Malakai Traditions

Artificer - Artificers are inventors who strive to create devices that anyone can learn to use, even Sleepers

Druana - Druanae preserve the delicate balance of Nature, enacting ancient rites to promote fertility

Epagan- Epagans are healers and diplomats who follow a philosophy of peace, love, and understanding

Euthanatos - Euthanatoi seek to ease suffering by ending it, even if it means killing the cause or victim of the suffering

Faithful - The Faithful are worshipers of gods and goddesses, and receive power from these deities in exchange for devotion

Guiltbearer- The Guiltbearer Clan hunts down and destroys evil ruthlessly, constantly striving to cleanse their names of the guilt of a fallen ancestor

Maker- Makers force the gods to make the world bigger, either by exploring beyond the defined universe or by exercising their own creativity

Monk- Monks seek unity of Mind, Body, and Soul through discipline and the martial application of Do

Mystic- Mystics are the friends of the spirit world who mediate between people and the common supernatural

Rune-Worker- Rune-Workers employ mysterious writings that contain immense power in an effort to make their mark on history

Traveller- Travellers are wanderers on the constant quest for first experiences of all kinds

Troubadour- Troubadours are traveling entertainers who lift the spirits of the people they meet

Truth-Speaker- Truth-Speakers possess the power to change the world with their spoken worlds

Weard- Weards seek knowledge so that they can understand and control Nature

Artificer

Natural laws exist, not to limit our creativity, but to enhance it. There are many ways to accomplish the same end, and the gods enjoy watching us discover as many of these methods as possible. It is not enough to seek knowledge. Knowledge exists to be used. An intricate device for measuring time is as beautiful as a thousand waterfalls. Our creations are a monument to human ingenuity. We are the only creatures in the world who spend so much time creating tools, for the invention and employment of such tools is what sets us apart from beasts. With enough patience, human beings can make anything work.

Artificers are constant inventors. While science is not a strong force on Malakai, Artificers still manage to make their contraptions work. Most are Rue Goldberg devices which follow an unlikely chain of cause and effect with perfect timing (often thanks to Time) to produce their results. It is seldom the material components of an object that makes an Artificer's creation work. Rather, it is the chaotic organization of the materials that holds the true magick of artifice. Artificers specialize in chaos. Often, the only reason their contraptions work at all is because the Artificer has toyed with Entropy in such a way to increase the device's chances of operating as expected. Of course, when the devices finally succumb to cascade failure, they tend to do so in a spectacular way. Fire tubes explode. Trigger-activated bows disintegrate. Lenses crack. Occasionally, though (usually as the result of some freak accident), an Artificer actually builds something that works consistently for anyone who knows how to operate it. Rarely, even Sleepers can duplicate the device and its effects safely (the bow was once a mere focus for a Forces 3 Effect designed to hurl a small, sharpened stick at an opponent; the idea made so much sense afterward that it slowly evolved into a non-magical weapon). Artificers dream of inventing a device that works itself so firmly into Consensual Reality that even Sleepers can operate and duplicate it.

Organization:

Artificers are a chaotic lot, but they meet with members of their Tradition several times a year to exchange theories at Symposiums and to show off their inventions at Science Fairs. Those who have created devices that attain mainstream acclaim (the inventors of the bow, catapult, arch, and other now non-magical devices) are inducted into the rolls of the High Artificers. The High Artificers meet annually to discuss the year's scientific discoveries and inventions. Occasionally, powerful members of other sympathetic Traditions (Makers, Weards, Rune-Workers, Guiltbearers, Truth-Speakers, and Travellers) are invited to these High Forums as special guests. If they were Rune-Workers, the Masters of Artifice might want to keep the events of such High Forums a secret. Since the goal of Artificers is to create devices that are useable by everyone, however, they publish the proceedings of each High Forum, and distribute them as widely as they can.

Factions:

The Artificers might sometimes have difficulty agreeing with one another, but they tend to band together in the united quest to create stable inventions and theories. Artificers have varying opinions of how to accomplish this goal, but most sit in one of a handful of schools of thought.

Founders pursue the lofty goal of creating the best possible future for the people of Malakai. By studying and manipulating Time, Fate, and bloodlines, the Founders attempt to control the course of history.

The Order of Jules Verne believe that the universe's rules can never be fully understood by Science. They are fascinated by devices, but believe that inventions should stand on their own, not merely follow a set of laws as many Artificers claim.

Rationals hold that the inventions should be products of a more universal logic. Devices should not accomplish the same end in contradictory ways, but should support more universal theories.

World-Shrinkers do not concern themselves with the cerebral philosophical debate between the Rationals and the Order of Jules Verne. Rather, they are fixated on the problem of making it easier to bring people together into a more unified whole. To accomplish this, they create devices that allow communication over great distances or contraptions capable of transmitting people or matter over miles of land, sea, and space. These Artificers work constantly to find new ways of "shrinking the world", usually metaphorically, but rarely literally.

Failings:

Artificers rely heavily on their devices. Creating new foci (contraptions) usually takes time. At the very least, Artificers require the availability of acceptable materials. There is a constant debate between Artificers about the nature and purpose of invention. Artificers' differing theories and styles often make it difficult for them to work together on the same project, limiting their ability to pool their resources. Finally, Artificer devices are often considered Vulgar unless the foci look magical in some way. A vial of acid could be written off as a potion, for example, but a bicycle had better be designed to look like a magical horse if the Artificer wants to elude the Scourge.

Affinity Spheres: Entropy and Time

Common Foci: alchemy, engineering schematics, tools, mathematical constructs, and any unusual-looking contraption

Avatar: Most Artificers dismiss their Avatars entirely, but a few perceive them as sparks of genius, muses, or dead Master Artificers

Concepts: architect, engineer, experimental scientist, inventor, mad scientist, medic, natural philosopher, scholar

Druana

We are a part of Nature. Like all Nature's creatures, we must learn to adapt ourselves to our environment if we are to survive. Efforts to change Nature will fail us as surely as they failed our ancestors. Nature does not change; it is we who must change. Preserve Nature's beauty whenever possible, and avenge wanton destruction wherever you find it. For if we harm Nature's creatures, they will learn to hate us, and we need allies in the battle against our predators, not enemies. Do not abhor the instincts Nature has given us as one of its most successful animals. Eat when you are hungry. Sleep when you are tired. Breed when the passion takes you. Self-denial is a lie whispered to us by our predators; do not listen to them. Be fruitful and multiply. After all, only the strong survive long enough to pass their blood to the next generation.

Druanae claim to be the oldest Tradition in the world. They have revered and defended Nature since people first realized that they were a part of the world. They tend sacred groves and heal injured animals. They keep vigil over the Balance Points - unblemished Nodes - to protect them from those who would bend them to their will as humans have bent trees and stone to their will. They are in tune with the natural cycles - summer and winter, day and night, birth and death, full moons and new. Skilled workers of Life magic and Prime, they are capable of making living things whole or of tearing them apart if necessary. They participate in these natural cycles, keeping rituals during equinoxes and solstices. They believe that to appreciate the miracles of life, one must first understand death. Live sacrifices help them keep their own existence into perspective. In order for one life to continue, another living thing must die.

Organization:

Druanae organization is not unlike the society of many animals. The strongest Druana of each Chantry (known as Groves) rules until a stronger one defeats her. Each Chantry maintains its place in the larger Tradition based on the size and abundance of the lands under its protection. Cutting down a tree in a Druana's preserve is not only a slight against Nature, but a direct challenge to the Druana's authority and power.

Factions:

The Druanae are factionalized primarily according to the geography and ecology of their individual preserves. Desert-dwelling Druanae favor the company of other desert Druanae. Yet, even these are further divided into Druanae concerned with plants, animals, and natural resources. A handful of philosophies, though, undercut all Druanae factions.

Caretakers concern themselves with maintaining the current condition of their preserves. They even go so far as to use magic to preserve the area from natural forces of erosion, rescuing injured animals, and sending rain to water drought-blighted plants. This policy of preservation is regarded as meddlesome and presumptuous by more conservative Druanae.

Mediators approach their missions in a way even the Caretakers consider radical. They attempt to incorporate human beings into Nature, creating a harmonious relationship between people and animal and plant. They work to educate the people of their preserves on the importance of tending Nature.

Watchers do very little to interfere with life within the preserve, being only concerned with preventing human interference in places of natural beauty. Unlike the Caretakers, Watchers are perfectly content to let the flowers whither and the animals suffer. It is the way of Nature that living things should suffer, starve, and die.

Failings:

The rites of the Druanae are filled with blood and sacrifice, and more than one ignorant observer has mistaken them for worshipers of dark gods and demons. Many of the Faithful, nearly all of the Heroborn, and all of the Epagans have a very, very difficult time justifying human sacrifice, so the Druanae do not have particularly cordial relationships with these Traditions.

Affinity Spheres: Life and Prime

Foci: altars, blood, cauldrons, chants, cups, dance, herbs, incense, ordeals, runes, sacrifices

Avatars: Druanae often hear voices on the wind or have totemic animal guides.

Concepts: forester, healer, herbalist, hermit, Node guardian, shapeshifter, tracker

Epagan

All life is precious, and should not be ended untimely. Who are we to decide whether any creature deserves to die? Life deserves our respect. Our mission is to prevent death, cure disease, and heal injuries of all kinds. To what nobler goal can one devote oneself than to the causes of goodness, love, and healing?

Epagans follow a discipline of healing, peace, unconditional love, and understanding. Their teachings are pacific, and Epagans are taught never to deliberately harm any living sentient creature. . Epaga's teachings are pacific. Worshipers are taught never to deliberately harm any living sentient creature. Moreover, they do not wantonly snuff out any life, only killing animals and plants for food or in self-defense. The Tradition is universal - stretching to the farthest corners of Malakai - and widely-recognized, but only a small percentage of people are willing to follow such demanding precepts. Epagans are healers and diplomats, care-givers and counselors.

Organization:

Epagans are organized in small bands who train new members. These Chantries, called a "Hospital", form a loose network. Those Epagans who put devote themselves more completely to serving others are revered most highly by other members of the Tradition. Though such Masters' advice and wisdom are highly-regarded, no Epagan has authority over any other person. They all follow the teachings of Epaga, but each Epagan follows the path of service in her own way.

Factions:

Each Epagan's calling leads her along a slightly different path. Most pursue their cause in one of the following ways.

Battlefield Gleaners follow in the wake of violence in an effort to heal those who have fallen. They are field surgeons and medics, but also counselors who try to lend humanity to the horrors of war. The vocation of Battlefield Gleaners is one of the most psychologically challenging to the Epagan. It is difficult to maintain your hope for peace and love when you are surrounded by violence and hate.

Epagan Diplomats work constantly to create peace between individuals and nations. It is a serious business, and not all Epagans are up to the task. For the peace-loving Epagans, the burden of having caused (or even failed to prevent) a war is almost too much to bear.

Hope-Bearers are missionaries for their cause. They serve others with love and help them in an effort to bring their message of hope, peace, and love to all peoples. Hope-Bearers are also the Epagan faction most interested in understanding and treating insanity and other brain disorders. They bear the light of hope wherever they feel it is needed, and the darkness of insanity is no less dark than that of ignorance.

Hospitalers create safe places for the sick and injured to stay while they heal. These Epagans do not limit their good works only to those who suffer from physical complications. Many of their Hospitals become refuges for the poor, hungry, and homeless, or asylums from political and religious persecution. Hospitalers derive great satisfaction from their work, but many cannot help feeling a little overwhelmed by how little difference their local Hospitals make for those beyond the borders of their town or city.

Failings:

The greatest weakness of the Epagans lies in their blind compassion. Epagans suffer from idealism more often than any of the other Traditions. Their refusal to employ violence except in the most desperate circumstances not only makes them vulnerable to enemies, but can also alienate allies who depend on their protection, as well.

Affinity Spheres: Life and Mind

Common Foci: benedictions, laying of hands, shepherd's staff, herbs, prayer

Avatars: guardian angels, the spirit of Epaga or great Epagans, doves, and other peaceful animals

Concepts: courier, counselor, diplomat, field medic, healer, priest(ess), psychologist

Euthanatos

Death and decay are a natural consequence of birth and creation. All things follow this cycle, including human beings, whose souls return to a new body after death. Unfortunately, many who live linger on the threshold of death far longer than is beneficial to anyone. It is the duty of the strong to put an end to the suffering of the weak.

Euthanatoi, as their name alludes to, are firm believers in euthanasia. Many are healers who wish to cure the ills of the sick and injured. Unlike the Epagans, however, they believe that a line exists in a person's life beyond which she is no longer capable of recovering. At the last, Euthanatoi end a living creature's suffering by ending its life. Often, death is a welcome friend, not a feared enemy. A Euthanatos might put the wounded out of their misery, quarantine and kill those infected with a fatal and contagious disease, or kidnap a child from parents who cannot afford to care for it. They take no joy in killing, but regard their vocation as a responsibility to those who would otherwise suffer in vain.

Organization:

Euthanatoi are fairly well organized, if only loosely. Chantries double as temples and hospitals where the dying may come to terms with their mortality and die with dignity. There is a rough division between the apprentices, initiates, mentors, and leaders.

Factions:

Though the Euthanatoi have a fairly clear philosophy, the methods and approaches of the individual Euthanatos vary widely.

Confessors focus on bringing peace to those wracked with guilt and regret. These Euthanatoi recognize that individuals who are on the path of evil have a very difficult time resisting future temptations. They offer counseling to the regretful, a way out of a bad lifestyle to the contrite, and death to those who have become unable to turn back from the way of evil.

Ghost-Speakers struggle to understand and ease the suffering of Wraiths and other Spirits. They often undertake quests to send the restless dead beyond the half-life in which they have become trapped.

Herders make an effort to cull herds of animals (including humans), ridding them of disadvantageous qualities that might weaken the bloodline. They also encourage the strongest members of a species to produce offspring. In the case of humans, they will often do the honors themselves if the subject seems unwilling to take matters into hes own hands.

The Merciful work to end the suffering of the sick, injured, and crippled. Many are accomplished healers, but every one of them would sooner kill a creature than see it languish in its suffering.

Social Engineers are political assassins that stalk and destroy dangerous individuals and organizations in positions of power to prevent them from damaging society.

Failings:

Constant exposure to death and suffering takes its toll on the Euthanatos psyche. Trafficking with spirits and death results in the accumulation of jhor. An excess of jhor Quiet can transform a Euthanatos into a killing machine that must be destroyed. Many people do not understand the philosophy of the Euthanatoi, and a member of this Tradition often faces discrimination, fear, and even outright persecution from those who regard hem as a bad omen or murderer.

Affinity Spheres: Entropy and Spirit

Common Foci: weapons, dice, cards, ashes, scales, pain

Avatars: Fortune, deities, ghosts, the Grim Reaper

Concepts: assassin, gambler, ghost-tender, guardian, healer, merchant, necromancer, soldier

Faithful

The deities can guide us on the path of righteousness. Worship strengthens the hands of the gods, from which all good things come. Mortals cannot hope to defeat evil by themselves. Only the gods can save us from the creatures of Darkness. Devote yourself to your faith, and the Divine will provide for your need. Only when we learn to trust in the gods will they at last put an end to suffering and evil. Evil exists only to test our faith. It is the duty of the faithful to bring the faith to those who do not yet worship the gods.

The Faithful claim to have been the first Tradition to walk in the world. They gather the people together in worship, heal the injuries and illnesses of the flock, and give glory to the gods and goddesses who created Malakai. While most Clerics revere a single god or goddess above all others, only a tiny handful are truly monotheistic. They can be found in churches and temples - interpreting Sacred Texts, praying to their deities, and teaching the people to act in accordance with Holy Law. The Faithful are organizers of people, pillars of society, and moral compasses for their communities and companions. Their skill with Life makes them skilled healers and herbalists, and their trafficking with spirits allows them to summon the servants of their deities and banish the gods' enemies.

Organization:

As diverse as Malakai's pantheon of gods and goddesses is, the Faithful are hardly a united group. Each follows her deity's laws and individual conscience to the best of her abilities. Individual cults organize themselves in accordance to divine commands or philosophies. Worshipers of the law-conscious Michael maintain a strict hierarchy based on seniority and skill, while Clerics of the heroic Gregor earn rank only by performing marvelous acts and completing arduous quests.

Factions:

The sheer number of factions among the Faithful positively baffles the mind. The methods and philosophy of a goddess of love tends to be very different from those of a god of war. In a world in which the Myshari alone have more than 3,000 religions, putting a label on each and every faction proves impossible. The most popular local religions include the following.

Worshipers of Dawn believe in the sanctity of daily life - birth, marriage, and work. They are tireless defenders of the community, as well as careful shepherds over the flock. If one of the Faithful helps design and build a city wall to better protect the community, it is quite possible that she is a Dawnite.

Worshipers of Gregor pursue the path of the hero and encourage others to do likewise. They value courage and chivalry, and do not shrink in the face of danger and violence. If a member of the Faithful runs into a burning house to rescue a trapped child, it is quite possible that she is a Gregorian.

Worshipers of Hamar concern themselves with crafts and trades. They seldom worry about questions of morality, being more interested in seeing that apprentices obey their masters, that horseshoes are of the highest quality, and that farmers' labors produce enough food to provide for themselves and their neighbors. Hamarites are probably those of the Faithful who keep asking the children what they want to be when they grow up.

Worshipers of Michael are interested in maintaining law and order. Chaos is anathema to them, and they will fight against it to their dying breath. Shrewd politicians and efficient bureaucrats, Michaelvelians firmly believe in working within existing legal systems. A Cleric who helps the militia bring a thief to justice might very well be a Michaelvelian.

Failings:

The weakness of the Faithful stems from their lack of unity. While nearly all Clerics recognize the existence of all the good gods and goddesses, they constantly split on individual theologies. Sometimes, the divide between individual religions causes so much strain that a Church launches a crusade against their fellow Faithful. Such holy wars are counter-productive, and many of the Faithful have lost faith as a result.

Affinity Spheres: Life and Spirit

Foci: candles, prayers, bells, incense, holy symbols, holy water, sacrifices, reading sacred texts

Avatars: The Faithful often perceive their Avatars as the voice of a deity, divine messengers, or pieces of sacred text that suddenly strike home.

Concepts: adventurer (Gregor), clergy, cleric, craftsperson (Hamar), healer, hermit, knight, magistrate (Michael), parent/spouse (Dawn), scholar

Guiltbearer

The power of evil must be neutralized by destroying all evildoers. Evil is clever and ruthless, and so it must be fought cleverly and ruthlessly. Evil takes no prisoners, so it should be given no quarter. We must avenge victims of crime, hunt down and destroy evil on its home soil, and seek out new ways - knowledge, magic, or otherwise - to fight evil. We have been born into the Guiltbearer Clan, selected by Nightfire to atone for the fall of our House from grace and to follow the path of righteousness. We will not lay down our arms until evil has been beaten out of the world, for only then can we cleanse ourselves of the sin of our ancestor.

The Guiltbearer Clan was founded by the god Nightfire as the Heroborn countless centuries ago, in the days before the Ultimatum War. Initially a small clan, the Heroborn consisted of only the noblest and purest knights and Magi of the House, bent on preventing and destroying evil wherever they found it. Constant quests and wars were not kind to the Heroborn, however, and soon only a few dozen remained. Not wanting their flame to die out, the Heroborn opened their doors to new recruits, adopting them into their clan as sons and daughters. Its message and influence spread rapidly as more young heroes flocked to the Heroborn's banner. The Heroborn welcomed them gladly, and, in doing so, welcomed its own fall - for one of their own clansmen precipitated the Ultimatum War. The Heroborn blamed themselves for their clansman's weakness, and ever after, they have been known as the Guiltbearer Clan, for they constantly work to wash clean the sin of their brethren. Making amends for having caused the deaths of most of the population of Malakai, it is believed, will take a very long time.

Organization:

The Guiltbearer Clan's organization is that of an extended family. The head of the family, Argos Guiltbearer, resides in the Kingdom of Arcadia. From there, he directs the strategy of the entire Clan. Each of his Elders controls Guiltbearer activities in a country or, in rare cases, a continent. These Elders act as field marshals and magistrates - organizing individual Chantries and maintaining order among the members of the Clan. A Chantry technically monitors and directs all the actions of its members, but individuals are usually allowed to act on their own except in the event of an emergency. Clansmen are still expected to report their activities to the Chantry whenever possible, which helps maintain the Clan's intelligence network. Guiltbearer Chantries, as a result, often provide a wealth of information and, if the need is great, more tangible resources.

Factions:

The Guiltbearer Clan is the most unified of all the Traditions, though even its members have varying opinions of the best method of erasing the stain of sin from the family name.

Bastion Builders concentrate on creating places where evil cannot dwell. They forge nations, build fortresses, and command armies. Even Guiltbearers with no resources or power can call themselves Bastion Builders if they devote themselves to forging another bastion of the Clan's influence.

Demon-Hunters focus on fighting evil on its own ground. They descend into labyrinthine dungeons and visit nightmarish spirit realms in quests to convert, undermine, or destroy any evil civilization they can find.

Hero-Builders concern themselves with increasing the Clan's resources in any way possible. Some are recruiters, seeking strong, good-hearted heroes to bring into the fold. Others are sages and researches, seeking knowledge that might benefit the Clan's quest. A few even work to find or create artifacts or High Points that the Clan can use to its ends.

Knights Errant are the most common Guiltbearers. They are wanderers by nature, constantly seeking new challenges and more powerful evils to destroy.

Failings:

Despite their sense of purpose and good intentions, Guiltbearers tend to come across as constantly wracked with guilt and regrets which outsiders find hard to understand. Even the most soft-spoken Guiltbearer tends to come across as self-righteous. This can prove a major turn-off to members of other Traditions. Also, though they do not like to admit it, Guiltbearers' constant exposure to evil often places them in situations of incredible temptation. Sadly, not all of them live up to their vows under these circumstances. Fallen Guiltbearers' command of Forces and Prime often make them worse villains than many that they faced before they renounced their oaths.

Sphere Affinities: Forces and Prime

Common Foci: weapons, staves, wand, chants, rituals, holy symbols, prayer

Avatars: guardian spirits, angels, divine voices, dead Clan heroes

Concepts: adventurer, counselor, dungeon delver, engineer, knight, noble, paladin, soldier, undead-slayer

Maker

The Universe exists because we believe it exists. Beyond the realm of human experience is a void, and all vacuums yearn to be filled. We are called to participate in the miracle of Creation, helping the gods themselves to make the world. We were born as an investment of creativity. If we fail to create, we are leaving the Universe to the whims of Entropy. Everything that can be imagined becomes real.

Makers have occasionally argued that theirs is the oldest of all Traditions; for before humanity observed the Universe, it was formless and empty. Makers believe that observation changes the way the universe looks and behaves. By going where there is nothing, they believe they either force the deities to flesh out the new place or actually cause the region to spring into existence merely by their attempt to observe it. Makers are explorers and artists, authors, inventors and philosophers. They are cousins of the Truth Speakers and Rune Workers, but they focus their efforts on creativity above all else. They are creative engines, constantly pondering and actualizing the possibilities only they can see.

Organization:

Makers gather in loose Chantries called Conferences where they discuss their creative endeavors with their fellows. Despite their desire to build upon their own ideas, the exchange and borrowing of ideas is an inevitable result of such gatherings. In fact, Makers constantly work to inspire other Makers to borrow from or make allusions to their own works, for this reinforces the existence of such creations, making them more real as more people build upon them. The Makers respect most highly those Makers who have had such a profound impact upon their audiences that the places and objects have sprung into existence. Such men and women are known as Inspirations of the Gods.

Factions:

Makers pursue creation in any number of ways, but a handful of methods dominate.

Artists use sculpture, paint, or other visual medium to capture their vision and pass it on to others. It projects the idea clearly to the audience, but is slow and difficult to reproduce.

Authors write or tell stories about imaginary places and events in an effort to communicate their ideas to as many people as possible. While this method is slower and less precise than many others, it can be incredibly systematic. After all, it is far easier to transcribe a text than it is to duplicate a statue or return to a far-off realm.

Explorers force the hands of the gods by visiting lands and spirit realms that none have seen. Sometimes, they serve to reinforce the creativity of Authors and Artists. Once they have arrived in new territory, Explorers have a greater capacity to create in great detail and with lengthy duration. Their control over the actual process of creation is very limited.

Failings:

Makers' belief that they are responsible for the continuation of Creation can make them seem vain. Many Makers fall into the trap of the solipsism. Believing that what they observe might be the only real things in the Universe, they lose ties to codes of ethics and morality. Believing as they do that anything that can be imagined is real, Makers are more prone to madness than any other Tradition. Makers are often obsessed with creativity, and do not like to imitate other Magi. They would rather invent a new Effect than rely on a cliché Rote invented by some long-dead Mage.

Affinity Spheres: Matter and Prime

Common Foci: writing, art, books, language, song, inspirational tools (candles, music, incense, drugs, etc...)

Avatars: deities, fantastic beasts (dragons, unicorns, pegasi, etc...), muses

Concepts: explorer, historian, mime, painter, sculptor, Umbral explorer, storyteller, writer

Monk

Body, Mind, and Soul are one in the same. What affects one affects all three. If one is faulty, none of the others can achieve perfection. The world, with all its attendant pains, is an illusion. Focus on the mastery of the Self, for nothing else is important.

Monks search for perfection and harmony. They are creatures of great simplicity, casting away emotions and desires for physical possessions in pursuit of their goal of personal perfection. They see every obstacle and challenge as a chance to increase the harmony of their Self. Monks are not complete ascetics, however, but preach a life of moderation. They are masters of unarmed combat, and can use Do.

Organization:

Monks are loosely organized. Each recognizes that there are many steps on the journey to perfection, and those who have ascended higher are respected by those who have not yet achieved such heightened self-awareness. Powerful Monks often build Chantries called Monasteries, and many students flock to such places in search of enlightenment. In the end, the journey of the Monk is a personal struggle, and even a Master can only help very little. The mentor can illuminate the river, but the student must decide how to cross it.

Factions:

There are many schools of thought among the Monks, but certain philosophies bear mentioning.

The Order of the Chrysanthemum hold that individuals can only grow through hardships. They pursue greater and greater challenges, each obstacle a path to greater understanding of the Self.

The Order of the Dragon believes that in order for someone to master hes Self, sheh must master the illusionary world around hem. Beneath their placid exterior dwells a dragon that is ready and willing to crush anything that would interfere with the Dragon's quest for enlightenment. A Dragon faced with a threat will place a fist within his open hand and bow to express his desire for peace. This is the only warning an opponent will receive before the Dragon considers hem an enemy and behaves accordingly.

The Yogi believe that enlightenment comes only through self-discipline. They seldom express any emotions, and work constantly to increase their willpower. They practice asceticism more than most other factions.

Failings:

The burden of enlightenment is placed on the shoulders of the individual monk. A master can only teach the student by introducing hem to physical exercises, mantras, and enigmas. It is up to the student to derive understanding of the Self by means of these tools, which may or may not work for a given student. Many aspiring Monks become frustrated with what appears to be their master's unwillingness even to tell them what they are supposed to learn, and leave the order.

Affinity Spheres: Mind and Time

Common Foci: chimes, incense, meditation, purification rites, weapons

Avatars: dragon, phoenix, tiger, other kung fu animals, elementals, spirit guides

Concepts: diplomat, dream interpreter, fortune-teller, painter, sage, soldier, translator, weapons master

Mystic

All spirits are bound together in the Oversoul. Often, people suffer because they do not recognize that we live in a world of spirits and symbols. They treat the symptoms instead of the disease. You see the silver in the smiling man's hand, offering to pay a high price for your fastest horse, but I see the murder on his hands and hear the screams of those he slaughtered for those coins. If you take those coins, the murder is on your hands, too.

As a Tradition, Mystics concern themselves with relationships. Whether it is observing a stranger's aura to decide whether he is trustworthy, carrying on conversations with spirits and totems, or breaking chains of Correspondence that bind one person to another in a harmful way, Mystics are counselors of the soul. They seek to understand the universe and its symbols because they recognize that they are a part of that world. This understanding does not come through intellectual categorization and meticulous experimentation, but springs from flashes of intuition, visions, and the interaction of the Mystic with the Spirit Realms ("Little Seekings", as they call them). They do not regard themselves as masters over the spirits, but consider the Umbrood equals. Mystics work to create a harmonious relationship between spirits and mortals, though this might require the Mystic to drive out spirits who do not treat mortals with the respect Mystics expect of them. Mystics are men and women of two worlds - the mortal world, and the spirit realms.

Organization:

The Mystic's vocation is a lonely one. As such, members of this Tradition are not well-organized. They usually feel a certain kinship with others who have undergone the Vision Quest, but individual approaches to spirituality make it very difficult for one Mystic to truly understand another. Mystics respect those among them who possess great understanding, especially those with goals similar to their own.

Factions:

Mystics are a diverse lot. A wolf shaman behaves very differently from a shaman of a different totem, even though one could argue they belong to the same faction - "Shaman". It is easier to divide groups of Mystics according to the methods by which they mediate relationships between the mortals and spirits.

Bynums concern themselves with relationships between people, acting as midwives to the common supernatural in the lives of those around them. Bynums study personal problems from a spiritual perspective, guiding individuals to a better understanding of their souls. They diagnose spiritual diseases like metaphysical physicians, and prescribe remedies to heal wounded and diseased souls. To this end, they are often counselors. Their cures can take the form of mediating between alienated individuals, removing curses laid on individuals by spirits or other Magi, or divining the meaning of a person's dreams. The true goal of Bynums is to help others recognize that the physical and spiritual worlds are intimately bound together.

Shamans build a rapport with spirits of many kinds. They speak to the spirits and tap the wealth of knowledge these spirits possess. Spiritual favors work both ways, however, and a spirit who shares some of its power as Quintessence will expect the Shaman's gratitude, at the very least. Spirits who have aided the Shaman often come to her for help in their own endeavors. In a sense, Shamans are the emissaries of mortals to the spirit world.

Torchbearers work to help people understand the spirits. In some ways, they are teachers, but they also serve as guides to those who would walk the Umbra or traffic with its inhabitants. Torchbearers seek to understand the spirits, and to bring their discoveries back to humanity. They are the spirits' emissaries to the physical world. They are also knowledgeable guides who can lead those who wish to travel the spirit realms along the safest paths. They make it their business to recognize which spirits are well-meaning, and which are deceptive and dangerous; after all, no tour guide takes his group to the worst part of town...

Failings:

The world of spirits is wildly misunderstood by non-mystics. Quite a few people have trouble seeing a difference between a Mystic asking a Wolf Spirit for directions and a Weard Infernalist summoning a demon in an effort to bind it to his will. Despite their interest in relationships, the life of the Mystic is lonely. As a Man of Two Worlds, a Mystic somehow never quite fits in with either mortals or spirits. Many Mystics cannot quite shake this uncomfortable sensation of "otherness". Their ability to recognize the spiritual implications of physical actions causes them to act responsibly, but such responsibility for the spirits of mortal and Umbrood can also become a burden.

Affinity Spheres: Correspondence and Spirit

Common Foci: drumming, chanting, fire, sand paintings, bones, amulets, and herbs

Avatars: ancestors, totem animals, and nature spirits

Concepts: craftsman, counselor, diplomat, diviner, exorcist, fortune-teller, guide, healer, medium, warrior

Rune-Worker

Writing itself is magic. You look at a series of lines and curves, and they somehow have meaning. The greatest writing supercedes even language. A picture of a skull and crossbones and the image of crossed swords have as strong an effect on most people as a long essay of ten thousand words. It is possible to discover certain symbols that not only have meaning, but possess power. Warding runes can seal a room as surely as a barred door. Enchanting runes change the nature of the substance upon which they appear.

Rune-Workers have been around for millennia. Many believe that their Tradition predates even the Makers, though the Explorers point out that they were forcing the hand of Creation long before the invention of language. Rune-Working is probably the most ponderous and demanding of all the Traditions. Writings must be perfect. Any flaws or imperfections in the runes might result in failure or even disaster. Dwarven Rune-Workers are famous for their magickal treasures. Many of their weapons, armor, and other talismans remain potent even though centuries have passed since their enchantment. The art of the Rune-Worker is one of complex signs, sigils, languages, and runes - all designed to rewrite reality by controlling belief.

Organization:

Rune-Worker hierarchies are as rigid as the runes themselves. Apprentices and Initiates must serve under a mentor who teaches them the simplest sigils and rune structures. After a long apprenticeship (as long as 14 years for the Empaths; far longer among the long-lived Dwarves), the supplicant presents a new rune and its Effect to her mentor. If the Mage can see no flaws in the new rune, the apprentice becomes a full magus. Her rune serves as the new Rune-Worker's personal signature among other members of the Tradition. This signature rune lies at the center of all her weavings, and any Rune-Worker can trace the Effect back to her with enough research.

Factions:

Emerging as the Tradition does from Dwarven Magi, Rune-Workers still arrange themselves into Clans. While these Clans were once hereditary, the induction of non-Dwarven Rune-Workers has transformed them into methodological factions. There are fourteen of these Clans, but five are more prominent than the others.

The Baumeister Clan works to build new cities and strongholds. Though many Baumeister citadels exist on mountains and beneath the ground, a few of these Rune-Workers have forged Realms on the Horizon. They are also perhaps the Faction most prone to create, alter, and awaken Nodes.

The Gedanke Clan has mastered the art of controlling people. Whether it is a cell filled with runes that gradually transform an enemy into an ally(Mind 4 or Entropy 5) or a carefully-acquired piece of blackmail that forces the victim to cooperate (Correspondence 2), members of the Gendanke Clan make terrifying enemies.

The Polizei Clan uses its magic to maintain order in society. With their command of Mind, Polizei settle civil disputes and bring criminals to justice. They also possess the skills to defend their cities and towns from outside threats, including evil spirits and enemy Magi.

The Schmiede Clan pours most of their efforts into enhancing the capabilities of tools. They transform swords and armor into powerful talismans with potent glyphs, or change the physical structure of such devices with Matter.

The Warden Clan focuses its energy on defending people and places from just about anything. Whether they use Spirit magic to hedge out demons, Mind magic to turn intruders away, or Correspondence to conceal their movements, the Warden Clan knows how to protect themselves, their allies, and their homes. Even their offensive rotes tend to simply turn back the attacks of their enemies.

Failings:

One of the Rune-Workers' greatest weaknesses is the slowness with which they prefer to generate their Effects. While they are as capable of fast-casting as any other Tradition, Rune-Workers would rather enact a lengthy ritual than scribe a hasty rune. The signature rune at the center of all of a Rune-Worker's rune structures can be identified by other members of his Tradition on a Research + Intelligence roll against a target of 10 minus the highest Sphere of the Effect being identified. Even though the rune vanishes from the eye after an Effect's duration ends, Prime 1 Spirit 1 can still detect it for some time afterward. [Successes earned count toward Duration. For example, a Mage can detect the afterglow of a rune that vanished from sight 1 turn ago with 1 success, or six months ago with 5 successes. If Time 1 is added to this Effect, use the Time Ranges chart, instead (1 success for one month, 5 successes for 10 years). The Research + Intelligence target for identifying the caster of the rune worsens by +2 if a viewer can only observe (and, of course, transcribe) the after-image]

Affinity Spheres: Matter and Mind

Common Foci: circles, pentagrams, rune structures, symbols of all kinds

Avatars: heraldic beasts, ghostly mentors

Concepts: armorer, blacksmith, craftsman, engineer, enhanced warrior, negotiator, scholar, scribe, weapon smith

Traveller

The world is a very large place. You could spend your entire life wandering and never see more than a tiny fragment of it, but who says we can't try to explore as much as possible? Our senses are the paths to our souls. Books and scholarship are all esoteric nonsense compared to the simple pleasures of the senses. You remember your first experience with something because there is a magic to first times.

No Tradition is as universal and well-traveled as the Travellers. For them, life is the culmination of one's experiences. They seem willing to try just about anything once. They make unpredictable opponents and unusual companions. They are notorious tricksters, but also renowned for their generosity. Travellers don't mean anyone any harm, and live by the maxim of "live and let live". They encourage others to try new experiences, but never force their beliefs on anyone. Travellers are pilgrims and tourists, merchants and mercenaries. They are carefree wanderers, at heart, living their lives as though they had all the time in the world.

Organization:

Travellers have no clear organization, though they do possess a few informal guidelines. Travellers respect the opinions of those who have traveled extensively, and often press them for stories and wisdom. They observe a code of hospitality that encourages them to take in those who are unhappy or need help. They also do not generally believe that objects not in an individual's possession are owned by the individual. This includes livestock, money, and even lovers. A new Traveller learns the Way of the Road from a mentor who takes her with him on his travels. While most Travellers frown on the abuse of this mentor-apprentice relationship, seducing an apprentice is considered a normal and wholesome part of the Way of the Road.

Factions:

The number of kinds of Travellers is nearly as numerous as the Travellers themselves. Most fall under one of the following broad categories, though.

Cartographers are not content to see what others have already seen. They are constantly exploring uncharted territories and blazing trails. They probe the depths of the ocean, climb the mountain shrouded in clouds, and cut their way into the heart of the jungle.

Naturalists seek out natural wonders. They want to see great waterfalls, make their way through beautiful forests, and sit on a beach to watch the ocean waves lap the shore.

Pilgrims concentrate their energies on visiting areas of historical significance. They are the ones who spend hours admiring a 2,000 year old temple, wait until no one is looking, and then steal a bit of the mortar for a souvenir (allowing a "revisiting" to become a Correspondence Range 1 Effect).

Tourists are fascinated by the cultures with which they come into contact. They want to meet the natives, try the local foods (and drinks), and learn the language of an area's inhabitants. As such, they find communities far more interesting than landscapes.

Failings:

Travellers, by their very nature, have a fear of binding ties. They seldom interfere with the events they witness, being essentially observers. Keeping their noses out of local people's business helps them stay out of trouble, but this attitude also limits their influence on the world around them. Many peoples regard Travellers as nothing more than a parasitic nuisance. Their attitude that things are "someone else's problem" can grant them such moral leeway that many are actually complete cowards. On the other extreme, Travellers' willingness to "try anything once" occasionally results in serious injury or death.

Affinity Spheres: Correspondence and Time

Common Foci: alcohol, dancing, juggling, new experiences, walking, music, drugs, sex

Avatar: gods of passion, trickster spirits, people/objects in distant places, migratory animals

Concepts: adventurer, cartographer, circus performer, guide, gypsy, merchant, packrat, peddler, rake, tinker, tourist

Troubadour

Music is the universal language. People were created by the gods to keep each other company, and no man is more wealthy than if his friends are too numerous to count. In a world where evil and violence constantly threaten to overwhelm peace and goodness, hope can be the most powerful weapon any individual can give to another. Only by bringing all peoples together as friends can we hope to defeat the forces of darkness in our world

Troubadours have existed for eons. They lift the spirits of warriors, preserve stories of great deeds, and bring people together in harmony. But the role of the Troubadour is not always that of a simple entertainer. The Bards are proactive agents against the causes that oppose their own, and many a Troubadour has proved a fatal assassin, a dangerous warrior, and a powerful voice leading the masses in rebellion against their oppressors. A Minstrel can leap from battalion to battalion via Correspondence, marshaling armies and leading them on complex campaigns, all the while boosting their courage with his music and stories. Or a Troubador can use Mind magic to gather intelligence, deceive opponents, or turn her enemies into willing slaves.

Organization

The Troubadours' organization is loose. While they emphasize unity, they acknowledge the individual's right to pursue the cause in her own way. Their chantries are called Conservatories where they train apprentices, though many a Conservatory supports itself by offering an education in liberal arts and music to members of the surrounding communities. The majority of Bards train under a single Mentor, traveling with the elder Troubadour and learning the trade hands-on. Troubadours are probably the most individually competitive of all the Traditions, with each Bard struggling to make himself the center of attention and hogging the spotlight whenever possible. This competition is generally nonviolent, however, usually manifesting itself in contests and pranks rather than threats or force.

Factions

As with all of Malakai's Traditions, the Troubadours are comprised of dozens of factions, each with different ideas about the correct way to accomplish the goal of bringing all peoples together in the spirit of fraternity.

Assassins are perhaps the most fearsome of all the Troubadours. Potent wielders of Correspondence and Mind, they are capable of passing though physical barriers and neutralizing guards in order to strike down even the most well-defended villain. Since their arts employ music only to make opponents vulnerable, the Assassins are something of the black sheep among the Troubadours. While their skills are aimed at evil rulers and powerful monsters, they must always be wary of those from whom they accept a contract. There are many who would love to turn the blade of an Assassin against a personal enemy by inventing tales of the target's villainy.

The Bladesingers are a faction of Troubadours that first sprang up among the Elves. Theirs is the art of bringing music and hope to the battlefield. Singing the epics of their people's victory over enemies, they fight alongside the warriors. They wield their swords and bows with deadly grace, fighting in rhythm with the songs they sing.

The Rebellion-Stirrers concentrate their energies on oppressed peoples, inciting them to rise up in revolt against tyrants and despots.

The True Bards hold that they are the only true Troubadours. Their work is not nearly as focused on results as the Rebellion Stirrers or the Assassins. Rather, they sing their songs and tell their tales and leave the people to decide how best to live the epics.

Failings

Perhaps the greatest weakness of the Troubadours is their apparent inability to work together. Constantly struggling to be the center of attention, the Bards often reach a point where egos and artistic differences force them to part ways.

Affinity Spheres: Correspondence and Mind

Common Foci: musical instruments, singing, poetry, stories, pantomime

Avatar: Muses, gods, music, dead artists

Concepts: adventurer, archer, assassin, battlefield musician, bladesinger, diplomat, minstrel, rabble-rouser, rebel, spy

Truth-Speaker

The spoken word is the most powerful tool and weapon we can command. Speak the Word, and reality will bend to make it true. Doubt guarantees failure, but even what others would say is impossible is possible if you believe it to be so. Confidence is the key to power.

Truth-Speakers are one of the more powerful Traditions. If a Truth-Speaker possesses sufficient will, hes Word on a subject becomes natural law. Will-Workers make fine companions welcome in any group, while pessimists are the terror of their enemies. They must be careful what they say, however, for their magic often makes no distinction between what they say and what they desire. Powerful Truth-Speakers often have many enemies who fear them, and such Masters seldom live long unless they are especially wary. While many factions' Effects may be blamed on luck, they are actually manifestations of the Truth-Speakers words made real.

Organization:

Truth-Speakers lack any apparent unity outside of their paradigm. Mentors usually only recruit apprentices who have already adopted the Truth-Speaker paradigm, simply reinforcing what they have already learned. Those who attempt to convince a Truth-Speaker to take them as an apprentice are wasting their breath. Truth-Speakers are not easily commanded by pleas and requests, and they consider questions about the nature of magic a plague. They seek confidence, not queries. Apprentices usually must either learn on their own or learn by imitating a mentor until something finally works.

Factions:

Truth-Speakers seldom discuss their magic with one another. As a result, they are an even more disparate Tradition than the Travellers. Most fall into one of several broad categories, though members of this Tradition despise categorization.

Pessimists find that anything that can go wrong often does. Their pessimism tends to spoil even the best run of good luck, and tragedies surround them. Pessimists are seldom popular among those who have felt the effects of their negative attitudes. A careful Pessimist soon learns to voice his faith in the inevitable turn of bad fortune only when it concerns the fate of an opponent. It is possible for Pessimists to speak optimistic truths, but most such truths are Vulgar unless their probability is high. Experience teaches most people that pessimists are more often right than optimists. Pessimists often cannot completely control their magic, and a hasty comment about the possibility of a trap might very well create one that did not previously exist.

Prophets make predictions of the future based on current circumstances. While many of their prophecies are self-fulfilling and vague, most tend to come true, in one form or another, given enough time, and seldom stray into the realm of Vulgar magic.

Will-Workers pit their own belief against the faith of Reality itself, seeking to transform or create objects and forces. They usually have more direct control over the results of their Effects, since they must focus Willpower to accomplish them. However, unless they at least pretend to do something "magical" in addition to stating the facts, all of their Effects are Vulgar in the eyes of Sleepers.

Failings:

The magic of the Word often proves even more powerful than the Truth-Speaker. Statements sometimes become true even when the Truth-Speaker intends no magic. Truth-Speakers also tend toward hubris and egotism. When your word can control the elements and change straw into gold, it becomes difficult to remain humble. Effects that affect other creatures must be stated in a language the creature understands. Subtlety is not the Truth-Speakers' strong point, as the Truth-Speaker must announce the results of her effects loudly and with great confidence.

Affinity Spheres: Forces and Matter

Common Foci: spoken words only. A Truth-Speaker who is rendered unable to talk cannot use magic unless able to surpass foci.

Avatars: disembodied voice, spirit, deity, the Creator, spoken words from any source

Concepts: cynic, diplomat, philosopher, prophet, sorcerer

Weard

The pursuit of knowledge is the greatest of all causes. If we find out how the world works, we will be in a better position to master it. Nature is a blind giant stumbling across the landscape, crushing everything in its path without regard for the good or evil of its victims' actions. The gods are crippled by their own internal conflicts, paralyzed by their own bureaucracy. Humans are the only beings who can or will save humanity, and we Magi possess the power to lead the way to knowledge. Together, we can tame Nature, overthrow those deities who do not serve our interests, and bring Order to the chaos of our world.

The Weardgild is widely regarded as both the most visionary Tradition and the most reckless. They seek knowledge above all things, but they are not scholars locked away in their ivory towers. Weards seek knowledge in order to master Nature - including its magic, science, and the Pantheon of Gods itself. They hold nothing sacred in their pursuit of knowledge, and are as likely to devote their studies to necromancy and infernalism as to medicine and agriculture. Only their desire to teach comes close to equaling their slavish devotion to research and experiment.

Organization:

The Weardgild is organized according to discipline. Students of botany spend little time describing their theories to scholars of Tass. Weards create a name for themselves by publishing academic papers, gathering a following of fellow scholars, and unlocking the secrets of the universe. Since this last is almost impossible to accomplish without mastering magic, Weard Doctors are universally powerful wielders of the Spheres. Most apprentices study either under a local Weard or at one of the Weardgild's handful of Universities. Even apprentices are encouraged to think for themselves, but they are not considered an authority on any subject until they reach the rank of Adept. The Dean of the University of ***** is regarded as the final scholarly authority, but he wields very little power over the individual Weard.

Factions:

The Weards are a fragmented Tradition in spite of their unity of scholarship. As noted above, they divide on matters of interest, and every Magi will defend the importance of her area of study. There are a few prevalent philosophical approaches to knowledge, however.

The Communalists study civilization in an effort to unify humankind into a single society. In their ideal world, all people would work selflessly to a common cause directed by the Weardgild. The only unfortunate obstacle, as far as they can tell, is free will. In time, the Communalists are certain they can find a way to rid the human mind of its distracting selfishness.

The Death-Slayers seek the secrets of life itself, and pursue the quest for individual and universal immortality by means of medicine, machinery, and magic. Their dabbling in the darker studies of death and spirits has earned them the moniker of "Necromancers", though few have the gall to utter the word in front of them.

Among the Weards, none are such tireless educators as the Lightbringers. Knowledge sets men and women free and allows them to recognize the infinite possibilities life has made available to them. They improve the lives by facilitating the diffusion of knowledge and understanding to any who will listen. They also put their knowledge to use in an effort to better the lives of common people.

The Students of the Black Flame believe that the most effective way to defeat an opponent is by studying it. They traffick with malignant spirits and evil gods in an effort to learn these creatures' strengths and weaknesses. Known by their dissenters as "Infernalists", the Students of the Black Flame risk their lives, their sanity, and even their very souls in the name of knowledge. If they are very careful about who they grant access to their libraries, it is because they understand how dangerous infernal research can be to the ignorant. More than a few Students, believing they have tricked a demon or dark god into granting them power, have found themselves ensnared.

Failings:

Weards are more prone to hubris than any other Tradition. They often follow perfectly logical arguments, only to come to utterly inhuman conclusions. Too often, they see human beings as tools and receptacles for knowledge, and even those whose intentions are benign occasionally lose sight of individuals and feelings as they strive for some greater common good.

Affinity Spheres: Entropy and Forces

Common Foci: staves, wands, symbols, rituals, chants, crystals

Avatars: familiars, divine beings, ghosts, spirits of dead weards, guardian angels, imps

Concepts: alchemist, conjurer, counselor, healer, inventor, necromancer, noble, scholar, scientist, social worker, teacher



Copyright 2001 by Eric Zawadzki

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