Deviant
People with criminalized genders, sexualities, or other inherent qualities.
Breghtargr
The lore tells many tales of crossdressing, gender-swapping, and differing sexualities, and from those tales, the Violet Grith's deviants draw power.
The breghtargr are queer and trans people of Haenor who seek answers to their identity in legends. The severe patriarchal repression of sexuality and gender in Endruin makes this very difficult, so many end up finding the Violet Grith, who offer three choices: guidance to knowledge for free, directly giving knowledge for a small price, or living your life as your sexuality and gender for a heavy price. Those who choose the heavy price join the Violet Grith (the price being doing work for the Violet Grith for the rest of their lives) and are given access to the power of legends. Some legends include but are not limited to the following:
- Aurelia Lucent: a legend of a trans woman born into an ostensibly "all male" species who was raised as a girl and made a deal with a demon to transform her body. She was a musician who fell in love with another musician, and in her adventures, she and her lover restored the Goddess of Love to life by turning themselves into the essence of true love. Drawing from this legend gives bonuses to PRO and ATH, musical skill, empathy, and an abundance of love. She has no fey element.
- Petale Mince: a legend of a diplomat, spy, and swordswoman who was trans feminine and androgynous, she lived openly and defiantly, wielding her blade against any who dared tell her who she was. Drawing from this legend gives bonuses to PRS and AWA, political acumen, and fencing skills. Her fey element is wind
- Awthurnore: a legend of a sex worker who lived either in Endruin, Mal'sk, Dhun, or some other related country/empire centuries ago, working her trade as an open secret. Her early years were ones of hard survival work, but later in life, she found a rich patron with whom she lived and became a confidant and informant. Drawing from this legend gives political acumen, survival skills, sex work skills, bonuses to PRS and ATH, and secrets. Her fey element is water.
- Loptr: a legend of a genderfluid fiery trickster who would take many forms, regardless of gender, including becoming a mare and getting pregnant, being seen as a male primarily, and often causing many problems. Drawing from this legend gives bonuses to PRS and STH, mild shapechanging, animal speech, and size changing. Their fey element is fire.
- Princess Uorda: a legend of a trans woman gnomish princess of a fanciful world who lived as a boy until their quest was complete, then abruptly became a woman and princess, claiming to have hidden as a boy to hide from those who sought to kill her. Drawing from this legend gives magical cantrips, engineering skills, whimsical protections, and bonuses to AWA and WIL. Her fey element is earth.
- La Pucelle: a legend of an agender asexual leader of a peasant army who was called by holy virtue to defy the powers of empire and evil. They were burnt at the stake for refusing to live as a woman. Drawing from this legend gives protection from evil, inspiring presence, tactical skill, and bonuses to PRO and WIL. They have no fey element.
- Sweet Polly Oliver: a legend of a trans masc soldier and nurse who disgused himself as a man to join the army. He fell in love with a captain and had to choose between living as a man or loving as a woman, ultimately choosing the latter. Drawing from this legend grants medical skills, military training, bonuses to PRO and AWA, and the ability to switch between "man" and "woman" at will. Their fey element is wood.
- Warrior-lovers: a repeated legend through many cultures of great warrior heroes who love other men. The main hero is always invincible except for one weakpoint, and their lover is always more vulnerable. Both are powerful heroes in their own right. Drawing from these legends fives bonuses to PRO, ATH, and STR, high defense and one weak spot, and a random combat-oriented magical power. Their fey element is metal.
- The Spider and the Child: a legend of a genderqueer child who is tricked by a spider into feeding it their family, so the child tells the spider to guess their name. Since their name cannot be matched to any gender, the spider cannot guess it, and the family is released. Drawing from this legend gives bonuses to AWA and STH, spiderwalking, poisonous bite, and youthful apperance. Their fey element is animal.
- The Bear Woman: a legend of a huntress who loved a woman but was punished for it, and thus they were both turned into bears. Her lover is always a basket-bearer for a lunar deity. Drawing from this legend gives hunting skill, bonuses to ATH and STH, and attunement to a moon. Her fey element is moon.
- Noripoli: a legend of the earliest people who were "both" genders at once. They were torn asunder by a jealous deity, but their essence remained. Drawing from this legend gives one a true love to find one day, but in the finding, they will gain invulnerability and inmortality; they also have magical healing powers and bonuses to AWA and ATH. Their fey element is life.
- Stemma and Chrysos: a legend of two siblings who were betrothed to two others of opposite genders, whom they found attractive but not loving, so they swapped and found they were a better match. Their parents disapproved and threatened to disown them until they showed the approval of the gods by invoking a special dawning of a blue sun. Drawing from this legend gives bonuses to STR and PRS, precognition, and solar empowerment. Their fey element is sun.
Other legends may be possible if none fit the gender or sexuality of the character. Consult the GM.
Stats vary.
Caenean
In the Green Grith, some find the power to transform themselves via the magic of the movement of waters. They are called
caeneans.
Caeneans are always trans masculine. They seek ways to transform themselves by communing with water itself, submerging themselves ritually in as many kinds of water as possible. The more they do this, performing the ritual each time, the more control over their body they have. Those who are taught to do this by the Green Grith are required to spend ten years serving the Green Grith as soldiers in the fight against the polluters in exchange for the magic.
The types of water they must seek out are sea water, river water, pond water, brackish water, swamp water, reef water, rain water, puddle water, stream water, and lake water. All of these are available within 50 miles of the city. The rituals must take place under a full moon, and the caenean must be sincere in their willingness to serve the Green Grith.
As they perform the rituals, they gain 1.5 point per ritual in controlling their body, allowing them to alter it. After they perform all ten rituals, they can gain .5 points more for every ritual they then perform thrice more, but these points are temporary and max out at a further +3 unless the caenean drowns and is revived (risking death), which allows them to increase to +6. Other rituals may push it further, but those are as yet unknown to the Green Grith. Players would start at a 9 unless they have a good story to defend a higher score.
Part of their contract with the Green Grith requires them to use some of their magic to make themselves into able warriors during their time with the organization. They can wield their power to alter their body in any way they please, with it being easier to alter toward a more gender-affirming form, and more difficult to become less gender-affirming or to alter outside the natural bounds of their species.
PRO +2 ATH +2 STR +3 AWA / WIL +1 PRS +1 STH /
Runihuantar
Deviants are any who are criminalized for their sexuality or gender. Many find themselves drawn to the liberatory practices of the Blue Grith, and they are taught how to gain magical power from radically living as their true selves.
The criminalization of queerness and gender variance in Endruin began long ago. Though the ruling class is predominantly a female-assigned species, they hold to patriarchal values that consign them to a behind-the-scenes or figurehead-like role in order to maintain patriarchal order. Thus, they have criminalized same-sex relationships and sex and any kind of gender variance beyond the patriarchal binary. In the Blue Grith, those who are criminalized for being queer and/or trans are often mentored by other "deviants" within the organization and shown the magic of
musalu.
Musalu is a magic that uses mirrors to see the true self and externalize it. This process is a two-way street - one may use this magic to shrive oneself of patriarchal assumptions, but in order to use it, one must shrive oneself of patriarchal assumptions. This requires a back-and-forth process, one that builds on itself, starting slow and speeding up as the runihuantar sheds layer after layer of lies, assumptions, and indoctrinations. This culminates in greater self-control, self-awareness, and self-confidence. The more they do this, the greater their musalu becomes. It also gives them certain powers.
- Revelatory reflection: if the runihuantar places their mirror before the face of a target, the target rolls WIL vs. the power of the runihuantar. Failure means they experience a revelation relating either to themselves or to the patriarchal lies they have been indoctrinated with. This may only work once per target. If done during combat, target will be stunned or lose next action.
- Alter self: if the runihuantar stands between two full-length mirrors, they may use their musalu to alter their own form temporarily into anything of comparable size. If the alteration is closer to their perceived true self, it may not be temporary. If it is not, it will last for an hour or until the runihuantar chooses to let it go. If the form is that of something or someone who has special powers or abilities, they may gain those powers or abilities if they succeed exceptionally or critically. If they fail, they may lose some of their own powers due to a loss of confidence. Difficulty is determined by how far the transformation takes them from their true self.
- Confident presence: if a runihuantar is within a certain distance of their true self (determined by GM and player), they gain an aura that gives confidence to everyone within 33' of them who is allied with them. This lasts 3 minutes and can be used once per day. It gives +1 to +6 to all actions.
- Beautify: if the runihuantar directs their musalu at a person or object, they may give it a shimmering rainbow aura that makes the target beautiful to anyone who sees them, giving a +1 to +6 PRS for 5 minutes, but also exposes something unexpectedly true about that person or thing to anyone who sees them. If the target is unwilling, they roll WIL against the runihuantar's magic.
- Protect egg: any unhatched trans and/or queer person within 33' of the runihuantar may gain +3 to toughness, WIL, parry, or dodge if the runihuantar touches them with their mirror.
Other powers will develop based on the true self of the runihuantar. Consult with the GM.
If the runihuantar stops living their true self, they will begin rapidly losing their powers.
PRO / ATH +1 STR +1 AWA +2 WIL +3 PRS +3 STH -2
Suinoment
The Red Grith has a complicated with deviants, those who are criminalized for their sexuality or gender. The Red Grith has no rules or political views on the matter, and therefore, does not provide special protections for them. There is sexism, homophobia, and transphobia within the Red Grith. But many deviants still find their way into the Red Grith because they want to survive, and they do not feel the other Griths suit them. Many end up being sex workers, beggars, or other criminals, but a rare few find ways to draw power from their alleged deviance. These are called
suinoments.
A suinoment is someone who has been criminalized for their sexuality or gender who has learned to wield the magic of Names by altering their self to match their true self. This power is rare, extremely difficult to achieve, and dangerous to practice without deep and intense training. As there is no support for study or training for this within the Red Grith, suinoments always end up practicing their art with great risk and relatively low skill compared to other Namecasters.
In order to gain the power to wield Namecasting, suinoments must have altered their ways of thinking, their feelings about something major in their life, and their own bodies. Furthermore, they must either alter any natural supernatural ability they have or experience something remarkably new to them that changes their life significantly. These four experiences impact their mind, heart, body, and soul. If they do this, they can then attempt to see their own
True Name. There are many methods to do this, all of them involving dangerous magical practices (standing between two mirrors and calling to infinity to take you, attempting to nearly kill onself and see the Beyond, meditating into the depths of their being such that they might not return). All of these are difficult, but if they are successful, the suinoment attains awareness of self beyond that of other mortals. This gives them insights into others as well, allowing them to see fragments of True Names for people, places, and things.
Via trial by error, suinoments learn to wield these fragments, speaking them with power. Many die trying, if they try. Most just try to ignore it, or use these insights mildly. But those who risk casting sometimes gain skill in doing so, learning to wield a weak version of Name magic.
- Identifying vision: allows the caster to know what something is on a profound level. Difficulty 13.
- Fragment-reading: allows the caster to understand a facet of something, someone, or somewhere. Difficulty 10.
- Fragment-inscribing: allows the caster to store the power of a fragment. Difficulty 7.
- Minor alteration, other: allows the caster to alter some facet of a person, place, or thing. Difficulty 13 for a small inanimate thing, 15 for a moderate or nonintelligent living thing, 17 for a large thing or person, 19 for a huge thing, 21 for a small place (a room), 23 for a moderate place (a building), 25 for a large place (a town).
- Minor alteration, self: allows the caster to alter some facet of themselves. Difficulty 7.
They cast by speaking aloud any fragment they have recorded, which they do by first reading it, then writing it on something. If they lose the record, they lose the power. If they fail any roll, they damage themselves. Normal failure is a permanent -1. Special is -3. Exceptional -6. Critical is -9. This happens to a random stat on their character sheet. If any base stat hits 0, they die. Recovery from losses requires either a difficulty of penalty times 2 Name-casting minor alteration, self, or years of study, exercise, and healing. If they fail a roll intended to heal a penalty, their penalties are double. If a penalty hits a stat or skill less than the penalty, the remainder of the penalty is randomly applied elsewhere. If they wish, they may apply the penalty to a non-scored feature, such as a memory, a motivation, etc., but it must be harmful.
Other uses of this are possible. Consult with the GM if you have ideas.
PRO / ATH +1 STR / AWA +3 WIL +3 PRS +1 STH +1