Depanneurs have a swamp they are bonded to. In order to commune with one, they must be accepted as part of it. This requires living in the swamp for a Green Moon's revolution around the sun and a day without causing undue harm or neglecting to fight for it.
Their first vision is brought on as they start their bonding to the wetlands. They will then sleep, unprotected, in the swamp water, and they will have a vision of their territory. They will then awaken, wild and feral, and eat ravenously, inhaling the elemental magic from all around them, and then partake of more fungus and another dream. Their second vision will be a "green dream", a dream-quest to find their animal companion. When they awaken, their companion will be there to protect them.
When they awaken, they will feel everything in their territory all at once. This takes some getting used to, so most go a little mad at this point until it becomes manageable. Once they are in control again, they will be able to exert some influence over the swamp around them. The first thing they will do is form boots from the mud of the swamp. Then they will find in the water where they spilled their own blood a weapon, usually a machete or other short blade. And finally, they will carve their own swamp boat.
Due to living in a swamp and wielding its elemental energies, depanneurs usually smell like the swamp. Enemies of the swamp will find it repugnant. Friends of the swamp get used to it.
A depanneur must maintain their abilities by leaving an offering or blood sacrifice to the spirit of the swamp every year. Abilities include but are not limited to the following:
Fungi speech/Animal speech/Plant speech: they may choose one of either Fungi, Animal, or Plants within their swamp or other wetlands to be able to speak to. This is usable anywhere.
Waterwalking: they may be able to walk on water. This is usable anywhere.
Quickened depth: they can sense or control quicksand within 40'. This is only usable when quicksand is nearby.
Green vine armor: they can call upon vines from the swamps to wrap around them as +4/+4 armor. This is only usable in a wetland.
Ensnaring trap: they can call upon vines from the swamps to ensnare a target within 30', STR of 16. This is only usable in a wetland.
Direction sense: they always know which way is which. This is usable anywhere.
Vegetation maze: they can command the vegetationof the wetlands to create an impenetrable maze to trap people. This is only usable in a wetland.
Breath of the wetlands: they can breathe in swamp air and unleash a small cloud of green, poisonous gas, power 13, range of 30'. This is only usable in a wetland.
Roar of the green: they can unleash a roar that calls any wetlands animals to their aid, range of 500'. This only works if animals usually native to wetlands are nearby.
Blood of the green: they are immune to disease. This is usable anywhere.
Aura of stillwater: they can focus and meditate, creating an aura that repels all chaos and turbulence, creating a zone around them into which nothing can enter that is not a friend to them. They often use this as insect repellant. This can only be used in a wetland.
Lifesmud: if they sleep in the mud of their territorial swamp, they will be healed of all wounds and illnesses. This is only usable in their home swamp.
Waterbreathing: they can breathe underwater. They are not resistant to cold, pressure, or darkness. This is usable anywhere.
If a depanneur remains steadfast in protecting the swamp, the swamp will help them. Their abilities may weaken as they use them, as anyone might get tired, but they can regenerate them without resting by eating local fungi.
Depanneurs work in bands of 5-20 (5d4), all of them bonded to the swamp, and they target those who they deem a danger to the swamps - or those who are rich. They like to lure them into quicksand, deep waters, or impassable sections of the wetlands, then attack.
PRO +2 ATH +2 STR +2 AWA +1 WIL / PRS -3 STH +2
A criminal using elemental gemstones to perform different kinds of crimes.
Glyptomasters learn to draw the magic from elemental gemstones from others who know it or from elemental beings. They learn about geology, gemology, and petrology, as well as the geological history of the world, and the art and craft of cutting jewels. They often combine this with acts of jewel theft.
They spend years learning before being tested. They are tested by elemental beings and their mentors, and they must prove skill, strength, discernment, and attunement to nature. Then they must pass tests based on using gemstones. Their testing involves working with eight gemstones:
Geode: the first test is to find a geode.
Lapis lazuli: the second test is to shape a lapis lazuli.
Jasper: the third test is to shape jasper into a specific shape chosen by their mentor.
Moondstone: the fourth test is to shape andalusite into a statue.
Diamond: the fifth test is to shape a diamond.
Ianthinis: the sixth test is to draw the energy from an ianthinis jasper.
Tokamaram: the sixth test is to draw the energy from an tokamaram moonstone.
Sanic: the seventh test is to draw the energy from a sanic moonstone.
Only those who are friends to nature can do this; they must not be polluters or oppressors. Once this is done, they can draw magic from or shape any elemental gemstone.
| Stone | Type | Hardness | Description | Abilities |
|---|---|---|---|---|
| Aleaqiq al'Naar | Opal | 5.95 | A fire opal that burns with elemental flame | Arson |
| Arktanite | Feldspar | 6 | A meteorite that is from a chunk of one of the moons | Smuggling, stealth, and theft |
| Avicalta | Diamond | 10 | Diamond from snowcapped mountains that reaches incredibly low temperatures | Gambling and selling stolen goods |
| Bara | Charcoal | 1.5 | Charcoal that forms elemental ash | Scavenging |
| Bato | Basalt | 8.1 | Basalt that burns when used in combat | Street fighting |
| Bhurawunibwi | Opal | 6.15 | Ochre gemstones that can calm animals or drive them wild | Animal baiting |
| Carreg Werdd | Beryl | 7.75 | Beryl that protects natural law | Vigilantism |
| Cnizhi | Umber | 0 | Rock found in the darkest places that can become shadow but will become solid if touched by light | General stealth |
| Culkupi | Alexandrite | 8.5 | Alexandrites that change with the seasons | Begging, vandalism, and scavenging |
| Durumite | Quartz | 9.95 | Crystal form of quartz that shines more brightly than any other, brought from Shem | Conspiracies and plotting |
| Fahm | Coal | 2.9 | Coal that produces elemental smoke | Escape and hiding |
| Geode | Geode | Varies | A rock filled with crystals | Dealing in stolen goods |
| Hajar al'Shams | Sunstone | 6.85 | A sunstone that shines like the sun | Whistleblowing and spying |
| Huehnergoetter | Flint | 7 | A flint with a hole worn through it; contains a chicken spirit and will protect chickens if kept with them; also called kurinykamen | Scavenging and survival |
| Istenabnu | Moissanite | 9.25 | Moissanite that forms in primordial waters | Advising and plotting |
| Kana'nite | Limestone | 3 | Limestone found in wetlands on the Green Moon that enriches the vegetation and waters | Banditry |
| Khreoc | Bauxite | 1.8 | A form of bauxite that is potent with earth magic | Intimidation and street fighting |
| Kuzga | Greywacke | 6.5 | Greywacke filled with microbes | Poisoning |
| Lanitsocj | Uric Acid | 1.1 | Stones made in kidneys that have magical properties that dissolve other stones | Sabotage and terrorism, extortion and intimidation |
| Lapis Primus | Lapis Lazuli | 5.3 | A lapis lazuli so potent with the magic of creation that it allows anyone touching it to fashion objects into existence | Counterfeiting |
| Luoshi | Quartz | 7 | A huge stone from a distant star that is mined in impact craters | Community organizing and treachery |
| Ogchanu | Ogchanu | 9 | A form of stone that exists outside the flow of time | Theft and vagrancy, pickpocketing, shoplifting, and burglary |
| Pohakula | Ruby | 9 | Ruby corundum from within volcanoes | Torture, arson, and terrorism |
| Qamh | Sandstone | 6.1 | Elemental sandstone | Sabotage and piracy |
| Rnyu | Shale | 2.95 | Shale that encourages fungi to grow | Making drugs |
| Sanic | Viridianite | 6.1 | A lunar elemental | Hiding evidence and changing documents |
| Sinaguanite | Olivine | 6.75 | A meteorite that exudes the power of orbital bodies | Kidnapping and hijacking |
| Sirugranta | Onyx | 7 | A white onyx that contains death within it | Assassinations |
| Soho Owa | Quartz | 7 | A stone on the Green Moon that is from the heart of the galaxy | Grifting and deceptions |
| Soldonum | Heliodor | 7.75 | An intensely radioactive heliodor beryl | Poisoning, torture, and intimidation |
| Tokamaram | Moonstone | 3.3 | A moonstone that reflects all esoteric energies | Deviancy, sex work, and harboring |
| Xeccxeer | Lodestone | 5.9 | Lodestone with magical magnetism | Theft and kidnapping |
| Xieyi Shitou | Hematite | 6 | True hematite, isern (true iron) ore | Counterfeiting |
Mensulants have a plateau they are bonded to. In order to commune with one, they must be accepted as part of it. This requires living on the plateau for a Grey or White Moon's revolution around the sun and a day without causing undue harm or neglecting to fight for it.
Their first vision is brought on as they start their bonding to the plateau. They will then sleep, unprotected, in the wild plateau, and they will have a vision of their territory. They will then awaken, wild and feral, and eat ravenously, inhaling the elemental magic from all around them, and then partake of dust and have another dream. Their second vision will be a "green dream", a dream-quest to find their animal companion. When they awaken, their companion will be there to protect them.
When they awaken, they will feel everything in their territory all at once. This takes some getting used to, so most go a little mad at this point until it becomes manageable. Once they are in control again, they will be able to exert some influence over the plateau around them. The first thing they will do is form boots from the stone of the plateau. Then they will find in the wilds where they spilled their own blood a weapon, usually a club or other short blunt instrument. And finally, they will carve their own climbing equipment.
Due to living on the wild plateau and wielding its elemental energies, mensulants are usually covered in dust and dirt. Enemies of the plateau will find it repugnant. Friends of the plateau get used to it.
A mensulant must maintain their abilities by leaving an offering or blood sacrifice to the spirit of the plateau every year. Abilities include but are not limited to the following:
Animal speech: they may be able to speak to the animals of the dry plateaus. This is usable anywhere.
Vertical climb: they can climb up any cliff or vertical surface, even if there are no handholds or footholds. This is usable anywhere.
Dust storm: they can summon a small storm of dust from the surface of the plateau. This is only usable on the plateaus.
Stony armor: they can wrap themselves in the stone of the plateau to form a +6/+6 heavy armor. This is only usable on the plateaus.
Pitfall trap: they can create an unseen crevasse or pitfall by stamping their feet. This is only usable on the plateaus.
Direction sense: they always know which way is which. This is usable anywhere.
Flattened expanse: they can flatten the area around them in a 500' radius by spinning rapidly and slashing the ground. This is usable anywhere.
Emptied breath: if they empty their lungs, when they breathe back in, everything within 200' will be drawn to them. This is usable anywhere. (Not available as an ability to White Moon mensulants.)
Long call: they can whistle to call any plateau animals to their aid, range of 500'. This only works if animals usually native to plateaus are nearby.
Aura of the expanse: they can focus and meditate, creating an aura that repels all chaos and turbulence, creating a zone around them into which nothing can enter that is not a friend to them. This can only be used on a plateau.
Lifesdust: if they sleep in the dust of their territorial plateau, they will be healed of all wounds and illnesses. This is only usable on their home plateau.
If a mensulant remains steadfast in protecting the plateau, the plateau will help them. Their abilities may weaken as they use them, as anyone might get tired, but they can regenerate them without resting by eating the dust of their plateau.
Mensulants work in bands of 5-20 (5d4), all of them bonded to the plateau, and they target those who they deem a danger to the plateau - or those who are rich. They like to lure them into pitfalls, remote places, or off the cliffs, then attack.
PRO +2 ATH +3 STR +2 AWA +1 WIL / PRS -2 STH +1
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