Traitor

Those who betray the powers-that-be.

Dujvari

Traitors in the Blue Grith does not refer to those who betray the Grith, but those who betray the authorities in favor of the Blue Grith or those who betray their class to fight back against oppression. These traitors often continue to work in secret among the oppressors or use their privilege to help them fight back, but some openly defy the crown. These traitors draw power from the chaos they wreak upon the oppressing class.

To become a dujvari, they must first betray the ruling class, the oppressors, the exploiters, or their agents. This does not mean simple defiance of the oppressed or exploited against the system - they are already victims of the system, and resistance is merely self-defense. They must be part of the ruling class or its direct agents in order to betray it. This means they must be a noble, a slaveowner, a business owner, a manager, a police officer, a member of the military, a part of the religion of Mal'och or other ruling class religions, or a high-ranking member of one of their institutions such as a university. And then they must perform an act of treason against the other members that also benefits the Blue Grith or its mission.

Then, they must somehow make contact with the Blue Grith. Sometimes, the Blue Grith finds them, but often, they must seek them out, for their treason is too subtle to be truly known. Or sometimes, their treason is feeding information to the Blue Grith. Once they make contact, they must prove themselves trustworthy to the Blue Grith, devoted to the Blue Grith's ideals, and willing to continue the work or in need of protection.

Once they are proven worthwhile, they are taken in by the Blue Grith or placed under their protection, unless they have need to go back to their old life as a deep cover agent. Either way, they continue to make contact, and they are required to spend time learning the ways of the Blue Grith. This often takes a long time, but once they have proven themselves and learned enough to be part of the Blue Grith, they are tested. If they pass, they are taught how to wield the chaos they are causing.

Any weakening of the laws of the ruling class generates a certain amount of chaos. Any betrayal causes ripples, random or not-so-random effects down the line, and those ripples have a power to them. If the dujvari can sense or predict them, they can influence them but never truly control them. They can certainly learn to trigger them, however, with further acts of betrayal. How this manifests depends on the ways in which they betray the ruling class.

If they are betraying the ruling class by using their wealth to fund the Blue Grith, the chaos they generate comes from what the Blue Grith does with that money. They can therefore trigger it further by giving the Blue Grith more money, even if it's a single coin to an individual member. If they are betraying by stealing information, they trigger it by stealing and giving the Blue Grith more information. If they are betraying it by acting as an undercover agent in the police or military, any act within those that benefits the Blue Grith can trigger it. And so on. Consult with the GM as you create your character.

Every trigger of celestial chaos means the dujvari rolls a d100, and that roll determines what ripples they cause:
Roll Effect
1 The dujvari is exposed
2-5 Every ally or oppressed within 10' of the dujvari gains +3 to their best base stat for 5 minutes
6-9 A useful non-weapon, non-armor, non-magical of modest value appears in the dujvari's hands and lasts for an hour
10-16 Every enemy within 20' loses their next action
17-23 Every ally or oppressed within 10' of the dujvari gains +3 to their best non-language skill, ability, or power for 5 minutes
24 One unknown enemy is revealed to the dujvari
25-29 Celestial winds lighten every ally within 50', giving them +6 ATH for 5 minutes
30-32 Every enemy within 10' of the dujvari is penalized -3 to their best base stat for 5 minutes
33 One unknown ally is revealed to the dujvari
34-38 A useful weapon with basic celestial energy (+3 against infernal) appears in the dujvari's hands and lasts for an hour
39-43 Celestial waters cleanse the hearts of every ally within 50', giving them +6 PRS for 5 minutes
44 The institution betrayed by the dujvari suffers a major loss
45-47 All allies within 20' (and the dujvari) are teleported to a safe place within 10 miles
48-49 Every enemy within 10' of the dujvari is penalized -3 to their best non-language skill, ability, or power for 5 minutes
50 A celestial animal appears to assist the dujvari
51-57 Celestial light clears the mind of every ally within 50', giving them +6 AWA for 5 minutes
58-63 Celestial fires burn the souls of every ally within 50', giving them +6 WIL for 5 minutes
64 An angel appears
65-69 Every enemy within 20' suffers a normal wound
70-71 A useful armor with basic celestial energy (+3 against infernal) appears in the dujvari's hands and lasts for an hour
72 The institution betrayed by the dujvari suffers a moderate loss
73-74 Celestial stone imbues the flesh of every ally within 50', giving them +6 STR for 5 minutes
75 The nearest bank accidentally and untraceably gives away 1,000 coins to an exploited worker
76-80 Celestial shadows enshroud every ally within 50', giving them +6 STH for 5 minutes
81 The nearest jail or prison loses all its locks for an hour
82-85 All enemies within 20' are teleported 10 miles away
86-89 A celestial microbe infects an enemy of the dujvari
90-94 A celestial fungus appears to assist the dujvari
95-99 A celestial plant appears to assist the dujvari
100 The oppressed within 3 miles of the dujvari erupt into a riot against the ruling class
Any effect rolls from a power of the dujvari's WIL if opposed.

Part of the Commitee for Information or the Committee for Support.

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

Dvasuch

The Green Grith rarely entices people to betray the ruling class or their wealth and status, but when they do, they often reward these agents with powers of the moons to allow them to hide themselves, keep secrets, and reflect esoteric powers.

Someone who betrays the ruling class in favor of the Green Grith and proves their loyalty may be trained in specific kinds of moon magic, specifically the reflective magic of the moons. The art of using this magic is taught by members of the Green Grith, usually witches, who limit what powers are provided. To learn to wield the reflective magic of the moons, a dvasuch must engage in meditation under the full moon(s) for a full year. This means every full moon, for each moon, and if there are multiple full moons in a night, they must meditate under all of them for an hour each. After a year of this, they are tested by the Green Grith and the moons themselves, facing their mirror image in a series of magical challenges and riddles. If they pass, they gain specific powers:
  • Moon mirror: they can leave a mirror under the moons to gather in moonlight to spend as they please, day or night, so long as there is no new moon present. It gains 3 points per hour of moonlight, or 6 per hour if a moon is full.
  • Moonlight lock: if they capture a bit of moonlight in a small mirror, they can speak a secret into it and keep that secret from being found until they want it to be.
  • Mirror gate: if they spend all the moonlight in their mirror, they can step into it and teleport to any other mirror within 999'.
  • Moonrise aura: at moonrise, if there are no new moons, they can create an aura of teal light that gives them +3 PRS until it is full night. They can do this in daylight at the cost of 3 points of moonlight per hour.
  • Vanishing crescent: under a crescent moon, as long as no new moons are in the sky, they can vanish twice per night for 30 seconds. They can do this during daylight at the cost of 6 points of moonlight.
  • Gibbous barrier: under a gibbous moon, as long as there are no new moons in the sky, they can create a barrier that repels esoteric energies cast at them. They can do this during daylight at the cost of 2 points of moonlight per 3 points of barrier's power.
  • Lunar mask: as long as there are no new moons, they can make others see their face as some other face for the duration of a night, and they can do this during the day at the cost of 6 points of moonlight per hour.
  • Full moon dance: under a full moon, if no new moons are present, they can perform a ritual dance and create illusory versions of themselves that have no ability to act except to move around and repeat a few stock phrases.
Dvasuches use these powers to continue betraying the ruling class while also garnering their resources, living in secret as long as possible.

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

Eletan

Those who betray the law to work the lore draw from ancient stories to do so. They gain power by being in conflict with their former employers or masters.

An eletan may become a traitor before they come to the Violet Grith or after, but the end result is always the same - they seek the powers of the fey to help them in their betrayal and survival. The fey see the power of their story of betrayal and make them an offer - gain power from their conflict with those they've betrayed in exchange for information, money, and loyalty. If the traitor betrays their new benefactors, they will be exposed to their former allies and masters.

The Violet Grith's enemies are servants of the law rather than the lore, and thus, many of eletans come from the police, courts, and government. They are thus great sources of information, but their betrayal only gives them power once their former side is aware of it. Thus, they become targets. They are given the following powers to survive:
  • Traitor's defense: +3 to any base stat when used against their former side directly. If they were a cop, it's +3 vs. cops. If they were a noble, it's +3 vs. nobles. Etc.
  • Treacherous lash: they can unleash a lash of burning violet light that harms those they used to be allied with and only them, 9/15/21/27.
  • Innocuous form: they can take a disguised form to appear as one of their old allies for an hour, but only in their places of power, by snapping their fingers.
  • Unraveling thread: they can expose a weak point of their old allies even if they are unware of it by pulling any strand of their old allies' clothing (while being worn).
  • Secret language: they can speak to their new allies in front of their old allies and not be understood by their old allies.
Eletans will use as many of their former resources to help the Violet Grith as possible, be that old connections, authority, money, or objects they had from their old days.

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

Teoma

The Red Grith does not court traitors from the police or the powerful, for they do not trust them. But they allow those who have betrayed the Divine to serve among them. These are called teomas.

Teomas 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. Teomas are former members of another religion (any except that of the Red Grith) who have since betrayed their faith, exposing lies used in that faith or otherwise opposing them in favor of preaching the power of mortal will.

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. Teomas gain +6 to any roll against Divine power or anything done by an inmortal being, and another +3 more if against their former faith. If they ever betray their oath by accepting Divine or inmortal aid or support, they will lose all of their powers.

Their role in the Red Grith is to preach against the religions that attack the Red Grith, becoming open targets against the powers-that-be. They train in oratory and persuasion to do this.

PRO / ATH / STR +1 AWA +2 WIL +2 PRS +3 STH -1
Topic revision: r1 - 07 Jun 2025, SallyJaneBlack
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