Unaligned Calkers
Those who primarily wield unaligned magic. Mages.
Haruspex
Type: Seer
A reader of entrails.
The practice of haruspicy is common, often taught by powerful states for service to lords and armies to look for omens in the entrails of animals, usually sheep or poultry. Some specifically look to the liver (hepatoscopy), but most view all of the entails. This is a form of body magic.
Haruspices are either taught in school, trained by their family, or by some religious group. In order to read the entrails and organs of a living being, one needs to attune to the body, and so special diet, exercises, and lessons in anatomy, as well as spiritual practices, are part of their training. Their diet always involves organ meats.
A haruspex cuts open an animal (or, in rarer cases, a person) and studies their liver, lungs, heart, and bowels, in that order. On the liver, they look for what they call the “head” of the liver; if it is missing, this is a bad omen. They then study the flat side of the liver for smoothness, shininess, roughness, or size. These indicate the presence of different energies in the near future. The heart, lungs, and bowels all indicate the complexities.
If performed before a major event (a battle, an election, etc.), it can portend what will come. A bad omen will mean the haruspex’s client or allies take the low die for the coming event. Good omens will mean the high die. If there are signs of certain energies present, anyone using those energies will take high die. If there are signs of energies being absent, anyone using those energies will take low die.
If they perform a deeper reading, they can ask specific questions of the GM, but the answers will be in terms of omens and symbols.
If they use more powerful sources than sheep or poultry, they main gain different or more information. Some animals are less useful.
| Animal |
Effect |
| Pig |
-6 to haruspicy rolls |
| Rat |
-6 to haruspicy rolls |
| Cow |
-3 to haruspicy rolls |
| Goat |
-1 to haruspicy rolls |
| Goose |
-3 to haruspicy rolls |
| Duck |
-1 to haruspicy rolls |
| Mule |
-3 to haruspicy rolls |
| Sheep |
Standard use, no effect |
| Chicken |
Standard use, no effect |
| Lagomorph |
+1 to haruspicy rolls |
| Dog |
+1 to haruspicy rolls |
| Donkey |
+1 to haruspicy rolls |
| Horse |
+3 to haruspicy rolls |
| Bear |
+6 to haruspicy rolls |
| Aurochs |
+9 to haruspicy rolls |
PRO +1 ATH / STR +1 AWA +2 WIL +1 PRS -2 STH /
Pentamasker
Type: Masker
A wielder of draconic masks that give them magical abilities. They gain these masks by engaging in service to a dragon and passing the five tests:
-
Trial of Discipline: they must prove they can follow orders and a routine of exercise and study.
-
Trial of Power: they must prove themselves strong enough to survive the energies they will wield and the dragon’s demands.
-
Trial of Majesty: they must prove they have a sense of authority and the ability to lead.
-
Trial of Territory: they must prove they know and respect the dragon’s territory.
-
Trial of Accumulation: they must prove they know all of the previous trials again.
If they pass these tests, they are granted a special mask that gives them draconic majesty (+1 PRS). It also gives them five of the following abilities:
-
Draconic aura: an aura of prismatic light forms around the pentamasker, temporarily raising their PRS a further +3 and giving anyone who exceptionally or critically fails against their PRS permanent low die against the pentamasker/mask on future PRS rolls, as well as a relationship motivation indicating they wish to serve them.
-
Shimmering step: the pentamasker steps and dazzling lights form around them, giving them +6 speed temporarily and +3 STH for their next movement.
-
Immunity to charm, control, and/or flattery: they may choose to be immune to one of these three things.
-
Resistance to confusion, blinding, and/or fear: they may choose to take +3 to any of these.
-
Pentaself: they may create four illusory selves for up to five rounds.
-
Commanding voice: they may add +6 PRS/command to give commands with their voice.
-
Draconic sight: they can see vulnerabilities, immunities, weaknesses, and resistances of anyone within line of sight.
-
Instill pride, confidence, vanity, awe, wonder, and/or majesty: anyone caught in their gaze will roll against their PRS (or accept it) and be instilled with one of the listed emotions.
Pentamaskers are often employed by dragons as leaders of their servants and followers, hence their powers, and many thus speak with the dragon’s authority and trust. They do the work of being an administrator for the dragon as well.
There are a few dragons native to the area, but most who are in the colonized lands are from other places, either as settlers, colonizers, immigrants, or former slaves or indentured servants. The above abilities assume an unaligned dragon. Consult the GM for celestial, elemental, or fey dragons.
PRO +1 ATH +1 STR +1 AWA +2 WIL +1 PRS +3 STH -2
Sorcerer
Type: Esotericist
A sorcerer draws magic from their own soul and channels it through a small metallic rod or other device to wield magic.
Souls are the metaphysical properties of a person. They are the blueprint, the inmortal energy within us all, the unseen and inexplicable essence of the self, that part of any being that is magical. Souls are why beings can learn and use magical abilities and a source of energy for innate magical powers. It is one part of the True Name of a person (along with body, mind, and heart), all of which are intrinsically linked. To access the soul, one must tap into the other three parts of their whole being - body, mind, and heart - and channel them through their magical essence. This requires decades of study, a great deal of introspection and self-awareness, and intense discipline and focus. For the body, one must either use a magical but physical ability or power in a ritual or perform a bloodletting or flesh-burning ritual. For heart, one must either use a magical emotional ability or power or perform a ritual involving expression of intense emotion. And for mind, they must meditate extensively until they can sense their inner self and see it clearly.
Once they have achieved all of these, which take many years, they can start trying to access the energies in their soul. One must know what energies can be drawn through their souls before they can draw them. They cannot merely guess; they must know before hand and intentionally target it. They must know what kinds of magic are there and how much power they can safely access. Taking too much will result in dangerous draining of their souls.
In order to wield the powers of the soul, one must have a device to channel it through. For sorcerers, this is a rod, a length of metal or, sometimes, stone, often capped with a gem. The energy will manifest in a beam of light which will react to the intention of the sorcerer. If a spell's energies miss their target, the intended power of the spell affects what it hit instead. If, however, the spell fails to be cast, if the sorcerer's channeling fails, the energies might recoil and cause harm to the sorcerer. It matters not the intended spell; once control is lost, the energies are wild and dangerous. They can cause damage to the soul or to the Name of a person, depending on the degree of backlash and amount of power. Soul damage has little outward effect at first, but it makes it harder to use sorcery and other magical abilities and powers. Eventually, it will result in the person losing mundane skills.
The kinds of magic they might use will be based on their species, their life experiences, and what aspects of themselves they choose to focus on. If their species is celestial, elemental, fey, or infernal, they will be able to cast magic from those alignments. What their life experiences bring to them will vary significantly by individual, but if they spend time in communities aligned with a specific magic, they may have some magic of that alignment. But if they are generally wielding unaligned magic, some spells they might have include the following:
- Soulsight: the sorcerer can see souls and know the magic of others, as well as some information about them.
- Magical absorption: the sorcerer can absorb magic cast at them.
- Repelling shield: the sorcerer can create a shield made from their soul energy that repels magical energies.
- Magical heightening: the sorcerer can increase their own magical power temporarily by sacrificing some of their mind, body, or heart.
- Combination spell: the sorcerer can unite different spells to cast together.
- Soul armor: the sorcerer can draw from their soul for an armor of light.
- Soul sever: the sorcerer can send a blast of energy that will cut parts of the soul of their target off.
- Deeper truth: the sorcerer can reveal a deeper truth about a target.
- Sorcerer's mark: the sorcerer can mark the soul of a target, making them easier to detect.
- Metadream: the sorcerer can send part of the soul into dreams.
- Magical dampening: the sorcerer can weaken the magic of a target.
- Soul binding: the sorcerer can seal part of the soul of a target.
- Soul release: the sorcerer can release the soul of a target from its body.
- Spiritflame: the sorcerer can unleash a blast of metaphysical flame to burn the souls of targets.
- Imprint: the sorcerer can imprint themselves - their own soul - into a target's soul to influence them.
- Metamatrix: the sorcerer can connect multiple souls together to communicate or share skills or magic.
- Essence of infinite: the sorcerer can draw from the part of their soul that is infinite and inmortal and turn it into a draught to restore magic in another.
- Alter soul: the sorcerer can alter the soul of another.
- Flowing essence: the sorcerer can make it quicker and easier for others to use magic.
- Soul tracing: the sorcerer can trace the souls that have been in a place, temporarily.
- Unmaking: the sorcerer can destroy the soul of another.
- Soul plasma: the sorcerer can unleash a cloud of burning soul energy in a large area.
The GM and player will develop other spells based on the species and back story of the character.
PRO -1 ATH -1 STR -2 AWA +3 WIL +4 PRS -1 STH /