The script for a lecture on the Domoths. Discussed within are their history, how they are claimed, and why they are claimed. * Immanidivinus * Imagine, if you will, a glowing pool of white energy, pulsing in tune with an unheard beat. After a brief time, nine patches appear on one end of it, their colours slowly becoming more vivid, each distinct from the next. The Immanidivinus is the place where the Gods Themselves draw power from. In the ancient past, Edifices of Power were built which allowed a mortal to Ascend to a Vernal God-- a passage which required entry to the Immanidivinus to claim their newfound divinity. The Nine Veils of the Domotheos were where these once-mortals were able to breach into the Immanidivinus. Later, they became the place where the Nine Seals, which bind the prison of Lord Kethuru, were placed in order to tap into the Immanidivinus. Thus, they are able to draw power and keep Him bound away from the Basin of Life. * Poisoned Immanidivinus * Many centuries ago, a great plague infected the Basin of Life, and even began to creep into that source of Divine energy known as the Immanidivinus. Though it was not known at the time, this was orchestrated by the Soulless God known as Muud. Call to mind the pool once more, and imagine an ominous, sickly green hue that begins to saturate the nine patches of colour, turning them each into a similar shade of puce. Tendrils of rot begin to streak out from there, reaching into the pure white glow. They throb, and the glow begins to dim as they feed and stretch even further. The plague was no ordinary sickness, but it feasted upon the power of the Divine themselves. It took the sacrifice of the last True Ascended God, called Ayridion. He sacrificed all of His power to create a rift between the Veils and the Immanidivinus itself. This rift is called the Threshold Abyss. Now imagine a great tear shuddering through the pool of energy, a wide rift separating it from the nine coloured patches. The sickly green hue fades as the plague is torn asunder from its power source, returning all to as it began, though now split in two. * Divided Immanidivinus * Through His sacrifice, the Soulless God Muud's plan was foiled, and the plague was ended. Yet now there was something new. The Nine Veils had been thrust towards mortal-kind, becoming accessible for those who have fanned their spark to that of a Demigod. Yet it is a taxing place, consuming one's essence as they struggle to remain within. Only Ascendants are truly at home here, a place intended for those who were on the path to Divinity. Picture a small figure, traversing through the Veils and reaching to the Abyss, but halted from progressing further. No Ascendant can truly become a God, now. The Abyss prevents that, yet it also prevents that source of Divine energy from being tapped and subverted by the Soulless, saving our entire reality. In other realities where this did not occur, all was lost in the end. * Nature * Recall the nine patches of colour once more, and in your mind's eye, focus on the one shown in green. Envision crackling energies that form into vines and briars each budding and glaring with vivid light, sending starry flowers soaring through the emerald air. Life abounds, and the scent of blossoms, pollen, and of lavender wafts by. Clouds swirl in the air, discharging energies with loud snaps, overlaid by the songs of birds, and the buzzing of contented bees. This is the Veil of Nature. Venturing through the Veil, picture an ancient tree with enormous limbs. A stairway of boughs leads further up. The sparkling emerald air swirls, and the glowing leaves tinkle like tiny bells. Large lilac and golden buds sprout in abundance, as well as the creepers and vines that adorn all, until finally one arrives at the heart of this tree, an open center containing a round pool of amber sap. This is the Throne of Nature, a place where control of this Domoth can be challenged for and claimed. Doing so allows an individual to direct its powers towards certain ends. For the Domoth of Nature, this is towards herbs and growth. Other Domoths can provide blessings to races, guilds and even entire organizations, so claiming them is an important duty for us to pursue. Each Domoth has three items of power associated with it. The rod, which controls the weakest power of that Throne. Then the orb, which controls the lesser power. Finally, the crown, which controls its major blessing. Each time the domoth is challenged, the challenger is upgrading to the next level-- wresting control of the next item and turning it to the challenger's will. * Nature Challenged * Imagine a figure as it approaches the pool of sap, wielding a splintered bough and glowing green orb within which leaves and flowers appear and fade. The figure spreads its arms wide before the throne, and three willowy fae of nature step forward and attack it. The challenge has commenced. For this first stage, the challenger must defeat thirty champions of the Domoth. These are beings of the Veils themselves, formed of the Domothean energies, and they come to test the mettle of the challengers. Imagine that the three champions are swiftly defeated, but more continue to pour out and die in turn, until finally the Domoth shudders. A round object, looking suspiciously like a wreath, flares and vanishes. The view now shifts to a chaotic shifting sea. Aetherspace lies before you, and within it a few small pockets of reality called aetherbubbles. * Aetherbubble * Now imagine the same wreath of vines laying upon the ground of one of these bubbles. Before too much longer, a cluster of figures appear and stand about it. One reaches for it and focuses. In the second stage of a challenge, the challenger must venture into aetherspace and wrest control of the Domothean object. At this point, any Demigod can assert a claim, so enemies may appear to seize it for themselves. If they do, they must be shown no mercy and swiftly expelled. In addition, more champions of the Domoth itself will appear to provide challenge. A chaotic melee will appear for a time, as foes and Champions contest the claim. Yet all are dispatched in the end, and finally the wreath will rise and settle in the hand of the challenger. Victorious, all can then depart the aetherbubble and return home. * Nature Claimed * Picture the challenger, alone once more, as they return to the Domoth of Nature and stand before the pool of sap which is the Throne. Power shudders, then fades, as the wreath is lifted to the head to complete the third and final stage of the claim. With the Domoth won, the blessings of the Domoth can be conveyed. Yet this is not the end. It must be regularly maintained, for after a time the challenger loses control of the highest blessing. If left untended long enough, the entire domoth will fall free, ready to be claimed by any other who wishes to challenge it. Beyond that, each Estar a set of them will flux, becoming free for claiming no matter how well-tended they were. Thus, control of the Domothean realm requires effort-- yet the effort is well invested.