Deviants
Anyone whose magic derives from sex, sexuality, or gender is criminalized under the White Crown, and thus labelled as "deviants".
Aberrant
Alignment: Celestial
A person who uses awareness and self-actualization to let their inner power come forth as they transform their gender. The criminalization of queerness and gender variance in Endruin began long ago. Though the ruling class is predominantly a female-assigned species, they hold to patriarchal values that consign them to a behind-the-scenes or figurehead-like role in order to maintain patriarchal order. Thus, they have criminalized same-sex relationships and sex and any kind of gender variance beyond the patriarchal binary. Those who are criminalized for being queer and/or trans are often mentored by other "deviants" within the organization and shown the magic of
musalu.
Musalu is a magic that uses mirrors to see the true self and externalize it. This process is a two-way street - one may use this magic to shrive oneself of patriarchal assumptions, but in order to use it, one must shrive oneself of patriarchal assumptions. This requires a back-and-forth process, one that builds on itself, starting slow and speeding up as the aberrant sheds layer after layer of lies, assumptions, and indoctrinations. This culminates in greater self-control, self-awareness, and self-confidence. The more they do this, the greater their musalu becomes. It also gives them certain powers.
- Revelatory reflection: if the aberrant places their mirror before the face of a target, the target rolls WIL vs. the power of the aberrant. Failure means they experience a revelation relating either to themselves or to the patriarchal lies they have been indoctrinated with. This may only work once per target. If done during combat, target will be stunned or lose next action.
- Alter self: if the aberrant stands between two full-length mirrors, they may use their musalu to alter their own form temporarily into anything of comparable size. If the alteration is closer to their perceived true self, it may not be temporary. If it is not, it will last for an hour or until the aberrant chooses to let it go. If the form is that of something or someone who has special powers or abilities, they may gain those powers or abilities if they succeed exceptionally or critically. If they fail, they may lose some of their own powers due to a loss of confidence. Difficulty is determined by how far the transformation takes them from their true self.
- Confident presence: if an aberrant is within a certain distance of their true self (determined by GM and player), they gain an aura that gives confidence to everyone within 33' of them who is allied with them. This lasts 3 minutes and can be used once per day. It gives +1 to +6 to all actions.
- Beautify: if the aberrant directs their musalu at a person or object, they may give it a shimmering rainbow aura that makes the target beautiful to anyone who sees them, giving a +1 to +6 PRS for 5 minutes, but also exposes something unexpectedly true about that person or thing to anyone who sees them. If the target is unwilling, they roll WIL against the aberrant's magic.
- Protect egg: any unhatched trans and/or queer person within 33' of the aberrant may gain +3 to toughness, WIL, parry, or dodge if the aberrant touches them with their mirror.
Other powers will develop based on the true self of the aberrant. Consult with the GM.
If the aberrant stops living their true self, they will begin rapidly losing their powers.
PRO / ATH +1 STR +1 AWA +2 WIL +3 PRS +3 STH -2
Cori
Alignment: Fey
Coris are part of a sisterhood of ancient power that pass on their own traditions. They are an old order of wielders of sex magic and witchcraft. They work together in covens of eleven for their witchcraft.
Their sex magic is part of an ancient tradition known as the "thirteen points", referring to thirteen parts of (most) bodies that are both targets for pleasure and magical energy. If all thirteen are invoked during sex, the culmination of the union will release enormous magical energy that all consenting parties in the spell can wield. They can choose to wield it in the moment, to store it for later, or to give it to one of the other participants. If they store it, they have 26 points of magic to use later. If they wield it, they can roll from a 13 to cast any spell that will affect the body of anyone involved who consents. If they choose to give it, they give 13 points to someone else.
If they store it, they usually keep that magic for their witchcraft. Coris have 13 spells they can cast individually, and 13 they can cast when the coven of 11 is together. All spells must be cast before they are needed, then kept by the cori for three days and three nights, at which point they will be gone whether they were used or not. They can cast only three individual spells per night and one group spell.
Individual spells include the following:
- Enticing aura: the cori is more enticing to anyone who sees them, +3 PRS for an hour
- Touch of grace: the touch of the cori grants someone a one-time escape from a killing blow that must be used within 13 days
- Drop of life: a drop of the cori's sweat will heal wounds down one level (deep to normal, etc.)
- Mirror form: a reversed illusory copy of the cori appears
- Animal agility: the cori gains +3 ATH for an hour
- Binding word: the cori speaks a word that binds a single target in place
- Repelling force: the cori gestures and unleashes a wave of energy that forces back any non-fey aligned being
- Vanishing step: the cori takes one step and vanishes for 15 seconds
- Heart's barrier: the cori's feelings fuel a barrier that only allows through those they love or care about
- Smile of kindness: the cori's smile gives anyone who sees it +3 to their lowest base stat for 10 minutes
- Flowing wind: the cori moves like flowing wind, going 100' in one round
- Circle of power: the cori creates a circle of power that gives everyone around them +3 to STR
- Bloodsflame: the cori's blood ignites in flame and gives them the power to burn others with their touch
Group spells include the following, which all participants gain:
- Ritual of Calming Aura: when invoked, the cori can calm the emotions of everyone within 20' (WIL vs. PRS)
- Ritual of Fey Will: when invoked, the cori gains +1 WIL for every 3 points of PRS they have
- Ritual of Lunar Dance: when invoked, the cori gains +1 for crescent moon, +2 for half, +3 for gibbous, +6 for full, -1 for new, to every roll
- Ritual of Violet Storm: when invoked, violet lightning and rain are unleashed in a radius of 25', causing emotional damage and confusion to everyone
- Ritual of Potent Pleasures: when invoked, the cori knows what is the greatest source of pleasure for anyone they can see
- Ritual of Widow's Needle: when invoked, the cori communes with every woman within three miles who has killed an abuser, gaining +6 PRO against any abuser for the entire night
- Ritual of Twice Hexed: when invoked, the cori can inflict two targets whose name they know or whom they can see with a curse of their choosing
- Ritual of Inner Presence: when invoked, the cori gains +1 PRS for every 3 points of WIL they have
- Ritual of Coven Voice: when invoked, the coven speaks as one through the cori, combining their spells into one
- Ritual of Mother's Heart: when invoked, the cori provides healing to all allies within 100', perfectly healing all wounds
- Ritual of Child's Cries: when invoked, the cori becomes impossible to attack for 15 seconds
- Ritual of Crone's Laughter: when invoked, the cori intimidates any enemy who can hear it; anyone who fails exceptionally or critically goes mad with terror
- Ritual of Thirteen Souls: when invoked, the haritmu links souls with the coven and can use any of their innate powers or learned skills for 10 minutes
If any of the group spells have been cast, the player rolls a d12 every in-game hour to see if one of the other members of the coven uses the spell. This does not use it up, but their character will be aware and affected by some of them.
PRO +1 ATH +2 STR +1 AWA +1 WIL +2 PRS +3 STH +1
Dualian
Alignment: Fey
One who uses fey Name magic to alter their gender expression. To use the magic of a True Name via fey magic, one either needs to be fey or to contract with one, offering up something of immense power to the fey. If they contract with a fey, the fey will provide a fey True Name, a source of immense magical power, for a dear price. If they are fey, they must acquire a fey True Name, either their own or someone else's, via any means they can devise. This usually involves a deal as well, but it could be some powerful ritual or even a spiritual or meditative practice. Most, however, simply speak the True Name into a mirror, then use a special cloth to capture it.
Once they have the True Name, they must study and understand it, using the four techniques of the fey to do so - blood magic ritual, dreaming, meditation with a mirror, and poetry. After mastering each of these, they will have an understanding of the four aspects of the True Name (body, mind, soul, and heart) and be able to wield its magic. This means using pieces of the True Name via special invocation:
| Effect |
Piece(s) |
Description |
| Glamour |
1 piece of mind, body, heart, and soul |
A solid illusory form heightens the appearance of the caster for a day |
| Vanishing |
1 piece of mind, body, heart, and soul |
The caster vanishes and becomes insubstantial for 30 seconds |
| Face change |
1 piece of body |
The face of the caster physically changes for a day |
| Dysphoria/euphoria shift |
1 piece of heart |
Any dysphoria experienced is matched with a moment of euphoria the following day |
| Dream self |
1 piece of mind |
Their entire being is suffused with how they dream of themself for a day |
| Retroactive clarity |
1 piece of soul |
All past experiences pointing to gender variance are revealed to the caster |
| Gender aspect change |
3 pieces of body |
The gendered aspects of the caster change (i.e., they appear to be another gender, based on their own perception) for a day |
| Euphoric guidance |
3 pieces of heart |
The caster can sense and understand what will bring gender euphoria |
| Dream quest |
3 pieces of mind |
The caster goes on a dream quest each night for six nights and is transformed at the end of it |
| Experiential dynamic |
3 pieces of soul |
The caster can alter how a past experience affected them to change something about them in the present for a day |
| Malleable self |
3 pieces of mind, body, heart, and soul |
The caster can alter all aspects of themself for a day |
| Total transformation |
25 pieces of mind, body, heart, and soul |
The caster transforms into anything they want, permanently |
Other powers are possible. Consult the GM for ideas.
All True Names have 24 total pieces (6 each) to be used, but if one is used, it can be restored via the same rituals as they invoked to master it.
Stats vary by form.
Hetaira
Alignment: Celestial
The hetairai (or hetairo(i) for men, hetaire(i) for others) are sex workers who are highly educated, skilled at art, entertainment, and conversation. They are learned in arts, philosophy, and culture. They are extremely highly valued sex workers, for they are skilled users of sex magic. Their arts and skills were brought over from the west, but in Endruin, they are still criminalized, even if their clients are high-paying. They often use this to help serve their purposes by gathering information, blackmail, or funding. Most of them are former slaves and have a passion for the work.
The sex magic of the hetairai is generated with a familiarity with their own bodies and pleasure. They engage in rituals of relaxation, comfort, and physical pleasure in order to learn how to wield their magic, then practice it with clients or lovers. The more intimately they know their own bodies, the more they are aware of the flows of energy within and how it responds to pleasure, allowing them to focus on it and draw it out. With long practice and effort, they learn to draw forth the blue light that can transfer pleasure between themselves and others. They generate this via their rituals, via acts of sexual pleasure, or via arts of seduction. They gain points of blue light every time they do this.
- Evoke pleasure: with their touch, they can transfer the blue light to another to cause them to experience physical, sexual pleasure. This costs 1 point of blue light per 3 points of power they wish to roll from.
- Alluring aura: they can wreath themselves in blue light, making themselves alluring to anyone who sees them. This costs 3 points of blue light per minute of 8-power aura.
- Intensify pleasure: with their kiss, they can transfer the blue light to another to cause the physical, sexual pleasure they are experiencing to intensify. This costs 2 points of blue light per 3 points of power they wish to roll from.
- Transform pleasure: with their touch, they can use the blue light to change the physical pleasure someone is experiencing from any kind of physical pleasure to sexual pleasure (i.e., good tasting food becomes sexual pleasure). This costs 3 points of blue light per 2 points of power they wish to roll from.
- Alleviate discomfort: their breath can make someone's discomfort reduce or go away. This costs 1 point of blue light per 2 points of power they wish to roll from.
Other powers may be possible, so long as they reflect pleasure, especially sexual pleasure.
PRO / ATH +3 STR +1 AWA +2 WIL +2 PRS +4 STH +1