An aeronaut knows how to temporarily capture the wind in order to use it to help them steer a kite or hot-air balloon. To capture the wind, they need a special satchel made of magical materials, usually hippogriff leather, the skin of a flying whale, or the feathers of a rukh. These are deeply rare and usually involve a quest to acquire them.
To grab the wind in the satchel, they must hold open the satchel toward a natural wind, then trick it into staying within long enough to seal it. To trick the wind, they must know what kind of wind they are capturing (a breeze, a gust, a gale, a whirlwind, etc.), and they must know from which direction it blows (north, south, east, west, southwest, northwest, southeast, northeast, north-northeast, south-southeast, east-northeast, east-southeast, etc.). This will tell them what kind of lie to tell the wind - the north wind is the least easily tricked, the fickle west-southwest wind the most. Knowing the right lies to tell is something their mentors will share, but they can't use the same lie twice in the same year.
Every satchel has its own magical strength, and some winds are too powerful for certain satchels.
Once captured, a wind can be released to wield its power. The aeronaut must keep the wind sealed long enough to forget it was tricked (ranges from a day to a year and a day), and then they must convince the wind once released to help them. This usually requires asking it a riddle, giving it an offering, or simply asking it nicely, depending on the wind:
| Wind | Price | Gust strength |
|---|---|---|
| North | Soul offering | 22 |
| South | Heart offering | 22 |
| East | Mind offering | 18 |
| West | Body offering | 18 |
| Northeast | Riddle | 15 |
| Southeast | Riddle | 15 |
| Northwest | Riddle | 15 |
| Southwest | Riddle | 15 |
| NNW | Simple ask | 11 |
| NNE | Deception | 11 |
| WNW | Honesty | 11 |
| ENE | Simple ask | 11 |
| SSW | Simple ask | 11 |
| SSE | Honesty | 11 |
| ESE | Simple ask | 11 |
| WSW | Deception | 11 |
Powers the winds may grant include the following:
Lifting wind: the wind carries the kite or balloon in the direction the aeronaut decides on.
Speed of the wind: +6 speed to the kite or hot-air balloon for 100'
Long-distance shout: send a message a long distance
Carry voice: hear information from afar
High altitude barrier: the air around them thickens in high altitudes to allow easier breathing
Pressure control: the pressure inside the balloon can be controlled.
Coasting wind: a long-distance wind for longer journeys
Buffeting wind: a wind attack to repel enemies
Other powers may be possible. Consult the GM.
Aeronauts often work in groups to allow for multiple uses of the wind at once.
PRO +1 ATH +2 STR -1 AWA +2 WIL +1 PRS +1 STH /
Riders who use their command of the grasslands to become the greatest riders of horses in the world. They carry horsebows and whips and ride the finest horses. Equestrians bond with their mounts to a profound depth, becoming as one in thought with them. It is said the horses choose the equestrian, not the other way around.
Different horses have different difficulties to bond with:
The first time an equestrian rides the mount who has chosen them, the bond begins. They are not fated - it is entirely possible for them to refuse the bond - but few do not become an equestrian. A horse will approach them while they are on or near open grasslands and allow them to ride without bridle, bit, or saddle. If they accept the ride, they will form a bond as they move over the plains.
Mounts seek riders who care about horses, who respect the environment and want to see the grasslands flourish, and who are willing to fight to protect them. The first ride always takes place over a six mile stretch, even if that means going over the same ground. When the ride is finished, the rider and the mount can sense one another's thoughts, feelings, and instincts.
When equestrians ride, they pull elemental magic with them, drawing the winds of the grasslands along with them. The longer, faster they ride, the longer and faster they are able to ride, up until they are overcome by the energies around them. Most equestrians learn where the barrier between life and death is and ride very close to it. As they gather elemental magic to them during their rides, they may draw upon some of it for various powers, stat boosts, or attacks,
The general equation is 1 point of elemental magic to use per every 5 miles per hour pace per hour run. So an equestrian riding at 30 mph for six hours would gather 36 points. Most of those points would be spent to give the horse the ability to keep running after the first few miles; most of the time, equestrians do not push that hard. More likely is a rider going 10 mph for two hours, gathering 4 points and distributing them as they please.
Their metaphorical second ride is the next horse they bond with. An equestrian can bond with up to 10 horses at once, releasing them as needed (they cannot release their original mount unless it dies). They can only ride and draw power from one at a time, but the extra mounts often form a herd.
Their powers include the following:
Other powers may be possible, especially on different kinds of grasslands.
PRO +1 ATH +3 STR +1 AWA +2 WIL / PRS +1 STH +1
The naufragia have a long history of sailing, and though their magic is illegal in imperial lands, many ignore this in order to have someone so attuned to the sea working their crews. Others have entirely elemental crews and sail illegally, not for any company or country. They use their powers to enhance their ability to move their ships and boats. 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 “anchor jugs” 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 powers with the anchor jug, they cannot mix water types within it, so if they wish to use their magic on freshwater, they need an anchor jug with freshwater, and if they wish to use it on saltwater, they need an anchor jug with saltwater.
Shift current: their touch makes the current beneath their vessel turn, slow down, speed up, or reverse.
Resounding splash: a flat palm strike to the water creates a splash that calls aquatic animals within a mile to the ship, though does not allow influence or control of them.
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.
Slick deck: if the deck is too slick to walk on, they can add some elemental water to make it walkable even while slick… or if they are being raided, they can make it slicker.
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 naufragium.
Other powers may be possible. Consult the GM.
PRO / ATH +2 STR +1 AWA +1 WIL +1 PRS -1 STH -1
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