Channeled Deities 'Verse
Posted: Tue Jul 22, 2014 8:25 am
More worldbuilding from me! I've already PM'd with Kappa about this some.
The world in question is an alternate earth, with standard mundane earthy history until a couple hundred years ago when a magically-contagious plane-hopping ingot settled there. The ingot's magic spread, and is now common knowledge; people with the ingot's kind of magic are referred to as deities, and people who habitually make use of that magic without having it themselves are called channelers.
As the name suggests, channelers channel magic from deities, but the mechanism itself isn't that elegant: Channeling from a deity temporarily gives the channeler several of that deity's traits, which can be anything from 'is afraid of moths' or 'has blue eyes' through 'can cast a particular spell' to 'is a deity' and vary with each instance of channeling. Channelers who have a better understanding of a particular deity's personality are more able to control which traits they get from that deity when they channel them, to get 'larger', more complicated traits, and to make the channel last as long as they want it to and end when they want it to; this is a matter of degree, though, and no channeler has perfect control over those things. (By default, a channel lasts 10-15 minutes, with no cooldown afterward; a professional channeler can usually hold a channel for about an hour.) Channeling a particular deity, especially getting personality traits from one, does make the channeler more familiar with the deity's personality, and is the main way of becoming familiar enough with a deity to channel useful traits from them on demand; the process of getting to know a deity well enough to reliably channel useful traits like magic takes about a month of intensive effort or three to four months of intermittent effort (for example while also holding down a job), though this also varies with the channeler's skill in getting to know people and 'fit' with a particular deity's personality. (Jokers are extreme outliers and can get to know most deities well enough for basic magic channeling with a week of persistent effort.)
The traits that are channeled in a particular instance of channeling are random, with certain restrictions: Each trait has a size, and larger traits are harder to channel; getting to know a deity increases the size of the channeler's channel to that deity and allows for larger traits to be channeled, but they still have to make an effort with each channel to avoid wasting that space on traits other than the ones that they want. The 'is a deity' trait (like all ingot magic traits) is especially large; someone who wants to become a deity themselves (which involves channeling the deity trait and then using that trait's magic to become one permanently) generally has to limit themselves to channeling almost exclusively from one deity for twenty to forty years to have a reasonable chance of getting it. Most channelers don't aspire to be deities themselves, and instead split their attention between three to five deities, which gives them a good balance of being able to channel a wide variety of traits without sacrificing reliability. People who are not channelers often do some channeling, too, but generally only know one or two deities, and only know them well enough that channeling is more likely to be useful than inconvenient, not well enough to be reliable.
Learning about a deity to be able to channel from them in the first place is not especially hard: Channeling from a particular deity requires that the channeler know enough about them to specify who they're looking for, but there's plenty of publicly-available information about various deities to fill that need. It's also possible to channel from a deity without specifying a particular one by opening a channel to a deity with some specified trait, but this is fairly dangerous, since the channeler has no way of knowing what traits they'll get that way. (Opening a channel for a deity with a particular trait does guarantee that the deity you connect with will have that trait, but you'll still get a random selection of appropriately-sized traits from that deity with no guarantee you'll get the one you asked about.) A channeler who finds a deity using the specify-a-trait method will be able to find that deity again whenever they want, but they won't gain any special knowledge of the deity's traits besides the ones they get through the channel.
From the deities' perspective - being channeled is, by default, invisible; they don't notice it happening unless they specifically set things up so that they can. Setting that up isn't hard, though: What the 'is a deity' trait does in practice (beyond allowing other people to channel from the new deity) is make it so that the person can add or remove near-arbitrary traits to or from themselves, and 'magically able to notice when someone is channeling me' is well within the realm of traits that they can add. Some traits only come in packages - the 'is a deity' trait is a singular thing and can't be split into 'can be channeled from' and 'can add/remove arbitrary traits', for example - but most magical traits can be added individually. Deities also have an innate sense of the size of various traits, including ones that they're planning on giving themselves, and they can package traits together if they care about only allowing sufficiently-devoted channelers access to certain traits, though this is inconvenient for the deity in question - for example, a deity might package 'can cast this killing spell' with 'likes cheesecake', with the resulting trait being 'can cast this killing spell, but only while enjoying a slice of cheesecake', which would be harder to channel, harder to figure out once channeled, and harder to use effectively if it's channeled unintentionally. (A deity who did that would also have a 'can summon tasty cheesecake' trait, of course.) Beyond saying what they can do, though, it's hard to make general statements about deities; they're not a very homogenous group.
The world in question is an alternate earth, with standard mundane earthy history until a couple hundred years ago when a magically-contagious plane-hopping ingot settled there. The ingot's magic spread, and is now common knowledge; people with the ingot's kind of magic are referred to as deities, and people who habitually make use of that magic without having it themselves are called channelers.
As the name suggests, channelers channel magic from deities, but the mechanism itself isn't that elegant: Channeling from a deity temporarily gives the channeler several of that deity's traits, which can be anything from 'is afraid of moths' or 'has blue eyes' through 'can cast a particular spell' to 'is a deity' and vary with each instance of channeling. Channelers who have a better understanding of a particular deity's personality are more able to control which traits they get from that deity when they channel them, to get 'larger', more complicated traits, and to make the channel last as long as they want it to and end when they want it to; this is a matter of degree, though, and no channeler has perfect control over those things. (By default, a channel lasts 10-15 minutes, with no cooldown afterward; a professional channeler can usually hold a channel for about an hour.) Channeling a particular deity, especially getting personality traits from one, does make the channeler more familiar with the deity's personality, and is the main way of becoming familiar enough with a deity to channel useful traits from them on demand; the process of getting to know a deity well enough to reliably channel useful traits like magic takes about a month of intensive effort or three to four months of intermittent effort (for example while also holding down a job), though this also varies with the channeler's skill in getting to know people and 'fit' with a particular deity's personality. (Jokers are extreme outliers and can get to know most deities well enough for basic magic channeling with a week of persistent effort.)
The traits that are channeled in a particular instance of channeling are random, with certain restrictions: Each trait has a size, and larger traits are harder to channel; getting to know a deity increases the size of the channeler's channel to that deity and allows for larger traits to be channeled, but they still have to make an effort with each channel to avoid wasting that space on traits other than the ones that they want. The 'is a deity' trait (like all ingot magic traits) is especially large; someone who wants to become a deity themselves (which involves channeling the deity trait and then using that trait's magic to become one permanently) generally has to limit themselves to channeling almost exclusively from one deity for twenty to forty years to have a reasonable chance of getting it. Most channelers don't aspire to be deities themselves, and instead split their attention between three to five deities, which gives them a good balance of being able to channel a wide variety of traits without sacrificing reliability. People who are not channelers often do some channeling, too, but generally only know one or two deities, and only know them well enough that channeling is more likely to be useful than inconvenient, not well enough to be reliable.
Learning about a deity to be able to channel from them in the first place is not especially hard: Channeling from a particular deity requires that the channeler know enough about them to specify who they're looking for, but there's plenty of publicly-available information about various deities to fill that need. It's also possible to channel from a deity without specifying a particular one by opening a channel to a deity with some specified trait, but this is fairly dangerous, since the channeler has no way of knowing what traits they'll get that way. (Opening a channel for a deity with a particular trait does guarantee that the deity you connect with will have that trait, but you'll still get a random selection of appropriately-sized traits from that deity with no guarantee you'll get the one you asked about.) A channeler who finds a deity using the specify-a-trait method will be able to find that deity again whenever they want, but they won't gain any special knowledge of the deity's traits besides the ones they get through the channel.
From the deities' perspective - being channeled is, by default, invisible; they don't notice it happening unless they specifically set things up so that they can. Setting that up isn't hard, though: What the 'is a deity' trait does in practice (beyond allowing other people to channel from the new deity) is make it so that the person can add or remove near-arbitrary traits to or from themselves, and 'magically able to notice when someone is channeling me' is well within the realm of traits that they can add. Some traits only come in packages - the 'is a deity' trait is a singular thing and can't be split into 'can be channeled from' and 'can add/remove arbitrary traits', for example - but most magical traits can be added individually. Deities also have an innate sense of the size of various traits, including ones that they're planning on giving themselves, and they can package traits together if they care about only allowing sufficiently-devoted channelers access to certain traits, though this is inconvenient for the deity in question - for example, a deity might package 'can cast this killing spell' with 'likes cheesecake', with the resulting trait being 'can cast this killing spell, but only while enjoying a slice of cheesecake', which would be harder to channel, harder to figure out once channeled, and harder to use effectively if it's channeled unintentionally. (A deity who did that would also have a 'can summon tasty cheesecake' trait, of course.) Beyond saying what they can do, though, it's hard to make general statements about deities; they're not a very homogenous group.