Pentologer

Martial artists who embody the five aspects of draconic power: discipline, power, majesty, accumulation, and territory.

The Five Characteristics of the Dragon

The fundamental part of the philosophy of pentology is that dragons are perfect beings who embody the five qualities that all mortals must strive to embody: discipline, power, territory, majesty, and accumulation.
  1. Discipline is the will power and determination to do what must be done, to maintain oneself and one's routines, and to strive for perfection. It is the force of will to continue the Fivefold Path.
  2. Power is physical and abstract. The pentologer molds their body to be one of strength, and they maintain their behavior such that they have power within the community as well.
  3. Territory is the space which one commands. A person who has no territory - no home, no personal space, no abstract domain - has nothing. One must be able to defend what one has.
  4. Majesty is the presence one has in the perception of others. It is one's reputation, one's mien, one's charisma, one's fearsome countenance, but also one's ability to be more than superficically impressive.
  5. Accumulation is the continual growth of a person in every aspect. Dragons accumulate esoteric energies that are near to them, and the pentologer strives to emulate this in both literal and figurative ways.

Monasteries

Pentologers typically belong to small sects or monasteries in remote places near dragons' dens. The pentologers serve the local dragon in exchange for material support and draconic power. Most who become pentologers choose to join the monastery before they are adults, showing up after a long journey to beg entry. The pentologers only accept five acolytes at a time, so many are turned away, but they are judged not by their wealth, physical strength, or courage, but by their will to become a pentologer. Many return over and over again until they are accepted. Each monastery is a pentagon built around a central pentagonal courtyard in which a garden is kept.

The Fivefold Path

The philosophy of the pentologers is called the Fivefold Path, referring to the five characteristics of the dragon. Everyone who becomes a pentologer starts as an acolyte of the monastery and trains for years until they are initiated and begin taking their tests. This is the typical path:
  • Acolyte: those who have just been accepted and are training in basics skills. They serve the pentologers in cooking, cleaning, and other chores; spend hours a day in meditation and martial arts training; and are never allowed within the inner walls of the monastery. It takes about five years to be allowed in.
  • Novice: novices are acolytes who have passed the first test, the Trial of Discipline, which tests their sense of responsibility (do they do their chores on time?), determination (do setbacks drive them away?), resistance to temptation (do they take more than they should of the food? Do they carouse in town?), their ability to follow a set routine (do they keep up their meditation and physical training?), and their willingness to obey rules. This test is essentially the time they spend as an acolyte. Once they have passed it, they are taught the first Stance, called the Stance of the Black Dragon.
  • First Fist: once they have learned the first Stance, they must pass the second test, the Trial of Territory, in which they must defend themselves within a training circle against four other pentologers-in-training. If they succeed, they become a First Fist, part of a team of pentologers in training (Fists First through Fifth) who must work together and progress together. it is the duty of each Fist to train those below them. The First Fist trains novices and aids the other Fists in their duties. They gain their first power as a First Fist. Once they learn the second Stance, the Stance of the Garnet Dragon, they move on.
  • Second Fist: once they have learned the second Stance, they must pass the third test, the Trial of Power, which requires that they lift something incredibly heavy on their own. This usually involves something symbolic within the monastery, such as a bell, a gate, or a boulder carved with draconic writings. The Second Fist trains the First Fist and is trained by the Third. They gain their second power, and they must go on their first quest. Once they learn the third Stance, the Stance of the Zinc Dragon, they move on.
  • Third Fist: once they have learned the third Stance, they must pass the fourth test, the Trial of Majesty, wherein they must teach the Second Fist successfully. This proves they have the presence and reputation to be respected. They gain their third power and go on their second quest. They are trained by the Fourth Fist, who teaches them the fourth Stance, the Stance of the Painted Dragon. Once this is done, they move on.
  • Fourth Fist: once they have learned the fourth Stance, they must pass the fifth test, the Trial of Accumulation, wherein they are tested on all they have learned so far, proving they retain what they have accumulated. They then gain their fourth power, go on their third quest, and begin to accumulate energies. Once they learn the fifth Stance, the Stance of the Magenta Dragon, they move on.
  • Fifth Fist: once they have learned the fifth Stance, they must accumulate enough esoteric energy to gain their fifth power. Then they go on their fourth quest, and when they have completed it, they must meet the dragon. If they dragon accepts them, they are named a Pentologer.
  • Pentologer: once accepted by the dragon, they are sent on their fifth quest. During this quest, they gain five more powers. This stage makes them a full member of the monastery and subject to periodic quests, duties, and more, and over their lives, they may gain up to 25 total powers (15 more after their fifth quest).
  • Elder: once pentologers are no longer able to keep up their quests or tasks, they retire to be elders in the monastery. They either take up a role on the leadership council, work directly as a servant of the dragon, take up specific roles in the monastery such as gardening or training or so on, or they return to their homes outside the monastery and stop being part of the community (with no disgrace).

Ritual of Draconic Initiation

In order to become a pentologer, they must undergo a ritual that allows them to gain the powers of a pentologer. This ritual is led by the Fists who will be part of the novice's team going forward. Each of the four Fists performs their stance, then shows their powers. Then, the novice must spar with each in turn. After this, if they have not taken a wound, they are ritually cut after sparring. Then, either way, they must kneel before the main gate to the central garden of the monastery and meditate as the four Fists apply dragonsblood to their wound(s). If they maintain their meditation as their wounds are cauterized with the blood, they will briefly be filled with draconic power, which they must expend in a fierce display of martial arts. At the end of this, they will bow to the four Fists, then to the elders. Then, they will be taken into the garden, where they must choose a plant from a tray, then plant it. This will be theirs to tend for the rest of their lives. If the plant takes, it will represent their accumulation.

Tests

Each stage of the Path requires passing a test that represents one of the five qualities of the Dragon. The tests are
  1. Trial of Discipline: the five+ years of training as an acolyte represent this test. The elders decide when the acolyte has passed.
  2. Trial of Territory: a trial of combat against the other Fists, wherein one must expel them from a sparring circle without being knocked out of it or incapacitated.
  3. Trial of Power: this usually involves lifting an extremely heavy object that is special to the monastery.
  4. Trial of Majesty: this trial is the teaching of the Third Fist, who is taught to defy the Fourth Fist until they have earned respect.
  5. Trial of Accumulation: a test of all previous skills and characteristics, but more difficult than the last to prove there has been growth.

Failure

To fail at any of the trials means repeating one's training. One may fail up to five times. If they quit before taking the trial, there is no disgrace. If they quit after failing, they are not allowed back to the monastery even as a guest. If they fail five times, they are offered a position as a servant but not allowed to become a pentologer, and their powers are lost. They may decline this offer with honor. Any success means progression.

Quests

Each quest a pentologer goes on is a service to the dragon they serve. The quests usually involve acquiring a magical object for the dragon, who needs esoteric energy to feed off of. Sometimes, however, the quest is some other task the dragon needs handled. These vary greatly.

Disgrace

Failure at a quest only occurs if the pentologer gives up in circumstances where they could have succeeded. If one fails at a quest or quits at the wrong time, one becomes disgraced. Disgrace means being unwelcome in the dragon's territory for the rest of their lives. If one dies on a quest, is disabled or otherwise rendered unable to complete it, so long as they never gave up, they are still honored by the monastery. If they are left in disgrace, they lose all of their powers.

Powers

Pentologers can wield draconic power in similar fashion to dragons. As they go along the Fivefold Path, they gain new powers, building up their capacity for the shebvic energy of dragons. Some potential powers include but are not limited to
  • Draconic barrier: a wall of draconic energy, usually in the form of a thin circle of flame, extended from the pentologer to represent the territory of a battlefield and keep those not engaged in the combat out.
  • Majestic aura: a major PRS bonus; appearing impressive to behold.
  • Tough-skin: a major toughness bonus; turning the skin hard as iron as an act of defense.
  • Immunities: a pentologer can gain up to five immunities, from poison to cold to flame to certain esoteric energies to bladed weapons...
  • Burning punch/kick: a kick or punch wreathed in dragonflame.
  • Draconic gaze: massive intimidation bonus and the ability to stun enemies.
  • Heightened senses: either a specific esoteric sense (soulsight, farsight, sense evil, empathy, etc.) or a bonus to mundane senses.
  • Dragon's breath: breathing dragonflame, though much weaker than a dragon's.
  • Territorial control: exert one's will over a certain amount of space.
  • Transferral touch: transferring draconic power to another via touch.
  • Wings: powerful pentologers can temporarily grow wings and fly, if their dragon has wings.
  • Fivefold self: splitting into five selves for a very brief amount of time.

Accumulation

Once a pentologer passes the test of Accumulation, they begin to absorb esoteric energies like a dragon, though at a slower rate and to less capacity. They also cannot intentionally drain esoteric energies or absorb spells cast at them as some dragons can. Instead, they simply draw in ambient energies as they meditate. Typically, their capacity is determined by how many quests they have fulfilled, with a max capacity of 500 points. Re-accumulating points is done via meditation. In a basic area, points are accumulated at a rate of 6 per hour of meditation.

Points

Every power a pentologer has costs points to wield. A weak power costs 1 point per use. Some costs upwards of 500. Some, like dragon's breath, use up points per round; others can only be used once and never again no matter how many points. Some can be extended by expending more points - i.e., draconic barrier is 1 point per foot after the first five feet. The stronger the power, the more the points.

Meditation

Pentologers may meditate in place of sleep for up to five nights before they need to get a standard eight hours' rest.

Martial Arts

Pentology is a philosophy and martial art. The martial art varies somewhat around the world, but the basics are that it focuses on forceful strikes, quick dodges, and maintaining control of a combat space.

Stances

The five stances are based on the five true dragons:
  1. Black Dragon Stance: a stance designed to test and show off the pentologer's discipline. They stand in a difficult position to maintain, then maintain it. From this stance, they can move rapidly to other stances, transfer will power into their attacks or defenses, and take bonuses to resist stun or forceful displacement (i.e., they can't easily be pushed around). A great stance for blocking blows.
  2. Garnet Dragon Stance: a stance designed to allow for extremely hard strikes. From this stance, they are able to draw on raw strength better, leveraging their own bodies to hit as hard as possible. From this stance, they can land body-breaking blows. A great stance for attacking.
  3. Zinc Dragon Stance: a stance designed to take up space and allow the pentologer to move to any part of their defined combat area quickly, in order to maintain control over it. From this stance, they can sense everything going on around them and react to any section of the territory. A great stance for dodging.
  4. Painted Dragon Stance: a stance designed to maximize their presence. They appear larger, more impressive, in this stance, and are often better able to intimidate, draw respect, or otherwise affect their opponent's impression of them. From this stance, they can engage better with anyone near them. A great stance for any kind of engagement.
  5. Magenta Dragon Stance: a stance designed to draw in energy, both esoteric and that of the battle. As such, in this stance, their opponent is drawn to them. Attacks are guided past them, and they are able to wait, assess, and observe. From this stance, they can build strength or assess for their next move. A great stance for holding action.

Attacks

A pentologer is trained to use fist and foot, a few holds or throws, and their special powers as attacks. Some use a small assortment of weapons, mostly curved blades (fangs), staves (tails), or claws.

Defenses

A pentologer trains for physical toughness, but some wear basic light armor. They almost never use shields, helmets, or anything heavy. They train to deflect blows with arms and legs, mostly, or with their weapons.

Movements

Pentologers train to be constantly moving unless they are in a Stance. This is how they maintain control of their combat area.

Inventory

Pentologers have few possessions, but some common ones include

Armaments

The pentologers who use weapons or armor typically use these:
  • Kilij or pusat: light, curved swords, usually used for rapid slashing strikes.
  • Kutup: a light wooden staff tipped in a heavy metal, used for sweeping, low blows to knock enemies off balance.
  • Pencze: a glove ending in a curved claw on each finger, used to rake the flesh of the enemy, grapple, or disembowel.
  • Gogus zirhi: a breastplate made of thick leather (or dragonscale) used when facing heavy opponents.
  • Parantez: an arm- or legguard used to cushion parries done with the limbs.
  • Terlik: a leather slipper or soft shoe used for grip.

Robes

Each rank of pentologer has a different colored robe:
  • Acolyte: white, no properties.
  • Novice: yellow, no properties.
  • First Fist: black, +1/+1 endurance.
  • Second Fist: red, +1/+1 attack power.
  • Third Fist: blue, +1 perception.
  • Fourth Fist: rainbow, +1 presence.
  • Fifth Fist: magenta, +1 accumulation rate.
  • Pentologer: black, red, blue, magenta, and white; +1 STR.
  • Elder: pink, +1 ATH.

Plant

The plant chosen by a pentologer at the start of their Path will gain properties as they gain rank, depending on the plant, the pentologer, and other circumstances. If the plant dies, the pentologer must go on a special quest to replace it. If the pentologer dies, the plant will wither instantly.

Variations

The main variations on pentologers exist as variations on the dragons they serve. Those dragons who are predominantly a non-draconic power energy may offer different powers, different quests, etc. The general trends are
  • Aetherial dragons: quests to protect the world; powers reflecting their element; armaments and martial arts reflecting their element.
  • Celestial dragons: quests to help others; powers reflecting their energy; armaments and martial arts reflecting protection and support.
  • Infernal dragons: quests to harm others; powers reflecting their energy; armaments and martial arts reflecting violence and control.
  • Nommic dragons: quests to understand oneself; powers reflecting their aspect of True Names; armaments and martial arts reflecting the individual pentologer.
  • Paradoxical dragons: quests to explore; powers reflecting their energy; armaments and martial arts reflecting the unexpected.
  • Poioumenonic dragons: quests to learn; powers reflecting their energy; armaments and martial arts dependent on the circumstances and narrative.
  • Non-draconic power shebvic dragons: quests to gather power and face conflicts; powers reflecting their energy; armaments and martial arts focused on strength and combat.

Specializations

Within the monastery, there are often specific roles some pentologers must fill:
  • Dracologer: a pentologer, usually an elder, who studies draconic lore in order to best guide the monastery in serving the dragon.
  • Durbaan garaace: a pentologer who performs special pentatonic and pentarhythmic music for special ceremonies.
  • Filiz: a pentologer elder who tends the central garden of the monastery.
  • Kanuszmaci: when on a quest, the team of five pentologers always designates the one whose quest it is by naming them the kanuszmaci.
  • Oltirwisczi: a pentologer who specializes in killing the dragon's enemies as an assassin.
  • Shifachi: a pentologer who treats the injuries of those in the monastery and acts as the physician.
  • Zirhli: a pentologer who tends the armaments in the monastery.

Societal Role

Pentologers are usually a protected group due to their association with their nearby dragon. Those on quests in hostile environments are seen as a kind of mystical adventurer and often treated as an exotic figure. Those who live near them sometimes view them as intermediaries to the dragon's favor or to blame for their wrath. A pentologer in the territory of a rival dragon is subject to great danger.

Skills

Some common skills include
  • Faith
  • Gardening
  • Meditation
  • Cleaning
  • Cooking
  • Riding
  • Manual labor
  • Tactics
  • Trade
  • History
  • Esoteric knowledge

Stats

Modifiers from base of species/nation:

PRO +5
ATH +5
STR +5
AWA +5
WIL +5
STH +1
PRS +5
Topic revision: r2 - 20 Apr 2022, SallyJaneBlack
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