To commune with the mountains of this part of the world, one must be prepared to interact with very ancient elementals, ones who are slow to catch up with the modern world, and ones who resent and distrust outsiders. Many alpenstockers are natives (who use other terms for what they are, but the colonists call them alpenstockers all the same). Those outsiders who gain the trust of the mountains are usually very anti-colonial anyway. While the magic they use is technically illegal in the colonies, the authorities ignore it because traversing the mountains would be impossible without them.
Alpenstockers gain the trust of the mountains first by climbing them using only natural means. This often results in not climbing to a full peak or only going so far, but the effort is the important part. Once they reach the furthest they can go by natural means, they meditate, drinking in the mountain streams, breathing in the mountain air, using the dirt and stone of the mountain as a bed. They live there as best they are able for up to twelve days. The longer they remain, the more trust they gain. Eventually, either because of necessity or after twelve days, they descend. On the way down, the mountain will test them.
The tests will vary, ranging from incredible danger like rockslides and sudden shifts of footing and weather shifts to smaller risks like minor distractions or confusions, like a path being circular for a while. If the alpenstocker passes the tests - not just surviving, but surviving without resorting to technology or acts that harm nature - they are granted a few minor powers. Then, a month later, they must test again. This happens for a full year. If they pass twelve tests and achieve a twelve-day stay, they become a full alpenstocker.
The basic powers they gain are as follows:
Familiar terrain: all mountains are familiar terrain to them, not just the ones they tested on. They gain +3 AWA to know their way around on a mountain.
Shape hold: if they are climbing, they can form holds with their bare hands and feet temporarily.
Deep breath: they can breathe easily no matter how thin the air gets. They can pass this on to those they are guiding by giving them a bit of mountain snow to eat.
Water cup: they can press their hand into a stone from the mountain and form a cup full of water.
Cave-finding: if they are on a mountain with caves, they will know where the cave is.
Path easing: if they are leading a group through the mountains, they can make the way through magically easier (all difficulties rolled against will be automatically -3 to -6, depending on the power of the alpenstocker) for everyone if and only if everyone in the group does not harm nature in any way during the trip.
Greater but limited powers include the following:
Summon avalanche: once per year, they can, if they are defending the mountains or nature, and if they are in the mountains, create an avalanche of rock, mud, or snow (depending on terrain) of power 35.
Peak bounding: once per week, they can leap from one mountain peak to another if another is visible to them and if they are atop a peak.
Mountain speech: once per month, they may commune with a mountain and speak with it.
High spotting: if a high-flying bird is visible, they can see through its eyes if it is native to the mountains, once per week.
Valley opening: once per year, they can open a passage into one of the magically hidden valley communities and meet with the fey or elemental beings there.
Pass shaping: once per year, they can create a temporary pass through the mountains that was not there before. It vanishes after they pass through it or after a week’s time, whichever comes first.
Other powers may be possible. Consult the GM.
PRO +1 ATH +3 STR +1 AWA +2 WIL +1 PRS -1 STH -1
Apexians attune to the hunt by engaging in ritual hunts wherein they use no weapons but those they were born with, hunt by the light of the moons, and feast upon their prey shortly after killing it, with no preparation. They perform these rituals once a month for seven months to fully attune to the power of the hunt, usually going on short trips outside of the city to do so, being blessed in blood and nature.
After their seventh hunt, they have a dream of a predator animal, one native to the colonies or the homeland of their ancestors. This animal will guide them, and from this, they gain the following powers:
They will have other powers based on their predator guide.
Because they are so attuned to their predator guide, they often become more and more animalistic as time goes on, resulting in their PRS going down as they gain more powers.
PRO +2 ATH +2 STR +2 AWA +1 WIL -2 PRS -3 STH +2
Rangers of the wetlands. Like all rangers, bawmache have a territory they are bonded to. For the bawmache, this is always a wetland of some kind, or part of one. In order to commune with one, they must be accepted as part of it. This requires living in the swamp for a year and a day without causing undue harm or neglecting to fight for it.
Their first vision is brought on as they start their bonding to the wetlands. They will then sleep, unprotected, in the swamp water, and they will have a vision of their territory. They will then awaken, wild and feral, and eat ravenously, inhaling the elemental magic from all around them, and then partake of more fungus and another dream. Their second vision will be a "green dream", a dream-quest to find their animal companion. When they awaken, their companion will be there to protect them.
When they awaken, they will feel everything in their territory all at once. This takes some getting used to, so most go a little mad at this point until it becomes manageable. Once they are in control again, they will be able to exert some influence over the swamp around them. The first thing they will do is form boots from the mud of the swamp. Then they will find in the water where they spilled their own blood a weapon, usually a machete or other short blade. And finally, they will carve their own swamp boat.
Due to living in a swamp and wielding its elemental energies, bawmache usually smell like the swamp. Enemies of the swamp will find it repugnant. Friends of the swamp get used to it.
A bawmache must maintain their powers by leaving an offering or blood sacrifice to the genius loci every year. Powers include but are not limited to
Fungi speech
Animal speech
Plant speech
Waterwalking
Quicksand sense/control
Protector vines
Ensnaring vines
Direction sense
Vegetation maze
Poisonous breath
Call swamp beasts
Immunity to disease
Insect repellant
Regenerate in mud
Waterbreathing
If a bawmache remains steadfast in protecting the swamp, the swamp will help them. Their powers may weaken as they use them, as anyone might get tired, but they can regenerate them without resting by eating local fungi.
PRO +3 ATH +2 STR +1 AWA +4 in swamp, +1 out WIL +1 in swamp, -2 out PRS -2 STH +2 in swamp, -2 out.
To wield this power, they must live in or near an area with sparse water resources, and they must use their natural skills and no others to find water there. Then, they must use that water to drink, bathe, and cleanse their shelter at least once a day for a year, all while remaining a friend to nature, helping others who pass through, and constantly communing with the elemental powers of the place via meditation and ritual. If they manage this for a year, they gain special abilities from the elementals of the place:
Dowsing: using special sticks, they can sense where water is.
Distance sense: in any place with sparse water, they can roll AWA and know how far away water is.
Waterless endurance: they can go longer without water than others.
Weightless water: they can carry more water than others because water will have less weight for them.
Cleanse water: any water they find, they can touch and make pure.
Last chance spring: if they are truly without water and near death, they can spill blood onto the ground to create a spring.
This does not apply to water in waterskins or other carriers, bodies, or unnatural constructs like sewers, reservoirs, etc.
Other abilities may be possible. Consult the GM.
PRO -1 ATH +2 STR -1 AWA +2 WIL +1 PRS / STH /
Luminaires are wielders of elemental light as a source of guidance. They use special lanterns and lamps to control this light.
Their lanterns and lamps are made from magical glass from a realm in the sky with a massive, magical mirror that directs all esoteric energies called the Lesedian Mirror . Those in the colonies usually only know of it from legend, but they have gained the lanterns, lamps, or glass by some remarkable means. Lamps are stationary, massive structures designed for use by whole communities. Their power is to direct the flow of elemental light and magical energies to maximize their powers and protect their location. Luminaires tend them and take elemental light from them. Lanterns are handheld, ranging in size from ones that fit in your hand to large, heavy boxes held by handles, sometimes carried by multiple people at once. Lanterns have special shutters made of elemental, shining metal called bjartharnum that can be opened and closed via a crank or by hand. Fine meshes and filters can be attached to each lens to alter the powers of elemental light flowing from it. It cannot be allowed to go out - if it does, the lantern dies and must be rebuilt.
The following aspects of the light may be adjusted on either lantern or lamp:
Luminaires spend much of their time oiling their lanterns with moth oil, a substance that attracts moths, who are good luck to luminaires, and keeps the glass and metal tarnish free.
Here are few of the effects lanterns can have:
Other powers exist that are not listed here.
Anyone may pick up a magical lantern or crank a bright lamp, but one becomes a luminaire if and only if they can control the elemental light that comes forth. For this, one needs to face oneself in a fragment of glass from the Lesedian Mirror. There are different ways to do this. The most potent is to look upon it at high noon and somehow see past the blinding lights, but most novices cannot do this. Instead they try under the triple new moon and test themselves against faded distortions of themselves in order to gain a little control that they can build upon over time. True mastery only comes if one faces one's full self, however.
PRO +1 ATH +1 STR -2 AWA +3 WIL +1 PRS +2 STH -2
Metapoliticians, or more commonly, metapols, are those who can read the flows of elemental water within any moving water by placing a pole within it and meditating upon how the pole moves or pulls.
Metapolitics is the study of the political, social, esoteric, narrative, and other metaphysical currents that affect the world and peoples' lives by using actual currents in water to tap into them and sense them. This is done through a form of meditative, repetitive action and priming with elemental powers. Most water has elemental magic in it. When the water moves, the magic is empowered, intensified, and connected to the world around it. Thus, moving water has more potent elemental magic in it, and therefore, it is possible to connect to the elemental magic in it simply by touching it, as it will naturally connect to the currents that are part of you. Metapolitics is a form of sympathetic magic. The currents of water symbolize the currents in one's life. From the broad scale of class struggle or the winds of fortune to the minuscule level of personal relationships and office politics, the currents can represent anything. A skilled metapol knows how to read these to know what is going on in the rest of the world, likely upcoming events, and the motivations and stories of those connected to them.
A person's feet are most connected to the metaphysical currents in their life, thus they make the best connection to the magic in moving water. Bare feet are best. If a being is not primarily propelled by their feet, the part of their body responsible for that works best. For example, avians may have feet (talons), but wings are their primary means of movement, thus their wings should be in the water instead. Merfolk's fins, lamias' tails, and so on work best. However, this is not enough to sense the currents or analyze them without some tool. Instead, they use poles. The push and pull on the poles tell them much, drew up the magic into their senses. Poles made of wood that does not rot quickly is best, lacquered or treated woods, woods coated in elemental metals, or poles made of special forms of stone work best. Underwater, because merfolk, undines, and other underwater beings do not need poles to propel them through water, they learn metapolitics through their use of other objects, using tridents, which move through the water with less resistance, to connect to the currents. This also allowed them to take control of and command the waters, willing it through the tines of the tridents.
While studying the currents, a metapol senses things happening elsewhere, similar to clairvoyance. Though they do not get in-depth information directly, the waves of sensations and experiences that hit them, a thousand upon a thousand impressions, form a mosaic of information that they learn to read over time. The information comes in the form of the five senses (or more, if the being has more, such as empathy or psionics):
Metapols take in the information gained from the senses during their connection to the currents, and they interpret it. A skilled metapol will turn the impressions they got into distinct, even specific information sometimes.
The kind of water and where it is has an imapct on the effectiveness of the metapolitical connections and on the nature of them.
The information gained by a metapol varies by their intention and the other energies present. Consult the GM.
PRO +1 ATH +2 Swimming +4 STR -1 AWA +3 WIL +1 PRS +2 STH +1
A psychopomp is a guide of the dead. They show the souls of the dead where to go and how to get there after they die. They wield the elemental magic of death in order to nudge, coerce, or otherwise send these souls onward. If a soul lingers in the Spirit Realm longer than it should, they send them along as well. They hate the undead and will seek them out to destroy them. While most psychopomps are beings who exist for this purpose, many mortals, especially those who worship Death Herself also take up the work.
The Nether Realm is where the dead go after they die. They all must traverse its strange wildernesses, temples, cities, and unexplainable phenomena in order to get to their final repose or their next cycle. Psychopomps assist the souls of the dead through the Nether Realm. Those beings who exist for the purpose of being psychopomps simply dwell in or around the Nether Realm, but mortals who take up the craft must use a method called beyonding. If a living mortal enters the Nether Realm physically, they will die very quickly without very potent protections.
In order for a mortal to safely enter the Nether Realm, they must send their soul through a form of metaphysical projection called beyonding. To beyond for the first time, one must meditate upon one's own mortality for four straight days and nights, drinking nothing but water, eating nothing at all, and especially not killing anything. As they meditate, they will become conscious of their own soul, which will allow them to release it from its bonds and head, temporarily, into the Nether Realm. This is extremely difficult, only possible in special places, under guidance of an experienced psychopomp. Once someone is used to it, they can do it more easily. It is also very dangerous, for their body and their soul are exposed. As such, powerful protections are placed on the body. The soul must be trained to defend itself.
In the Nether Realms, grey mists leak in from the Grey Lands, the plane of the undead, consuming souls and turning them into the undead. It is the most dangerous thing in the Nether Realm. Special tools protect psychopomps from these mists, such as symbols of their faiths or magical elemental keys. The Nether Realm has also deep, dangerous forests, vast white deserts, and ancient mountain ranges full of strange beings. There are also vast seas, lakes, and rivers of nether waters that must be crossed. The waters will trap any soul that falls into them, and they can only be released if pure silver coins fall into their hands. Psychopomps often station themselves on ferries to help the souls of the dead to cross these bodies of waters. These ferrymen are very powerful and combine other magical arts with their work. They often charge silver to living psychopomps who wish to use their services, dropping the silver into the waters to release trapped souls.
Once a psychopomp is in the Nether Realm, they are free to go as they please. If they are part of a group, they will usually be given a territory to cover. They must search out wandering souls and offer them guidance. In order to do this, they must be able to sense souls, and they must know their way in the Nether Realm. This latter is attained through years and years of study.
The more souls they guide on to the next realm, the more poarta builds up within their souls. This gives them different powers as they gain the elemental magic of death:
Other powers may be gained through other means of building up the elemental magic of death:
In the mortal realm, psychopomps often spend time in graveyards in order to make sure the dead are moving on from them. Graveyards and all burial grounds are sacred to them, and they will fight to the death to protect them from desecration. Pyramids and other great tombs are especially potent. If a psychopomp attends a funeral, they will perform a ceremony in order to make sure the soul moves on. Their own funerals are complex and often obscure due to the rituals they request ot protect their souls.
When a mortal psychopomp dies, their death is attended by Death Herself in order to make sure the enemies they made in life do not seek to harm them after death. Thus, a psychopomp may seek to defeat an undead enemy of great power by killing themself. This is, however, a last resort, and it does not always work - sometimes Death Herself will not deign to involve herself in the conflict, merely sending the soul on. Life is sacred to psychopomps, as it is what defines the souls they protect.
PRO +2 ATH +2 STR +1 AWA +3 WIL +2 PRS -1 STH +2
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