Reference: Organization Breakdowns.   Posted by GM.Group: 0
GM
 GM, 10 posts
 The Narrator
Sun 14 Jun 2020
at 19:37
Reference: Organization Breakdowns
The Sects of St. Patrick and St. Kythryn

   In Andul, the fantasy world, Kythryn was a God king who lost his balance and twisted the world into a mundane monotheism. The story of Kythryn was based on the real world so Andul as an alternate Earth already has a domineering godking we all know and love. I'm re-envisioning him as a mage hunter. Kythryn was sanctified after dying in battle against an incarnate prince.

   Two sects of warrior priests with a shared purpose.

   In Ireland, Patrick sought to end the widespread suffering by bringing Christian values to Ireland. His efforts brought predictable resistance from the druids. Over time, Patrick became more assertive, eventually militant, openly damning the druids for failing the moral health of their people.

   Patrick's followers continue his opposition to druidic pantheism, quickly igniting to open combat. The Sect of St. Patrick becomes focused on its core objective to eliminate all forms of druidism, paganism, and pantheism from Ireland.

   In Britain, Kythryn was a noble warrior who spent many years protecting the innocent and defending the rightful rulers of the land. But even he could not oppose the Unseelie Court. When immortals of ill intent crossed his path, Kythryn turned to a higher power. He converted to Christianity and swore an oath to eliminate all of Satan's spawn from the island. Indeed, his final act was to slay a great and evil incarnate, and had his name stricken from history.

   Kythryn's followers continue his purpose but over time, expand their purview. While Kythryn sought creatures of malice, his followers include all beings of magic as spawn of Satan. Even their own theurgic practices become neglected and forgotten over the centuries.

Archetype: Mage Hunter

Paradigm: Divine Order and Earthly Chaos (Using M20 p568)

Practices
   Primary - Faith
     The Knights attribute all of their success to the blessing of Saints Patrick and Kythryn, who are themselves vessels for God and Jesus. The Sects are acknowledged as extensions of the Catholic Church. As such, the knights are representatives of the Church and function within its complex hierarchy, subject to its authority.

   Craftwork
     Many magical creatures are far stronger and tougher than mortal men. Fortunately, they often have irrational weaknesses, such as silver or iron. Kythric Knights make a great study of these weaknesses and forge weapons appropriate to the foe.
     Craftwork also provides defensive solutions. The Catholic Church has extensive resources on demonology and black magic. Knights of the Sect use this forbidden knowledge to craft amulets and talismans to defend against those evils.

   High Ritual Magick
     Ritual is a very large part of Christian tradition and practice. Sect theurgy is highly ritualistic.

Instruments

   Books
     - Scripture, forbidden texts, Goetia, etc

   Languages
     - Gaelic and Cymraeg are Celtic languages, the speech of "the enemy"
     - Latin, Greek, Hebrew, and Arabic are languages of Mediterranean academia
     - Books, scriptures, etc. come in a variety of languages so multilingualism is encouraged

   Prayers
     - European theurgy frequently involves a fervent prayer to God, Jesus, or a saint or angel appropriate to the need.
     - Knights prefer to speak a popular prayer in its original language

   Sacred Iconography
     - The Cross, 'nuff said

   Weapons
     - As defenders of the Faith, weapons are of critical importance to Kythric Knights. Even ones who do not engage in theurgy will learn artificing to keep their primary tool at peak effectiveness.

GURPS4 Build

   75 points
   This template covers the amount of training an applicant can receive during his acceptance between ages 13-15 and his ordaining 6-7 years later.

   Attributes
   ST +1 [10], DX +1 [20], HT +1 [10]

   Advantages
   Clerical Investment [5], Fit [5], Patron (The Order of St. Kythryn and St. Patrick, Powerful, appears on a 6 or less, supplies equipment +50%) [15], Status 1 [5]

   Disadvantages
   Duty (The Order and their brothers-in-arms, 12 or less, hazardous) [-15]

   Primary Skills
   Axe/Mace or Broadsword (A) DX+1 [4], Hidden Lore (A) IQ+1 [4], Crossbow (E) DX+2 [4]

   Secondary Skills
   Exorcism (H) Will-1 [2], Shield (E) DX+1 [2]

   Background Skills
   Religious Ritual (H) IQ-2 [1], Riding: Horses (A) DX-1 [1], Theology (H) IQ-1 [2]

This message was last edited by the GM at 04:02, Wed 12 Aug 2020.

GM
 GM, 11 posts
 The Narrator
Sun 14 Jun 2020
at 20:19
Reference: Organization Breakdowns
The Azurite Order

   Eons ago, when the Adoshai went to their final war, they summoned a great old one who pierced the dimensional fabric with its thousands of tentacles. Many of these places never recovered, remaining as scars in the spacetime continuum, and are guarded by supernatural beings.

   One such location exists in Ireland where the scar was contained and harnessed by the Tuatha de Danaan after their defeat of the Fomori. The Danaans recruited a band of warriors to defend the scar and to hunt any abominations it might birth into the world.

   The Order has two circles, an inner and outer circle of members. The Outer Circle consists of warriors who join the cabal to learn combat and earn a wage defending the temple. Those who seek to do more can join the Inner Order, who teach their own style of sorcery.

The Azurite Knot
   At the heart of the site is a vicious twisted knot in reality that assaults everything in its proximity on every level, physical, emotional, mental, and existential. Energies of a wide variety, such as gamma rays, x-rays, UV, erupt from the scar, as do psychic disruptions.

   The masters of the site have constructed a system of containment around the scar, surrounding it with knotwork of azurite engraved into the floor. This knotwork functions almost like the physical part of a force field around the scar, harnessing its own energy to contain it. Anyone breaching the knotwork would be destroyed, if they are lucky. Exposure to the scar may instead cause horrific mutations of mind and body.

   There is a secondary use of the knot. Sorcerers may use it to enhance their own magical prowess. The monks use this secret to good effect. Those who swear loyalty to the cabal and the defense of the scar may be granted permission to walk the knotwork.

The Order
   The membership of the order consists of a core group whose primary purpose is to hide the scar from mortal men. Their secondary purpose is to explore magic in an environment where reality has already been softened and twisted. Finally, to defend their haven through building their own inner power.

Archetype: Monster Hunters

Paradigm
   (Using M20 p568)
  • All is consciousness
  • Elements in balance (the Titans)
  • Reality is malleable and magic is the art of shaping it.
  • Elemental imbalance is as natural as shifting tides
  • Monsters can manifest from great spiritual imbalance just as oceanic imbalance can cause tidal waves, etc
  • Suffering is natural but unnatural evils should be eliminated

   To the azurite sorcerer, all of existence is consciousness; the Godhead is asleep and dreaming that it is each one of us. The titans are the great forces of the universe, servants of the Godhead, makers of the universe. Beings are made in the image of the Godhead and so, the titanic forces can be found within and harnessed for power and balance.

   Most magi use complex processes to slip past their own struggles with doubt and faith. For adepts of the Azurite Knot, a more immediate process is used - exposure to the scar itself. Witnessing the horrific miracle of a puckered scar in reality triggers an existential crisis, which the masters exploit to undermine any and all doubt in the aspirantís mind as to the forces of magic and the titans. Further still, the sight cements in the aspirantís mind the resolve to oppose unnatural evils.

Practices
   Primary - Yoga
   The incarnata of the Prettanic Isles are renowned for their mastery of magic. Over the centuries, the Azurite masters have developed a complex metaphysical system that bridges the gap between mortal and immortal understanding. Through exposure to the Azurite Knot, sorcerers have many of their illusions of physical existence revealed. From that moment, they dedicate themselves to the transcendence of physical and mental limitations.

   Students of the Azurite Knot believe that all beings are microcosms of the Godhead. By practicing stillness and focused intention, the power of the titans can be found within and harnessed. Yogic practice involves achieving balance in their relationship to and understanding of the cosmic forces.

   Crazy Wisdom
   Given that the Tuatha de Danaan moved to the Otherworld, they are largely inaccessible to mortal beings. Sorcerers of the Azurite Knot use lucid dreaming and vision quests to journey into the lands of the fae. Many take lucid dreaming as a daily regimen.

   Deep within the Otherworld, in the lands of dream, lies the Sanctum of Champions. Also surrounding a section of the scar, it functions as an astral temple for the order. It also acts as a stadium, where sorcerers can duel their brethren pushing their imaginations to the limit. Acceptance of a malleable reality in dream trains the mind to expect it in reality, which reinforces the magical will.

   Because they use lucid dreaming as a training practice, Azurite sorcerers often seek ways to remain asleep for longer periods, which may include exhausting themselves through brawling, exercise, or sex. Some may use entheogens but it is not common since lucid dreaming is a delicate practice.

   Martial Arts
   The Azurite Knot is a ley line intersection. A place where an alien aberration slashed at the fabric of spacetime so it could reach through and consume the world. A scar that the sensitive can feel at the edge of their senses. It is living proof that reality can be bent, twisted, and torn. It is also evidence of incalculable evil.

   The need for a powerful defence has always lain at the core of the order. Over the millennia, the site has had numerous defences from mercenary forces to magical creatures. Finally, the masters chose to take on the duty themselves and developed a martial art that harnesses the power of their sorcery.

   Azurite Sorcery has a martial bias. Gestures resolve into fists and stances while invocations are quick and breathy to synchronize with the exertions of combat.

Instruments
   Remember that instruments are tools used with spellcasting as foci for Will. Thus, they go hand in hand with which Flaws are allowed or are commonly used in spell design.

   Bodywork and Energy
   - following incarnate philosophy, the titans are associated with 6 internal energies
   - Azurite Sorcery has an exercise regimen designed to increase and balance internal energies

   Gestures and Postures
   - As a martial path, there are a number of routines for training muscle memory, similar to kata
   - spells are frequently cast using gestures. These are short, quick movements that end or resolve in a combat gesture (fist, knife hand, etc)

   Meditation and Ordeals
   - Azurite Sorcery favours balance by using both stillness and intensity as methods for quieting the self.
   - intense physical training, alongside martial training, pushes adherents to their limits
   - meditative training opens the way to slipping into the Otherworld

   Vocalizations and Knotwork
   - Many sorcerers have alternate casting methods
   - For some, trigger words are used as a shortform of spellcasting. Words used are short and fit the exertions of combat
   - Knotwork is deeply meaningful to Celtic culture. Some sorcerers use knotwork as a visual trigger for spellcasting. They might tap or trace a tattoo of a knot, or an actual knot worn on the body.

GURPS4 Build

   I'm using an Ultimate Style (see MA144). The Tuatha are immortal warriors. Their combat style has been developed and refined over millennia against countless foes, mortal and monstrous. So, like Tai Chi Chuan, Shaolin Kung Fu, and other ultimate styles, the Azurite style encompasses all techniques.

The Outer Order ∑ 38 points
   Advantages: Trained By A Master [30]

   Skills: Acrobatics, Breath Control, Judo, Jumping, Karate, Parry Missile Weapons, Sumo Wrestling, Wrestling.

   Techniques: All.

   Cinematic Skills: Blind Fighting, Body Control, Breaking Blow, Flying Leap, Hypnotic Hands, Immovable Stance, Invisibility Art, Kiai, Light Walk, Lizard Climb, Mental Strength, Power Blow, Precognitive Parry, Pressure Points, Pressure Secrets, Push, Sensitivity, Throwing Art, Zen Archery.

   Cinematic Techniques: All.

   Perks: Skill Adaptation (Brawling techniques default to Karate), Style Adaptation (All), any cinematic Style Perk

   Optional Traits: Altered Time Rate, Ambidexterity, Combat Reflexes, Damage Resistance, Enhanced Time Sense, Extra Attack, Fit, Higher Purpose (Defend the Azurite Knot), Weapon Master.

   Optional Skills: Dreaming (Will/H), Hidden Lore (Faerie; IQ/A), Meditation (Will/H)

The Inner Order
   Prerequisite: The Outer Order template, Dreaming.

   Advantages: Innate Magery, Imbue

   Disadvantages: Duty (The Azurite Order, appears 9 or less, hazardous) [-10], Obsession (Long Term Goal: Destroy All Abominations) [-10], Supernatural Features (mandatory at Magery 4; manifestations of azure flame from hands, feet, eyes, or scalp)

   Skills: any Imbuements, any College spells, Thaumatology

   Joining the Order: Members of the Outer Order who wish to join the Inner Order must impress their trainers well enough to receive training in Dreaming. They must then travel through the Dreamscape, facing and defeating many demons both inner and astral. The destination is Avalon, the blessed isle where King Arthur lay sleeping.

   If the applicant reaches Avalon, they are taken by the Masters in Dream to whom they must swear oaths to face and defeat all evil. If their heart is true, they are baptized in the Well of Wisdom, which triggers an awakening.
   [this stage unlocks Innate Magery]

   The awakened warrior then returns to the world and Walks the Knot Around the Scar. The way is difficult, requiring focus in every moment else the wild magic burn the applicant to ash.
   [this stage unlocks Imbuements]

This message was last edited by the GM at 02:41, Thu 10 Dec 2020.

GM
 GM, 12 posts
 The Narrator
Thu 18 Jun 2020
at 22:38
Reference: Organization Breakdowns
Knights of the Twisting Path

   Knights of the Twisting Path are men of means and might. This cabal of diabolists is secret, for obvious reasons. Thus, only the most well-connected are even aware of them.

Archetype: Satanic Antipaladins

Paradigm: Might is Right (Using M20 p568)

Practices
   Primary - Malefica
      The Knights of the Twisting Path have chosen the Lords of Hell as their patrons. Black magic is their raison d'etre. Dark rites, blood sacrifice, torture, and more are available to them. Many Twisting Knights push ever further into their depravities, not just to impress their masters but also as a form mad competition with their peers.

   The Art of Desire
      Warriors and diabolists, indeed, but gentlemen as well. The Knights who walk the Twisting Path are cultured warriors and they know, as well as their masters, that a perfectly-placed word can cause greater effect than a perfectly-placed blade.

   Martial Arts
      Though black magicians, the Twisted Knights are men of means and station. Many of whom are or were actual knights. The art of combat and killing is of critical importance to a Twisting Knight.

Instruments
   Remember that instruments are tools used with spellcasting as foci for Will. Thus, they go hand in hand with which Flaws are allowed or are commonly used in spell design.

   Blood and Fluids
   - Bodily fluids are popular sacrifices - bile for demons of gluttony, semen for the succubi, pus for Pestilence, and hot fresh blood for the master

   Prayers and Invocations
   - Most spellcasting is by means of ritual magic, during which a knight will pray to a specific spirit in the hierarchy of power.
   - Each Archdevil represents the peak of his own pantheon of lesser spirits within his purview. The Knight must know this hierarchy and his place in it.

   Money and Wealth
   - Those who walk the Twisting Path know how the grand sins shape society.
   - Wealth is power applied socially and can inflame the sins of others - buying opportunities for the Proud and trinkets to lure the Envious, for instance

   Ordeals and Exertions
   - Knights may accept to be 'tested' by their lord. If they survive, they may be Blessed by their lord
   - Ultimately, they are warriors and must always be training or fighting in service to their lord


GURPS4 Build

Prerequisites: Status 1+, Wealth (Comfortable or better)

Twisting Path Style
   Advantages: Patron (limited manifestation of a Lord of Hell 20pt, appears quite rarely x1/2, Special Abilities +100%), Power Investiture, Ritual Adept (RPM6)

   Disadvantages: Code of Honour (Secret Society, H23), Disciplines of Faith (Mysticism), Duty (Patron), Supernatural Feature (Witch's Mark, H26)

   Skills: Brawling, Broadsword, Hidden Lore (Demonology), Knife, Polearm, Ritual Magic, Shield, Shield (Buckler), Shortsword, Spear, Staff, Thaumatology, Two-Handed Sword, Wrestling.

   Techniques: Arm Lock, Armed Grapple (Polearm, Spear, Staff, or Two-Handed Sword), Disarming (Any skill in style), Feint (Any weapon skill in style), Hook (Polearm), Sweep (Polearm, Spear, Staff, or Two-Handed Sword).

   Cinematic Skills: Kiai, Power Blow.

   Cinematic Techniques: Dual-Weapon Attack (Shortsword), Grand Disarm (Staff or Two-Handed Sword), Whirlwind Attack (Staff or Two-Handed Sword).

   Perks: Form Mastery (Spear), Grip Mastery (Two-Handed Sword), Off-Hand Weapon Training (Shortsword).

Optional Traits
   Advantages: Ambidexterity, Blessed, Combat Reflexes, Fearlessness, Languages (any European), Weapon Master.


The Power of Corruption
   Knights typically swear allegiance to a lord that suits them. For instance, a knight who swears fealty to Beelzebub, Lord of Gluttony, probably already has the Gluttony disadvantage. Likewise, a knight drawn to the power of Mammon is already greedy, and thus, would have the Greed disadvantage.

   However, over time, the influence of the Lord will expand these common traits. New disadvantages, in the theme of the patron, may be acquired. The gluttonous knight might develop Increased Consumption. The knight of Mammon may develop urges of Kleptomania.

   Worse still, existing traits may become more difficult to resist. The default roll to check a mental trait is 12 but those traits in harmony with the patron will eventually worsen. A knight of Asmodeus may begin with Lecherous at the default self-control of 12 but as his Lust grows, his self-control over that trait will weaken.

   On the plus side, disadvantages gained or worsened provide more character points to spend. In addition, due to the supernatural origin of these disadvantages, the points gained from them can be spent on advantages, including the Exotic and Supernatural categories.

   For example, the aforementioned knight of Asmodeus loses control of his sexual urges. He changes his Lecherousness (B142) from a self-control roll of 12 [-15] to a 9 [-22]. This gains him 7 points, which he spends on Acute Taste and Smell [2] and Night Vision 5 [5]. To him, by surrendering to his Lust, he empowers his Lord and is rewarded with a greater ability to enjoy his 'lovers'.

   If the Asmodean knight gives in to the temptation of gold, he may well develop Greed [-15]. However, any points gained from this disadvantage cannot be spent on Supernatural or Exotic traits because Asmodeus is a Lord of Lust. Likewise, a knight of Mammon would gain supernatural traits from greed but not from lecherousness.

   Ultimately, that's the point of corruption: power in exchange for humanity

This message was last edited by the GM at 00:29, Thu 10 Dec 2020.

GM
 GM, 14 posts
 The Narrator
Wed 24 Jun 2020
at 23:58
Reference: Organization Breakdowns
The Seven Spheres

   The Order is aware that the gods have hardened reality against magic as a punishment for the previous age of sorcerer-kings. A loosely-associated cabal of realm magicians who recruit other realm magicians to cull the worst of the worst.

   As realm magi, they are aware of the flexibility of reality and how it conforms to consensual belief. As more gods and churches make proclamations against magic, the people, devout and innocent, begin to see magic as evil and eventually weak. Their communal will outweighs the individual will of magicians and so, magic does indeed become weaker.

   The Order seeks to oppose proclamations against magic, partly by eliminating those magi who give proof to the horrors.

Archetype: Magi Cops / Tradition Magi

Paradigm
   (Using M20 p568)



Practices
   Primary - ??


   ??


   ??


Instruments
   Remember that instruments are tools used with spellcasting as foci for Will. Thus, they go hand in hand with which Flaws are allowed or are commonly used in spell design.

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GURPS4 Build

Prerequisites: Realm Magery

The Seven Spheres
   Advantages:

   Disadvantages:

   Skills:

   Techniques:

   Cinematic Skills:

   Cinematic Techniques:

   Perks:

Optional Traits
   Advantages:

This message was last edited by the GM at 02:56, Thu 10 Dec 2020.

GM
 GM, 51 posts
 The Narrator
Wed 19 Aug 2020
at 23:59
Reference: Organization Breakdowns
Bladesong

Bladesong is an elven art practiced in northwest Europe. Incarnata, generally speaking, are not a tool-using species, but a magic-using one so weapon use is uncommon. Those who study bladesong appreciate armed combat.

Brainstorming
  • Tempted to also make Bladesong an Ultimate Style. DnD always included different schools for every weapon so Bladesong must be a very broad inclusive art. But, elves are a European phenomenon so it is limited to Europe for the most part.
  • Similar to Tai Chi in that it's an Ultimate Style and very combat effective but its primary use is artistic and cultural. Bladesingers don't study to fight; they study to perform and celebrate their unique style and culture. If a Spanish Bladesinger travels to Britain, it's not to conquer and prove superiority. Instead, it is to share their skill, lore, and culture, like a traveling athlete
  • Dealing with Europe so I need an immortal map overlay. Bladesong is a cultural art so I need to separate immortals into different cultures. Specifically, Nobles and Sages who live away from mortals. How many elven cities in Britain? France? A British bladesinger wouldn't present himself as English or Scottish (human nations). He'd be Caledonian or Cambrian
  • They're almost like bards: warrior + mage + artist + traveler
  • Bladesong - can't steal a WotC copyright. What would immortal nobles call the Art of the Gish?
  • Tai Chi Chuan has five different styles named after the masters who developed them and their families who sustained them: Chen (explosive), Yang (gentle), Wu (extended), Sun (footwork), and Hao (qi)
  • Bladesinging has three main divisions: Cat (swords), Bird (hafted weapons), and Snake (flexible weapons). Each has substyles - Lion (longsword), Leopard (shortsword/illusion), Tiger (scimitar/speed). Eagle (handaxes) and Raven (pick/agility). Viper (whip/poison)
  • Animal names are too easy. Asian martial arts use animals as inspiration and elves live in the forest... 1+1=2 but that's not very interesting.
  • How do bladesingers learn and hone their craft?
    • Do they have schools? Hogwart Style! (sword in right hand, wand in left)
    • Do they learn under individual masters in dedicated dojos? Watoomb Style! (mace/air spells)
    • Due to very low populations, immortals tend to live in city states so might there be a community focus? Aosmhorost Style! (falchion/fire spells)
  • Don't forget the performative aspect! Song, dance, acrobatic routine? Rock vs country vs r&b - how does a Caledonian culture vs Troncais culture
  • Some bladesingers may be literal - using an elemental language for both magic and performance
    • imagine an elf singing in Aauaska as she performs a kata - minor air effects burst out from her clothing and weapon producing a graceful elegant performance. Then, she puts energy into the words for create and fire (roll Verb (Create) and Noun (Fire), spend FP), causing a burst of flame to rush out and dazzle her audience
  • Remember the first sentence. Immortals are a magic-using species, not a tool-using one like humans. So, weapons proficiency is rare and mastery is very rare. Bladesong doesn't need to be set aside from "blended spell and weapon use".
  • This ultimate skill could be the path of gish mastery for immortals. I'll need a more generalized name - "Blended spell and weapon use"



Archetype: Cultural Gish

Paradigm
   (Using M20 p568)



Practices
   Primary - ??


   ??


   ??


Instruments
   Remember that instruments are tools used with spellcasting as foci for Will. Thus, they go hand in hand with which Flaws are allowed or are commonly used in spell design.

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GURPS4 Build


Bladesinging ∑ 11 points

   Prerequisites: Magery (Cosmic or Innate)

   Skills: Acrobatics (DX/H), Breath Control (HT/H), Judo (DX/H), Jumping (DX/E), Karate (DX/H), at least one Melee Weapon skill (varies) and its associated Combat Art (varies), Parry Missile Weapons (DX/H), Savoir Faire (dojo; IQ/E), Sumo Wrestling (DX/A), Wrestling (DX/A).

   Techniques: All.

   Cinematic Skills: Blind Fighting, Body Control, Breaking Blow, Flying Leap, Hypnotic Hands, Immovable Stance, Invisibility Art, Kiai, Light Walk, Lizard Climb, Mental Strength, Power Blow, Precognitive Parry, Pressure Points, Pressure Secrets, Push, Sensitivity, Throwing Art, Zen Archery.

   Cinematic Techniques: All.

   Perks: Armour Familiarity, Form Mastery, Grip Mastery, Off-Hand Weapon Training, Quick-Swap, Skill Adaptation (Acrobatic feints and kicks), Skill Adaptation (Brawling techniques default to Karate), Special Exercises (magical training), Style Adaptation (All), any cinematic Style Perk, any Style Perk from a style descended from the ultimate style (GM chooses).

 Optional Traits
   Advantages: Altered Time Rate, Ambidexterity, Combat Reflexes, Cultural Adaptability, Daredevil, Enhanced Defense (dodge), Enhanced Defense (parry with one weapon), Enhanced Time Sense, Extra Attack, Fit or Very Fit, High Pain Threshold, Higher Purpose (advance elven culture), Perfect Balance, Weapon Bond, Weapon Master (weapon specialization)

   Skills: Autohypnosis (Will/H), Cloak (DX/A), Dancing (DX/A), Diplomacy (IQ/H), Fast-Draw (DX/E), Innate Attack (DX/E), Mental Strength (Will/E), Singing (HT/E)

This message was last edited by the GM at 00:38, Thu 10 Dec 2020.

GM
 GM, 93 posts
 The Narrator
Wed 9 Dec 2020
at 22:08
Reference: Organization Breakdowns
Izadun

Inspired by the Bene Gesserit, the Izadun are a society of dwarven witches who ensure the genetic strength of their people.

Rhaga, ancient saviour, negotiated the empowerment of five champions Aramin, Bazud, Izarag, Khalad, and Shirum by the great spirits of ocean, sky, nature, mountain, and fire respectively.

The Izadun are sworn to ensure that every rhagan carries within them the blood of all five champions. To do this, they arrange breeding between rhagans. Marriages are negotiated by clans, Izadun control reproduction.

For instance, a highly skilled male is ready for marriage. The Izadun want the male to mate with a specific female. They can voice their need but cannot override clan negotiations. If another clan wins the male, the Izadun can still require that the male reproduce with the female they chose.

This makes domestic life a little complicated. A dwarven male is married to the clan so he is husband to all females of the clan. He will also have breedmates assigned to him by the Izadun. However, deep down, rhagans are human so many form preferred relationships.

Archetype:

Paradigm
   (Using M20 p568)



Practices
   Primary - ??


   ??


   ??


Instruments
   Remember that instruments are tools used with spellcasting as foci for Will. Thus, they go hand in hand with which Flaws are allowed or are commonly used in spell design.

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Prerequisites: Khorikh-Rhaga, female, because of the need to analyze and calculate genetic lines, most are Bazudi-Aramin

The Izadun
   Advantages:

   Disadvantages:

   Skills:

   Techniques:

   Cinematic Skills:

   Cinematic Techniques:

   Perks:

Optional Traits
   Advantages: