Elemental Rogues

Those who use elemental magic for crime.

Brigante

Type: Bandit

Briganti live in the hills and piedmont regions, robbing travelers and fighting to survive off the land. They become aware of the hill lands and connect with them, drawing elemental magic from them.

To become a briganti, one must dwell within the hill lands for at least a year and a day before they even notice the elemental magic there. They then must spend the next year and a day connecting with, living in harmony with, never harming, never neglecting, and always protecting the natural beauty and power of the region. This includes fighting any industrial development or magic in the area. Though they may hunt and scavenge, they must not over-hunt or take more than they need, ever. Any failure adds more time to their trial.

If they manage to complete their trial, they meet a powerful hill elemental who will then guide them in a specific task, usually related to protecting the hill lands (the lands themselves, not the people), and then testing them. If they complete the task and past the test, they gain the abilities of a brigante:
  • Territorial sense: while within their home territory, they know when industrial or infernal magic has entered the area.
  • Small hill: if the brigante hunkers down and rolls up a bit, especially if they throw a cloak or blanket or similar over themselves, they look like a little hill and blend into the landscape.
  • Nature speech: they can speak to any plant, animal, or fungus native to their home territory.
  • Dirt shot: they can load their weapons with dirt, stone, or detritus of their home territory to create elemental scattershot.
  • Voice of the hills: they can invoke the breadth of the hill lands and speak in a booming voice heard throughout it.
  • Hillstep: they can step from the top of one hill within their territory and go to the top of the next.
Every brigante has a specific region they are connected to. Outside of it, they can access their abilities, but weakened. They cannot connect to a territory within a city, town, or village, though some territories may contain a village (never a town or city). Some abilities only work within a territory, but most adapt to other areas, just different and a little weaker. Primarily, their magic is a form of elemental earth magic, and thus, they have some connections to other forms of earth and stone, but it also includes life native to their range.

Briganti protect the hill lands and prey on the rich and powerful who come through or try to harm their area. They are bandits, living in a small group, led by the briganti among them, fighting for nature but also for currency. They always have skills relating to survival, criminal activity, and outlawry.

PRO +2 ATH +1 STR +1 AWA +1 WIL / PRS -1 STH +1

Chiarorare

Type: Bootlegger

Chiarorari are bootleggers, makers of illegal alcohol, who use elemental magic and magical grains to do so.

Because they are illegally making this alcohol (most alcohol is only made and sold legally with a patent or mark from a noble, who have monopolies on wine-making, for example). Because grains are their primary source of magic, chiarorari usually make beers, ales, and strong liquor. As criminalized makers of these drinks, they usually have some skill and cunning in fighting or avoiding the law, and they know how to keep their stills, breweries, and fields hidden.

Usually, they come from families who do this as a tradition, often serfs or peasants who do this in secret, out of sight of their lords.

To gain the abilities of the chairorare, they must learn how to tend the land without harming it, keep it safe from industrial poisons, and keep their lords (if any) from tampering with it. They must spend years doing this, learning about grains and plants and their most natural forms and habits. They basically learn to be organic farmers, but with an even more extreme connection to natural methods. They may use tools that were carved or shaped, but not forged. No machines that aren't made of rope, wood, or stone, and even then, none of these materials may have been shaped or made by machines or unnatural processes. So long as these habits are maintained, the plants they grow will maintain enough elemental magic to give them abilities.

All chiarorari keep a small patch of land where they have these plants maintained to draw magic from. They carry grains and stalks picked from this patch at all times so they might have their magic. This allows them to distill, brew, or otherwise create alcoholic beverages from any grain they grow elsewise, so long as it does not involve too much industrial technology or methodology. Drinks they might create include the following:
  • Ale scurra: a dark ale brewed with multiple magical grains; it fills the drinker with a care and caution that gives temporary STH bonuses.
  • Bevanda di sorgo: a distilled sorghum drink that has a temporary heigthening effect, giving temporary AWA bonuses.
  • Birra di farro: beer brewed with farro or emmet grains, made a little bitter for preference, which gives the drinker a confidence that translates into temporary PRO bonuses.
  • Etanolo puro: pure magical ethanol that is very dangerous to drink; it gives a burst of energy (+6 ATH temporarily) that has a massive come down. Easy to overdose on.
  • Vino di riso dulce: rice wine, enriched and made potent by their magicks, which gives anyone who drinks it temporary PRS bonuses.
  • Whisky schiacciato: whisky made with polenta, crushed corn grains, which gives anyone who drinks it temporary STR bonuses.
All bonuses contingent on not being too drunk on said drinks. While the player is encouraged to be creative with their grains and alcohols and what they can make, coming up with new ideas as the game progresses, none of these will ever give WIL bonuses.

Chiarorari have abilities that allow them to tap into the elemental magic of grains specifically. These abilities include the following:
  • Flash distilling: they can take a small number of grains and skip every step in the distilling process, turning them into a few drops of mundane alcohol, useful for spiking a drink or having a sip.
  • Homebrew measure: they can look at any brewed drink and instantly know all of its properties.
  • Millersfire: they can take a handful of grains, crush them a little, then throw them into the air and ignite them.
  • Soil sense: they can put their thumb or similar digit (if they have no thumbs) into the soil to learn if it is suitable for growing in... or if authorities have been nearby recently.
  • Wheatskin: they can turn their own skin into wheat grains, making them oddly textured but tougher.
Chairorari gain more abilities as they work their land.

PRO +1 ATH +1 STR +2 AWA +1 WIL / PRS -1 STH +1

Eclissare

Type: Spy

Eclissari are spies who are attuned to the power of the eclipse. They draw magic from the moons, the sun, and the planet, but mostly from the moons. They also draw magic from the dark.

To become an eclissare, one must stare into six eclipses, at least one solar and one lunar. If an eclipse is a total eclipse, this counts as two in the count. Because Shem has three moons, eclipses are more common. Instead of once every 18 months for a solar eclipse, it's once every nine months; instead of four to seven lunar eclipses a year, it is 12 to 21. Doing this primes them (and often damages their eyesight) to see into the shadows. They then go out every new moon for the next year and meditate, attune to nature, and attempt to see in the darkest shadows they can find. Eventually, they find they can see not what is there within the shadows, but the elementals of shadow.

After they speak with the elementals of shadow, they must perform a task for them, and then they will be directed to a lunar or solar elemental. This same process repeats - perform a task, then go to the next. Once they have a shadow, lunar, solar, and earth or water (for the planet) elemental's support, they must look into the very next eclipse. If this is done, their vision will be restored and they will find themselves in the "moment of the eclipse", a negative-vision zone wherein they can sense the elemental of the eclipse of itself. They perform three tasks for this elemental, and if they are worthy, they are given abilities drawn from the power of the eclipse:
  • Phase walk: they can become eclipsed and walk through solid matter thrice between eclipses.
  • Shadowsight: they can see into shadows and learn about what is casting them.
  • Lunar leap: they can, under a new moon, teleport miles away. This can only be recharged during a lunar eclipse.
  • Earthen fist: they can turn their fists into solid, packed earth for a stronger attack. This can only be recharged during an eclipse in which the planet is casting the shadow.
  • Solar halo: they can emit a halo around themselves of solar light, blinding anyone who looks at them. This can only be recharged during a solar eclipse.
They must recharge at every eclipse by staring into it and meditating. Because staring into eclipses is the source of their power, they are nearly blind without their abilities.

Eclissari traditionally serve witches and elemental communities as spies, but many have been recruited by imperials. Those who have must walk a fine line of not serving industrial interests or harming nature. Some belong to secret societies or have multiple allegiances.

PRO +1 ATH +1 STR / AWA +3 Mundane sight 1 WIL / PRS -1 STH +4

Erutora

Type: Terrrorist

Erutore wield elemental water in the form of steam, drawn from geysers. They use it to cause destruction to property and mass casualty events, usually targeting factories or the land of lords.

They gain their powers by communing with water like other users of water magic, but instead of submerging themselves in the river or ocean, they enter a geyser. They seek out natural geysers for the most potent communion. They must push the limits of their bodies every time, engaging with hotter and hotter eruptions, until they are risking death with the extremity of the steam and other parts of the eruption. If they can do this - with support from a mentor or someone who can heal them in case they fail - they gain significant elemental magic. Most come out of this yearslong process with deep scarring.

To wield their abilities, they must refresh their power periodically by basking in a geyser (STR vs a steam heat power of 1 point per 3 points they wish to gain - they gain this as long as they survive the roll).
  • Steam breath: the erutora can unleash a stream of concentrated steam in a 10' cone in front of them, causing heat and water damage to everyone in range. Costs 3 points per point of stun/wound.
  • Alter pressure: the erutora can touch anything containing steam and increase or decrease the pressure magically. Costs 1 point per 10 points of pressure reduced or increased.
  • Humid aura: the erutora can increase the humidity around them in a 30' diameter. Costs 5 points per 10% humidity increase.
  • Burning mist: the erutora can create a 10' ring of hot steam around themselves to hide behind. Costs 3 points per +1 STH they give themselves with the fog.
  • Fatal sauna: in a reasonably sealed room, the erutora can create an intense sauna that increases in temperature, pressure, and humidity every round until it is unlivable (+3 per round). This costs 5 points per round.
  • Vaporizing blast: the erutora can unleash an intense blast 5' in front of themselves that will turn the water in any target into vapor instantly at a cost of 10 points per 3 points of power.
  • Mephit form: the erutora can turn themselves into living steam at a cost of 12 points per round.
  • Geyser-finding: the erutora can stamp the ground and sense geysers at a cost of 1 point per 10' radius.
  • Roar of eruption: the erutora can cause an existing geyser to erupt by roaring at it at a cost of 22 points.
  • Boiling point: the erutora can force a geyser to come into being by heating water beneath the ground within 50' at a cost of 24 points.

Erutore are often employed to wield their powers by imperial forces, though they must do so carefully to avoid offending nature. Some work for elemental communities or powerful witches instead.

PRO +1 ATH +1 STR +3 AWA +2 WIL / PRS -2 STH /

Gamine

Type: Urchin

Gamines are young girls or non-men who find the autumn to be invigorating. They are drawn to its powers as the urgency of preparing for winter falls on them, and they begin to connect with elementals of that season as they grow. The autumn itself chooses to protect them and grant them magicks to get them through childhood. Those who survive to adulthood are often called to deeper forms of witchcraft.

During their earliest years on the streets, gamines are trained by autumnal elements and mentors on the streets who notice their powers growing. If they seek these powers, if they are engaged and accept them, they face a series of subtle but gentle trials that assure their devotion to nature. They gain a small flock of skippers (a kind of butterfly) that protect them at all times. These skippers can repel magical attacks (power 10+), attack others (10/15/20/25 damage), and block attacks (block score 13+). They grow weak in spring and strong in autumn.

Gamines also have the following powers in the autumn:
  • Autumnal hardening: as the autumn progresses, they draw from its power to strenghten themselves against hunger, illness, cold, fear, and physical attacks, going from +1 in each to +6 by the middle, then waning to +1 again.
  • Harvest forager: during the autumn, they can sense where edible food is within 30' at any given time.
  • Chilling persona: as the temperature drops, they gain intimidation points, +1 per 5 degrees below 50, maxing at +6.
  • Fearsome determination: after Eighenihtes, they can re-roll any failed roll once a day, ending once winter begins.
  • Abscission: once the leaves start falling, they can emulate it by shedding skin, hair, or equivalents, and turning them into magical talismans to use throughout the year by binding them to fallen leaves. These talismans are 3 points of autumnal energy each, and can be used any time to use any of the above powers (autumnal hardening costs 3 points per point of hardening to any given resistance, harvest forager costs 6 points per use, chilling persona costs 2 points per point of intimidation, and fearsome determination costs 9 points per re-roll, but can only be used once per day).

Other powers may be possible. Consult the GM.

PRO +1 ATH +1 STR -3 AWA +1 WIL +1 PRS -1 STH +1

Hariq

Type: Arsonist

A hariq knows that fire acts alive. It consumes fuel (food) and replicares itself (reproduction). It dances with them. It moves. It breathes. And so it must be treated as a living thing, even if technically it is not. It must be fed and cared for. It must be tended. Hariqs gain their powers over fire by treating fire very well, seducing it, engaging with it, bonding with it.

First, they must gather some fire. Using a special bottle (usually made of high temperature glass), they lure the fire in by placing a piece of coal or wood within, or a firefly if they can catch one. They then place the bottle open, near a fire. Eventually, some of the fire will leap into the bottle, and if they stopper it (with a cork or stopper made of the same kind of glass) quickly enough, the fire will be caught. From there, they feed it regularly, treat it well, and even talk to it, keeping it safe and comfortable until it is time for them to release it.

Releasing it can be done in three ways: opening the bottle and pouring it out, smashing the bottle, or drinking the bottle. The first one is done if they intend to recapture the flame and reuse it later. The fire will be weaker after being used, however. Smashing it is done if the attack is intended to be wild and undirected. The third is done if the wielder wants complete control over the flame. They must be very careful doing this, because if the fire is displeased with them, it will burn them. Some flames get very angry at being imprisoned, after all. But hariqs are very knowledgeable about how to keep flames happy.

There are many kinds of flame in the world, but only some are available in the region:
Flame Description Effect PowerSorted ascending
Smoke Any kind of smoke Obscuring and suffocating 1+ (determined by quantity)
Firefly light The phosphorescence of a firefly Minor burn, extensive lighting, subtle call 1+ (determined by quantity and age)
Ash/ember Hot ash or embers Mild burning, clinging 2
Spark A small mote of flame Quick minor burn, may catalyze a larger fire 2
Match flame Flame from a lit match Minor burn, may catalyze a larger fire 3
Candle flame Flame from a lit candle Minor burn, minor heat aura, clinging, may catalyze a larger fire 3
Incense flame Flame from incense Minor burn, potent aromas 3
Fireworks Fire from fireworks Moderate to major burn, hard to control, explosive, moderate smoke, may catalyze a larger fire 4+ (determined by quantity of powder)
Grease fire Flame from burning grease Minor burn, difficult to put out, clinging, heavy smoke, may catalyze a larger fire 5
Gunflash Fire from shooting a gun Very quick moderate to major burn, hard to control, explosive, moderate smoke 5+ (determined by quantity of powder)
Burnt offering Flame from an offering made in a religious context Moderate burn, moderate heat aura, minor smoke, potential ambrosial effects 6+ (depending on offering)
Votive flame Fire used to sacrifice something to a higher power Moderate burn, minor smoke, easy to control, may catalyze a larger fire, may have aligned power 6+ (depending on votive offering)
Torch flame Flame from a lit torch Moderate burn, minor heat aura, moderate smoke, may catalyze a larger fire 7
Camp fire Fire used for warmth or cooking outdoors Moderate burn, moderate smoke, easy to control, may catalyze a larger fire 7
Slow burn Fire from brush clearing Moderate burn, difficult to put out, moderate smoke, easily controlled 8
Gas lamp flame Fire from a gas lamp Moderate burn, minor smoke, illuminating, toxic 8
Neatsfire Fire produced by friction Moderate burn, easy to control, may catalyze a larger fire, minor smoke 9
Bonfire Large communal outdoor fire Major burn, moderate smoke, easy to control, may catalyze a larger fire 10
Flare An intense, brief flame often used in signaling Moderate burn, bright light smoke, noisy, hard to control, may catalyze a larger fire 11
Eternal flame An undying flame Strong burn, moderate smoke, does not go out, very difficult to control, may catalyze a larger fire 11
Hariq flame Fire from another hariq's breath Strong burn, easy to control, may catalyze a larger fire 12
Pyromancer's flame Flames used to scry Moderate burn, easy to control, allows for scrying 12
Funerary flame Flames from a funeral pyre Strong burn, very heavy smoke, very hungry, toxic, spreads grief 12
Cannon flash Fire from shooting a cannon Strong burn, heavy smoke, explosive, hard to control, may catalyze a larger fire, concussive force 13
Salamander Flames from a salamander (animal / elemental) Strong burn, easy to control, light smoke, may catalyze a larger fire, hides easily 13
Bloodfire Burning blood Strong burn, clinging, burns only bodies 13
Ka'ar flame Flames from a ka'ar (elemental) Strong burn, easy to contorl, light smoke, may catalyze a larger fire, can be shaped 14
Faeriefire Dream flames, very rare Minor burn, minor smoke, illusory, burns the mind, confusion, impossible to control 14
Blaze A generic name for strong flames with no special origin Strong burn, heavy smoke, hard to control, may catalyze a larger fire 15
House fire Fire from a burning house Strong burn, heavy smoke, hard to control, rapid spread, vengeful 15
Argentflame Flames of life, very rare Moderate burn, heals elementals, harms infernals 15
Fulvousflame Flames of liberation, very rare Strong burn, melts chains and jails, doesn't harm the imprisoned or enslaved, hard to control 15
Phosphorous Heat or flame from phosphorous Intense burn, clinging, moderate smoke, difficult to put out, toxic, clinging 15
Furnace flame Flame from a furnace or boiler Strong burn, moderate smoke, hard to control, very hungry 15
Beltane Flames from fires used at Beltane Strong burn, moderate smoke, easy to control, dances, empowered by passion 16
Bomb flame Flames from an exploded bomb Very strong burn, heavy smoke, explosive, concussive force, rapid spread, hard to control 16
Hellfire Infernal flame, very rare Clinging, very strong burn, heavy smoke, rapid spread, hard to control, burns souls 16
Kartadsin Flames of judgment, very rare Intense burn, harms only evil, impossible to control 16
Firebird flame Flames from a firebird, very rare Intense burn, revives 16
Coalseam fire Fire from a burning coal mine Very strong burn, slow burn, hard to control, heavy smoke, rapid spread, unending 17
Megalifotia Greek fire, only owned by the local military Clinging, very strong burn, moderate smoke, rapid spread, easy to control 17
Fire of atrocity Flames from a mass death event Intense burn, very heavy smoke, impossible to control, kills the soul of the user, insatiable, rapid spread, infernal 17
War fire Flames made during battle or war Strong burn, very heavy smoke, hard to control, rapid spread, targets people and structures, very angry 17
Factory fire Fire from a burning factory Very strong burn, very heavy smoke, hard to control, rapid spread, explosive, toxic 18
Viridianite flame Elemental flame Easy to control, very strong burn, heavy smoke, alive, intelligent, can bond with, elemental aligned, may catalyze larger fire 18
Wild fire Disastrous, uncontrolled fire Very strong burn, very heavy smoke, very difficult to control, rapid spread, insatiable 19
Sunfire Flames from the sun, difficult to gather Intense burn, very bright, may catalyze larger fire, very difficult to control, golden in color 19
Dragonflame Flames from dragon breath, very rare Intense burn, moderate smoke, rapid spread, hard to control, roaring, absorbs other energies 19
Firewhirl A tornado filled with flame Very strong burn, moderate smoke, very difficult to control, rapid spread, insatiable, tornadic 20
Incendium Pure elemental fire Intense burn, moderate smoke, easy to control, may cataylze a larger fire 20
Conflagration Generic name for very powerful fire Intense burn, heavy smoke, very hungry, hard to control, rapid spread 22
Other kinds of fire may be available. Consult with the GM.

To control a flame after releasing it, the hariq must have been very good to it. They must feed it, make friends with it, talk to it, keep it happy. Many are hard to keep happy - fire is a very angry element - and thus, it takes a lot of work to be able to control it. They roll PRS with bonuses based on how well they cared for it to control it.

PRO +1 ATH +2 STR +1 AWA +1 WIL +1 PRS +3 STH +1

Raccoglitore

Type: Thief

Raccoglitori are thieves who connect with arthropods in order to rob, steal, and burgle.

NOTE: The GM has a phobia of c*ckr**ches, so they will not be involved here at all. I can't even spell out the name of them without feeling contaminated.

Raccoglitori are thieves who developed during the rise of cities. Once, they were people who connected to arthropods in seaside communities to help with crabbing, farmers who tried to keep their crops free of pests, or members of communities who use their abilities to wield spiders, wasps, ants, or other insects as defense or support. But these arts fell to the wayside as cities developed, and the people who once practiced them in support of communities eventually passed them down to those who used them for simple survival. Eventually, this became something used to partner with the arthropods of the cities to plunder the rich and powerful so the poor elemental communities can get by.

To become a raccoglitore, one must be taught by others who wield these magicks. They must be comfortable with arthropods of any and all kinds. And they must be loyal to nature above the industrial powers or even themselves. They must train for many years, and they must connect with local arthropods - usually those living nearest them - and become their friends and allies. Eventually, they will find themselves able to understand and communicate with them, after being tested in their loyalties and devotions, and eventually gaining various ways to influence them.

The raccoglitore can communicate with any arthropod, but they can only influence those they have spent a year and a day living with. They cannot command them or force them to do anything, but if they maintain good connections with them, this will influence other arthropods to like them more and work with them, even if they have not met. The more closely related one kind of arthropod is to the ones they are connected to, the easier it is to communicate and influence them.

Some common arthropods in the region include the following: sail swallowtails, scarlet dragonflies, [Cleopatra] butterflies, [European] praying mantises, cicadas, glow-worms, hummingbird hawk-moths, [Italian] stinkbugs, firebugs, field crickets, [European] hornets, cuckoo wasps, carpenter bees, rose chafers, [Mediterranean] slipper lobsters, spot-tail mantis shrimps, spiny spider crabs, broad-clawed porcelain crabs, circular crabs, labyrinth spiders, star-bellied orb weavers, twin-flagged jumping spiders, and beach wolf spiders. But there are thousands of species of arthropod in the area, including other insects, spiders, crustaceans, harvestmen, mites, scorpions, ticks, vinegaroons, sea spiders, horseshoe crabs, springtails, centipedes, millipedes, pauropods, bristetails, coneheads, and more. Mostly, there are a lot of beetles.

If a player wishes to be a raccoglitore, they should spend some time reading about arthropods, especially those common on Earth in Italy and nearby.

Raccoglitori use arthropods to pick locks, sneak into places, spy on places, steal small objects, provide distractions, cover up evidence, and assist in sneaking, amongst other things.

PRO +1 ATH +2 STR -1 AWA +1 WIL -1 PRS / STH +3

Riflettore

Type: Deviant

Riflettori are people who wield the reflective power of the moons to alter their own forms, reveal themselves or others, and repel patriarchal powers.

The moons' power to reflect light is one of the most potent aspects of elemental lunar magic; it is often used to reflect and repel other esoteric energies. Riflettori learn to wield it, however, to engage in inner reflection, finding abilities and powers within themselvs in a journey of power self-discovery fueled by their attunement to lunar cycles and nature.

To become a riflettore, a person must attune themself to a moon. The Grey Moon is most potent, but White and Green still have reflective power. There are three rituals one must learn and perform to start the journey - a meditation upon the full lunar reflection in a large body of water; a ritual sacrifice of one's own blood into a mirror reflecting a full moon; and a dance performed under every night of a lunar cycle except the new moons. Once these are performed, the riflettore will be visited at night as they try to sleep by a lunar elemental. This elemental will test them by showing them visions in the nearest reflective surface; this reflective vision will show the riflettore three possible versions of themselves. They must first choose the one that feels right to them, then follow it on a series of vision-quests, being tested in their devotion to nature. If they succeed, they are transformed and gain magical abilities:
  • Revealing spell: the riflettore may invoke the power of reflection and revelation, revealing something about a specific target within range.
  • Repelling shield: the riflettore may form a circle of grey light in front of them that repels patriarchal energies.
  • Self image: the riflettore may draw their own image out of a reflected surface to have a second, illusory self for a time.
  • Night vision: the riflettore may see further and more at night.
  • Reflecting visage: the riflettore may look into someone's eyes and make themselves appear as that person for a time.
  • Cyclical form: the riflettore may attune to a specific lunar cycle and set different forms for themselves during that cycle, but only at night. On a new moon, they look as they look without magic.

All of these abilities require a reflective surface to wield.

PRO / ATH / STR / AWA +3 WIL +2 PRS +2 STH +2

Sciacallottore

Type: Baiter

Sciacallottori bond with canines by living amongst them, supporting them, and becoming part of their packs. They generate elemental magic by becoming a little wild, losing their connection to the "civilized" world they come from, but they can return to it at will.

Most sciacallottori initially bond to one canine. They spend time with the canine, living with the canine, and becoming like the canine for a year and a day. For half of this, they live entirely as a canine and donot even speak a mortal tongue. After a year and a day, they find they can understand their chosen canine and speak with them fluently. From there, they either join an extant pack or form one. Once they have a pack, they see themselves as a canine and spend another year and a day living amongst the pack. Eventually, they are called by a canine elemental to return to the mortal world and serve the interests of animals there.

A sciacallottori must bond with a wild or feral animal; caged and domesticated animals lose their wildness and thus some of their elemental magic. This makes them unsuited for the magic a sciacallottore needs to gain their abilities. If a sciacallottori is a canine-associated species (some sort of canine animal folk, mgeli, some tantum, etc.), they might find this process easier.

Sciacallottori are usually called to save injured animals, rescue abused animals, and disrupt dog-fighting and animal-baiting organizations. The more they do this, the more abilities they gain. Non-mammalian mortals (plant folk, fungal folk, any being of stone, crystal, wood, glass, etc.) have a harder time becoming a scaicallottore.

Some abilities that sciacallottori gain include the following:
  • Speak to canines: they can speak to any canine, wild, domestic, or feral.
  • On the scent: the sciacallottore can heighten their sense of smell to be equal to that of one of their bonded canines.
  • Fang and claw: the scaicallottore can grow fangs and claws; it takes a round to transform so.
  • Howl and bark: the scaicallottore can howl to call other canines (any other canines) or bark to command or terrify.
  • Bonded form: their first bonded canine determines what canine form they may take.
The most common local canines include the following:
  • Feral or wild dog: non- or undomesticated dogs only. These dogs vary in size and form due to different breeds. Most will give sharper senses and strength. Some smaller breeds do not provide strength.
  • Grey wolf: in the Talunese regions, grey wolves are revered. The sciacallottori who bond with them gain hunting skill, strength, and strong senses.
  • Island [Sardinian] dhole: based only on a small set of islands, these dholes are smalelr than their relatives to the far south. They will not bond with someone not from their islands, but those they do bond with gain endurance, swimming substat, and presence bonuses.
  • [European] jackal: the canine for which they are named ("sciacallottore" means "jackal-catcher"), these migrants through the area are very strong, giving the sciacallottore strength.
  • Red fox: legendarily cunning canines, red foxes give sciacallottori the same. They are very sneaky and swift.
  • [Arno] River dog: very fast dogs living in a specific nearby region, these canines are medium-sized and related to jackals. They give the sciacallottore speed. Sciacallottori often belong to packs of other sciacallottori that mix mortals and canines. They become small families.
They may, over time, draw in other wild or feral canines.

PRO +2 ATH +1 STR +2 AWA -1 Smell +3 WIL / PRS -1 STH +1

Tagliamar

Type: Pirate

Tagliamari are pirates attuned to the seas. They gain magic of elemental water by communing with it directly. They submerge themselves in the seas, tying an iron jug to their bodies to weigh them down, letting the waters fill their lungs, and release themselves to it. Members of their crew are there to help them if they fail, but if they succeed, engaging in a deep trance while drowning, they become one with the waters. They are trained for years to learn how to do this, and many are severely injured in the process. Only the most devoted choose this path.

The tagliamari have a long history of piracy. They use their powers to enhance their ability to sail the seas and fight imperial and industrial powers, improving their ships and boats, weaponry, and defenses. Because so much of their magic requires touching the waters, many of them are practiced in hanging off the side of the vessel while others do the sailing. They carry iron jugs of water called acquaferro to pour out and use, which they need even if they are using their touch to alter bodies of water. They must always have the jug on them to use their magic. If they are wielding their abilities with the acquaferro, they cannot mix water types within it, only using water from the sea with which they are bonded.

Some abilities may include the following:
  • Shift current: their touch makes the current beneath their vessel turn, slow down, speed up, or reverse.
  • Turbulent wake : churning the waters in the wake of the vessel with their hands creates a disruptive, dangerous wake that others must take precaution to sail through.
  • Rising swell: striking the water with a fist will create a large wave that heads off in the direction of the strike.
  • Quiet tide: sprinkling water from the jug into the waters ahead of the vessel while approaching the shore will mask the sound of their approach.
  • Diluvian wall: pouring a gallon of water out around them creates a flood going in all directions, waters rising 6" per round, leaving only a circle of 10' of dry ground around the tagliamar.
  • Wateredge: running their water along the edge of a blade will sharpen it and give it elemental energy.
  • Seafriend: if they dive into the waters of the sea, they can speak to the first three animals they see. They can repeat this once day, finding different animals each time.
Tagliamari tend to sail together in large pirate crews. They are ferocious enemies of imperials and raid their coastal communities and ships.

Note that tagliamari are nearly identical to marinarii, but the latter are legal and tagliamari are not.

PRO +2 ATH +2 Swim +3 STR +2 AWA +1 WIL +1 PRS +1 STH +1
Topic revision: r6 - 14 Mar 2026, SallyJaneBlack
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