuinely lost inside his own cave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update — cutaway: two separate mechanisms share that word. The runtime cutaway (&amp;lt;code&amp;gt;CutawayController&amp;lt;/code&amp;gt;, the dissolve that keeps the player visible under a roof) is already play-only and independent of edit mode. The one Edit Mode gates is the authoring cut (&amp;lt;code&amp;gt;AuthoringCut&amp;lt;/code&amp;gt;: &amp;quot;Enabled is the whole gate. Edit Mode owns it; play is untouched and runtime cutaway keeps its own policy&amp;quot;). Cave darkness is separately clamped off while Edit Mode is active, so authoring stays lit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update — minimap: one already exists. It shipped 2026-06-30, so the mirror had it, and on 2026-08-08 it was made z-aware (protocol bumped to 72): it resolves tiles through the same &amp;lt;code&amp;gt;TryGetTileIdAtZ&amp;lt;/code&amp;gt; the hover/spell/paint tools use, at the player&#039;s own z, so it shows the level you are standing on rather than the terrain overhead. That change also gave both maps real tile textures and the minimap scroll-wheel zoom. Its rendering is editor-unverified. The open work is confirming it reads well underground, not building one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Early-game spine ==&lt;br /&gt;
&lt;br /&gt;
Nothing in the game currently takes time — cooking and smelting resolve as fast as you can click, so there is no loop, only a button that converts inventory. &#039;&#039;&#039;Server-side action durations&#039;&#039;&#039; on gathering and processing are the prerequisite for any early-game content: they turn existing content into a session, and they are cheap next to authoring gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: gathering already takes server time. &amp;lt;code&amp;gt;harvest.lua&amp;lt;/code&amp;gt; runs &amp;lt;code&amp;gt;start_activity&amp;lt;/code&amp;gt; with an &amp;lt;code&amp;gt;interval&amp;lt;/code&amp;gt; — 5 ticks between yields, 4 yields a session, a 150-tick respawn by default — and that activity is what drives the sustained Skilling animation. It is &#039;&#039;&#039;processing&#039;&#039;&#039; that is instant, by construction: &amp;lt;code&amp;gt;process_recipe&amp;lt;/code&amp;gt; resolves the whole transaction in the one interaction that clicked the recipe, with no session. The prerequisite is real but narrower — durations on processing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chosen spine (both participants): &#039;&#039;&#039;mine → smelt → smith a bronze set → the cave enemy that needs it.&#039;&#039;&#039; It leans on the caves and smithy that already exist and makes gear the sink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: the mine and smelt halves now exist in code. Copper, tin, iron and coal ore items and vein objects, a mining skill, and (since 2026-08-10) a smelter object turning ore into &amp;lt;code&amp;gt;bronze_bar&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;iron_bar&amp;lt;/code&amp;gt;. The smith half does not exist in any form: no anvil object type, no smithing skill (&amp;lt;code&amp;gt;skill_types/&amp;lt;/code&amp;gt; holds hunting, mining and woodcutting), and no bronze set beyond &amp;lt;code&amp;gt;bronze_helmet&amp;lt;/code&amp;gt;. Whether a smithy &#039;&#039;building&#039;&#039; stands in the live world is a separate question from whether a smithing &#039;&#039;mechanic&#039;&#039; exists; none does.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Tune the &#039;&#039;&#039;enemy first&#039;&#039;&#039; — unwinnable in starting kit, fair in bronze — and let the ore/bar economy fall out of its time-to-kill, rather than the reverse.&lt;br /&gt;
* Depth over breadth: one loop taken all the way to a sink, plus one gate that says &amp;quot;you&#039;re not ready yet&amp;quot;, beats a full leather-and-bronze matrix.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
Recipes move out of individual objects into a &#039;&#039;&#039;recipe manager&#039;&#039;&#039;. A recipe is inputs, outputs, and non-consumed requirements (catalyst / tool / station).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: recipes stopped being a Lua handler per object on 2026-08-10. An object type now carries data &amp;lt;code&amp;gt;processor_recipes&amp;lt;/code&amp;gt; — &amp;lt;code&amp;gt;{id, label, inputs, outputs}&amp;lt;/code&amp;gt; — whose id doubles as a reserved action id that auto-runs the conversion, mirroring how &amp;lt;code&amp;gt;shop_id&amp;lt;/code&amp;gt;/&amp;quot;trade&amp;quot; works; it is validated at load and executed by &amp;lt;code&amp;gt;world/processing.rs&amp;lt;/code&amp;gt;. The smelter and the campfire both run on it. That makes this section&#039;s proposal concrete rather than speculative. What the schema has no room for today is exactly the rest of the proposal: the station tag, and any non-consumed requirement at all (catalyst, tool, skill, held item). No recipe has a fuel input to omit either — bronze is one copper plus one tin, iron is one iron ore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A recipe should name a &#039;&#039;&#039;station tag&#039;&#039;&#039;, with objects declaring which tags they satisfy — campfire and range both claim &amp;lt;code&amp;gt;cook&amp;lt;/code&amp;gt;, furnace claims &amp;lt;code&amp;gt;smelt&amp;lt;/code&amp;gt;, a portable forge added later claims it without touching any recipe.&lt;br /&gt;
* Superheat-style effects are a separate recipe with the same output and no fuel input, gated by a spell. This is why gating wants to be a small list of conditions on the recipe (tool, skill, tag, item held) rather than the recipe living inside one object.&lt;br /&gt;
* Multi-component crafting is attractive because it interconnects systems: a sword is blade (forged with the tang as one piece) plus fittings plus a wrapped grip. The leather grip feeds Bembi&#039;s cow/tanning loop into the smithing spine. Two or three components per item is enough — stop short of a per-item minigame, which is fun for twenty swords and misery for two hundred.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: the cow NPC landed 2026-08-10 with art, stats and a 2×2 footprint, but an empty &amp;lt;code&amp;gt;loot_table&amp;lt;/code&amp;gt; and no actions, and there are no hide, leather or tanning content types anywhere. The cow/tanning loop is art so far.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Quality and wear ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality lives on equipment only, never on materials.&#039;&#039;&#039; A bar carrying its own quality number stops stacking, and per-item tracked ore is bad for both the wire and the player. One-per-slot items you actually look at can carry state for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: nothing in the item schema or the wire protocol carries quality, wear, durability or repair today — this is greenfield. What equipment does carry is &amp;lt;code&amp;gt;armor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;strength&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;accuracy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;affinity_mods&amp;lt;/code&amp;gt; per damage type, &amp;lt;code&amp;gt;equip_slot&amp;lt;/code&amp;gt; across eight slots, and &amp;lt;code&amp;gt;two_handed&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality and wear are two different numbers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quality&#039;&#039;&#039; is the inherent property of the piece — what a smith invested into it. It only ever moves &#039;&#039;up&#039;&#039;, when someone reworks the piece. Repair never raises it.&lt;br /&gt;
* &#039;&#039;&#039;Wear&#039;&#039;&#039; is condition. Drops come off corpses heavily worn, so a bandit&#039;s sword needs a smith and a bar before it is worth carrying — looting &#039;&#039;feeds&#039;&#039; smithing instead of replacing it.&lt;br /&gt;
&lt;br /&gt;
Presentation: quality shown as words (tattered … masterwork), Terraria-style, whatever the internal representation.&lt;br /&gt;
&lt;br /&gt;
Smith skill produces better quality on a curve with diminishing returns — exponential effort for linear gain — so top smiths make masterwork and everyone else makes serviceable. &#039;&#039;&#039;Proficiency should be emergent&#039;&#039;&#039;: making longswords repeatedly nudges your longsword curve specifically, which is what makes a player known for something. Maintenance can be done by players or bought from an NPC smith.&lt;br /&gt;
&lt;br /&gt;
The reason RuneScape smithing is inert is that drops outclass crafted gear and everyone can make everything at level. The fix is crafted gear as the &#039;&#039;primary&#039;&#039; low-end source, with monsters dropping materials and damaged pieces. Combined with reworkable quality, the bronze set you made at hour one is still what you carry at hour ten, only better — so gear is made in handfuls, slowly, and upgraded repeatedly, not extruded by the hundred.&lt;br /&gt;
&lt;br /&gt;
=== Wear as an item sink ===&lt;br /&gt;
&lt;br /&gt;
Wear earns its place as an &#039;&#039;&#039;item sink&#039;&#039;&#039;, not as realism. If it exists it should be honest: pieces eventually break for good rather than hovering near death on perpetual maintenance. Durability that ticks down merely from swinging is a tax players resent and buys nothing the damaged-drop already provides. The sink should bite hardest on looted junk and lightest on a piece you have reworked repeatedly, so supply pressure lands on the bandit&#039;s sword rather than on your investment.&lt;br /&gt;
&lt;br /&gt;
== Tiers, ores and regions ==&lt;br /&gt;
&lt;br /&gt;
Metal tiers should be &#039;&#039;&#039;relevant progression&#039;&#039;&#039; — bronze worn for a real stretch, not breezed past in ten minutes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overlap but never leapfrog&#039;&#039;&#039;: masterwork bronze beats tattered iron and loses to plain iron. Quality has teeth at the low end without letting anyone grind bronze forever.&lt;br /&gt;
* Bronze is copper plus tin, which gives &#039;&#039;&#039;regional identity for free&#039;&#039;&#039; and without invented ore names — the starter set is the first thing that makes you travel or trade, not something you make off the boat. Eve-style fantasy ore ladders were considered and rejected as confusing.&lt;br /&gt;
* Iron then arrives as easier to source but harder to work, giving smith skill something to bite on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: copper-plus-tin is already how the smelter&#039;s bronze recipe reads, and iron is already the cheaper single-input recipe. Neither has a skill requirement, because recipes cannot express one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Combat styles and pneuma ==&lt;br /&gt;
&lt;br /&gt;
The RuneScape combat triangle is out. Strengths and weaknesses belong to &#039;&#039;&#039;elements and damage types&#039;&#039;&#039; (blunt, stab, bleed, poison, and more), not to style-beats-style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: a damage-type registry already exists — &amp;lt;code&amp;gt;damage_types.json&amp;lt;/code&amp;gt; holds pure, fire, water, earth, air and void — so blunt, stab, bleed and poison would be new keys of an existing kind rather than a new mechanism. NPCs carry authored &amp;lt;code&amp;gt;affinities&amp;lt;/code&amp;gt; (incoming-damage multipliers per type) and equipment carries &amp;lt;code&amp;gt;affinity_mods&amp;lt;/code&amp;gt;, so the resistance side of this is already wired end to end.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A weapon is a vessel for pneuma.&#039;&#039;&#039; It may have an affinity, but which element you put through it is your choice. Imbuing should be an &#039;&#039;action&#039;&#039; — cost some pneuma, last a while or a number of hits — rather than a permanent property, or element becomes a build slot and you end up carrying four swords. Staves and wands remain in the game as vessels that are simply better at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: a weapon&#039;s element is a static per-type field today (&amp;lt;code&amp;gt;ItemTypeDef.damage_type&amp;lt;/code&amp;gt;, &amp;quot;the attacker&#039;s own default&amp;quot; when absent). Making imbuing an action means moving element out of type data into per-wielding state — a wire and persistence change, not a content one. The vessel framing is taken further on [[Reclamation]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This keeps element reactive in the moment while gear stays the plan you made an hour ago. Four elements × three styles never becomes twelve roles, because element is not something you pick at character build time.&lt;br /&gt;
&lt;br /&gt;
Styles differ by &#039;&#039;&#039;how you spend attention&#039;&#039;&#039;, and by their tempo with pneuma:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; — commitment; in its face, steady output, decisions about positioning and when to spend. Spends pneuma in chunks up front, then swings.&lt;br /&gt;
* &#039;&#039;&#039;Ranged&#039;&#039;&#039; — upkeep; managing distance and ammo, punished for standing still. Spends per shot on ammo prepared in advance, so it can pre-craft pneuma at a bench. Arrows as pneuma storage also gives the crafting loop a consumable.&lt;br /&gt;
* &#039;&#039;&#039;Magic&#039;&#039;&#039; — burst and swing; big single actions on a resource that runs dry.&lt;br /&gt;
&lt;br /&gt;
Armour differentiation without an encumbrance system: penalties against the style the armour is not for — metal blunts bow accuracy and pneuma throughput, leather neutral and cheap, robes trade protection for casting. This makes Bembi&#039;s leather something you wear &#039;&#039;to shoot things&#039;&#039; rather than worse bronze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: items already carry &amp;lt;code&amp;gt;attack_style&amp;lt;/code&amp;gt; (&amp;quot;melee&amp;quot;, &amp;quot;ranged&amp;quot;, &amp;quot;magic&amp;quot;), but it is documented as presentation and categorization only — it &amp;quot;doesn&#039;t gate any combat mechanic yet&amp;quot; — and per-style defender evasion (e.g. &amp;quot;melee armor&amp;quot; making melee attacks less accurate) is already named there as the planned follow-up. That planned follow-up is this bullet. Style and element are already orthogonal in the schema, exactly as this section wants: a flaming sword is melee+fire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No swapping equipment in combat&#039;&#039;&#039; (WoW-style out-of-combat only). It makes gear a decision rather than a macro, keeps PvP legible, and the server already owns equip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: the server does own equip — &amp;lt;code&amp;gt;is_equipment&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;equip_slot&amp;lt;/code&amp;gt; across eight slots (head, chest, legs, boots, gloves, back, hand, offhand), with the &amp;quot;Equip&amp;quot; action auto-added and two-handed items vacating the offhand. There is no in-combat gate on it yet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Code state at time of writing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Checked against the repository on 2026-08-11, the day after the session. Commit dates are the authors&#039; local dates as recorded in git.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landed after the mirror was taken, before or during the session:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Processor recipes&#039;&#039;&#039; (2026-08-10) — &amp;lt;code&amp;gt;ObjectTypeDef.processor_recipes&amp;lt;/code&amp;gt;, a data-driven item conversion whose recipe id doubles as its action id, validated at load, run by &amp;lt;code&amp;gt;world/processing.rs&amp;lt;/code&amp;gt;. Ships with a smelter (&amp;lt;code&amp;gt;bronze_bar&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;iron_bar&amp;lt;/code&amp;gt;) and campfire cooking. Resolves atomically in one interaction, with no duration and no requirement beyond holding the inputs.&lt;br /&gt;
* &#039;&#039;&#039;Z-aware minimap and world map&#039;&#039;&#039; (2026-08-08, protocol 72) — the maps show the topmost stacked face, and the minimap resolves at the player&#039;s own z, so a cave level is visible instead of the terrain above it. Real tile textures on both; scroll zoom on the minimap. Rendering is editor-unverified.&lt;br /&gt;
* &#039;&#039;&#039;Cave rock-shell walls disabled&#039;&#039;&#039; (2026-08-10) — behind a &amp;lt;code&amp;gt;WallsEnabled&amp;lt;/code&amp;gt; flag; ceiling occlusion untouched.&lt;br /&gt;
* &#039;&#039;&#039;Cow NPC&#039;&#039;&#039; (2026-08-10) — art, stats, 2×2 footprint, empty loot table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Already present, and older than the mirror:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A minimap (2026-06-30).&lt;br /&gt;
* Gathering durations — &amp;lt;code&amp;gt;harvest.lua&amp;lt;/code&amp;gt;&#039;s &amp;lt;code&amp;gt;start_activity&amp;lt;/code&amp;gt;, with tool gating, per-tick yields, loot-table rolls, XP, depletion and respawn.&lt;br /&gt;
* The damage-type registry (pure, fire, water, earth, air, void), NPC &amp;lt;code&amp;gt;affinities&amp;lt;/code&amp;gt;, and equipment &amp;lt;code&amp;gt;affinity_mods&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;attack_style&amp;lt;/code&amp;gt; on items, presentation-only.&lt;br /&gt;
* Server-owned equip across eight slots.&lt;br /&gt;
* Two distinct cut mechanisms: the runtime cutaway (play, always available) and the authoring cut (Edit Mode only).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not present in any form:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Smithing — no anvil object type, no smithing skill, no bronze set past &amp;lt;code&amp;gt;bronze_helmet&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Quality, wear, durability or repair, on items or on the wire.&lt;br /&gt;
* Hide, leather or tanning content.&lt;br /&gt;
* Recipe requirements of any kind — no station tag, no tool/skill/catalyst gate, no fuel input.&lt;br /&gt;
* Physical damage types (blunt, stab, bleed, poison).&lt;br /&gt;
* Any duration on processing.&lt;br /&gt;
* An entrance kit.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Whether &amp;quot;I&#039;ll tank it, you handle the poison&amp;quot; implies &#039;&#039;&#039;party roles&#039;&#039;&#039;. The existing [[Combat]] page says flatly there are none, with cooperation coming from covering matchups. Preparation-by-gear (&amp;quot;one person can stand there today&amp;quot;) is not the same as a tank role, but the two need separating deliberately.&lt;br /&gt;
* What a bow actually &#039;&#039;does&#039;&#039; with pneuma beyond imbued ammo — a channelled shot, something else. Magic&#039;s relationship to the element wheel is obvious; melee and ranged still need theirs written down.&lt;br /&gt;
* Whether quality overlap across tiers is a flat rule or per-slot.&lt;br /&gt;
* Personal realms / player housing came up and was left alone — Bembi&#039;s concern is that it becomes a Garrison, i.e. lots to do somewhere other players aren&#039;t.&lt;br /&gt;
* What &amp;quot;a weapon is a &#039;&#039;&#039;vessel&#039;&#039;&#039;&amp;quot; commits to. [[Pneuma]]&#039;s Law I gives that word a specific meaning: a structure that circulates pneuma and is thereby &#039;&#039;alive&#039;&#039; — &amp;quot;fill a vessel and it wakes; drain it and it goes still.&amp;quot; Taken at face value an imbued weapon is animate for as long as it is charged, which is the soul-of-the-sword idea and may be the point rather than a problem. Pursued on [[Reclamation]], along with what restores a worn piece. [[Pneuma]] also places elemental-ness in the &#039;&#039;medium&#039;&#039; rather than the pneuma, so &amp;quot;which element you put through it&amp;quot; is more precisely which medium the pneuma is bound in.&lt;br /&gt;
* How physical damage types sit against the element square. [[Combat]]&#039;s settled core is four elements countering on the diagonal, with countering as an &#039;&#039;action&#039;&#039; rather than a multiplier. Blunt, stab, bleed and poison need a stated relationship to that, not just a shared registry entry.&lt;br /&gt;
* Nothing was written to [[Combat]] this session. The vessel line and the quality-vs-wear split are the two candidates when someone wants them recorded.&lt;br /&gt;
&lt;br /&gt;
[[Category:Collab session notes]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Reclamation&amp;diff=65</id>
		<title>Reclamation</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Reclamation&amp;diff=65"/>
		<updated>2026-08-11T00:56:08Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Create Reclamation: the practice of returning dull pneuma to use — trainable, not a species trait; land and (proposed) equipment (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Reclamation&#039;&#039;&#039; is the practice of gathering &#039;&#039;&#039;dull&#039;&#039;&#039; — spent, no-longer-usable — [[Pneuma#Spent pneuma|pneuma]] and returning it to use.&lt;br /&gt;
&lt;br /&gt;
It is a &#039;&#039;&#039;practice, not a trait&#039;&#039;&#039;. Anyone can learn it, train it and get good at it. [[Celaborans]] are the people who live entirely on it, which makes them its most practised users rather than its only ones.&lt;br /&gt;
&lt;br /&gt;
== What dull pneuma is ==&lt;br /&gt;
&lt;br /&gt;
By [[Pneuma]]&#039;s Law II, shaping always costs: some pneuma is spent every time it is bound into a medium, released from one, or annihilated against an enemy medium. What Attrition takes is not destroyed. It goes dull and settles into the ground where it was spent, so battlefields, ruins and long-worked sites are thick with it.&lt;br /&gt;
&lt;br /&gt;
Land that is heavily spent and never reclaimed goes &#039;&#039;&#039;sour&#039;&#039;&#039;. Land beyond that is &#039;&#039;&#039;void&#039;&#039;&#039;: nothing living draws anything from it.&lt;br /&gt;
&lt;br /&gt;
Reclamation is the described way dull pneuma returns to use.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
Reclamation is trained by doing it, and a practitioner can become known for it the way a smith can.&lt;br /&gt;
&lt;br /&gt;
Whether it grows on an axis of its own is &#039;&#039;&#039;unsettled&#039;&#039;&#039;. Dull pneuma is neither pure nor bound to a medium, so the affinity described in Law III — which grows by spending a &#039;&#039;medium&#039;&#039; — does not obviously apply to it. An axis of its own would keep reclamation from competing with the elemental specialisation a caster is already investing in.&lt;br /&gt;
&lt;br /&gt;
== What can be reclaimed ==&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
&lt;br /&gt;
Somewhere abandoned and taken back is somewhere reclaimed. Groves grow thickest where a lot has happened, because that is where the spent pneuma is.&lt;br /&gt;
&lt;br /&gt;
A proposal, not yet built: a place&#039;s capacity to support life drains as it is hunted out, and is restored by a ritual performed on the spot, the restorer paying a little of their own pneuma to gather back what was scattered. An area could then be hunted out, be seen to be hunted out, and be brought back.&lt;br /&gt;
&lt;br /&gt;
=== Equipment (proposed) ===&lt;br /&gt;
&lt;br /&gt;
Everything in this section is proposed.&lt;br /&gt;
&lt;br /&gt;
Law I separates two things a piece of matter can do with pneuma. Pneuma merely lodged in matter is &#039;&#039;&#039;charged&#039;&#039;&#039; — inert, and safe to carry, store and trade. Pneuma &#039;&#039;&#039;circulating&#039;&#039;&#039; through a vessel is alive: &amp;quot;fill a vessel and it wakes; drain it and it goes still.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read against equipment, that makes an imbued weapon briefly alive for as long as its charge lasts — a soul in the sword, held only while it is filled. Law I also fixes how much of a soul: &amp;quot;more pneuma in a simple vessel makes it stronger, not cleverer.&amp;quot; A sword is a simple vessel, so a woken blade is dim. It wants and it pulls; it does not converse.&lt;br /&gt;
&lt;br /&gt;
Two different numbers follow, and they belong to two different practices:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! What it is !! Whose work !! How it moves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quality&#039;&#039;&#039; || How good a vessel the piece is — how well its structure circulates || The smith&#039;s || Only upward, and only by reworking the piece&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wear&#039;&#039;&#039; || How well it is holding its charge now || The reclaimer&#039;s || Down through use, back up through reclamation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the two practices reach different things, &#039;&#039;&#039;repair cannot raise quality&#039;&#039;&#039;: a reclaimer restores charge and never touches structure. A piece whose structure can no longer hold what is poured into it is finished for good.&lt;br /&gt;
&lt;br /&gt;
A weapon filled with the same medium over and over may take on an affinity for it, by the same rule that grows a practitioner&#039;s. That would make a long-carried blade cheaper to fill with what it has always carried — a named sword arrived at by use rather than by authoring.&lt;br /&gt;
&lt;br /&gt;
== Conservation ==&lt;br /&gt;
&lt;br /&gt;
Whether reclamation returns what was scattered — a world with a closed total — or the land simply refills, and reclamation only hurries it, is &#039;&#039;&#039;undecided&#039;&#039;&#039;. Nothing yet described depends on the answer.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Whether reclamation is one practice applied to every vessel — land, gear, sour ground — or several separate ones. One would make the person who restores a hunting ground the same person who services a blade.&lt;br /&gt;
* Whether [[Celaborans]] reclaim in some way others cannot, or are simply the most practised at a common skill.&lt;br /&gt;
* Whether the practice grows on its own axis or through affinity.&lt;br /&gt;
* Conservation or minting, as above.&lt;br /&gt;
* Whether anything is beyond reclaiming — whether void is permanent, and whether a spent piece of gear has a true end.&lt;br /&gt;
* The dull-pneuma model this whole practice rests on is itself not settled.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
* [[Celaborans]]&lt;br /&gt;
* [[Combat]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-08-11_Early-game_spine_and_gear_quality&amp;diff=64</id>
		<title>Collab session notes/2026-08-11 Early-game spine and gear quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-08-11_Early-game_spine_and_gear_quality&amp;diff=64"/>
		<updated>2026-08-11T00:03:55Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat: publish session notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Synthesized by an AI from a live Tyler ↔ Bembi design conversation on 2026-08-11. A record of what was discussed, not settled design — session notes, not canon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Session covering cave-mouth art, a first early-game gameplay loop, recipe structure, item quality/wear, and how the three combat styles relate to [[Pneuma]].&lt;br /&gt;
&lt;br /&gt;
== Cave mouths ==&lt;br /&gt;
&lt;br /&gt;
Cave entrances get a hand-authored &#039;&#039;&#039;entrance kit&#039;&#039;&#039; rather than procedural mouth geometry. The shell/void machinery already produces the hole; what generation cannot produce is a good silhouette, since anything derived from tile corners looks like tile corners. A handful of meshes, rotated and non-uniformly scaled, beats a procedural mouth we would spend a long time tuning — and this is already what the caves/overhangs/cliffs initiative calls for.&lt;br /&gt;
&lt;br /&gt;
* The kit should come in a small set of &#039;&#039;&#039;fixed tile footprints&#039;&#039;&#039; (one-, two-, three-tile wide) so void painting has known shapes to match, instead of every mouth being a bespoke vertex-nudging job.&lt;br /&gt;
* Entrance meshes should use the &#039;&#039;&#039;same rock material&#039;&#039;&#039; as the cliff/shell, or the seam between authored and generated rock will pop.&lt;br /&gt;
* Entrance objects are &#039;&#039;&#039;pure dressing and non-blocking&#039;&#039;&#039;. Walkability is server-side (the void tile, the cave floor surface, the flanking walls); the mesh must be generous enough that the authored hole never clips through it.&lt;br /&gt;
&lt;br /&gt;
Noted in passing: the surface placement tool needs work, and the cutaway view wants to be independent of edit mode. A minimap (deferred when caves were built) is now urgent — Bembi got genuinely lost inside his own cave.&lt;br /&gt;
&lt;br /&gt;
== Early-game spine ==&lt;br /&gt;
&lt;br /&gt;
Nothing in the game currently takes time — cooking and smelting resolve as fast as you can click, so there is no loop, only a button that converts inventory. &#039;&#039;&#039;Server-side action durations&#039;&#039;&#039; on gathering and processing are the prerequisite for any early-game content: they turn existing content into a session, and they are cheap next to authoring gear.&lt;br /&gt;
&lt;br /&gt;
Chosen spine (both participants): &#039;&#039;&#039;mine → smelt → smith a bronze set → the cave enemy that needs it.&#039;&#039;&#039; It leans on the caves and smithy that already exist and makes gear the sink.&lt;br /&gt;
&lt;br /&gt;
* Tune the &#039;&#039;&#039;enemy first&#039;&#039;&#039; — unwinnable in starting kit, fair in bronze — and let the ore/bar economy fall out of its time-to-kill, rather than the reverse.&lt;br /&gt;
* Depth over breadth: one loop taken all the way to a sink, plus one gate that says &amp;quot;you&#039;re not ready yet&amp;quot;, beats a full leather-and-bronze matrix.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
Recipes move out of individual objects into a &#039;&#039;&#039;recipe manager&#039;&#039;&#039;. A recipe is inputs, outputs, and non-consumed requirements (catalyst / tool / station).&lt;br /&gt;
&lt;br /&gt;
* A recipe should name a &#039;&#039;&#039;station tag&#039;&#039;&#039;, with objects declaring which tags they satisfy — campfire and range both claim &amp;lt;code&amp;gt;cook&amp;lt;/code&amp;gt;, furnace claims &amp;lt;code&amp;gt;smelt&amp;lt;/code&amp;gt;, a portable forge added later claims it without touching any recipe.&lt;br /&gt;
* Superheat-style effects are a separate recipe with the same output and no fuel input, gated by a spell. This is why gating wants to be a small list of conditions on the recipe (tool, skill, tag, item held) rather than the recipe living inside one object.&lt;br /&gt;
* Multi-component crafting is attractive because it interconnects systems: a sword is blade (forged with the tang as one piece) plus fittings plus a wrapped grip. The leather grip feeds Bembi&#039;s cow/tanning loop into the smithing spine. Two or three components per item is enough — stop short of a per-item minigame, which is fun for twenty swords and misery for two hundred.&lt;br /&gt;
&lt;br /&gt;
== Quality and wear ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality lives on equipment only, never on materials.&#039;&#039;&#039; A bar carrying its own quality number stops stacking, and per-item tracked ore is bad for both the wire and the player. One-per-slot items you actually look at can carry state for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality and wear are two different numbers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quality&#039;&#039;&#039; is the inherent property of the piece — what a smith invested into it. It only ever moves &#039;&#039;up&#039;&#039;, when someone reworks the piece. Repair never raises it.&lt;br /&gt;
* &#039;&#039;&#039;Wear&#039;&#039;&#039; is condition. Drops come off corpses heavily worn, so a bandit&#039;s sword needs a smith and a bar before it is worth carrying — looting &#039;&#039;feeds&#039;&#039; smithing instead of replacing it.&lt;br /&gt;
&lt;br /&gt;
Presentation: quality shown as words (tattered … masterwork), Terraria-style, whatever the internal representation.&lt;br /&gt;
&lt;br /&gt;
Smith skill produces better quality on a curve with diminishing returns — exponential effort for linear gain — so top smiths make masterwork and everyone else makes serviceable. &#039;&#039;&#039;Proficiency should be emergent&#039;&#039;&#039;: making longswords repeatedly nudges your longsword curve specifically, which is what makes a player known for something. Maintenance can be done by players or bought from an NPC smith.&lt;br /&gt;
&lt;br /&gt;
The reason RuneScape smithing is inert is that drops outclass crafted gear and everyone can make everything at level. The fix is crafted gear as the &#039;&#039;primary&#039;&#039; low-end source, with monsters dropping materials and damaged pieces. Combined with reworkable quality, the bronze set you made at hour one is still what you carry at hour ten, only better — so gear is made in handfuls, slowly, and upgraded repeatedly, not extruded by the hundred.&lt;br /&gt;
&lt;br /&gt;
=== Wear as an item sink ===&lt;br /&gt;
&lt;br /&gt;
Wear earns its place as an &#039;&#039;&#039;item sink&#039;&#039;&#039;, not as realism. If it exists it should be honest: pieces eventually break for good rather than hovering near death on perpetual maintenance. Durability that ticks down merely from swinging is a tax players resent and buys nothing the damaged-drop already provides. The sink should bite hardest on looted junk and lightest on a piece you have reworked repeatedly, so supply pressure lands on the bandit&#039;s sword rather than on your investment.&lt;br /&gt;
&lt;br /&gt;
== Tiers, ores and regions ==&lt;br /&gt;
&lt;br /&gt;
Metal tiers should be &#039;&#039;&#039;relevant progression&#039;&#039;&#039; — bronze worn for a real stretch, not breezed past in ten minutes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overlap but never leapfrog&#039;&#039;&#039;: masterwork bronze beats tattered iron and loses to plain iron. Quality has teeth at the low end without letting anyone grind bronze forever.&lt;br /&gt;
* Bronze is copper plus tin, which gives &#039;&#039;&#039;regional identity for free&#039;&#039;&#039; and without invented ore names — the starter set is the first thing that makes you travel or trade, not something you make off the boat. Eve-style fantasy ore ladders were considered and rejected as confusing.&lt;br /&gt;
* Iron then arrives as easier to source but harder to work, giving smith skill something to bite on.&lt;br /&gt;
&lt;br /&gt;
== Combat styles and pneuma ==&lt;br /&gt;
&lt;br /&gt;
The RuneScape combat triangle is out. Strengths and weaknesses belong to &#039;&#039;&#039;elements and damage types&#039;&#039;&#039; (blunt, stab, bleed, poison, and more), not to style-beats-style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A weapon is a vessel for pneuma.&#039;&#039;&#039; It may have an affinity, but which element you put through it is your choice. Imbuing should be an &#039;&#039;action&#039;&#039; — cost some pneuma, last a while or a number of hits — rather than a permanent property, or element becomes a build slot and you end up carrying four swords. Staves and wands remain in the game as vessels that are simply better at it.&lt;br /&gt;
&lt;br /&gt;
This keeps element reactive in the moment while gear stays the plan you made an hour ago. Four elements × three styles never becomes twelve roles, because element is not something you pick at character build time.&lt;br /&gt;
&lt;br /&gt;
Styles differ by &#039;&#039;&#039;how you spend attention&#039;&#039;&#039;, and by their tempo with pneuma:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; — commitment; in its face, steady output, decisions about positioning and when to spend. Spends pneuma in chunks up front, then swings.&lt;br /&gt;
* &#039;&#039;&#039;Ranged&#039;&#039;&#039; — upkeep; managing distance and ammo, punished for standing still. Spends per shot on ammo prepared in advance, so it can pre-craft pneuma at a bench. Arrows as pneuma storage also gives the crafting loop a consumable.&lt;br /&gt;
* &#039;&#039;&#039;Magic&#039;&#039;&#039; — burst and swing; big single actions on a resource that runs dry.&lt;br /&gt;
&lt;br /&gt;
Armour differentiation without an encumbrance system: penalties against the style the armour is not for — metal blunts bow accuracy and pneuma throughput, leather neutral and cheap, robes trade protection for casting. This makes Bembi&#039;s leather something you wear &#039;&#039;to shoot things&#039;&#039; rather than worse bronze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No swapping equipment in combat&#039;&#039;&#039; (WoW-style out-of-combat only). It makes gear a decision rather than a macro, keeps PvP legible, and the server already owns equip.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Whether &amp;quot;I&#039;ll tank it, you handle the poison&amp;quot; implies &#039;&#039;&#039;party roles&#039;&#039;&#039;. The existing [[Combat]] page says flatly there are none, with cooperation coming from covering matchups. Preparation-by-gear (&amp;quot;one person can stand there today&amp;quot;) is not the same as a tank role, but the two need separating deliberately.&lt;br /&gt;
* What a bow actually &#039;&#039;does&#039;&#039; with pneuma beyond imbued ammo — a channelled shot, something else. Magic&#039;s relationship to the element wheel is obvious; melee and ranged still need theirs written down.&lt;br /&gt;
* Whether quality overlap across tiers is a flat rule or per-slot.&lt;br /&gt;
* Personal realms / player housing came up and was left alone — Bembi&#039;s concern is that it becomes a Garrison, i.e. lots to do somewhere other players aren&#039;t.&lt;br /&gt;
* Nothing was written to [[Combat]] this session. The vessel line and the quality-vs-wear split are the two candidates when someone wants them recorded.&lt;br /&gt;
&lt;br /&gt;
[[Category:Collab session notes]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Bhrenor&amp;diff=63</id>
		<title>Bhrenor</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Bhrenor&amp;diff=63"/>
		<updated>2026-08-05T02:41:44Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: flesh out the page a bit more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bhrenor&#039;&#039;&#039; was a powerful being whose death created the world. When he died, his body split into the four known elements, and his spirit was released in the form of [[pneuma]] into the world. Nothing is known concretely about Bhrenor&#039;s identity, personality, or nature. His true name and origins are unknown, and the given name Bhrenor simply means &#039;&#039;breath-giver&#039;&#039; or &#039;&#039;life-giver&#039;&#039; in an ancient tongue.&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
No one knows exactly what Bhrenor was, or where he came from. Many theories exist, many conflicting, and none of them conclusively proven.&lt;br /&gt;
&lt;br /&gt;
* Many, amongst them followers of the [[Church of the Holy Breath]], believe that Bhrenor was a divine being or a god&lt;br /&gt;
* Some believe that Bhrenor was not a divine being, but just a powerful entity or force of nature&lt;br /&gt;
* Others believe that Bhrenor never existed at all&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
When Bhrenor died, his physical form became the body of the world, and his spirit became its life, its breath, its pneuma. No one knows exactly why he died, but again many theories exist:&lt;br /&gt;
&lt;br /&gt;
* The followers of the [[Church of the Holy Breath]] believe that Bhrenor sacrificed himself to create the world and give it life.&lt;br /&gt;
* Others believe that Bhrenor&#039;s death was simply unexplainable, or unknowable&lt;br /&gt;
* The followers of [[Omberin]] believe that Bhrenor&#039;s death was a mistake, which can only be rectified by feeding the world&#039;s pneuma to back to Omberin, who will be reborn as Bhrenor&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Bhrenor&amp;diff=62</id>
		<title>Bhrenor</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Bhrenor&amp;diff=62"/>
		<updated>2026-08-05T00:05:40Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: make-a da page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bhrenor&#039;&#039;&#039; was a powerful being whose death created the world. His body split into the four known elements, and his spirit was released in the form of [[Pneuma]] into the world. Little is known about Bhrenor&#039;s identity, personality, or nature. His true name is unknown, the given name Bhrenor simply means &#039;&#039;breath-giver&#039;&#039; or &#039;&#039;life-giver&#039;&#039; in an ancient tongue.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=61</id>
		<title>The First Breath</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=61"/>
		<updated>2026-07-28T22:17:18Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: /* The tale */ major rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;lt;b&amp;gt;Status: proposal&amp;lt;/b&amp;gt; (2026-07-28). Not settled design. Written by Tyler with an AI; Bembi has not reviewed any of it. Feedback wanted on all of it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page proposes a creation account for the world, and a framework for its gods, built out of [[Pneuma]] rather than beside it. It adds no substance, no law and no second power source. What it proposes is where the world&#039;s pneuma came from, why it is spread unevenly, and what a god is.&lt;br /&gt;
&lt;br /&gt;
== The tale ==&lt;br /&gt;
&lt;br /&gt;
Legends tell that when the world was new, rivers ran, oceans churned, fires burned, and winds blew.&lt;br /&gt;
&lt;br /&gt;
And nothing lived.&lt;br /&gt;
&lt;br /&gt;
Then Bhrenor died, and his last breath went out of him into the world.&lt;br /&gt;
&lt;br /&gt;
It went into the sea, the stone, the fire, and the moving air, and lay still. The world did not. It churned, and the breath became currents.&lt;br /&gt;
&lt;br /&gt;
Where currents closed upon themselves, something woke.&lt;br /&gt;
&lt;br /&gt;
Nothing was made. The breath turned in what was already there, and a thing was awake while it turned. The breath was new then, and what woke was enormous.&lt;br /&gt;
&lt;br /&gt;
The Stend rose out of the earth. They were many and slow, and stone holds a shape; some lie where they rose to this day.&lt;br /&gt;
&lt;br /&gt;
The Equor stirred far beneath the water. They were few and vast, and hard to finish.&lt;br /&gt;
&lt;br /&gt;
The Aora shifted with the winds, one and then many and then one. Nothing could strike them, but neither could they.&lt;br /&gt;
&lt;br /&gt;
The Hehter caught fire from the sun. They burned, and went out, and caught again. They were past counting, and few lasted.&lt;br /&gt;
&lt;br /&gt;
From the beginning the firstborn warred. Bhrenor had left only so much breath; each held what the others could not have, and none could make more.&lt;br /&gt;
&lt;br /&gt;
Their struggle shaped the world. Fire drove air into lightning and opened the earth into magma; water drew mist from the air, and mud from the earth.&lt;br /&gt;
&lt;br /&gt;
But where opposites met — fire with water, earth with air — only destruction remained. What they held came loose, pure, and less than had gone in.&lt;br /&gt;
&lt;br /&gt;
Some of it would never turn again. It grew heavy, and sank, and left the land above it poor. It is down there yet, gathering.&lt;br /&gt;
&lt;br /&gt;
The rest drifted, and waited to be held. What woke now was smaller.&lt;br /&gt;
&lt;br /&gt;
The creatures of the flesh.&lt;br /&gt;
&lt;br /&gt;
Mice among mountains — but mice were everywhere.&lt;br /&gt;
&lt;br /&gt;
Flesh held the breath differently. It grew. It multiplied. It did not give of its breath freely when it died.&lt;br /&gt;
&lt;br /&gt;
The firstborn hardly noticed. A mouse holds nothing worth taking. They warred only with each other, their mighty conflict spilling their breath like blood.&lt;br /&gt;
&lt;br /&gt;
The creatures of the flesh grew in number, in size, and in shape. And then there were men.&lt;br /&gt;
&lt;br /&gt;
The firstborn could stamp a man&#039;s life out like a bug, but would gain little from it. So they watched as men spread across the land, the way moss overtakes a stone.&lt;br /&gt;
&lt;br /&gt;
The stone never ran out. What ran out was its breath When too little was left, the mountain falls dormant.&lt;br /&gt;
&lt;br /&gt;
Most believe nothing will ever wake like that again. It took the breath of the dying Bhrenor to wake the firstborn. What is left now is spread too thin to be gathered like that again.&lt;br /&gt;
&lt;br /&gt;
Some of the first remain. Some sleep. Some hid. Some fled. And some simply made peace.&lt;br /&gt;
&lt;br /&gt;
Men call these those that remain the Titans. Their power is worshipped by cults across the land as gods.&lt;br /&gt;
&lt;br /&gt;
Whatever remains, one thing is certain. The Age of Elements, the Time of Calamity, is over.&lt;br /&gt;
&lt;br /&gt;
Now is the Age of Men.&lt;br /&gt;
&lt;br /&gt;
== What the tale claims ==&lt;br /&gt;
&lt;br /&gt;
Every beat maps to a rule that already exists on [[Pneuma]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Line !! Claim&lt;br /&gt;
|-&lt;br /&gt;
| Bhrenor&#039;s dying breath || All the pneuma in the world came from one source, and no more is coming. The supply only moves and declines.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;everywhere it went, it lay still&amp;quot; || Pneuma lodged in matter is charged. Circulation is what makes it alive (Law I).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;wore a way for itself&amp;quot; || Vessels form by use. See below.&lt;br /&gt;
|-&lt;br /&gt;
| The four peoples || The first and largest vessels, each bound to a medium.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning, magma, mist, mud || Synergy between allied media ([[Pneuma]] § Reactions).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Where fire met water, both ended&amp;quot; || Dissonance. Yields pure, and less of it than went in (Law II).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;went dull, and sank into the ground&amp;quot; || [[Pneuma]] § Spent pneuma. The first sour and void land dates from the wars.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;grew fine enough to hold it&amp;quot; || Flesh is a later and finer vessel than any medium.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;men, who hold the breath loose&amp;quot; || Humans run on pure, which is why abilities cost pure ([[Pneuma]] § Abilities).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;their strength stayed behind ... where it is still taken&amp;quot; || Why a river or a burning fire holds anything to gather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The last row is the load-bearing one. [[Pneuma]] lists elemental sites as a source but states that media are ordinary matter holding no power of their own, which leaves no account of how a river came to hold gatherable pneuma. This tale supplies it: the world&#039;s elemental sites are the settled remains of the Age of Elements.&lt;br /&gt;
&lt;br /&gt;
=== How vessels form ===&lt;br /&gt;
&lt;br /&gt;
A vessel is a structure able to carry a current. Structures form by being used. Pneuma lodged in matter drifts as the matter moves, and matter that is moved through for long enough is worn into a channel, the way water wears a bed. When the channel closes on itself and the current comes round again, it circulates, and the thing is alive.&lt;br /&gt;
&lt;br /&gt;
Pneuma supplies the animation. Structure decides what the animation amounts to. This proposal changes neither. It states only where structure comes from.&lt;br /&gt;
&lt;br /&gt;
Three consequences:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The four peoples differ because their media differ.&#039;&#039;&#039; Earth is slow to wear and holds its shape, so the Stend are numerous, sluggish, and long-settled. Water wears vast channels, so the Equor are few and enormous. Fire&#039;s channels collapse as fast as they cut, so the Hehter are countless and brief. Air holds a channel poorly, which is why the Aora were never one thing.&lt;br /&gt;
* &#039;&#039;&#039;Elemental creatures still form.&#039;&#039;&#039; Rich ground still wears small channels. This is where the elementals in [[Pneuma]] § Sources keep coming from.&lt;br /&gt;
* &#039;&#039;&#039;Nothing that large will form again.&#039;&#039;&#039; The great channels were cut by the whole breath at full strength. Attrition leaves every age less to work with. Small things still wake; gods do not.&lt;br /&gt;
&lt;br /&gt;
If adopted, this wants one line added to [[Pneuma]] Law I.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== A god is a vessel ===&lt;br /&gt;
&lt;br /&gt;
Gods are inside the system. A god is a vessel large enough that nothing else compares, made of the same pneuma as everything else, standing in real geography. All three laws apply to it. Acting spends it. It can be drained, and it can be killed.&lt;br /&gt;
&lt;br /&gt;
The alternative, a god above the laws, was considered and rejected. It demotes the three laws to rules for mortals, gives every hard question the answer &amp;quot;a god did it&amp;quot;, and reopens the closed supply.&lt;br /&gt;
&lt;br /&gt;
=== A god has no portfolio ===&lt;br /&gt;
&lt;br /&gt;
A god is a thing, not a domain. What it is worshipped for is whatever proximity to it does. The same god can carry two contradictory theologies in two regions, with both cults correct about the physics and disagreeing about the meaning.&lt;br /&gt;
&lt;br /&gt;
=== There is no parity between elements ===&lt;br /&gt;
&lt;br /&gt;
Numbers follow from the medium, so each element&#039;s pantheon has a different shape.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Medium !! Shape of its pantheon&lt;br /&gt;
|-&lt;br /&gt;
| Earth || Numerous, ancient, mostly dormant&lt;br /&gt;
|-&lt;br /&gt;
| Water || Few, enormous, long-lived&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Mostly a graveyard, and therefore mostly rich sites&lt;br /&gt;
|-&lt;br /&gt;
| Air || Rare, poorly individuated, hard to count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Test for a proposed god ===&lt;br /&gt;
&lt;br /&gt;
A god is worth writing when it has all five of these. Without them it is a name.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;State&#039;&#039;&#039; — alive, dying, dead, or dispersed&lt;br /&gt;
* &#039;&#039;&#039;Medium&#039;&#039;&#039; — which one it is bound to, if any; hybrid and none are both allowed&lt;br /&gt;
* &#039;&#039;&#039;Body&#039;&#039;&#039; — where it physically is&lt;br /&gt;
* &#039;&#039;&#039;Signature&#039;&#039;&#039; — what proximity does to the draw rate, to sites, to dull ground&lt;br /&gt;
* &#039;&#039;&#039;Beneficiaries&#039;&#039;&#039; — who lives off it, and who was cut off&lt;br /&gt;
&lt;br /&gt;
== Bhrenor ==&lt;br /&gt;
&lt;br /&gt;
Bhrenor is the maker. He was an entity of enormous power rather than a person, and his dying breath supplied the world with all of its pneuma.&lt;br /&gt;
&lt;br /&gt;
Three things follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The supply is closed.&#039;&#039;&#039; One breath, spent once. Everything since is redistribution and Attrition. This is why the world is running down, why spent land stays spent, and why reclamation matters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every later power is derived from him.&#039;&#039;&#039; The elemental progenitors are the first division of the breath, which is why they are god-scale and why nothing since has been.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is no corpse.&#039;&#039;&#039; The giving and the dying were the same event, so nothing was left over whole. Fragments are open: pieces of the original structure, still holding what never dispersed. A fragment is matter that was built to carry a current, which makes a relic different in kind from a rich site.&lt;br /&gt;
&lt;br /&gt;
The one rule fragments need: &#039;&#039;&#039;a fragment is a battery, not a well.&#039;&#039;&#039; A fixed charge, spendable once, gone after. Whoever uses one destroys it, nothing makes more, and the count only falls. A fragment that refills is a source, and a source breaks the closed supply.&lt;br /&gt;
&lt;br /&gt;
=== The nature of the gift ===&lt;br /&gt;
&lt;br /&gt;
An entity that was not a person may not have intended anything. Whether the breath was given or merely lost is unprovable, and the three readings are the setting&#039;s main theological division.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Reading !! Position&lt;br /&gt;
|-&lt;br /&gt;
| Orthodox || Freely given. Gratitude and stewardship are owed.&lt;br /&gt;
|-&lt;br /&gt;
| Naturalist || A death, and nothing more. The morality built on it rests on an accident.&lt;br /&gt;
|-&lt;br /&gt;
| Omberin&#039;s cult || A mistake. The world should be allowed to finish dying.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Which is true is deliberately left open.&lt;br /&gt;
&lt;br /&gt;
== Omberin ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proposed. Omberin appears in the concepting notes on [[The World]] as a god or god-like force worshipped by a cult that destroys pneuma.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Pneuma]] holds that spent pneuma goes dull rather than being destroyed, so a cult that destroys pneuma is doing something else. The proposal: when the breath divided, a portion of it never circulated. It lay down at the beginning and never woke, and it spreads where nothing reclaims it. That portion is Omberin.&lt;br /&gt;
&lt;br /&gt;
Under Law I this is not alive and was never alive, so the church is correct that Omberin is no god. The cult is also correct that stillness was the original condition and everything else came after. Their aim is to complete something rather than to destroy it, and what they are actually doing is accelerating Attrition.&lt;br /&gt;
&lt;br /&gt;
== The Breath ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proposed. A faith, not a power source.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The world&#039;s physics produce an ethical crisis without help: pneuma is finite in practice, every act spends some, spent land dies, and taking pneuma from a weaker vessel works. Sacrifice is effective. A world in which that is true would produce a moral order in response, and the Breath is it.&lt;br /&gt;
&lt;br /&gt;
The doctrine follows from the laws.&lt;br /&gt;
&lt;br /&gt;
* Your pneuma is not yours. You are a vessel carrying it.&lt;br /&gt;
* Spending on yourself is loss. Spending on others keeps it in circulation.&lt;br /&gt;
* Taking another&#039;s is the one real sin, being the void&#039;s own method.&lt;br /&gt;
* Dull land is the record of what was taken.&lt;br /&gt;
&lt;br /&gt;
=== Registers ===&lt;br /&gt;
&lt;br /&gt;
The same thing has three names, in the way real religious vocabulary layers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Register !! Name !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Learned || &#039;&#039;&#039;pneuma&#039;&#039;&#039; || Scholars and practitioners&lt;br /&gt;
|-&lt;br /&gt;
| Vernacular || &#039;&#039;&#039;the Breath&#039;&#039;&#039; || Everyone&lt;br /&gt;
|-&lt;br /&gt;
| Proper || &#039;&#039;&#039;Bhrenor&#039;&#039;&#039; || The oldest surviving form of the same word&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ordinary speech: &#039;&#039;Breath keep you&#039;&#039;. &#039;&#039;By the Breath&#039;&#039;. &#039;&#039;&#039;Breathless&#039;&#039;&#039; for the spent and the damned, and &#039;&#039;the unbreathing country&#039;&#039; for the void.&lt;br /&gt;
&lt;br /&gt;
The institution keeps a formal vocabulary alongside it: &#039;&#039;&#039;caritas&#039;&#039;&#039; for the duty, and &#039;&#039;&#039;redemptio&#039;&#039;&#039; for the promise, in its literal sense of buying back.&lt;br /&gt;
&lt;br /&gt;
=== Positions ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On the titans.&#039;&#039;&#039; They were never gods, only the first pieces. The cults hold that a piece of a god is a god. Both are right about the facts.&lt;br /&gt;
* &#039;&#039;&#039;On grace.&#039;&#039;&#039; Dullness is not final. Spent pneuma has fallen, not perished, and can be returned. [[Celaborans]] leaves open whether anything besides a Celaboran can reclaim, and the church claims consecrated ground recovers. Slowly enough that belief is required.&lt;br /&gt;
* &#039;&#039;&#039;On practitioners.&#039;&#039;&#039; Practitioners spend enormous pneuma for personal power, which the doctrine condemns. This gives players a standing tension with the largest institution in the world, without either side being villainous.&lt;br /&gt;
&lt;br /&gt;
=== Saints ===&lt;br /&gt;
&lt;br /&gt;
Local holy figures, named, human, each attached to a place that behaves oddly. Saints let the heartland be densely named without adding cosmology per name.&lt;br /&gt;
&lt;br /&gt;
== Cults ==&lt;br /&gt;
&lt;br /&gt;
A cult is a settlement on a pneuma anomaly with a theology attached. [[Pneuma]] § Sources already makes drawing faster where the land is rich, so proximity to a large circulating vessel is measurable, and people would gather at one for reasons that hold up.&lt;br /&gt;
&lt;br /&gt;
Sacrifice works. Moving pneuma from small vessels into a large one is ordinary handling. Cults that practise it are correct about the physics and repellent about everything else, which is a better position for them to occupy than superstition.&lt;br /&gt;
&lt;br /&gt;
== What this would change elsewhere ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]] Law I gains a line on how vessels form.&lt;br /&gt;
* [[Pneuma]]&#039;s lead says &amp;quot;anything holding it is alive&amp;quot;, which its own Law I contradicts. That predates this proposal and wants fixing regardless.&lt;br /&gt;
&lt;br /&gt;
Nothing else on any page changes.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Whether the four peoples are four at all, given that numbers follow from the medium. Four kinds with uneven counts is the working answer.&lt;br /&gt;
* Whether any elemental progenitor survives, and whether any surviving one holds territory. A living titan with a homeland risks the elemental-quadrant map that [[Collab session notes/2026-07-25 World foundations v0]] rejected.&lt;br /&gt;
* Where the first pure gathered, since the tale makes it the birthplace of everything fleshborn. It would be the oldest holy site in the world and it has no location yet.&lt;br /&gt;
* Whether the church is one institution or several, and whether it is imperial.&lt;br /&gt;
* How practitioners are explained, in doctrine and in fact. The tale deliberately stops short of it.&lt;br /&gt;
* Names for the elemental progenitors, and whether they are named at all. Nothing should be named before what it did is settled.&lt;br /&gt;
* Empire history remains deferred, per the 2026-07-25 session.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
* [[Celaborans]]&lt;br /&gt;
* [[The World]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=60</id>
		<title>The First Breath</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=The_First_Breath&amp;diff=60"/>
		<updated>2026-07-28T12:00:02Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: Proposal: creation myth and pantheon framework derived from Pneuma. Not settled design; feedback wanted. (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;lt;b&amp;gt;Status: proposal&amp;lt;/b&amp;gt; (2026-07-28). Not settled design. Written by Tyler with an AI; Bembi has not reviewed any of it. Feedback wanted on all of it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page proposes a creation account for the world, and a framework for its gods, built out of [[Pneuma]] rather than beside it. It adds no substance, no law and no second power source. What it proposes is where the world&#039;s pneuma came from, why it is spread unevenly, and what a god is.&lt;br /&gt;
&lt;br /&gt;
== The tale ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As commonly recited.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Legends tell that long ago, when the world was new, rivers ran, oceans churned, fires burned, and wind blew.&lt;br /&gt;
&lt;br /&gt;
But nothing lived. The rock lay bare. The sea ran empty.&lt;br /&gt;
&lt;br /&gt;
Brimstone scorched the land. Rain drowned it. Earthquakes broke it. Storms scoured it. It was a world, and it was empty.&lt;br /&gt;
&lt;br /&gt;
Then Bhrenor died, and his last breath went out of him into the world.&lt;br /&gt;
&lt;br /&gt;
It went everywhere: into the sea, into the stone, into the fire and the moving air. And everywhere it went, it lay still.&lt;br /&gt;
&lt;br /&gt;
It lay still a long while, and the world went on churning, and the churning stirred it. Where it stirred it wore a way for itself, as water wears a bed. Where the way closed and the breath came round again, something woke.&lt;br /&gt;
&lt;br /&gt;
The Stend came up out of the earth. They were many, and they were slow, and some lie where they rose to this day.&lt;br /&gt;
&lt;br /&gt;
The Equor woke far down in the water. There were few, and they were vast.&lt;br /&gt;
&lt;br /&gt;
The Hehter caught from the sun, and burned, and went out, and caught again, and their number ran past counting.&lt;br /&gt;
&lt;br /&gt;
The Aora shifted with the weather, one and then many and then one.&lt;br /&gt;
&lt;br /&gt;
From the beginning they warred, each seeking the ruin of the others, and from their warring the world took its features.&lt;br /&gt;
&lt;br /&gt;
Where fire and air went together, lightning came down. Where fire ground against earth, magma ran. Where water and air met, there was mist, and there was ice. Where water and earth mixed, there was mud.&lt;br /&gt;
&lt;br /&gt;
Where fire met water, both ended. Where earth met air, both ended. What had been bound in them came loose, and what came loose was pure, and there was less of it than had gone in. What was lost went dull, and sank into the ground, and that ground has been poor ever since.&lt;br /&gt;
&lt;br /&gt;
Where the loose breath gathered, it lay in the ground and waited.&lt;br /&gt;
&lt;br /&gt;
What woke was what grew fine enough to hold it. First the small things. Then the green things. Then beasts. And last, men, who hold the breath loose and carry it wherever they go.&lt;br /&gt;
&lt;br /&gt;
The elemental peoples did not lose a war. Everything they had was borrowed, and when the borrowed matter was spent they went out, and their strength stayed behind in the world, in the rivers and the fires and the rock, where it is still taken.&lt;br /&gt;
&lt;br /&gt;
That is the tale. We do not know that it is true. The elders tell it one way, the priests another, and the cults another still. Only this is agreed: the Age of Elements is over. Now is the Age of Men.&lt;br /&gt;
&lt;br /&gt;
== What the tale claims ==&lt;br /&gt;
&lt;br /&gt;
Every beat maps to a rule that already exists on [[Pneuma]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Line !! Claim&lt;br /&gt;
|-&lt;br /&gt;
| Bhrenor&#039;s dying breath || All the pneuma in the world came from one source, and no more is coming. The supply only moves and declines.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;everywhere it went, it lay still&amp;quot; || Pneuma lodged in matter is charged. Circulation is what makes it alive (Law I).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;wore a way for itself&amp;quot; || Vessels form by use. See below.&lt;br /&gt;
|-&lt;br /&gt;
| The four peoples || The first and largest vessels, each bound to a medium.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning, magma, mist, mud || Synergy between allied media ([[Pneuma]] § Reactions).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Where fire met water, both ended&amp;quot; || Dissonance. Yields pure, and less of it than went in (Law II).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;went dull, and sank into the ground&amp;quot; || [[Pneuma]] § Spent pneuma. The first sour and void land dates from the wars.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;grew fine enough to hold it&amp;quot; || Flesh is a later and finer vessel than any medium.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;men, who hold the breath loose&amp;quot; || Humans run on pure, which is why abilities cost pure ([[Pneuma]] § Abilities).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;their strength stayed behind ... where it is still taken&amp;quot; || Why a river or a burning fire holds anything to gather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The last row is the load-bearing one. [[Pneuma]] lists elemental sites as a source but states that media are ordinary matter holding no power of their own, which leaves no account of how a river came to hold gatherable pneuma. This tale supplies it: the world&#039;s elemental sites are the settled remains of the Age of Elements.&lt;br /&gt;
&lt;br /&gt;
=== How vessels form ===&lt;br /&gt;
&lt;br /&gt;
A vessel is a structure able to carry a current. Structures form by being used. Pneuma lodged in matter drifts as the matter moves, and matter that is moved through for long enough is worn into a channel, the way water wears a bed. When the channel closes on itself and the current comes round again, it circulates, and the thing is alive.&lt;br /&gt;
&lt;br /&gt;
Pneuma supplies the animation. Structure decides what the animation amounts to. This proposal changes neither. It states only where structure comes from.&lt;br /&gt;
&lt;br /&gt;
Three consequences:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The four peoples differ because their media differ.&#039;&#039;&#039; Earth is slow to wear and holds its shape, so the Stend are numerous, sluggish, and long-settled. Water wears vast channels, so the Equor are few and enormous. Fire&#039;s channels collapse as fast as they cut, so the Hehter are countless and brief. Air holds a channel poorly, which is why the Aora were never one thing.&lt;br /&gt;
* &#039;&#039;&#039;Elemental creatures still form.&#039;&#039;&#039; Rich ground still wears small channels. This is where the elementals in [[Pneuma]] § Sources keep coming from.&lt;br /&gt;
* &#039;&#039;&#039;Nothing that large will form again.&#039;&#039;&#039; The great channels were cut by the whole breath at full strength. Attrition leaves every age less to work with. Small things still wake; gods do not.&lt;br /&gt;
&lt;br /&gt;
If adopted, this wants one line added to [[Pneuma]] Law I.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== A god is a vessel ===&lt;br /&gt;
&lt;br /&gt;
Gods are inside the system. A god is a vessel large enough that nothing else compares, made of the same pneuma as everything else, standing in real geography. All three laws apply to it. Acting spends it. It can be drained, and it can be killed.&lt;br /&gt;
&lt;br /&gt;
The alternative, a god above the laws, was considered and rejected. It demotes the three laws to rules for mortals, gives every hard question the answer &amp;quot;a god did it&amp;quot;, and reopens the closed supply.&lt;br /&gt;
&lt;br /&gt;
=== A god has no portfolio ===&lt;br /&gt;
&lt;br /&gt;
A god is a thing, not a domain. What it is worshipped for is whatever proximity to it does. The same god can carry two contradictory theologies in two regions, with both cults correct about the physics and disagreeing about the meaning.&lt;br /&gt;
&lt;br /&gt;
=== There is no parity between elements ===&lt;br /&gt;
&lt;br /&gt;
Numbers follow from the medium, so each element&#039;s pantheon has a different shape.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Medium !! Shape of its pantheon&lt;br /&gt;
|-&lt;br /&gt;
| Earth || Numerous, ancient, mostly dormant&lt;br /&gt;
|-&lt;br /&gt;
| Water || Few, enormous, long-lived&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Mostly a graveyard, and therefore mostly rich sites&lt;br /&gt;
|-&lt;br /&gt;
| Air || Rare, poorly individuated, hard to count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Test for a proposed god ===&lt;br /&gt;
&lt;br /&gt;
A god is worth writing when it has all five of these. Without them it is a name.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;State&#039;&#039;&#039; — alive, dying, dead, or dispersed&lt;br /&gt;
* &#039;&#039;&#039;Medium&#039;&#039;&#039; — which one it is bound to, if any; hybrid and none are both allowed&lt;br /&gt;
* &#039;&#039;&#039;Body&#039;&#039;&#039; — where it physically is&lt;br /&gt;
* &#039;&#039;&#039;Signature&#039;&#039;&#039; — what proximity does to the draw rate, to sites, to dull ground&lt;br /&gt;
* &#039;&#039;&#039;Beneficiaries&#039;&#039;&#039; — who lives off it, and who was cut off&lt;br /&gt;
&lt;br /&gt;
== Bhrenor ==&lt;br /&gt;
&lt;br /&gt;
Bhrenor is the maker. He was an entity of enormous power rather than a person, and his dying breath supplied the world with all of its pneuma.&lt;br /&gt;
&lt;br /&gt;
Three things follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The supply is closed.&#039;&#039;&#039; One breath, spent once. Everything since is redistribution and Attrition. This is why the world is running down, why spent land stays spent, and why reclamation matters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every later power is derived from him.&#039;&#039;&#039; The elemental progenitors are the first division of the breath, which is why they are god-scale and why nothing since has been.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is no corpse.&#039;&#039;&#039; The giving and the dying were the same event, so nothing was left over whole. Fragments are open: pieces of the original structure, still holding what never dispersed. A fragment is matter that was built to carry a current, which makes a relic different in kind from a rich site.&lt;br /&gt;
&lt;br /&gt;
The one rule fragments need: &#039;&#039;&#039;a fragment is a battery, not a well.&#039;&#039;&#039; A fixed charge, spendable once, gone after. Whoever uses one destroys it, nothing makes more, and the count only falls. A fragment that refills is a source, and a source breaks the closed supply.&lt;br /&gt;
&lt;br /&gt;
=== The nature of the gift ===&lt;br /&gt;
&lt;br /&gt;
An entity that was not a person may not have intended anything. Whether the breath was given or merely lost is unprovable, and the three readings are the setting&#039;s main theological division.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Reading !! Position&lt;br /&gt;
|-&lt;br /&gt;
| Orthodox || Freely given. Gratitude and stewardship are owed.&lt;br /&gt;
|-&lt;br /&gt;
| Naturalist || A death, and nothing more. The morality built on it rests on an accident.&lt;br /&gt;
|-&lt;br /&gt;
| Omberin&#039;s cult || A mistake. The world should be allowed to finish dying.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Which is true is deliberately left open.&lt;br /&gt;
&lt;br /&gt;
== Omberin ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proposed. Omberin appears in the concepting notes on [[The World]] as a god or god-like force worshipped by a cult that destroys pneuma.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Pneuma]] holds that spent pneuma goes dull rather than being destroyed, so a cult that destroys pneuma is doing something else. The proposal: when the breath divided, a portion of it never circulated. It lay down at the beginning and never woke, and it spreads where nothing reclaims it. That portion is Omberin.&lt;br /&gt;
&lt;br /&gt;
Under Law I this is not alive and was never alive, so the church is correct that Omberin is no god. The cult is also correct that stillness was the original condition and everything else came after. Their aim is to complete something rather than to destroy it, and what they are actually doing is accelerating Attrition.&lt;br /&gt;
&lt;br /&gt;
== The Breath ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proposed. A faith, not a power source.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The world&#039;s physics produce an ethical crisis without help: pneuma is finite in practice, every act spends some, spent land dies, and taking pneuma from a weaker vessel works. Sacrifice is effective. A world in which that is true would produce a moral order in response, and the Breath is it.&lt;br /&gt;
&lt;br /&gt;
The doctrine follows from the laws.&lt;br /&gt;
&lt;br /&gt;
* Your pneuma is not yours. You are a vessel carrying it.&lt;br /&gt;
* Spending on yourself is loss. Spending on others keeps it in circulation.&lt;br /&gt;
* Taking another&#039;s is the one real sin, being the void&#039;s own method.&lt;br /&gt;
* Dull land is the record of what was taken.&lt;br /&gt;
&lt;br /&gt;
=== Registers ===&lt;br /&gt;
&lt;br /&gt;
The same thing has three names, in the way real religious vocabulary layers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Register !! Name !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Learned || &#039;&#039;&#039;pneuma&#039;&#039;&#039; || Scholars and practitioners&lt;br /&gt;
|-&lt;br /&gt;
| Vernacular || &#039;&#039;&#039;the Breath&#039;&#039;&#039; || Everyone&lt;br /&gt;
|-&lt;br /&gt;
| Proper || &#039;&#039;&#039;Bhrenor&#039;&#039;&#039; || The oldest surviving form of the same word&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ordinary speech: &#039;&#039;Breath keep you&#039;&#039;. &#039;&#039;By the Breath&#039;&#039;. &#039;&#039;&#039;Breathless&#039;&#039;&#039; for the spent and the damned, and &#039;&#039;the unbreathing country&#039;&#039; for the void.&lt;br /&gt;
&lt;br /&gt;
The institution keeps a formal vocabulary alongside it: &#039;&#039;&#039;caritas&#039;&#039;&#039; for the duty, and &#039;&#039;&#039;redemptio&#039;&#039;&#039; for the promise, in its literal sense of buying back.&lt;br /&gt;
&lt;br /&gt;
=== Positions ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On the titans.&#039;&#039;&#039; They were never gods, only the first pieces. The cults hold that a piece of a god is a god. Both are right about the facts.&lt;br /&gt;
* &#039;&#039;&#039;On grace.&#039;&#039;&#039; Dullness is not final. Spent pneuma has fallen, not perished, and can be returned. [[Celaborans]] leaves open whether anything besides a Celaboran can reclaim, and the church claims consecrated ground recovers. Slowly enough that belief is required.&lt;br /&gt;
* &#039;&#039;&#039;On practitioners.&#039;&#039;&#039; Practitioners spend enormous pneuma for personal power, which the doctrine condemns. This gives players a standing tension with the largest institution in the world, without either side being villainous.&lt;br /&gt;
&lt;br /&gt;
=== Saints ===&lt;br /&gt;
&lt;br /&gt;
Local holy figures, named, human, each attached to a place that behaves oddly. Saints let the heartland be densely named without adding cosmology per name.&lt;br /&gt;
&lt;br /&gt;
== Cults ==&lt;br /&gt;
&lt;br /&gt;
A cult is a settlement on a pneuma anomaly with a theology attached. [[Pneuma]] § Sources already makes drawing faster where the land is rich, so proximity to a large circulating vessel is measurable, and people would gather at one for reasons that hold up.&lt;br /&gt;
&lt;br /&gt;
Sacrifice works. Moving pneuma from small vessels into a large one is ordinary handling. Cults that practise it are correct about the physics and repellent about everything else, which is a better position for them to occupy than superstition.&lt;br /&gt;
&lt;br /&gt;
== What this would change elsewhere ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]] Law I gains a line on how vessels form.&lt;br /&gt;
* [[Pneuma]]&#039;s lead says &amp;quot;anything holding it is alive&amp;quot;, which its own Law I contradicts. That predates this proposal and wants fixing regardless.&lt;br /&gt;
&lt;br /&gt;
Nothing else on any page changes.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Whether the four peoples are four at all, given that numbers follow from the medium. Four kinds with uneven counts is the working answer.&lt;br /&gt;
* Whether any elemental progenitor survives, and whether any surviving one holds territory. A living titan with a homeland risks the elemental-quadrant map that [[Collab session notes/2026-07-25 World foundations v0]] rejected.&lt;br /&gt;
* Where the first pure gathered, since the tale makes it the birthplace of everything fleshborn. It would be the oldest holy site in the world and it has no location yet.&lt;br /&gt;
* Whether the church is one institution or several, and whether it is imperial.&lt;br /&gt;
* How practitioners are explained, in doctrine and in fact. The tale deliberately stops short of it.&lt;br /&gt;
* Names for the elemental progenitors, and whether they are named at all. Nothing should be named before what it did is settled.&lt;br /&gt;
* Empire history remains deferred, per the 2026-07-25 session.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;br /&gt;
* [[Celaborans]]&lt;br /&gt;
* [[The World]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Shape_of_the_World&amp;diff=59</id>
		<title>Shape of the World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Shape_of_the_World&amp;diff=59"/>
		<updated>2026-07-27T09:41:03Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: rewrite in plain design-note register; ocean no longer claimed as most of the world (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;lt;b&amp;gt;Status: proposal&amp;lt;/b&amp;gt; (2026-07-27). Not settled design — feedback wanted. Engineering feasibility has been assessed and isn&#039;t the bottleneck; everything else is open.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The world is a &#039;&#039;&#039;ring&#039;&#039;&#039;: sail west far enough and you arrive from the east. The world&#039;s shape is part of its lore, and nobody in the world has proven it yet.&lt;br /&gt;
&lt;br /&gt;
== Circumnavigation ==&lt;br /&gt;
&lt;br /&gt;
Circumnavigation is a goal in the game. Players provision a ship on a west coast, sail west across open ocean, and eventually make landfall on the world&#039;s eastern shore. It should take long enough to be a real expedition: something most players never complete, but every player knows is possible.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
The world is a band. East–west it closes on itself; north and south it ends. What the ends are is open:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;North&#039;&#039;&#039;: an ice sheet? permanent storms? impassable mountains?&lt;br /&gt;
* &#039;&#039;&#039;South&#039;&#039;&#039;: the rim itself, or more of the same?&lt;br /&gt;
&lt;br /&gt;
In-world, the shape is disputed. Scholars argue ring versus disc versus sphere, and maps disagree at the margins. The world isn&#039;t &#039;&#039;known&#039;&#039; to be a ring until players — or someone in the lore — manage to circumnavigate it. Whoever does it first settles the argument.&lt;br /&gt;
&lt;br /&gt;
== The ocean ==&lt;br /&gt;
&lt;br /&gt;
The stretches of the ring between landmasses are open sea. The sea can be generated procedurally and doesn&#039;t necessarily have to be created by us; we author continents and islands and add them to the ring over time. That&#039;s what makes a world this large affordable.&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t mean most of the game is ocean. Content still lives mostly on land; the sea is the space between, plus whatever repeatable content suits it (fishing grounds, shipwrecks, sea creatures, weather, uncharted islets). How much of the ring is water is a geography and travel-time decision, not an elemental-balance one — an ocean tile doesn&#039;t make Water a bigger part of the game any more than a mountain makes Earth one.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
This proposal depends on ships being real gameplay, not a teleport with a boat animation. What sailing actually is — a skill? navigation? provisioning? crew? — is open design space, and it comes first: no ships, no ring.&lt;br /&gt;
&lt;br /&gt;
It also depends on travel staying slow. If fast travel ever makes any two points seconds apart, the world&#039;s shape stops mattering in play.&lt;br /&gt;
&lt;br /&gt;
== Scale ==&lt;br /&gt;
&lt;br /&gt;
At run speed (5 tiles/second), with a hypothetical ship at twice that:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Circumference !! Nonstop run !! Nonstop sail (~2× run)&lt;br /&gt;
|-&lt;br /&gt;
| 9,000 tiles || 30 min || 15 min&lt;br /&gt;
|-&lt;br /&gt;
| 18,000 tiles || 1 h || 30 min&lt;br /&gt;
|-&lt;br /&gt;
| 36,000 tiles || 2 h || 1 h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The working recommendation is &#039;&#039;&#039;18,000–36,000 tiles&#039;&#039;&#039;: long enough that rounding the world is an expedition, short enough that players actually do it. Below roughly 3,000 tiles, players discover the wrap by accident in their first session and the world feels tiny.&lt;br /&gt;
&lt;br /&gt;
Two properties of a ring worth noting: no destination is ever farther than half the circumference, and there are always two routes to anywhere (east-about or west-about).&lt;br /&gt;
&lt;br /&gt;
== Cost and timing ==&lt;br /&gt;
&lt;br /&gt;
Assessed 2026-07-27. Converting the world to an east–west ring is a moderate amount of engineering, and it can be added later without resetting or migrating the existing world — nothing is blocked or thrown away by deferring it.&lt;br /&gt;
&lt;br /&gt;
A true sphere was considered and rejected: a square tile grid can&#039;t cover a sphere, the renderer assumes flat ground, and at any playable scale the curvature would be invisible anyway, so a ring plays identically.&lt;br /&gt;
&lt;br /&gt;
Sequencing: keep building the world as-is; ships as their own initiative; the ring after that. The one thing worth deciding early is the lore — if the world is a ring, geography and stories written now shouldn&#039;t contradict it.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Does a ring fit the world&#039;s story? Ring vs. disc vs. something else?&lt;br /&gt;
* What are the north and south ends?&lt;br /&gt;
* Where does the existing landmass sit on the ring, and what&#039;s on the opposite side?&lt;br /&gt;
* What is sailing, as gameplay?&lt;br /&gt;
* How does the shape dispute show up in-world — books, NPCs, a questline?&lt;br /&gt;
* Does the 18–36k circumference band feel right, given how the world should feel to cross on foot?&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Shape_of_the_World&amp;diff=58</id>
		<title>Shape of the World</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Shape_of_the_World&amp;diff=58"/>
		<updated>2026-07-27T09:30:43Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: pitch: ring-world circumnavigation (proposal, not settled design) (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;lt;b&amp;gt;Status: proposal&amp;lt;/b&amp;gt; (2026-07-27). Nothing here is settled design — this page exists to be argued with. Engineering feasibility has been assessed and is not the bottleneck; everything else is open.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The world is a &#039;&#039;&#039;ring&#039;&#039;&#039;: sail west far enough and you return from the east. It is not a globe and does not pretend to be one — the world&#039;s shape is a fact of its cosmology, and one that nobody living has proven.&lt;br /&gt;
&lt;br /&gt;
== The pitch ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circumnavigation as content.&#039;&#039;&#039; A player stands at a west-coast dock, provisions a ship, and sails west into open ocean. Hours later — if the voyage holds — they make landfall on the world&#039;s eastern shore. This is the medieval-explorer fantasy: not teleporting, not fast-travel, but a genuine expedition that most players will never complete and every player knows is possible.&lt;br /&gt;
&lt;br /&gt;
Almost no game in this genre has an honest wrapping world. The ones that feel like planets fake it; ours would simply &#039;&#039;be&#039;&#039; a ring, and own it.&lt;br /&gt;
&lt;br /&gt;
== The cosmology ==&lt;br /&gt;
&lt;br /&gt;
The world is a band — call it a ring, a hoop, a girdle. East–west, it closes on itself. North and south, it ends.&lt;br /&gt;
&lt;br /&gt;
What the ends look like is an open flavor decision, and a rich one:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The north&#039;&#039;&#039;: an impassable ice sheet? A wall of storms? Mountains no pass crosses?&lt;br /&gt;
* &#039;&#039;&#039;The south&#039;&#039;&#039;: the rim itself — an edge the sea pours over? Or just more ice?&lt;br /&gt;
&lt;br /&gt;
In-world, the shape is &#039;&#039;disputed&#039;&#039;. Scholars argue ring versus disc versus sphere; sailors have opinions; maps disagree at the margins and decorate their ignorance with serpents. The first circumnavigation doesn&#039;t just cross the world — it settles the argument. That voyage is lore the players themselves get to write.&lt;br /&gt;
&lt;br /&gt;
== The ocean ==&lt;br /&gt;
&lt;br /&gt;
Most of the ring is open sea. This is what makes the whole idea affordable: &#039;&#039;&#039;land interrupts ocean, not the other way around&#039;&#039;&#039;. The sea needs no authoring — it simply exists wherever nothing else does — and continents, islands, and archipelagos get seeded into it over years.&lt;br /&gt;
&lt;br /&gt;
Open ocean is also a natural home for procedural and repeatable content: weather, currents, fishing grounds, shipwrecks, sea creatures, uncharted islets. None of that is designed yet; the point is that the canvas is enormous and costs nothing.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
Circumnavigation is a voyage, so this whole proposal is &#039;&#039;&#039;gated on ships existing as real content&#039;&#039;&#039; — not a teleport with a boat animation, but sailing you actually do. What that means (a sailing skill? navigation? provisioning and spoilage? crew?) is entirely open design space, and it is the prerequisite: no ships, no ring.&lt;br /&gt;
&lt;br /&gt;
The second gate: &#039;&#039;&#039;travel must stay slow&#039;&#039;&#039;. The ring only means something if distance does. If fast-travel ever makes any two points seconds apart, the world&#039;s shape becomes a trivia fact nobody experiences.&lt;br /&gt;
&lt;br /&gt;
== Scale ==&lt;br /&gt;
&lt;br /&gt;
At run speed (5 tiles/second), with a hypothetical ship at twice that:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Circumference !! Nonstop run !! Nonstop sail (~2× run)&lt;br /&gt;
|-&lt;br /&gt;
| 9,000 tiles || 30 min || 15 min&lt;br /&gt;
|-&lt;br /&gt;
| 18,000 tiles || 1 h || 30 min&lt;br /&gt;
|-&lt;br /&gt;
| 36,000 tiles || 2 h || 1 h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The working recommendation is the &#039;&#039;&#039;18,000–36,000 tile band&#039;&#039;&#039;: big enough that rounding the world is an expedition, small enough that real players actually do it. Below roughly 3,000 tiles the wrap is discovered by accident in a first session and the world reads as a toy.&lt;br /&gt;
&lt;br /&gt;
A ring also flatters its own size: no destination is ever farther than half the circumference, and there are always two routes — east-about or west-about. The world feels &#039;&#039;complete&#039;&#039; rather than walled.&lt;br /&gt;
&lt;br /&gt;
== Cost and timing ==&lt;br /&gt;
&lt;br /&gt;
Engineering assessment (2026-07-27): converting the world to an east–west ring is tractable — the map code is already well-factored for it — and, importantly, &#039;&#039;&#039;it can be bolted on later without resetting or migrating the existing world&#039;&#039;&#039;. Nothing about today&#039;s map, the live server, or near-term content is blocked or made throwaway by deferring this. A true sphere was assessed and rejected: topologically hostile to a square tile grid, a rewrite of the renderer, and — since the curvature would be invisible at any playable scale — indistinguishable from a ring in actual play.&lt;br /&gt;
&lt;br /&gt;
So the sequencing is: keep building the world as-is → ships, someday, as their own initiative → the ring lands as part of an &amp;quot;age of sail,&amp;quot; with the cosmology already written into the world so the geography was never pretending otherwise.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Does the ring cosmology fit the world&#039;s story as it exists in your head? Ring vs. disc vs. something stranger?&lt;br /&gt;
* What are the north and south ends?&lt;br /&gt;
* Where does the existing landmass sit on the ring — and what&#039;s at its antipode?&lt;br /&gt;
* What is sailing, as gameplay?&lt;br /&gt;
* How should the in-world shape dispute surface — books, NPCs, a questline, a Celaboran opinion?&lt;br /&gt;
* Circumference: does the 18–36k band feel right, given how the world should feel to cross on foot?&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-07-26_Pneuma,_life,_and_Celaborans&amp;diff=57</id>
		<title>Collab session notes/2026-07-26 Pneuma, life, and Celaborans</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-07-26_Pneuma,_life,_and_Celaborans&amp;diff=57"/>
		<updated>2026-07-26T03:32:36Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat: publish session notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Synthesized by an AI from a live Tyler ↔ Bembi design conversation on 2026-07-26. A record of what was discussed, not settled design — session notes, not canon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Session goal: untangle pneuma from elements, settle what &amp;quot;alive&amp;quot; means, and work out what Celaborans are. Three decisions landed and were written to [[Pneuma]] and [[Celaborans]].&lt;br /&gt;
&lt;br /&gt;
== Decisions ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Pneuma and elements: the &amp;quot;bound pneuma&amp;quot; model ===&lt;br /&gt;
&lt;br /&gt;
Pneuma is &#039;&#039;&#039;one substance&#039;&#039;&#039; and is always pure. There is no elemental pneuma.&lt;br /&gt;
&lt;br /&gt;
Elements — fire, air, water, earth — are &#039;&#039;&#039;media&#039;&#039;&#039;: ordinary matter, not alive. Pneuma can be lodged into a medium (&#039;&#039;binding&#039;&#039;) and drawn back out (&#039;&#039;unbinding&#039;&#039;). &amp;quot;Fire pneuma&amp;quot; is shorthand for pneuma bound in a fire medium, not a kind of pneuma.&lt;br /&gt;
&lt;br /&gt;
* Synergy and dissonance are properties of the &#039;&#039;&#039;media&#039;&#039;&#039;, not of the pneuma. Allied media merge; opposed media destroy each other and release their pneuma as pure.&lt;br /&gt;
* Affinity is how cheaply a given caster binds to a given medium.&lt;br /&gt;
&lt;br /&gt;
This changed &#039;&#039;&#039;no mechanics&#039;&#039;&#039;. The pool was already pure-only, attrition already applied in both directions, and dissonance already yielded pure-but-less. The affinity model from the 2026-07-22 session is untouched. What changed is that the existing rules now mean something consistent.&lt;br /&gt;
&lt;br /&gt;
Rejected: keeping the old five-forms model (the source of the confusion), and dropping typed goods entirely (would have thrown away the four-way economy and made dissonance a metaphor).&lt;br /&gt;
&lt;br /&gt;
=== 2. Life: pneuma plus a vessel ===&lt;br /&gt;
&lt;br /&gt;
The page previously said both &amp;quot;anything holding pneuma is alive&amp;quot; and &amp;quot;typed pneuma is the primary market good&amp;quot;. Taken together, a bank tab of fire pneuma was a bank tab of living things. That contradiction predated this session; the bound-pneuma model just made it unavoidable.&lt;br /&gt;
&lt;br /&gt;
Resolution: &#039;&#039;&#039;pneuma animates only when it circulates through a vessel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Pneuma !! Vessel !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Ember in a bag || yes || none || Charged matter — inert, tradable, safe&lt;br /&gt;
|-&lt;br /&gt;
| Campfire || no || none || Plain matter&lt;br /&gt;
|-&lt;br /&gt;
| Fire elemental || yes || yes || Alive — moves, wants things&lt;br /&gt;
|-&lt;br /&gt;
| Corpse || no || decaying || Dead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Binding is not animating. Law I gains one word: anything holding &#039;&#039;&#039;circulating&#039;&#039;&#039; pneuma is alive.&lt;br /&gt;
&lt;br /&gt;
This also answers &amp;quot;at what point does it move, think, talk?&amp;quot; without an arbitrary line: &#039;&#039;&#039;the vessel decides, not the pneuma.&#039;&#039;&#039; Pneuma supplies animation; structure decides what that animation can do. Same current, different circuit. More pneuma in a simple vessel makes it stronger, not smarter — which is why a mountain saturated with pneuma is scenery and a cart-sized golem is a threat.&lt;br /&gt;
&lt;br /&gt;
=== 3. Celaborans are reclaimers ===&lt;br /&gt;
&lt;br /&gt;
Established going in: tree men, they live in Celaboran Forest, they don&#039;t eat food.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tree&amp;quot; already decides a lot — they absorb rather than eat, they are place-bound (hence a forest and no diaspora), they are slow and long-lived, and cutting one off from pneuma should mean dormancy rather than starvation.&lt;br /&gt;
&lt;br /&gt;
The rule added is one line: &#039;&#039;&#039;spent pneuma goes dull and settles into the land, and Celaborans reclaim it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The framing that got us there: somewhere being overgrown by Celaborans should read like somewhere being abandoned and reclaimed by nature. Groves grow thickest where a lot has happened — battlefields, ruins, old workings. They are not hostile; they arrive after.&lt;br /&gt;
&lt;br /&gt;
Consequences taken:&lt;br /&gt;
* &#039;&#039;&#039;The void&#039;&#039;&#039; is spent land that nothing ever reclaimed. Not evil, just exhausted. Nothing circulates there, so nothing lives there.&lt;br /&gt;
* &#039;&#039;&#039;Celaboran Forest is old because a lot happened there.&#039;&#039;&#039;&lt;br /&gt;
* Bodies now &#039;&#039;&#039;draw from ambient&#039;&#039;&#039; pneuma rather than generating it from nothing, so reclamation matters and regeneration varies by place.&lt;br /&gt;
&lt;br /&gt;
An earlier and more elaborate version of this — Celaborans as the world&#039;s lungs, inhaling residue and exhaling clean pneuma, with everyone&#039;s magic depending on them — was deliberately &#039;&#039;&#039;not&#039;&#039;&#039; adopted. It required a conservation law and a global pneuma budget, and the session judged it more machinery than the world needs. Reclamation gets the same imagery for one line of rules.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Do Celaborans self-generate pneuma?&#039;&#039;&#039; Two live options: a &#039;&#039;deficit&#039;&#039; model (they generate like everyone, but a part-bound body costs more to run, so they feed the way a large animal eats more) or &#039;&#039;absence&#039;&#039; (they generate nothing and are wholly dependent on what they reclaim, putting them close to elementals). Deficit keeps regeneration a universal rule; absence needs an exception written into [[Pneuma]] § Sources.&lt;br /&gt;
* &#039;&#039;&#039;Can a Celaboran leave the forest?&#039;&#039;&#039; Turns partly on the above.&lt;br /&gt;
* &#039;&#039;&#039;Elemental hybrids.&#039;&#039;&#039; Parked with a working answer: hybrids are &#039;&#039;&#039;media&#039;&#039;&#039; combining — lightning is a medium, magma is a medium. Pneuma does not hybridise, it is bound into a hybrid medium. Not developed further.&lt;br /&gt;
* &#039;&#039;&#039;Naming of bound pneuma as an item.&#039;&#039;&#039; Options floated were keeping &amp;quot;fire pneuma&amp;quot; as shorthand, explicit &amp;quot;Bound Fire&amp;quot;, or physical nouns per medium (Ember, Gust, Droplet, Shard). Set aside as not blocking world-building.&lt;br /&gt;
* &#039;&#039;&#039;Wording cleanup on [[Pneuma]].&#039;&#039;&#039; § Key terms still says &amp;quot;converting pneuma between pure and elemental&amp;quot;, § Physical form still says &amp;quot;typed pneuma&amp;quot;, § Casting still says &amp;quot;convert&amp;quot;. No decisions in these — they can be swept alongside the naming question.&lt;br /&gt;
* &#039;&#039;&#039;Mixed peoples&#039;&#039;&#039; (half-human, half-Celaboran) were raised as a separate sense of &amp;quot;hybrid&amp;quot; and not taken up.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Celaborans had no wiki page before this session and appeared only in a page marked not canon. [[Celaborans]] now exists, holding what is settled plus the open questions above.&lt;br /&gt;
* A world-generation axis suggested by the model, not yet adopted: where a people&#039;s pneuma comes from — humans self-sufficient and portable, Celaborans rooted and reclaiming, elementals wholly borrowed and dispersing when drained.&lt;br /&gt;
&lt;br /&gt;
[[Category:Collab session notes]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Celaborans&amp;diff=56</id>
		<title>Celaborans</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Celaborans&amp;diff=56"/>
		<updated>2026-07-26T03:31:02Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat (approved by Tyler): First page for the Celaborans: tree people who reclaim spent pneuma, per this session&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Celaborans&#039;&#039;&#039; are a people of living trees. They are native to &#039;&#039;&#039;Celaboran Forest&#039;&#039;&#039;, which is named for them.&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
&lt;br /&gt;
Celaborans do not eat. They &#039;&#039;&#039;reclaim&#039;&#039;&#039;: they draw in dull, spent [[Pneuma#Spent pneuma|pneuma]] left behind by casting, dying and dissonance, and return it to use.&lt;br /&gt;
&lt;br /&gt;
This makes them scavengers in the sense that nature is a scavenger. A place overgrown by Celaborans is a place that has been abandoned and taken back. They gather where things have ended — battlefields, ruins, worked-out sites — because that is where the spent pneuma is.&lt;br /&gt;
&lt;br /&gt;
They are not hostile to the living and do not hunt. They arrive afterward.&lt;br /&gt;
&lt;br /&gt;
== Elemental alignment ==&lt;br /&gt;
&lt;br /&gt;
Celaborans are associated with &#039;&#039;&#039;earth&#039;&#039;&#039; and &#039;&#039;&#039;water&#039;&#039;&#039;, the two media a tree lives between. How literal this is — cultural, or their bodies partly bound to those media — is unsettled.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* Do Celaborans generate any pneuma of their own, or only reclaim? Considered and deliberately left open.&lt;br /&gt;
* Are they place-bound, and can a Celaboran leave the forest?&lt;br /&gt;
* What happens to one cut off from spent pneuma — death, or dormancy?&lt;br /&gt;
* Lifespan, speed, memory.&lt;br /&gt;
* Whether groves are world-critical infrastructure (a region&#039;s magic depending on them) or simply one people among others.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pneuma]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=55</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=55"/>
		<updated>2026-07-26T03:30:09Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat (approved by Tyler): Sources: bodies draw from ambient rather than create from nothing; add spent pneuma and reclamation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one form: &#039;&#039;&#039;pure&#039;&#039;&#039;. There is no such thing as elemental pneuma.&lt;br /&gt;
&lt;br /&gt;
What is elemental is matter. A &#039;&#039;&#039;medium&#039;&#039;&#039; is elemental matter — fire, air, water, or earth. Media are ordinary stuff. They are not alive and hold no power of their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binding&#039;&#039;&#039; lodges pneuma into a medium. Bound pneuma is what gets gathered, condensed, traded and spent. &amp;quot;Fire pneuma&amp;quot; is everyday shorthand for pneuma bound in a fire medium, not a separate kind of pneuma.&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four media on a square. Each edge joins two that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]&lt;br /&gt;
The four media stand in fixed relation to one another:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; — two media that share a quality (adjacent on the square). Every medium has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039; — the two media that share no quality (diagonal). Every medium has exactly one enemy.&lt;br /&gt;
&lt;br /&gt;
These relations belong to the media, not to the pneuma bound in them. Synergy and dissonance are things fire and water do to each other; the pneuma is only along for the ride.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Combine into a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Cancel into pure (less than went in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
There are three simple laws which describe the rules of how pneuma works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma is life, but only when it moves. Pneuma circulating through a &#039;&#039;&#039;vessel&#039;&#039;&#039; — a structure able to carry it — is alive. Pneuma merely lodged in matter is &#039;&#039;charged&#039;&#039;, not alive: it sits inert, and can be carried, stored and traded safely. Fill a vessel and it wakes; drain it and it goes still.&lt;br /&gt;
&lt;br /&gt;
What a living thing can &#039;&#039;do&#039;&#039; is decided by its vessel, not by its pneuma. Pneuma supplies animation; structure decides what that animation amounts to. The same pneuma glows in a stone and thinks in a person. More pneuma in a simple vessel makes it stronger, not cleverer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Shaping has a cost. Any time pneuma is bound into a medium or released from one, or two enemy media annihilate each other, part of it is spent. Only carrying and storing it are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Media favor those with an affinity for them. Affinity grows by spending that medium (casting or exertion). The higher the affinity, the less each binding loses to Attrition.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: converting pneuma between pure and elemental, either direction. Always costs (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one&#039;s pneuma reserves.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: the act of transferring one&#039;s pneuma reserves into physical elemental pneuma for later consumption.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows by spending that element (Law III).&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: a single spell&#039;s accumulated experience. Affinity for an element is the sum of mastery across its spells.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.&lt;br /&gt;
* &#039;&#039;&#039;Consumables.&#039;&#039;&#039; Pneuma can be condensed into physical form, which can be consumed to yield its power. Both pure and elemental pneuma can be condensed.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; A body slowly refills its own reserve by drawing on the pneuma around it (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market. Because it is drawn rather than created, this is faster where the land is rich and poor where it is spent.&lt;br /&gt;
&lt;br /&gt;
=== Spent pneuma ===&lt;br /&gt;
&lt;br /&gt;
What Attrition takes (Law II) is not destroyed. It goes &#039;&#039;&#039;dull&#039;&#039;&#039; — still present, no longer usable — and settles into the ground where it was spent. Battlefields, ruins and long-worked sites are thick with it.&lt;br /&gt;
&lt;br /&gt;
Dull pneuma can be &#039;&#039;&#039;reclaimed&#039;&#039;&#039; and returned to use. [[Celaborans]] do this; whether anything else can is unsettled. Land that is heavily spent and never reclaimed goes sour, and land beyond that is &#039;&#039;&#039;void&#039;&#039;&#039; — nothing living draws anything from it.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each living creature has an unbounded reserve of &#039;&#039;&#039;pure&#039;&#039;&#039; pneuma.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing pneuma into physical form.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to cast spells. Each spell draws a specific kind of pneuma: pure or elemental. Since creatures only have a pool of pure pneuma, to cast elemental spells, they must convert it. This conversion is more or less efficient based on one&#039;s affinity with that element (Law III), and is never lossless (Law II). Each spell has an associated mastery which governs how powerful that spell&#039;s effect is.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one&#039;s pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.&lt;br /&gt;
&lt;br /&gt;
Affinity governs how cheap it is to convert back and forth between pure pneuma and elemental (to cast it, or condense it).&lt;br /&gt;
&lt;br /&gt;
Just like living creatures have affinity, elements have affinities too: allies and enemies. An element&#039;s ally can be combined to create powerful hybrid spells, and growing one&#039;s affinity in an element does not hinder one&#039;s ability to grow their affinity in an allied element. This effect is called &#039;&#039;&#039;synergy&#039;&#039;&#039;. An element&#039;s opposite destroys or negates it, and growing one&#039;s affinity in an opposing element is more difficult. This effect is called &#039;&#039;&#039;dissonance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to how affinity works, a spellcaster is naturally inclined to pick a particular element and stick to it. Due to how synergy and dissonance work, a spellcaster who wishes to grow their affinity in multiple elements will likely pick an ally of their first chosen element. Since each element has an enemy, and each ally is an enemy of each other (e.g. fire has allies air and earth, which are both opposites), players will typically pick an element pairing according to a shared quality (hot/cold/wet/dry), and hybridize. As one grows their mastery, it is eventually possible to become a master of all four elements, despite how dissonance works.&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
Physical pneuma comes in two forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Typed pneuma&#039;&#039;&#039;: dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.&lt;br /&gt;
* &#039;&#039;&#039;Pure pneuma&#039;&#039;&#039;: dropped in very small amounts from slain elementless creatures, or created by annihilating elemental pneuma of opposite types. This is a luxury resource which is much harder to come by in large quantities.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=54</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=54"/>
		<updated>2026-07-26T02:58:51Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat (approved by Bembi): Law I: life requires pneuma circulating through a vessel, not merely held — resolves traded pneuma items counting as alive. Law II reworded for binding.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one form: &#039;&#039;&#039;pure&#039;&#039;&#039;. There is no such thing as elemental pneuma.&lt;br /&gt;
&lt;br /&gt;
What is elemental is matter. A &#039;&#039;&#039;medium&#039;&#039;&#039; is elemental matter — fire, air, water, or earth. Media are ordinary stuff. They are not alive and hold no power of their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binding&#039;&#039;&#039; lodges pneuma into a medium. Bound pneuma is what gets gathered, condensed, traded and spent. &amp;quot;Fire pneuma&amp;quot; is everyday shorthand for pneuma bound in a fire medium, not a separate kind of pneuma.&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four media on a square. Each edge joins two that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]&lt;br /&gt;
The four media stand in fixed relation to one another:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; — two media that share a quality (adjacent on the square). Every medium has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039; — the two media that share no quality (diagonal). Every medium has exactly one enemy.&lt;br /&gt;
&lt;br /&gt;
These relations belong to the media, not to the pneuma bound in them. Synergy and dissonance are things fire and water do to each other; the pneuma is only along for the ride.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Combine into a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Cancel into pure (less than went in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
There are three simple laws which describe the rules of how pneuma works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma is life, but only when it moves. Pneuma circulating through a &#039;&#039;&#039;vessel&#039;&#039;&#039; — a structure able to carry it — is alive. Pneuma merely lodged in matter is &#039;&#039;charged&#039;&#039;, not alive: it sits inert, and can be carried, stored and traded safely. Fill a vessel and it wakes; drain it and it goes still.&lt;br /&gt;
&lt;br /&gt;
What a living thing can &#039;&#039;do&#039;&#039; is decided by its vessel, not by its pneuma. Pneuma supplies animation; structure decides what that animation amounts to. The same pneuma glows in a stone and thinks in a person. More pneuma in a simple vessel makes it stronger, not cleverer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Shaping has a cost. Any time pneuma is bound into a medium or released from one, or two enemy media annihilate each other, part of it is spent. Only carrying and storing it are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Media favor those with an affinity for them. Affinity grows by spending that medium (casting or exertion). The higher the affinity, the less each binding loses to Attrition.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: converting pneuma between pure and elemental, either direction. Always costs (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one&#039;s pneuma reserves.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: the act of transferring one&#039;s pneuma reserves into physical elemental pneuma for later consumption.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows by spending that element (Law III).&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: a single spell&#039;s accumulated experience. Affinity for an element is the sum of mastery across its spells.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.&lt;br /&gt;
* &#039;&#039;&#039;Consumables.&#039;&#039;&#039; Pneuma can be condensed into physical form, which can be consumed to yield its power. Both pure and elemental pneuma can be condensed.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; Every body slowly regenerates their pure pneuma (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each living creature has an unbounded reserve of &#039;&#039;&#039;pure&#039;&#039;&#039; pneuma.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing pneuma into physical form.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to cast spells. Each spell draws a specific kind of pneuma: pure or elemental. Since creatures only have a pool of pure pneuma, to cast elemental spells, they must convert it. This conversion is more or less efficient based on one&#039;s affinity with that element (Law III), and is never lossless (Law II). Each spell has an associated mastery which governs how powerful that spell&#039;s effect is.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one&#039;s pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.&lt;br /&gt;
&lt;br /&gt;
Affinity governs how cheap it is to convert back and forth between pure pneuma and elemental (to cast it, or condense it).&lt;br /&gt;
&lt;br /&gt;
Just like living creatures have affinity, elements have affinities too: allies and enemies. An element&#039;s ally can be combined to create powerful hybrid spells, and growing one&#039;s affinity in an element does not hinder one&#039;s ability to grow their affinity in an allied element. This effect is called &#039;&#039;&#039;synergy&#039;&#039;&#039;. An element&#039;s opposite destroys or negates it, and growing one&#039;s affinity in an opposing element is more difficult. This effect is called &#039;&#039;&#039;dissonance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to how affinity works, a spellcaster is naturally inclined to pick a particular element and stick to it. Due to how synergy and dissonance work, a spellcaster who wishes to grow their affinity in multiple elements will likely pick an ally of their first chosen element. Since each element has an enemy, and each ally is an enemy of each other (e.g. fire has allies air and earth, which are both opposites), players will typically pick an element pairing according to a shared quality (hot/cold/wet/dry), and hybridize. As one grows their mastery, it is eventually possible to become a master of all four elements, despite how dissonance works.&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
Physical pneuma comes in two forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Typed pneuma&#039;&#039;&#039;: dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.&lt;br /&gt;
* &#039;&#039;&#039;Pure pneuma&#039;&#039;&#039;: dropped in very small amounts from slain elementless creatures, or created by annihilating elemental pneuma of opposite types. This is a luxury resource which is much harder to come by in large quantities.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=53</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=53"/>
		<updated>2026-07-26T02:58:03Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat (approved by Bembi): Adopt bound-pneuma model: pneuma has one form; elements are media that pneuma binds into. Replaces &amp;quot;one pure form and four elemental forms&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one form: &#039;&#039;&#039;pure&#039;&#039;&#039;. There is no such thing as elemental pneuma.&lt;br /&gt;
&lt;br /&gt;
What is elemental is matter. A &#039;&#039;&#039;medium&#039;&#039;&#039; is elemental matter — fire, air, water, or earth. Media are ordinary stuff. They are not alive and hold no power of their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binding&#039;&#039;&#039; lodges pneuma into a medium. Bound pneuma is what gets gathered, condensed, traded and spent. &amp;quot;Fire pneuma&amp;quot; is everyday shorthand for pneuma bound in a fire medium, not a separate kind of pneuma.&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four media on a square. Each edge joins two that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]&lt;br /&gt;
The four media stand in fixed relation to one another:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; — two media that share a quality (adjacent on the square). Every medium has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039; — the two media that share no quality (diagonal). Every medium has exactly one enemy.&lt;br /&gt;
&lt;br /&gt;
These relations belong to the media, not to the pneuma bound in them. Synergy and dissonance are things fire and water do to each other; the pneuma is only along for the ride.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Combine into a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Cancel into pure (less than went in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
There are three simple laws which describe the rules of how pneuma works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma is life. Anything holding pneuma is alive; anything alive holds pneuma. Fill a lifeless thing with pneuma and it wakes; drain it and it goes still.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Shaping has a cost. Any time pneuma is converted between pure and elemental, or two enemies annihilate one other, part of it is spent. Only carrying and storing it are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Elements favor those with an affinity for it. Affinity grows by spending that element (casting or exertion). The higher the affinity, the less each conversion loses to Attrition.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: converting pneuma between pure and elemental, either direction. Always costs (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one&#039;s pneuma reserves.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: the act of transferring one&#039;s pneuma reserves into physical elemental pneuma for later consumption.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows by spending that element (Law III).&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: a single spell&#039;s accumulated experience. Affinity for an element is the sum of mastery across its spells.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.&lt;br /&gt;
* &#039;&#039;&#039;Consumables.&#039;&#039;&#039; Pneuma can be condensed into physical form, which can be consumed to yield its power. Both pure and elemental pneuma can be condensed.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; Every body slowly regenerates their pure pneuma (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each living creature has an unbounded reserve of &#039;&#039;&#039;pure&#039;&#039;&#039; pneuma.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing pneuma into physical form.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to cast spells. Each spell draws a specific kind of pneuma: pure or elemental. Since creatures only have a pool of pure pneuma, to cast elemental spells, they must convert it. This conversion is more or less efficient based on one&#039;s affinity with that element (Law III), and is never lossless (Law II). Each spell has an associated mastery which governs how powerful that spell&#039;s effect is.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one&#039;s pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.&lt;br /&gt;
&lt;br /&gt;
Affinity governs how cheap it is to convert back and forth between pure pneuma and elemental (to cast it, or condense it).&lt;br /&gt;
&lt;br /&gt;
Just like living creatures have affinity, elements have affinities too: allies and enemies. An element&#039;s ally can be combined to create powerful hybrid spells, and growing one&#039;s affinity in an element does not hinder one&#039;s ability to grow their affinity in an allied element. This effect is called &#039;&#039;&#039;synergy&#039;&#039;&#039;. An element&#039;s opposite destroys or negates it, and growing one&#039;s affinity in an opposing element is more difficult. This effect is called &#039;&#039;&#039;dissonance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to how affinity works, a spellcaster is naturally inclined to pick a particular element and stick to it. Due to how synergy and dissonance work, a spellcaster who wishes to grow their affinity in multiple elements will likely pick an ally of their first chosen element. Since each element has an enemy, and each ally is an enemy of each other (e.g. fire has allies air and earth, which are both opposites), players will typically pick an element pairing according to a shared quality (hot/cold/wet/dry), and hybridize. As one grows their mastery, it is eventually possible to become a master of all four elements, despite how dissonance works.&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
Physical pneuma comes in two forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Typed pneuma&#039;&#039;&#039;: dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.&lt;br /&gt;
* &#039;&#039;&#039;Pure pneuma&#039;&#039;&#039;: dropped in very small amounts from slain elementless creatures, or created by annihilating elemental pneuma of opposite types. This is a luxury resource which is much harder to come by in large quantities.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-07-25_World_foundations_v0&amp;diff=51</id>
		<title>Collab session notes/2026-07-25 World foundations v0</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-07-25_World_foundations_v0&amp;diff=51"/>
		<updated>2026-07-25T02:13:42Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat: publish session notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Synthesized by an AI from a live Tyler ↔ Bembi design conversation on 2026-07-25. A record of what was discussed, not settled design — session notes, not canon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page captures the first pass at BTScape&#039;s world design: the setting backbone, the reasoning behind it, and the questions still open. It is a starting seed, not settled canon — history and detail are deliberately deferred.&lt;br /&gt;
&lt;br /&gt;
== Approach ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Build order:&#039;&#039;&#039; a light top-down sketch (this page) to keep things cohesive, then build &#039;&#039;&#039;bottom-up&#039;&#039;&#039;, one region at a time starting from the player&#039;s first area.&lt;br /&gt;
* &#039;&#039;&#039;Tone:&#039;&#039;&#039; low-to-mid fantasy. Not high fantasy, and explicitly &#039;&#039;&#039;not generic fantasy&#039;&#039;&#039;. Familiar tropes may serve as a template for an original idea but never appear as the thing itself.&lt;br /&gt;
* &#039;&#039;&#039;Guiding principle:&#039;&#039;&#039; the world is a delivery vehicle for what players do. Lore serves the map, not the reverse. Cohesion comes from every region answering to the same underlying system ([[Pneuma]]) rather than from a pre-drawn master map.&lt;br /&gt;
&lt;br /&gt;
== Setting backbone (v0 canon) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Piece !! Decision&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pneuma&#039;&#039;&#039; || Life-energy; a real, harvestable resource. Everyone alive has it and regenerates it passively, so it is &#039;&#039;&#039;not&#039;&#039;&#039; food/water — nobody starves without a nearby source. Only rare &#039;&#039;&#039;practitioners&#039;&#039;&#039; can &#039;&#039;shape&#039;&#039; it (absorb, condense, use abilities). &#039;&#039;&#039;Players are practitioners&#039;&#039;&#039;; ordinary people are not.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elements&#039;&#039;&#039; || Emerge from real terrain and climate (a volcano is fire, a marsh is mud, a storm-coast is lightning). Never painted onto a zone as a theme. No zone is labelled with an element — you simply notice it near the relevant terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;World shape&#039;&#039;&#039; || A fading &#039;&#039;&#039;pneuma-empire&#039;&#039;&#039;. A gradient runs from a governed, settled &#039;&#039;&#039;heartland&#039;&#039;&#039; → a contested &#039;&#039;&#039;middle&#039;&#039;&#039; (breakaway lords) → a &#039;&#039;&#039;wild edge&#039;&#039;&#039; (unclaimed, rich, dangerous). Wildness and difficulty rise together as you travel outward. Mostly wild overall, with real settled places scattered through it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Power&#039;&#039;&#039; || Organized around control of pneuma &#039;&#039;&#039;sites&#039;&#039;&#039; (like mines or wells — economically valuable, not survival-critical). The empire&#039;s grip on the taps weakens outward; local lords seize sites in the vacuum.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empire&#039;&#039;&#039; || &amp;quot;Indifferent Rome&amp;quot;: genuine past benefits (protection, upkeep) now failing, so popular loyalty fails with them. Most people are indifferent; some for, some against. No region has to declare — each has a local attitude.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Starter&#039;&#039;&#039; || A calm working village with a small market at its heart, deep in the still-held heartland. Teaches &#039;&#039;do the work&#039;&#039; (gather/condense) and &#039;&#039;trade the work&#039;&#039; (market). One modest nearby pneuma site is the adventuring hook, not the reason the village exists.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Peoples of the world ==&lt;br /&gt;
&lt;br /&gt;
Humans plus a small, deliberate set of &#039;&#039;&#039;invented&#039;&#039;&#039; peoples. No elves/dwarves/orcs as such.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design rule:&#039;&#039;&#039; every people is a different &#039;&#039;relationship to pneuma&#039;&#039;, not a different costume. If a people has no distinct pneuma-relationship, it is just a hat and should be cut.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Humans&#039;&#039;&#039; — have pneuma, regenerate it passively, mostly cannot shape it. The ordinary baseline; the empire is theirs.&lt;br /&gt;
* &#039;&#039;&#039;Celaborans&#039;&#039;&#039; — ent-/tree-like wood-folk. Proposed distinct trait: unlike humans they do &#039;&#039;&#039;not&#039;&#039;&#039; regenerate pneuma passively; they must &#039;&#039;draw&#039;&#039; it from living land to survive, like a tree drawing water. Consequences: forest-bound, cluster in rich living pneuma-forests, grow their dwellings (growing = living for them), and revile draining ([[Pneuma]] Law I — drain it and it goes still — reads to them as killing the land). Their way of life grates naturally against the human pneuma-economy, giving conflict without a cartoon war. They also blur the &amp;quot;only rare practitioners shape pneuma&amp;quot; line, which should make them feel slightly uncanny to humans.&lt;br /&gt;
* Room for 1–2 more later, each earning its place the same way.&lt;br /&gt;
&lt;br /&gt;
== Why these choices ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pneuma as the unifier&#039;&#039;&#039; answers the cohesion worry: regions relate through one system, so they can be built one at a time without a master map.&lt;br /&gt;
* &#039;&#039;&#039;Elements-from-terrain&#039;&#039;&#039; avoids the theme-park / elemental-quadrant / color-coded-nation feel. The world reads as a real place first; element is the resource-and-magic layer on top.&lt;br /&gt;
* &#039;&#039;&#039;Practitioner rarity&#039;&#039;&#039; makes players special (the rare few who can siphon a river or throw fire) and explains why they venture to wild sites, while still letting the economy touch everyone: practitioners condense pneuma into physical goods (fuel, medicine, charms) that ordinary folk consume.&lt;br /&gt;
* &#039;&#039;&#039;Empire decay = politics mapped onto distance&#039;&#039;&#039; gives every region one question to answer — still held, breaking away, or never touched — which keeps the growing world consistent, and locates the rich pneuma out where the empire lost its grip.&lt;br /&gt;
&lt;br /&gt;
== Open questions / deferred ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Empire history&#039;&#039;&#039; — what it actually was, when/why it began failing, how pneuma was first discovered. Deliberately deferred; backfill as content needs it.&lt;br /&gt;
* &#039;&#039;&#039;Additional peoples&#039;&#039;&#039; — 1–2 more beyond humans and Celaborans, each needing a distinct pneuma-relationship.&lt;br /&gt;
* &#039;&#039;&#039;Starter village specifics&#039;&#039;&#039; — name, layout, what&#039;s in it, exactly what the first hour teaches. This is the intended next step.&lt;br /&gt;
* An earlier idea of literally projecting the elemental &amp;quot;square&amp;quot; (allies/enemies) onto the map was &#039;&#039;&#039;rejected&#039;&#039;&#039; as too theme-park; retained only as the looser principle that geography = pneuma distribution via terrain.&lt;br /&gt;
&lt;br /&gt;
== Next step ==&lt;br /&gt;
&lt;br /&gt;
Take the starter village and make it concrete — name it, lay out its contents, define the first-hour tutorial (gathering + market + the nearby pneuma site hook). This is the first area to actually build.&lt;br /&gt;
&lt;br /&gt;
[[Category:Collab session notes]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=44</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=44"/>
		<updated>2026-07-23T10:06:41Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: gif -&amp;gt; png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one &#039;&#039;&#039;pure&#039;&#039;&#039; form and four &#039;&#039;&#039;elemental&#039;&#039;&#039; forms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pure&#039;&#039;&#039; — plain life-force, no element. Life-magic and all physical power run on pure.&lt;br /&gt;
* &#039;&#039;&#039;Elemental&#039;&#039;&#039; — pure pneuma bound to one of the four elements: fire, air, water, or earth.&lt;br /&gt;
[[File:Elemental Square.png|thumb|The four elements on a square. Each edge joins two elements that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]&lt;br /&gt;
Each elemental form also has:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; — two elements that share a quality (adjacent on the square). Every element has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039; — the two elements that share no quality (diagonal). Every element has exactly one enemy.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Combine into a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Cancel into pure (less than went in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
There are three simple laws which describe the rules of how pneuma works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma is life. Anything holding pneuma is alive; anything alive holds pneuma. Fill a lifeless thing with pneuma and it wakes; drain it and it goes still.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Shaping has a cost. Any time pneuma is converted between pure and elemental, or two enemies annihilate one other, part of it is spent. Only carrying and storing it are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Elements favor those with an affinity for it. Affinity grows by spending that element (casting or exertion). The higher the affinity, the less each conversion loses to Attrition.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: converting pneuma between pure and elemental, either direction. Always costs (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one&#039;s pneuma reserves.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: the act of transferring one&#039;s pneuma reserves into physical elemental pneuma for later consumption.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows by spending that element (Law III).&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: a single spell&#039;s accumulated experience. Affinity for an element is the sum of mastery across its spells.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.&lt;br /&gt;
* &#039;&#039;&#039;Consumables.&#039;&#039;&#039; Pneuma can be condensed into physical form, which can be consumed to yield its power. Both pure and elemental pneuma can be condensed.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; Every body slowly regenerates their pure pneuma (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each living creature has an unbounded reserve of &#039;&#039;&#039;pure&#039;&#039;&#039; pneuma.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing pneuma into physical form.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to cast spells. Each spell draws a specific kind of pneuma: pure or elemental. Since creatures only have a pool of pure pneuma, to cast elemental spells, they must convert it. This conversion is more or less efficient based on one&#039;s affinity with that element (Law III), and is never lossless (Law II). Each spell has an associated mastery which governs how powerful that spell&#039;s effect is.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one&#039;s pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.&lt;br /&gt;
&lt;br /&gt;
Affinity governs how cheap it is to convert back and forth between pure pneuma and elemental (to cast it, or condense it).&lt;br /&gt;
&lt;br /&gt;
Just like living creatures have affinity, elements have affinities too: allies and enemies. An element&#039;s ally can be combined to create powerful hybrid spells, and growing one&#039;s affinity in an element does not hinder one&#039;s ability to grow their affinity in an allied element. This effect is called &#039;&#039;&#039;synergy&#039;&#039;&#039;. An element&#039;s opposite destroys or negates it, and growing one&#039;s affinity in an opposing element is more difficult. This effect is called &#039;&#039;&#039;dissonance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to how affinity works, a spellcaster is naturally inclined to pick a particular element and stick to it. Due to how synergy and dissonance work, a spellcaster who wishes to grow their affinity in multiple elements will likely pick an ally of their first chosen element. Since each element has an enemy, and each ally is an enemy of each other (e.g. fire has allies air and earth, which are both opposites), players will typically pick an element pairing according to a shared quality (hot/cold/wet/dry), and hybridize. As one grows their mastery, it is eventually possible to become a master of all four elements, despite how dissonance works.&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
Physical pneuma comes in two forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Typed pneuma&#039;&#039;&#039;: dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.&lt;br /&gt;
* &#039;&#039;&#039;Pure pneuma&#039;&#039;&#039;: dropped in very small amounts from slain elementless creatures, or created by annihilating elemental pneuma of opposite types. This is a luxury resource which is much harder to come by in large quantities.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=File:Elemental_Square.png&amp;diff=43</id>
		<title>File:Elemental Square.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=File:Elemental_Square.png&amp;diff=43"/>
		<updated>2026-07-23T10:06:21Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s a square&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-07-22_Pneuma_Dissonance_Affinity_Model&amp;diff=42</id>
		<title>Collab session notes/2026-07-22 Pneuma Dissonance Affinity Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Collab_session_notes/2026-07-22_Pneuma_Dissonance_Affinity_Model&amp;diff=42"/>
		<updated>2026-07-22T18:14:04Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: collab-chat: publish session notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Synthesized by an AI from a live Tyler ↔ Bembi design conversation on 2026-07-22. A record of what was discussed, not settled design — session notes, not canon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Context ==&lt;br /&gt;
Live design test session, prompted by a question about the existing Pneuma wiki page: it establishes that growing affinity in an opposing element (Dissonance) is &amp;quot;more difficult&amp;quot; than an allied one, but doesn&#039;t define the actual mechanism. This session worked out a candidate three-phase model.&lt;br /&gt;
&lt;br /&gt;
== Decision: three-phase affinity model ==&lt;br /&gt;
&lt;br /&gt;
Affinity per element is tracked as &#039;&#039;&#039;total cumulative pneuma invested&#039;&#039;&#039;, measured against a fixed per-element (or global elemental) cap. Percentages below are derived from that cap, not a separate stat — this keeps a single ledger and lines up with a possible future elemental talent tree (nodes = investment milestones).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 — Free zone (0% – 25%)&#039;&#039;&#039;&lt;br /&gt;
* No decay.&lt;br /&gt;
* Growth in any element (allied or opposing) is slow but unrestricted.&lt;br /&gt;
* Represents an unfocused, experimenting caster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 — Locked in (25% – Mastery)&#039;&#039;&#039;&lt;br /&gt;
* Crossing 25% permanently locks in that element as a chosen affinity. This crossing is one-way — decay can never push total investment back below 25%. It is a floor, not a soft checkpoint.&lt;br /&gt;
* Casting the opposing (Dissonant) element still grows that opposing affinity, but slowly, &#039;&#039;&#039;and&#039;&#039;&#039; decays the locked-in element&#039;s invested total, per-cast (small amount each cast, not a time-based drain).&lt;br /&gt;
* This is the real tradeoff phase: going hybrid-opposite actively costs you progress toward mastery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 — Mastery (90% or 100%, unresolved — see below)&#039;&#039;&#039;&lt;br /&gt;
* Once an element reaches the mastery cutoff, it becomes permanently decay-immune.&lt;br /&gt;
* The opposing element can then be used freely, any amount, with zero decay to the mastered element, forever.&lt;br /&gt;
* Narratively: a true master has earned the right to diversify without penalty; a mid-tier specialist has to actively defend their identity.&lt;br /&gt;
&lt;br /&gt;
== Reasoning notes ==&lt;br /&gt;
* Tyler&#039;s original instinct was &amp;quot;slower growth only&amp;quot; (no decay at all) — simplest, least punishing.&lt;br /&gt;
* Bembi liked growth+decay in principle but flagged the real risk: decay needs careful tuning or it reads as an annoying tax rather than a meaningful build choice, rather than creating a genuinely distinct playstyle.&lt;br /&gt;
* The threshold/floor idea (25%) was proposed as the way to reconcile this: early experimentation stays free and cheap; decay only bites once a player has meaningfully committed to a specialization.&lt;br /&gt;
* The mastery unlock (phase 3) exists so specialization doesn&#039;t become a permanent trap — a true master should be able to branch out without being punished forever.&lt;br /&gt;
* Total-invested-pneuma was chosen over a raw percentage stat specifically because it composes cleanly with talent-tree-style progression (points earned via elemental investment).&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
* &#039;&#039;&#039;Mastery cutoff value&#039;&#039;&#039; — still split: Tyler favors 90%, Bembi favors 100%. Unresolved, needs a follow-up decision.&lt;br /&gt;
* &#039;&#039;&#039;Cap size&#039;&#039;&#039; — the per-element (or global) cap that percentages are derived from has no proposed value yet.&lt;br /&gt;
* &#039;&#039;&#039;Per-cast decay amount&#039;&#039;&#039; — not yet numerically defined; needs tuning once spell costs/mastery curves exist (neither exists yet as of this session).&lt;br /&gt;
* No existing spell-cost or mastery-curve design to anchor these numbers against — this model is being built ahead of that groundwork, so numbers here are placeholders until that lands.&lt;br /&gt;
&lt;br /&gt;
[[Category:Collab session notes]]&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=39</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=39"/>
		<updated>2026-07-20T09:05:08Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: /* Key terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one &#039;&#039;&#039;pure&#039;&#039;&#039; form and four &#039;&#039;&#039;elemental&#039;&#039;&#039; forms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pure&#039;&#039;&#039; — plain life-force, no element. Life-magic and all physical power run on pure.&lt;br /&gt;
* &#039;&#039;&#039;Elemental&#039;&#039;&#039; — pure pneuma bound to one of the four elements: fire, air, water, or earth.&lt;br /&gt;
&lt;br /&gt;
[[File:Aristotle&#039;s Elemental Square.gif|thumb|The four elements on a square. Each edge joins two elements that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]&lt;br /&gt;
&lt;br /&gt;
Each elemental form also has:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; — two elements that share a quality (adjacent on the square). Every element has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039; — the two elements that share no quality (diagonal). Every element has exactly one enemy.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Combine into a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Cancel into pure (less than went in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
There are three simple laws which describe the rules of how pneuma works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma is life. Anything holding pneuma is alive; anything alive holds pneuma. Fill a lifeless thing with pneuma and it wakes; drain it and it goes still.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Shaping has a cost. Any time pneuma is converted between pure and elemental, or two enemies annihilate one other, part of it is spent. Only carrying and storing it are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Elements favor those with an affinity for it. Affinity grows by spending that element (casting or exertion). The higher the affinity, the less each conversion loses to Attrition.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: converting pneuma between pure and elemental, either direction. Always costs (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;&#039;: the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one&#039;s pneuma reserves.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: the act of transferring one&#039;s pneuma reserves into physical elemental pneuma for later consumption.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows by spending that element (Law III).&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: a single spell&#039;s accumulated experience. Affinity for an element is the sum of mastery across its spells.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.&lt;br /&gt;
* &#039;&#039;&#039;Consumables.&#039;&#039;&#039; Pneuma can be condensed into physical form, which can be consumed to yield its power. Both pure and elemental pneuma can be condensed.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; Every body slowly regenerates their pure pneuma (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each living creature has an unbounded reserve of &#039;&#039;&#039;pure&#039;&#039;&#039; pneuma.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing pneuma into physical form.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to cast spells. Each spell draws a specific kind of pneuma: pure or elemental. Since creatures only have a pool of pure pneuma, to cast elemental spells, they must convert it. This conversion is more or less efficient based on one&#039;s affinity with that element (Law III), and is never lossless (Law II). Each spell has an associated mastery which governs how powerful that spell&#039;s effect is.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one&#039;s pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.&lt;br /&gt;
&lt;br /&gt;
Affinity governs how cheap it is to convert back and forth between pure pneuma and elemental (to cast it, or condense it).&lt;br /&gt;
&lt;br /&gt;
Just like living creatures have affinity, elements have affinities too: allies and enemies. An element&#039;s ally can be combined to create powerful hybrid spells, and growing one&#039;s affinity in an element does not hinder one&#039;s ability to grow their affinity in an allied element. This effect is called &#039;&#039;&#039;synergy&#039;&#039;&#039;. An element&#039;s opposite destroys or negates it, and growing one&#039;s affinity in an opposing element is more difficult. This effect is called &#039;&#039;&#039;dissonance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to how affinity works, a spellcaster is naturally inclined to pick a particular element and stick to it. Due to how synergy and dissonance work, a spellcaster who wishes to grow their affinity in multiple elements will likely pick an ally of their first chosen element. Since each element has an enemy, and each ally is an enemy of each other (e.g. fire has allies air and earth, which are both opposites), players will typically pick an element pairing according to a shared quality (hot/cold/wet/dry), and hybridize. As one grows their mastery, it is eventually possible to become a master of all four elements, despite how dissonance works.&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
Physical pneuma comes in two forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Typed pneuma&#039;&#039;&#039;: dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.&lt;br /&gt;
* &#039;&#039;&#039;Pure pneuma&#039;&#039;&#039;: dropped in very small amounts from slain elementless creatures, or created by annihilating elemental pneuma of opposite types. This is a luxury resource which is much harder to come by in large quantities.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=38</id>
		<title>Pneuma</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Pneuma&amp;diff=38"/>
		<updated>2026-07-20T09:04:46Z</updated>

		<summary type="html">&lt;p&gt;Tyg13: large-scale manual style and content rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pneuma&#039;&#039;&#039; is the world&#039;s life-force. Everything alive holds it; anything holding it is alive. It is both a resource you gather and spend and the basis of character progression.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
&lt;br /&gt;
Pneuma has one &#039;&#039;&#039;pure&#039;&#039;&#039; form and four &#039;&#039;&#039;elemental&#039;&#039;&#039; forms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pure&#039;&#039;&#039; — plain life-force, no element. Life-magic and all physical power run on pure.&lt;br /&gt;
* &#039;&#039;&#039;Elemental&#039;&#039;&#039; — pure pneuma bound to one of the four elements: fire, air, water, or earth.&lt;br /&gt;
&lt;br /&gt;
[[File:Aristotle&#039;s Elemental Square.gif|thumb|The four elements on a square. Each edge joins two elements that share a quality — a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]&lt;br /&gt;
&lt;br /&gt;
Each elemental form also has:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; — two elements that share a quality (adjacent on the square). Every element has two allies.&lt;br /&gt;
* &#039;&#039;&#039;Enemies&#039;&#039;&#039; — the two elements that share no quality (diagonal). Every element has exactly one enemy.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
When two elements are combined, a reaction occurs. What reaction occurs depends on the relationship between the two elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Elements combining !! Relation !! Reaction !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Share a quality || Allies || &#039;&#039;&#039;Synergy&#039;&#039;&#039; || Combine into a hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Share none || Enemies || &#039;&#039;&#039;Dissonance&#039;&#039;&#039; || Cancel into pure (less than went in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrids&#039;&#039;&#039; are created when two allied elements are combined. The type of combination depends on the shared quality of both elements:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Allies !! Shared quality !! Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Air || Hot || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Fire + Earth || Dry || Magma&lt;br /&gt;
|-&lt;br /&gt;
| Water + Air || Wet || Mist, ice&lt;br /&gt;
|-&lt;br /&gt;
| Water + Earth || Cold || Mud&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Three Laws ==&lt;br /&gt;
&lt;br /&gt;
There are three simple laws which describe the rules of how pneuma works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law I — Vitality.&#039;&#039;&#039; Pneuma is life. Anything holding pneuma is alive; anything alive holds pneuma. Fill a lifeless thing with pneuma and it wakes; drain it and it goes still.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law II — Attrition.&#039;&#039;&#039; Shaping has a cost. Any time pneuma is converted between pure and elemental, or two enemies annihilate one other, part of it is spent. Only carrying and storing it are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law III — Affinity.&#039;&#039;&#039; Elements favor those with an affinity for it. Affinity grows by spending that element (casting or exertion). The higher the affinity, the less each conversion loses to Attrition.&lt;br /&gt;
&lt;br /&gt;
== Key terms ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaping&#039;&#039;&#039;: converting pneuma between pure and elemental, either direction. Always costs (Law II).&lt;br /&gt;
** &#039;&#039;&#039;Absorption&#039;&#039;: the act of siphoning energy from physical elemental pneuma present in consumables or in the world, to fill one&#039;s pneuma reserves.&lt;br /&gt;
** &#039;&#039;&#039;Condensation&#039;&#039;&#039;: the act of transferring one&#039;s pneuma reserves into physical elemental pneuma for later consumption.&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;: how strongly a living thing is aligned to one element. Tracked per element, per practitioner. Sets casting cost and power. Grows by spending that element (Law III).&lt;br /&gt;
* &#039;&#039;&#039;Mastery&#039;&#039;&#039;: a single spell&#039;s accumulated experience. Affinity for an element is the sum of mastery across its spells.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elemental sites.&#039;&#039;&#039; Throughout the world, wherever elements are present - a river, a burning fire, a rocky mountain.&lt;br /&gt;
* &#039;&#039;&#039;Creatures.&#039;&#039;&#039; Everything alive gives up its pneuma when slain. An elemental creature yields its element; a common beast yields pure.&lt;br /&gt;
* &#039;&#039;&#039;Consumables.&#039;&#039;&#039; Pneuma can be condensed into physical form, which can be consumed to yield its power. Both pure and elemental pneuma can be condensed.&lt;br /&gt;
* &#039;&#039;&#039;The self.&#039;&#039;&#039; Every body slowly regenerates their pure pneuma (Law I). Exercise or meditation speeds this, but far slower than gathering from the world or market.&lt;br /&gt;
&lt;br /&gt;
== The pool ==&lt;br /&gt;
&lt;br /&gt;
Each living creature has an unbounded reserve of &#039;&#039;&#039;pure&#039;&#039;&#039; pneuma.&lt;br /&gt;
&lt;br /&gt;
* Filling: absorbing elements from the world, pneuma from other creatures, or by consuming physical pneuma.&lt;br /&gt;
* Draining: casting spells, using abilities, condensing pneuma into physical form.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to cast spells. Each spell draws a specific kind of pneuma: pure or elemental. Since creatures only have a pool of pure pneuma, to cast elemental spells, they must convert it. This conversion is more or less efficient based on one&#039;s affinity with that element (Law III), and is never lossless (Law II). Each spell has an associated mastery which governs how powerful that spell&#039;s effect is.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pneuma is the primary resource used to power physical abilities. Each ability uses pure pneuma, and one&#039;s pure affinity determines how much the ability costs. Warriors, rangers, rogues, and other non-magical combatants all primarily use abilities.&lt;br /&gt;
&lt;br /&gt;
== Affinity ==&lt;br /&gt;
&lt;br /&gt;
Casting a spell grants affinity to its user corresponding to the type of pneuma needed, pure or elemental.&lt;br /&gt;
&lt;br /&gt;
Affinity governs how cheap it is to convert back and forth between pure pneuma and elemental (to cast it, or condense it).&lt;br /&gt;
&lt;br /&gt;
Just like living creatures have affinity, elements have affinities too: allies and enemies. An element&#039;s ally can be combined to create powerful hybrid spells, and growing one&#039;s affinity in an element does not hinder one&#039;s ability to grow their affinity in an allied element. This effect is called &#039;&#039;&#039;synergy&#039;&#039;&#039;. An element&#039;s opposite destroys or negates it, and growing one&#039;s affinity in an opposing element is more difficult. This effect is called &#039;&#039;&#039;dissonance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Due to how affinity works, a spellcaster is naturally inclined to pick a particular element and stick to it. Due to how synergy and dissonance work, a spellcaster who wishes to grow their affinity in multiple elements will likely pick an ally of their first chosen element. Since each element has an enemy, and each ally is an enemy of each other (e.g. fire has allies air and earth, which are both opposites), players will typically pick an element pairing according to a shared quality (hot/cold/wet/dry), and hybridize. As one grows their mastery, it is eventually possible to become a master of all four elements, despite how dissonance works.&lt;br /&gt;
&lt;br /&gt;
== Physical form ==&lt;br /&gt;
&lt;br /&gt;
Physical pneuma comes in two forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Typed pneuma&#039;&#039;&#039;: dropped by elemental creatures, siphoned from elemental sources, or condensed by spellcasters. This is the primary market good that gets traded.&lt;br /&gt;
* &#039;&#039;&#039;Pure pneuma&#039;&#039;&#039;: dropped in very small amounts from slain elementless creatures, or created by annihilating elemental pneuma of opposite types. This is a luxury resource which is much harder to come by in large quantities.&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
</feed>