Unaligned Seekers

Those who use unaligned magic to seek, investigate, travel, or communicate.

Dracopiom

Type: Guide

Dracopiomi are people who serve dragons as guides, helping others through the dragon's territory and mapping out said territory when needed. They serve a dragon first as a mundane scout and guide, learning the territory, before being tested by the dragon's magic. They face the five trials of the dragon, with an emphasis on the Path of Territory:
  • 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 all five trials, they train further in the magic of the dragon's territory until they are granted special abilities by the dragon:
  • Territorial bounding: sensing the boundaries of the territory and their changes. If this happens, it is their job to go investigate it.
  • Servitorial sight: seeing through the eyes of other draconic servants in the territory. They can connect to other people who serve the same dragon and see through their eyes if they are in the territory.
  • Command of the terrain: commanding presence in the territory. They take high die on PRS rolls within the territory if they are commanding others.
  • Familiar ground: recognition of other draconic territories. They instantly know if they have stepped into the territory of another dragon.
  • Draconic wing: teleport to parts of territory. They gain energy wings that carry them to the above-mentioned marked features.
  • Return to den: the dracopiom can return to the dragon’s den at will once per five weeks.
  • Immunity to being lost: outside the territory, they can take this immunity.
If the player wishes to be servant to a fey, celestial, or elemental dragon, this may be possible if no one has chosen those alignments for their occupation.

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


Logictive

Type: Investigator

A logictive is an investigator who uses pure logic to analyze and investigate. To do this, they must alter their own being and cull parts of their minds, hearts, bodies, and souls to focus on the most cold, logical parts of themselves. Logictives are taught in special schools where they are taught the theory of hyperlogic, the magical psionic science that gives them their powers. After decades of study, they are given the choice - engage in the rituals that will give them their magical powers, or go into another field of study. Those few who choose to do this must then pass the following ritual tests:
  • Test of Pain: this test requires they learn to ignore pain and think clearly in spite of it. The rituals vary by school, but the end result is always that the logictive has a nail inserted in their chest permanently.

  • Test of Whelm: this test requires they learn to ignore intense emotion and think clearly in spite of it. The rituals vary by school, but the end result is always that the logictive has a locket with a reminder of something intensely emotional.

  • Test of Memory: this test requires they learn to erase memories in favor of expanding their logical capacity. This hones the brain to be a machine of logic, keeping few memories that do not fuel the tools of logic and rationality.

  • Test of Consciousness: this test requires they learn to shape their conscious thinking to filter out anything but their current focus, taking in only relevant information.

  • Test of Dreaming: this test requires that they learn to reshape dreams and subconscious aspects of their mind to work only on their logical processes and not on dreams, imagination, or unnecessary processes.

  • Test of Metaphysics: this test requires that they sacrifice aspects of their soul such that it is reconfigured to only amplify and fuel their logical consciousness, absorption of factual data, and relevant skills and abilities.

If these are all passed, the logictive gains some or all of the following powers:

  • Rational response: they are immune to normal or special stun because pain is merely information from the body. Exceptional stun is stun condition for one round, then unconsciousness the next.

  • Internal observation: any attempted emotional effect on the logictive suffers a -6 penalty because emotions are to be observed and not acted upon.

  • Organized recollection: all factual data they learn is organized within their minds in a way that makes it easier to recollect. This is rolled in place of memory rolls for factual information, making it much easier to remember things.

  • Clarified observation: any perception rolls gain +6 when they are taking in factual data, but they have -6 to read people rolls, persuasion, and deception.

  • Subconscious sorting: they can passively attempt to solve a puzzle or mystery, put together information, or review studied material, allowing them to roll AWA for understanding, logical conclusions, or analyzing something while also performing other actions at the same time.

  • Telepathic communication: they can communicate mind-to-mind. This power replaces one innate power they were born with due to their species.

  • Factual scanning: they can use their psionic powers to scan an area 30’ in radius around them to identify all people or things present within it. This power replaces one innate power they were born with due to their species.

  • Informative connection: they can mindlink with someone and psionically deliver factual data to them rapidly. This power replaces one innate power they were born with due to their species.

Logictives are employed by imperials, but few ever manage to achieve the magical state needed to use these abilities. Those few they employ are distrusted and disliked even by their colleagues. Some few do work independently.

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


Nuotatodivers

Type: Swimmer

Nuotatodiversi are swimmers who alter their bodies to make themselves better at diving, swimming, and surviving underwater.

The magic of alteration is done via special spinning orbs. These orbs are extremely hard to acquire. The art of wielding them is also difficult to learn, but nutoatodiversi use their magic to gather treasures from the bottom of the sea, paying for the training and the magical orb.

The energy of flux cannot be controlled. It can only be nudged, and this is done because the magical orbs interact with it without being changed because they are always changing anyway. The energy of change is ever-present, so all that is needed is a spinning orb to draw it in and direct it. Nuotatodiversi learn the different movements of the orb they need to engage to cause the alterations to themselves or others to enhance their bodies. Because their focus is solely on bodies, there is much to the magic of alteration they do not know, and there are risks they take. Any accident may cause major changes to their bodies that they were not intending. Thus, they train on the parts they do know extensively, developing the following abilities:
  • Altered breath: they alter their pulmonary systems such that they can breathe underwater, often giving themselves gills and sealing certain parts of their system to be able to handle it.
  • Adjustable sealant: they make it so their body adjusts to pressure changes smoothly and carefully.
  • Regulatory changes: they can change their body so it regulates their temperature in the coldest of waters.
  • Retractable flippers: they can make it so their hands and feet become flippers at will and revert when needed.
  • Growing fins: they can give themselves fins to make themselves more maneuverable underwater.
In general, however, they can use their magic to alter their bodies how they please, within limits.

The alteration of themselves has a varying degree of difficulty based on many factors - size, complexity, magical properties being major ones - and the amount of flux used to alter them affects the power of the spell. Am orb will spin if left suspended in air (they float naturally), gathering flux to it, sending bands of perceptible energy flowing around it. The nuotatodivers will then tweak the way the orb spins in order to direct the energy. Different directions of spin cause different effects. The longer they let it spin without tweaking it, the more power it builds up. However, the longer it spins, the more likely it is the flux will spontanteously affect anything and everything around it (as a paradoxical energy, it is unstable). As such, when not in use, the orbs are put away in cloth bags that force them to the ground and stop their spinning.

To alter another living being is much more difficult and requires a roll against the target's WIL, PRS, and STR.

It is not possible to alter something you are unaware of nor something you cannot perceive. The more specific the alteration, the better - it is easier to alter something with specific instructions on how it is to be altered.

A spinning orb gathers flux at a rate of 3 points per round, starting at a base power determined by the size and potency of the orb. A standard orb starts at power of 8. The largest orbs an average mortal can wield caps at 23, but larger beings may be able to go higher. However, the higher the score, the more unstable it is. Every roll with a base power higher than 10 will result in unpredictable results on any level of failure. Normal failure (1 to 2 below) means minor unintended change to the target. Special failure (3 to 5 below) means an unintended change to the target. An exceptional failure (6 to 8 below) means uncontrolled flux explodes around the orb. Since the nuotatodivers is usually very close if they are wielding it, they are the most likely victim of this, though others may be hit by it depending on how much power is at play. For normal, special, and exceptional failures, the nuotatodivers rolls a d100 to see how bad/good the unintended change is, with a 1 being the worst. A critical failure (9+ below) results in an explosion of uncontrolled flux that causes automatic negative effects.

The way it works, though, is that the the nuotatodivers rolls their spinning skill against the power of flux the orb has built up. If they succeed, they roll the power of the flux plus the bonuses applied by the success rate of their roll (NS +0, SS +3, ES +6, CS +9). If the power score is above 10, failure means unintended effects.

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

Wayfinder

Type: Transporter

Wayfinders are those who use travel magic to create forms of transport, to teleport, or to improve travel. To gain these powers, they must travel thousands of miles and attune themselves to constant movement, creating a feedback loop in which movement begets energy begets movement. They learn to do this from other wayfinders, who show them how to recognize the energy and capture it in special staves topped with spinning wheels.

Wayfinders have seven powers (called “wayfinding”):

  • Direction sense: a wayfinder will always know north, south, east, and west, but they can also sense which direction something lies in (AWA).

  • Distance sense: if a wayfinder has an object they have once held or a location that they have been to before, they can always know how far away it is.

  • Passaging: a wayfinder can open a path where one does not exist if they are outside a populated area once per month.

  • Farsight: wayfinders can close their eyes and cast their consciousness up to seven miles away once per week.

  • Swifting: a wayfinder can make themselves, others, steeds, or vehicles faster, but at a cost of 1 point of STR per 5 MPH they add per person or vehicle, to be recovered after one long rest per point of STR.

  • Longtreading: a wayfinder can increase the endurance of themselves, others, steeds, or vehicles at a cost of 1 point of STR per 3 points of endurance added per person, to be recovered after one long rest per point of STR.

  • Waygating: a wayfinder can create a portal if they have liquid metal, an arch or doorway, and their staff. This portal must either be paired with another waygate or limited to a seven mile radius. If they know of any other waygate, they will roll AWA to remember its markings to connect to it. They can do this once per year.

  • Wheelwrighting: a wayfinder can magically create a mode of transportation befitting the terrain they are in by transforming their staff. So long as they do this, they cannot use their other powers, and once they are done with it, they must restore the power to their staff via the same rituals they used to gain their magic to begin with.

Wayfinders are usually employed by large companies or governments.

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

Topic revision: r4 - 07 Apr 2026, SallyJaneBlack
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