Arsonists
Arsonists are specialists in burning down buildings and other major structures.
Drakignite
Arson is used by the Red Grith only as a last resort, and thus, only very trusted members are allowed to specialize in it. They are called
drakignites by members of the Red Grith.
Arsonists among the Red Grith are known to wield dragonfire. While some who wield dragonfire do so by forming a magical bond with a dragon (or by being a dragon, but that's not available to PCs), the arsonists among the Red Grith gain the power by carrying a magical bracelet called a
dracutrem . Their dracutrem is always a wristband, bracelet, bracer, or other armguard or jewelry that glows dark red when they draw from it. They draw from it by paying it tribute with every job they do. A little bit of ash mixed with their own blood must be smeared on the dracutrem after burning something down to make sure it does not lose power.
When they invoke the flames of their dracutrem, it ignites in the palm of the hand they wear it upon, and they can manipulate it with their hands and fingers, throwing it, rolling it, pressing it, shaping it, etc. Once it leaves their hand, they no longer have control of it. While it is in their hand, they may shape it such that it can be wielded as a dagger (+5/+5), wreathed over their arm as armor (+5/+5 for that arm, allowing them to parry with it), or to focus it or widen it to apply it to whatever they are holding. Its heat has a power of 11 base, but can be weakened to 5 (or any number in between) at will, or strengthened to 14 with a smaller sacrifice of blood or to 17 with a larger sacrifice of blood. They can maintain it for ten minutes, and then must either feed it blood every ten minutes or roll WIL against a difficulty of first 4, then 7, then 10, etc. to keep it going every subsequent ten minutes. If they feed it blood, after the second feeding, they will have a normal wound. After the fourth, a deep wound. After the sixth, a mortal wound. They can permanently raise the heat score of their flame by 3 by permanently sacrificing a point of WIL or STR. They may also feed the dracutrem magical items or currency to restore its power.
Arsonists of the Red Grith are trained in architecture and pyrology (i.e., knowing where to set a fire to make sure a building burns, what fuels to use, and how to keep it from spreading to where they don't want it), in stealth and analysis, in self-defense, and in local politics and events. Their dragonfire does not register as elemental, and therefore, it does not have bonuses against infernal powers. It does have bonuses against anything weak to fire, such as wooden or frozen targets. It ignores anti-fire defenses that are infernal, celestial, aetherial, or fey.
Drakignites are weak to anything that specifically harms dragons. If their dracutrem is submerged in water for more than five minutes, it will turn to ash.
PRO +1 ATH +1 STR +1 AWA +1 WIL +2 PRS -2 STH +2
Hariq
Arsonists in the Green Grith use fire magic, drawing fire from magical bottles to use either as incendiary devices or to drink the flame to become one with it, wielding it by power of will, charm, and body. They are usually part of terrorist cells.
A hariq knows that fire acts alive. It consumes fuel (food) and replicares itself (reproduction). It dances with them. It moves. It breathes. And so it must be treated as a living thing, even if technically it is not. It must be fed and cared for. It must be tended. Hariqs gain their powers over fire by treating fire very well, seducing it, engaging with it, bonding with it.
First, they must gather some fire. Using a special bottle (usually made of high temperature glass), they lure the fire in by placing a piece of coal or wood within, or a firefly if they can catch one. They then place the bottle open, near a fire. Eventually, some of the fire will leap into the bottle, and if they stopper it (with a cork or stopper made of the same kind of glass) quickly enough, the fire will be caught. From there, they feed it regularly, treat it well, and even talk to it, keeping it safe and comfortable until it is time for them to release it.
Releasing it can be done in three ways: opening the bottle and pouring it out, smashing the bottle, or drinking the bottle. The first one is done if they intend to recapture the flame and reuse it later. The fire will be weaker after being used, however. Smashing it is done if the attack is intended to be wild and undirected. The third is done if the wielder wants complete control over the flame. They must be very careful doing this, because if the fire is displeased with them, it will burn them. Some flames get very angry at being imprisoned, after all. But hariqs are very knowledgeable about how to keep flames happy.
There are many kinds of flame in the world, but only some are available in Haenor:
| Flame |
Description |
Effect |
Power |
| Smoke |
Any kind of smoke |
Obscuring and suffocating |
1+ (determined by quantity) |
| Ash/ember |
Hot ash or embers |
Mild burning, clinging |
2 |
| Spark |
A small mote of flame |
Quick minor burn, may catalyze a larger fire |
2 |
| Match flame |
Flame from a lit match |
Minor burn, may catalyze a larger fire |
3 |
| Candle flame |
Flame from a lit candle |
Minor burn, minor heat aura, clinging, may catalyze a larger fire |
3 |
| Incense flame |
Flame from incense |
Minor burn, potent aromas |
3 |
| Grease fire |
Flame from burning grease |
Minor burn, difficult to put out, clinging, heavy smoke, may catalyze a larger fire |
5 |
| Torch flame |
Flame from a lit torch |
Moderate burn, minor heat aura, moderate smoke, may catalyze a larger fire |
7 |
| Firefly light |
The phosphorescence of a firefly |
Minor burn, extensive lighting, subtle call |
1+ (determined by quantity and age) |
| Burnt offering |
Flame from an offering made in a religious context |
Moderate burn, moderate heat aura, minor smoke, potential ambrosial effects |
6+ (depending on offering) |
| Slow burn |
Fire from brush clearing |
Moderate burn, difficult to put out, moderate smoke, easily controlled |
8 |
| Fireworks |
Fire from fireworks |
Moderate to major burn, hard to control, explosive, moderate smoke, may catalyze a larger fire |
4+ (determined by quantity of powder) |
| Gunflash |
Fire from shooting a gun |
Very quick moderate to major burn, hard to control, explosive, moderate smoke |
5+ (determined by quantity of powder) |
| Camp fire |
Fire used for warmth or cooking outdoors |
Moderate burn, moderate smoke, easy to control, may catalyze a larger fire |
7 |
| Bonfire |
Large communal outdoor fire |
Major burn, moderate smoke, easy to control, may catalyze a larger fire |
10 |
| Votive flame |
Fire used to sacrifice something to a higher power |
Moderate burn, minor smoke, easy to control, may catalyze a larger fire, may have aligned power |
6+ (depending on votive offering) |
| Neatsfire |
Fire produced by friction |
Moderate burn, easy to control, may catalyze a larger fire, minor smoke |
9 |
| Gas lamp flame |
Flame from one of the city's gas lamps |
Minor burn, easy to control, may catalyze a larger fire, minor smoke, toxic fumes |
9 |
| Flare |
An intense, brief flame often used in signaling |
Moderate burn, bright light smoke, noisy, hard to control, may catalyze a larger fire |
11 |
| Hariq flame |
Fire from another hariq's breath |
Strong burn, easy to control, may catalyze a larger fire |
12 |
| Coalseam fire |
Fire from a burning coal mine |
Very strong burn, slow burn, hard to control, heavy smoke, rapid spread, unending |
17 |
| Blaze |
A generic name for strong flames with no special origin |
Strong burn, heavy smoke, hard to control, may catalyze a larger fire |
15 |
| House fire |
Fire from a burning house |
Strong burn, heavy smoke, hard to control, rapid spread, vengeful |
15 |
| Factory fire |
Fire from a burning factory |
Very strong burn, very heavy smoke, hard to control, rapid spread, explosive, toxic |
18 |
| Cannon flash |
Fire from shooting a cannon |
Strong burn, heavy smoke, explosive, hard to control, may catalyze a larger fire, concussive force |
13 |
| Pyromancer's flame |
Flames used to scry |
Moderate burn, easy to control, allows for scrying |
12 |
| Beltane |
Flames from fires used at Beltane |
Strong burn, moderate smoke, easy to control, dances, empowered by passion |
16 |
| Ka'ar flame |
Flames from a ka'ar (elemental) |
Strong burn, easy to contorl, light smoke, may catalyze a larger fire, can be shaped |
14 |
| Salamander |
Flames from a salamander (animal / elemental) |
Strong burn, easy to control, light smoke, may catalyze a larger fire, hides easily |
13 |
| Lightning-born flame |
Flames caused by a lightning strike |
Strong burn, hard to control, moderate smoke, may catalyze a larger fire |
16 |
| Wild fire |
Disastrous, uncontrolled fire |
Very strong burn, very heavy smoke, very difficult to control, rapid spread, insatiable |
19 |
| Bluecap |
A living blue flame in mines, a type of fairy |
Weak burn, no smoke, very difficult to control, no spread, sentient and probably angry at being trapped, guides through mines |
16 |
| Firewhirl |
A tornado filled with flame |
Very strong burn, moderate smoke, very difficult to control, rapid spread, insatiable, tornadic |
20 |
| Bomb flame |
Flames from an exploded bomb |
Very strong burn, heavy smoke, explosive, concussive force, rapid spread, hard to control |
16 |
| Megalifotia |
Greek fire, only owned by the local military |
Clinging, very strong burn, moderate smoke, rapid spread, easy to control |
17 |
| Hellfire |
Infernal flame, very rare |
Clinging, very strong burn, heavy smoke, rapid spread, hard to control, burns souls |
16 |
| Conflagration |
Generic name for very powerful fire |
Intense burn, heavy smoke, very hungry, hard to control, rapid spread |
22 |
| Viridianite flame |
Elemental flame |
Easy to control, very strong burn, heavy smoke, alive, intelligent, can bond with, elemental aligned, may catalyze larger fire |
18 |
| Sunfire |
Flames from the sun, difficult to gather |
Intense burn, very bright, may catalyze larger fire, very difficult to control, golden in color |
19 |
| Dragonflame |
Flames from dragon breath, very rare |
Intense burn, moderate smoke, rapid spread, hard to control, roaring, absorbs other energies |
19 |
| Argentflame |
Flames of life, very rare |
Moderate burn, heals elementals, harms infernals |
15 |
| Fulvousflame |
Flames of liberation, very rare |
Strong burn, melts chains and jails, doesn't harm the imprisoned or enslaved, hard to control |
15 |
| Kartadsin |
Flames of judgment, very rare |
Intense burn, harms only evil, impossible to control |
16 |
| Faeriefire |
Dream flames, very rare |
Minor burn, minor smoke, illusory, burns the mind, confusion, impossible to control |
14 |
| Firebird flame |
Flames from a firebird, very rare |
Intense burn, revives |
16 |
| Gas lamp flame |
Fire from a gas lamp |
Moderate burn, minor smoke, illuminating, toxic |
8 |
| Eternal flame |
An undying flame |
Strong burn, moderate smoke, does not go out, very difficult to control, may catalyze a larger fire |
11 |
| Fire of atrocity |
Flames from a mass death event |
Intense burn, very heavy smoke, impossible to control, kills the soul of the user, insatiable, rapid spread, infernal |
17 |
| War fire |
Flames made during battle or war |
Strong burn, very heavy smoke, hard to control, rapid spread, targets people and structures, very angry |
17 |
| Incendium |
Pure elemental fire |
Intense burn, moderate smoke, easy to control, may cataylze a larger fire |
20 |
| Smolder flame |
Flames from the Smolder Pit in Haenor |
Intense burn, very heavy smoke, does not go out, very difficult to control, toxic, calls people toward it, very angry |
18 |
| Funerary flame |
Flames from a funeral pyre |
Strong burn, very heavy smoke, very hungry, toxic, spreads grief |
12 |
| Bloodfire |
Burning blood |
Strong burn, clinging, burns only bodies |
13 |
| Phosphorous |
Heat or flame from phosphorous |
Intense burn, clinging, moderate smoke, difficult to put out, toxic, clinging |
15 |
| Furnace flame |
Flame from a furnace or boiler |
Strong burn, moderate smoke, hard to control, very hungry |
15 |
Other kinds of fire may be available. Consult with the GM.
To control a flame after releasing it, the hariq must have been very good to it. They must feed it, make friends with it, talk to it, keep it happy. Many are hard to keep happy - fire is a very angry element - and thus, it takes a lot of work to be able to control it. They roll PRS with bonuses based on how well they cared for it to control it.
PRO +1 ATH +2 STR +1 AWA +1 WIL +1 PRS +3 STH +1
Parasunog
Arsonists in the Violet Grith wield faeriefire, illusory fire that becomes real if you believe in it. They draw it out by speaking ancient rhymes and stories or by keeping it in special lanterns.
The parasunogs of the Violet Grith create faeriefire by finding and dancing in fairy rings with a candle. If they can dance three times around the fairy ring without snuffing out the candle every time there is a full moon for a thirteen months, they may gain the ability to sense it. To wield it, they must eat fey mushrooms or drink fey mushroom tea, sleep in the fairy ring, and succeed at the dream quest this gives them. Once they awaken, they will have the ability to draw the faeriefire at will, though they must restore it by dancing around the fairy ring with a candle three times every monht under at least one full moon.
Once they can wield it, they can draw it out with ancient rhymes. If they wish, they can store it in a feycrafted lantern (usually provided by the Violet Grith). Because the parasunogs believe in the faeriefire, they can use it to start fires while keeping the flames hidden from those who don't believe in faeriefire or are unaware it exists - up until they see it working, they won't feel the heat or smoke. If they wish to harm someone who doesn't believe in it, they must convince them it exists by showing it burn something, which is generally easy. However, those who know the trick can break the illusion by refusing to believe - and then it becomes a contest of wills.
PRO +1 ATH +1 STR / AWA +2 WIL +1 PRS +1 STH +1
Yumtish
The few arsonists in the Blue Grith target large slaveholding institutions, prisons, and other sites of power. They wield magical fire which is fueled by outrage, resistance, and justice, and which only harms the unjust, the cruel, and the tyrannical.
The yumtish are those who learn to call upon fire that ignites with a higher judgment. Whether the wielder believes this comes from Heaven itself, from unseen powers, or from the hearts and will of the people, it answers the call of their outrage and sense of justice. The flame they call burns a hot, celestine blue, and is called
kartadsin. These arts were brought over by slaves from oppressed nations in the south, spread to other enslaved people seeking freedom.
To call upon kartadsin, a yumtish must first face judgment. If they have committed any crimes against the people (not the ruling class), they must atone for it. If the crimes against the people are egregious - murder (not justified homicide), rape or sexual assault, domestic abuse, slaving or kidnapping (not liberating the abused or oppressed), oppression, exploitation, or other terrible things - they must face atone for it with significant work. Sometimes, this is impossible. Sometimes, it requires years of service, repayment, or penance. But most of the time, the people seeking to become a yumtish are not guilty of anything of that caliber. Instead, they have a long list of petty crimes, minor slights, or complicated relationships, and atonement is easier to achieve. Regardless, it is difficult to achieve, and there are few yumtish amongst the Blue Grith because of it.
Once achieved, they must then walk into the fire. Another yumtish may create the fire for them, or they may replicate it by walking into a thunderstorm with a metal rod or into a large mundane fire. They must then answer questions of the voice which will speak to them from their heart, questions about their intentions, and swear and oath to themselves, the people, or the higher powers to use the flames of judgment only against the iniquitous. If their oath is sincere and their soul atoned, the flames will be absorbed into them. If not, they burn.
From then on, they may draw the kartadsin from above with a loud shout and a raised hand (calling a massive fireball down from above), or they may draw it from themselves with an open palm and a soft whisper (calling a small fireball from their palm). Either way, the power comes to them fueled by their outrage, sense of justice, and acts of resistance to oppression. The heat of the flame is equal to the intensity of their outrage at an unjust world. If they ever lose this, they lose their powers. If they ever betray the people and serve oppression, they lose their powers. If they ever commit an egregious crime against the people, they burn. If they commit a lesser crime against the people, their flame weakens until they atone again.
The flames they call upon only harm the iniquitous and destroy structures controlled or owned by them. They serve the Blue Grith by targeting these structures.
Part of the Commitee for Warfare.
PRO +1 ATH +1 STR +1 AWA +2 WIL +3 PRS +1 STH -1