Mundus Wards
The ancients of the Former Empires knew the dangers of unconstrained
divinity, and so their theotechnicians devised special
wards to hinder the hostile use of divine power. These “mundus
wards” took many different shapes, from deep-carved runes consecrated
in esoteric rites to physical engines that spun to bleed
off celestial power. Most of these wards have long since decayed
or been forgotten, but enough have survived to be a hindrance.
A mundus ward has a rating from 1 to as much as 20. The ward’s rating increases the base Influence cost to any changes made within the ward, before any multipliers. These wards are subtle, and they do not interfere with immediate use of gifts or miracles. Over the time necessary to enact larger changes, however, they sap away the force of the Godbound’s efforts. When a working includes multiple wards, only the highest rating is used.
Godbound can bypass a ward either by completely destroying it, which may be difficult should the ward be hidden or dispersed, or by discovering its key. A person in possession of a ward’s key can ignore its protections, as can any allies they permit to attune to it.
Most long-standing cities have mundus wards, though they may not even realize what they are or that they’re still functioning. These relics usually range from 1 to 4 points in strength. Those nations that carefully maintained their wards might have cities with barriers of up to 10 points, or even more. The ancient ruins of the former days also often have functional wards, complicating any efforts to enact changes on the lands surrounding them.
A mundus ward has a rating from 1 to as much as 20. The ward’s rating increases the base Influence cost to any changes made within the ward, before any multipliers. These wards are subtle, and they do not interfere with immediate use of gifts or miracles. Over the time necessary to enact larger changes, however, they sap away the force of the Godbound’s efforts. When a working includes multiple wards, only the highest rating is used.
Godbound can bypass a ward either by completely destroying it, which may be difficult should the ward be hidden or dispersed, or by discovering its key. A person in possession of a ward’s key can ignore its protections, as can any allies they permit to attune to it.
Most long-standing cities have mundus wards, though they may not even realize what they are or that they’re still functioning. These relics usually range from 1 to 4 points in strength. Those nations that carefully maintained their wards might have cities with barriers of up to 10 points, or even more. The ancient ruins of the former days also often have functional wards, complicating any efforts to enact changes on the lands surrounding them.