Beneath the City of the Ives: Session 2

Man, having an extra week to write this didn't help at all.

Anyway, without any further ado, and hopefully much more succinctly than last time;

Briefly, the Party:
- Quinn: Blue Elf warlock, a few stars short of a constellation.
- D.S. Forge: Human warrior, definitely a policeman with lots of police friends.
- Ratty: Ratman, sneaky boy, fond of lurking and sneaking.
- Lulu: Human Necromancer, continues to be disappointed by her Toll the Dead cantrip.
- Verdigris: Dragonborn sorcerer with a wide variety of cultural weapons, and continued butt of the universe's thirst for violence and needless harm.

We continue from where we left off with the group entering the deserted 'Research' section of Grand Valve Alpha. Immediately, they notice small vine-like plants growing through the gaps in the door, and along the walls, which only grew thicker the further they delved.

Within the first room, they discovered a strange machine, with a 6 figure input device; it was all rather strange and mysterious all told. They find a few research logs, and in particular they pick out the name Hexiclaricus, the science-wizard, who seems to be the top dog in the lab (or at least, the most prolific author).

Delving further, they discover a man, somehow glued into a corner of a corridor by a mycellium-plant-vine-thing. After some sleuthing and talking, it is determined that he is (or maybe was) a laboratory technician-equivalent, who had been glued in place for maybe half a decade, without food or water, or even light. Despite all this, he was "quite alright, not uncomfortable at all."
There is a small discussion about whether he should be mercy killed or not, whether he should be cut away from his plant-glue at all, but these are put to the side for the moment.

Continuing on, they find another control room for the other major valve, only it is completely overgrown with vines. With some carefully angled fire-bolts and judicious axing, and a decent amount of noise, the controls were cleared and weighted for later application. the noise did attract some eel-hounds, now mulling around the far side of the great valve...

Doubling back on themselves a small amount, they enter the main labs. The tables were strewn with old lab equipment, and everything was overgrown. A number of rooms branched off, a few doors completely sealed off by plants, save the one at the far end, which was all but burst off its hinges by the vines, which wound thickest at that end of the room...

After clearing some of the tables for potential valuables, they began to explore the side rooms, taking a few vials of golden nectar, which luckily for them, raised their max hp a few points variously.
They also found a strange orchid which stank of ozone. With no obvious use forthcoming, they pocketed it for later.

Application of Create Bonfire managed to get them into the two sealed rooms. After a quick encounter with rose-headed monkeys who tried to nick their weapons, and a room full of putrid, rotten plant matter that didn't end up infecting D.S. Forge, they opened the penultimate room and recovered a mushroom of prodigious size and merit.

Which left the last room.

Going first, Quinn was assailed by the scents of the huge flower from which the plant infection sprouted. He passed his saving throws, mostly, and was left with just an impulse that he should dunk his head in the flower's nectar. He didn't have to.

But he did, with a front-flip and a swan dive to avoid his team-mate's desperate attempts to restrain him from his idiocy.

The flower wilted, the vines shrank back a small amount. Quinn seems to be fine, as fine as Quinn has ever been at least.

At this point, they decide that now is the time to retreat, and after a bit of agonising, they cut mushroom-plant-glued-man (who thinks his name is Orchid) from his gluey prison and cart him out.

However, as they head out of Research, they run into a group of 4 Ratmen being chased by a dozen Troglodytes. Two of the Ratmen pushed their fellows in the path of the Troglodytes and ran further into the darkness.

Ratty, reacting the quickest, calmly slunk up to the front and put a crossbow bolt through the head of one of the ratman, while Verdigris shoots a chaos bolt into the crowd of Troglodytes, rather unsure of what to do. The other ratman, spooked to high hell pulls a handgun on Quinn and shoots, but its aim is terrible. A few thrown spells and such later, the party and the Trogs establish that they have no beef with each other, and that they are both after the ratmen (mostly due to Ratty's vehement hatred of them). As one of the Ratmen throws a grenade that gasses a few Troglodytes to death, another flees down a side tunnel and is apprehended by Quinn and Forge for questioning. The last Ratman, cornered against the closed valves, stands and fights, and cleaves open one of the Troglodytes before being trampled beneath the Troglodytes and thoroughly butchered.

In the chaos, the Party recover some of the tech the Ratmen wielded against them, and Ratty kills the prisoner without hesitation. With a few parting words of warning about the Ratmen, the Troglodytes carry off their dead and leave.

At this point, the Party decide that yes, now is definitely the time to go.

Lessons Learned:
- If you're going to have a major subsystem of Downtime Activities that will make up a decent portion of the game, try and actually fill it out before you need it...


The Isle of the Dead

Out on the lake furthest from civilisation, there is a perpetual fog, and squatting in the centre of it is the Isle of the Dead. They say that the spirits of the departed haunt the fog and they are only partially wrong. Many of the dead transition to the underworld here, but they all must pass the Gatesman.

The approach is quiet like thunder isn't.

He lurks at the mouth of the tunnel, passed the trees, passed the other side doors down. Like a statue, draped in stone cloths, he stands in constant vigil, shepherding the souls of the dead down the tunnel. The living however, he stops, and tells that; "THE PRICE OF ENTRY, IS TWO OBOLS." If questioned about this, all he will elaborate on is that "THE LIVING ARE NOT PERMITTED TO TRULY SEE THE CITY OF THE DEAD".

If the price is paid, the Gatesman will place the coins on the eyes of the entrants, and they will affix there, the eyes on the coin opening, and they will be permitted to pass. From this point on, the entrant can see as if through a thick, misty rain; all desaturated, grainy, and colourless. When they leave, the Obols will melt into mist from their eyes, and their sight shall be restored.

If they ever remove the Obols while they remain within the threshold of the Gatesman's door, their own eyes will melt from their head, as the Obol's eyes burst into sepia flame and scream.

And how do you get Obols you may ask?
In the dungeon of course.

The Dungeon

Long ago, the King of the Dead built his town and took his queen, who took umbrage at her imprisonment over a few pomegranate seeds. She sent beast after beast to take their life of her husband, but Kerberos, the Hound of Many Heads, denied her many times. Each beast was taken above, and then below again to be left in the Dungeons under the Isle of the Dead.

Dungeon Levels

There are nine levels of the dungeon. They begin civilised enough, covered in frescoes and ornate architecture. As you get deeper the carvings become rougher, the artwork daubed by hand, and older things crawl up from the darkness.
Each level is the prison of one specific demon-beast that sort to slay the Lord of Hadestown, though various other creatures and beings have crawled into its darkness or have been imprisoned down there with them.

Its a good thing they never made another one of these.
But also this is what the dungeon looks like. Like this movie.

1 - The Labyrinth 
Form: Twisting and Writhing Halls, they never seem to stay the same for long. Prisoner: Minos, the Man-Bull
2 - The Cathedral of Bones
Form: A great holy city under one great vaulted roof. All the walls are covered and ornamented by bones. Prisoner: Tiresias, the Necromancer-Oracle
3 - The Forest of Roots
Form: A classic dungeon, only roots grow through many of the walls and choke many of the tunnels. Prisoner: The Hekatonkhieres  
4 - Scrambletown
Form: A simple, mud-brick town, but the floor is covered in shattered stone statues. Prisoner: The Gorgon. 
5 - Pandaemonium
Form: A great, many-ringed city with many gates of horn and ivory. Many things that are not real wander here. Prisoner: The Oneiroi, the Demons of Dream.
6 - The Pit
Form: A Shaft, dropping far, far away into the darkness. Worm-tunnels riddle its sides. Prisoner: Artemis, cursed to fall down the shaft over and over forever and ever.
7 - The Helix Fortress
Form: A curling, ribbed tunnel, twining deeper and deeper. Prisoner: Nautilus, the Murderer-Mariner.
8 - The Bleakling Sea
Form: A vast calcite cavern, dominated by a huge and eternally still under-sea. Prisoner: Typhon, father of Serpents. [Kerberos' loyalty extends even deeper than family it seems.]
9 - The Darkest Prison
Form: Only a black and lightless hole in the world. Prisoner: the Treacherous Queen of Hadestown. [Even the patience of the Lord of the Dead is not infinite.]

On each level, a few scant Obols can be covered, enough for your party I'm sure. Each time they return, they must venture deeper.

The Descent

Once you have paid your price and covered your eyes with the currency of the dead, you can begin your journey down into the darkness. Follow the tunnel for 3 days, eat nothing, drink nothing, ignore the scratches at your belly, they are only your body unsure about where it is. Grope through the shadows until finally you emerge in the great cavern beneath. Step onto the boat, pay as little attention to the boatman as you can, and wait for the journey to be over. Look up, step up onto the dock, and gaze upon Hadestown.


It is built upon a great sphere of stone, supposedly a mile in diameter, though only a thousand feet or so poke above the water, a cold dome upon which a mad jigsaw, mish-mash, building-block city constructed upon the dome.
Soft candle-light illuminates parts of the town gently, like a soft luminous mist. The buildings grow both in luxury and repair as you rise up the dome. A cancerous mass of ruined building clings ungratefully to the edge of the dome, partially eaten by the deep black sea. It is all topped with a palace, measured well with spleandour and melancholy.

This is Hadestown.

There are few views to the sky in the streets of Hadestown.
They have forgotten the Stars.
The streets are claustrophobic and layered like string, few places are open to the sky, save the forums where the diviners search endlessly and desperately for stars. Fires provide a soft light, though it is muted by the Obol-Eyes you must wear.
The water laps softly against the edges of the island, and the few edges that aren't built up are blistered with fisherman dangling fruitless lines into the black waters.

The Town is split into three districts, built one atop the others, dependant on their altitude. Some try to bring themselves into higher districts by building their houses taller and taller to breach into more prestigious heights and construct bridges to connect them to their new neighbours. Rarely are these towers not torn down.

The Three Districts are Tartarus, Asphodel, and Elysium.


The lowest of the Districts and the closest to the water. Here are the dead who arrived with their two Obols and little else. Sometimes inhuman things uncoil from the waters are pluck them from the wharfs and streets and pull them soundlessly under the surface. No-one cares, not even Tartarans. 

The streets are slow and dark, they reek of damp and dust. They say the cobbles were cut from the bones of titans. 

Very little of interest happens in Tartarus, which is exactly why the few illicit activities that do happen in Hadestown happen here. There are a few gangs of itinerant souls once led by five particularly sinister Souls, who now languish in the Phlegethon.
The other point of note in Tartarus is Cocytus, the purgatory slum.

Of the four great houses of Hadestown, Phlegethon is the most dreaded by its people. Consisting of a wide and flat main body, much of its structure lies below the surface of the dome (more so than most buildings in Hadestown. These under-levels eventually constrict and separate into 5 anti-spires, delving deeper and deeper before terminating in the 5 prisons of the Conspirators, who led the people of Tartarus against the Lord of the Dead in the Traitor Queen's name. They are suspended by the neck in vats of boiling, burning blood. 
Their names have been forgotten, but this much is remembered:

The Prisoners
One had an eye that could see the past, and one that could see the future. [They have been plucked out and are kept pointed back at themselves, all they can see is the eternal suffering they will experience, past and future.]
One had a voice whose commands had to be obeyed. [They are gagged, but in truth, any command given must be given, no matter how it is relayed. This face has been hidden well.] 
One had hands that could not be resisted or restrained. [This one stumped the Judges of Hadestown for some time, until they created a pool whose edges could not be gripped and threw them in, so that they could never pull themselves free of the pool.]
One had feet who could carry them quicker than the wind. [They were hung by the hands in a wide pool whose edges could not be reached from the centre, but they needn't have worried. The power lies in their sandals, which are hidden in their old home on the waterfront.]
And one had much knowledge of the three Great Arts. [It is said that they have been left in their pool to suffer; but the Judges of Hadestown cut a deal with them. They can live secretly in peace in Elysium with the Judges if they copy all their knowledge into three great tomes. They accepted without hesitation.]

The Jailor of the Phlegethon is a fractal being forged from many, many overlapping souls of great commanders and expert archers, forced into one multi-faceted thing. It stalks through the hallways, thundering steps echoing from its single pair of feet, many ears listening through its single set. When intruders are discovered (which only happens rarely) many arms draw back many bowstrings, though only one arrow is loosed.

But with that many experts aiming and firing it, it never misses.
And with as many minds formulating and concocting strategies, it is all but impossible to outsmart it to.

It can out act you in almost every way, but there is only one of it.

And it still dies like a man does.


A festering scab of hovels and fire-pits clinging desperately onto the dome, here lurk the few that Charon didn't take across the waters. Once it was a great house of the dome, but it slid, slowly and achingly into the water, and its ancient hallways still make up the foundation of this water-logged despond. It is partially submerged into the black sea, like its inhabitants, for they are not permitted to walk upon the dome. They did not pay their price.

Everything is wet, and cold, and miserable. No-one wanted to be here, many did not deserve to, but they had no obols. If you could give them a pair, they could pay the ferryman and step upon the dry ground again.

But who of any actual worth would end up here?

In fact, a few important people do end up in Cocytus for various reasons, especially adventurers and warriors. It takes a good deal of effort to find any of them. Shades in Hadestown generally keep to themselves, or their social circles if they ever form them. They also look a lot alike, especially when you're wearing your obols, but they really don't like it being brought up.

In particular, there are three places in Cocytus that shades tend to congregate; the Dive, the Crush, and the Vice.

The Dive is about as miserable a bar as you could ever find. Even more dissolute that normal spirits stretch themselves thin beyond thin, and no-one is even drunk, just depressed and  pretending. Its quite obnoxious. It is run by an especially spiteful shade by the name of Ixion. He can tell you the names and sins of each of his patrons, and has a book of grudges that any particular patron has built up against him.

The Crush is what passes for a market here. Shades with nets hook and snatch up the scraps that tumble off the dome and peddle them, shouting to swap and barter for other things, like tickets to be spent in the Dive or the Vice. No-one has anything of worth, they just trade shit round and round.

The Vice is as close to a brothel as incorporeal, miserable beings can manage, mashing ghosts and writhing spectres. They are all deluded, and its the only thing that stops many of them fading away completely, such is their desperation. 

You could also descend under the water into the ruins of the old house, where it is said that many treasures still lie. You don't need to ask about much to hear many more tales of the dangers that lurk in the black sea.


The largest and most mediocre district of Hadestown. Grey and cold, but not so much so as Tartarus of course. The streets are not quite ruined, but they are certainly close to it. Fabrics even survive here a time, and craftsman make objects that do not succumb to the weight of years after a matter of hours. Shades wander the streets, make small talk, and even eat together. Life is somewhat normal here. Somewhat.

Here are the great houses of Lethe, and Acheron


This is the house of forgetting, a bar of some notoriety in Hadestown. Here, many, many souls come to be even more dissolute than normal, sometimes to the point of fading away entirely. Its like the Dive, but classier, and set in the dusty shell, refurbished many times over the millenia, of an old and noble house. Ancient Frescoes peel away from the wall as drinks cups are manufactured from ancient jars and flower pots.

Occasionally, balls are hosted by the proprietor, Mighty Lord Eschataloc, who claims to be the best friend you will ever meet, insist on becoming the first person you meet, and is far too comfortable grabbing strangers by the shoulder as her pushes dead drinks on them. He desires to be everyone's friend and have as many links to the world as he can, so that he can delay his fading away. All his friendships are shallow and artificial, and he can't for the death of him figure out why.


The fighting pits of Acheron are some of the best entertainment in Hadestown, if simply for the reason that here the shades which frequent it can genuinely be said to be having a good time.

There are 7 pits in all; three are for shade versus shade bouts, three for shade versus beast bouts, and one basically always empty pit. The beasts are generally abducted from the dungeon above, and the living can (sometimes) be paid handsomely for catches that will put on a good show in the pits.

The pay is in relics of older ages, so value is not always consistent, let alone guaranteed.

The final pit is almost always empty because your opponent in the final pit is the owner of the Acheron, Axis. Axis is bad news.

He stands about 12 feet tall, and is wreathed in terrible flames, and crowned with many horns, and has many arms ringed about him, at least, when he doesn't want to be civil about things. His head is also a skull most of the time. Axis organises the fights, and occasionally asks favours of those who do particularly well. Very few are not friendly with Axis (not to his face at least) and his connections make Mighty Lord Eschataloc of House Lethe quite, quite jealous. 


As good as it gets in Hadestown. The buildings are actually cared for (often by souls from Tartarus who are bullied into doing it), and the streets are clear of rubble, even the back streets. The tea houses have comforting candle glows, and here, you might almost forget you're dead.


In Elysium is the last of the great houses, Styx.


The final great house, it is something of a temple, something of a gathering place. One thing about it in particular stands out, while within its walls, no harm can befall you, of any kind. Knives will not cut, fires will not burn you, and even hurtful remarks gutter and die in the throat of those that would say them (if the saying would actually cause any offence to any that would hear it). It is a neutral meeting place for the dead and those that would visit them.
It is all presided over by The Dour Dowager, a woman of some startling age, beauty (considering her advancement at least) and cunning. She has little stake in the schemes and politics of her fellow dead, but she does so enjoy knowing about all about it, and is more than happy to trade secrets with those who offer. It is also she that controls the schedule of who can make use of each of the Styx's private rooms, the price often being a piece of juicy, fresh gossip.

The Lord's Palace
There are no records of it, but the Lord of the Dead was overthrown, and his corpse thrown into the black sea. In his place, 3 Judges sit in counsel of Hadestown, and continue the charade of the Lord's rule. His throne sits empty. This is very much secret.

The Three Judges
Mila - A general in life, she is stern, tactical, and imperious. This is also all a facade to ensure that none try to get too close to her. She is haunted by her old comrades.
Rhadaman - A king in life of a small but prosperous realm, brought to ruin in a single night because of a single mistake. Deeply disturbed by his past failings.
Aedriad - A mere beggar in life, long suffering and deeply empathetic, and yet also capable of startling acts of pragmatism in the name of Hadestown.

Together the three run the settlement fairly, if tersely and occasionally brutally. They are not above throwing shades into the lake and not looking back. They would do anything to continue the town's legacy, and their own standing.

Beneath the City of the Ives: Session 1

Subtitle: In which a rat was hugged, a bird was butchered, and a policeman seriously reconsidered their life choices.

D.S. Forge: Human Fighter: A force of justice who has definitely earned their badge and is proving it down in the undercity.
Ratty: Ratman rogue with an awfully heavy crossbow. Very uncomfortable about this whole thing.
Lulu: Human necromancer, and the most damn fancy necromancer you ever did meet too.
Verdigris: Coppery Dragonborn Sorcerer: just wants to pay off their bar tab and damages and get the hell out of this madness.
Quinn: Weird star-elf Warlock: Very fancy, on obscure mission from space (probably) and just in general, a bit off.

Brief Context:
The City of the Ives is the greatest city in this, or any age. Free from crime (mostly), a utopia of perfection (in the good bits) and a bastion of democracy (for the well-dressed and often-bathed).
Beneath the city however, is a different matter.
The Sewer System of the city is overly vast and maddeningly complex. It stretches literal miles, and winds in mysterious and occasionally unknowable ways. In the years since the city council gave up on trying to manage them at all, who knows what kind of creatures could have moved in, and what kinds of treasures they might be hording...
There are at least 3 wizards, and presumably at least 1 dragon. More details are so far un-substantiated.
For this game in particular, a mysterious sealing of one of the larger valves of the sewers has resulted in a build up of waste beneath the central district of the city. This needed to be remedied, and these were the ones they could scrounge together to actually go down and attempt the job...

We got off to a slowish start (compared to my expectations, goes to show I guess), beginning in a chamber just off the edge of the main sewer, scrawled with adventurer graffiti, with two exits; one marked "Main Valve" the other scrawled with "Fuck these Eel Mother-Fuckers".

Interestingly, they chose the later. On the plus side, they quickly discovered one of the control rooms, with a flint spear stuck part-way through a glass window.

On the other hand, they quickly discovered the inception of the grafitti when a few open doors later, they get rushed by Eel-hounds. Imagine a dog, but replace the central trunk and head with a squirming, screaming Lamprey Eel. Yikes.

Verdigris tries to pull the door closed before the beasts reach them, but is only partially successful, deciding to blast them with his dragonborn lightning breath, scorching a couple. A few ranged attacks and a magical exploding ice-knife later, and they repel the beasts, sealing off their avenue of attack with illusory party-hat styled spikes.

With a second, more coordinated approach, the party take another stab at the Eel-Hounds, though one of them takes a chop at D.S. Forge and won't let go. They hear an almighty bird shriek, unearthly and loud through another door, and scrabbling and scratching.

Finishing off the Eel hounds just in time, a huge Raven-Black bird monstrosity like a tiger crossed with a bat and twice as big, partially bursts through the door, spearing Verdigris for all but one of his hit points on its beak.

Through a combination of the Bird Beast being stuck in a tight corridor, Quinn's unearthly fey presence, and D.S. Forge grappling the creature, they keep it stuck enough to variously chop, stab, and shoot it to the brink of death.

Lulu the Necromancer continues to fail to contribute as everything passes the saving throw against her Toll the Dead cantrip.

Finally, Ratty gets a cheeky crit, spearing the creature in the eye with his bolt, and Verdigris and Forge finish it off.

As Forge bandages up Verdigris' wound, Quinn slices open a few of the Eel-Hounds and finds a ring on a partially digested hand, Lulu harvests a bunch of the Bird Beast's feathers, and they open up the two ways forward they have cleared.

They discover the Eel-Hounds slimey lair, and a large cupboard, padlocked shut. With time and effort, Quinn repeatedly freezes the lock until it is brittle enough for Verdigris to shatter with his warhammer.

In the other direction, they open up a large hall festooned with long tables and benches, a few crates of salvage, and the Bird-Beast's nest, from which they recover an Egg.

They enter a room beyond the hall, and enter a room piled high with rotten garbage, and decrepit cooking equipment. As they investigate, a trio of insectoid beasts with (literal) human faces pull themselves free from the muck.

One of them continues to ruin Verdigris' day by slathering him in acidic spital, while another lunges at D.S. Forge, stabbing at him with its limbs and rasping in his ear;
"Why would they do this to us?"
Quite understandably, Forge is somewhat disturbed by this.

The party quickly dispatch them however, with a combination of a sleep spell, a few cantrips, and a couple of well-placed crossbow bolts. During the fight, and confirmed by some post-violence dissection, they discover that there are actual people somehow sealed within and bonded to an insectoid exo-skeleton. It reeks with transmutation and Necromancy when Lulu casts Detect Magic on the Corpses.

Quinn also searches the muck, discovering the key for the lock they already destroyed, and rolls a 1 on his save versus disease. More on that to come, presumably.

To the north, they discover a set of skeletons, too small to be adult humans, and which none of the party (even Lulu with her extensive knowledge of bones) can recognise. Beyond this chamber they come out into the main sewer intersection again, by the smaller, middle valve. While the party arrange furniture to allow them access on top of it, Lulu scouts with her familiar, discovering a group of Troglodytes on one side of it, and what appears to be a skeleton-man camping on the other. The familiar also scouted out briefly the other side-sewer on the far side of the valve.

Their most pressing concern at this point was how to deal with the Troglodytes. Options were considered such as redirecting the poo-water flow into them to wash them away, or alternatively, diplomacy.

These were dismissed, as they decided that next time, they would instead enter the next section;

Lessons Learned:
- Woah, DnD takes loads longer than I thought it would. I guess I didn't expect them to be able to clear the whole Great Valve Complex in one go, but I expected them to find more than 1 control lever. But that's how it goes, its cool. I may consider thinking about how I can improve the general procedure for exploration if it continues to be an issue. We played for about three hours, and had about three combats that didn't take toooooo long in the scheme of things I think, so I suspect it was the exploration stuff that took the majority of the time, but that remains to be seen and continue to be tested.
- The rumour system I made was crap. No other word for it, I've realised it was terrible. I'm still unsure about how to remedy it yet, but in my considerations, I think there are a few things I need the new rumours to talk about:
> Things players want to find (i.e. fountains of youth, oracles, magic items, etc.)
> Things players want to overcome (i.e. dungeons, dragons, etc.)
> Things players want to discover (i.e. things they find mysterious)
Point is, it needs to become about things players want, and I think it also needs to answer 1 or maybe 2 of the 'W' questions, where, when, why, who, etc. so that players aren't totally in the dark about how to actually find the thing. We'll see.
- My improvised monster stats and notes work, which is nice. Everything in the evening's play was contained on 1 revision card, so that's great considering I've got a whole bunch of them for other locations too...
- Oh, and minimal maps weren't my ally. In a bid to reduce my workload, I made the maps super simple. Should probably put a little more effort into them, as I feet like it meant I had to explain myself more than once on a few things because there was no evidence of them on the map. We'll see how it helps next time.

I aim to post one of these each week for the sessions of this game. We'll see how that goes too.

The Seven Souls of Man and Clerics

Not many people know it, but there's more to you than you know.
Most people believe there to be merely one soul. This is true, but there are also six other souls. Various cultures are aware of various numbers of them. It is however, impossible to systematically prove any of it.

The First Soul: The Blood
The purest power of the universe, the most defined and real. There's a reason that demon-altars always ask for sacrifices of blood, and why blood is thicker than water.
Its power is mysterious and abstract, but it fuels all kinds of magics. Everything has blood, except some of the more enigmatic outsiders.
Blood lives, unsurprisingly, in your Blood.

The Second Soul: The Breath
Will, freedom, and choice. Without breath, there is no choice, there is no direction. Also you would asphyxiate and die.
Its power allows you to go where you wish, and choose what you wish.
Breath lives in your Lungs.

The Third Soul: The Body
Existence, physicality, resistance. Simply being is partially (more on that later) the result of having a body, it anchors the rest of your souls together.
Its power allows you to exist in one single space. Without it the composite nature of your being would drift apart.
The Body lives in your Bones.

The Fourth Soul: The Mind
Perception, conception, imagination. This soul is how you connect to the universe around you, how you take in data and interpret it.
Its power allows you to comprehend and calculate. Without it you would know nothing except that which is within you.
The Mind lives in your Eyes.

The Fifth Soul: The Soul
Remembering, feeling, believing. What people commonly believe to be your *Soul* as such.
Its power is what allows you to "grow" as a person, accumulate and develop. Without it, you would be hollow, existing only ever in the moment, remembering nothing.
The Soul lives in your Stomach.

The Sixth Soul: The Shadow
The other part of your physical existence, this soul governs substance and density, without it, you would be like morning mist.
Its power is weight and inertia, and also resistance and solidity.
The Shadow lives in your Liver.

The Seventh Soul: The Name
The most abstract soul. This is how others connect to you, it is a representation of you projected out into the world.
Its power is in identity, and self-actualisation. Without it, others won't remember you, and you would have no choice but to do as you are told.
The Name lives in your Teeth.

Clerics, as the guardians of the Souls of Man against the outer threats like demons and the undead, who would swallow up our being, gain benefits from souls, and use their powers in the fight to preserve the sanctity of our human flesh.
This is an attempt to link a Clerics powers to what they should be and do, with a loose metaphysical link thrown in for the heck of it.

The Circles of the Cleric's Power:
The First Circle: Rebuke
This power is gained by a Cleric's connection to the Name.
By calling upon the names of God and Saint alike, the Cleric causes the unrighteous to flee before them.

The Second Circle: Presence
This power is gained by a Cleric's connection to the Shadow.
By calling on Angels to augment or hide their shadow, the Cleric can become the most or least prominent individual in a room.

The Third Circle: Speak with Dead
This power is gained by a Cleric's connection to the Soul.
By connecting with the last memories remaining in a body, the Cleric can speak with a facsimile of the departed.

The Fourth Circle: True Sight
This power is gained by a Cleric's connection to the Mind.
With eyes wide open, the Cleric can see through any lie, whether created by magic, written, or spoken.

The Fifth Circle: Healing Hands
This power is gained by a Cleric's connection to the Body.
By speaking to the Bones of their duty, the Cleric can heal even the most grievous wounds with a touch.

The Sixth Circle: Disspell
This power is gained by a Cleric's connection to the Breath.
With a bellowing shout, the Cleric shatters the bonds of magic placed upon them and their allies.

The Seventh Circle: Resurrection
This power is gained by a Cleric's connection to the Blood.
The most potent power of all, the Cleric calls out to the powers that be, and by sacrificing a portion of their own life, it is granted to another.

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