Revolutionary
Those who organize against the powers-that-be.
Fankang
Over the history of the Blue Grith, many subgroups have formed with the intention of fomenting or organizing a revolution in Endruin. They often end up targeted and destroyed, but the Blue Grith officially supports this work. Revolutionaries within the Blue Grith gain power from principled behavior or from efforts to fight for equality.
Those who devote themselves to fighting for revolution automatically place themselves in opposition to the authorities, the ruling class, and their knowing servants. In order to survive living in opposition to oppressors, one must be principled. In order to be successful in opposition, one must be principled. While the exact details of those principles may vary by political philosophy, they all share in common their resistance to the Endruinite capitalists. Some revolutionaries, called fankang, draw magical strength from their principles.
To tap into the magical essence that is created by principled action, fankangs study for years, and they spend every moment living a principled life. Any failure will weaken them, and significant failures (working with the police, becoming a boss, etc.) will render them completely powerless. After three years of study and principled living, they are tested by mentors and other fankangs, tempted, and tricked, and if they fail, they may learn from the process to try again (after at least a year and a day). If they succeed, they are given a piece that has nine principles written on, sewn into, etched into, or otherwise marked on. They wear this for another year and a day, living up to each principle, and passing another test for each principle. After this, they will wake up one day seeing the world differently:
- Recognize oppressed: the fankang can look at a person and see what oppression(s) they face, always (read people).
- Persuading word: the fankang can persuade a comrade not to engage in an unprincipled action with a single word, once per week (WIL).
- Instant rebuttal: the fankang can respond to a false statement (if they recognize it) instantly with the truth (if they know it), stunning the liar.
- Correcting strike: the fankang can respond to an attack on a comrade with an equal or better attack, effectively counter attacking a successful hit on an ally.
- Compelling speech: the fankang can make a five-minute political speech that inspires oppressed person listening, giving them +3 reaction.
- Act of solidarity: the fankang can provide support to an oppressed person in need by giving of their own STR, once per month.
- Devoted action: the fankang can engage in mundane work for a day in order to give themself an extra action in combat or more magical power for the next two days.
- Deep study: the fankang can rapidly and deeply read revolutionary works once per month.
- Self-criticism: the fankang can improve three of their own skill scores by +3 each by engaging in a week of self-criticism, once per year.
Other powers may be possible. Consult with the GM.
Fankangs are a major part of the Blue Grith's revolutionary work. They are among the most targeted by the authorities, and thus, they work at great risk. They are organizers, political activists, and workers. They engage in community building, union organizing, and direct action.
Part of the Commitee for Liberation.
PRO +2 ATH +2 STR +2 AWA +3 WIL +3 PRS +2 STH /
Insurgent
Over the history of the Blue Grith, many subgroups have formed with the intention of fomenting or organizing a revolution in Endruin. They often end up targeted and destroyed, but the Blue Grith officially supports this work. Revolutionaries within the Blue Grith gain power from principled behavior or from efforts to fight for equality.
Insurgents fight for equality. While fankangs are organizers and activists, insurgents are at active war with the authorities. They are not soldiers, but they have some skill in combat; many are practiced rioters and rebels. They are likely to know how to disguise themselves, protect themselves from police, and escape from chaos, and they target the property of the enemy when they can. In their fight for equality, they learn to tap into the equilibrium of their own souls to inflict equality on reality around them. They do this by engaging in meditative practices, special exercises, mundane chores, and acts of resistance. Once they feel within them a balance of themselves, their devotion to the struggle for liberation, and the many aspects of their lives, they find a place within that shows them their full power within. This vision comes with a test, wherein they must make a vital choice in how to achieve and maintain their equilibrium, and how they will use that power outwardly. If they pass, they gain certain abilities:
- Balancing stance: at any point, they can set their stats and skills to be more balanced by taking a specific stance. They maintain this balance only while in the stance. Any change will revert them to what they were before.
- Return strike: any attack against them will be met with an equal and opposite response. They can use this once every three rounds.
- Uplifting touch: anyone they touch who is under attack by someone or something more powerful will be empowered to be equal to that which is attacking them. They can do this once a month.
- Equalizing aura: once per year, they can unleash an aura that equalizes everyone within 20', both in terms of stats and in terms of wider context. Anyone within the aura must roll WIL against the insurgent's WIL if they do not wish to be affected or reflected.
- Identify inequality: the insurgent can take +3 to AWA to identify ways in which any two people, places, or things within line-of-sight are unequal, once per day.
Insurgents are more combat-oriented revolutionaries; their goal is to shake up the system. They are often involved in raids on slave markets or slaveowners' homes, in riots and protests, and in other forms of open resistance. They therefore are often targeted by the authorities.
Part of the Commitee for Liberation.
PRO +3 ATH +2 STR +1 AWA +2 WIL +2 PRS / STH /
Threascairt
Revolution, the overthrow of the economic and political system of Endruin, is not the end goal of the Violet Grith, but they don't dissuade some of their members from seeking that, so long as the goal is the implementation of the lore in place of the law. True stories are what empower the revolutionaries of the Violet Grith.
Pronounced "trascart". Some who are discontent with the imperial government try to take shortcuts to overthrowing it, seeking out the fey for the power to do so. This never works out, but they fey do not discourage it. After all, they like to be paid. A belief that the truth will inspire people to revolt drives them to ask for powers from true tales, and the fey oblige, for a price. The price varies by individual, but it always involves some value or quality that would otherwise be useful to their work.
Powers they are granted include but are not limited to the following:
- Act of lore: if the threascairt engages in direct action, they may draw from the lore a one-time +6 bonus to any stat or skill in use during the action per event. This costs 12 points.
- Communal pot: if the threascairt provides food for a large group, as long as anyone coming for food is part of the community, the pot will not run out of food. This costs 6 points.
- Defiant aura: during an act of direct defiance against the authorities, the threascairt gains +3 PRS per 2 points spent.
- Insightful conversation: if talking to an oppressed, imprisoned, enslaved, exploited, or repressed person, the threascairt gains +3 PRS per 2 points spent to drawing out information from them via deep conversation.
- Revelatory script: if they write down the truth, it will shine and be more believable. This costs 6 points.
Each of these requires the threascairt to tell a true story, preferably one that exposes the ruling class. They must tell this story to at least three people, it may not be a repeat, and it must be believed by at least one in the audience. When they do this, they gain three points per person who believes it.
PRO +1 ATH +1 STR / AWA +1 WIL +1 PRS +2 STH /
Titanist
The Red Grith is uninterested in revolution, but they accept certain revolutionary sorts called titanists, those who wish to overthrow not the government, but the gods.
Titanists are mortalists, believers that mortals do not need the Divine, believers in a philosophy of the power of mortality to be the true masters of their own fates. Their faith is in themselves as members of mortality, and therefore, they wield
mortal will. As they have no Divine being, no inmortal, nor even a potent concept to rely upon, their faith is tested and proven with their belief in themselves and other mortals' abilities. Titanists prove their faith with a potent oath to give no fealty to the Divine nor inmortals. They engage in revolutionary activities on the power of their faith in mortality. They are a mixture of street preacher, community organizer, and defiant rogue.
The power of their faith has little utility except when wielded against the powers of the Divine or inmortals, and then it provides potent protection. Titanists gain +6 to any roll against Divine power or anything done by an inmortal being. If they ever betray their oath by accepting Divine or inmortal aid or support, they will lose all of their powers.
Otherwise, they operate as revolutionaries, but not fighting the government or the ruling class. Instead, they oppose the church of Endruin, the Church of
Mal'och the Bleeding Angel. This places them at odds with the powers-that-be regardless of their attitude toward the government, but the Red Grith keeps and supports them because the Church is a major player in opposition to the religion of the Red Grith.
PRO +1 ATH +1 STR / AWA +2 WIL +2 PRS +1 STH /
Ymurthed
The core of the Green Grith are their revolutionaries. They focus on asssassination, terrorism, and direct action tactics against the ruling class, and mutual aid and community building among the oppressed. The only law they recognize are the laws of nature, which they wield directly by bonding with elemental beings.
Ymurthediad wield the energy of natural law. They do this by upholding and living by those laws above all others, often ignoring or intentionally violating the laws of mortals (or even Divines). They embody natural law, but they do not entirely eschew technology. They simply do not engage with technology that poisons the world (as best they can within a major city). By doing this, they prove themselves worthy of wielding the power of natural law. In the Green Grith, they swear a blood oath to their fellow revolutionaries and to nature itself.
To wield the power of a viridianite, an ymurthed must commune with them. Communing with an intermediary requires meditating in a natural place near where the viridianite dwells. While meditating, the ymurthed must take in nature with all of their senses. They must feel, smell, hear, see, taste the world and focus on those sensations above all others, opening themselves to nature itself. While in this trance-state, the viridianite will engage the ymurthed ’s consciousness, their very soul, and if the ymurthed is attuned to natural law, they will be tested by the viridianite. If they pass, the ymurthed will be infused with the power of the viridianite.
Different viridianites take different forms, giving different kinds of powers. ymurthed are usually bonded with one of the following:
- Collective: embodiment of a multiplicitous form of energy in question. Usually offers form-changing powers.
- Crone: embodiment of wisdom and power of the energy in question. Usually offers control or influencing powers.
- Elder: embodiment of firm, devoted service to the form of energy in question. Usually offers the power to be a conduit to that energy.
- Fighter: embodiment of the energy as a form of attack, and usually offers combat-based powers.
- Guide: embodiment of the energy in question as a form of seeking, finding, or awareness, and usually offers powers based on the senses.
Some ymurthediad may switch intermediaries in their lifetimes. This is always an involved and complicated process.
Every viridianite represents an aspect of nature and the laws that guide it. Some may be representatives of the laws of earth, the laws of storms, the laws of seasons, the laws of metal, water, ice, etc. Any element or natural thing, they may represent. The ymurthed will be limited to powers within that domain if they have such an intermediary. Some rare viridianites represent all of natural law or more abstract parts of nature (creation, hunting, nourishment). For a full list, consult the GM.
As an ymurthed serves their intermediary, they build up energy through ritual, meditation, and service. If they have need of power from their intermediary, they may make a specific request, not unlike a supplicative prayer, but usually, they simply are granted new powers from their intermediary as they complete tasks, achieve goals, or simply earn respect.
Each intermediary is different in the kinds of powers they give and the number of powers they are capable of giving (or the strength of the powers). Types include
- Sense: an ymurthed may be able to sense their energy or variations thereof. Example: an ymurthed serving an intermediary of earth may be able to sense movement within the ground or certain kinds of dirt, earth, or loam.
- Attack: an ymurthed may channel their intermediary's power through their staff and unleash raw energy blasts. Example: an ymurthed serving an intermediary of light may unleash energy light that blinds foes.
- Influence: an ymurthed may sing a song that is imbued with their energy that influences beings or things attuned to their intermediary's energy. Example: an ymurthed serving an intermediary of animals may sing a song that draws animals to them.
- Conduit: an ymurthed may become a conduit for the full might of their intermediary. Example: an ymurthed serving an intermediary of earth may draw upon the full might of the continent they represent and unleash power to reshape the land around them.
- Form: an ymurthed may take on another form based on their energy. Example: an ymurthed serving an intermediary of the river may become a living current of water.
An intermediary may grant an ymurthed multiple powers of the same kind (i.e., improve flight ability and improve breathing granted by and air viridianite) as well.
In Haenor, the most common types of viridianite are water (subtypes include river, ocean, brackish, and swamp); earth (subtypes include stone, mud, or specific kinds of earth); fire (subtypes may be as specific as smoke or ash or even certain types of flame); metal (subtypes may include specific non-alloyed metals such as iron or copper); ice (subtypes may be as broad as snow or as specific as hailstones); weather (subtypes may include storms, clement weather, fog, etc.); seasonal (subtypes are any of the four seasons); fungus; plants (subtypes include any specific kind of plant); animals (subtypes include any specific kind of animal); island (specifically the islets of the river mouth); wind (subtypes may include certain directions of wind); light (subtypes may include certain kinds of natural light); or shadow (subtypes may include certain kinds of natural shadow).
Rarer ones are viridianites of life, death, starlight, moons, sun, magnetism, gravity, sound, glass, harvest, the hunt, microbes, or overall natural law. Desert viridianites would not survive in Haenor due to its climate. Though there are viridianites of time, they are disallowed to start due to being too fuckall powerful for this campaign. Consult with the GM for other thoughts on types.
The strength of an ymurthed 's powers varies by the ymurthed's own personal mental and physical strength, the power of the intermediary, the amount of favor an ymurthed has with their intermediary, how much their intermediary agrees with what the ymurthed intends to do with the power, and their environment.
- Personal condition: if an ymurthed is tired or wounded, they will be less able to channel their powers. If an ymurthed is not physically strong, some powers will be harder to manage. If an ymurthed is not mentally prepared, some powers will overwhelm them.
- Intermediary power: some viridianites are stronger than others, representing greater or larger territories or aspects.
- Favor: if an ymurthed has displeased their intermediary, they will have to regain trust and good graces from the intermediary to be allowed to have more power.
- Agreement: if an ymurthed , for instance, lashes out in anger at an undeserving target, an intermediary may draw back their power. If an ymurthed sets about cleaning up pollution from an area, an intermediary is likely to grant more power than usual.
Environment: if an ymurthed serving an intermediary of the desert, their intermediary will be able to send them more power. If the same ymurthed is in a swamp or rain forest, much less so.
The intermediary will grant not just powers to the ymurthed , but also “beneficence”, or kindnesses that are reward for good service. This may take the form of improving the taste of food or other bodily pleasures, bringing a sense of comfort and certainty, or granting strength or powers that benefit the ymurthed in ways that may not directly serve nature but do not violate it either (i.e., the power to stay warm in spite of the cold). In rare cases, an ymurthed may be granted an incredibly powerful beneficence, such as resurrection from the dead, invulnerability to disease, or the power to redirect storms, in exchange for profound acts of service.
As revolutionaries, they use their powers to fight against the powers that be. They may use them for mutual aid and community building, for direct action or attacks on the ruling class, or on proving the power of natural law over mortal law to any who witness it. Sometimes, they use it simply to bolster themselves or others during the long hours of work, and other times, they use it to directly oppose the poisons the industrial sector are putting into the world.
PRO +1 ATH +1 STR / AWA +2 WIL +3 PRS +1 STH +1