Conspirator
Individuals who manipulate or nudge events behind the scenes for their own ends or that of their organization.
Launratha
The conspirators who manage the Red Grith are known to wield magic that allows them to sense and control social connections (launratha), those who worship the Hands (especailly the first liar) (suaderian), and those who can manipulate the flow of localized systems of any kind (tivant).
The launratha are conspriators who use emotional magic. They don't use string figures, but instead wield threads. These threads are woven into special pieces that resonate with emotional connections. Their role in the Red Grith is to work behind the scenes to ensure the right people connect with the right people to meet the needs of the Grith. As such, they keep their powers hidden, posing as a different kind of criminal (often a beggar).
Launratha use special thread which they draw from their own metaphorical hearts, their emotional being, via a ritual. The first step is to attune themselves to their own emotions, much as taelters do, spending the same amount of time training to do so. If they can achieve this, they then must place their hands over their hearts, meditate to their own heartbeats, and then pierce their skin with a narrow needle. If they are truly attuned to their emotions, no blood will flow; instead, the needle will pull out an invisible thread. When they open their eyes, they will see the thread shimmering, though no one else would be able to. They can then spool the thread around a something, pulling for hours until they need to rest. This thread will represent all of their own social connections.
From then on, they can only create more thread if they build a new meaningful emotional connection with someone. This thread can be used to sew pieces that can be given to those with whom they have a connection, which allows the launratha to subtly influence their emotions so long as they carry or wear the piece.
For this reason, they must get close to those they need to manipulate for the purposes of the Grith, but it only takes one meaningful interaction to have a potent enough emotional connection to draw enough thread to make something. Once the target has the piece, the launratha can roll WIL any time that person is within sight to influence the emotional state of that person. Influence - not control. They nudge it in a direction, add a small dose of certain emotions. Depending on the strength of their emotional connection, they have a limited number of uses of this power. One use for a brief but meaningful encounter. Max of nine uses for someone they have a long-term, deep connection with (a lover, a parent, a close friend, a sibling, a long-term coworker, etc.).
If a launratha loses attunement to their own emotions, they lose their powers.
PRO -1 ATH / STR -1 AWA +3 WIL +3 PRS +3 STH +1
Lumenungo
Every Green Grith cell is technically a mini-conspiracy, but some have specialists whose role is to coordinate and keep secret their work. These conspirators use the elemental magic of light itself to create networks of information, to reveal hidden truths, and to blind their enemies to the work of the conspiracy.
Lumenungos wield elemental light to further the cause of their cell’s conspiratorial work.
To wield elemental light, the lumenungo must find and be worthy of wielding a magical kind of mirrored glass known locally as sayich. To prove themselves worthy, they must look into the glass and allow it to see through them, opening every part of themselves to it, and have no intent of wielding the power for anything but the purposes of the Green Grith or of nature.
If they prove worthy, they are then trained by a mentor in the Green Grith in the ways of wielding the glass, then shown how to shape it into a usable object - a compact mirror, a small lantern, or a lens of some kind.
The powers of the glass include the following:
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Illumination: like regular light, elemental light can be used for illuminating an area.
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Luminosity: elemental light can be infused into something to make it glow.
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Revelation: elemental light can be spread over and area to reveal that which is hidden within it.
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Light-walking: if elemental light is imbued into footwear or feet, it may, with a great deal of power, allow the person to walk on light itself.
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Blinding: elemental light can blind people much as light can, though it hits on a metaphysical level as well.
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Confusion: flashing elemental light can cause people to lose track of where they are, who they are, or why they are.
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Brightwave: brightwave is taking the waveform of the bright so one might pass through matter.
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Finding: elemental light may be used to reveal something specific, especially something lost.
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Inner light: elemental light may be used to unleash one's inner light, giving one insights into themself and their own abilities.
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Guidance: elemental light may guide a luminaire to where they wish or need to be.
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Light-self: powerful luminaires may risk becoming light, though they may not be able to return.
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Greater sight: elemental light can improve the vision of someone if used correctly, a softlight bath upon the eyes.
Lumenungos use these powers to investigate patterns, find information about what is going on with the authorities, and to further and protect the conspiratorial work of the Green Grith.
PRO / ATH / STR -1 AWA +4 WIL +1 PRS +1 STH -1
Mevoli
The conspirators in the Violet Grith are those who coordinate the secret work via the magic of symbols. They are adept at wielding the power of symbols, but also at spotting it, at understanding it, at finding it.
Mevolis study the lore’s symbols and know how to invoke them to gain knowledge, spread information, and coordinate the work of the Violet Grith’s complex conspiracies.
Mevolis study the lore to know these symbols, and thus, they recognize them when they see them in the world. They can also create them and wear them (usually as charms) to invoke as they please they invoke to create myriad effects drawn from symbolism, the energy of signs and symbols, of allegory, of representation, of deeper meaning, of association.
Symbolism varies by culture, time period, and individual, but in the Violet Grith, there is a symbology known in the lore. Invoking symbols requires a deep understanding of why many symbols are associated with different things within the lore.
Mevolis focus on special symbols used within the Violet Grith's lore:
| Symbol |
Meaning |
| A |
A letter that represents communication. |
| Alyssum |
A flower representing the past. |
| Bear |
An animal representing the body. |
| Beryl |
A stone representing the earth. |
| Black |
A color representing rules. |
| Blade |
A weapon representing analysis and investigation. |
| Blue |
A color representing connections. |
| Bubble |
A form representing chaos. |
| Card |
An object representing a journey. |
| Chain |
An object representing debt. |
| Chamomile |
A flower representing the soul. |
| Circle |
A form representing cycles. |
| Coin |
An object representing fortune. |
| Cup |
An object representing mirth, celebration, and intoxification. |
| Dish |
An object representing things too small to see. |
| Droplet |
A form representing water. |
| Elk |
An animal representing life. |
| Fox |
An animal representing all animals. |
| Glove |
An object representing the present. |
| Gold |
A metal representing boasting and hyperbole. |
| Grey |
A color representing wind. |
| Hand |
A form representing synthesis. |
| Heart |
A form representing emotion. |
| Leaf |
An object representing plants. |
| Mirror |
An object representing dreams. |
| Mockingbird |
An animal representing mimicry. |
| Mole |
An animal representing secrets and mysteries. |
| Mushroom |
A fungus representing all fungus. |
| Net |
An object representing place. |
| Oak |
A tree representing wood. |
| Orange |
A color representing the truth. |
| Owl |
An animal representing fate. |
| Raspberry |
A plant representing mischief. |
| Raven |
An animal representing death. |
| Red |
A color representing fire. |
| Rose |
A flower representing identity. |
| Salt |
A mineral representing the Lore itself. |
| Shield |
An object representing endings. |
| Silver |
A metal representing all metals. |
| Spear |
A weapon representing war. |
| Staff |
An object representing beginnings. |
| Wand, Triangle, Pentacle |
Objects and a form representing magic itself. |
| White |
A color representing light. |
| Willow |
A tree representing the mind and thought. |
| Wolf |
An animal representing the hunt. |
| X |
A form representing crossings. |
| Yarn |
An object representing stories. |
| Yellow |
A color representing the harvest. |
Mevolis wear some combination of these symbols and can invoke up to three at a time to create a wide variety of effects, depending on the meanings of the symbols. They use them to investigate, often drawing from metaphors or associations of the symbols to create intricate effects with their powers.
PRO / ATH / STR -2 AWA +3 WIL +2 PRS / STH +1
Schediografist
Conspirators are members of the Blue Grith engaged in a special, secret task. Those whose entire role is engaging in conspiracy often have the ability to notice and understand patterns others don't, keep special secrets, and wield similar psionic powers to consiglieres.
Schediografists are tasked with working behind the scenes to further the ends of the Blue Grith. They use their psionic powers to encourage and influence common people subtly to resist their own oppression, to influence oppressors to make mistakes or even turn coat, or to engage in some activity to benefit the struggle against the slaveowners.
They engage in meditative practices in order to learn how to wield their psionic powers, focusing on their personal experiences and lessons learned. They must reflect upon as many possible experiences in their lives as they can, going deep into their memories, and fully understand the lessons they learned. This means reflecting even on things that happened in early childhood, identifying when they started learning specific skills, but more importantly, when they learned certain life lessons, especially those that inform their moral, ethical, and political philosophies. As members of the Blue Grith, their philosophies center on liberation and anti-oppression, but they take a longview of it. They consider things strategically.
In order to convert their understanding of their learning experiences into psionic power, they must clear their minds of distractions. They must sort their emotions from their thoughts. They must apply their philosophical thoughts, political beliefs, and learned lessons to their studies of the mind. And they must engage in intensive meditative practices that help them focus on expanding their minds beyond their own being. This will eventually generate a yellow spark of energy that flickers from their mind (usually out of their forehead) onto the nearest piece of metal. They often carry special metallic laurels that they wear on the hear heads to catch these sparks.
After this initial spark, they must train for years to generate new ones and control them outside their heads. This develops into the full ability to wield their psionic powers, which allow them to share wisdom telephatically. They are able to delve into the minds and help them open to new ideas, improve their mental skills and stats, understand long-term patterns, and unravel and understand the lessons of their memories better.
The schediografists focus on helping people see better ways to live, influencing common people into uncommon actions, inspiring them to support one another, and showing people they can one day be free. Their subtle use of psionics is always with a light touch; they refuse to control or manipulate. Instead, they empower, reveal, and encourage.
Part of the Commitee for Information.
PRO / ATH / STR -2 AWA +4 WIL +2 PRS +1 STH +1
Suaderian
The conspirators who manage the Red Grith are known to wield magic that allows them to sense and control social connections (launratha), those who worship the Hands (especailly the first liar) (suaderian), and those who can manipulate the flow of localized systems of any kind (tivant).
Suaderians are those who worship the Hands, the four legendary inmortal beings who feature heavily in stories told by the Red Grith and followers of their religion.
The Hands were said to have been agents of the Hooded Lady who played a major role in her early days. The first thief, called the Maroon Hand, is a trickster figure in those stories, causing trouble and teaching lessons about survival and the code of conduct of those who live beyond the law. The first murderer, called the Bloody Hand, is a figure who was cursed for their actions and forced to guide dead criminals into the afterlife ever since. The first vagrant, called the Long Hand, shows up in the stories to help various figures out, giving them guidance and wisdom. And the first liar, called the Broken Hand, shows up in the stories as a complicated figure, one whose lies can cause problems, but also save lives, depending on when and how they are used.
The Broken Hand is seen as a lesson about how lies must be used carefully. They are necessary for survival when you live beyond the law, but they can endanger trust between members of the Grith. Therefore, they must be used with care.
Suaderians are conspirators whose role is to wield lies to further the purposes of the Red Grith. They are the ones who know when to lie and when to tell the truth, and they invoke faith in the Hands, especially the Broken Hand, to be persuasive when they need to be.
As followers of the Broken Hand, they operate in secret, posing as a follower of the Hands more generally - so they can be open about their faith - but keeping their specific role hidden. However, they always guide people toward the Broken Hand when they can. Their deceptive practices - lying with care, telling the truth when necessary - is what gains them favor with their patron. If they live to this standard well, they are rewarded with greater persuasion skills (substat of PRS), greater STH, insights into other people, and other powers at discretion of the GM.
If a suaderian engages in careless lies too many times, they will lose their powers, or, worse, be exposed as who they are.
PRO / ATH / STR -1 AWA +2 WIL +1 PRS +3 STH +2
Tivant
The conspirators who manage the Red Grith are known to wield magic that allows them to sense and control social connections (launratha), those who worship the Hands (especailly the first liar) (suaderian), and those who can manipulate the flow of localized systems of any kind (tivant).
Tivants work behind the scenes. They see the world as an endless chain of cause-and-effect, and their in-depth study of it allows them to manipulate that chain to cause long-term effects. To them, everything is a Rube-Goldberg device waiting to happen. They see the butterfly flap its wings and know when and where the hurricane will happen on the other side of the world, and they know how to interrupt, alter, reverse, or control that process.
To become a tivant requires incredible amounts of study. In the Red Grith, the goal of a tivant is to further the ends and intentions of the organization, and therefore, they study Haenor and Endruin intensively to know how to manipulate it. They know the criminal underworld as well as the political overworld, the everyday things of the city, and the context of world politics. Part of their study is mundane, but in a magical world, they need to study it magically as well, and they need a way to tweak those energies to their needs. This is why they study the systemic magic of
vonzot.
To tap into vonzot, a tivant needs to introduce an antithetical, unpredictable element into any system they wish to manipulate. As part of their training, they learn to do this and gain other powers by introducing the unexpected into their own mental systems, usually in the form of trepanning at the hands of another tivant. This leaves a permanent hole in their head, preferably in an inconspicuous place that can be covered by a hat, and an unpredictable but potent ability to see the lines of vonzot extant in any system. With this, they can simply mentally "grab" these lines and alter them, inserting the unpredictable in the system and allowing them to insert change that they can control. The paradox of this is inherent to their magic.
Some common powers include
- Reversal: seeing the inevitable end to a series of causal events, they tweak the lines to make the exact opposite happen.
- Hasten: seeing the inevitale end to a series of causal events, they tweak it so it happens sooner.
- Delay: seeing the inevitale end to a series of causal events, they tweak it so that it happens later.
- Interrupt: seeing the inevitale end to a series of causal events, they tweak it so that nothing happens.
- Direct: seeing the inevitale end to a series of causal events, they take total control of that series of events to alter it point by point.
- Redirect: seeing the inevitale end to a series of causal events, they tweak it so that something different happens.
- Undirect: seeing the inevitale end to a series of causal events, they tweak it so that something they can't predict happens.
And this would be perfect, except that no system is isolated enough for this to always work, and the vonzot itself is unstable. If any people are involved in the system they are tweaking, the existence of free will has an unfortunate effect on their plans. Chaos, fortune, and other powers may cause unexpected disruptions. And vonzot has a tendency to simply go off the rails. And these are only some of the factors involved.
- People: every person involved in a system a tivant is affecting must roll WIL, whether they know the effect is happening or not. Failure means they are subject to the tivant's control, but every action they are forced to take is another WIL roll.
- Other energies: before a tivant attempts to manipulate a system, either the player or the GM will roll a d100. On a 100, there is no interference. Anything less than that, there is interference on an escalating scale ((100-N)/4, where N is the result of the roll, rounding up).
- Instability: before every tweak to a system, the tivant rolls their skill or WIL-3, whichever is higher, against a difficulty determined by a roll of 3d12+N, with N being the number of attempts after a failure.
Any failure results in the unpredictable.
PRO -1 ATH -1 STR -2 AWA +5 WIL +3 PRS -1 STH -1