Terrorist

Those who engage in mass violence to instill fear.

Afreolus

The lore is not always stable. When and where it is unstable, some wielders of the lore, of raw magic, may accidentally unleash uncontrolled magical effects. Some wild mages specialize in triggering these events as an act of terror against those who oppose the Violet Grith.

The power of magic is not always stable. In areas where magic is stronger, instability seeps in over time, and places where the energies of chaos and disorder are present become unstable much faster. This creates an energy called wild mana, which can be sensed by some who are more sensitive to the presence of magic. The use of magic in areas of wild mana, sometimes called blue zones, can risk surges of random effect. An afreolus is a walking blue zone, and every use of magic by the afreolus causes such a surge. Anyone within 10' of them also risks the same effect.

To become a source of wild mana, an afreolus has a few options. Some acccidentally become this way by trying and failing to use magic. Others gain it intentionally by invoking the effect via a ritual, though this comes with the risk of burning them out and taking away all of their magical powers. And others still have it inflicted upon them by irate fey. Regardless of how they came by it, many of these are recruited by the Violet Grith, who train them in giving direction to these random surges to create chaotic effects in acts of terrorism.

An afreolus has a trigger. They can pull this metaphorical trigger by doing something specific to them as an individual. This can be use of one of their innate powers, speaking a fragment of a spell, using a specific magical object, or some other use of magic. This then requires the roll of a d100 to determine the effect. The afreolus then rolls their WIL to try to force the effect to affect those they wish to be affected within range. If they fail, the effect hits the afreolus and everyone within range of them. If they succeed, it hits everyone within range of a point they decide upon. Normal success/fail - 10', special success/fail - 20', exceptional success/fail - 40', critical success/fail - 75'.
Roll Effect
1 All magic of the target is completely and permanently drained
2 Everyone within range dies
3 Everyone within range is bound in a circle of magic equal to the range for 15 seconds; those who fail WIL vs. 11 suffer -6 permanently to one magical power or skill
4 A meteor hits and leaves a crater the size of the range of the spell; everyone who fails an ATH vs. 11 roll suffer 17/23/29/35 fire, concussive, and smoke damage
5 Everyone within range is fused into a single being
6 Everyone within range falls asleep and shares a dream
7 Everyone within range experiences good luck
8 Everyone within range experiences bad luck
9 Everyone within range is afflicted with lunacy (madness under the full moon)
10 Everyone within range are burnt by the sun as if it were a 14 power flame
11 Everyone within range is hit by a blast of pure mana; anyone who fails a WIL vs. 11 suffers physical and metaphysical damage
12 The True Name of everyone in range is exposed for 15 seconds; those who fail their best base stat vs. 11 lose 6 points of their best stat
13 Explosions go off and surprise everyone within range; anyone who fails ATH vs. 11 suffers fire, smoke, and concussive damage, lose their hearing, and are traumatized by surprises for the rest of their lives
14 Everyone within range loses all of their money
15 The personality of everyone within range is altered for 15 seconds; those who fail a PRS vs. 11 roll permanently lose up to six motivations
16 Everyone within range knows everything about everyone else within range
17 Everyone within range is teleported to the end of the road or path they are on
18 Everyone within range becomes rich
19 The deep emotions of everyone in range intensify to the point of incapacitation; those who fail PRS vs. 11 enter catatonia
20 Everyone within range is consumed by fey mist and is lost forever
21 All magical powers of those within range switch to a different alignment (celestial to elemental, elemental to fey, fey to celestial, unaligned to infernal, infernal to unaligned)
22 Everyone within range is overcome by sexual attraction to one another
23 Everyone within range is healed of all recent wounds and illnesses
24 The subconscious mind of everyone in range becomes their conscious mind for 15 seconds; those who fail WIL vs. 11 become animalistic
25 Everyone within range loses a magical power
26 The location within range is radically transformed
27 Everyone within range is granted a new magical power
28 Everyone in range is teleported to the nearest bridge or crossroads
29 Everyone within range suffers a deep wound
30 Everyone within range grows 10' in size but does not gain equivalent mass, becoming stretched and strange; those who fail STR vs. 11 are permanently altered
31 1-8 fey beasts appear within range and attack all targets
32 Everyone within range is inflicted with an uncomfortable truth about their lives
33 Everyone within range forgets where they were going
34 Everyone within range finds their imagination becomes palpable, and images in their minds become real, for 15 seconds; if they fail an AWA vs. 11 roll, this lasts for 15 days
35 Everyone within range becomes very, very drunk
36 Everyone within range is stunned
37 Everyone within range is hunted by the Wild Hunt the next Eigenihtes
38 Everyone within range is sealed in a sigil of binding; if they fail a WIL vs. 11 roll, their bodies begin to decay
39 Everyone within range suffers a broken bone
40 The bodies of everyone in range become illusory for 15 seconds; those who fail STR vs. 11 are permanently faded into dream beings
41 Fairy lights erupt within range, causing everyone who sees them to fall into wild confusion for 15 seconds; those who fail an AWA vs. 11 roll permanently suffer -6 to one lore
42 Everyone within range is thrown three years into the past
43 Everyone within range is hit with lightning; if they fail an ATH vs. 11 roll, they suffer 14/21/28/35 damage
44 Everyone in range is sealed in dreamstone; if they fail an AWA vs. 11 roll, the stone is solid, if they succeed, it is illusory
45 All metal and stone within range melts
46 Everyone within range begins a quest
47 Everyone within range feels nourished and well fed
48 Everyone within range suffers a wound that is also felt by people within 100 miles who look like them
49 The secrets of everyone within range are exposed for 15 seconds; those who fail STH vs. 11 lose 6 points of PRS
50 All wood and fabric within range erupts into flame
51 Everyone within range owes a debt to the afreolus
52 Everyone within range forgets the past and is unware of the future for 15 seconds; anyone who fails an AWA vs. 11 roll will never regain their awareness
53 Gravity stops working within range
54 Everyone in range is bonded to one another, causing them to exchange feelings, base stats, innate powers, and weaknesses for 15 seconds; those who fail a WIL vs. 11 roll maintain the bond for 15 days
55 Everyone within range begin fighting with one another
56 Everyone within range loses their voice for 15 seconds, and all sounds cease in that area; anyone who fails AWA vs. 11 roll loses their voice permanently
57 Everyone within range is sealed into a hawthorn tree
58 All inanimate objects within range come alive and attack every living thing near to them
59 Everyone within range share a fate that will be met in the next 15 days; the afreolus rolls a d10 - 1 is a fate of death, 10 is a fate of prosperity
60 Everyone within range is covered in fey waters that they will drown in if they fail an AWA vs. 11 roll
61 Everyone within range is shifted into an alternate version of themselves (effectively, three motivations profoundly change)
62 Mirror images form of everyone within range
63 Everyone within range is forgotten and becomes a missing person if they fail a roll of PRS vs. 11
64 The souls of everyone within range are afflicted with a geas that will sap them of innate abilities if they do not complete a quest within a year and a day
65 Everyone within range is sealed in fey frost; if they fail an AWA vs. 11 roll, they suffer damage, if not they are unfazed
66 Everyone within range is sealed in fairy silver; anyone who fails an AWA vs. 11 roll experiences permanent delusion
67 Everyone within range turns into salt
68 Everyone within range must perform a full play in the space before they are allowed to leave
69 Everyone within range is polymorphed to a form of similar size
70 Everyone within range is lost in shadows for 15 seconds; anyone who fails a PRS roll vs. 11 vanishes permanently into shadow
71 The worst nightmare of everyone within range comes alive in range
72 A massive fey wind hits the target area and throws everyone 15 yards, causing damage to anyone who fails an ATH vs. 11 roll
73 Everyone within range is burned with faeriefire; anyone who fails an AWA vs. 11 roll believes it is real and burns; those who succeed are unharmed
74 Any large structure in range collapses; if only part of it is in range, that part collapses
75 Everyone within range is hit with shards of glass; if they fail an ATH vs. 11 roll, they suffer 9/14/20/26 damage and become see-through
76 Everyone within range succumbs to their intrusive thought and acts on violent impulse
77 Any children within range are swapped with changelings
78 Light vanishes from the target area and all within the space are lost if they fail a perception vs. 11 roll
79 A cloud of spores from fey fungi erupts within range, causing intense hallucinations
80 A stinking mound of rotting compost erupts out of the ground within the target area
81 A loud sound rips through the target area; everyone in range rolls STR vs. 11 or suffers 10/15/20/25 damage
82 Everyone within range is afflicted with a strange disease
83 Everyone within range begins babbling nonsense for 15 seconds; anyone who fails a PRS vs. 11 roll never recovers
84 Everyone within range becomes a different color that is not natural to their species; if all colors are natural to their species, they become clear
85 Everyone within range is paralyzed
86 Everyone within range suddenly have the same appearance for 15 seconds; anyone who fails a PRS vs. 11 roll is stuck in this form
87-89 The target area becomes a blue zone permanently
90 Everyone within range is trapped in someone else's story for the rest of their lives
91 Everyone within range is poisoned; they must roll STR vs. 11
92 Everyone within range grows an extra limb
93 Everyone within range changes occupation
94 Everyone within range is hit by fey blades that damage both mind and body, 6/13/19/25, mind is WIL vs. 11
95 Everyone within range changes species
96 Everyone within range remembers a story from their childhood and begins weeping
97 Everyone within range changes gender
98 The target area is filled with dangerous arthropods
99 Everyone within range gains +6 to their best skill
100 Everyone within range is transformed into a legendary form
An afreolus is directed in their acts by the Violet Grith.

PRO +1 ATH +2 STR +1 AWA +1 WIL +3 PRS / STH +1

Gâlmor

The second most prominent part of the work of the Green Grith is ecoterrorism, and their best terrorists employ the powers of the earth itself, causing localized earthquakes to destroy buildings. Vaporists wield elemental steam on a massive scale.

Gâlmors gain the power to draw the elemental energy of earth and stone by communing with tectonic plates and the ground itself by burying themselves alive and resting there for longer and longer periods of time. This crude forms of communion only allow them some powers, unlike a full earth mage, but it is enough to make them formidable wielders of tectonic power. The rituals are violent, dangerous, and only available to the most foolhardy, but those who survive them gain the very specific ability to create small tremors in the earth.

Like kadzakhs, gâlmors can cause a small quake by slamming someone or something into the ground. They also have the ability to create a smaller tremor with just a stomp of their feet.
  • Tremor stomp: a quick stomp of the foot, 10' radius tremor, 10/10 power, 10 difficulty not to break their foot
  • Rattle smash: a rapid, repeated pounding of the fist into the ground, 50' radius tremor, 13/13 power, 13 difficulty not to break their hand
  • Quake slam: a huge slamming of something or someone into the ground, 100' radius minor quake, 16/16 power, 16 difficulty to not break the person or object being slammed
  • Tectonic bomb: a focus of will and body into the ground that causes a 200' radius quake, 19/19 power quake, 19 difficulty not to break the body and mind of the gâlmor
  • Seismic sacrifice: a focus of body and will into the ground that causes a 500' radius quake, 22/22 power quake, 22 difficulty not to die
As terrorists, gâlmors know how to wield their power to disrupt streets, break walls, shatter rails, and otherwise cause damage to structures. Their devotion to the Green Grith's cause means they are charged with taking out the worst factories and other facilities causing major damage to the local environment. Their work is a capital crime, and few choose to engage in it because of how dangerous it is to train for and engage in.

PRO +1 ATH -1 STR +4 AWA +1 WIL +3 PRS -1 STH +1

Phaboli

Terrorism is a tactic the Blue Grith uses sparingly, but when they do, it is precisely targeted to minimize or, preferably, avoid undeserving casualties. The Blue Grith's terrorists use use their own personal (non-fatal) sacrifices to empower their attacks.

A phaboli is someone who engages in intense self-sacrifice in order to serve their cause. They take a vow to the Blue Grith and, above all, to the cause of liberation of all enslaved and imprisoned people, and they devote their entire lives to that cause. Everything they do focuses on it, to the point of distraction from their everyday lives. They knowingly and willingly make this sacrifice for the cause, and the losses they incur give them power.

To learn to tap into this power, after they make their vow, they are tested repeatedly by a mentor in the Blue Grith. Temptations, distractions, and obstacles are placed in their way, and how they respond and deal with them tells the mentor if they are ready. If they are deemed ready, they are taken to a secret chamber where they are given the choice between life and death in the name of the cause. Those who choose death are rejected; those who choose to live for the cause are then taught how to sense and wield their magic.

To wield the magic of self-sacrifice, the phaboli must succeed at sensing it via meditative arts, then learn to channel it through four acts of sacrifice: a sacrifice of blood, a sacrifice of memory, a sacrifice of feeling, and a sacrifice of experience. The first is simple - a ritual spilling of blood. The other three requires their mentor to guide them meditatively to erasing a memory, silencing an emotion, and losing an experience (and thus a lesson learned). It cannot be an experience necessary to wielding their powers, as this would of course make them lose their powers. Once they have done this, they gain the ability to channel their power through a special focus, usually a weapon.

Their sacrifice made in devoting their lives to the cause makes this possible. From there, other sacrifices need to be made to wield their powers further. The easiest is a sacrifice of the body - loss of blood or flesh, any kind of wound, pain, etc. This creates energy equal to how much damage they do safely. A mortal wound will result in a loss of their powers, as they may not die for the cause unless they are doing so to save others in a circumtance where their death is truly the only way to save them. This is almost never the case. Sacrificing memories, skills, powers, or feelings is also possible, generating much more energy, but coming at an obviously greater cost.

With the energies generated, they can channel the golden flame of judgment through any weapon, or place it within a weapon (such as a bomb) to be released later. They do this to target the enemies of the Blue Grith and free the enslaved or imprisoned.

Part of the Commitee for Warfare.

PRO +2 ATH +1 STR +1 AWA +2 WIL +3 PRS / STH +1

Urgent

The only terrorists in the Red Grith are those devoted to its deities, those who commit acts of terror with the power of Divine servitors. They are called urgents.

Urgents are followers of the seven deities of the Red Grith, but they gain their powers not from direct prayer and supplication to the Divines, but rather, communion with servitors, invisible agents of Divine power. They commune with them via complex rituals that put them in contact with them, allowing them to communicate in ways others cannot.

Before they can even engage in a ritual of communion, they must be blessed by a priest of each of the deities of the Red Grith. These are usually older people in the Red Grith who once served other roles and turned to religion when they could no longer continue other work, either because of age, infirmity, or simply a lack of desire to do so. To be blessed, the urgent must prove their faith in each of the deities of the Red Grith:
  • Test of the Corpus: proving respect for one's own body via a physical fitness test.
  • Test of the Traveler's Friend: proving respect for travelers via a test of languages.
  • Test of the Humble Trader: proving respect for value and trade by making a fair exchange, making an offering for the blessing.
  • Test of the Great Huntress: proving respect for the hunt by successfully hunting a small animal in the city.
  • Test of the Dust Collector: proving respect for resourcefulness by completing an obstacle course.
  • Test of the Five-Headed God: proving respect for the five values by trial by combat.
  • Test of the Hooded Lady: proving respect for the Shadow and the Cant by moving undetected through the courtyard of St. Lovegrace.
Once they have all seven blessings, they perform a ritual involving hallucinogens, a bonfire, and a dance that allows them to see the servitors that others cannot, and then the servitors test them as well, asking them deep probing questions about why they wish to serve their deities. If they succeed, they are given the ability to sense (not see) servitors and to communicate with them. In exchange for the powers of the servitors, they must perform missions for the Red Grith's deities, usually missions of violence. The more they succeed (attaching bastions of Mal'och), the greater powers the servitors give them. They start at an 8, and they escalate from there with every mission. Most do not survive more than a few missions. Every mission gives +3.

The servitors are capable of anything within the domain of their deities.

PRO +2 ATH +2 STR +1 AWA +2 WIL +2 PRS / STH +1

Vaporist

The second most prominent part of the work of the Green Grith is ecoterrorism, and their best terrorists employ the powers of the earth itself, causing localized earthquakes to destroy buildings. Vaporists wield elemental steam on a massive scale.

Vaporists wield elemental water in the form of steam. They use it to cause destruction to property and mass casualty events, usually targeting factories.

They gain their powers by communing with water like other users of water magic, but instead of submerging themselves in the river or ocean, they bask in steam. They seek out natural sources of steam for the most potent communion, but mortalmade ones can work as well. They must push the limits of their bodies every time, engaging with hotter and hotter steam, until they are risking death with the extremity of the steam. If they can do this - with support from the Green Grith in case they fail - they gain significant steam magic. Most come out of this yearslong process with deep scarring. To wield their powers, they must refresh their power periodically by basking in intense steam (STR vs a steam heat power of 1 point per 3 points they wish to gain - they gain this as long as they survive the roll).
  • Steam breath: the vaporist can unleash a stream of concentrated steam in a 10' cone in front of them, causing heat and water damage to everyone in range. Costs 3 points per point of stun/wound.
  • Alter pressure: the vaporist can touch anything containing steam and increase or decrease the pressure magically. Costs 1 point per 10 points of pressure reduced or increased.
  • Humid aura: the vaporist can increase the humidity around them in a 30' diameter. Costs 5 points per 10% humidity increase.
  • Burning mist: the vaporist can create a 10' ring of hot steam around themselves to hide behind. Costs 3 points per +1 STH they give themselves with the fog.
  • Fatal sauna: in a reasonably sealed room, the vaporist can create an intense sauna that increases in temperature, pressure, and humidity every round until it is unlivable (+3 per round). This costs 5 points per round.
  • Vaporizing blast: the vaporist can unleash an intense blast 5' in front of themselves that will turn the water in any target into vapor instantly at a cost of 10 points per 3 points of power.
  • Mephit form: the vaporist can turn themselves into living steam at a cost of 12 points per round.
Other powers may exist. Consult the GM.

PRO +2 ATH +2 STR +2 AWA +1 WIL / PRS -2 STH /
Topic revision: r1 - 07 Jun 2025, SallyJaneBlack
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