Tuesday, May 30, 2023

Cults, Cabals and Convocations

I love that the Mythras system gives you a richness, or at least the path to a richness in gameplay that's always closely tied to the world around you.  One of the major gripes I have about other very popular systems is how disconnected the PCs become.  Disconnected from the world, from their own progression and the other players.  


As a GM who loves worldbuilding with my players I wanted a way for them to sink their teeth into that world.  Tanalaeth is a longstanding worldbuilding project I've been adding to, carving away and shaping for over 20 years now.  It has a few clear analogues with real-world cultures from around the end of the Bronze Age onwards.  



This series of Cults, Cabals and Convocations I'll be sharing all come from the world we've built.  There's likely nothing groundbreaking about that world but my hope is that it feels familiar and has some elements you might take inspiration from or include at your table perhaps.  It's fantasy, grounded without being low or high I believe, but tries to keep that connection and respect for verisimilitude.  Cultures need strong groups to bind them and protect them and so we'll explore a few of the options we've developed for our game. 

Raleel has kindly given me some space to explore this with you all so if you'll suffer my experiments and humour me some I hope you find them interesting and maybe even of some use to our table.  




Monday, May 29, 2023

Aegis Arcanum


A white robed wizard, holding a book
Art by www.athelu.com

Aegis Arcanum

I have thought that wizards specializing in protection magic needed a little bit of “brand management”. It has come across as decidedly prosaic and pedestrian, even though some portrayals (notably in manga and anime) have sorcerers who could rightly be called specialist in protection magic being central to stories and sexy in their own right.

The Aegis Arcanum was designed as part of a suite of sorcerers who are all focused on a single “school” of magic. It works well by itself but building a wizard that has one shaping skill and multiple invocations, including the Aegis Arcanum, makes for an incredibly versatile and deadly mage.

The lower ranks of the hierarchy are built around spells that are broadly useful for a small group of stalwart adventurers who might run into deadly obstacles. Avert, Bypass, and Pathway all overcome barriers, as can Dispel Magic when leveraged against magical ones. Alarm, Deflect, Ironhand, Lock, and Protection all create perimeter or barrier. The trio of resistance spells really are the hallmark of the junior mage and will make him valuable in any party, but Shieldmage gives an extra edge that is wholly unique to the school.

More advanced mages start moving into more and more esoteric protections, able to resist and deny tribulations that are rare and deadly. Being able to Abjure (Petrification) and Abjure (Toxins) on your entire band makes a fight with a medusa a much more trivial task, and Castback makes targeting the mage much trickier. Once they have matured, they are offered Runewarding (Enchant) to combine their magic with their material constructions, or even on themselves.

I reserved Protective Ward for the top rank on purpose. It is quite strong with someone who can have so many resistances going. Areas of Abjured heat or breathing are all quite useful, but areas of Abjured gravity or time have godlike potency. It also gives those that choose to focus and become an Archmagi a real reason to push for it, beyond being able to banish demons and imprison foes they come across.

The Archmagi Gift of Invulnerability is intended to be strong and restrictive. The example of the weapon is a good start, but you could make them immune to poison but unable to gain nutritional value from anything that was not poisonous. Finding the right balance is important – it should have an impact occasionally, just as the Invulnerability should.

Setting Suggestions

As is, the Aegis Arcanum is well suited to a fantasy setting that has an organized military. Engineering skills allude to this, placing them in a role where they would build and potentially tear down defenses. This could show up in one of the myriad worlds of Luther Arkwright, perhaps even more modern or post-modern ones. A simple change of that skill could move it into other setting spaces – Medicine to make a healer or Courtesy for a court security wizard.

The Aegis Arcanum should work well at most magic levels. At the highest levels of magic and of the school, it can be quite potent, being able to Abjure whole areas, but likely have a strong role in protecting a society.

Mythos and History

The very earliest of mages were seeking to protect their tribes from the darkness, whether that manifested as predators, spirits, or beings of chaos who lashed them with eldritch energies. The earliest of these efforts focused on building walls and fortifications to hold them back, but this expanded once communities learned of sorcery. Experimenting with words of power, sigils inscribed in the sand around their settlements, and rituals that shackle those that would harm, it was clear to the community the value they would provide. Thus, the art was fostered.

Nature

The abjuration school learns how to protect, and eventually, imprison. Mirroring their magical learning, most gain knowledge of construction of defenses and siege engines, making them very valuable to communities in hostile lands. Royalty will often pay handsomely to have them in their armies, and Arch Mages command staggering sums. Wherever they go, “white wizards” are welcomed.

Organization

Not as many sorcerers dedicate themselves fully to this school as some others, often stopping progression as Apprentices, but those who do are virtually unassailable by weapon or magic. Thus, at the lower levels, the school structure is very loose, with informal relationships forming between Apprentices and Adepts or Mages. Apprentices frequently maintain themselves as construction foremen and expert craftsmen while continuing their studies.

At the higher levels of the order, Adepts, Mages, and Archmagi often organize and distribute themselves, defending larger and larger areas. With enough organization, they can share their resources and learning, forming vast libraries filled with treatises on defenses both mundane and magical.

While not considered formally lay members, many who become apprentices come from construction and engineering guilds guilds

Membership

Standard, as per Mythras p197-199. Apprentices must know at least five of the skills taught by the school at 50% or more, Adepts must have at least four at 70%, Mages at least three at 90% and Arch mages at least two at 110%. Because of the lack of availability of the Engineering skill to the general population, it is very common to be from an engineering guild. 

Restrictions

All Adepts and higher have a Taboo against killing innocents. 

To advance to the Mage rank, the Adept must have been witnessed casting a Combined Turnblade, Turnhex, and Turnshade spell by a Mage or Arch Mage.

Archmagi accept a Geas related to their Invulnerability gift. Breaking this Geas removes their Invulnerability until they can undergo a month-long cleansing ritual. At this point, they may accept a new geas and gain a new Invulnerability at the cost of 10 xp.

Skills

Engineering, Insight, Invocation (Aegis Arcanum), Shaping, Willpower

Magic

Apprentices are taught the Folk Magic spells Alarm, Avert, Bypass, Deflect, Ironhand, Lock, Pathway, and Protection as well as the Sorcery spell Dispel Magic (Neutralize Magic). 

Adepts are additionally taught Turnblade (Damage Resistance), Turnhex (Spell Resistance), and Turnshade (Spirit Resistance). 

Mages can learn Recant (Abjure), Reflect the Arcane (Castback), and Runewarding (Enchant) spells. Each version of Recant (Abjure) must be learned separately at a cost of 5xp per spell. The Path of Defense has a wide number of these available. 

Archmagi learn Bulwark (Protective Ward), Expel Demon (Banish), and Oubliette (Imprison) which manifests as a ghostly oubliette, though the ceiling trap door does not allow for escape.

Gifts

Adepts and higher are entitled to wear the white robes of an Abjurer, showing to all that they are benevolent. This, in turn, means that they can gain food and shelter for themselves almost anywhere there is a settlement. These provisions may be meager, but they will suffice for most.

Adepts also gain the ability Shieldmage, which allows them to use the Protection spell with a Range of their POW in meters, and as a Reactive Action.

Magi can cast the Ironhand spell at will with no magic point cost.

Archmagi gain the Invulnerability gift (Mythras, p202). The specific invulnerability depends on the archmage (work out which one with your GM depending on the campaign) and is related to their geas. For example, an archmage with Invulnerability to weapons may vow to not use weapons in battle.


Sunday, May 28, 2023

Introduction Part Deux

New Beginnings 

After a little more than a year and a few posts, I've decided to take this a little further. I'm inviting some community folks who wanted to put out their own fan materials. Hopefully we'll see a little more content on here and drive some new discussions.

Goals

  • I still have a goal to answer questions that come up often. Some of these take a bit of describe, so this provides a good medium for that
  • A place to publish content that people don't really care that much about getting paid for. Many of us have homebrew things and this provides a handy way to share.
  • Provide discussion points for the Discord server.

Podcast

Bil and I did a bit of a podcast. No guarantees when we will do an episode, but we have done quite a number. It may be useful to you. Click the link to see our episodes though you can find it where you get your podcasts.

The Shadowed Claw

 This is a cult I did up for an online game I was in. It is set in the world of Xoth, but it should translate to other settings well. note, ...