Matriadoman

The Matriadoman are warriors (see below for what qualifies) chosen to serve Mother Shem directly and fight to protect her. They were created on Second Shem in response to the Starfall event, and they evolved from there to become those tasked specifically with defeating the infernal forces that threaten Shem on a regular basis. Most especially, wielders of brown aether, rending, and Eldritch energy are their primary concern, though they face any that threaten the environment or world in general.

Being Chosen

Mother Shem herself chooses the Matriadoman. Typically, they are mortals belonging to an aetherial warrior, aetherial ranger, or aetherial animal handler-warrior occupation. Their previous occupation usually determines their role and specialty as a Matriadoman, though all Matriadoman are given broader powers. To be chosen, one must have proven oneself loyal to the world, capable of facing her enemies, and resistant to the temptations of the Infernal. This takes many different forms, but typically a Matriadoman is someone of a veteran of an aetherial occupation who has combat experience and an broader understanding of the threats to Shem, and who has not shown inclination to join nor leniency toward those threats.

Recruitment

When Mother Shem chooses a new Matriadoman, she sends one of the current Matriadoman to them to recruit them. This varies by the individuals involved, but it usually involves a formal, direct offer and explanation without pomp or ceremony.

The Matriadoman do not work in secret as a general rule, though they are capable of it if need be, but they are not widely known and they are often criminalized in many industrialized countries. As such, potential recruits often need to learn more about them. They are given a year to learn, ask questions, and make a decision. The Matriadoman sent to recruit them will offer to bring them to the World Tree for the annual meeting of the Matriadoman to help them decide. New Matriadoman are always chosen at the start of the new year, and the annual meeting is always at midsummer (north)/midwinter (south).

If a potential recruit declines the offer, a year passes in which they may change their minds, and then it is too late. A new potential recruit will be chosen. This happens more often than one would expect, as the danger of being a Matriadoman is significantly higher even than the riskiest aetherial warrior roles. If the potential recruits agrees, they are taken for three years of training, traveling around the world with their Matraidoman recruiter, getting into adventurers, learning the craft, and finally facing the tests.

Testing

Once a recruit is considered ready for testing, they are brought to the World Tree. There, they are given a haoma seed (which they may use to heal themself if they are seriously injured) and a simurgh feather. There are then a series of tests:
  • Test of Knowledge: they are questioned by a council of three Matriadoman about everything from the powers of evil to world politics to basic skills to history to magic.
  • Test of Determination: they are required to climb the World Tree for three days (rests allowed). If they reach the viridian branch, they succeed. If they fail, they have two more chances to try. If they quit before their final failure, they fail. If they fail three times but never give up, they still succeed.
  • Test of Trust: they are given three chances to fail at this - once to determine their reliability (they face obstacles meeting a required duty), once to determine their honesty (how they respond when challenged about how they performed that duty), and once to see if they have remembered to keep the simurgh feather safe.
  • Test of Cunning: they must figure out how to open a passage within the branches of the World Tree that only responds to certain energies, actions, and words. A puzzle.
  • Test of Courage: they must face three fearsome situations - one a matter of combat (usually another Matriadoman), one a matter of dangerous terrain, and one a matter of internal fears (this final is done via visions).
  • Test of Element: finally, they are sent on a quest into a place where their specific element is both endangered and a potent weapon, and they must retrieve something and bring it back.
Once they have completed the tests, they are once more asked if they commit to being a Matriadoman. Few say no at this point, though some who were traumatized by injury or fear do so out of necessity. If they agree, they are made a Matriadoman in a ceremony.

Initiation Ceremony

The ceremony in which they become a full Matriadoman takes place on New Year's Eve. Each Matriadoman (if there is more than one) is taken to a place of their element and told to meditate for the morning. At noon, they are brought to the World Tree and given back their simurgh feather and also given a new haoma seed if they used the one they received earlier (if they did not, they are told to make sure ot bring it). At this time, they make their vow before the Tree. Once the vows are made, they are given a gift by each of the Matriadoman (not counting other recruits). These are always small trinkets, food, or other simple gifts that have no meaning or value beyond a welcome to the group. After this, they are given the afternoon to themselves. Then, at dusk, as the sun and the Moons are in the sky (on the rare occasion of a triple new moon on this date, the Moons are represented by special mirrors), they are taken to a special stanenge wherein all of the forms of aether are present. In this place, they meet Mother Shem herself, and she gives them the first weapons, armors, and other objects they will use as a Matriadoman (these vary by individual). After this, there is an hour where the new recruits are left to themselves to adjust, often processing with one another if there is more than one, and then there is a massive feast. After the feast, the new year is welcomed with love.

Powers

Matriadoman gain new powers as they serve, earning them for their actions or being given them when there is a need. Sometimes, they give up a power that they no longer need. These powers flow directly from Mother Shem and can be any kind of aetherial power, no matter the focus or past of the Matriadoman. The only limitations are those based on their species or other aspects or disabilities, such as undines not using hamasat al-sahra in great quantities or nightgaunts not using the bright.

Common powers include
  • Aetherial fire or lightning: a common attack used by Matriadoman is to wield their chosen aether in a raw form that manifests visually as fire or lightning. Though often they do not have the heat or electrical properties of the actual forms (unless made of an aether that would have that), they have other effects. For example, conflueverant fire will be cold, but it will liquify its target. Prasinofos lightning will not shock or char, but it will cleanse the target of anything harmful to plantlife (such as brown aether). See below for a chart on common effects.
  • Aetherial barriers or shields: a common defense is to wield the same aether as a solid wall of energy or material. Kazaddarean or bailaohu jinghua shields manifest as solid matter, of course, but the bright is simply a forcefield. Regardless, they have the same effect - to repel physical and metaphysical attacks.
  • Aetherial speech: almost every Matridoman can speak to plants, animal, and/or fungi.
  • Aetherial control: most Matriadoman will have some ability to control some form of at least one element, whether it is as broad as controlling light or as specific as controlling swampwater.
  • Aetherial form: it is rare when a Matriadoman needs to take an aetherial form other than some kind of animal form, but others do happen.
  • Aetherial companion: viridianites or other elementals are commonly paired with a Matriadoman, if not an animal, plant, or other being.
  • Aetherial healing: the most frequent form of this is, of course, some version of vitalism, but other forms of aetherial healing are not uncommon.
  • Aetherial improvement: improving oneself with aether, such as adding strength via Tmakikan or speed via kiiric yihi.
  • Aetherial senses: the ability to sense different energies.
  • Aetherial adaptation: adaptations to different environments, such as water breathing, desert survival, cold resistance, etc.

Aetherial Attacks

Energy Effects Form
Ashar Clinging flame, burns undead, heals illness, harms infernal beings Argentflame
Bailaohu Jinghua Clinging molten metal, metallification Molten metal
Bijalee Super-lightning Lightning
The Bright Dazzling light without heat Bright lightning or flame
Conflueverant Cold flame that liquifies target Blue flame
Foundation Fires that help with crafting, burn only destroyers Forgeflame
Hamasat al-Sahra Invisible heat, sucks out moisture Searing heat
Hasken Fure Rejuvenating energy Springflame
Hvittdogg Freezes solid, frost as flame Coldfire
Ikehua Lyua Pele Super-magma Magma
Kazaddarean Petrifying grey flame Petroflame
Kiiric Yihi Removes weight, makes things as light as a feather Topazflame
Lahab al'Qalb Super-fire Flame
Livadi A soft, cool flame that feels like a breeze and engenders plant growth Celadonflame
Lunar Aether Cold lightning that bounces about and breaks supernatural effects Reflective lightning
Ma'Dhahabi Super-sunfire Sunflare
Nourishment Energy Amber yellow fire that engenders growth and is pleasantly warm Harvestflame
Nzwara Murazvo Ochre sparks that turn things feral Bestialflame
Parfum de Marais Will o' the wisps Swamplight
Poarta Lightning that affects only souls and the undead, colder than the grave Soul-lightning
Prasinofos Raw greenlight that encourages growth Greenlight flame/bolt
Qeernariji Radioactive fire Astral bolt/Starfire
Sonic Aether Reverbrating, invisible flames Sonic flame
Temporal Aether Lightning that affects the flow fo time Temporal lightning
True Shadow Darkness as lightning, midnight blue in hue, cold, affects souls and spirits Midnight lightning
Tykva Vlast Cold flames that dry out plants and brings peace to hearts Autumnal flare
Viridian Aether Pure aether that burns infernal powers that harm the world Viridian flame/bolt
Polyaetherial Varies Varies
     

Specializations

All Matriadoman start with a specialization based on their history and then evolve over time as they complete more tasks, quests, or missions to include broader powers and skills. Below is a chart showing the typical specializations:
Former Occupations Aether Specialization Starting Object Starting Powers Notes
Cupilin, Silver Torch, Ashar Fighting the Stillborn Cult, healing Seed Argent barrier  
Bailaohu, Cike, Paoshou, Sheshou, Wushu, Zhanshi, Bailaohu Jinghua Subterranean missions, retrieving metallic objects, missions in industrial areas, fighting Agikaan, Ore Steelskin  
Dakait, Jaal Dakoo, Shamsherbaz, Stormbringer, Stomrider, Bijalee Bad weather missions, sky missions Battery Thunder roar A stormrider that isn't a warrior will not be recruited.
Brotherhood of the Lamp, Gezelencz, Kilat, Lesedian Guard, Refractor, The Bright Protecting the Lesedian Mirror, finding information, Lens Farsight As with any category, criminal warriors are less commonly recruited. This goes for any criminal occupation other than Revolutionary or Vigilante.
Caenean, Ickhthyologer (sometimes), Machairotis, Marine, Merguard, Outabokusa, Sea Wolf, Zeton, Conflueverant Underwater or seafaring missions Bottle Air / waterbreathing Underwater beings are always granted the power to live on the surface when they agree to be a recruit (if they do not already have that power), usually through a small device, and later are given permanent powers when they become a full Matriadoman. Some ickthyologers are warriors, others are not. Only the warriors are recruited.
Guardian of Genesis, Shemguard, Shprots, Genesis Protecting the World Tree, fighting destroyers, Raw materials Minor fashioning or bonus there-to  
Al-Siham, Bawsa Dervish, Gimeli Galabi, Khutgachin, Mutasabiq, Qursan, Hamasat al-Sahra Desert missions, survival situations, fighting frailthings, Water Water sensing  
Bizsereg, Jaroka, Hasken Fure Spring missions, fighting Srisia, Seed Flower scent (refreshing) Most powers granted to bizseregs or jarokas will be floral scent-based, but with different effects.
Bjornkvinne (but not other stages), Drapare, Gairakununi, Matagi, Nipatana, Sjoraenengi, Snowguard, Hvittdogg Boreal or winter missions Coat or cloak Cold / heat resistance  
Kakaka Mano, Koa, Kuni Ahi, Mea Hoolei, Poti, Pwasan Cho, Ikehua Lyua Pele Island missions, volcanoes or magma Raft Higher kinesthetic senses  
Baurhag, Barukh, Gunaukh, Musketeer, Shakkhau, Thrauckhan, Tunneler, Zandaukh, Kazaddarean Subterranean or mountain missions Stone Increased cave sensing Non-warrior tunnelers are never recruited.
Iffitex, Javelineer, Mujanah, Natattakkaran, Sky Pirate, Kiiric Yihi Sky missions, long-distance travel, Kite Increased speed or flight skill  
Aisbae al'Naar, Fireslinger, Haqriq Wukar, Harimau Jadian, Muharib, Promethean, Sikiyn Hariq, Lahab al'Qalb Burning things, missions in hot places, Coal Heat / cold resistance  
Epidromeas, Equestrian, Gunrider, Livadi Fast land-based travel, horses, Horseshoe Increased endurance  
Arktos, Cuatator, Cutit, Moonguard, Ulfheonar, Lunar Aether Lunar missions, repelling esoteric energies, night missions Mirror Reflective barrier Common werewolves are sometimes also chosen if they are a different kind of warrior.
Artashir, Asasiyyun, Golden Warrior, Khatif, Libua, Mubarizun, Mutaeariy, Nunda, Ma'Dhahabi Desert missions, solar missions, summer missions, fighting Qahati, Disc Sunfire (or increased sunfire)  
Ektoxeftis, Landsknecht, Przmytnik, Tmakikan Missions requiring high strength, healing and food, Seed Fertility sense  
Batu Api, Brachos, Iguzogide, Onye Na-Agbanwe Odidi, Pathfinder, Nzwara Murazvo Animal-related missions Food New animal form  
Asheho'ma, Bawmache, Chercheur Depanneur, Parfum de Marais Swamp missions, mycology, difficult terrain, Seed Waterbreathing  
Ancehtator, Anub'kha, Halhira, Montu, Otravitor, Pitati, Sender, Ucigash, Poarta Fighting the undead, assassinations Key Spirit sense Otravitori are only chosen if they use combat skills; those who poison people more passively never qualify.
Forester, Green Knight, Mamumno, Mosstrooper, Prasinofos Forest missions, healing, Seed Photosynthesis  
Miqinchir, Nindeeyallae, Rinjadar, Zentiq, Qeernariji Cosmic missions, long-distance travel Battery Atmosphere adjustment Most cosmic species are granted the ability to survive on Shem's atmosphere as recruits, just as underwater beings are granted surface-breathing.
Bruellen, Sonic Aether Communication, fighting Stolzen, Jar Improved hearing  
Anguestrian, Karahkwaka'aion-tha, Rathkahthos, Rogue Watcher, Temporal Aether Time travel missions Watch Stealth bonus Rogue watchers are rarely chosen simply because they rarely survive. They are, however, often very qualified.
Dark Seeker, Ebonguard, Ha'akel, Lzs'hau, Maemd (at all stages), Night Storm, Night Watch, Quanji Shou, Rngoic, Tenebriant, True Shadow Subterranean or night missions, finding secrets, Mask Light resistance Maemds are the only witches who are also warriors at every stage.
Khodok, Mizraklad, Razboynik, TykvaVlast Taiga or autumnal missions, cold weather missions, fighting Vesturia, Seed Cold / heat resistance  
Aruki Nemu, Ranger, Viridan Aether Fighting industrialists, Seed Animal form  
Hii Torekou, Quattour, Si Ba Jian, Polyaetherial All purpose Varies Varies  
A mundane warrior who uses aetherial powers Varies Varies Varies Varies Examples include powerful ka'ar who are mundane warriors (thus who use red aether) or a human warrior who happens to be good at using sonic aether but is not a proper bruellen.
           

Progressions

Most Matriadoman progress from their original specialization into broader skill sets until they have some skill in every form of aether possible for them. The progression usually entails learning similar aethers, then building from there. The goal is always to get the four western ordinal elements or five eastern ones, then access viridian aether via them, which opens up all aethers. Common progressions include
Starting Energy Next Energies Third Expansion Fourth Expansion Final Expansion
Ashar Prasinofos, Nzwara Murazvo, Hasken Fure Tyvka Vlast, Livadi, Parfum de Marais, Nourishment Energy, Lahab al'Qalb, Poarta Conflueverant, Kazaddarean, Ikehua Lyua Pele, Bailaohu Jinghua, Kiiric Yihi, Foundation, Hvittdogg, Ma'Dahahbi, Sonic Aether Viridian Aether and all others
Bailaohu Jinghua Kazaddarean, Lahab al'Qalb Nourishment Energy, Foundation, Ikehua Lyua Pele, The Bright, Ma'Dhahabi, Tyvka Vlast, Livadi, Nzwara Murazvo Ashar, Conflueverant, Kiiric Yihi, Lunar Aether, Qeernariji, Hvittdogg, Poarta, Sonic Aether, Qeernariji Viridian Aether and all others
Bijalee Conflueverant, Kiiric Yihi Parfum de Marais, Livadi, Ikehua Lyua Pele, Hamasat al-Sahra, Hvittdogg, Lunar Aether, Sonic Aether Lahab al'Qalb, Ma'Dhahabi, True Shadow, Kazaddarean, Prasinofos, Tyvka Vlast, Hasken Fure, Nzwara Murazvo, Ashar, Qeernariji Viridian Aether and all others
The Bright Ma'Dhahabi, Qeernariji, Lunar Aether, Lahab al'Qalb Hamasat al-Sahra, Temporal Aether, True Shadow, Hvittdogg, Conflueverant, Ikehua Lyua Pele, Nourishment Energy Kiiric Yihi, Poarta, Tyvka Vlast, Parfum de Marais, Kazaddarean, Nzwara Murazvo, Hasken Fure, Prasinofos, Temporal Aether, Asharr Viridian Aether and all others
Conflueverant Parfum de Marais, Ikehua Lyua Pele, Lunar Aether, Hvittdogg Tyvka Vlast, Poarta, True Shadow, Lahab al'Qalb, Kazaddarean, Nzwara Murazvo, Hasken Fure, Prasinofos, Qeernariji, Ashar Kiiric Yihi, Ma'Dhahabi, The Bright, Bailaohu Jinghua, Livadi, Temporal Aether Viridian Aether and all others
Foundation Kazaddarean, Kiiric Yihi, Lahab al'Qalb, Conflueverant, Prasinofos, Bailaohu Jinghua Viridian Aether and all others    
Hamasat al-Sahra Ma'Dhahabi, Kiiric Yihi, Temporal Aether Lahab al'Qalb, The Bright, Livadi, Tyvka Vlast, Hvittodgg, Nourishment Energy, Bijalee, Qeernariji, Poarta Lunar Aether, Qeernariji, Prasinofos, Conflueverant, Ashar, Kazaddarean, Nzwara Murazvo, Ikehua Lyua Pele, Sonic Aether, True Shadow Viridian Aether and all others
Hasken Fure Prasinofos, Kiiric Yihi, Ashar Tyvka Vlast, Parfum de Marais, Livadi, Hamasat al-Sahra, Kazaddarean, Nourishment Energy, Bijalee, Ikehua Lyua Pele, Nzwara Murazvo Conflueverant, Hvittodgg, Sonic Aether, Ma'Dhahabi, Lahab al'Qalb, Bailaohu Jinghua, Foundation Viridian Aether and all others
Hvittdogg Conflueverant, Kiiric Yihi Tyvka Vlast, Lunar Aether, Hamasat al-Sahra, Bijalee, Parfum de Marais, Ikehua Lyua Pele, Sonic Aether Prasinofos, Qeernariji, Ma'Dhahabi, Nzwara Murazvo, Lahab al'Qalb, Kazaddarean, Ashar, True Shadow Viridian Aether and all others
Ikehua Lyua Pele Conflueverant, Lahab al'Qalb, Nzwara Murazvo, Prasinofos, Kazaddarean Parfum de Marais, Livadi, Hvittdogg, Ashar, Poarta, Tyvka Vlast, Nourishment Energy, Hasken Fure, Ma'Dhahabi, Lunar Aether, Foundation, Bailaohu Jinghua Viridian Aether and all others  
Kazaddarean Livadi, Ikehua Lyua Pele, Bailaohu Jinghua, Nourishment Energy, Foundation Sonic Aether, Kiiric Yihi, Conflueverant, Lahab al'Qalb, Ashar, Nzwara Murazvo, Prasinofos, Ma'Dahabi Viridian Aether and all others  
Kiiric Yihi Sonic Aether, Livadi, Hamasat al-Sahra, Bijalee Ma'Dhahabi, Prasinofos, Conflueverant, Nzwara Murazvo, Kazaddarean The Bright, Lahab al'Qalb, Qeernariji, Nourishment Energy, Bailaohu Jinghua, Tykva Vlast, Hasken Fure, Parfum de Marais, Hvittdogg, Lunar Aether, Foundation, Ashar, Poarta Viridian Aether an all others
Lahab al'Qalb Ma'Dhabai, Ikehua Lyua Pele Nourishment Energy, The Bright, Qeernariji, Hamasat al-Sahra, Kazaddarean, Prasinofos, Conflueverant, Nzwara Murazvo Kiiric Yihi, Tyvka Vlast, Hasken Fure, Livadi, Parfum de Marais, Hvittdogg, Lunar Aether, Temporal Aether, Poarta, Ashar, Temporal Aether, Poarta Viridian Aether and all others
Livadi Sonic Aether, Kiiric Yihi, Prasinofos, Kazaddarean Bijalee, Hamasat al-Sahra, Tyvka Vlast, Hasken Fure, Nourishment Energy, Ashar, Parfum de Marais, Hvittdogg, Bailaohu Jinghua, Ikehua Lyua Pele, Foundation Conflueverant, Ma'Dhahabi, Nzwara Murazvo, Lahab al'Qalb Viridian Aether and all others
Lunar Aether True Shadow, Conflueverant, Qeernariji Temporal Aether, Poarta, Parfum de Marais, Hvittdogg, Ikehua Lyua Pele, The Bright Nzwara Murazvo, Prasinofos, Tyvka Vlast, Kazaddarean, Lahab al'Qalb, Kiiric Yihi, Ma'Dhahabi, True Shadow Viridian Aether and all others
Ma'Dhahabi Lahab al'Qalb, The Bright, Hamasat al-Sahra, Qeernariji, Nourishment Energy Ikehua Lyua Pele, Kiiric Yihi, Kazaddarean, Temporal Aether, Ashar, Prasinofos Conflueverant, Nzwara Murazvo, Bailaohu Jinghua, Livadi, Poarta, Tyvka Vlast, Hasken Fure, Hvittdogg, Parfum de Marais, Sonic Aether Viridian Aether and all others
Nourishment Energy Prasinofos, Ma'Dhahabi, Ashar, Nzwara Murazvo, Kazaddarean Tyvka Vlast, Parfum de Marais, Hasken Fure, Livadi, Poarta, Bailaohu Jinghua, Ikehua Lyua Pele, Lahab al'Qalb, Qeernariji, The Bright, Foundation Hvittdogg, Kiiric Yihi, Conflueverant, Sonic Aether, Temporal Aether, Lunar Ather, True Shadow Viridian Aether and all others
Nzwara Murazvo Ashar, Poarta, Ikehua Lyua Pele, Livadi, Parfum de Marais Prasinofos, True Shadow, Temporal Aether, Hasken Fure, Hvittdogg, Nourishment Energy, Kazaddarean, Sonic Aether, Lahab al'Qalb, Kiiric Yihi, Conflueverant, Viridian Aether and all others  
Parfum de Marais Conflueverant, Prasinofos, Nzwara Murazvo Hvittdogg, Ikehua Lyua Pele, Livadi, Tyvka Vlast, Nourishment Energy, Poarta Kiiric Yihi, Kazaddarean, Lahab al'Qalb, Sonic Aether, True Shadow Viridian Aether and all others
Poarta True Shadow, Temporal Aether, Nzwara Murazvo, Tyvka Vlast Qeernariji, Lunar Aether, Parfum de Marais, Ikehua Lyua Pele, Ashar, Prasinofos, Hvittdogg, Livadi The Bright, Ma'Dhahabi, Conflueverant, Lahab al'Qalb, Kazaddarean, Nourishment Energy, Hasken Fure, Kiirc Yihi, Sonic Aether Viridian Aether and all others
Prasinofos Hasken Fure, Livadi, Tyvka Vlast, Nourishment Energy, Ashar, Parfum de Marais, Ikehua Lyua Pele Nzwara Murazvo, Kiiric Yihi, Sonic Aether, Hvittdogg, Poarta, Ma'Dhahabi, Kazaddarean, Conflueverant, Lahab al'Qalb Viridian Aether and all others  
Qeernariji Lunar Aether, Ma'Dhahabi, Temporal Aether True Shadow, Conflueverant, Lahab al'Qalb, The Bright, Nourishment Energy, Hamasat al-Sahra, Poarta Parfum de Marais, Hvittodgg, Kazaddarean, Kiiric Yihi, Nzwara Murazvo, Ashar, Prasinofos Viridian Aether and all others
Sonic Aether Livadi, Hamasat al-Sahra, Kiiric Yihi Bijalee, Ma'Dhahabi, Kazaddarean, Prasinofos Conflueverant, Lahab al'Qalb, The Bright, Qeernariji, Bailaohu Jinghua, Foundation, Tyvka Vlast, Parfum de Marais, Hasken Fure, Nourishment Energy Viridian Aether and all others
Temporal Aether Qeernariji, Poarta, Hamasat al-Sahra Ma'Dhahabi, Lunar Aether, Nzwara Murazvo, Kiiric Yihi, Kazaddarean Bijalee, The Bright, Nourishment Energy, Conflueverant, True Shadow, Parfum de Marais, Ikehua Lyua Pele, Livadi, Ashar Viridian Aether and all others
True Shadow Lunar Aether, Poarta Conflueverant, Qeernariji, Nzwara Murazvo, Temporal Aether, Tyvka Vlast Parfum de Marais, Ikehua Lyua Pele, Hamasat al-Sahra, Ma'Dhahabi, Hvittdogg, Prasinofos, Kiiric Yihi, Kazaddarean Lahab al'Qalb, Foundation, Bailaohu Jinghua, Bijalee, Nourishment Energy, Hasken Fure, Livadi, Foundation (next step is final)
Tykva Vlast Prasinofos, Poarta, Kazaddarean, Kiiric Yihi, Hvittdogg Livadi, Parfum de Marais, True Shadow, Temporal Aether, Bijalee, Foundation, Bailaohu Jinghua, Ikehua Lyua Pele, Hasken Fure, Nzwara Murazvo, Nourishment Energy, Ashar Sonic Aether, Hamasat al-Sahra, Lahab al'Qalb, Conflueverant, Ma'Dhahabi Viridian Aether and all others
Viridian Aether All others      
Polyaetherial Varies      
         

Organizational Structure

There are always 40 Matriadoman, counting new recruits. One for every kind of aetherial energy, one polyaetherial warrior, and a handful of others who act as leaders, trainers, or advisers.

Ultimately, Mother Shem is their leader. (Note: her children do NOT have authority over them, nor do greater elementals. They may show them respect, but they will not countermand Mother Shem's orders.) After her is a council of the three most experienced leaders among the Matriadoman (not necessarily the most experienced Matriadoman, but the most experienced leaders), hand-picked by Mother Shem. Then there is a council of six advisers, elected by the Matriadoman. Finally, there are three who act as trainers who are semi-retired. If someone is made leader, elected, or retires, they are replaced with a new recruit who wields the same energy. The leaders can be any kind of aether user.

Among the active Matriadoman there are three ranks: novice, warrior, and veteran. Novices are those who have just become a full Matriadoman. They remain novices for three years or until they prove themself worthy of going on solo missions (whichever comes first). A warrior is a warrior for ten years or until they are tasked to recruit a new Matriadoman, whichever comes first.

Novices have one power granted by Mother Shem. Warriors have up to seven. Veterans have up to 12.

Inventory

Matriadoman often have aetherial objects at their command, and they are often granted powerful ones from Mother Shem herself.

Presents

In their initiation ceremony, every Matriadoman gives the new recruits a small present. These are often sentimental, handmade, and/or simply a small treat. Most Matriadoman treasure these above all else they own. Because they can only carry so much, most of the gifts they get are food to be consumed, but they almost always end up with some keepsake from two or three of the closest Matriadoman to them, especially the one who recruited and trained them.

First Object

The above-listed first objects granted a new Matriadoman by Mother Shem all have significance and power:
  • Battery: users of bijalee or qeernariji usually get a battery that will store their energies for them, so that they might draw on them later. Both energies use a high volume of power when used in combat or for travel, so having extra is always helpful. It is a reminder to be judicious in use of power.
  • Bottle: a special bottle that carries and preserves the waters from the user of conflueverant's home keeps them safe. It is a reminder to return to the place from which they first flowed.
  • Coal: a source of fuel for users of lahab al'qalb, this coal usually lasts longer and burns brighter than any other. It is a reminder to always have more fuel ready.
  • Coat or cloak: users of hvittdogg must go on missions to the coldest places. The coat or cloak is not only for their warmth, if they need it, but to share with someone they may rescue. It is a reminder not to let their heart grow cold.
  • Disc: the golden disc is the symbol of the sun, and wielders of ma'dhahabi often carry them to draw excess heat. It is a reminder to be kind to oneself in face of the relentless sun.
  • Food: the food is for any animal journeying with the wielder of nzwara murazvo. It is a reminder to think of animal companions as those in need of care.
  • Horseshoe: a shoe for a horse or centaur that makes any ground covered less difficult. It is a reminder to slow down when need be.
  • Jar: a jar echoing with a familiar sound. It is a reminder to not let the reverbrations get too difficult to understand.
  • Key: a spirit key such as are used by psychopomps, it is a reminder that death is just a transition.
  • Kite: a small kite that will catch the wind. A reminder to wielders of kiiric yihi that the wind is capricious, but also contains joy.
  • Lens: a lens through which to see the spectrum of light. A reminder that what is revealed to the users of the bright is not always as it seems.
  • Mask: a mask that filters out light that might harm a nightgaunt or other shadow-wielder. It is a form of welcoming them to the wider world.
  • Mirror: a mirror that holds lunar light even during the day. It is a reminder that even when they are not visible, the Moons are still there.
  • Ore: raw ore of a potent aetherial metal. It is an invitation to forge.
  • Raft: a new raft for users of ikehua lyua pele as a reminder that there is more to the world than their island.
  • Raw materials: the fabric of the universe can be shaped into anything. The raw materials vary by user of Foundation, but they are encouragement to create.
  • Seed: all plant aether-wielders get a seed to plant as they please, to show them roots can be set anywhere.
  • Stone: a rare and powerful aetherial stone is given to wielders of kazaddarean. It is to be unleashed, to remind them that stone may be rigid but it contains multitudes.
  • Watch: a watch that tracks subjective time, a reminder that though temporal aether users may have some control over it, time is inexhorable.
  • Water: pure water for wielders of hamasat al-sahra, to remind them that their strength is not greater than their needs.

Haoma Seeds

Haoma seeds are powerful aetherial seeds for axis mundi trees. They can harm evil, heal disease, and have many other powers. Matriadoman always have at least one, if they can help it. The World Tree often provides.

Simurgh Feather

The simurgh feather from their initiation contains the power to heal, protect, and call upon other Matriadoman.

Weapon

The weapon of a Matriadoman varies by their original occupation. Some branch out to more weapon styles, but most always stick with their original. They simply upgrade them with new powers or new versions.

Armor

Armor varies in the same manner as weapons, and they are updated in the same ways. However, powerful Matriadoman sometimes eschew armor in favor of their defensive powers.

Companion

There are five kinds of companions for a Matriadoman: common organism (animal, plant, fungus, etc.), uncommon organism (rock creatures, esoteric diversity, etc.), viridianite, other elemental (minor tempest, for example), or other (only with GM's permission). Other than the viridianites or other elementals, they are never sentient.

Persecution

Matriadoman are, as mentioned above, criminalized in industrialized countries because they often fight polluters and others who seek to harm the world. However, they are usually powerful enough to escape such situations. It takes a very powerful prison to hold a Matriadoman, especially if their friends seek to rescue them.

Skills

Skills vary greatly and cannot be easily listed even in examples. See pages for the different aetherial warriors listed above for examples.

Stats

Modifiers from base of species/nation. Parentheticals show variations for different aether users to give an idea of how they might vary.

PRO +6 (Lahab al'Qalb +7)
ATH +4 (Kiiric Yihi +7)
STR +4 (Nourishment Energy +8)
AWA +4 (The Bright +7)
WIL +3 (Poarta +6)
STH +3 (True Shadow +8)
PRS +2 (Ma'Dhahabi +5)
Topic revision: r7 - 08 Aug 2022, SallyJaneBlack
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