Elemental Mages
Those whose primary function is using elemental magic.
Caurizvaig
Type: Channeler
A caurizvaig is an astrologer who attunes to a specific constellation and channels its power. Astrologers train for years on reading the stars to know how their movements, positions, and qualities affect the lives of people. Astrological interpretation varies by culture, but in the region of Ranu, there are two major variations. Among the elemental folk, astrological interpretation is based on twenty figures of nature that are reflected in the stars. Among the imperials, most use the imperial standard, which is based on an ancient nature religion that was destroyed and assimilated into imperial culture.
To attune to a constellation, a caurizvaig must study it in depth, have an understanding of astrology, and spend hours and hours communing under the night sky, meditating on the constellation, its meaning, its power, and more. After years of this, once they are deemed ready by their mentor, teachers, or the stars themselves, they are guided to seek a potent hallucinogen to have a vision. In this vision, if they are worthy - if they are not a polluter or enemy of the moons or the world or the cosmos - they will be tested to see if they have the power to hold the strength of the stars. This means needing a significant WIL and AWA.
Elemental version:
| Constellation |
Description |
General Meaning |
Dates |
| The Bowl of the Cosmos |
A bowl from which the universe spilled |
Creation, beginnings, empathy |
1-18 |
| The Clever Thief |
The thief who steals the moon each month for the new moon |
Cunning, trickery, swiftness |
19-36 |
| The Triple Priestess |
A three-faced priestess who healed the fledgling moons |
Insight, reflection, energy |
37-54 |
| The Singer of Dusk |
The singer whose song guides the sun below the horizon |
Harmony, rest, heart |
55-73 |
| The Crone of Tides |
The ancient woman who controls the tides |
Cycles, protection, wisdom |
74-91 |
| The Bearer of the Firmament |
The great fish who carries the universe on its back |
Endurance, patience, constance |
92-109 |
| The Hammer of the Universe |
The hammer that shaped the universe, wielded by a powerful smith |
Power, creativity, warmth |
110-127 |
| The Navigator |
The lost navigator who guides the ships through the infinite |
Guidance, mind, sense of place |
128-146 |
| The Infinite Blade |
A blade given to a legendary hero, a sword that is said to never break, never end |
Bravery, ferocity, prowess |
147-164 |
| The Jewel Cutter |
A maker of stars |
Beauty, presence, precision |
165-182 |
| The Huntress |
A huntress who whose arrows killed the destroyer bull |
Determination, equality, love |
183-200 |
| The Three Cows |
The three cows whose milk makes the galaxy |
Bounty, provision, body |
201-219 |
| The Old Whale |
An ancient flying whale whose wisdom guides people on the seas |
Wisdom, support, prudence |
220-237 |
| The Stony Maw |
A massive stone crocodile who was risen to the stars to protect people |
Consumption, aspiration, defense |
238-255 |
| The Four Wings |
A moth, fritillary, butterfly, and grayling who represent the four seasons |
Grace, going with the flow, transitions |
256-274 |
| The Dancing Sisters |
Three sisters dancing around the cosmos |
Connection, movement, coordination |
275-292 |
| The Wolf Pack |
A pack of wolves whose howls call across the cosmos |
Community, family, communication |
293-310 |
| The Cosmic Serpent |
A serpent that comes out of the depths of a blackhole |
Resistance, gravity, fertility |
311-328 |
| The Gateway Beyond |
A gateway that leads to what is beyond the universe |
Endings, change, soul |
329-346 |
| The Warring Beetles |
Two beetles who fight, creating meteors, comets, and asteroids |
Conflict, chance, perspective |
347-365 |
Imperial standard:
| Constellation |
Month |
Hour |
Year |
Description |
Element |
General Meaning |
| The First Tree |
Patienta 11 - Temperantia 3 |
12:01 a.m. to 1:30 a.m. |
1735, 1751, 1767 |
The first tree whose seeds created every other tree |
Wood |
Generation, beginnings, longevity |
| The Green Shield |
Temperantia 4 - Temperantia 26 |
1:31 a.m. to 3 a.m. |
1736, 1752, 1768 |
A folk hero who had a shield made of green metal who slew an evil dragon |
Metal |
Bravery, determination, sacrifice |
| The Druid |
Temperantia 27 - Pudicitia 18 |
3:01 a.m. to 4:30 a.m. |
1737, 1753, 1769 |
A keeper of ancient lore who taught many ancient heroes |
Nature |
Wisdom, knowledge, cunning |
| The Bearer of the Firmament |
Pudicitia 19 - Mens Humilis 11 |
4:31 a.m. to 6 a.m. |
1738, 1754, 1770 |
A giant who caught the sky when it fell |
Wind |
Strength, endurance, protection |
| The Three Dancers |
Mens Humilis 12 - Diligentia 3 |
6:01 a.m. to 7:30 a.m. |
1739, 1755, 1771 |
Three women dancing as lovers, fated to dance forever after being killed as witches |
Moons |
Grace, love, communion |
| The Daughter of the World |
Diligentia 4 - Diligentia 26 |
7:31 a.m. to 9 a.m. |
1740, 1756, 1772 |
The first daughter of Mother Shem who named all the animals |
Animal |
Learning, growing, understanding |
| The Observers |
Diligentia 27 - Operatio 18 |
9:01 a.m. to 10:30 a.m. |
1741, 1757, 1773 |
Eight stoic figures tasked with recording all of history |
Time |
Witnessing, analysis, the past |
| The River Raft |
Operatio 19 - Humanitas 10 |
10:31 a.m. to 12 p.m. |
1742, 1758, 1774 |
A hero whose raft carried them from river to river on a quest for a magical egg |
Water |
Flowing, transitions, urgency |
| The Great Boar |
Humanitas 11 - Prudentia 2 |
12:01 p.m. to 1:30 p.m. |
1743, 1759, 1775 |
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 |
Prudentia 3 - Prudentia 24 |
1:31 p.m. to 3 p.m. |
1744, 1760, 1776 |
A pitcher used to water a flower garden that grew a legendary blossom |
Flower |
Restoration, purification, renewal |
| The Tricow |
Prudentia 25 - Caritas 17 |
3:01 p.m. to 4:30 p.m. |
1745, 1761, 1777 |
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 |
Caritas 18 - Fides 8 |
4:31 p.m. to 6 p.m. |
1746, 1762, 1778 |
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 |
Fides 9 - Fides 31 |
6:01 p.m. to 7:30 p.m. |
1747, 1763, 1779 |
A figure whose knowledge was unheeded, a figure of darkness |
Shadow |
Forewarning, dangerous knowledge, insight |
| The Five Brothers |
Concordia 1 - Concordia 23 |
7:31 p.m. to 9 p.m. |
1748, 1764, 1780 |
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 |
Concordia 24 - Sobrietas 18 |
9:01 p.m. to 10:30 p.m. |
1749, 1765, 1781 |
Mother Universe's face in the stars |
Chaos |
Love, acceptance, nurturing |
| The Burning Scorpion |
Sobrietas 19 - Patienta 10 |
10:31 p.m. to 12 a.m. |
1750, 1766, 1782 |
A scorpion whose sting burned like flame who killed a cruel tyrant who mocked it |
Fire |
Self-actualization, self-defense, self-esteem |
Most use the elemental version, but some who have been raised in imperial lands but taken on the elemental practices will still use the imperial standard.
Channeling a constellation connects the wielder to a figure sometimes called a Zodiac Mind, an elemental representing the entirety of the constellation, of unfathomable power. There is huge risk in doing this, as the Zodiac Minds may fully take over the mind and body of the caster. There is no predicting what a being of such vast power may do. But if they do not do this, the caster then gains magical abilities based on the constellation. Which constellation they connect with is either determined by their birthdate, the date they first connected to a constellation, or the one dominant at the time.
PRO -2 ATH -1 STR / AWA +3 WIL +1 PRS / STH +1 ESS +2
Gradobranitelj
Type: Wardcaster
Grabobranitelj (called
oblachar in some regions of Murja) are those who protect their village from destructive weather, especially hail storms. In Murja, they are an ancient tradition that has survived in spite of imperial influence, and though some are attacked as witches or evil mages, there is no specific law against their magic due to support from the many small communities.
Grabobranitelj are skilled with magic that dissipates bad weather, hail clouds, major storms, even whirlwinds. They are also strong with special patterns of elemental magic that can repel demons, undead, and other infernal powers, which many using elemental magic do not know how to use. They learn as apprentices to the grabobranitelj in their villages, growing up studying weather, elements, nature, and infernal powers to be able to fight them.
Major demons of misfortune, disaster, and calamitous weather are not uncommon in the region. These demons, called ala or azhdaja, often take the form of black-feathered birds (often eagles) or massive serpents flying in the clouds, but they have many forms. The study of these is crucial to the magic of the grabobranitelj. Lightning was often brought by those who died by it come back as undead. Drowned or hanged people come back as undead were also often the power behind disastrous weather.
The method they usually use is to run beneath the clouds in special patterns. The first pattern they learn is for hail storms. As they run the pattern, they are carrying a staff topped in a blade to draw infernal magic toward them, which is then trapped by the pattern. The blade is usually an axe, scythe, sickle, hoe, or knife taken from the local village or farm. With this, they metaphorically "cut" the clouds. Some rare grabodbranitelj user prangija, a small mortar, though this is a very new device that is expensive to obtain.
When bad weather would come, the would go into the yard, face clouds, and address the cloud itself, and begin waving their staves in special patterns. They would recite special rites and rhymes, call upon elemental spirits, and invoke ancestors or heroes from their culture.
Though a grabobranitelj can direct the power of a storm elsewhere, it is considered a grievous crime to do so when it would hurt another village or farm.
Part of their magic comes from regularly holding annual festivities and observances to make their blades or prangijas hold elemental power. During these, they would read aloud from the ritual texts with their complicated elemental symbolism and patterns. Others would gather earth and candle ends from the local cemetary, focusing on those most likely to come back as undead, take flour from a mill, water from the mill's wheel, and dew. These would be mixed and crafted into pellets. Dew would be put into a bottle, and these saved together for a year.
Grabobranitelj would hear music in the boom of the storms. They would feel its approach in their bodies, and they would take their blade, their pellets, and their bottle. Often they would also take objects bound by local witches or other magic users, such as a beam wrapped in yarns or some other token of protection. The staff may be planted into the ground, chants and prayers may be uttered, and protections invoked. The pellets and dew would then be shaken in a specific pattern to break up the clouds.
Regardless of method, they do not stop until exhausted, even after the cloud is gone.
The village pays fees to the grabobranitelj for their service.
PRO +1 ATH +1 STR -1 AWA +2 WIL +2 PRS -2 STH -1 ESS +2
Prada
Type: Puzzler
Pradi are mages who hunt and capture prey in special boxes. They do not kill their prey, but instead, create special boxes from which they prey must use their cunning to escape. If the prey figures it out and escapes, they must pay the prada a token of magic. If they do not escape, they become part of the box and a meal for the prada.
Pradi are hunters and trappers who have gone a bit feral. They have spent years in the wilderness, attuning to animals, and they think of themselves as an ambush predator. They use webs, pits, mimicry, and camouflage to hunt with, often wearing animal skins and plantlife to hide. They practice a grim and bloody kind of magic. They target small prey.
The first prey they capture forms the basis of their box. They make the box out of hide, feather or fur, bone, and sinew from any animal they take. The box is complex and able to camouflage in the local environment, and they can take power from anything they capture. But it is best if the prey escapes. Those who escape leave a bit of power behind.
This starts as a means of getting food, but it evolves into a source of real power as the prada becomes a dangerous predator in the wilderness. Some magicks they gain include the following:
- Prey sense: the ability to sense the first kind of prey they used to make the box.
- Reconfiguring: they can reconfigure their puzzle trap to become harder to escape from or easier, depending on what result they want.
- Wilderflage: extremely powerful camouflage.
- Feral instinct: drawing from one's feral side to heighten one's reaction time and predatory instincts.
- Heightened senses: heighten one's vision, hearing, or smell to find prey.
Some prey animals small enough for the average trap include the following: [Bulgarian] stone grasshopper, [common] firecrest, [common] frog, [common] slowworm, [Eurasian] skylark, [Eurasian] water shrew, [European] copper skink, [European] green lizard, [European] nightjar, [European] nightjar, [European] tree frog, [Kotschy's] gecko, [Mediterranean] leaf beetle, [Pannonian] tiger beetle, autumn chub, black rat, cold water prawn, dark mudfish, decollate snail, duck mussel, field slug, forest dormouse, grass snake, great pond snail, grooved ground beetle (rhysodes sulcatus), lake limpet, mallow skipper butterfly, marsh frog, marsh slug, marsh tit, mountain hare, mud bithynia, pea cockle, red phalarope, sand lizard, sand loach, sand martin, sea lamprey, sedge warbler, shining pea clam, snow bunting, snow goose, stoat, stone loach, sunflower wrasse, the druid moth, tree pipit, water vole, wood duck, wood lemming, wood mouse.
PRO +1 ATH +1 STR +2 AWA +3 WIL +2 PRS -1 STH +2 ESS +1
Migalgaish
Type: Seer
Migalgaishes peer into the depths of mists, witness the dreams of the world, and find knowledge of what has been, what may be, and what will be.
To become a migalgaish, one must live where mists form or go there. One must sleep within the mists, and one must know that mists represent the dreams of the world. One must be receptive to the world’s dreams, and be a friend to the world and to nature. One must not be a polluter or industrialist or one who serves them. One must be attuned to nature and be secure in their role in it.
And then one must dream within the dreams of the world. After years of learning how to interpret these dreams, one must step into the mists while waking, seek out the world’s deepest dreams, and return. Returning is never guaranteed. If one achieves this, one will return as a migalgaish, with magicks from the dreams:
- Dreaming of far places: a dream that shows what is in a place far away.
- Dreaming of what could be: a dream that shows a possible future.
- Dreaming of what once was: a dream that shows the past.
- Dreaming of forgotten dreams: a dream that shows them things so ancient they have been forgotten by all but the most ancient.
- Dreaming of nature’s ways: a dream that shows them secrets of nature in the region.
Each of these may be interpreted in different ways. Migalgaish also gain a few basic abilities involving the mists:
- Mistwalk: the ability to step into mist and teleport elsewhere.
- Chilling aura: surrounding onself with cold mist that harms enemies and keep heat away.
- Mistshrouding: surrounding oneself with a fine mist to increase STH.
Migalgaish are often persecuted by witchfinders and other imperials powers. They are a very important part of many elemental communities, especially near the sea or in swampy areas. They are revered for their insights and seen as wise folk.
PRO -1 ATH -1 STR -1 AWA +4 WIL +2 PRS / STH +1 ESS +2
Vetrovnjak
Type: Channeler
Vetrovnjaki, also called
viloviti or
oblachari, are similar to zduhaci in that they are mages tasked with protecting their community from bad weather, demons, undead, and other dangers. They draw their magic from the winds, which give them power and strength.
To gain power from the winds, a vetrovnjaki must learn from a mentor how to release their souls into it. This takes many decades, and it comes with great risk. As their soul is flying with the winds, they will be tested by the four winds. If they prove a worthy friend of nature, the winds, the sky, and their community, they will be granted their abilities:
- Soulflight: releasing the soul from the body and flying around to observe or cast magic (all other abilities done while soulflying)
- Galeforce wind: summoning a powerful wind while floating free
- Summon whirlwind: summoning a massive whirlwind while floating free
- Duststorm: creating a duststorm while floating free
- Lifting wind: using the wind hurl trees and other large non-stone things while floating free
Some are connected to winds of a certain season (like spring) or time of day (like night). All of them are weak to hard stone. If a hard stone is thrown into a wind they are controlling, it will knock their eye out, which they cannot heal from until they kill the one who threw the stone.
If their soul is too harshly injured, there is no way to heal the body enough to save the soul unless special rituals are undertaken. A trusted friend or loved one must take up special weapons (a firearm and a knife with a silver sheath, sometimes). They must go to the mountains, find a quiet and cloudless space, wait for a sign from the dragon (usually a wisp of smoke), and then a storm cloud will come. In the dark of the cloud, they will feel great fear, and the clouds will become a white bull, a black bull, and a pied bull (in cloud form). The servant of the dragon must keep the white bull cloud alive, kill the other two, and return to the zduhac, who will be healed in soul and body.
Vetrovnjaki are banned in imperial lands.
PRO +1 ATH +1 STR -2 AWA +3 WIL +1 PRS -1 STH / ESS +3