Saturday, November 16, 2024

OSR: Sacraments of Hesayanism

by arsenixc
How the Church of the Unconquered Son Works:

The Authority is the Ultimate, the Supreme Being, the One who Created the Universe.  The Authority is said to only rarely directly intervene, but instead works through specific lower beings to accomplish his Ultimate Ends.

Zulin is his agent among the Gods.  Zulin, Prince of Heaven, Hand of the Authority, King of the Earth, Custodian of Hell is the prime God of Hesayanism.  However, unless you are King or a Priest of Hesayanism, you are not permitted to pray to him directly.

Hesaya the Prophetess, May She Live Again, is Zulin's wife and head of the Church, Zulin's spiritual Kingdom.  When she is alive, she leads the Church on Earth and acts as Supreme Pontifex.  When she is dead, she remains in Heaven for a time, then is reborn into a new body.  She is reborn as a baby each time and some time passes before she regains all of her memories.  The time for this varies dramatically, once during a crisis, she regained her memories at the age of 3, while in more peaceful times she occasionally will not regain her memories until seventeen.  

When the Prophetess is in Heaven, the Church is led by the Matriarch, the highest ranking Priestess in the Church.  

In some places, men and women can both become Hesayan Priests, while in more conservative areas male Priests are seen as a distortion, if not a heresy, of the sacred scriptures.

What if I worship another God?

The Church occasionally orders Crusades to spread the Faith, strike down Evil and unite all people in the Kingdom of Zulin.  When the Church's armies invade your lands, the Priests will speak to the Gods of that land and grant them a choice- submit to Zulin and accept his laws or be destroyed.  

Gods that accept are sanctified and permitted to join Zulin's Heavenly Court, where they can be worshiped not only be their own people, but by any of the faithful.  

Those that refuse this offer are destroyed.

The people of this land also must accept Zulin and swear fealty to him.  The Priests of the foreign religion will usually have to change their religious practices to fit Zulin's laws.  For example, Hesayanism does not permit unnatural marriages, sacred prostitution or human sacrifice.  Other changes are usually made on a case-by-case basis.  The goal is to redeem the practices of this foreign religion, saving the good and purging the evil, not annihilating it entirely.

Of course, if a God and his religion are evil, then he will not be granted quarter, but will be destroyed.

The Adversary and the Forsaken Immortals:

The Adversary, the Evil One, the Dark Star, the Ever-Burning One, Uzarth the Accursed is the Chief Agent of Evil in Hesayanism.  He is said to be the eternal enemy of goodness, justice, and anything positive and wholesome.  He lives to create destruction and ruin.  He works for evil ends, to destroy Zulin's Kingdom and bring about everlasting misery to all.  

Uzarth is also Chief of Wicked Spirits and Evil Gods, who serve him.  Lesser spirits of wickedness cause havoc and try to tempt the faithful to Evil, while others attempt to enter the world to cause suffering and spread evil in more tangible ways.  

The Forsaken Immortals are Gods who rejected Zulin.  Some work with Uzarth and have become one of the Dark Powers, his Anti-Pantheon to oppose Zulin's Heavenly Court.  Others are mere free agents, establishing secret sects and cults in an attempt to stand aloof from the conflict brewing in the Heavens.  But as the Prophetess declared long ago, the middle ground is rapidly shrinking and when the Last Day dawns, all will be forced to choose a side.

Sacraments of Hesayanism:

Hesayanism recognizes 7 Sacraments- the number of wounds and humiliations the Prophetess suffered at her sacrifice.

Swearing of Fealty- A person is brought before a Priest and swears to accept Zulin as his Liege-lord, to obey his laws and to serve him faithfully.  A Priest or Priestess of Hesayanism stands in for the God, who accepts the person's offer and promises protection, provision and a chance to join Zulin and the Prophetess in Heaven after death, and resurrection on the Last Day.  

In some places, a person will only swear fealty to Zulin when they reach the "age of reason", which varies by species.  Others delay the swearing of fealty until later, to receive a remission of sins commited later in life.  Some cultures also have infants swear fealty to Zulin, though his parents recite the oath for him.  The child will still be expected to swear again when he is old enough to understand the oath however.  

Boon: When you swear fealty to Zulin, all previous bonds placed upon you are broken.  All curses are broken, all sins forgiven, all past (spiritual) transgressions pardoned.  If your soul has been taken from you, Zulin will dispatch his paladins and Angels to see it returned to you.  

You also enter a Hallowed State.  When in a Hallowed State, anyone attempting to possess you has disadvantage on any rolls made to do so.  You also receive resistance to magic and the abilities from the Dark Powers and evil creatures, giving you Magic Resistance equal to your CHA modifier.  Ex: If you have a CHA modifier of +2, you have 20% magic resistance.

However, you will only remain in a Hallowed State until you sin.  Example Sins that can cause you to lose a Hallowed State include, but are not limited to thieving, murder, killing the helpless or innocent, refusing to help someone in need, not tithing 10% of your income to the Church, sex before marriage, drunkenness, destruction of property, necromancy, attempting to resurrect the dead without permission from the Church and consorting with demons or the Dark Powers.    

Affirmation of Fealty- When a believer is old enough, he will swear another oath to Zulin, reconfirming his fealty to Zulin and being anointed as his servant.

Boon: When you Affirm your loyalty to Zulin, you will receive a vision of your future, what Zulin and his Heavenly Court want from you.  This vision is not guaranteed to come true, but it will be their recommendation of what you should aspire to usually.  In other cases, it has been a specific mission sent from Heaven or a dire warning for the person or the whole people.

Appeal to the Throne- At certain times of year, or as determined by a high-ranking Priest or the Heaven itself, believers will be entitled to directly petition Zulin and the Throne of the Authority.  There are various rituals associated with this depending on the region.  Some write their requests on paper, dissolve them in water and boil the water so it rises to heaven, while others write their requests on kites and send them aloft, while others write them in flammable ink and burn them at night, so the inhabitants of Heaven can see the burning script from their lofty perches.

Boon: Your request has a chance of being answered.  It may not be immediate or in the way you want, but Zulin may extend his hand to grant you your request.  The Referee should determine if Zulin would grant this request based on the following criteria: Zulin seeks the moral perfection of all his subjects, that they might become strong and virtuous.  Would granting such a request help this person do so, or would it possibly make them worse?  Zulin may also grant requests if he sees a person as a useful agent against the forces of darkness.

by Madazu
Royal Pardon- When you sin, you offend the Authority and so become cut off from his special blessings, though still receive the common blessing of being allowed to continue existing as a thought in his mind.  The Royal Pardon is a sacrament where you come before a Priest of Hesayanism and confess your sins.  It is expected that you usually make a sacrifice for all sins, though for smaller offenses, it is not required.  For more grave sins, a sacrifice is expected and required to show true repentance.  

After presenting your sacrifice, the Priest will give you a task to perform.  It may be as simple as giving money to the poor or the Church or it could be as hard as slaying a Demon rampaging across the world.  Do so and your sins will be forgiven.  

Boon: By performing your penance, Zulin will blot out your sins from the Book of Judgement and restore you to a Hallowed State.

The Honorable Sacrifice of the Prophetess- At all Hesayanism Churches, the climax of the liturgy is thanking the Prophetess for her sacrifice of her life and praising Zulin for rescuing her from the Underworld.  This is done through the faithful cutting themselves on ceremonial blades and allowing some of their blood to spill into a chalice or a pool.  Then the Priests lift these containers and fill up a sacred vessel, usually one shaped like the Stake upon which the Prophetess was impaled.  Then they ask Zulin and the Authority to bless this blood and transform it.  If the Priest is righteous and in a Hallowed State, the blood will be transformed into the Water of Faith.  

Boon: The Water of Faith or Holy Water is produced through this sacrament.  By drinking it, a person in a Hallowed State regains 1d6 Fighting Spirit and is granted a new save against any magical or mental condition affecting their mind and body, such as Charm or Fear, whether it is caused by magic or by what has happened to them.  

If consumed by someone not in a Hallowed State, the Water of Faith provides no benefit but instead reminds them of all their sins and how far they have fallen from the blessings of the Authority.  

If consumed by an Evil creature or one sworn to the Dark Powers, it depends on that creature's strength.  Weaker creatures will be instantly consumed by divine vengeance and be destroyed, while more potent ones will be simply hurt.  Splashing the Water of Faith on an evil creature also causes it to take 1d6 damage if a mortal or 2d6 if an Undead, Demon or Agent of Supernatural Evil. 

It is said that the Water of Faith's power depends on the degree of authority invested in a Priest by a Church, so while the Water made by a village priest might not be that potent, the Water created by a Shepherdess, Pontiff or the Matriarch is degrees stronger, depending on rank.  It is said that the Water of Faith created by the Prophetess herself when she serves on Earth is said to be able to do almost anything.  

Marriage- As far as the Church is concerned, marriage is between one male and female.  Zulin and Hesaya are seen as the ideal example of marriage.  While some object to this, as they claim Zulin is a God, and thus a shapeshifter, the Church has always replied that physical sex is the least important aspect of masculinity and femininity.  While Zulin can change his form, he has a male soul, while Hesaya, though she has been reborn over and over, has always been born a woman because she has a female soul.  

Marriage celebrations and customs vary dramatically from culture to culture, but all the Church cares about is the following: 
- The marriage is legal, meaning that the bride and groom are not too closely related nor barred from marrying each other for some other reason
- A priest oversees the wedding
- Both man and woman swear to be faithful to their God, Zulin, the Authority and each other.  

If all that has been accomplished, the two can be wed and the celebrations can continue.  

Note that the Church does not believe in divorce, though it will annul unlawful marriages.

Reasons for Annulment:
- You or your spouse are still married to someone else at the time
- You are too closely related (first cousins or closer)
- The marriage was done under threats or coercion
- The marriage was officiated by a servant of the Dark Powers or a Demon   
- Heaven itself forbids this marriage (rare, but has happened at times)

Boon: If you are married and take a long rest with your spouse, you can reroll the amount of HP recovered and take the higher result, regardless of comfort level.  (This does not mean you have to have sex, of course.  If you want rules for that, write them yourself, or even better, try to be normal for once.)

Holy Orders- This is a sacrament intended only for the Priests and the Paladins of the Church.  It is a sacred oath to be holy, to serve Zulin or a member of his Heavenly Court.  This may grant specific boons depending on what God you swear to serve.  Below is the one for a Priest or Paladin of Hesayanism.  

Priest/Priestess of Hesayanism: 

You swear to obey the Authority and his laws, Zulin and the Church.  You swear to take no spouse, bear no children and maintain your chastity.  You swear to accept no riches, lands or titles and to use any resources you are charged with for the good of the poor.    

Boon: You are granted the ability to forgive sins through the power of Zulin and the Authority, perform marriages, transmute blood into the Water of Faith and accept oaths made to Zulin, the Prophetess and the Authority on their behalf.

Paladin of Hesayanism: 

You swear to obey the Authority and his laws, Zulin and the Church.  You swear to take no spouse without the permission* or consent of the Church or your superiors.  You swear to protect the helpless, the weak and the vulnerable.  You swear to fight evil when faced with it and grant it no quarter.  You will make no false oaths nor use any unjust tactic.  You will serve until your last breath (or released from this oath**).

Boon: When in a Hallowed State, you gain Magic Resistance equal to double your CHA modifier (min 20%).  This applies to all magic, not just that of the Dark Powers.  You can allow a spell to affect you, if you wish it too.  

*Some Paladin orders are allowed to get married, some are not.  This part may be altered or revised depending on the orders.    

**Not all Paladins serve for life, though many do.  

by DouglasRamsey

Sunday, November 10, 2024

OSR: From Cradle to Heaven: Sacred Artist

This is part 2 of my Cradle magic system series.  Last time, we talked about how it works.  Now you'll see why people do it.  

by youraiart
Sacred Artist
Starting HP: 1/3 Con
Fighting Spirit: (see Advancement table)
Atk Modifier: (see Advancement table)
Starting Equipment: Sacred Artist's Robes, Path Manual, Weapon of your choice or backpack full of supplies (torches, flint and steel, rope, bedroll)

Foundation: Empower Scripts, Veiling, Basic Enforcement, Cycling
Copper: Copper Sight, First Step on the Path, Aura Harvest, Improved Cycling
Iron: Iron Body
Jade: Jade Senses
Gold:
Lowgold: Contract or Harvest Remnant
Highgold: Contract or Absorb Remnant
Truegold: Contract or Assimilate Remnant
Underlord: Reforged Body, Soulfire, Soulspace
Overlord: Reforged Body, Improved Soulfire
Archlord: Reforged Body, Improved Soulfire, Archlord Authority
Sage: Icon, Sage's Authority  
Herald: Ascended Form, Unity of Soul and Body, Infuse with Authority
Monarch: Culmination of Earthly Wisdom

Foundation:

Madra Points: You start with a number of Madra Points (MP) equal to your CHA modifier (min 1).  You can spend these to activate Techniques, fuel scripts or do anything else that requires Madra.  Madra Points used for such purposes are expended, but can be recovered through Cycling, the consumption of Natural Treasures, Pills or Elixirs and several other methods (see here).  

Empower Scripts: You can empower scripts of your Rank or lower and by allowing Madra to flow through them, can activate them and trigger any effects they might cause.  This does not require MP to be spent, but you must have at least one Madra Point to activate a script.    

Veiling: By drawing all of your Madra inside of your body, you can hide yourself, giving yourself a bonus to stealth rolls and to resist detection by anyone using their ability to sense Madra.  This stealth bonus is equal to your Rank, so at Foundation level it is +1.  While Veiling, you cannot utilize any Techniques or Madra in any way, if you do so, this breaks the Veil.  As you advance in Rank, you can also only Veil yourself down to a lower Rank, restricting yourself from your higher abilities but still allowing yourself to utilize Madra up to a certain point, as determined by how strong you want yourself to be when Veiled.    

Basic Enforcement: By allowing your Madra to suffuse your body, you can give yourself +1d4 FS and add +1 to any STR, DEX or CON check.  This requires 1 Madra Point (MP) per round.  

Cycling: By meditating, you can recover 1 MD per hour.  This type of Cycling is only to recover Madra, it cannot make you stronger.   

Copper:

Copper Sight: As a free action, you can activate your 'Copper Sight', allowing you to sense Madra and Vital Aura in the creatures and environment around you, even when it would ordinarily be invisible.  

First Step on the Path: You are now strong enough to start learning a Path.  Select one from the list provided to you by the Referee or work with him to create your own.      

Aura Harvest: By harvesting a certain type of Aura, your Core will change and begin producing that type of Madra.  Ex: If you harvest Fire Aura, your Core will produce Fire Madra.  You can only harvest the type(s) of Aura as determined by your Path.  Once your Core has changed, you can absorb Vital Aura from the environment to refill your Madra reserves faster than ordinary Cycling.  The rate of Madra recovery depends on the density of vital aura in the area.      

Improved Cycling: You learn a new Cycling Technique that allows you to Cycle not only to refill your Core but to gain strength over time.  Your rate of growth depends heavily on the density of vital aura in the region you are Cycling in.  

Iron:

Iron Body: You gain an Iron Body.  Your HP increases to equal your total Constitution Score.  When clashing with creatures that do not have Iron Bodies, or a similar level of physical strength, you have advantage on all checks made to grapple or overpower them.  If you are running from or chasing them, you also gain advantage on pursuit rolls.  

Enhanced Form: When you gain an Iron Body, you can gain one of the following types:

1d10
1- Bloodforged Iron: You gain accelerated healing.  Whenever you recover HP, by spending 1 MP, you can reroll and choose the higher number.  You also gain advantage on any save against poison.   
2- Steelborn: By spending MP, you can increase your STR.  When striking someone with a melee attack, for each MP you spend, you can increase your Atk and Damage roll by +1.   
3- Raindrop: By spending MP, you can gain superhuman reflexes and flexibility.  When making a roll or save based on flexibility or agility, you can increase or decrease your roll by X, where X is the amount of MP you spend.  
4- Moonheart: You can freely control your body and ignore pain, shock or other forms of negative physical sensations if you so choose to.
5- Puppeteer: You have much greater flexibility and agility and when inflicted by an effect that could impede that, you can make a save.  On a successful save, you ignore that effect.  
6- Mountainroot: When affected by something that could potentially move you, you can spend Madra Points.  For each MP you spend, you can increase any check made to resist moving by +2 per MP.
7- Skyhunter: You gain enhanced senses and by spending 1 MP, you can give yourself a +4 bonus on any roll made to perceive something with your physical senses.     
8- Crimson Furnace: You gain resistance to poisons and if you consume something toxic or otherwise dangerous, you can make a save.  On a successful save, you do not suffer any ill effects besides some indigestion.  
9- Silverscale: You gain the ability that when struck by a ranged attack, you can spend MP to reduce the damage.  The damage of any ranged attack is reduced by 1 per MP spent.    
10- Feathercloak: You gain the ability to loosen the hold of gravity on your body.  By spending 1 MP, you can lower your weight till you seem to weigh no more than a weighty feather.  This allows you to jump and climb much more easily, as well as causing you to have resistance to fall damage.      

Jade:

Jade Senses: You can now extend your Copper Sight in a direct way, "Scanning" a creature or environment for sources of Vital Aura or Madra.  Make a COG check when doing so.  If you target an environment, the Referee should determine the difficulty in detecting sources of Vital Aura or Madra.  On a success, you learn a number of facts equal to 1/2 your current Rank.  If you target a creature, that creature must make a COG check in opposition to yours.  If you win, you learn a number of facts about them equal to your Rank (Ex: Jade = 4 facts).  If they win, you learn a number of facts equal to the difference in your Ranks.  Ex: If you are Jade (4) and they are Iron (3), you learn one fact.  If they are a higher Rank than you and they pass their save, you learn nothing.      

by gavi-gavi
Gold:

Lowgold: 

Select one of the following-

Contract: You make a Contract with a Sacred Beast that is stronger than you and following the same or a similar Path as you.  By doing so, you can exchange Madra with your Contracted Partner.  Over time, this will cause your Core to swell and grow stronger, until you can advance.  Your Partner will also act as your Teacher and help you refine your Techniques.  They will also aid you in battle.

Remnant: You can capture a Remnant from a dead Sacred Artist or Beast that is compatible with your Path and capture it, storing it inside your body.  This will grant you a Goldsign that varies depending on the Remnant you capture.  It also grants you a number of additional Madra Points equal to the strength of the Remnant.    

Regardless of what you choose, you also get a:

Goldsign: Your Goldsign is a permanent change to your body that provides an ability based on what it is.  Work with the Referee to determine what this ability will be.  

Examples: 
- You grow a bladed arm from your back.  You can fold this arm up, or use it to attack creatures near you.  
- Your hair becomes hard as metal.  You gain the benefits of wearing a helmet always.
- A floating cloud appears over your head.  This cloud can produce minor weather effects, such as rain, wind or lightning as you will.      

Highgold: 

Remnant: You gain an amount of bonus Madra Points and an Insight Point from partially digesting your Remnant.  This will let you select from one of the following:
- Increase your Atk bonus by +2
- Learn a new Technique
- Increase the strength of one of your Techniques

Improved Goldsign: Your Goldsign becomes stronger.  

Examples:
- You grow a second bladed arm from your back.  
- Your metal hair grows longer, granting more protection.
- Your cloud can now shoot lightning to damage your enemies.    

Truegold:

Remnant: You gain an amount of bonus Madra Points and Insight Point from partially digesting your Remnant.  This will let you select from one of the following:
- Increase your Atk bonus by +2
- Learn a new Technique
- Increase the strength of one of your Techniques

Mastered Goldsign: Your Goldsign becomes stronger and fully matures.

Examples:
- You grow more bladed arms, until you have six.
- Your metal hair grows bladed ends and can be used to make attacks against enemies.  
- Your cloud can form strong winds that allow you to fly.  

Soulspace: You open up your Soul-Space, a place within your Spirit that can store one item.  You can store an item there or retrieve it as a free action.

Underlord:

Reforged Body: Reroll all your Ability Scores using 3d6.  Your Ability Scores now cap out at 20.  If your new result is higher, replace the previous result with the new one.  If not, increase that score by +1.  You also have any scars or physical impairments removed, as well as regrowing any lost body parts.

Soulfire: You can consume Natural Treasures and convert them into Soulfire.  Each Natural Treasure produces 1/2 the Amount of Soulfire Points (SP) equal to the value of the Natural Treasure's Madra Points.   Soulfire can be added to any Technique to provide a +3 bonus per Soulfire Point spent.

Aura Control: By spending Soulfire points, you can control Vital Aura that you cannot harvest and absorb into your Core.  To do this, you must spend at least 1 Soulfire Point.  You do so by rolling 1d20 and adding a bonus of +1 per Soulfire Point spent.  Creatures attempting to control the same Vital Aura can attempt to contest your control of this power with their own Will by making a COG check.   

Overlord:

Reforged Body: Reroll all your Ability Scores, using 4d6, discarding the lowest dice.  Your Ability Scores now cap out at 22.  If your new result is higher, replace the previous result with the new one.  If not, increase that score by +1.  You also have any scars or physical impairments removed, as well as regrowing any lost body parts.

Improved Soulfire: Your Soulfire becomes more powerful, now granting +4 per SP to any Technique that is infused with it.   

Archlord:

Reforged Body: Reroll all your Ability Scores, using 5d6, discarding the two lowest dice.  Your ability scores now cap out at 24.  If your new result is higher, replace the previous result with the new one.  If not, increase that score by +1.  You also have any scars or physical impairments removed, as well as regrowing any lost body parts.

Improved Soulfire: Your Soulfire becomes more powerful, now granting +5 per SP to any Technique that is infused with it. 

Archlord Authority: When you use your 'Aura Control', add +2 to your d20 roll per SP spent.  

When you reach the peak of Archlord, you can choose to attempt to become a Herald or a Sage.  Both paths are available, but they are very different.

by Maxiuchiha22
Sage:

Icon: Sages manifest an Icon.  An Icon is a platonic form, a universal symbol, an embodiment of a concept.  A Sage manifests an Icon and gains Authority.  Each Icon is associated with certain ideas and associations (see below).  The Icon a Sage manifests affects their Authority.    

Sage's Authority: By speaking a verbal command, a Sage can command the world to bend to his will.  He does so by making a COG check and speaking one word or short phrase that contains a clear idea, the Referee should then select a DC and have the Sage roll his check.  On a success, the Sage succeeds and reality temporarily changes to suit the Sage.  Note that changes made via a Sage's Authority only last as long as he focuses on them.  When he releases them, things return to their natural state.

Examples:
- Speak the Command "Stop" and a falling object freezes in the air
- Speak the Command "Be Purified" and something contaminated is cleansed
- Speak the Command "Die" and the targeted creature must save or die

If a Sage makes a command that aligns with their Icon, then they have advantage on their COG check.  If a Sage makes a command that goes against the nature of his Icon, he can do so, but he has disadvantage on his COG check.

Note that if targeting a creature, instead of rolling against a static DC, that creature must make an opposing COG check to resist the Sage's Authority, assuming that creature wishes to resist.  For each Rank the creature is above the Sage, he gains a +1 bonus to his check.  For each Rank below, a -1 penalty similarly applies.  

Example Icons:
- Void: True desolation, emptiness, hunger
- Archer: Striking from afar, aristocratic warfare and peasants hunting for food
- Dragon: Greed, fire, solitude, viciousness and cruelty
- Death: Annihilation, ending, finality
- Hammer: Forging, crafting, worksmanship      

Herald:

Ascended Form: Reroll all your Ability Scores, using 6d6, discarding the two lowest dice.  Your ability scores now cap out at 26.  If your new result is higher, replace the previous result with the new one.  If not, increase that score by +1.  You also have any scars or physical impairments removed, as well as regrowing any lost body parts.

Unity of Soul and Body: A Herald's body and core are one.  When injured, a Herald can spend MP.  For each MP spent, he regains 1d6 HP.  MP spent this way are lost.

Infuse with Authority: When using a Technique, a Herald can infuse the Technique with his Authority by spending COG.  For each point of COG he burns, reducing that score by 1 per point spent, the Technique can add his COG modifier to any result.  You can also infuse an ordinary Attack or Defense roll with your Authority.  COG points lost like this are recovered at a rate of 1 point per day if busy, or 1d3 per day if you spend the day Cycling.       

Monarch:

Culmination of Earthly Wisdom: 

Both Sages and Heralds can Ascend to Monarch.  When one of them does so, there are two options:

If you were a Sage, you gain the Abilities:
- Ascended Form
- Unity of Soul and Body
- Infuse with Authority   

You also gain the increased Fighting Spirit a Herald would have gained when they ascended.  

If you were a Herald, you gain the Abilities:
- Icon
- Sage's Authority


Saturday, November 9, 2024

OSR: From Cradle to Heaven: An OSR Cultivation System

This is a "Part 1" for a Cultivation magic system heavily inspired/entirely stolen from Will Wight's Cradle series.  This post will contain spoilers not for the plot of that series, but for the power system and how the characters improve, but as it is progression fantasy, that is half the fun.  Also, if you are player who has never read the series, I highly recommend not reading this, as this will make it much more interesting when your Referee dumps this insanity on you.

by JessiBeans

  
Some Terms to Know:

Vital Aura- This is the energy produced by certain substances.  Vital Aura flows through all things, though it may be more or less dense in areas.  It is the primary means through which a creature or Sacred Artist attains power.

Madra- Madra is what Aura becomes after it is absorbed and processed by a living creature.
  
Core- All living creatures with the ability to process Madra have a Core, which is the spiritual nexus located in the "center" of their body.  This is the "organ" used to absorb Vital Aura and transform it into Madra, as well as to send Madra to other parts of the body to be used.
  
Remnant- When a Sacred Artist or another powerful creature dies, from their corpse rises a Remnant.  A Remnant is most comparable to a Ghost, though this is not exact.  Remnants are as strong as the creature that manifested them and share any Techniques that the creature that produced them did.  However, Remnants do not necessarily share the personality, goals or feelings of the creature that they arose from.  Generally, a Remnant will gain any overriding ambition or strong drive from it's source, but otherwise will be independent.  

Remnants also seek to become more powerful and as they gain more power, become more intelligent and developed.  Extremely powerful Remnants are almost indistinguishable from ordinary people, though not necessarily.  A Remnant from a powerful Sacred Artist could basically be like his ghost, or it could be a monster driven to acts of feral destruction.     

Advancement:

All humans (and other creatures*) start weak and soft as newborns, but by Advancing, they can grow stronger.  This allows them to gain numerous physical and spiritual benefits.  The Ranks are as follows: Foundation, Copper, Iron, Jade, Gold, Underlord, Overlord, Archlord, Sage/Herald and Monarch.  It should also be noted that this system is slightly less clean than it looks on the surface, as there are a few wrinkles.  The Rank of Gold is split into three phases, Lowgold, Highgold and Truegold.  Meanwhile, Sage and Herald share a space, as Sages and Heralds are considered co-equal in terms of raw Advancement, with both being capable of reaching Monarch or ascending to Heaven.

Generally, advancing becomes exponentially harder as you go up in Rank.  All children can achieve Foundation and unless they live in a truly backwards and deprived place will likely make it to Copper by the time they are ten to 12, assuming they start training at 7.  But it will take intense training to make it to Iron and few can manage it before they reach adulthood or after- though a true genius might be able to reach Iron by sixteen.  Jade is even harder and Gold even harder still.  

The average Rank of an area depends on numerous things, such as the density of vital aura, the availability of Natural Treasures, the likelihood of warfare and conflict and numerous other reasons.  In some areas, you might be considered an adult if you can reach Iron, while in others anyone below Jade is considered an infant or a cripple.

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Sacred Beasts and Trees:

Sacred Beasts are what happens when an animal gradually absorbs enough Vital Aura to begin advancing.  Once it has reached this threshold, the Sacred Beast begins to grow in power and then in intelligence.  Sacred Beasts can practice the Sacred Arts, though they do it slightly differently than humans, especially when it comes to Advancement.  However, it takes much longer for a Beast to become Sacred than a human to begin practicing the Sacred Arts, as they must passively accumulate Vital Aura in their bodies for many years, if not decades.
  
Sacred Trees and Plants also exist, but are even less common, as they require much longer to accumulate the necessary Vital Aura to become Sacred.

Sacred Beasts and Plants, as they advance, gain the ability to shapeshift gradually and many choose to change their form to ease their Advancement, as madra flows better through a human body.  Sacred Beasts and Plants can also learn to control their size if they choose to once they reach Underlord, growing massive or shrinking as they choose.

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A Brief Introduction to the Ranks:

Foundation- Children, or anyone who just started learning the sacred arts.  

Copper- More advanced children or extremely poor students.  

Iron- Either the warrior class or the beginning of adulthood, depending on the culture and strength of the region.  

Jade- Either the venerable Elder or the first step towards true power.  

Lowgold- In places where it is possible to advance beyond Jade, this is the first step someone takes to become truly great.  

Highgold- A Highgold, unless surrounded by truly titanic forces, is almost always a threat.

Truegold- This is the highest most people could conceivably reach.  Venturing beyond this Rank requires incredible talent, massive amounts of resources, insane grit or some combination of those former factors.  

Underlord- The first step into the Lord Realm, Underlords are respected by all and feared by many.  In areas of high vital aura, they are viewed as leaders, warriors and high-ranking politicians.  In areas with low aura, they are demigods.  

Overlord- If Underlords can command, Overlords always rule.  If there is an Overlord in the area, unless he is dwarfed by even more powerful individuals, he is in charge.  Overlords are almost always Kings, Queens or Emperors, or command sufficient authority that their actual title is little more than fluff.

Archlord- Archlords brush up against the supreme power of the highest Ranks, though they are still technically mortal.  They possess monstrous power, incredibly long lifespans and thrice-reforged bodies that make them horrors to fight.  Archlords are extremely rare and almost always found in the most powerful of sects or clans, either acting as servants for the Gods or attempting to ascend themselves.  

Sage- Some cultures do not recognize Sage as a separate Rank, while others do.  Regardless, Sages are considered the most powerful of the Archlords.  They command incredible insight and great power.  All Sages are famous and just being referred to as a Sage is enough to intimidate lesser foes.  To be taught by a Sage, even for a few minutes, would be treasure beyond compare for most.  Sages are often thought of as being different, but co-equal to the Heralds, though they have different powers and specializations.    

Herald- While they lack the advanced knowledge and insight of the Sages, the Heralds make it up it with overwhelming power.  Heralds are said to never fight, for if they did, they would destroy everyone and everything around themselves.  There are few Heralds, but the ones that do exist are famous and well-known across the world.      

Monarch- You can count the number of Monarchs in the world on both hands.  They are legendary figures, ageless and all but invincible, only able to be killed by the mightiest of foes or another Monarch.  Many are revered as Gods, either being worshiped directly by their people or given such respect that it makes little difference.  To even speak a Monarch's name is considered a grave risk, for it is said that a Monarch can hear his or her name spoken anywhere in the world and may appear suddenly to see who dares to speak of them.

by BriGht-liGht-NSH
How to grow stronger:

The easiest way to get stronger is to absorb vital aura into your Core to make it larger, so it can fit more madra.  There are multiple ways to do this.  You can Cycle and absorb Vital Aura from the environment; you can consume Natural Treasures, pills or elixirs; or you can borrow it from someone else.

Cycling is the easiest way to do this.  Depending on the density of aura, Cycling will grant more or less benefit.  

Cycling grants +1 MP per X, depending on the Aura Density.

Aura Density Result
Low +1 for month of cycling.
Moderate +1 for week of cycling
High +1 for 3 days of cycling
  
The population of the world is roughly based on the density of vital aura.  High-aura areas are considered highly prized and monopolized by powerful Sects and Clans which dominate them and only permit their own members and a few prized allies to access them.

Most people live in areas with Moderate Aura and these tend to be ruled by more powerful Clans than places that live in Low density areas.  People who live in Low density areas tend to be much more primitive in terms of their knowledge of the Sacred Arts, as it is so much harder for them to Advance.

Natural Treasures are natural items that form in areas where aura concentrates.  They can be consumed by Sacred Artists or other creatures and can boost the strength of one's core.  They are the easiest way to advance.  Unfortunately, most Natural Treasures are in the hands of powerful Clans or Sects, so you must either steal them, serve those who possess them or purchase them for increasingly exorbitant prices.

Pills and Elixirs are creations made by Refiners and Alchemists, who combine and concentrate Natural Treasures to produce more potent effects.  They function the same as Natural Treasures, except they cannot be found in the wilderness, but must be stolen, bartered for or purchased.        

Rules: 

Natural Treasures: Form naturally.  Each grants a bonus equal to it's value.
When you acquire a Natural Treasure, roll on the table below appropriate to the Rank.  It has that many MP.  If you have fewer MP than that, it grants you that many when you consume the Natural Treasure.  If you have MP equal or greater than the Treasure's, you only gain half the Treasure's MP.  If you are three or more Ranks above the Treasure's rating, then you receive no benefit from consuming it.

Natural Treasure Table
Rank.      Madra Points
Copper            1d3
Iron          1d6+1
Jade          1d8+1
Gold
-Low            1d8+2
- High          1d8+4
- True          1d10+1
Underlord      1d12+2
Overlord      1d12+4
Archlord        1d12+6
Herald          1d20+2

You can also borrow Madra through forging a Contract with a more powerful Sacred Beast or Spirit.  Humans cannot forge contracts with other humans.  This allows the two Contracted Partner's to exchange Mana as a free action on their turn, as long as they are close enough to touch.

by suyingying
How to Advance:

First, get stronger.  Once you have gotten strong enough by amassing sufficient Madra, you will hit the "peak" of that Rank.  Once you have done that, you will need to take steps to push yourself past your limits and transcend your current limitations.  This will allow you to Advance and reach the next Rank.  There are various methods for reaching every Rank, growing stranger with each one you climb.  Here are the most common ones.  

To Copper: You need to consume a Natural Treasure.  

To Iron: This depends on the type of Iron Body you want, but it will likely require some danger, physical exertion and probably pain.  Lots of pain.  

To Jade: You need to consume a potent toxin and survive.  

To Lowgold: You need to absorb a Remnant and trap it within your Core or you need to make a Contract with a Sacred Beast that is more powerful than yourself.  

To Highgold: You need to digest the Remnant and start to incorporate it into your own soul or you need to take in more and more power from your Contracted Partner to gradually increase the size of your Core.  

To Truegold: You need to fully incorporate the Remnant into yourself or you need to continue taking in more and more power until your Core reaches the right size. 

To Underlord: You must open up your Soulspace, a place within your soul.  Then you must consume a number of Natural Treasures and burn them to create Soulfire.  Once you have filled your Soulspace with Soulfire, you must learn your Underlord Revelation.  This is the reason that motivates you to study the Sacred Arts.  Once you discover this, the Soulfire within your Soulspace will blaze outward and burn away your body, reforging you into a stronger, more perfect state.    

To Overlord: As per Underlord, but the Overlord Revelation concerns your place in the world and how you relate to others.  

To Archlord: As per Underlord, but the Archlord Revelation concerns your destiny, your plans for the future and what you have been knowingly or unknowingly working towards your entire life.

Note that Sage and Herald are Ranks that are considered co-equal, both being one step below Monarch.  When you reach the Peak of Archlord, you must select one method, you can only become one.

To Sage: To advance to Sage, you must manifest an Icon.  An Icon is a platonic form, a universal symbol, an embodiment of a concept.  You may only attempt to manifest Icons that you are aligned with.  For example, if you have never wielded a sword, you cannot manifest the Sword Icon.  To manifest an Icon, you must align yourself with the concept of the Icon as much as possible and work to become an embodiment of the concept as much as possible.  

For example: If you wish to manifest the Sword Icon, you must train in the sword, follow a Sword Path and learn everything there is about swords.  You must eat, breathe and drink swords, as well as being recognized as a symbol of swordsmanship in the world.    

To Herald: If you wish to become a Herald, you must manifest your Remnant and attempt to merge it into your physical form.  This requires a fierce duel of wills and should you fail, you will likely die, be horribly disfigured or suffer some equally cruel fate.  

To Monarch: Advancing to Monarch depends on the way you took before.  If you were a Sage, you must undergo the process that Heralds went through to reach their Rank.  If you do so, you will become a Monarch.  If you were a Herald, then you must manifest an Icon (as per a Sage).

Walking a Path:

All Paths harvest a type of Vital Aura and utilize Techniques powered by Madra.  Each type of Madra has different properties and is useful for different things.

Types of Madra and their specialties:
- Fire: Good for burning things and protecting yourself from fire
- Water: Good at extinguishing fire, lets you walk on water and swim really well
- Light: Good for creating illusions
- Dream: Good for manipulating emotions 
- Life: Good for healing
- Blood: Does more damage to living things, less to non-living things
- Destruction: Good for destroying and breaking stuff, basically useless for anything else
- Ice: Slows down those who don't use ice Paths
- Force: Good for amplifying the strength of attacks
- Sword: Good for cutting through things, also sometimes called Spear or Axe Madra, but it's all the same stuff
- Wood Madra: Good for manipulating wood and plants
- Venom/Poison: Does damage to anyone not following a Venom or Poison Path on contact
- Earth: Good for protecting yourself and defensive Techniques
- Wind: Good for moving stuff, many Wind Paths can grant a Sacred Artist the power of flight

This is not all the different types of Vital Aura/Madra, but these are among the most common.   

Each path is composed of 3 to 8 Techniques.

These Techniques can fit one of four categories:
- Enforcer: Techniques which strengthen the body and soul.
- Striker: Techniques that project madra outside the body.
- Forger: Techniques that use madra to make solid objects.
- Ruler: Techniques that use madra to control the vital aura in an area.

Inventing or Adapting Techniques: If you have the intelligence and your Path has room for it, you can adapt a Technique another Sacred Artist has developed and create a version you can use yourself.
  
Example Paths:

Path of Black Flame
Harvests: Fire and Destruction Aura

Techniques:

Burning Cloak: Enforcer
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You wrap yourself in a layer of madra.  This gives you a +2 FS per MP.  It also gives you +2 to Atk and Def rolls and causes you to do +1 damage per MP on a hit.

Dragon's Breath: Striker
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You fire a focused beam of blackflame madra.  This strikes one target and anything behind it if it punches through.  It does +3 damage per MP.

Void Dragon's Dance: Ruler
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You gather all the fire and destruction aura into a cloud over your head, then bring it down on your foes.  This does +2 damage per MP and +4 damage for each round it is allowed to charge up.  

Path of the Endless Sword
Harvests: Sword Aura

Techniques:
Rippling Sword: Striker
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You fire a crescent shaped blade of madra.  This madra strikes anything in a line equal to 5*MP.  On a hit, creatures take +2 damage per MP.

Hidden Sword: Forger
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You create a razor blade made of sword madra that floats in the air.  Should any creature touch this, they take +1 damage for every 2 MP spent.

Flowing Sword: Enforcer
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You enforce your sword, gathering sword madra around it.  This causes your sword to do +1 damage per MP and +1 damage for each round it has been left to charge.  

Endless Sword: Ruler
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All swords are one.  You control all the sword aura gathered around all bladed items within a range of 10*MP'.  These blades send forth waves of sword madra, doing +3 damage per MP and +X damage depending on the quality of the blade.  Ordinary blades do +1, Sacred Instruments do +X based on rank (Copper +1, Iron +2, Jade +3, etc).

The Final Sword: Forger/Striker
Requirement: Underlord or Above
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You forge together a massive sword of madra, aura and soulfire.  You can either hit a creature with it or launch it as a projectile.  Any creature hit by it takes +4 damage per MP.