Celestial Troupers

Those who use celestial magic to entertain.

Dirljiv

Type: Actor

A dirljiv is an actor who inspires and channels awe to create incredible performances.

To become a dirljiv, one must be a skilled actor. They themselves must be overtaken by awe in their understanding of art or some other positive aspect of the world, for example, the goodness in people, and sense and wield the emotional resonance of their own awe. To do this, they must first learn to sense emotional resonance (often taught to them by a mentor) and capture it, in a jewel called a dumaqu, in a crystal, or in a physical work of art. The method they use is determined mostly by who taught them. This object becomes the focus of their power, and they must have it present when they perform. If they perform well enough, they generate awe in the audience, and that awe makes their own awe and emotional resonance increase, increasing their abilities. Some common abilities they get are as follows:
  • Tremendous voice: their voice becomes full of power and volume, and anyone who hears it is filled with awe. This costs them 5 points and cannot be used to refill their magic, but it will stun anyone who hears them at a rate of 2 points per point spent on it. Infernal or imperial beings suffer -3 to defend against it.
  • Awesome sight: the dirljivi can make themselves awesome to behold, adding +3 to PRS.
  • Invocation of the heart: the dirljivi can awaken what is buried in someone’s heart, reminding them of their forgotten or mislaid aspirations.
  • Inspiring performance: the dirljivi gives a full performance (15 minutes to 4 hours) that gives anyone who hears it either a feeling of awe (making them spend time unable to act), wonder (making them want to know more about what they heard), or inspiration (inspiring them to create something).
  • Light of goodness: the dirljivi shines with a bright light that repels infernal energies.
  • Empathic vision: the dirljivi can see into the hearts of those they have performed for, noticing the feelings of awe, wonder, inspiration, and faith as bright white lights.
Dirljivi are actors common in Jedinstven, but they are outlawed in imperial lands. They travel with acting troupes, spreading inspiration and awe, and using their art for good.

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

Harmonist

Type: Musician

A musician whose harmonic music bonds people together. All music has some magical power to it. Music that unites, connects, and empowers people against imperial powers is celestial. This music is dominated by harmony, polyrhythms, and syncopation.

To learn celestial music, harmonists must learn from other harmonists. They need to be trained not only in how to play or sing music, but also how to emotionally connect with others, how to understand their own emotions, and how to work a crowd. They must also be devoted to uniting the people, not the powers that exploit, oppress, abuse, or harm the people.

After years of training and playing with a mentor, harmonists are encouraged to perform before a crowd on their own to test their powers. If they succeed in uniting and empowering the crowd on their own, they unlock their abilities. As harmony is important to their magic, they are much, much more powerful with other musicians, especially other harmonists, but their magic allows them to create harmony without another musician. Most stick with bands and their mentor, but some go work on their own, usually for personal reasons.

Their powers may vary by their chosen instrument and style, but some common powers include the following:

  • Looping: in order to create solo harmonies or polyrhythms, harmonists can capture loops of music magically and let them continue playing. They do this by physically grabbing the music out of the air and tying it to their instrument or themselves. This is required for their music to work if they don’t have other musicians or harmonists present. Difficulty is 8. Failure means the looping fails. Successes mean it lasts 3 rounds per success level before needing to be restored. One loop adds enough to a song to activate their magic; two loops adds +2 to their magical music, and another +1 for every loop added thereafter.

  • Harmonic unification: anyone who even so much as matches a rhythm or note of the song will sense the emotions of everyone around them and be drawn into the same emotional content (sincerely). If this is sustained for three rounds in combat or three minutes out of combat, certain effects will take place (see below). Difficulty is 14 and must be re-rolled each round. Looping is required.

  • Nightingale’s song: a version of harmonic unification possible if songbirds have joined in the song. This is difficulty 17, but does not require re-rolling and is +3 above harmonic unification’s powers.

  • Polyrhythmic empowerment: one person per rhythm chooses one skill, ability, or power to give +3 to. Difficulty is 11 and lasts three rounds per success level. Critical failure gives -3 penalties to the chosen score for 12 rounds and cannot be re-attempted in the same amount of time, exceptional failure gives -1 for 9 rounds and cannot be re-attempted in the same amount of time, special means the rhythm cannot be attempted again for 6 rounds, normal failure means it cannot be reattempted for 3 rounds. Tie means +1 to the chosen power, ability, or skill for one round. Looping is required.

  • Song of the heart: the emotions the harmonist is feeling is spread to everyone who hears the song. Difficulty is 11, +3 more per target above three targets. It lasts 3 rounds per level of success. Looping is required.

  • Syncopation: a target of the harmonist’s choice who can hear the song gets an extra action. Looping is required. Difficulty is 11.

  • Emerald note: a single note of pure celestial power will cause harm to any infernal being within 24’. Difficulty is 14 for a protection of power 10, +3 more difficulty for every +2 points above 10. No looping required.

  • Ninth chord: on the ninth round or in the ninth minute of a song, a special chord can be played to eradicate any infernal effects on listeners. Difficulty is 11, +1 more for every target above three. Looping is required.

  • Shimmering air: a light air gives everyone who hears it whom the harmonist chooses +3 ATH temporarily (one round or one minute). Difficulty is 11, +3 per target after three targets. No looping required.

  • Passerine dance: targets who can hear the song may dance and summon songbirds. Difficulty for the harmonist is 14, +3 per target above three. Targets must roll dancing ability vs. difficulty 8, gaining +3 to dancing for special success on the harmonist’s part, +6 exceptional, +9 critical. Looping is required. Songbirds may sing and alleviate need for looping once they are summoned.

  • Rousing flourish: a flourish within the song can break stun, LNA, or unconsciousness (but not coma or death). Difficulty is 8 for LNA, 11 for stun, 14 for unconsciousness, +3 per target above three. No looping required.

  • Thrush’s song: a song of pure love that makes anyone who sincerely loves another person think of that person and either gain empowerment to act for them or lose time thinking of that person, depending on the harmonist’s intent. Difficulty is 17, +1 per person above three, success rate determines duration and bonuses. Looping is required.

  • Alouette: the target (if they can hear the song) will fall apart, one body part per round. Difficulty is 17. Looping is required.

  • Chanticleer’s call: a bright rooster call that all allies to the harmonist within 24 miles can hear and respond to. Difficulty is 17. No looping required.

  • People’s melody: a song that gains power as more people join in, empowering them against oppressors, abusers, exploiters, or infernal powers. Difficulty is 17. Bonuses scale up as success level does. Looping is required.

  • Cumulative song: a song that builds on itself, giving +1 to a skill, ability, or power on all who are affected every round/minute it is played. Difficulty is 14, +3 per target above three. Looping is required.

Harmonic unification has the following effects after three rounds/minutes:

  • Empathic communication: all affected by the song can silently communicate via empathic resonance.

  • Harmonic action: all affected by the song can act together for every turn.

  • Unifying resonance: every subsequent round/minute, anyone hearing but not affected must roll to resist or be drawn in.

Harmonists are forbidden in imperial lands.

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


Rimasmrt

Type: Bard

A rimasmrt is a bard who serves the community as a bringer of mercy and relief.

To be a rimasmrt, one must live up to the virtue of mercy. One must believe in it and practice it everywhere possible. They must strive always to choose the option of forgiveness, mercy, or redemption over punishment, anger, or harm. No one is perfect, but a rimasmrt seeks to achieve something close to it in terms of living up to the virtue. If they achieve something close, they begin to have magical abilities.

Once they are in a state of supernatural mercy, they can wield that virtue as they do the work of a bard. As a bard, rimasmrti are poets of praise and mockery, singers and musicians, storytellers, keepers of ancestral roles, historians, and political advisers. They play an important role in their communities, and they are often sought out for their wisdom as well as their performances. They serve the community leaders directly, but anyone in Jedinstven may seek them for help. Their magic accentuates each of their roles:
  • Rhymes of relief: the rimasmrt can create poetry that brings emotional or mental relief to those who hear it.
  • Mock the merciless: the rimasmrt can mock those who act without mercy, causing shame and conscience in those who would otherwise have none.
  • Song of mercy: the rimasmrt can perform or sing a song that soothes physical pain or alleviates ailments in those who have no other recourse.
  • Tale of the martyr: the rimasmrt can tell a tale, a parable, of those who give of themselves to serve others to inspire people to be more merciful, forgiving, or kind.
  • Recitation of the forgiven: the rimasmrt can recite the ancestral rolls if known and know whom among them were forgiven of any crimes against the people, and who were not.
  • History of the people: the rimasmrt can draw upon the history of the people of Jedinstven once a year to invoke their virtues for a profoundly powerful spell.
  • Virtuous advice: the rimasmrt can draw upon their supernatural mercy and forgiveness to find wisdom to share with others when no good path forward is clear.
Rimasmrti are criminalized in imperial lands for their magic. In Jedinstven they are important people in the community and revered, but they are forbidden from holding any office but their own as a bard.

PRO / ATH +2 STR -1 AWA +2 WIL / PRS +3 STH +1 ESS +1
Topic revision: r1 - 29 Aug 2026, SallyJaneBlack
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