Roles

Roles within the Blue Grith and occupations available to players: Arsonist, Assassin, Baiter, Bandit, Beggar, Bookie, Bootlegger, Brawler, Consigliere, Conspirator, Cooker, Counterfeiter, Criminal, Deviant, Embezzler, Extortionist, Fence, Fixer, Gambler, Gangster, Grifter, Harborer, Kidnapper, Mugger, Pickpocket, Pirate, Pusher, Quack, Revolutionary, Robber, Saboteur, Sensualist, Smuggler, Spy, Terrorist, Thief, Torturer, Traitor, Urchin, Vagrant, Vandal, Vigilante, Whistleblower, Witch

Arsonist

Arsonists in the Green Grith use fire magic, drawing fire from magical bottles to use either as incendiary devices or to drink the flame to become one with it, wielding it by power of will, charm, and body. They are usually part of terrorist cells.

Hariq

A hariq knows that fire acts alive. It consumes fuel (food) and replicares itself (reproduction). It dances with them. It moves. It breathes. And so it must be treated as a living thing, even if technically it is not. It must be fed and cared for. It must be tended. Hariqs gain their powers over fire by treating fire very well, seducing it, engaging with it, bonding with it.

First, they must gather some fire. Using a special bottle (usually made of high temperature glass), they lure the fire in by placing a piece of coal or wood within, or a firefly if they can catch one. They then place the bottle open, near a fire. Eventually, some of the fire will leap into the bottle, and if they stopper it (with a cork or stopper made of the same kind of glass) quickly enough, the fire will be caught. From there, they feed it regularly, treat it well, and even talk to it, keeping it safe and comfortable until it is time for them to release it.

Releasing it can be done in three ways: opening the bottle and pouring it out, smashing the bottle, or drinking the bottle. The first one is done if they intend to recapture the flame and reuse it later. The fire will be weaker after being used, however. Smashing it is done if the attack is intended to be wild and undirected. The third is done if the wielder wants complete control over the flame. They must be very careful doing this, because if the fire is displeased with them, it will burn them. Some flames get very angry at being imprisoned, after all. But hariqs are very knowledgeable about how to keep flames happy.

There are many kinds of flame in the world, but only some are available in Haenor:
Flame Description Effect Power
Smoke Any kind of smoke Obscuring and suffocating 1+ (determined by quantity)
Ash/ember Hot ash or embers Mild burning, clinging 2
Spark A small mote of flame Quick minor burn, may catalyze a larger fire 2
Match flame Flame from a lit match Minor burn, may catalyze a larger fire 3
Candle flame Flame from a lit candle Minor burn, minor heat aura, clinging, may catalyze a larger fire 3
Incense flame Flame from incense Minor burn, potent aromas 3
Grease fire Flame from burning grease Minor burn, difficult to put out, clinging, heavy smoke, may catalyze a larger fire 5
Torch flame Flame from a lit torch Moderate burn, minor heat aura, moderate smoke, may catalyze a larger fire 7
Firefly light The phosphorescence of a firefly Minor burn, extensive lighting, subtle call 1+ (determined by quantity and age)
Burnt offering Flame from an offering made in a religious context Moderate burn, moderate heat aura, minor smoke, potential ambrosial effects 6+ (depending on offering)
Slow burn Fire from brush clearing Moderate burn, difficult to put out, moderate smoke, easily controlled 8
Fireworks Fire from fireworks Moderate to major burn, hard to control, explosive, moderate smoke, may catalyze a larger fire 4+ (determined by quantity of powder)
Gunflash Fire from shooting a gun Very quick moderate to major burn, hard to control, explosive, moderate smoke 5+ (determined by quantity of powder)
Camp fire Fire used for warmth or cooking outdoors Moderate burn, moderate smoke, easy to control, may catalyze a larger fire 7
Bonfire Large communal outdoor fire Major burn, moderate smoke, easy to control, may catalyze a larger fire 10
Votive flame Fire used to sacrifice something to a higher power Moderate burn, minor smoke, easy to control, may catalyze a larger fire, may have aligned power 6+ (depending on votive offering)
Neatsfire Fire produced by friction Moderate burn, easy to control, may catalyze a larger fire, minor smoke 9
Flare An intense, brief flame often used in signaling Moderate burn, bright light smoke, noisy, hard to control, may catalyze a larger fire 11
Hariq flame Fire from another hariq's breath Strong burn, easy to control, may catalyze a larger fire 12
Coalseam fire Fire from a burning coal mine Very strong burn, slow burn, hard to control, heavy smoke, rapid spread, unending 17
Blaze A generic name for strong flames with no special origin Strong burn, heavy smoke, hard to control, may catalyze a larger fire 15
House fire Fire from a burning house Strong burn, heavy smoke, hard to control, rapid spread, vengeful 15
Factory fire Fire from a burning factory Very strong burn, very heavy smoke, hard to control, rapid spread, explosive, toxic 18
Cannon flash Fire from shooting a cannon Strong burn, heavy smoke, explosive, hard to control, may catalyze a larger fire, concussive force 13
Pyromancer's flame Flames used to scry Moderate burn, easy to control, allows for scrying 12
Beltane Flames from fires used at Beltane Strong burn, moderate smoke, easy to control, dances, empowered by passion 16
Ka'ar flame Flames from a ka'ar (elemental) Strong burn, easy to contorl, light smoke, may catalyze a larger fire, can be shaped 14
Salamander Flames from a salamander (animal / elemental) Strong burn, easy to control, light smoke, may catalyze a larger fire, hides easily 13
Wild fire Disastrous, uncontrolled fire Very strong burn, very heavy smoke, very difficult to control, rapid spread, insatiable 19
Firewhirl A tornado filled with flame Very strong burn, moderate smoke, very difficult to control, rapid spread, insatiable, tornadic 20
Bomb flame Flames from an exploded bomb Very strong burn, heavy smoke, explosive, concussive force, rapid spread, hard to control 16
Megalifotia Greek fire, only owned by the local military Clinging, very strong burn, moderate smoke, rapid spread, easy to control 17
Hellfire Infernal flame, very rare Clinging, very strong burn, heavy smoke, rapid spread, hard to control, burns souls 16
Conflagration Generic name for very powerful fire Intense burn, heavy smoke, very hungry, hard to control, rapid spread 22
Viridianite flame Elemental flame Easy to control, very strong burn, heavy smoke, alive, intelligent, can bond with, elemental aligned, may catalyze larger fire 18
Sunfire Flames from the sun, difficult to gather Intense burn, very bright, may catalyze larger fire, very difficult to control, golden in color 19
Dragonflame Flames from dragon breath, very rare Intense burn, moderate smoke, rapid spread, hard to control, roaring, absorbs other energies 19
Argentflame Flames of life, very rare Moderate burn, heals elementals, harms infernals 15
Fulvousflame Flames of liberation, very rare Strong burn, melts chains and jails, doesn't harm the imprisoned or enslaved, hard to control 15
Kartadsin Flames of judgment, very rare Intense burn, harms only evil, impossible to control 16
Faeriefire Dream flames, very rare Minor burn, minor smoke, illusory, burns the mind, confusion, impossible to control 14
Firebird flame Flames from a firebird, very rare Intense burn, revives 16
Gas lamp flame Fire from a gas lamp Moderate burn, minor smoke, illuminating, toxic 8
Eternal flame An undying flame Strong burn, moderate smoke, does not go out, very difficult to control, may catalyze a larger fire 11
Fire of atrocity Flames from a mass death event Intense burn, very heavy smoke, impossible to control, kills the soul of the user, insatiable, rapid spread, infernal 17
War fire Flames made during battle or war Strong burn, very heavy smoke, hard to control, rapid spread, targets people and structures, very angry 17
Incendium Pure elemental fire Intense burn, moderate smoke, easy to control, may cataylze a larger fire 20
Smolder flame Flames from the Smolder Pit in Haenor Intense burn, very heavy smoke, does not go out, very difficult to control, toxic, calls people toward it, very angry 18
Funerary flame Flames from a funeral pyre Strong burn, very heavy smoke, very hungry, toxic, spreads grief 12
Bloodfire Burning blood Strong burn, clinging, burns only bodies 13
Phosphorous Heat or flame from phosphorous Intense burn, clinging, moderate smoke, difficult to put out, toxic, clinging 15
Furnace flame Flame from a furnace or boiler Strong burn, moderate smoke, hard to control, very hungry 15
Other kinds of fire may be available. Consult with the GM.

To control a flame after releasing it, the hariq must have been very good to it. They must feed it, make friends with it, talk to it, keep it happy. Many are hard to keep happy - fire is a very angry element - and thus, it takes a lot of work to be able to control it. They roll PRS with bonuses based on how well they cared for it to control it.

PRO +1 ATH +2 STR +1 AWA +1 WIL +1 PRS +3 STH +1
Radical of Flame

The Radical of Flame in the Green Grith is usually an hariq. They are a teacher of other hariqs, a skilled veteran of the work, and someone who truly understands fire. They have the zujtan, a special bottle that contains multiple flames at once.

PRO +1 ATH +3 STR +1 AWA +2 WIL +1 PRS +4 STH +1
Zujtan

A corruption of "zujajatan" (bottle), this bottle is made of a special glass that can contain any intensity of flame and multiple flames at once. It amplifies the flames stored in it by +3, gives +3 to PRS to control them, and cannot break.

Assassin

There are many kinds of assassin working for the Green Grith, wielding different kinds of elemental magic to kill their targets. Drapare freeze their own hearts so they may wield ice magic to kill with. Infirmatists commune with natural microbes to draw their powers and infect targets with disease. The ucigash are whiteclad devotees of Death Herself who kill those who deserve it. And viroseans use their knowledge of plants to concoct poisons.

Drapare

In the heart of winter, the powers of ice and snow heighten. At this time, those who can tap into that power may draw it within themselves, freeze their hearts and emotions solid, and gain the power to channel the cold as a weapon.

To do this, drapares need to prime themselves emotionally by intentionally dampening, suppressing, or burying their emotions. They must train for years to destroy all feelings within, turning themselves into metaphorical cold-blooded killers before making it more literal. After years of practice, they wait until midwinter, then perform a ritual of diving into the deep, cold river, holding themselves down there for as long as possible while focusing on an emotion and humming a magical song they are taught by a mentor from the Green Grith. They do this over and over again until they have left every emotion at the bottom of the river. Meanwhile, they must avoid warming themselves, for that will return the emotions. This means they must condition themselves to be able to handle the cold as well.

If they are successful, the cold will suffuse them, their hearts and blood will freeze, emotions will vanish, and they will be able to command ice, snow, and cold at will during the colder months. During warmer months, it becomes more difficult, but they can still manage it, but they will need some ice as a focus. They channel the cold and ice by drawing the cold from within themselves and singing softly magical songs, but if they want to unleash greater power, they can cut themselves and use the frozen blood within themselves.

Their powers when it is below 40 degrees:
  • Iceblade: a nine-inch long blade of sharp, frozen blood forms in the palm of the drapare's hand. It is a piercing weapon with +6/+6 stun/wound. On exceptional hits, it freezes the blood and flesh of the target at a power of 10; on critical hits, it is 13. This song is a difficulty of 10.
  • Freezing touch: the touch of the drapare can freeze solid anything they touch. Freezing power is equal to the difficulty of the song they sing.
  • Ice armor: a barrier of ice forms around the drapare, creating armor of +6/+6 around their bodies (song difficulty of 10) or a solid barrier of ice six inches thick in a ring three feet around them (song difficulty of 16).
  • Frost aura: an aura of chilled air and frost forms around the drapare, making it so that anyone who comes close to them must roll against a power equal to the song's difficulty or suffer cold damage at the same power.
  • Flurry form: the drapare can take the form of a snow flurry and move as if made of wind and snow for 100' over the course of five rounds. Song difficulty of 16.
  • Cold wave: the drapare unleashes a wave of freezing cold air at a range of 50' in all directions at a power equal to the song difficuly, minimum of 16.
  • Command snow: if there is snow or ice present, the drapare's song can control it with a song. The difficulty is based on the amount of ice or snow being controlled, with 1 being a handful, 4 being a football-sized amount, 7 being an amount equal to a full-sized human, 10 being an amount equal to two full-sized humans, 13 being a horse-sized amount, 16 being a room's worth, 19 being a house-sized amount, 22 being a city block's worth.
  • Reflecting ice: a sheen of black ice forms over the drapare, making them difficult to see. Song difficulty is base of 7 for +3 STH, with +3 more for every extra point of STH added above that.
Their powers when it is above 40 degrees:
  • Frost dart: six small frozen darts made of frozen blood fly from the drapare's palms, with damage rating of 10/16/22. Song difficulty is 12.
  • Chilling touch: the touch of the drapare can lower the temperature of what they touch. Chilling power is equal to the difficulty of the song -2.
  • Frozen flesh: their flesh freezes in an area they choose to add at least +3 toughness. Song difficulty is 12, plus +3 more per extra point of toughness added.
  • Gelid pulse: a pulse of freezing air flows out from the drapare, a gust of cold, cold wind that flows out 25' in all directions at a power equal to the song difficulty -2, minimum of 14.
  • Skin rime: a rime of frost forms over the skin of the drapare, making them painfully cold to the touch at a power of song difficulty -2.
Drapares seek these powers out of devotion to the cause of the Green Grith. When they lose their emotions, they risk losing their motivations and becoming dangerous, ruthless killers with no compass. If this happens, they are targeted by the Green Grith for extermination.

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

Infirmatist

While most associate disease with infernal powers, there is an elemental energy derived from microbes as well. It is extremely rare, but those few who are aware of it can channel it by communing with natural microbes who generate this energy. There are obvious risks to this, so an infirmatist has to study and understand what they are communing with, especially since the most effective way to commune with them is consuming them or touching them.

By communing with the microbes, they gain the ability to communicate with them and encourage them. They can encourage them to only infect those they target and not spread to others. They can convince them to reduce the damage they do to a system - or increase it. And they can get them to scatter and flee a system as well. The steps to being able to commune with microbes involves first knowing that they are there. This is rare in Haenor. Members of the Green Grith teach each other germ theory for health reasons, and other infirmatists teach new ones how to wield the power. They must prove themselves friends of nature, show respect for the microbes (which involves hosting them), and meditative work.

After years of study and training, they gain the ability to influence and commune with different microbes and bacteria. Viruses, prions, and viroids are not alive and cannot be communed with or influenced. In fact, they are mostly purely infernal. Any bacterial or other microbial being is potentially a friend to the infirmatist, however, though those common in Haenor are much more likely. It takes about three years to commune enough with a microbe such that any microbe of that kind will respond to the infirmatist, but once they have done this - assuming they spend enough time on it - they will always be able to influence that microbe. the microbe must be present for them to influence it, however, so infirmatists will carry a vial of the microbe with them if they intend to use it. They gather them by communing with them and encouraging them into the vial.

Infirmatists have the following powers:
  • Sense microbe: they can sense any microbe they have communed with and know it is there, and they can tell that other microbes are present but not identify them without communicarting.
  • Chemical communication: they can silently communicate with any microbe within 10'.
  • Verdigris rally: the infirmatist can silently call every microbe within 30' to gather around them.
But in order to wield them, to infect someone, they still have to be able to transfer the microbes into them via the microbes' method of infection. Thus, the infirmatist must be aware of how they work, and then they must have the tools to properly infect someone with them - perfume spritzers work for airborne microbes, food and drink for those that can be ingested, needles for bloodborne ones, and so on.

Which microbes the infirmatist has access to is determined in conversation between the GM and player, but it is one kind of microbe per three years of experience the infirmatist has.

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

Ucigash

Death is a part of nature, and thus, there is an element of death. Death Herself is a deity who is the ultimate psychopomp, the gatherer of souls, and the force of death itself deified. Her followers view natural death as sacred and unnatural death as an affront to their goddess. Furthermore, they view those who avoid natural death by infernal means - especially the undead - as anathema. Thus, some of her followers devote themselves to enforcing nature's intentions and avenging those who died unnaturally. These are called the ucigash, elite assassins who wear white (the sacred color of Death Herself) and know when death is coming.

Unnatural death is death at the hands of other mortals (other than acts of self-defense or accident), in an avoidable circumstance. Avoiding a natural death by infernal means refers to necromancy, demonic contract, exploitative magicks such as feeding on blood or slaves, or other similar powers. Mass death events like genocide, war, intentional famines or droughts, negligent responses to natural disasters, impoverishing or enslaving people, poaching and over-hunting, and so on, but mostly, it means intentional plagues and pollution. Avoiding a natural death does NOT include using medicine, avoiding or fleeing an attack or disaster, feeding the hungry, giving water to the thirsty, or other natural acts of support.

To become an ucigash requires years of study. They learn the religion of Death Herself, the science and mysticism of death, and the arts of killing. And in order to fully wield their power, they must face death, walk through the Beyond, and aide the souls of the deceased for a year and a day, before returning to the world of the living. Once they have completed this impossible journey, they are granted a white key that contains the powers of death and the afterlife. They can open invisible metaphysical gates by placing the key into an imaginary keyhole and opening, creating one of these effects:
  • Gate of the Eye: soulsight, the ucigash can see the souls of anyone within line-of-sight, gaining a +6 read people.
  • Gate of the Hour: the ucigash knows the hour (not the day, not the year, not the moment, but simply the hour of the day) someone within line-of-sight will die.
  • Gate of the Moment: the ucigash knows how someone died if their body or soul is within line-of-sight.
  • Gate of the Intention: the ucigash knows how someone who should have died if they are undead or otherwise infernally empowered to not die.
  • The Locked Gate: if the ucigash closes all gates in the area, no one may die within range of them (usually 44').
  • Gate of the Shroud: the ucigash's body fades into the Nether Realm, making them partially in the Spirit Realm, but invisible to those there.
  • Gate of the Banisher: all undead within 44' of the gate must roll against it or be destroyed.
  • Gate of the Ending: the ucigash's target rolls against the power of the gate if they are within line-of-sight, and if they fail, they die.
  • Gate of the Beyond: the ucigash opens a gate into the Beyond or the Nether Realm, or a returning gate to the Spirit Realm.
Note: the world of Shem is in the Spirit Realm.

Ucigash join the Green Grith if they are instructed by Death Herself to do so. As such, they are often outsiders or temporary members. They are very devoted to their faith.

PRO +2 ATH +2 STR / AWA +2 WIL +2 PRS -1 STH +2
Radical of Death

The Radical of Death in the Green Grith is usually an ucigash. They are an elite assassin who is given special powers and knowledge by Death Herself. They are also tasked with destroying any undead they come across. They carry the cifru, a key that can turn mundane doors into gateways to the Nether Realm.

PRO +3 ATH +4 STR +1 AWA +4 WIL +4 PRS / STH +4
Cifru

A small, white metal skeleton key that can fit into any common door lock. When turned, it will open the door, but not to its usual location. Instead, the door will open to the Nether Realm. Opening such a gate will draw every soul within 50' into it, even if they are still attached to a living body, including that of the Radical of Death. The Radical of Death is trained to resist, but all others will have to roll their highest base stat against a power of 20 or die instantly. If they are undead, the difficulty is 29. If they are soulless undead, they still roll against a 29 or be destroyed.

Virosean

Viroseans are skilled herbalists. They know herbs and other plants that heal, that soothe, that clear the mind, that relax, that give hallucinations, that do many things, but mostly, they know plants that poison and kill.

Viroseans not only know which plants are poisonous and how to distill them to be used with weapons, food, drink, or other methods of transmission, they know how to tap into the elemental energy of plants to heighten the poisonous power. To do this, they must bond with nature by communing with all the greenery around them, preferably in a place with lots of plants. In the city, this means a park, a garden, or a rare town square. Some greenhouses will also work, but an apartment with a few plants will not. The virosean must have a deep knowledge of the plants they are communing with and focus on them via meditation and, preferably, by inhaling their fragrances, touching them (without harming them), and even perhaps tasting parts of them that can be safely consumed without harming either the virosean or the plants.

If they are a good keeper of plants and protector of nature, and if they succeed in their meditations, they will eventually, after many meditations, become attuned to the green and able to sense the elemental energy of plants. Once they are able to sense it, they can encourage it to strengthen or improve the plants they use in their work by making small offerings to the plants or by using special whispering chants.

They use this to make their poisons stronger, but the rest of their work - getting their target to be poisoned - is up to them. Thus, they train in stealth and subterfuge, use of darts, arrows, and knives, preparing foods and drinks, and other useful skills.

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

Baiter

In the Green Grith, animal fighting is seen as an obscenity. They employ certain individuals who can bond with animals to infiltrate these (often legal) rings and save the animals.

Tierist

Tierists bond with animals in order to be able to guide and protect them in baiting and betting situations. They act as secret supporters for abused animals.

The power to bond with animals is limited to wild or feral animals, not with domesticated or owned ones. As such, tierists, who work almost exclusively with owned animals, cannot fully bond. Instead, they form partial bonds that allow them to influence the animal and to have milder forms of animal powers.

They must find an animal and gain its trust enough to get close to it to begin imitating it. They do not merely need to copy movements, but to copy the general behavior of the animal, and for that, they must know about the animals and why they behave the way they do. They do this through intense observation and training from their mentors. Because they work with non-wild and non-feral animals, they do not have to do this to the same extremity other wielders of this power might, but they must have enough trust and imitation of the animal that the animal believes they are the same kind of being, and then they must coax it into a ritual dance, and sometimes, they must liberate the animal as well.

Once they have done this, they will be able to do some of the following:

  • Influence animal

  • Animal speech

  • Empower animal

  • Heal animal

  • Animal senses

  • Animal strength/athleticism

The more a tierist imitates an animal, the more they become acclimated to how the animal lives. They then become less threatening to animals of all kinds, making it easier to bond with the next animal. Sometimes, they acclimate too far and lose their ability to act like their own species. They go feral and believe they are the last animal they bonded with.

Tierists spend a lot of time infiltrating animal fighting rings, rescuing animals, and terrorizing zoos.

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

Radical of Beasts

The Radical of Beasts is usually a tierist. They are often the one who has rescued the most animals and built a large base of bonded animal friends. Those who achieve this are visited by Old Tybert, an ancient, one-eyed, three-legged cat with a stumpy tail. He is a street cat who is the leader of all the feral animals of Haenor, and he brings special magic to the Radical of Beasts.

PRO +1 ATH +5 STR +2 AWA +2 WIL +1 PRS / STH +1

Old Tybert

Old Tybert is the leader of all feral animals in Haenor. He can grant special boons to any animal friend, but he saves nine special boons for the Radical of Beasts: an extra eye (+6 vision), an extra leg (+3 agility), a length of tail (+3 balance), a bit of whisker (+3 perception), a patch of fur (+3 resistance to magic), a cracked tooth (+1 PRO), a soft paw (+1 STH), a quiet pur (+1 PRS), and a low growl (+3 intimidate).

Bandit

Bandits of the Green Grith operate just outside the city in the wider, pastoral areas, using old abandoned properties to hide out in. They prey on rich travellers and rob trains. They wield seasonal magic - specifically autumnal magic.

Mizraklad

The mizraklad are a group of bandits who are attuned to the magic of autumn. They are stronger in that season and weaker in spring.

Mizraklad gain their powers by connecting to the autumn via ritals on the equinox, on Eigenihtes, and on Cearodeg. These three rituals - the Ritual of Night, the Ritual of Wind, and the Ritual of the Tree - each require blood, ritual chants, a fiery sacrifice (either an effigy or an animal), and an oath. The whole band performs this ritual. Each member gives blood, forming a circle around the fire, and they perform the chants, the sacrifice, and the oath together. This bonds them. From this ritual, they each gain magical powers.
  • Whisper on the wind: every member of the band can hear the others even if they whisper if they are within 100' of each other.
  • Fearsome countenance: wearing even a simple mask increases their intimidation score by 6.
  • Turnip lantern: carving even a little bit of a turnip allows them to fill it with a ghostly light that can only be seen by members of the band.
  • Hunter's sight: while seeking prey, they gain +3 to sight during the autumn.
  • Nightwalker: as the nights get longer, so do their strides, increasing their speed and endurance up until the solstice (+1 to +6).
  • Detrital cloak: if they are wearing a cloak and lie down, covered by it, they will appear to be a pile of fallen leaves.
Other powers may be possible.

The mizraklad wield burning staves and crossbows. Their main function in the Green Grith is waylaying trains to stop supplies to factories.

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

Beggar

Beggars who join the Green Grith do so because they reject society in favor of nature or simply for the protections being part of the Grith provides. But some of them use their closeness to the streets and the animals living there to commune with the most hunted vermin and gain powers from them to help them survive. They mostly operate as lookouts, informants, and observers for the Grith.

Exagitant

Exagitants do not use the elemental power of animals, but rather, the elemental power of the hunt - or specifically, of prey. Unlike those who bond with animals or act as hunters, they act as prey, tapping into the life and mind of prey by living as they do. This isn't always a choice - many beggars are targeted by police and other predators in the streets, and members of the Green Grith teach beggars to tap into the mindset this gives them to find magic to survive it. They turn the world's cruelty around and learn to wield it.

Whether they have preyhood thrust upon them or they seek it out, exagitants train for months to capture and maintain the mindset, then spend even more months living it and attuning to it. Once they can enter it at will, they then train again for months to connect with the elemental energy it generates. At this time, they also seek out the street vermin (mice, bugs, pigeons, stray animals, foxes, rats, etc.) and befriend them. They must befriend at least four different animals considered vermin. The most common are pigeons, rats, mice, and various insects. Once they have done this (usually by feeding them), they start to be able to draw from the magic that they are connecting to.
  • Pigeon messenger: they can coo and call pigeons to deliver messages for them.
  • Mouse climb: they can climb vertical surfaces like a mouse.
  • Rat's resistance: they can protect themselves from disease by befriending rats.
  • Vulpine speed: they can as fast as a fox.
  • Myrmecocommunication: they can leave a message like an ant for others in the form of a small piece of stone.
  • Flea leap: they jump like a flea.
Which powers they get depend on the four vermin they connect to. Consult the GM with other ideas. They use these powers to survive and protect other homeless people.

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

Bookie

The Green Grith does not engage much with illicit gambling, but they do have a few agents who store bets in a magical gourd to keep track of debts and information. These agents don't run large operations, but tap into existing ones in order to fundraise for the Grith.

Thymam

Thymams attune to the elemental energy of plants specifically to learn how to store abstract things into gourds. Any gourd will work; it is their magic that makes it possible.

To do this, they must bond with nature by communing with all the greenery around them, preferably in a place with lots of gourds. In the city, this means a garden. Some greenhouses will also work, but an apartment with a few plants will not. The thymam must have a deep knowledge of the gourds they are communing with and focus on them via meditation and, preferably, by inhaling their fragrances, touching them (without harming them), and even perhaps tasting parts of them that can be safely consumed without harming either the thymam or the plants.

If they are a good keeper of plants and protector of nature, and if they succeed in their meditations, they will eventually, after many meditations, become attuned to the green and able to sense the elemental energy of plants. Once they are able to sense it, they can encourage it to make the gourds they are using capable of holding abstract things as well as physical things. They grow their own gourds and hollow them out magically to sustain them.

Once they have a suitable gourd, they begin collecting debts, information, and bets. This allows them to keep track of them in a way the authorities cannot track, and, if the bets or debts are not fulfilled, the thymam can draw the lifeforce of the debtor into the gourd as well. If they do this, the target has a few days to fulfill their debt, or they become a gourd.

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

Bootlegger

In the Green Grith, the making and selling of alcohol is done mostly as a side business or fundraising effort.

Botrusian

Botrusians are skilled gardeners and growers, vintners, distillers, and brewers. They know other plants that can be used in the making of alcohol, especially barley, grapes, and certain berries.

Butrosians know how to tap into the elemental energy of plants to heighten the potency of the drinks they ultimately create. To do this, they must bond with nature by communing with all the greenery around them, preferably in in their gardens or greenhouses. The butrosian must have a deep knowledge of the plants they are communing with and focus on them via meditation and, preferably, by inhaling their fragrances, touching them (without harming them), and even perhaps tasting parts of them that can be safely consumed without harming either the botrusian or the plants.

If they are a good keeper of plants and protector of nature, and if they succeed in their meditations, they will eventually, after many meditations, become attuned to the green and able to sense the elemental energy of plants. Once they are able to sense it, they can encourage it to strengthen or improve the plants they use in their work by making small offerings to the plants or by using special whispering chants.

They use this power to make the apples, apricots, barley, buckwheat, cereal grains, corn, dates, grapes, hops, juniper, plums, potatoes, rye, sorghum, and/or wheat better for fermenting, distilling, or otherwise turning into a drinkable form of alcohol. Other members of the Green Grith look down on them for using their powers so frivolously sometimes, but they tend to drink the results anyway.

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

Brawler

Street fighters and brawlers in the Green Grith are those who wield the power of earth and stone to make their bodies stronger to fight.

Kadzakh

Kadzakhs gain the power to draw the elemental energy of earth and stone by communing with earth via being buried and with stone by being pelted with them. These crude forms of communion only allow them some powers, unlike a full earth mage, but it is enough to make them formidable fighters. The rituals are violent, dangerous, and only available to the most foolhardy, but those who survive them gain some of the following powers:
  • Schist fist: temporarily (for one round) turn their fist into solid rock to increase stun power by 6 and wound power by 3. Once per fight.
  • Stoneflesh: temporarily (for one round) turn the uppermost layer of their skin into stone, increasing their toughness by 6. Once per fight.
  • Mudsling slide: send a spray of mud cascading up and into the faces of anyone within 10' in a semicircle in front of them. Failure to dodge or block means targets suffer -3 to vision. Once per fight.
  • Shattering stomp: shatter stone beneath their feet in a 6' radius around them. Failure to dodge means targets fall prone and the terrain in that area becomes difficult to navigate. Once per fight.
  • Granite skull: temporarily (for one round) turn their skull into solid granite, increasing the damage of a headbutt by +6/+3 or adding +6/+6 toughness against headshots. Once per fight.
  • Dustwhirl: create plumes of dirt and dust in a 6' radius around them. Failure to dodge means targets suffer -3 to vision and must roll constitution or STR to resist choking against a difficulty base of 11. Once per fight.
  • Elbow crag: temporarily (for one round), a spike of stone erupts from their elbow, giving them a +5/+5 piercing weapon. Once per fight.
  • Gemstone eyes: temporarily (for one round), their eyes become gems that allow them to see in every direction around them. Once per fight.
  • Flint edge jab: temporarily (for one round), the edge of their hand becomes a sharp edge of flint, giving them a slashing blade of +5/+5. Once per fight.
  • Boulder lift: they can place their hands into the ground if they are outside a building and pull forth a boulder, if a boulder exists within 100', and pull it out to hurl it. Once per week.
Players will choose to start with one of these for an inexperienced character, three for a moderately experienced one, six for a very experienced one, or all for an elite one.

Experienced kadzakhs can use some of the following powers if and only if they prove themselves via 12 trials, one per trial.
  • Trial of the Wall: they gain the ability to make a solid stone wall of 10' square crumble at their touch, once per week.
  • Trial of the Stalag: they gain the ability if within a place with floor and ceiling to cause stalagmites and stalagtites to form instantly, skewering a target from above and below, by touching either the floor or the ceiling within 10' of the target. The stalags have a piercing power of +6/+6. Once per fight.
  • Trial of the Soil: they gain the ability to take an earthen form, making their entire body dirt, soil, mud, and loam, blending in with the ground where they stand, once per day, for 5 minutes.
  • Trial of the Cave: they gain the ability to make their mind like an empty cavern, amplifying their senses and allowing any mental effect to flow through them without harming them. Once per day.
  • Trial of the Rockfish: they gain the ability to treat solid earth and stone like water and swim through it. This lasts for 30 minutes and can be done once per day.
  • Trial of the Passage: they gain the ability to run at a solid stone or earth structure and instantly create a tunnel through it for up to 20' in a straight line, once per day.
  • Trial of the Rockslide: they gain the ability to rush down a slope, stair, or other decline and cause all rock, stone, or earth on that decline to follow them in an avallanche, once per day.
  • Trial of the Plate: they gain the ability to cause a small earthquake by bodyslamming someone onto the ground, 100' radius, power of 16/16 to damage structures around them, disrupt the ground, and knock anyone nearby prone.
  • Trial of the Statue: they gain the ability to strike a target and petrify them, STR vs. STR, once per week.
  • Trial of the Mountain: their boulder lift ability becomes a hill or mountain lift ability, drawing much more stone and earth, creating a massive mound 20' tall, which will subside after a day. They can do this once per year.
  • Trial of the Geode: they gain the ability to take a special stance that turns their mind into a geode, giving them the same defenses as the Trial of the Cave, but also giving them +3 AWA, +3 PRS, and +3 WIL for an hour.
  • Trial of the Diamond: their stoneflesh ability becomes a diamondflesh ability, giving them +12/+12 toughness, for six rounds. Once per fight.
If the players decide to start with more experienced characters, a kadzakh may start the game with one trial complete - either Wall, Stalag, Soil, or Cave.

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

A kadzakh who has passed all 12 trials usually becomes the Radical of Earth. They train other kadzakhs and lead them in the fight against cops and other forces facing the Green Grith. The Radical of Earth has the khanekkuar, a piece of elemental flint shaped into a full-arm sleeve that is both armor and weapon.

PRO +4 ATH +1 STR +5 AWA / WIL +2 PRS / STH /
Khanekkuar

The khannekkuar is a full-arm sleeve of elemental flint that is a jagged but fluid piece of armor that can also be used as a slashing weapon. It is a +8/+8 armor and a +7/+7 slashing weapon.

Consigliere

There are very few who take the role of adviser in the Green Grith, but those who do are close to the Quaedam and share the waters of elemental chaos with her, gaining deep wisdom from its power. As consiglieres, they handle internal disputes, adivse the Quaedam, and have knowledge of politics, law, and commerce.

Maliku

There are only a few maliku in the Green Grith at any given time. They share the primordial waters of chaos (called either tehom or anumun) with the Quaedam, but only in small doses, as they are not witches attuned to chaos itself the way she is. Instead, they drink a little at a time to gain powers to help them in advising her.

A maliku is usually an older member of the Green Grith who once served in a different role and has since semi-retired, though some are members who operate as a legitimate face for the Green Grith, sometimes being a lawyer for the organization. They gain the trust of the Quaedam after decades of service, constantly proving themselves to be devoted to nature itself above all else. If they do this consistently, they are invited to take a draught of anumun, which cleanses them and gives them incredible powers.

If they drink of anumun, they gain 100 points they can spend on various powers. It can heighten any elemental powers or skills they already have (3 points of chaos per 1 point of heightening, max of +3 to any power). But it will also give them the following powers:
  • Chaotic vision: they can look into the primordial depths of the universe to gain insights into reality. It allows the player to ask the GM a specific question, then roll a d100 to see how useful the answer they get is. On a roll of one, it is cryptic and strange and perhaps useless, and the closer it gets to a 100, the more useful and clear the answer will be. Some questions may be off the table as per the GM's discretion. The cost varies by roll, 1 point per every 5 they get on a roll (a 1-5 is 1, 6-10 is 2, etc.).
  • Generative sigil: they can draw a sigil with their tehomized blood that will cause a random natural thing or being appear. They roll a d100 to determine what is generated. The cost of this varies by what is generated.
  • Unpredictable invocation: they speak a word of magic empowered by elemental chaos that causes a random elemental effect to occur, rolling a d100 to determine what happens. The cost of this varies by effect.
  • Scattering voice: they can shout, laugh, scream, or otherwise make a loud noise that cause an entropic ripple that teleports every living thing within 10' of them to random locations within 100' of them. Each target rolls a d100 to determine where they end up (the higher, the better the positioning). This costs 30 points.
  • Entropic wave: a wave of elemental chaos erupts from the maliku, costing 60 points, causing everyone within 50' of them to decay, rolling their STR against a power of 19.
  • Random form: the maliku randomly polymorphs, rolling a d100 to determine which shape they take, for 10 minutes. The cost varies by form.
  • Primordial memory: the maliku connects to their primordial ancestors and gains deep wisdom. This costs 12 points per 30 seconds of connection, during which time they can draw on their primordial ancestors' powers, skills, or knowledge. Max of 3 minutes.
  • Mother's wrath: if they use all 100 of their points, they may connect to Mother Shem herself and unleash her full might at will. This will take the maliku's life.
While under the influence of the anumun, they can sacrifice any points of any stat, substat, skill, power, lore, or language permanently to gain more points of elemental chaos to wield.
Roll Sigil Invocation Form Cost
1 A blackhole appears The maliku astrally projects to any location they wish for 6 seconds Starlight form 50
2 A 30' diameter patch of pitch darkness appears A shadow hides any target the maliku chooses for 6 seconds Shadow form 40
3 A wych elm appears The maliku photosynthesizes enough energy to count as a full meal Deciduous tree form 20
4 A large pig appears A target of the maliku's choice is nourished as if they ate a full, healthy meal Pig form 10
5-7 An animal native to the area appears The maliku becomes able to speak to animals for an hour Brown bear form 20
8-9 A ball of molten lava 1' in diameter appears A target of the maliku's choosing is struck by a pyroclast (explosive diameter 100') Magma form 30
10 A burst of sunfire 10' radus appears The sun rises; if already risen, it returns to dawn position Coronal lion form 40
11 6 fl. oz of pure anumun appears (a full, fresh dose for the maliku) Full elemental chaos points restored for the maliku Primordial fish form 0/0/60
12 A piece of moonstone appears The moons rise; if already risen, they return to the horizon Lunar wolf form 30
13 The True Name of an elemental being is generated on a piece of elemental paper The maliku knows their own True Name Actualized form 100
14-15 A gust of wind 30' long in a straight line appears A target of the maliku's choosing can fly on the winds for 100' in any direction Gyran falcon form 30
16-17 A 6" long piece of magnetic metal of strength 16 appears A target of the maliku's choice is magnetized Magnetic ant form 20
18-19 A burning ember appears Burning ash falls in a 10' radius around the maliku Salamander form 10
20 A cloud of sulfuric acid 10' diameter appears Acid hits a target of the maliku's choice Spitting cobra form 20
21-22 12 gallons of brackish water appears The maliku gains +6 swimming Manatee form 10
23-24 A wedge made of stone appears The maliku gains +6 to their highest crafting skills or a 5 in any mundane crafting skill of their choosing Simurgh form 20
25-26 A 2' piece of coral appears The maliku gains coralskin (+6/+6 armor) that breaks after one hit Shark form 20
27-28 A small, 10' island appears The maliku teleports to the nearest island Palm tree form 30
29-30 A glowing mote of argent flame appears The maliku's wounds, illnesses, or pains are healed so long as they are not dead Feng huang form 30
31-32 A patch of clement, sunny weather forms for 100' around The day's weather becomes sunny and clement Child form 10
33-36 12 gallons of fresh water appears The maliku gains understanding of the flow of events around them, giving them +6 AWA, +3 ATH, and +1 STH Pike form 20
37-38 A cypress tree appears Hinkypunks flash in the distance, distracting any target the maliku chooses Alligator form 20
39 Tropical cyclone-force winds in a 30' radius for 6 seconds appear A thunderstorm occurs Storm cloud form 30
40-42 10 oz. of potassium hydroxide appears All acids are neutralized within 100' of the maliku Neutralizing frog form 10
43-44 A snowdrift 16' tall appears A blizzard occurs Snow hare form 30
45-46 A sand dune 24' tall appears A sandstorm occurs Camel form 20
47-48 A living body part that can be applied to anyone appears +6 STR to the maliku Forest walker wolf form 40
49-50 A 20' wall of ice appears A target of the maliku's choosing is frozen solid (power 16) Iceflesh form 30
51 A bolt of lightning erupts from the sigil and hits everything 20' directly in front of it A target of the maliku's choosing is shocked (power 16) Lightning form 50
52 A 20' radius patch of grass appears The maliku wields a sword made of grass (+7/+7) Horse form 20
53-54 An acorn that will erupt into a fully grown oak tree if planted in healthy soil appears It becomes a warm summer day Oak tree form 20
55-56 A holly berry that will freeze solid anyone who eats it appears It becomes a cold winter day Holly tree form 20
57-58 A wall of smoke 8' tall and 12' long appears A massive pillar of smoke appears 1 mile away Smoke form 10
59 A patch of moss 10' in diameter appears Moss covers a target of the maliku's choosing Moss form 10
60 Mist in a 20' radius appears around the sigil A spray of cold mist hits everyone in a 30' cone in a direction of the maliku's choosing Mist form 40
61-62 A pumpkin that glows from within during the night after the autumnal equinox appears Everyone who can see the maliku is overcome by fear for 12 seconds Jack o'lantern form 30
63-64 A flower blossom that refreshes a person with its scent (equal to a full night's rest) appears Everyone who can see the maliku feels young again for an hour Flower form 20
65-66 A cloud producing a torrential downpour for three hours appears A rainstorm occurs Puddle form 10
67-68 A dry wind that desiccates all it touches for 30' appears The humidity drops to 0% for the day Desiccated form 10
69-70 A 40 lb. meteorite appears A comet streaks across the sky Constellation form 60
71-72 12 gallons of salt water appears The tide comes in or goes out Porpoise form 10
73-74 A 30' tall cliff appears A boulder drops from the sky Rock form 40
75-76 A 5' radius, 5' tall mound of earth appears An earthquake occurs in a 200' radius Earth form 40
77-78 A 1' long piece of elemental flint (nekhuar) appears A target of the maliku's choice is petrified (power 16) Stoneskin 30
79-80 A 5 lb. piece of isern (elemental iron) appears The maliku can sense metal for 50' diameter Metalskin 30
81 A raw, uncut gem worth 500 mynet appears The maliku can sense gemstones for 50' diameter Jewelskin 30
82-83 A piece of another planet appears (roll a d20 to determine which planet, anything 5 or below, re-roll) A target of the maliku's choosing is thrown into orbit Form varies by planet in ascendance 40
84-85 A dozen nutritious mushrooms appear A target of the maliku's choosing experiences the effects of hallucinogenic mushrooms Fungal form 40
86-89 A pine tree appears Pinecones rain from the sky Conifer form 20
90 A wall of flame 9' high and 12' long appears A target of the maliku's choosing burns (power 16) Flame form 50
91 A very loud sound occurs The voice of the maliku grows much, much louder Sonic form 20
92 Pure elemental light erupts from the sigil The maliku glows with elemental light Light form 40
93 A 12' radius patch of wheat appears Everyone within 50' is nourished as if they ate a healthy, balanced meal Ox form 20
94 A piece of elemental obsidian appears The maliku becomes clear like glass Glass form 20
95 A petri dish's worth (but not the actual dish) of elemental microbes appear The maliku can sense all natural microbes within 1' around them Microbial form 10
96 A twig of the World Tree appears Raw elemental energy flows out in a 30' radius wave Viridianiate form 80
97 The primordial ancestors of the target appear in a quasiphysical form The maliku gains access to their primordial memory for 3 minutes Primordial form 80
98 A haoma seed appears An invisible elemental barrier appears around the maliku in a 6' radius Viridianite form 80
99 A viridianite appears A blast of elemental energy hits a target of the maliku's choosing within 20' Viridianite form 80
100 Raw primordial chaos pours out, transforming everything within 50' Elemental chaos at a power of 25 hits every target the maliku wishes within 100' Primordial form 100
         
PRO / ATH / STR / AWA +4 WIL +3 PRS +3 STH +1
Radical of Chaos

The Radical of Chaos is the most powerful of the maliku. They are the oldest adviser to the Quaedam and the wisest. They have a bowl called a dapiu that refills with anumun every full moon, giving them a fresh supply more frequently than the other malikus.
Dapiu

The dapiu refills with anumun every full moon, no matter which moon, for a full 6 fl. oz. of anumun (a full 100-pt. dose).

Conspirator

Every Green Grith cell is technically a mini-conspiracy, but some have specialists whose role is to coordinate and keep secret their work. These conspirators use the elemental magic of light itself to create networks of information, to reveal hidden truths, and to blind their enemies to the work of the conspiracy.

Lumenungo

Lumenungos wield elemental light to further the cause of their cell’s conspiratorial work.

To wield elemental light, the lumenungo must find and be worthy of wielding a magical kind of mirrored glass known locally as sayich. To prove themselves worthy, they must look into the glass and allow it to see through them, opening every part of themselves to it, and have no intent of wielding the power for anything but the purposes of the Green Grith or of nature.

If they prove worthy, they are then trained by a mentor in the Green Grith in the ways of wielding the glass, then shown how to shape it into a usable object - a compact mirror, a small lantern, or a lens of some kind.

The powers of the glass include the following:

  • Illumination: like regular light, elemental light can be used for illuminating an area.

  • Luminosity: elemental light can be infused into something to make it glow.

  • Revelation: elemental light can be spread over and area to reveal that which is hidden within it.

  • Light-walking: if elemental light is imbued into footwear or feet, it may, with a great deal of power, allow the person to walk on light itself.

  • Blinding: elemental light can blind people much as light can, though it hits on a metaphysical level as well.

  • Confusion: flashing elemental light can cause people to lose track of where they are, who they are, or why they are.

  • Brightwave: brightwave is taking the waveform of the bright so one might pass through matter.

  • Finding: elemental light may be used to reveal something specific, especially something lost.

  • Inner light: elemental light may be used to unleash one's inner light, giving one insights into themself and their own abilities.

  • Guidance: elemental light may guide a luminaire to where they wish or need to be.

  • Light-self: powerful luminaires may risk becoming light, though they may not be able to return.

  • Greater sight: elemental light can improve the vision of someone if used correctly, a softlight bath upon the eyes.

Lumenungos use these powers to investigate patterns, find information about what is going on with the authorities, and to further and protect the conspiratorial work of the Green Grith.

PRO / ATH / STR -1 AWA +4 WIL +1 PRS +1 STH -1

Radical of Light

The Radical of Light is usually the most skilled and experienced - and paranoid - lumenungo in the Green Grith, one who is charged with coordinating multiple cells in a complex mission or greater work. They are granted the vitralux, a powerful sayich.

PRO +1 ATH +1 STR -1 AWA +6 WIL +2 PRS +2 STH -2

Vitralux

The vitralux is a shard of a magical mirror in the sky called the Lesedian Mirror. The vitralux gives a +3 to all use of light magic and shines with a special light that also gives the wielder the ability to take the form of light once.

Cooker

The Green Grith only uses, sells, or otherwise works with natural drugs. But they have some really strong stuff because of it. Some use magic of the element of fungi to create powerful hallucinogens and psychedelics. Others use plant magic. But the end result is magical inebriants that they either use for themselves, sell as fundraising, or use to incapacitate their enemies.

Maruntuk

Maruntuks develop drugs out of plants. They use their power to enhance plants to make their drugs more potent.

Maruntuks know how to tap into the elemental energy of plants to heighten the power of the plants they work with. To do this, they must bond with nature by communing with all the greenery around them, preferably in a place with lots of plants, often in the greenhouses where they grow their plants. The maruntuk must have a deep knowledge of the plants they are communing with and focus on them via meditation and, preferably, by inhaling their fragrances, touching them (without harming them), and even perhaps tasting parts of them that can be safely consumed without harming either the maruntuk or the plants.

If they are a good keeper of plants and protector of nature, and if they succeed in their meditations, they will eventually, after many meditations, become attuned to the green and able to sense the elemental energy of plants. Once they are able to sense it, they can encourage it to strengthen or improve the plants they use in their work by making small offerings to the plants or by using special whispering chants.

Maruntuks work with several kinds of mundane plants in their greenhouses:
  • Marijuana
  • Poppy flowers
  • Peyote cactus
  • Tobacco
  • Kratom
  • Jimsonweed
Heightening the effects of these plants also heightens the side effects.

They also sometimes grow and work with two magical plants:
  • Chloerofarm: the leaves of this plant can be dried and smoked to increase metaphysical awareness. Side effects include paranoia, confusion, and forgetfulness.
  • Ypnochymos: the flowers of this plant can be rendered into a tea or juice that provides a feeling of calm and inner strength. Side effects include gastrointestinal distress and sleepiness.
The selling of potent "green drugs" funds a lot for the Green Grith, though members also make use of them.

PRO / ATH / STR +1 AWA +2 WIL +1 PRS -1 STH /
Radical of Plant

The Radical of Plant is usually the best maruntuk in the Green Grith, running a massive, secret greenhouse. They have the only greenhouse capable of growing a small supply of an extra magical plant, called mativamma.

PRO +1 ATH +1 STR / AWA +4 WIL +1 PRS / STH /
Mativamma

Mativamma is an extremely potent stimulant. Side effects include a dayslong hangover, internal bleeding, and psychosis. When rendered into a powder or fluid, it can be ingested or injected. It gives +3 ATH, +3 AWA, and a further +3 reaction for 10 minutes. Every minute, the PC must roll. On a roll of a 1, they are afflicted with psychosis for the rest of the ten minutes. Any other roll, and they simply have the heightened confidence and energy the drug provides. The first minute, they roll a d100, the second a d20, the third a d12, the fourth a d10, the fifth a d8, the sixth a d6, the seventh a d4, the eighth, ninth, and tenth, they flip a coin (tails 1, heads 2).

Yothagosa

Yothagosas create drugs out of fungi, using magical powers to make most potent hallucinogens.

To do this, they must first commune with fungi. This requires burying themselves beneath a bed of fungi, usually psilocybe mushrooms, and sleeping there for six days with no food or water save what nature provides. They then must rise up without washing off any of the fungi, which will be growing into them, and going under a new or full moon to bleed into another bed of fungi of a different species. They repeat this process every month for thirteen months. If they survive, they will begin to understand fungi deeply and sense their magical properties. They will also permanently have mushrooms growing out of parts of their bodies, whom they speak to and hear answers from that never make sense and are only audible to themselves. This is never distressing to them.

In this state, they can speak to and understand other fungi as well, and from there, they can encourage any fungus to become psychoactive and/or hallucinogenic. They can coax any fungus into having one of the following properties:
  • Mood-altering: the emotional mood of the user changes either to euphoria, morose, or erratic.
  • Mood-heightening: the mood of the user deepends; if they were happy, they get happier; if they were sadder, they get sadder.
  • Awareness-heightening: +1 AWA for the duration of the dosage.
  • Consciousness-altering: the user experiences uncontrolled hallucinations. Afterward, they roll a d100. On a 1, they have permanent hallucinations. On a 100, they have an epiphany. Any other roll has no effect.
  • Behavior-altering: while high, the user has lowered inhibitions, makes unexpected choices, and will attempt things they might not otherwise, with a +1 to any attempt.
  • Memory-revealing: locked away memories return to the user. They roll a d100. The higher they roll, the more personal significance it has for them.
  • Magic-empowering: any supernatural, innate ability they have, they gain a +1 to.
  • Focus-granting: they can hyperfocus on one single thing for the duration of the dosage. If there's something they want to hyperfocus on, they must roll a d100. On a 1-20, they hyperfocus on something else.
  • Identity-altering: they have an hallucinatory experience that reveals memories, the future, the present, and alternate realities, permanently altering 1-3 of their motivations and giving them a new name when it is over.
Other effects may be possible. Consult the GM.

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

The Radical of Fungi was elected 175 years ago when they became a possibly inmortal yothagosa by communing with a fungal colony of immense proportions and gaining incredible powers. The colony, called kephothogghatheph, grants them the power to commune with any other yothagosa in the city at will.

PRO / ATH -2 STR +2 AWA +5 WIL +3 PRS -4 STH +2
Kephothogghatheph

The fungal colony lives underground in one of the old city's lost buildings, buried under mud, living in the dark. It is about 100' in diameter and 20' tall. It grants the Radical of Fungi the ability to coax other fungi into having these properties:
  • Hyperviolence: the user understands suddenly how to cause intense physical harm, gaining +6 PRO for up to five minutes.
  • Hyperflexibility: the user's muscles loosen and relax, giving them +6 ATH, for up to five minutes.
  • Invincibility: the user's body becomes impervious to mundane physical harm for one minute.
  • Hyperconsciousness: the user becomes aware of everything to the minutest detail, giving them +6 AWA, for five minutes.
  • Intensity: the user gains a supernatural intensity of mind that makes them mentally invulnerable for one minute.
  • Empathy: the user gains supernatural empathy, giving them empathic senses (AWA) and +6 PRS, for three minutes.
  • Invisibility: the user vanishes, gaining +9 STH, for three minutes.
Other powers may be probable. Consult the GM.

Counterfeiter

The Green Grith has a few very talented agents who use their skill with the element of metal to forge currency, and they have some who are skilled artisans wielding the power of genesis (the elemental energy of creation itself) to duplicate items exactly.

Celsis

A celsis is someone who works magical mentals and counterfeits either currency or expensive metallic objects. They learn to work these magical metals via a process of communing with the metals themselves.

All celsises in the Green Grith are taught by other members of the Green Grith. They are taught to meditate and perform ceremonies to commune with the metals they use. Meditation and special ceremonies become part of their routine. Without a certain amount of inner strength, they are unable to forge certain metals properly. As well as attaining a certain inner strength, celsises must have the correct tools, which they must craft their own tools. Their tools must be made from elemental metals without other energies and marked with special magical words taught to the celsis by their mentors. If any other substance is used in the process of their work - wood, stone, water, etc. - it must also be purely elemental. Once they have their tools, they need a workshop that they can protect from outside influences. If they are making coinage, they need machinery made of elemental metals as well if they plan to do so in large quantities. The Green Grith has hidden workshops for just these purposes.

Their work requires a devotion to fighting the distortions of nature around them, so few can fully embrace the work. But those who do gain the ability to alter and shape metals, fashion forgeries, and counterfeit money. Their main operations create money for the Green Grith, but they can also create useful, original objects.

PRO / ATH / STR +2 AWA +1 WIL +1 PRS -1 STH /
Radical of Metal

The Radical of Metal is usually a skilled celsis who has been elected for their long years of work. They are granted by the Green Grith a special tool called a furscinula.

PRO +1 ATH / STR +4 AWA +2 WIL +2 PRS / STH /
Furscinula

The furscinula is an elemental metallic hooked fork that stretches metal as if it were taffy, allowing the Radical of Metal to shape it in ways others can't, granting them a +3 to their counterfeiting work.

Duplicator

Duplicators draw upon the elemental energy of creation itself to duplicate objects for counterfeiting efforts.

In order to access their power, they must use tools that are exclusively for creating. While there is a certain amount of destruction in creation (i.e., milling grain into flour), the end result must always be something new, useful, and not used for significant destruction - i.e., not a bomb.

The first step in accessing their powers is to create their primary tool. The first step is acquiring their tool. It must be made from elemental materials and be used by the duplicator for at least a year and a day to bond with them. The second is acquiring the materials. The third step is always the checking of the materials. A good craftsman always checks their tools and materials before beginning work. The fourth step is getting organized, as they would normally do for a project, and the fifth step is to imagine what they wish to craft. Then, they must begin work immediately. If the project is big, then resting is allowed, but other than stopping for natural breaks, any distraction will only flaw the process. They must work single-mindedly upon the project until completion, and then, if they have been true and used strong materials, the power of creation will resonate with the results.

Any tool used in this process will gain a powers that give them bonuses to future work, depending on the kind of work they did (i.e., if they were a carpenter, it would gain +1 to carpentry work). The more projects they work within their craft, the more powerful the tool becomes. However, they cannot work projects back to back without becoming exhausted - they must rest an average of a month between projects to be able to do another project that increase their power. Thus, their first few years of work as a duplicator are done as training to build their power.

Once they are strong enough, they can use their chosen tool to instantly duplicate the subject of their projects of the past few years - usually coins, sometimes more complicated objects, depending on their work.

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

Criminal

In the Green Grith, some criminals take a jack-of-all-trades approach, attuned certain skills to different planets. When a specific planet is ascendant in the night sky, they are better at that skill.

Segulu

Segulus wield the power of the planets of the solar system by attuning themselves to their movements through the night sky. Their first attunement is based on the day of their birth. The second is the year of their birth. The third is the time of day of their birth. After this, the other twelve planets (Shem is not counted) are optional, but they can be attuned to via night-time rituals when the planet is ascendant. They can only perform these rituals once per year, and most segulus are only capable to attuning to six planets at most. Those who go beyond this risk losing touch with reality. The following chart is a guide to the planets and what they are best at empowering.
Planet Description Criminal Month Year Time of Day
Colos The Messenger, a small planet of molten iron and lava. Arsonist, Grifter, Thief Wistfullian 17 - Angyn 5 1828 6:13-7:48 p.m.
Behial The Warrior, a planet of molten lava and lead, a red planet. Bandit, Brawler, Robber Angyn 6 - Angryn 29 1829 7:49-9:24 p.m.
Jahur The Temptress, a beautiful green planet with strange flora and fauna, hidden beneath green clouds. Baiter, Sensualist, Revolutionary Angyn 30 - Merian 23 1830 9:25 p.m.-12:00 a.m.
Sallit The Blue Jewel, a twin planet to Shem, half her size, a beautiful blue ocean planet. Deviant, Pirate, Smuggler, Witch Merian 24 - Guthspell 20 1831 12:01-1:36 a.m.
Kruurach The Stone Giant, a rocky megaplanet with no life. Harborer, Torturer, Whistleblower Guthspell 21 - Geblowan 14 1817 1:37-3:12 a.m.
Avagen The Eye, a red planet that is half-gas, half-stone, with strange crystalline wonders. Gambler, Spy, Terrorist Geblowan 15 - Berendnis 9 1818 3:13-4:48 a.m.
Inoxuil The Mindflayer, a dense, jungled toroidal planet. Consigliere, Conspirator Berendnis 10 - Gaed 3 1819 4:49-6:24 a.m.
Gallyneg The Happy Marble, an orange and white super puff planet. Bootlegger, Cooker, Quack, Vandal Gaed 4 - Gaed 27 1820 6:25-8 a.m.
Weptaram The Marshal, a gas giant, largest in the solar system, with a massive set of rings. Kidnapper, Vigilante Gaed 28 - Gebyrd 22 1821 8:01-9:36 a.m.
Thurudrill The Duke, a violet gas giant with two sets of rings that intersect each other. Counterfeiter, Saboteur, Traitor Gebyrd 23 - Ecne 16 1822 9:37-11:12 a.m.
Mythoth The Duchess, a bluegreen gas giant with a single thin ring and net-like storms on its surface. Bookie, Embezzler, Fence, Pusher Ecne 17 - Reeptim 10 1823 11:13 a.m.-12:48 p.m.
Daialoth The Ice Giant, a gas giant with solid icy poles, and a single thin ring. Fixer, Hijacker Reeptim 11 - Gegaderung 4 1824 12:49-1:24 p.m.
Parsadus The Knight, an iron megaplanet with oceans of cyanogen and metallic continents. Extortionist, Gangster, Mugger Gegaderung 5 - Gegaderung 28 1825 1:25-3 p.m.
Unim The Wanderer, a strange planet with an irregular orbit that has an atmosphere of pink crystals. Assassin, Beggar, Vagrant Gegaderung 29 - Hrafyl 22 1826 3:01-4:36 p.m.
Ane The Daughter, a tiny, distant planet of yellow and pink ice and blue stone. Pickpocket, Urchin Hrafyl 23 - Wistfullian 16 1827 4:37-6:12 p.m.
If they attune themselves to a planet, they will gain bonuses to the relevant skills at the right month, year, or time, but the ritual must match the skillset with the planet correctly.

PRO +1 ATH +1 STR +1 AWA +1 WIL +1 PRS +1 STH +1

Deviant

In the Green Grith, some find the power to transform themselves via the magic of the movement of waters. They are called caeneans.

Caenean

Caeneans are always trans masculine. They seek ways to transform themselves by communing with water itself, submerging themselves ritually in as many kinds of water as possible. The more they do this, performing the ritual each time, the more control over their body they have. Those who are taught to do this by the Green Grith are required to spend ten years serving the Green Grith as soldiers in the fight against the polluters in exchange for the magic.

The types of water they must seek out are sea water, river water, pond water, brackish water, swamp water, reef water, rain water, puddle water, stream water, and lake water. All of these are available within 50 miles of the city. The rituals must take place under a full moon, and the caenean must be sincere in their willingness to serve the Green Grith.

As they perform the rituals, they gain 1.5 point per ritual in controlling their body, allowing them to alter it. After they perform all ten rituals, they can gain .5 points more for every ritual they then perform thrice more, but these points are temporary and max out at a further +3 unless the caenean drowns and is revived (risking death), which allows them to increase to +6. Other rituals may push it further, but those are as yet unknown to the Green Grith. Players would start at a 9 unless they have a good story to defend a higher score.

Part of their contract with the Green Grith requires them to use some of their magic to make themselves into able warriors during their time with the organization. They can wield their power to alter their body in any way they please, with it being easier to alter toward a more gender-affirming form, and more difficult to become less gender-affirming or to alter outside the natural bounds of their species.

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

Embezzler

The Green Grith employs various professionals to work at companies and steal from them, using elemental acid to alter documents, ledgers, and accounts.

Noxadian

Targeting major industrial companies for embezzlement schemes is a favorite soft terrorist tactic of the Green Grith. They find sympathetic professionals, clerks, accountants, and others who can fake their way into a company, and they train them in the use of elemental acid. Wielding it requires precision and care, deep study, and access to the appropriate materials - elemental acid and glass to carry it in. The Green Grith provides the latter two and the training for the former.

Wielding elemental acid requires the wielder to understand acids, to have a sincere respect for nature, and to test themselves ritually by burning parts of themselves with acid until it no longer affects them. Once they can do this - by building up resistance and communing with nature - they are able to wield it on reality itself, though to a lesser degree than someone who lives their life by elemental magic. Noxadians use it for a specific purpose and learn only certain magic:
  • Scour numbers: elemental acid applied to an account or ledger can alter the actual numbers in an account or vault by altering the document, scouring away certain numbers.
  • Burn record: completely destroying certain records will alter the state of a company to a certain degree.
  • Wash traces: evidence of tampering can be washed away with elemental acid.
Noxadians can only use these powers sparingly on a company without getting caught, so they often move from company to company to take a little bit at a time to fund the Green Grith.

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

Extortionist

Extortion is a common tactic among agents of the Green Grith to intimidate business owners or others into not working with big polluters or just getting money to fund operations. Their extortionists often befriend dangerous animals to help them in their work.

Kherulk

Kherulks bond with animals in order to be able to work with them to intimidate their targets. They focus on bonding with intimidating animals, such as grey wolves, brown bears, cave hyenas, cave lions, birds of prey, sharks (if focusing on ship owners), aurochses, adders, large dogs, reindeer, elks, lynxes, insect or arachnid swarms, hoards of vermin, or boars, to name a few. Any animal can be intimidating under the right circumstances, though - something as simple as having them musk a restaurant or smash up wares could do the trick.

The power to bond with animals is limited to wild or feral animals, not with domesticated or owned ones. As such, kherulks seek out their animals either outside the city or within the zoos where wild animals are kept caged. Usually, they cannot spend the amount of time needed to bond with an entire taxon of animals, and thus only have one animal they have bonded to. They have one animal companion, but their bond is much, much more potent.

They must find an animal and gain its trust enough to get close to it to begin imitating it. They do not merely need to copy movements, but to copy the general behavior of the animal, and for that, they must know about the animals and why they behave the way they do. They do this through intense observation and training from their mentors. This usually involves living with the animal for a long time. They must have enough trust and imitation of the animal that the animal believes they are the same kind of being, and then they must coax it into a ritual dance, and sometimes, they must liberate the animal as well. Then, they must spend a full year and a day with just this one animal, forming a deep bond.

Once they have done this, they will be able to do some of the following:

  • Influence animal: the bond between kherulk and animal is so strong that the influence they have over their companion animal is nearly full control; however, they will never make their animal do something it does not want to do. If they do, the bond will break.
  • Borrow animal sense: they can use their animal's senses, seeing through their eyes, smelling through their nose, etc.

  • Improve animal senses / stats: they can lend some of their own stats to their animal companion temporarily.

  • Animal instinct: they can tap into the instincts of their companion to improve their reaction.

  • Communicate with animal: if their animal is within 100', they can communicate with them silently.
  • Call animal: if their animal is within three miles, they can call it to them, and it will come within one round per mile of distance.
Sometimes, they acclimate too far and lose their ability to act like their own species. They go feral and believe they are the last animal they bonded with.

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

Fence

The Green Grith is less likely to have a dedicated fence selling their goods, but those few they do use employ elemental glass to help them hide, emphasize, or otherwise sell their stolen wares.

Murengisi

Murengisis craft objects, especially display cases, out of elemental glass, which they can control to change its opacity and other properties in order to hide illicit wares. Elemental glass is rare and difficult to come by, but the Green Grith supplies their fence when needed. In order to learn how to control it, murengisis train with mentors in the Green Grith. In order to control it, they must learn its nature by gazing into elemental glass for hours and hours every day, under different kinds of light, until they can look into it even with their eyes closed. Once this happens, which usually takes months if not years, they can look at it casually and see its magical nature. After this, they must learn to shape it and to tap into its powers.

If they can shape it, they can make the panes of glass they need for their shops. They are usually not as skilled at it as those who spend years working at it and focus on it exclusively. However, they are good enough to make basic objects with it. Some common uses include the following:
  • Variable panes: panes of glass that become opaque at a touch, appearing to be wooden panels instead.
  • Layered box: a box that has two hidden glass layers for hiding things in.
  • Multiway mirror: a mirror that, at a touch, can show things in other places.
  • Recurved bowl: a bowl that, when tapped, shifts such that there is another bowl's worth of contents (in other words, pour liquid in one part, tap it, then fill another, etc.).
  • Deep cup: a cup that is deeper than it seems.
  • Dancing statue: a small statue that can move independently and act as a mindless familiar for the murengisi.
  • Flying shard: a shard that acts as a 7/13/19 arrow flying around at the murengisi's will.
  • Frail armor: a thin layer of fluid glass that forms one-time-use +9/+9 armor.
Other items may be possible. Consult the GM.

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

Fixer

When the Green Grith wants a crime scene scoured or a record changed, they wield the full power of windstorms to do it.

Tashtut

To wield windstorms with the precision needed to destroy evidence of a crime, tashtuts must specialize in weather magic so narrowly that they only wield windstorms. Weather magic is controlled by the use of special staves called vanes (which are literally wind vanes atop a staff), made of special metal called birinj. A tashtut gains a vane from the Green Grith after they are tested, and then taught how to use it by a mentor within the organization.

The learning process involves attuning to nature, specifically to different forms of weather, by meditating in them, using various ingredients including animal parts, plants, and special rituals to better attune to it, and by learning special spells (kept in ancient books called synnegrims). After years of study, a tashtut must walk out into a windstorm and perform a ritual to capture it in their vane. If they succeed, they then practice for years to perfect their wielding of it. Wielding it eventually uses it up, so they must seek out and absorb a windstorm every so often. Many store multiple windstorms to be ready.

Their spells include the following:
  • Evidence-scattering whirl: a targeted whirlwind that disrupts everything within 30', hitting any evidence the tashtut identifies that can be physically scattered. This will disrupt fingerprints and blood spatter as well as things like murder weapons.
  • Removing gale: a straight-force wind that will remove large pieces of evidence and dead bodies from an area, throwing them miles away.
  • Record-shredding gust: a brief gust that destroys papers in a location within 200' of the tashtut, even if they can't see it.
  • Howling draft: a draft of wind that sounds like a threatening voice to intimidate witnesses.
  • Mindstorm wind: a mental elemental attack that eradicates and scatters the memory of a witness.
Tashtuts are called in when the Green Grith needs to cover up a crime.

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

Gambler

Members of the Green Grith do not attune like others might to the winds of fortune, but they do sometimes command actual winds, and this allows some of them to manipulate games of chance.

Olutayo

An olutayo is a gambler who knows how to temporarily capture the wind in order to use it to help them cheat at games of chance. 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 provided by the Green Grith if they think someone has potential.

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 in the Green Grith 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 olutayo 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
Unlike peregrins or wind mages, olutayos use their wind magic in a very specific, very precise way. The ways they train to use it include the following:
  • Light puff: a soft puff of air moves a die, a card, or other gambling device slightly to benefit the olutayo.
  • Subtle lift: a very slight wind steals a small object - a die, a card, a piece of bone, a chip - from someone within 5' of the olutayo.
  • Careful flip: an object is carefully flipped over with the slightest pop of air.
  • Quiet breeze: a gentle breeze carries away a word or three from someone's mouth, altering what they said, to change the nature of a bet.
  • Whispering wind: the wind whispers something in someone's ear within 10' of the olutayo, giving them +3 to persuading that person of something.
Other subtle uses may be possible. Consult the GM.

Olutayos work for the Green Grith, raising funds via gambling or seeing to it that industrialists or other target lose money or even property.

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

Gangster

Gangsters in the Green Grith are a bonded group who form a constellation. They are responsible for working front organizations, acting as soldiers of the Green Grith, and supporting other rackets for the organization.

Astermel

An astermel is a soldier of the Green Grith who has joined a cell devoted to a specific task and bonded to a specific constellation, giving them certain powers. They form the bond via a ritual under an ascendant constellation, and the number in the group must match the number of stars in the constellation. The ritual requires a devotion to nature, stargazing and astrological knowledge, and use of hallucinatory substances. The astermel group must sleep under the stars for a month before the bond will fully take place. Powers vary by constellation:
Constellation Stars Power Bonus
The First Tree 12 Rooted to the ground +3 balance
The Green Shield 8 Protection from infernal magic +3 toughness
The Druid 6 Channel elemental power +3 WIL
The Bearer of the Firmament 10 Hold up the sky +3 STR
The Three Dancers 4 Dance with the moons +3 ATH
The Daughter of the World 3 Channel primordial ancestry +3 memory
The Observers 15 Observe what is not what they want you to see +3 AWA
The River Raft 10 Flow through the world +3 ATH
The Great Boar 8 Find nourishment and water +3 investigation
The Pouring Pitcher 22 Release that which is withheld +3 PRS
The Tricow 9 Strike thrice, wait thrice +3 STR
The Mouth of the Worm 12 Draw deep within and destroy +3 WIL
The Headless Reader 19 Know without knowing +3 AWA
The Five Brothers 25 All converging to one action +3 PRO
The Mother of Many 7 Generate something new +3 PRS
The Burning Scorpion 8 Burning sting +3 PRO
Each of these gangs (which use the name of their constellation) do many different jobs for the Green Grith.

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

Grifter

Con artists in the Green Grith use their skills to trick the powerful in order to either distract them, to steal from them, or to lead them to damage industrial works. These con artists wield the power of the stars to either misguide their targets via twistings of astrology or to wield starlight to influence their actions. They can, as they claim, make the stars say anything they want.

Nazmiri

Nazimiri train for years on reading the stars to know how their movements, positions, and qualities affect the lives of people, and then manipulate the messages they get from them to deceive and manipulate people. They do this by keeping the truth in how they interpret the stars, but keeping it vague or skewed to drive someone to do what they want. Often, they build up trust with little accuracies before the full manipulation kicks in. Their intention is always to manipulate someone - usually a gullible rich person or noble - into acting in some way to benefit the Green Grith, either by giving them money or having them make green business decisions. Usually the money, though.

Astrological interpetation varies by culture, but in the Green Grith, they use one tied to ancient nature religions long since destroyed by the Endruinite ruling class. The following chart assumes the character was born in Haenor.
Constellation Month Hour Year Description Element General Meaning
The First Tree Geblowan 11 - Berendnis 3 12:01 a.m. to 1:30 a.m. 1799, 1815, 1831 The first tree whose seeds created every other tree Wood Generation, beginnings, longevity
The Green Shield Berendnis 4 - Berendnis 26 1:31 a.m. to 3 a.m. 1800, 1816, 1832 A folk hero who had a shield made of green metal who slew an evil dragon Metal Bravery, determination, sacrifice
The Druid Berendnis 27 - Gaed 18 3:01 a.m. to 4:30 a.m. 1801, 1817, 1833 A keeper of ancient lore who taught many ancient heroes Nature Wisdom, knowledge, cunning
The Bearer of the Firmament Gaed 19 - Gebyrd 11 4:31 a.m. to 6 a.m. 1802, 1818, 1834 A giant who caught the sky when it fell Wind Strength, endurance, protection
The Three Dancers Gebyrd 12 - Ecne 3 6:01 a.m. to 7:30 a.m. 1803, 1819, 1835 Three women dancing as lovers, fated to dance forever after being killed as witches Moons Grace, love, communion
The Daughter of the World Ecne 4 - Ecne 26 7:31 a.m. to 9 a.m. 1804, 1820, 1836 The first daughter of Mother Shem who named all the animals Animal Learning, growing, understanding
The Observers Ecne 27 - Reeptim 18 9:01 a.m. to 10:30 a.m. 1805, 1821, 1837 Eight stoic figures tasked with recording all of history Time Witnessing, analysis, the past
The River Raft Reeptim 19 - Gegaderung 10 10:31 a.m. to 12 p.m. 1806, 1822, 1838 A hero whose raft carried them from river to river on a quest for a magical egg Water Flowing, transitions, urgency
The Great Boar Gegaderung 11 - Hrafyl 2 12:01 p.m. to 1:30 p.m. 1807, 1823, 1839 A giant boar who helped a hero find food when it was most needed during a quest, giving his life to help the hero in the end Earth Nourishment, giving, sharing
The Pouring Pitcher Hrafyl 3 - Hrafyl 24 1:31 p.m. to 3 p.m. 1808, 1824, 1840 A pitcher used to water a flower garden that grew a legendary blossom Flower Restoration, purification, renewal
The Tricow Hrafyl 25 - Wistfullian 17 3:01 p.m. to 4:30 p.m. 1809, 1825, 1841 A three-headed cow grazing on the stars, a symbol of the three astral bodies (sun, moons, stars), the cosmos itself Star Universality, oneness, containing multitudes
The Mouth of the Worm Wistfullian 18 - Angyn 8 4:31 p.m. to 6 p.m. 1810, 1826, 1842 The mouth of the great worm that will devour the universe, the great light of the end Light Ending, all-consuming, finality
The Headless Reader Angyn 9 - Angyn 31 6:01 p.m. to 7:30 p.m. 1811, 1827, 1843 A figure whose knowledge was unheeded, a figure of darkness Shadow Forewarning, dangerous knowledge, insight
The Five Brothers Merian 1 - Merian 23 7:31 p.m. to 9 p.m. 1812, 1828, 1844 Five heroic brothers who embodied different characteristics, but all working together in a way that complemented each other Storm Complementary skills, unity, community
The Mother of Many Merian 24 - Guthspell 18 9:01 p.m. to 10:30 p.m. 1813, 1829, 1845 Mother Universe's face in the stars Chaos Love, acceptance, nurturing
The Burning Scorpion Guthspell 19 - Geblowan 10 10:31 p.m. to 12 a.m. 1814, 1830, 1846 A scorpion whose sting burned like flame who killed a cruel tyrant who mocked it Fire Self-actualization, self-defense, self-esteem
During the month, time, or year of a constellation, an astrologer may invoke their power; a nazmiri, whose powers are weaker due to using them so cavalierly, may still wield some of them, but in a more illusory manner, dazzling with starlight versions of the different elements.

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

Harborer

The Green Grith's safe-houses and havens are all on the islands in the river or river mouth, and their protectors have elemental command of those islands.

Halgunger

The river mouth is home to dozens of moderate-sized islands and hundreds of smaller ones. On these islands, which are sometimes small sandbars, sometimes stretches of mud, and sometimes substantial islands, there are safe-houses of the Green Grith shaped by the halgungers, members of the organization who have spent years bonding with the islands to be as one with them. They do this by literally burying themselves on the islands, drinking the water flowing through or around them, and connecting to all the natural parts of the island as best they can. After a year and a day of this, they will look into the waters on or around the island and their reflection will speak to them, and thus they begin the test to see if they are a servant of nature. If they prove themselves worthy in this magical test, they will be drawn into the waters, wholly (no matter their depth), and come out the other side a day later having communed with the island.

The powers include the following:
  • Sense visitor: the flows around the island, water or wind, will tell the halgunger if someone not of the island has arrived.
  • Shift passage: any path (natural or not) on the island can be altered at will by the halgunger if they are on the island.
  • Speak to inhabitant: the halgunger can speak with any plant, animal, or fungi who is of the island.
  • Strength of the isle: the halgunger can draw the strength of the physical earth of the island into themselves.
  • Sedimentary shape: the halgunger can alter the form of the island or of themselves as the flow of the river shifts the shape of islands.
  • Sudden wash: the halgunger can summon a small flood.
I didn't mean for all of these to start with S, but halfway through I realized they were and went with it.

Off of the island, the halgunger can draw strength or fluidity from the isle if they carry either mud or water from it with them, and they can always return to the island no matter how far from it they are.

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

Hijacker

The elemental magic of magnetism is used by members of the Green Grith to hijack trains.

Klever

Electromagnetism is ever-present around the world, but magnetism - the attraction of a magnetic field generated by some substance that attracts ferromagnetic materials - can take on an elemental form when generated from certain materials. Elemental lodestones are the most common, though still rare over all. Klevers learn to wield them from mentors within the Green Grith.

The art of wielding elemental magnetism begins with understanding the basics of magnetism and literally infusing elemental magnets under the flesh of the wielder. Small pieces of elemental lodestone are gathered and sewn into the skin with a concurrent ritual, and then the user is taught over the course of months or years how to feel the magnetism flowing through them. They have to learn to control the field around their own bodies so that they are not constantly magnetically attracted to the iron (etc.) around them, and so they can direct it specifically. Once they can control it, they are then tasked with the work of hijacking trains for the Green Grith. Their control of their magnetic powers defaults to AWA, and its power defaults to the strength of the magnets in their body +1 point per 3 points of STR they have, but these are translated into the skills magnetic direction and magnetic force.

Mostly this is done to take them off to rob them, to delay or prevent deliveries, or to hold them for ransom. Sometimes it's done to dismantle the train for parts. Sometimes it's done just as a fuck you to the powers that be. All klevers have skills in horse-backing riding, train engineering, train schedules, and magnetism.

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

Kidnapper

The Green Grith employs kidnapping mostly to ransom rich targets or terrorize them into stopping their environmentally destructive practices. Those who specialize in this work often use elemental magic of gravity to help them in the work.

Ponderant

Ponderants learn to control and wield gravity by learning about it, engaging in specific rituals to attune themselves to it, and by embedding certain materials within their bodies. They are trained by the Green Grith in basic science (at least as much is known at the time of the game) and in the needed rituals. The rituals involve motions that force an awareness of gravity. The simplest are jumping off some high structure; the more complex and involve observing gravitational phemonena like waves, the movement of cosmic bodies, and the falling of leaves. It takes four years of work to have a basic capability of controlling gravity, four years culminating in a test wherein they attempt to jump off a 50' tall structure and not die. Those who fail are caught by members of the Green Grith and spared a grisly death; those who succeed have the power to alter gravity.

There are four basic ways a ponderant can alter gravity:
  • Weakening: making gravity weaker so they can jump higher and move more easily.
  • Negating: completely turning gravity off so they can float around.
  • Amplifying: making it much stronger so that no one can move.
  • Shifting: changing its direction such that gravity is now sideways, upside down, or otherwise not drawing toward the center of the world.
Ponderants use this to engage in kidnapping operations of the rich and powerful for the sake of ransom, extortion, or coercion.

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

Mugger

Muggers in the Green Grith wield elemental powers of the hunt to find targets and attack or intimidate them. They are part of fundraising operations, and they target mostly the rich and powerful or their willing and knowing followers.

Chor

Chors tap into the powers of the hunt, of nature's hunters, of wolves, raptors, and other predatory animals native to Endruin. Chors 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 homeland of their ancestors. If they are from Endruin, the animal will usually be a grey wolf, brown bear, cave hyena, cave lion, or some kind of raptor (kestrel, goshawk, hobby, sparrowhawk most commonly). This animal will guide them, and from this, they gain the following powers:
  • Smell prey: if they have identified someone as prey, they can smell (+3 olfactory perception) them anywhere within 500', and they can tell how much money and what weapons they are carrying. If they choose not to hunt this prey, they take -3 to AWA for the next day.
  • Quiet step: while hunting prey, they gain +3 STH if they are within 100' of them. If they choose not to hunt this prey, they take -3 to STH for the next day.
  • Frightening reveal: if they successfully sneak up on a prey, once they reveal themselves, they gain +3 to intimidate the target.
  • Hunter's strike: if they find their prey and choose to attack, once per combat, they may make a called shot killing blow with no penalties.
  • Blood mark: if they wound their target, they can mark themselves with the blood of the target to know all of the innate abilities and powers of the target.
  • First bite: if they kill the target and choose to eat it, the first bite they take will reduce any wound they have one level (i.e., mortal to deep, deep to normal, etc.).
Chors usually don't kill their targets - they usually just terrify them into giving up money. This is enough to sate the criteria that they must "hunt" their prey to use smell prey or quiet step.

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

Pickpocket

Pickpockets, petty thieves, and shoplifters in the Green Grith use elemental magnetism to steal coins and other small objects from targets, helping with fundraising or stealing critical objects, like keys.

Viverist

Electromagnetism is ever-present around the world, but magnetism - the attraction of a magnetic field generated by some substance that attracts ferromagnetic materials - can take on an elemental form when generated from certain materials. Elemental lodestones are the most common, though still rare over all. Viverists learn to wield them from mentors within the Green Grith. Many are fairly young and often give up this magic later in life to pursue more complex forms of thievery.

The art of wielding elemental magnetism begins with understanding the basics of magnetism and literally infusing elemental magnets under the flesh of the wielder. Small pieces of elemental lodestone are gathered and sewn into the skin with a concurrent ritual, and then the user is taught over the course of months or years how to feel the magnetism flowing through them. They have to learn to control the field around their own bodies so that they are not constantly magnetically attracted to the iron (etc.) around them, and so they can direct it specifically. Once they can control it, they are then tasked with acts of petty theft. Their control of their magnetic powers defaults to AWA, and its power defaults to the strength of the magnets in their body +1 point per 3 points of STR they have, but these are translated into the skills magnetic direction and magnetic force.

Mostly, they take coins from people in the streets or small objects from shops. Some have specific targets. They also practice mundane pickpocketing and shoplifting to augment their powers.

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

Pirate

Piracy is used by the Green Grith to target ships of major polluters, usually taking them hostage and bringing them to shore to safely dismantle them and cleanse their polluting cargo. Pirate ships among the Green Grith operate as large cells. They command thunderstorms to sail under and attack with. Green Grith pirates call themselves the Scourge.

Scourge

Weather magic is controlled by the use of special staves called vanes (which are literally wind vanes atop a staff), made of special metal called birinj. A scourge gains a vane from the Green Grith after they are tested, and then taught how to use it by a mentor within the crew they sail with.

The learning process involves attuning to nature, specifically to different forms of weather, by meditating in them, using various ingredients including animal parts, plants, and special rituals to better attune to it, and by learning special spells (kept in ancient books called synnegrims). After years of study, a scourge must sail out into a storm and perform a ritual to capture it in their vane. If they succeed, they then practice for years to perfect their wielding of it. Wielding it eventually uses it up, so they must seek out and absorb a storm every so often. Many store multiple storms to be ready. With multiple crew members using this magic, they can perform more powerful spells.

Scourges practice many specific spells to help with sailing, with raiding, with warfare, and with cleansing pollutants.
  • Thunderhead shroud: a massive black storm cloud surrounds the ship to hide it. This requires at least four scourge casting at once.
  • Galeforce sails: the sails are pushed by galeforce winds. The more scourge casting, the faster it goes, but it can be done with just one.
  • Cannon thunder: cannons are empowered by magical thunder to add extra damage. The more scourge casting, the more cannons affected (one caster per cannon).
  • Ball lightning: electricity dances throughout the ship, empowering weapons and objects. The more scourge casting, the more people or targets can wield this power.
  • Waterspout leap: a waterspout carries the ship over a short distance, effectively making it jump. This requres at least four scourge casting at once.
  • Storm rush: a full storm is summoned to push the ship and sea along, creating waves as a harbinger of the ship, to hit enemy ships or settlements as a preamble to a raid. This requires at least eight scourge casting at once.
  • Catapult hail: hailstones fall as catapulted materials fall, enhancing their damage. This requires one scourge per catapult.
  • Imbalancing torrent: a torrent of rain is directed at one side of a ship to capsize it. This requires at least six scourge casting at once.
  • Cleansing downpour: a downpour of rain cleanses any pollutants in the area. The more scourge casting, the larger the area can be affected. At least two must cast.
Individual spells include the following:
  • Lightning lash: a whip of lightning, damage 20/25/34/43.
  • Thunder gun: the scourge's gun is as loud as thunder and shatters eardrums in a 20' radius, adding electrical damage to the shot +3.
  • Cloud coat: a dark cloud forms around the scourge's upper body, giving them +3 dodge, +3/+3 more toughness.
  • Slick rigging: a blast of rain slicks the rigging of an enemy ship.
  • Waterproofing: the scourge's clothing and weapons become waterproof.
  • Hailstone shot: a single shot from the scourge's gun is a hailstone that causes cold damage and gains an extra +3/+3.
  • Wind jump: the scourge is buoyed by strong winds while jumping or swinging from ropes, +3 ATH.
  • Skycutter: the sword of the scourge causes the sky to open up with rain and lightning when they first swing it in battle.
  • Dark cloud: a dark cloud gives the scourge a +3 bonus to STH.
Not all pirates on the crew are scourge, but many are.

PRO +2 ATH +2 STR +1 AWA / WIL +1 PRS +1 STH /
Radical of Storms

The Radical of Storms is the captain of the Green Grith's piratical flagship, the Merlion, and their most practiced scourge.

PRO +4 ATH +4 STR +2 AWA / WIL +3 PRS +2 STH /
The Merlion

The Merlion is a centuries-old sailing vessel, a 200' seven-masted ship-of-the-line warship with weather magic imbued in every part of it. Stormclouds follow it and lift it into the sky upon command. It has 20 cannons, three ballistae, two catapults, and room for 500 sailors. It can carry 1,600 tons. Its prow is a carved merlion who can speak and guide the ship through fog, haze, squall, and murk (but not the night).

Pusher

Drug dealers in the Green Grith are a major part of the fundraising efforts. They don't make the drugs, but they know enough about them to be effective sellers. They are also practiced in combat to defend their turf, and they know how to handle money. They use elemental powers of air to improve their selling skills and defend themselves.

Kupiek

A kupeik is a drug dealer who knows how to temporarily capture air in order to use it to help them in various ways. To capture the air, they need a balloon - any balloon. The trick is to find air that is not tainted with pollution, which is very difficult in Haenor. To do this, they usually go to sealed chambers kept by the Green Grith. To grab the air in the balloon, they must inhale it and blow up the balloon. They cannot trick the still air the way wind can be, but it can be sealed if they are swift enough. Still air lacks the qualities of wind, but it can provide special powers all the same. Rather than be released, it is used more like a battery. The balloon must be restored every ten uses or every ten days, whichever comes first.

After they have a balloon, they must be trained in how to wield its magic. There are a list of small, basic skills that they are taught by more practiced members of the Green Grith:
  • Lighten step: a single dose can give them +3 ATH for an hour.
  • Sealed pocket: they can take two doses and push air into a pocket, which makes the pocket impossible to get to by anyone other than the kupiek.
  • Bubble voice: a single dose inhaled can make their voice more pleasing and louder, giving them +3 PRS for an hour.
  • Repelling gust: six doses released from the balloon will unleash a blast of air strength 16 to knock down or repel anyone or anything in its path.
  • Vacuumize: inhaling eight doses can allow them to suck in all the air in a 10' radius, creating a temporary, airless space that will knock out anyone within it.
Other powers may be possible. Consult the GM.

Kupieks are critical to fundraising.

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

Quack

The Green Grith does not operate clinics, but they do have healers among them, those that wield the element of life itself, transfering lifeforce via magical ropes from themselves or others into the sick and wounded. They are usually street medics.

Rudentist

Rudentists use the arts of vitalism, a magic that taps into the elemental energy of life, to heal others. This art is illegal in Endruin, seen as a threat to the powers that be. Because of this, full training in it is unavailable, and rudentists use a weaker version than a full vitalist might use. They specialize in emergency medicine and the illnesses caused by the pollution in the area.

In order to use a rope to transfer healing, it must be corded and knotted, such that it has three strands and three knots per foot. One must wrap the rope around the target. Rudentists can do this gently, or they can use a lasso or lariat to grab targets who are in a place that is difficult to get to otherwise. Others use them to grab wounded and scared animals. Once the rope is wrapped around the target at least once, another knot must be placed. The rope must also be wrapped around the hands (or equivalent) of the rudentist. It works best when the rope is near the injury, infection, etc. or around the chest so it touches the heart. The vitalist will transfer their own lifeforce into the target in order to create one of several healing effects.

To transfer ashar from oneself to another requires special training. One must be attuned to their inner lifeforce, their qi, their spark, their ashar. This requires meditation, attunement via use of special herbs, drinks, and chants, exercises, and diet. It takes decades to completely master, and most rudentists only have a few years or even months to properly train. Thus, they are far weaker than their counterparts. Once someone is atuned to their inner lifeforce, they must prove themselves devoted to prolonging and supporting life - any use of lifeforce to harm others will weaken their healing abilities.

One must be careful when transferring lifeforce. Every person has a specific amount at any given time that, if lost, will mean they die, sicken, or weaken. If they are healthy, they will usually recover their lifeforce unless it is drained completely or corrupted somehow, but temporarily, they will be weak. A little bit of lifeforce goes a long way.

It is possible to transfer from one target to another target rather than from the rudentist to their target. The one giving lifeforce to another is called a "giver." The other is the target. A consensual giver is preferred for ethical and practical reasons, but also because it will be a violation of the magic, weakening the rudentist. Every living thing inherently wants to live on a subconscious level; they have self-preservation instincts. Lifeforce will resist transferrence, and therefore, can be difficult even to transfer from the rudentist to another. When transferring from a giver to a target, the rudentist must concentrate deeply, and it helps if the giver is aware of their own lifeforce as well. The rope must be wrapped around both giver and target and in the hands of the rudentist. Rudentists cannot transfer from non-conscious beings because of the requirement for consent.

Physical wounds, illnesses, pains, and so on can be healed through transferrence. Physical damage to a body is relatively easy to address. Trauma and mental illness can be treated somewhat, but only the physical aspects can be addressed. This will often reduce symptoms, especially in trauma victims, but not entirely cure it. The more complex something is, the harder it is to heal.

Revitalization is the act of bringing someone back from the brink of death. From being mostly dead. A mortal wound, a disease in its final stages, etc. It is very difficult to do, and complete recovery is even more difficult. But it is possible.

Rudentists are trained by the Green Grith, and their focus on emergency medicine and pollutant-borne illnesses means they sometimes have difficulty with other kinds of wound or illness. The chart below is just a set of examples.
Injury Difficulty Consequence
Flesh wound 2 Temporary -1 STR only on CF
Mild fever 3 Temporary -1 STR only on CF
Normal wound 4 Permanent -1 STR only on CF
Hayfever 5 Permanent -1 STR only on CF, temporary -1 STR on EF
Minor illness 6 Permanent -1 STR only on CF, temporary -2 STR on EF
Weak poison 7 Permanent -1 STR only on CF, temporary -2 STR on EF, temporary -1 STR on SF
Deep wound 8 Permanent -1 STR only on CF, temporary -2 STR on EF, temporary -2 STR on SF
Small bone fracture 9 Permanent -1 STR only on CF, temporary -3 STR on EF, temporary -3 STR on SF
Moderate illness 10 Permanent -2 STR only on CF, temporary -3 STR on EF, temporary -3 STR on SF
Moderate allergy 11 Permanent -2 STR only on CF, temporary -3 STR on EF, temporary -3 STR on SF
Moderate poison 12 Permanent -2 STR only on CF, permanent -1 STR on EF, temporary -3 STR on SF, temporary -1 STR on NF
Moderate bone fracture 13 Permanent -3 STR only on CF, permanent -2 STR on EF, temporary -3 STR on SF, temporary -1 STR on NF
Mortal wound 14 Permanent -3 STR only on CF, permanent -2 STR on EF, temporary -3 STR on SF, temporary -2 STR on NF
Influenza or major poison 15 Permanent -3 STR only on CF, permanent -2 STR on EF, permanent -1 STR on SF, temporary -3 STR on NF
Major bone fracture 16 Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -2 STR on SF, temporary -3 STR on NF
Missing limb or minor organ 17 Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -2 STR on SF, permanent -1 STR on NF
Major illness or anaphylactic shock 18 Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -3 STR on SF, permanent -2 STR on NF
Heart attack 19 Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -3 STR on SF, permanent -3 STR on NF
Critical wound 20 Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -3 STR on SF, permanent -3 STR on NF, temporary -1 STR on NS
Cancer, coma, or advanced disease 21 Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -3 STR on SF, permanent -3 STR on NF, temporary -2 STR on NS
Near death 22 Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -3 STR on SF, permanent -3 STR on NF, temporary -3 STR on NS
PRO -2 ATH +1 STR / AWA +3 WIL +3 PRS / STH -1
Radical of Life

The Radical of Life is not merely a rudentist, but a full vitalist, one of the few who has attained full training and thus has the power to do greater healing. They have a magical rope called a hemacuil, which makes their magic easier.

PRO -3 ATH +1 STR +1 AWA +4 WIL +4 PRS / STH /
Hemacuil

The hemacuil is a silver rope brought by an elven healer long ago. It has been passed between the Radicals of Life for 200 years. It gives a +3 to all healing magic. If it is burnt away, it can revive a person from full death once.

Revolutionary

The core of the Green Grith are their revolutionaries. They focus on asssassination, terrorism, and direct action tactics against the ruling class, and mutual aid and community building among the oppressed. The only law they recognize are the laws of nature, which they wield directly by bonding with elemental beings.

Ymurthed

Ymurthediad wield the energy of natural law. They do this by upholding and living by those laws above all others, often ignoring or intentionally violating the laws of mortals (or even Divines). They embody natural law, but they do not entirely eschew technology. They simply do not engage with technology that poisons the world (as best they can within a major city). By doing this, they prove themselves worthy of wielding the power of natural law. In the Green Grith, they swear a blood oath to their fellow revolutionaries and to nature itself.

To wield the power of a viridianite, an ymurthed must commune with them. Communing with an intermediary requires meditating in a natural place near where the viridianite dwells. While meditating, the ymurthed must take in nature with all of their senses. They must feel, smell, hear, see, taste the world and focus on those sensations above all others, opening themselves to nature itself. While in this trance-state, the viridianite will engage the ymurthed ’s consciousness, their very soul, and if the ymurthed is attuned to natural law, they will be tested by the viridianite. If they pass, the ymurthed will be infused with the power of the viridianite.

Different viridianites take different forms, giving different kinds of powers. ymurthed are usually bonded with one of the following:
  • Collective: embodiment of a multiplicitous form of energy in question. Usually offers form-changing powers.
  • Crone: embodiment of wisdom and power of the energy in question. Usually offers control or influencing powers.
  • Elder: embodiment of firm, devoted service to the form of energy in question. Usually offers the power to be a conduit to that energy.
  • Fighter: embodiment of the energy as a form of attack, and usually offers combat-based powers.
  • Guide: embodiment of the energy in question as a form of seeking, finding, or awareness, and usually offers powers based on the senses.
Some ymurthediad may switch intermediaries in their lifetimes. This is always an involved and complicated process.

Every viridianite represents an aspect of nature and the laws that guide it. Some may be representatives of the laws of earth, the laws of storms, the laws of seasons, the laws of metal, water, ice, etc. Any element or natural thing, they may represent. The ymurthed will be limited to powers within that domain if they have such an intermediary. Some rare viridianites represent all of natural law or more abstract parts of nature (creation, hunting, nourishment). For a full list, consult the GM.

As an ymurthed serves their intermediary, they build up energy through ritual, meditation, and service. If they have need of power from their intermediary, they may make a specific request, not unlike a supplicative prayer, but usually, they simply are granted new powers from their intermediary as they complete tasks, achieve goals, or simply earn respect.

Each intermediary is different in the kinds of powers they give and the number of powers they are capable of giving (or the strength of the powers). Types include
  • Sense: an ymurthed may be able to sense their energy or variations thereof. Example: an ymurthed serving an intermediary of earth may be able to sense movement within the ground or certain kinds of dirt, earth, or loam.
  • Attack: an ymurthed may channel their intermediary's power through their staff and unleash raw energy blasts. Example: an ymurthed serving an intermediary of light may unleash energy light that blinds foes.
  • Influence: an ymurthed may sing a song that is imbued with their energy that influences beings or things attuned to their intermediary's energy. Example: an ymurthed serving an intermediary of animals may sing a song that draws animals to them.
  • Conduit: an ymurthed may become a conduit for the full might of their intermediary. Example: an ymurthed serving an intermediary of earth may draw upon the full might of the continent they represent and unleash power to reshape the land around them.
  • Form: an ymurthed may take on another form based on their energy. Example: an ymurthed serving an intermediary of the river may become a living current of water.
An intermediary may grant an ymurthed multiple powers of the same kind (i.e., improve flight ability and improve breathing granted by and air viridianite) as well.

In Haenor, the most common types of viridianite are water (subtypes include river, ocean, brackish, and swamp); earth (subtypes include stone, mud, or specific kinds of earth); fire (subtypes may be as specific as smoke or ash or even certain types of flame); metal (subtypes may include specific non-alloyed metals such as iron or copper); ice (subtypes may be as broad as snow or as specific as hailstones); weather (subtypes may include storms, clement weather, fog, etc.); seasonal (subtypes are any of the four seasons); fungus; plants (subtypes include any specific kind of plant); animals (subtypes include any specific kind of animal); island (specifically the islets of the river mouth); wind (subtypes may include certain directions of wind); light (subtypes may include certain kinds of natural light); or shadow (subtypes may include certain kinds of natural shadow).

Rarer ones are viridianites of life, death, starlight, moons, sun, magnetism, gravity, sound, glass, harvest, the hunt, microbes, or overall natural law. Desert viridianites would not survive in Haenor due to its climate. Though there are viridianites of time, they are disallowed to start due to being too fuckall powerful for this campaign. Consult with the GM for other thoughts on types.

The strength of an ymurthed 's powers varies by the ymurthed's own personal mental and physical strength, the power of the intermediary, the amount of favor an ymurthed has with their intermediary, how much their intermediary agrees with what the ymurthed intends to do with the power, and their environment.
  • Personal condition: if an ymurthed is tired or wounded, they will be less able to channel their powers. If an ymurthed is not physically strong, some powers will be harder to manage. If an ymurthed is not mentally prepared, some powers will overwhelm them.
  • Intermediary power: some viridianites are stronger than others, representing greater or larger territories or aspects.
  • Favor: if an ymurthed has displeased their intermediary, they will have to regain trust and good graces from the intermediary to be allowed to have more power.
  • Agreement: if an ymurthed , for instance, lashes out in anger at an undeserving target, an intermediary may draw back their power. If an ymurthed sets about cleaning up pollution from an area, an intermediary is likely to grant more power than usual.
Environment: if an ymurthed serving an intermediary of the desert, their intermediary will be able to send them more power. If the same ymurthed is in a swamp or rain forest, much less so.

The intermediary will grant not just powers to the ymurthed , but also “beneficence”, or kindnesses that are reward for good service. This may take the form of improving the taste of food or other bodily pleasures, bringing a sense of comfort and certainty, or granting strength or powers that benefit the ymurthed in ways that may not directly serve nature but do not violate it either (i.e., the power to stay warm in spite of the cold). In rare cases, an ymurthed may be granted an incredibly powerful beneficence, such as resurrection from the dead, invulnerability to disease, or the power to redirect storms, in exchange for profound acts of service.

As revolutionaries, they use their powers to fight against the powers that be. They may use them for mutual aid and community building, for direct action or attacks on the ruling class, or on proving the power of natural law over mortal law to any who witness it. Sometimes, they use it simply to bolster themselves or others during the long hours of work, and other times, they use it to directly oppose the poisons the industrial sector are putting into the world.

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

The Radical of Nature is a revolutionary leader amongst the Green Grith with the most potent connection to natural law. They are always an ymurthed with a Crone or Elder intermediary. They wield a special, ancient staff known as Elfenolgyfraith.
Elfenolgyfraith

The staff of the Radical of Nature is etched with ancient script of natural law. It contains charms of natural law for the following elements: beast, creation, death, earth, fire, fungus, glass, life, light, metal, microbe, moons, shadow, sound, star, storm, sun, time, water, wind, and wood. Each of these charms allows them to sense, attack, or influence in any of these elements. It is a +10/+7 staff of axis mundi wood.

Robber

Robbers of the Green Grith strike at the rich, at polluters, and at other enemies of nature, engaging in armed robbery at factories, banks, and other businesses involved in pollution. They wield the elemental magic of sound itself, amplifying their voices and other noises to terrorize or harm their targets.

Ingenson

Robbers and muggers in the Green Grith are agents who target the rich to raise funds for their operations. These agents are given powers over sound in order to intimidate their targets.

To tap into the energy of natural sound, one simply has to listen, but to wield it, one must have special materials. Ingensons take special metallic rods, tuning forks, or cymbals, and they use them to capture sound. These are made from special liquid metal called quickbismuth that is shaped by sound. They pour the metal into a jar, and they focus the jar on any natural sound that isn’t coming from the ingenson themselves. The metal reacts, forming shapes that remember the sounds. The more sounds they collect, the stronger the metal resonates.

Different kinds of sounds cause different effects. Animal sounds affect emotions. Weather sounds affect the soul. Non-organic sounds affect the body (a rock falling, water moving, the rush of wind). Sounds of other living things (planets, fungi, etc.) affect the mind. Some sounds come from multiple sources (wind through leaves), and thus, affect multiple targets. As all of the sound is being stored in the same quickmetal-filled jar, it is sometimes hard for the ingensons to pull the ones they want or need (AWA roll vs. power of the sounds collected).

To draw and wield sound, they must ingest it. They open the jar and their mouths, and draw it in. They then must use it within a certain amount of time (an hour for sonic energy of 11, -4 minutes for every point above that, +4 minutes for every point below). They wield it by using their voice. If they are skilled with their voice - able to throw their voice, have a good vocal range, have musical ability, a good ear for mimicry, etc. - they will be able to do different things with it. But the most important skill is throwing their voice so that it hits the right target or a loud voice that can cause an area effect. If they wield too much power, they may damage their vocal chords (vocal training vs. sonic power).

Most of their powers revolve around intimidating targets, though if they have enough of the right sounds, they can cause physical harm.

PRO +2 ATH +1 STR +1 AWA +3 Hearing +4 WIL +1 PRS / STH /

Saboteur

Sabotage of industrial machinery is a common tactic of the Green Grith, and their specialists use elemental control of salt to erode, corrode, and otherwise destroy that machinery.

Salfragant

The wielding of elemental salt is a subset of wielding elemental earth, and they gain the power to wield it via similar rituals. Rather than being pelted with stones, they rub natural salts into their wounds and bury themselves in salt gathered from the sea or from mines. These crude forms of communion only allow them some powers, unlike a full earth mage, but it is enough to allow them to use it to destroy industrial machinery.

Salfragants must gather elemental salt to wield. The Green Grith supplies them with some, but once they have a little, they are able to gather mundane salt from the ocean and enchant it into elemental salt. Thus, they often live near the beach and keep a lot of buckets of sea water boiling to get the salt. Their magic allows them to use the following powers:
  • Rapid corrosion: their primary power, if they throw a piece of elemental salt and strike a piece of metal, the salt will crumble and corrode the metal at a power of STR+4+hit bonus.
  • Salinate fluid: they can put a piece of elemental salt in their mouth, and if they look at a body of fluid (or a vessel containing one) for more than 12 seconds, the fluid will be salinated.
  • Salt admixture: they can cast elemental salt at a pile or collection of ingredient(s), such as a pile of coal, a mound of sand, or other loose materials, and the salt will be mixed in, reducing its effectiveness for any intended use, such as making the coal less burnable.
  • Salt spray: they can blow on elemental salt in the palm of their hand and create a 30' cone of salt that will blind, burn, or desiccate any living targets within it.
Other powers may be possible. Consult the GM.

Salfragant's primary work is sabotaging industrial machinery, so they also learn how to use it, learn its weaknesses, and learn how to fake being a factory worker to get close.

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

Sensualist

Sex workers who join the Green Grith often do so because they feel attuned to nature, using the elemental power of life itself to control their bodies via sex magic.

Viryan

Viryans do not use elemental lifeforce the way rudentists or other elemental healers do. They turn it inward. To wield it, they must be attuned to their inner lifeforce, their qi, their spark, their ashar. This requires meditation, attunement via use of sexual rituals and special herbs and foods. As their powers are turned inward, they do not need to spend as much time training, but it does still require much work to master. Typically, it takes a year of actively engaging in rituals to gain powers.

A viryan's powers are mostly dedicated to making their bodies appealing to their clients, altering per client, and engaging in acts of sexual pleasure. They cannot alter their shape fully like a shapeshifter, but small changes are possible - giving themselves more agility, strength, or endurance, changing hair color or skin color, altering their hair, heightening or dampening their sensitivies, etc. are very common. They may not alter their own bodies in any way that would shorten their lives, however.

After years of work, they start to gain more potent abilities:
  • Regeneration: their wounds heal much, much quicker.
  • Enhanced immune system: sicknesses and poisons are less effective or heal quicker.
  • Longevity: they do not experience senescence as extremely or as early as others, often maintaining health for a few decades more and living that much extra as well.
  • Activating touch: their touch is so potent with ashar that when they touch another living being, that being's tactile senses are amplified.
  • Argent kiss: their kiss erupts with silver fire that sends healing energy into those they kiss.
Viryans learn these arts from others in the Green Grith. Most were sex workers before they came to the Grith, but some engage in the work because they view it as a means of communing with nature. Either way, their work with the Green Grith contributes either as fundraising, healing, natural rituals, or gathering information.

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

Smuggler

The Green Grith runs an extensive smuggling operation to bring in weapons, magical materials, and other supplies that they cannot get easily. Their smugglers use the elemental magic of water to protect their ships and boats.

Sailcutter

Sailcutters gain the power to control elemental water by communing with it. They submerge themselves in the river and the sea, tying an iron jug to their bodies to weigh them down, letting the waters fill their lungs, and release themselves to it. Members of the Green Grith are there to help them if they fail, but if they succeed, engaging in a deep trance while drowning, they become one with the waters. They are trained for years to learn how to do this, and many are severely injured in the process. Only the most devoted choose this path.

The sailcutters have a long history of smuggling in illicit materials, including most of the rare materials used in elemental magic, and smuggling out the drugs and alcohol the Green Grith produces. They use their powers to enhance their ability to move these, improving their ships and boats, hiding spaces, and defenses. 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 lungenceac 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 lungenceac, they cannot mix water types within it, so if they wish to use their magic on freshwater, they need a lungenceac with freshwater, and if they wish to use it on saltwater, they need a lungenceac with saltwater.
  • Shift current: their touch makes the current beneath their vessel turn, slow down, speed up, or reverse.
  • Rippling splash: a quick slap to the water, will cause both the water and the sound to ripple outward, making the sound seem like it is coming from far away.
  • Murky waters: by shaking up the water in a bottle or other object, they can turn it dark, then wash it over an object to make it less noticeable.
  • 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.
  • Diluvian wall: pouring a gallon of water in a 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 sailcutter.
Other powers may be possible. Consult the GM.

PRO +2 ATH +1 STR +1 AWA +1 WIL / PRS -1 STH +2
Radical of Water

The most powerful and experienced sailcutter is usually the Radical of Water. They are the leader of the smuggling operations of the Green Grith, and they often have extra water magic. They also have the isenceac, a magical jug that contains more water than its size would allow.

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

The isenceac is a lungenceac that seems to be only a half gallon in size, but a full 12 gallons can fit inside. It automatically converts waters to elemental if they are not already, and it can keep fresh and saltwater separate within.

Spy

The Green Grith's espionage cells are extremely secretive, often times cells of one. They wield the element of darkness and shadow to keep themselves hidden, sewing fragments shadow into cloth.

Ahothian

Ahothians learn the art of shadowstitching from other members of the Green Grith, usually a spy mentor. They learn to sew not mere shadows, but true shadow, the darkness within darkness.

To stitch true shadow, one must be able to sense it. To find a shadow is one thing; to find a true shadow is another. Sensing true shadow is to sense the essence of that which is hidden. Sensory deprivation means all senses, mundane and magical. Complete and total deprivation requires extensive effort, usually in specially built boxes made by the Green Grith. While in this state, one must meditate on one's own loss of sensation until one feels the absence as a tangible thing. This requires significant awareness and patience. Once someone can sense true shadows, they can interact with it in any form of darkness or shadow around them, including their own shadows. This is a vital step - they must engage with their own shadow and find the essence within it. This requires trapping the shadow in a box of light (usually just a lot of candles properly positioned), then meditating such that one can feel it and speak to it. This shadowspeech allow the weaver to insert their own consciousness into the essence within their own shadow. Once this is done, their shadow may be sent to capture true shadow to bring back to them.

Once they have true shadow to work with, they can sew or stitch with it. To do this, they need a special needle, usually made of silver or elemental metal. Without a loom to weave full pieces of shadowwoven cloth, they instead sew other cloths with shadowthread to enhance them. They create clothing that gives them extra stealth, make garrotes embedded with darkness, and even stitch into their own flesh to enhance their bodies.
  • Shadowspeech: the ability to speak to mundane shadows of living things allows the ahothian to learn secret things.
  • Shadowstitch: sewing or stitching shadowthread into an object has distinct effects. See below for examples.
Common objects created by their stitching include the following:
  • Night shoes: shoes with shadowstitching grant +1 STH during the day and +3 at night. They can be empowered with the ahothian's own shadow to allow for shadowwalking (teleporting to other shadows within 100' of the ahothian), but this risks losing part of the ahothian's shadow (roll STH vs. 1 point per 4' teleported). If they stitch directly into their feet, they will suffer shadowburn (see below), but they will double their power.
  • Black hood: hoods with shadowstitching amplify the ahothian's shadowspeech to allow them to speak to the shadows of inanimate objects; however, they can only do this six times before having to recharge the hood by leaving it in pitch darkness for six straight nights.
  • Shadowhand gloves: gloves with shadowstitching grant +1 sleight of hand during the day and +3 at night. They can be empowered with the ahothian's own shadow to allow for shadowburn, which turns anything they touch into unliving shadow. This risks losing part of the ahothian's shadow (roll STH vs. 1 point of power of shadowburn). They can also grab other shadows as if they were tangible, and if they choose to absorb these shadows, they can temporarily cause blindness if they touch someone with the gloves. However, this will destroy the shadow they took, which has severe metaphysical consequences for the one who lost their shadow. If they stitch directly into their hands instead of gloves, they will slowly receive shadowburn, but they will double their power.
  • Darkthread garrote: garrotes with shadowstitching gain +1 to sneak attack during the day and +3 at night. Like shadowhand gloves, they can shadowburn targets as well (with the same rules as above).
  • Umberfold: blindfolds with shadowstitching allow for shadowsight, a form of negative sight that allows the ahothian to see secrets. This, however, causes damage to the ahothian's eyes - the more they use it, the harder it is to recover. If they stitch directly into their eyelids instead of a blindfold, they will quickly go blind, but they will have double the power.
  • Midnight cloak : a cloak with shadowstitching grants +3 STH during the day and +6 at night. If empowered with a bith of the ahothian's shadow, they can gain shadowspeech for any shadow from the hood of the cloak, and the power to create a shadowself illusion. The longer the shadowself exists, however, the more likely it is to completely replace the ahothian.
If the ahothian loses part of their shadow, they start to lose base stats, starting with PRS, then ATH, then STR, then WIL (-1 to one, then the other, as more of the shadow is lost, repeating in a cycle). If any of them hits 0, the ahothian becomes a mindless shadow.

PRO +1 ATH +1 STR -1 AWA +2 WIL +1 PRS -2 STH +4
Radical of Shadow

The head spy of the Green Grith, their spymaster, is the Radical of Shadow, the most powerful ahothian in the organization. They wield a cloak called the yichstho, which is fully made of shadowweave and thus has more powers. They coordinate with all ahothians and have knowledge of all cells, and they serve as a non-consigliere adviser to the Quaedam herself.

PRO +2 ATH +2 STR / AWA +4 WIL +1 PRS -1 STH +7
Yichstho

The cloak of shadowweave allows the Radical of Shadow to use shadowspeech, shadowself, shadowwalking, shadowsight, and shadowform (taking the form of a shadow entirely) without using part of their own shadow. However, they still run the risk of losing themselves if they use it too long.

Terrorist

The second most prominent part of the work of the Green Grith is ecoterrorism, and their best terrorists employ the powers of the earth itself, causing localized earthquakes to destroy buildings. Vaporists wield elemental steam on a massive scale.

Gâlmor

Gâlmors gain the power to draw the elemental energy of earth and stone by communing with tectonic plates and the ground itself by burying themselves alive and resting there for longer and longer periods of time. This crude forms of communion only allow them some powers, unlike a full earth mage, but it is enough to make them formidable wielders of tectonic power. The rituals are violent, dangerous, and only available to the most foolhardy, but those who survive them gain the very specific ability to create small tremors in the earth.

Like kadzakhs, gâlmors can cause a small quake by slamming someone or something into the ground. They also have the ability to create a smaller tremor with just a stomp of their feet.
  • Tremor stomp: a quick stomp of the foot, 10' radius tremor, 10/10 power, 10 difficulty not to break their foot
  • Rattle smash: a rapid, repeated pounding of the fist into the ground, 50' radius tremor, 13/13 power, 13 difficulty not to break their hand
  • Quake slam: a huge slamming of something or someone into the ground, 100' radius minor quake, 16/16 power, 16 difficulty to not break the person or object being slammed
  • Tectonic bomb: a focus of will and body into the ground that causes a 200' radius quake, 19/19 power quake, 19 difficulty not to break the body and mind of the gâlmor
  • Seismic sacrifice: a focus of body and will into the ground that causes a 500' radius quake, 22/22 power quake, 22 difficulty not to die
As terrorists, gâlmors know how to wield their power to disrupt streets, break walls, shatter rails, and otherwise cause damage to structures. Their devotion to the Green Grith's cause means they are charged with taking out the worst factories and other facilities causing major damage to the local environment. Their work is a capital crime, and few choose to engage in it because of how dangerous it is to train for and engage in.

PRO +1 ATH -1 STR +4 AWA +1 WIL +3 PRS -1 STH +1

Vaporist

Vaporists wield elemental water in the form of steam. They use it to cause destruction to property and mass casualty events, usually targeting factories.

They gain their powers by communing with water like other users of water magic, but instead of submerging themselves in the river or ocean, they bask in steam. They seek out natural sources of steam for the most potent communion, but mortalmade ones can work as well. They must push the limits of their bodies every time, engaging with hotter and hotter steam, until they are risking death with the extremity of the steam. If they can do this - with support from the Green Grith in case they fail - they gain significant steam magic. Most come out of this yearslong process with deep scarring. To wield their powers, they must refresh their power periodically by basking in intense steam (STR vs a steam heat power of 1 point per 3 points they wish to gain - they gain this as long as they survive the roll).
  • Steam breath: the vaporist can unleash a stream of concentrated steam in a 10' cone in front of them, causing heat and water damage to everyone in range. Costs 3 points per point of stun/wound.
  • Alter pressure: the vaporist can touch anything containing steam and increase or decrease the pressure magically. Costs 1 point per 10 points of pressure reduced or increased.
  • Humid aura: the vaporist can increase the humidity around them in a 30' diameter. Costs 5 points per 10% humidity increase.
  • Burning mist: the vaporist can create a 10' ring of hot steam around themselves to hide behind. Costs 3 points per +1 STH they give themselves with the fog.
  • Fatal sauna: in a reasonably sealed room, the vaporist can create an intense sauna that increases in temperature, pressure, and humidity every round until it is unlivable (+3 per round). This costs 5 points per round.
  • Vaporizing blast: the vaporist can unleash an intense blast 5' in front of themselves that will turn the water in any target into vapor instantly at a cost of 10 points per 3 points of power.
  • Mephit form: the vaporist can turn themselves into living steam at a cost of 12 points per round.
Other powers may exist. Consult the GM.

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

Thief

Thievery is a critical part of the work of the Green Grith, as they often have to steal documents, keys, or other important materials to do their work, and, of course, it can be used for fundraising. There are several magicks their thieves might employ - the elemental power of the new moons, the elemental power of shadows and darkness, stealing the power of fire itself, or befriending small rodents to help them with their work.

Hotsz

Once upon a time, a clever thief stole the moons from the sky, inventing the new moon. This clever thief then spent their life teaching others the arts of the new moon, so that there would always be a new moon each month. These thieves are called hotszes, and they gain powers from the darkest nights.

To become a hotsz, the thief must apprentice to a veteran hotsz in the Green Grith. They must train for thirteen straight new moons of one specific moon. They choose the moon they wish to attune to, but any new moon will empower them once they are fully trained. Throughout the entire time, they must not use their voice even once or the process starts over. Training involves working under new moons, avoiding the light of the full moon, avoiding sunlight, learning to work blind, and rituals under every new moon of their chosen moon. The rituals require blood, silence, darkness, and a sacred oath to the hidden moon.

Once their training is complete, they gain the following powers:
  • Waning step: if any moon is waning or new and none are full, they can fade into shadow at will during the night and once per day by standing still, gaining +6 STH.
  • Darkside turn: if the moon is not new but not full, they can turn their back to someone and become harder to see at will during the night once per night, gaining +3 STH.
  • Shadow mirror: if the moon is new and none are full, they can hold up a mirror to it and draw in the darkness to unleash by breaking the mirror later in the night, creating a zone of shadow 20' in diameter around them, giving everyone within it +3 STH except to the hotsz (who can see everyone and has +6 STH).
  • Eclipse hand: if the moon is new and none are full, they have +6 sleight of hand if they wear any kind of dark glove.
  • Eye of the night: if there are no full moons, the hotsz can see at night as if it were day.
  • Night whisper: under a new moon with no full moons, they can whisper to anyone they know within 100' and be heard clearly.
  • Moonsnuff: if the moon is not new and none are full, they can burn a black candle under it for three hours, then snuff it out to create the effect of a new moon for an hour.
  • New moon dance: if there is more than one new moon in the night sky, they can perform a dance ritual that gives the hotsz illusory forms equal to the number of new moons that are insubstantial to attacks but capable of interacting with objects that they are stealing.
Other powers may be possible. Consult the GM.

Under a full moon - even if there is a new moon - the hotsz will weaken, with -2 to all powers and stats per full moon in the sky. A new moon will alleviate this by +1 to the same scores. On a triple full moon, the hotsz is better off just staying home. If a hotsz makes a loud noise, all of their powers weaken by -1.

Larcenist

Larcenists learn the art of shadowstitching from other members of the Green Grith, usually a larcenist mentor. They learn to sew not mere shadows, but true shadow, the darkness within darkness.

To stitch true shadow, one must be able to sense it. To find a shadow is one thing; to find a true shadow is another. Sensing true shadow is to sense the essence of that which is hidden. Sensory deprivation means all senses, mundane and magical. Complete and total deprivation requires extensive effort, usually in specially built boxes made by the Green Grith. While in this state, one must meditate on one's own loss of sensation until one feels the absence as a tangible thing. This requires significant awareness and patience. Once someone can sense true shadows, they can interact with it in any form of darkness or shadow around them, including their own shadows. This is a vital step - they must engage with their own shadow and find the essence within it. This requires trapping the shadow in a box of light (usually just a lot of candles properly positioned), then meditating such that one can feel it and speak to it. This shadowspeech allow the weaver to insert their own consciousness into the essence within their own shadow. Once this is done, their shadow may be sent to capture true shadow to bring back to them.

Once they have true shadow to work with, they can sew or stitch with it. To do this, they need a special needle, usually made of silver or elemental metal. Without a loom to weave full pieces of shadowwoven cloth, they instead sew other cloths with shadowthread to enhance them. They create clothing that gives them extra stealth, make tools embedded with darkness, and even stitch into their own flesh to enhance their bodies.
  • Shadowspeech: the ability to speak to mundane shadows of living things allows the larcenist to learn secret things.
  • Shadowstitch: sewing or stitching shadowthread into an object has distinct effects. See below for examples.
Common objects created by their stitching include the following:
  • Night shoes: shoes with shadowstitching grant +1 STH during the day and +3 at night. They can be empowered with the larcenist's own shadow to allow for shadowwalking (teleporting to other shadows within 100' of the larcenist), but this risks losing part of the larcenist's shadow (roll STH vs. 1 point per 4' teleported). If they stitch directly into their feet, they will suffer shadowburn (see below), but they will double their power.
  • Black hood: hoods with shadowstitching amplify the larcenist's shadowspeech to allow them to speak to the shadows of inanimate objects; however, they can only do this six times before having to recharge the hood by leaving it in pitch darkness for six straight nights.
  • Shadowhand gloves: gloves with shadowstitching grant +1 sleight of hand during the day and +3 at night. They can be empowered with the larcenist's own shadow to allow for shadowburn, which turns anything they touch into unliving shadow. This risks losing part of the larcenist's shadow (roll STH vs. 1 point of power of shadowburn). They can also grab other shadows as if they were tangible, and if they choose to absorb these shadows, they can temporarily cause blindness if they touch someone with the gloves. However, this will destroy the shadow they took, which has severe metaphysical consequences for the one who lost their shadow. If they stitch directly into their hands instead of gloves, they will slowly receive shadowburn, but they will double their power.
  • Umbral pouch/pocket: pouches or pockets with shadowstitching gain +1 to be unnoticed during the day and +3 at night. They can be empowered with the larcenist's own shadow to allow for shadowdepth, which gives extra space within so long as light does not touch the interior. This risks losing part of the larcenist's shadow (roll STH vs. 1 point of depth of shadow).
  • Faded form: bodysuits with shadowstitching allow for the larcenist to become insubstantial as darkness, allowing them to move through solid barriers and avoid attacks. This is extremely risky, however, as when they do this, they must roll STH vs. the power of their fade to come back or be lost in shadow forever. This difficulty goes up by 1 by every 3 seconds they are in fade.
  • Midnight cloak: a cloak with shadowstitching grants +3 STH during the day and +6 at night. If empowered with a bith of the larcenist's shadow, they can gain shadowspeech for any shadow from the hood of the cloak, and the power to create a shadowself illusion. The longer the shadowself exists, however, the more likely it is to completely replace the larcenist.
If the larcenist loses part of their shadow, they start to lose base stats, starting with PRS, then ATH, then STR, then WIL (-1 to one, then the other, as more of the shadow is lost, repeating in a cycle). If any of them hits 0, the larcenist becomes a mindless shadow.

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

Mouskein

Mouskeins bond with rodents and other small mammals to help them in stealing from people and places.

The power to bond with animals is limited to wild or feral animals, not with domesticated or owned ones. Mouskeins work with the rodents and vermin of the streets of Haenor, almost all of which are wild.

They must find an animal and gain its trust enough to get close to it to begin imitating it. They do not merely need to copy movements, but to copy the general behavior of the animal, and for that, they must know about the animals and why they behave the way they do. They do this through intense observation and training from their mentors. They must have enough trust and imitation of the animal that the animal believes they are the same kind of being, and then they must coax it into a ritual dance, and sometimes, they must liberate the animal as well.

The more a mouskein imitates an animal, the more they become acclimated to how the animal lives. They then become less threatening to animals of all kinds, making it easier to bond with the next animal. Sometimes, they acclimate too far and lose their ability to act like their own species. They go feral and believe they are the last animal they bonded with.

Usually they have a primary animal - often a mouse, hence their name - that they bond to and work with. Common animals include mice, rats, voles, dormice, squirrels, moles, shrews, bats, martens, weasels, polecats, minks, cats, or foxes. They befriend them and use them as scouts, thieves, lookouts, and generally as assistants in all forms of thievery.

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

Promethean

Long ago, someone stole fire from the Divine, and ever since, a sect of thieves have honored this by mastering the art of stealing flame and walking in smoke. Like hariqs, prometheans learn to influence flame by seducing and tempting it, feeding it and engaging with it. But instead of storing it in bottles, they hold it in their much-calloused hands and let it infuse them.

Promethens are trained by mentors in the Green Grith to become one with fire. They do this by slowly attuning their bodies to heat, smoke, ash, and flame itself, walking on it, burning themselves, breathing it in, in small doses over the course of years. They learn to dance with it, to let it consume them, and to feed it abstract parts of themselves. When it comes time to be tested, they must give something profound from themselves - a memory, a skill, a part of their soul, anything abstract but of value - to gain the abilities of a promethean.
  • Steal heat: with their calloused hands, they can take heat from anything they touch. This is how they draw in elemental heat and store it to use their magic.
  • Flame in hand: they can hold flames in their hands without harming themselves, as if it were semi-solid.
  • Smokewalk: they can take a step backward and vanish into a puff of smoke, teleporting up to 100' away in any direction, reappearing in a similar puff of smoke.
  • Cutting spark: if they have taken enough heat, they can create a small, intense spark that can cut through glass or locks or other small obstacles.
  • Blanket of ash: as they leave a scene, they can scatter warm embers that burn away evidence of their presence.
Prometheans may gain other powers as they interact with other forms of flame.

Prometheans wear special clothing, usually red silk, as a symbol of their occupation. They are storied thieves even outside the Green Grith.

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

Torturer

The Green Grith does not employ many torturers, but those they do are used to inflict terror and pain on the worst members of the industrial class. They wield the power of lava to do so.

Membak

Lava is not commonly found in Haenor or the core of Endruin, but old igneous rock is available. The Green Grith recreates lava by heating igneous rock to the point that it melts down. When they find someone of the right temperament and devotion to be a membak, they begin training them in the power of lava, which is extremely dangerous and often results in physical damage even to those who do so successfully. The training requires acclimating to the heat, plunging their arms fully into lava, and rituals of bodily sacrifice. At the end of the yearslong process, they are physically changed but capable of creating and controlling lava. They a few basic powers: the ability to melt stone with their touch, the ability to hold molten stone without harming themselves, and the ability to control the temperature of that stone as they apply it ot their victims.

The hotter the lava, the more damage it causes. The membak can control it very precisely, but there is a threshhold beyond which if they go, it will actually damage them. This varies by individual, as they must roll STR+6 vs. the heat of the lava they wield. Thus, they can make the lava any heat between 1 and 42 (though it takes a round to raise or lower it 3 points from its starting temp of 16), but they must roll STR+6 every round against it or suffer damage.

Membaks terrify even other members of the Green Grith. To send someone to them is to sentence them to agony and physical damage no one deserves. Only the worst destroyers of the world and nature are ever sent to them, and oftentimes, only the threat of it is necessary. Those who become membaks are hard, cruel, and often fueled by a rage against a cruel world that goes beyond the normal outrage, usually because of some personal tragedy caused by the polluting class.

PRO +2 ATH -1 STR +4 AWA / WIL +2 PRS -3 STH /

Traitor

The Green Grith rarely entices people to betray the ruling class or their wealth and status, but when they do, they often reward these agents with powers of the moons to allow them to hide themselves, keep secrets, and reflect esoteric powers.

Dvasuch

Someone who betrays the ruling class in favor of the Green Grith and proves their loyalty may be trained in specific kinds of moon magic, specifically the reflective magic of the moons. The art of using this magic is taught by members of the Green Grith, usually witches, who limit what powers are provided. To learn to wield the reflective magic of the moons, a dvasuch must engage in meditation under the full moon(s) for a full year. This means every full moon, for each moon, and if there are multiple full moons in a night, they must meditate under all of them for an hour each. After a year of this, they are tested by the Green Grith and the moons themselves, facing their mirror image in a series of magical challenges and riddles. If they pass, they gain specific powers:
  • Moon mirror: they can leave a mirror under the moons to gather in moonlight to spend as they please, day or night, so long as there is no new moon present. It gains 3 points per hour of moonlight, or 6 per hour if a moon is full.
  • Moonlight lock: if they capture a bit of moonlight in a small mirror, they can speak a secret into it and keep that secret from being found until they want it to be.
  • Mirror gate: if they spend all the moonlight in their mirror, they can step into it and teleport to any other mirror within 999'.
  • Moonrise aura: at moonrise, if there are no new moons, they can create an aura of teal light that gives them +3 PRS until it is full night. They can do this in daylight at the cost of 3 points of moonlight per hour.
  • Vanishing crescent: under a crescent moon, as long as no new moons are in the sky, they can vanish twice per night for 30 seconds. They can do this during daylight at the cost of 6 points of moonlight.
  • Gibbous barrier: under a gibbous moon, as long as there are no new moons in the sky, they can create a barrier that repels esoteric energies cast at them. They can do this during daylight at the cost of 2 points of moonlight per 3 points of barrier's power.
  • Lunar mask: as long as there are no new moons, they can make others see their face as some other face for the duration of a night, and they can do this during the day at the cost of 6 points of moonlight per hour.
  • Full moon dance: under a full moon, if no new moons are present, they can perform a ritual dance and create illusory versions of themselves that have no ability to act except to move around and repeat a few stock phrases.
Dvasuches use these powers to continue betraying the ruling class while also garnering their resources, living in secret as long as possible.

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

Urchin

Street urchins who turn to the Green Grith for help are often simply fed, clothed, and sheltered, educated with the philosophy of nature, but also given freedom to choose their own path. Most grow up without special powers. But some young girls and non-men find themselves attuned to a form of witchcraft that attunes them to autumnal energies.

Gamine

Gamines are young girls or non-men who find the autumn to be invigorating. They are drawn to its powers as the urgency of preparing for winter falls on them, and they begin to connect with elementals of that season as they grow. The autumn itself chooses to protect them and grant them magicks to get them through childhood. Those who survive to adulthood are often called to deeper forms of witchcraft.

During their earliest years on the streets, gamines are trained by autumnal elements and members of the Green Grith who notice their powers growing. If they seek these powers, if they are engaged and accept them, they face a series of subtle but gentle trials that assure their devotion to nature. They gain a small flock of skippers (a kind of butterfly) that protect them at all times. These skippers can repel magical attacks (power 10+), attack others (10/15/20/25 damage), and block attacks (block score 13+). They grow weak in spring and strong in autumn.

Gamines also have the following powers in the autumn:
  • Autumnal hardening: as the autumn progresses, they draw from its power to strenghten themselves against hunger, illness, cold, fear, and physical attacks, going from +1 in each to +6 by the middle, then waning to +1 again.
  • Harvest forager: during the autumn, they can sense where edible food is within 30' at any given time.
  • Chilling persona: as the temperature drops, they gain intimidation points, +1 per 5 degrees below 50, maxing at +6.
  • Fearsome determination: after Eighenihtes, they can re-roll any failed roll once a day, ending once winter begins.
  • Abscission: once the leaves start falling, they can emulate it by shedding skin, hair, or equivalents, and turning them into magical talismans to use throughout the year by binding them to fallen leaves. These talismans are 3 points of autumnal energy each, and can be used any time to use any of the above powers (autumnal hardening costs 3 points per point of hardening to any given resistance, harvest forager costs 6 points per use, chilling persona costs 2 points per point of intimidation, and fearsome determination costs 9 points per re-roll, but can only be used once per day).
Other powers may be possible. Consult the GM.

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

Vagrant

Wanderers who follow the winds and have some influence over it often work with the Green Grith to bring them information or help them travel.

Peregrin

A peregrin is a vagrant who knows how to temporarily capture the wind in order to use it to help them either travel or gather information. 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 provided by the Green Grith if they think someone has potential.

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 in the Green Grith 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 peregrin 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:
  • Speed of the wind: +6 speed for 100'
  • Brief flight: fly for five minutes
  • Long distance whisper: send a message a long distance
  • Carry voice: hear information from afar
  • High jump: wind lifts them up to jump
  • Increased breath: increased endurance
  • Huff and puff: blow your house down
  • Capturing twister: captures a target
  • Gale form: 25+ speed for 1 mile, once per year
Peregrins come through the city often, bringing news and helping the Green Grith in their work.

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

The Radical of Wind is often a peregrin with a lot of experience and many stored winds, including a bit of one of the four ordinal winds. They are given a special satchel by the Green Grith called the flotcodd.

PRO +1 ATH +5 STR / AWA +3 WIL / PRS +2 STH +1
Flotcodd

A satchel made of cloudweave and rukh feather, it can contain more wind than any other satchel and gives +3 to directing the winds when released.

Vandal

Graffiti that changes with the seasons is used by members of the Green Grith to leave secret messages.

Allazgraf

Allazgrafs learn to create magical graffiti from other members of the Green Grith. They do this by attuning to the seasons by honoring the nine ancient seasonal festivals, even if they can't do it as a full community. The nine festivals are as follows:
  • New year
  • Springtide
  • Beltane
  • Midsummer
  • Harvest
  • Autumnsday
  • Fear night
  • Midwinter
  • First thaw
If they honor these consistently for long enough, they are able to use seasonal paint and pencils, which the Green Grith provides, to create graffiti thayt changes with the seasons and contains secret messages for the Green Grith.
  • New year violet: new beginnings. This color can restore the energy those members of the Green Grith who see it. Any exhaustion vanishes for three hours.
  • Vernal green: blossoming. This color can make members of the Green Grith flourish if they see it. +3 for one hour to their best power.
  • Beltane red: passion. This color can intensify the interests and focus of members of the Green Grith. +3 for one hour to their best skill.
  • Summer yellow: warmth. This color provides warmth and comfort to members of the Green Grith. Any mental pain vanishes for three hours.
  • Harvest brown: nourishment. This color can make a member of the Green Grith feel as if they ate a nourishing meal. Any penalties from hunger vanish for three hours.
  • Autumnal orange: survival. This color can help a member of the Green Grith prepare for hard times. +3 to any action done in preparation for something difficult for three hours.
  • Night black: courage: This color gives a member of the Green Grith get through the longer nights. +3 against fear or intimidation for three hours.
  • Winter white: peace. This color gives a member of the Green Grith an inner calm. All emotional pain vanishes for three hours.
  • Thaw blue: release. This color allows a member of the Green Grith to confess anything weighing on them to it and gain solace. The information will be available to the allazgraf, however.
Within their graffiti, they embed secret messages that convey specific information. As the seasons change, the colors change, and the messages are updated even if the allazgraf doesn't change it.

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

Vigilante

Vigilantism is rarer among the Green Grith, but they do see the need to fight injustice, especially environmental injustice. Squamoforts are reptile-themed and -empowered vigilantes, and pistileers are flower-themed and -empowered vigilantes among them, while frosthearts are similar to the drapare, but they kill their hearts to command ice in favor of fighting for the meek rather than just for killing.

Frostheart

In the heart of winter, the powers of ice and snow heighten. At this time, those who can tap into that power may draw it within themselves, freeze their hearts and emotions solid, and gain the power to channel the cold as a weapon.

To do this, frosthearts need to prime themselves emotionally by intentionally dampening, suppressing, or burying their emotions. They must train for years to destroy all feelings within, turning themselves into metaphorical cold-blooded killers before making it more literal. After years of practice, they wait until midwinter, then perform a ritual of diving into the deep, cold river, holding themselves down there for as long as possible while focusing on an emotion and humming a magical song they are taught by a mentor from the Green Grith. They do this over and over again until they have left almost every emotion at the bottom of the river except their passion for protecting nature. Meanwhile, they must avoid warming themselves, for that will return the emotions. This means they must condition themselves to be able to handle the cold as well.

If they are successful, the cold will suffuse them, their hearts and blood will freeze, emotions will vanish, and they will be able to command ice, snow, and cold at will during the colder months. During warmer months, it becomes more difficult, but they can still manage it, but they will need some ice as a focus. They channel the cold and ice by drawing the cold from within themselves and singing softly magical songs, but if they want to unleash greater power, they can cut themselves and use the frozen blood within themselves.
  • Icicle darts: form three slender icicle darts for cold damage of +5/+5.
  • Temperature sense: see cold and heat.
  • Frost aura : an aura of chilled air and frost forms around the frostheart, making it so that anyone who comes close to them must roll against a power equal to the song's difficulty or suffer cold damage at the same power.
  • Cold night wind: take the form of the cold night wind and move rapidly in a single direction for 100' to escape.
  • Binding ice: freeze a target in solid ice to bind them.
  • Solstice dark: absorb the dark of the winter solstice and use it for stealth
  • Frostheart empathy: sense the emotions of others by dampening their own.
Frosthearts keep only their love of nature and desire to protect it. They see themselves as a part of nature, and they act only in the interests of the Green Grith. If they ever suspect the Green Grith has strayed, they will fight it as well.

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

Pistileer

Pistileers wield the elemental magic of flowers. Dressed in flower petals, they are riots of color who fight against injustice and the purveyors of pollution in Haenor. They gain these powers by partaking in various floral teas, using meditation to seek inner enlightenment, devoting themselves to nature, and performing rituals on the vernal equinox that connect them to every flower in the area. This magic is rooted in ancient nature religions and witchcraft, but it provides them only with very specific powers related to the flowers they choose to wield.

The powers of a pistileer can reflect any flower native to Endruin, so consult the GM to come up with specific flowers, powers, and ideas. But some examples of their associations include the following:
  • Buttercup: joy, youth, purity, happiness, friendship.
  • Columbine: minor healing, detoxification, poisons, fertility, betrayal, deception, folly, pleasure.
  • Daisy: cleansing, nourishment, connection.
  • Dandelion: fulfillment, movement, renewal, transformation.
  • Deadly Nightshade, Hemlock, Henbane: poison.
  • Hellebore: stench, winter, redemption, sanity, poison.
  • Holly: winter, sharing, renewal, truth, protection.
  • Pennyroyal: medicine, self-control, pesticide, poison.
  • Poppy: analgesic, euphoria, sleep, death, peace.
  • Primrose: pleasure, disaster.
  • Violet: sexuality, beauty, love.
Pistileers are fighters but also healers and supporters, going out into the community to help people. Thus, their powers are as much support and healing as combative.

No matter which flowers they are bonded to and wield, they always have at least one that can release a spray of nectar that will have some effect on foes, such as sleep, poison, paralysis, confusion, stun, etc.

Players would choose three flowers to begin with, consulting with the GM for what powers they might mean. They may choose from the above or any flower endemic to Great Britain.

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

Squamofort

Vigilantes who bond with reptiles to gain their abilities and fight against injustice and polluters.

The primary method of bonding with animals used by squamoforts is to imitate them in their presence. They must find a wild or feral reptile and gain its trust enough to get close to it to begin imitating it. They do not merely need to copy movements, but to copy the general behavior of the animal, and for that, they must know about the animals and why they behave the way they do. They do this through intense observation and training from their mentors.

Some animals will not allow a squamofort to get close very easily at first, so they must take more extreme measures: living with them. Bonding with reptiles requires extra warmth, usually providing them with some kind of heat source or wrap, or holding them close. This can be very difficult in animals who are not trustful of mortals, and so it takes a long time. No animal takes more than a year and a day to bond with after the squamofort has begun imitating them successfully.

To bond with an animal, the squamofort must so perfectly imitate them that the animal believes them to be one of them. They must fully understand the animal and almost instinctively act like them. And then they must perform a ritual dance with the animal. If they are truly attuned, they animal will follow their movements. At the end of the dance, they will have bonded. The squamofort will then be able to take on characteristics of the animal, use its senses, communicate with it, and more. The exact movements of the dance vary by culture.

The more a squamofort imitates it, the more they become acclimated to how the animal lives. They then become less threatening to animals. Sometimes, they acclimate too far and lose their ability to act like their own species. Most squamoforts are a little weird to other mortals' standards.

Some squamoforts acclimate so far they completely forget how to be their own species. They go feral and believe they are a reptile.

A squamofort typically bonds to an individual animal, but in doing so, they become more readily able to bond with other animals of that species. If they bond with multiple species within a genus, the whole genus becomes easier to bond with. And so on, up to phyla. An experienced squamofort with hundreds of reptile bonds will be able to more easily bond with any kind of reptile, for example. They become very sympathetic to their chosen taxon, if they choose a specialty. Some choose a single species. Some form major bonds with a small group of diverse animals. Some choose an entire class or family. This works best with wild reptiles.

Reptiles native to Endruin include barred grass snakes, common adders, green sea turtles, hawksbill sea turtles, leatherback sea turtles, loggerhead sea turtles, olive ridley sea turtles, ridley sea turtles, sand lizards, slow worms, smooth snakes, and viviparous lizards.

Reptiles in the menageries and zoos of Haenor include annulated sea snakes, bamboo pit vipers, banded racers, black coral snakes, black turtles, bridal snakes, chameleons, collared cat snakes, common bronzebacks, common cat snakes, common green forest lizards, common kraits, common wall lizards, cottonmouths, eastern hognoses, fan-throated lizards, forest cane turtles, golden tree snakes, grass snakes, green keelbacks, green vine snakes, ground skinks, king cobras, monitor lizards, mountain day geckos, mountain skinks, mugger crocodiles, northern water snakes, painted leopard geckos, peninsular rock agamas, pond terrapins, rainbow snakes, rat snakes, red-eared terrapins, saltwater crocodiles, scarlet snakes, slender glass lizards, softshell turtles, southern flying lizards, southern pythons, split keelbacks, star tortoises, timber rattlesnakes, wall lizards, western alligators, western green lizards, western kukris, and yellow throated day geckos.

Squamoforts bond with a handful of reptiles, with one as their primary, and they use the powers and companionship in their vigilantism. They often create outfits to match their primary companion.

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

Whistleblower

Whistleblowers are a critical part of the Green Grith's network, and those who do so are often moved by a deep sense of honor that gives them powers of the elemental energies of the sun.

Nasikha

When someone working for a major industrial company or other polluter decides to betray the business to protect the environment, if their motivation is driven by honor, they have a rare opportunity to draw power from the sun itself. When someone in this position comes to the Green Grith, they interview them carefully about their motivations, and if they find the right conditions exist, they test them. There are ten tests - all taking place under daylight, from dawn till dusk - and if all are passed, the nasikha is given the task of spreading the information they have leaked and "bring it into the light of day".

In order to survive while doing this, they gain a few powers granted them by the sun itself:
  • Word of daylight: if they speak the truths they are spreading under the light of day, they gain +6 to persuading people to believe it, so long as it is true.
  • Honorable heart: if they continue their work and persuade up to ten people, the honor that motivates them will begin to empower them by giving them +1 per person persuaded each week to any stat they want, with a max of +6.
  • Dawning mind: anyone who believes the truths they share can be persuaded further to fight the polluters and other companies by the touch of the nasikha if they time it correctly.
  • Golden soul: if they manage to get the company they worked for to reverse their ways, even minorly, their soul will glow with golden sunlight and give them protection from infernal attacks on the soul.
Any failure to live up to their new code of honor and truth will result in the powers reversing and the sun burn them to ash.

PRO -1 ATH / STR +1 AWA +2 WIL +1 PRS +1 STH -2
Radical of Sun

The Radical of Sun is a whistleblower who betrayed the Winchester Steel Company a century ago and has gained enormous solar powers since. They are a wanted criminal. They have takrear, a golden scroll with the information they stole and released to the public.

PRO / ATH / STR +2 AWA +3 WIL +2 PRS +4 STH -4
Takrear

The takrear is a golden scroll etched with information stolen from the Winchester Steel Company that exposes their environmental practices. It cannot be read by anyone and not be believed, and it will burn anyone intent on destroying it.

Witch

Witchcraft is illegal in Endruin, and thus all witches are criminals, no matter how they practice their craft. Elemental witchcraft is bonded to the cycles of natural things, such as the moons or plants. Two types are common in the Green Grith: those bonded to the moons and those bonded to evergreen trees.

Babusya

Babusyas bring the tradition of their magic from the far north, the great taiga, the coniferous forests, where they attune themselves to the cycles of the plants living there, specifically the alternation of generations of the conifers in these forests, cone and tree. Babusyas bond to a specific tree or set of trees for their powers, and as the year progresses, their powers are affected. Their spells are cast long before the effect takes place, triggered by some part of the cycle, though some are stored for immediate use later.

There are two types of babusya: the young and the eld. The young are attuned to the cone phase, the eld to the tree phase. Both take on some resemblance to their phase. They store their powers in various objects to wield them later.
  • Pinecone talisman: a pinecone enchanted to store any spell the babusya wants, these are their commonest tool. Usually, they are imbued with offensive or defensive charms.
  • Pineskin cauldron: a cauldon made from the bark of a tree of the taiga that refreshes any food or drink placed within.
  • Needle broom: a broom made of needles from a pine tree that cleanses anything it sweeps, absorbs blood, and allows the babusya to fly.
  • Sticky tincture: a tincture made from pine sap that makes anyone who drinks it slow or paralyzed.
  • Wintergreen perfume: a perfume of pine scent that makes the wearer feel younger and stronger.
  • Evergreen dress: clothing made from any part of the taiga's trees that protects from infernal powers.
  • Cold hearthstone: a hearthstone washed in cold ash from a fire of pine logs, thus keeping a place warm even in the coldest times without a fire.
  • Owlfeather shawl: a shawl made from the feathers of owls of the taiga that gives the wearer greater wisdom.
  • Moose antler staff: a staff topped with moose antlers and ornamented with pinecones that channels the full might of the taiga.
These witches can commune with any conifer, gaining wisdom and knowledge from them, by sleeping next to them on a bed of pinecones. They can use conifer branches for divination, and they can connect with any animal native to the taiga to gain a familiar.

They are skilled with herbalism, traditional medicine, and other skills of witchcraft.

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

Moonwitch

There are three moons around the world of Shem: the Grey Moon, the Green Moon, and the White Moon. The cycles of the moons affects the amount of elemental moon energy cast upon the world. The White Moon is the weakest, but it is better when used for attacks and bindings. The Green Moon's is the next weakest, but it is best used for transformations and emotional magic. And the Grey Moon's is the most potent, which is best used for protections, healing, and findings.

Each moon has a cycle ranging from new (unseen) to full (wholly visible), waxing and waning from crescent to gibbous. The White Moon has a 26 day cycle; the Green Moon has a 30 day cycle, and the Grey Moon has a 28 day cycle. Lunar magic is solar magic reflected from the moons. When a moon is new, it produces no accessible lunar energy. When it is full, it is at its greatest strength. (This is reverse if you are on the moons, but that is unlikely to come up.)

The phases of a witch's life are reflected in the phases of the moon:
  • Maiden (waxing): associated with the Green Moon (Devica), the Maiden phase is a witch before she reaches maturity. In this phase, she is associated with youthfulness, innocence, newness, rising, energy.
  • Mother (full): associated with the Grey Moon (Mati), the Mother phase is a mature witch (not necessarily a mother). In this phase, she is associated with nurturing, protecting, healing, fullness, power.
  • Crone (waning): associated with the White Moon (Krona), the Crone phase is an elderly witch. In this phase, she is associated with wisdom, death, withering, age, insight.
Each phase comes with its own powers. A witch casts spells based on the moon her phase is associated with, so if a crone uses magic under a full White Moon it does not matter if the Grey Moon is new.

The practice of witchcraft is a series of rituals, dedications, and traditions that allow them to access the flow and cycles of lunar energy. The practices include sacrifices to the moons. These rituals involve a set of symbolic materials, a giving of blood, and either incantations or readings from ancient texts.

Witches often gather in covens, groups in multiples of threes (no less than three, no more than 27 - though the latter would be a massive coven). A coven always has a maiden, a mother, and a crone for every three witches. These always form subgroups within the coven, each teaching the other generationally. Covens, when gathered and performing rituals together, are immensely powerful. In the Green Grith, they tend to have three witches per terrorist cell, if there are any witches in them. Witches may join a coven either by inheriting it via a matrilineal succession or by being initiated. Those who are not born of a matrilineal line of witches must be initiated. Initiations are rituals that occur under a waxing moon.

A brother-witch is a witch who, regardless of gender, serves as a counterpoint in a coven or triad, a fourth member of any three witches who represents the masculine (whether they are or not), represents outsiders, represents the sun. They still wield all the powers of a regular witch, but their outsideness gives them the ability to use certain powers without the presence of moonlight. To become a brother-witch, a witch must be literally or symbolically resurrected after dying (again, literally or metaphorically) under a new moon. The ritual to cause this resurrection is one of the most closely guarded secrets of witchcraft. The power of the brother-witch derives from their crossing of lines between day and night, gender lines, ancestral lines, etc. These are very rare.

Powers that reflect the powers of the Moons:
  • Soft light: a witch make create a soft glow of moonlight, usually an orb of it, to appear via simple incantation.
  • Finding: a witch may cause a missing or hidden object to glow with soft light via incantation and simple ritual.
  • Light step: a witch may make herself or others lighter, as if less affected by gravity, by sigils on clothing or shoes or by potent ritual.
  • Tidal draw: a witch may make water react to herself, her will or her gesture, by washing in pure water under the full moon and performing a blood ritual within it.
  • Returning cycle: a witch may invoke the ending or re-beginning of a cycle of any kind through powerful ritual.
  • Invisibility: a witch may, under a full moon, become invisible by invocation of a complex ritual, washing themself and their clothing in blood, moonwater, and ash.
The most powerful ability witches have is reflecting other powers. Lunar energy repulses other energies, especially infernal ones, providing protections to anyone affected by it. Witches have many rituals, traditions, superstitions, and spells that provide protections to others, giving them lunar energy in some form or another to repel other powers. Marking with one's own blood, creating a poppet or mirrored amulet, or drawing a circle of power are the most common ways.

Witches can engage in a form of divination by looking into mirrors, which absorb lunar energy when left out under the full moon.

Witches can heal and soothe people by using their breath to drive away other energies. They supplement this with herbalism and other arts.

By affecting emotional resonance with lunar energy, witches can affect the emotions of others. They do this through simple incantations.

Powerful witches who have tapped into their ancient, ancestral magic can use the power of the new moon, the absence of lunar energy, the deep night, to draw in and devour targets. This is done via an ancient blood rite.

The most commonly used power of witches is to bind a person, place, or thing to a cycle. This is done via ritual involving something belonging to the target. When the target is bound to something, it will be affected by the cycle of it; for instance, witches use lunar energy to connect themselves to a moon during their initiation (unless they inherited a binding). For others, they may use lunar energy's senstitivity to cycles to cause something to be attuned to a cycle, thus making them react to the cycle. This can be binding to a different energy, or it can be binding to a natural cycle, etc. Unbinding is done similarly, but using lunar energy's reflective properties to break a cycle.

Witches bind to animal familiars via rituals that synchronize their living cycles with the animal. This allows them to sense the thoughts and feelings of the familiar, draw powers from it, see through its eyes, and influence its behavior.

Witches can send their consciousness into the flow of lunar energy around them during full moons. They do this by falling into a special sleep. They can send their consciousness anywhere under the light of the full moon.

The completion of a cycle is a moment of transformation. When witches complete a cycle, they have a moment of transformation, which usually results in their moving from one phase to another in a larger cycle (cycles within cycles, leading to greater and greater transformations). Knowing when they are near a completion, they can tap into the power of lunar energy to transform as the moon shifts phases. They must never do this going to or from a new moon, but any other phase shift will work. They can use a ritual in these circumstances to transform themselves or others (including objects or places), usually subtle changes such as an improvement or penalty, but sometimes major changes, including changing physical or metaphysical forms. The ritual to create a brother-witch is the most powerful example of this.

PRO / ATH -1 STR -2 AWA +4 WIL +4 PRS +1 STH +2
Radical of Moons

The Radical of Moons is an ancient crone who was elected not long after the founding of the Green Grith. She has served as an adviser to the Quaedam and a leader of the Green Grith since then. Her powers are immense. She wields the oglindaeluna, a magical mirror that contains the energy of a full Grey Moon no matter the night.

PRO +2 ATH +1 STR -1 AWA +7 WIL +7 PRS +3 STH +4
Oglindaeluna

A mirror that has absorbed the power of the Grey Moon's fullness over the course of 333 years, this mirror is so full of magical power, it grants the user the magical might of a full Grey Moon no matter what night it is. It allows the Radical of Moons to cast her spells on any night.
Topic revision: r23 - 07 Jun 2025, SallyJaneBlack
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