Monday, 11 May 2026

Sublime Mechanisms (GLOG Class: Astrologer)



The starry midnight whispers,
As I muse before the fire
On the ashes of ambition
And the embers of desire.




A class for FIRMAMENT.


Witches and superstitious meddlers, all! For whoso would toy with the lights and absences of creation? Would work in stolen fires, and disturb that best left aslumber? 


Fain, we would impose law and rightness upon these people, but alas, such a task has been proven impossible by history.



You are a wielder of the Art Without Error, Astrology. Spirits of the Firmament are yours to command, to bind, and to question - within what is allowed by their own Law, of course.


THE ASTROLOGER

+1 MD and +1 SAVE per Template. 

Starting Items: Divining Instruments, Light Weapon, Odd Clothing, Cane or Umbrella, 3 Rations (1 Slot), two Astrological Artefacts (see end of post). 

Suggested Skills: 1) Ciphers 2) Lying 3) Meteorology 4) Herbalism 5) Glasswork 6) Clockwork

A - Divining Instruments, Imaginary Friends, Ascension 

B - Auspices 

C - Close Friend

D - Eminent Domain 


Your MD are primarily used to invoke spirits, but this is not their only use. Having a little magic behind your fingertips can be used in all sorts of creative and folkloric ways, without a spirit needing to be involved. 



Divining Instruments

You have a set of Divining Instruments - dowsing rods, a magical sextant, a weird compass, etc.


You can detect the Highest HD, Most Magical and Oldest creatures or objects visible to you. If there are conflicting answers, you will be informed. You can choose to exclude yourself. 



Imaginary Friends 

You have gained the patronage of one of the four Spirit-Kins, the greater societies of the Firmament far above. You make the acquaintance of two spirits per Level Up, as part of the course of your normal astrological rituals. 


Roll 2d6 at Template A, then 2d8 at Template B, then 2d10 at Template C, then, at Template D, choose two Spirits (not necessarily just from the lists below.)

If you roll duplicates, move up or down the list, your choice, until you hit on a Spirit which is not a duplicate. 


Your Spirits can be seen by normal sight when they choose to be, but also know how to hide from sight. Usually, a spell spirit might appear as a patch of particularly deep darkness or intense light, until stared at in the right way. 


Spirits who you meet in the world, should you befriend them, or bind them to your will, can become new Imaginary Friends for you. 


Choose: 

  • Sun - Fire, Force, Aether, Creation, Sound and Majesty. Ruled by squabbling princes.

  • Stars - Revelation, Reason, Stasis, Cold, Speech and Distance. Ruled by a mad parliament.  

  • Moon - Illusion, Subtlety, Water, Change, Music and Mist. Keep their lord eternally aslumber. 

  • Void - Darkness, Negation, Chaos, Entropy, Silence and Concealment. Constantly at war with themselves, and everything else. 


All Spirits you befriend from Levelling Up must be from your chosen Kin - you can make Friends with Spirits of other Kins, but if you command the Spirits of other Kins, the effects of rolling doubles are more intense



Ascension

A measure of increasing inhumanity and disconnection from the real. Each type of Astrologer has a different kind of Ascension. 


When you roll doubles on Magic Dice, you gain [dice] points of Ascension, or [dice * 2] if commanding a Spirit from another Kin. 


When you roll triples, you gain [dice + highest] points, or [dice + highest * 2] if commanding a spirit from another Kin.


Things Happen at 5, 10, 15, and 20 Ascension. 20 Ascension is effectively character death.  

There are definitely ways to get rid of Ascension, but they’re not immediately obvious to anyone. 



Auspices

You can consult the Firmament, seeking omens - this is only possible when you have an uninterrupted view of the night sky. 


Roll as many MD as you wish, while you perform some method of augury or divination. These dice are always expended, no matter the roll. 


You may ask [highest] questions on the subject of actions you plan to undertake, and receive answers of ‘Fortunate’, ‘Unfortunate’ or ‘Unclear’


If asking questions about something that is within the domain of your Order’s Spirits, you may instead receive the answers: ‘‘Fortunate for You’, ‘Fortunate for Others', ‘Fortunate With Effort’, ‘Neutral’, ‘Unfortunate’, or ‘Apocalyptic’. You can still get ‘Unclear’ if you ask a really vague question.



Close Friend

Choose the Imaginary Friend you feel you get along best with. You may use their spell at [sum = 1] and [dice = 1] for no cost whatsoever.


This recharges when you….

  • Sun - Witness the Dawn. 

  • Stars - Read the Night’s Constellations. 

  • Moon - Meditate on the Phase of the Moon.

  • Void - Scream Into the Darkness of the New Night Sky. 

All of these require an unrestricted view of the sky (but are otherwise, basically, ‘once per day’.) 



Eminent Domain

You may alter reality within ten paces, so long as that which you alter is at least tangentially related to your Spirit’s Domains. 

Roll 1d3 per fact altered about the current situation, gain that much Ascension.


You may also permanently destroy one of your MD to alter six facts, for free, no Ascension! Isn’t that novel?






SPIRITS

Spirits of the Sun

  1. Impulse 

Her personal name is Zhaozhao, which she states with a bow. 


She’s a short, broad-shouldered woman, dressed in shiny gold armour and a fox mask, carrying ten hammers on her belt, arranged by size. She’s bombastic, supportive and foul-mouthed. 


At your command, Impulse swings her hammers, moving up to [sum] slots worth of items sharply in one direction. If the flying objects strike something, they do [sum] damage and can possibly bowl people over. If they hit a wall, or similar hard surface that stops their flight, the launched objects take [sum] damage. You can crudely launch yourself, if you’re standing on the thing you Impulse. 



  1. Scorch 

His personal name is Amshen.


His face is scarlet, and his eyebrows white and bristly. He wears a red poncho covered in yellow octagons, an open helmet, and boots with gold spurs. He carries a long musket, and six pistols, all with smoking barrels. He is drawling, friendly and polite. 


At your command, Scorch shoots a target, searing it for [sum+dice]+2 damage if wooden, cloth or paper, [sum]+2 damage if flesh, or [dice]+2 damage if metal or stone. Flammable targets catch alight. 



  1. Supernova

Her personal name is Unyana, which she likes to be called when not being invoked.

 
She wears heavy black armour, locked at the joints with keys, a saffron shawl, and a red veil over her face. Her radiant eyes are visible through it, and her gaze brings discomfort to all those it falls on. She is polite, manic, and loves when things catch fire. 


Supernova can explode corpses, dealing up to [highest + dice] of the creature's HD as damage. Creatures caught in the blast may save for half. 



  1. Heal

His personal name is Matsu, which he is indifferent to.

He appears as a slight, stooped man, with smoke-grey skin and white hair. He wears a white robe, golden scapulars, and a tall saffron mitre with a face-veil. The veil is white, but shimmers gold in motion. He carries needles, thread and scalpels. He is calm, obsessive and professorial. 


Restore [sum] points of health to a target as Heal fusses over them. 

With 3 or more [dice], Heal can also repair Injuries and restore function to damaged body parts - although he can’t manage regrowing limbs. 



  1. Woodwork

His personal name is Heartfelt. 


He appears as a small, smiling fellow, with dark red skin and curly black hair. He wears sturdy peasant’s clothes, in white and fawn, and carries a whole set of polished woodworking tools on loops and belts. He is friendly, tired and offers compliments often. 


For [sum] rounds, Woodwork can saw, plane, nail, engrave, hammer and otherwise, well, Woodwork, within 10 paces of you. The nails Woodwork provides only last for [dice] hours, but he can use nails you give him for a more permanent effect. You have to find him the wood to work with. 



  1. Orchestra

Her personal name is Lake. 


She appears as a tall, straight-backed woman with curling golden hair, dressed in a long military-style coat of saffron and gold, with a double row of gold buttons. She wears white gloves and trousers, and is surrounded by a faint and madrugadal glow.  She carries a thin white baton and is surrounded by the faint impression of hovering musical instruments. She is prolix, intelligent, and possessed of discerning taste. 


For up to [sum] hours, Orchestra commands an invisible - well, orchestra, to produce any music you could desire! You don’t need to have line of sight to command Orchestra, but her music needs to be somewhere you can hear it. Music inflicts appropriate emotions upon listeners - passion, sorrow, lightness, stridency.  The right soundtrack can convey a +[dice] bonus to reaction, or a +/-[dice] adjustment to Morale rolls, as appropriate. Music is also very good for timing things. 



  1. Jolt

His personal name is Marzell. 


He wears a scarlet veil, alongside a military uniform of deep ochre, embroidered in glittering gold. He wears black military boots, with gold plated heels. Upon his hands, there are a pair of golden gauntlets, sleekly articulated, between which sparks of golden lightning jump. He is optimistic, zealous and brave. 


Your hands crackle with bright golden electricity, dealing [sum + dice] damage to a creature you touch, save for half. If you Jolt a creature deceased within the last minute, it has a [highest]-in-6 chance of returning them to life, unless they’re completely mangled or decapitated, or otherwise in bits.



  1. Magnificence

Her personal name is Xabarşı. She assures you that the ancient script on her neck-amulet says this, despite your illiteracy. 


She appears as an athletic woman wearing a set of red plate-mail, atop a military outfit, bearing a banner and a trumpet. The banner-pole and trumpet are gold, and upon the banner is an image of the sunrise. Her skin is a saffron colour, and she has incredible cheekbones. Her braided hair is a red so dark as to almost be black. She is loyal, talkative and obsessed with glorifying the Sun. 


For [sum] hours, you radiate a sense of nobility and likeability - you gain a [dice] bonus to Reaction Rolls, and, unless you suddenly convince them otherwise, people you don’t know already treat you a bit like an ambassador - strange, interesting, foreign, to be treated well and looked after. 



  1. Transmute 

His personal name is Eusébio.


He appears as a tall, handsome man, with tan skin, wearing a robe of flowing crimson silk, with a segmented belt and polished bracers of purest gold. He wears a polished copper crown, a rose-coloured veil, and a ring of silver on each of his fingers. His fingernails are solid gold. He is frankly draining to speak to. An energy vampire. He is talkative, inconsiderate, and certain of his righteousness. 


Transmute can turn materials into other materials for [dice] days - at 1MD, he can transmute copper, wood and chalk into each other. At 2MD, lead, and stone are added to his materials. At 3MD, iron and glass are added to his materials. At 4MD, his transmutations are permanent, and gold, silver, and mercury are added to his materials. 



  1. Javelin

His personal name is Dakai. He is rightly proud of it. 


He appears as a broad-shouldered man dressed in furs and leathers, marked with eye symbols. He carries a golden spear adorned with black feathers. He has maroon skin, gigantic eyebrows, and a roguish wink. He has protruding fangs, and a habit of sticking out his bright yellow tongue. He is dashing, confident and bold.

At your command, Javelin rains down his luminous namesakes, striking [dice] times, each strike doing [highest * 2] damage. He will not strike the same target twice. Targets struck by Javelin have glowing intangible javelins stuck out of them for [sum] minutes afterwards. 



  1. Burning Crown Excellence 

His personal name is Ganzorig. Never call him this. 


He appears as a towering set of brazen armour filled with flame, covered with meandering patterns of white enamel - a fanged iron mask is attached to the front of his helm, and he wears a regal, flowing cloak of red. His mantle crackles with harsh white fire. He carries a greatsword, and his eyes are golden flames. He is haughty, judgemental and righteous. 


For the next [sum] rounds, you are immune to damage from weapons, are considered to have maximum values in Strength and Dexterity, and have a +[dice] bonus to Hit and Damage with weapons of your own. You shove and wrestle like a person twelve feet tall, and could even wield a superlative weapon, if you had one to hand. During this time, you have a halo of golden fire.


  1. Elegant Dawn Crucible 

Apparently, the Viceroys of Arumell knew her personal name. Perhaps it has been lost in the fires of revolution. 


She appears as a six-armed, muscular woman with braided crimson hair, wielding a massive hammer. She wears a tiger’s hide, and red lamellar armour. She is constantly shrouded by hot smoke and embers. Her freckled face is marked by glowing cracks, as if there’s a searing flame within her head. She is arrogant, grinning and unrepentant. 


Crucible is a skilled smith, the only spirit in all Creation capable of reforging Sacred Steel. She instantly will shape up to [sum + dice] slots of any metal, including Sacred Steel, into something else of that same weight. This happens with a flash of light and heat, and, if it would cause damage (such as by reshaping someone’s armour while they’re in it) it deals [sum+dice], no save. 


She can also, with 4MD and an appropriate vessel, break the Taboo of Chains, and trap a spirit in a sword. This forms a new THREE WORD SWORD. This is the origin of all such swords in Firmament, and she has gleefully done this many thousands of times. 



Solar Ascension 

  • 5 - You are surmounted with a glowing golden halo, which illuminates the area around you constantly and cannot be disguised. 


  • 10 - Any hair you have now looks like threads of gold, and your irises change to some warm shade. You radiate warmth like a bonfire. 


  • 15 - Your hands are now constantly sheathed in golden fire. Your unguarded touch deals 1d6 damage, and also lights flammable things on fire. You are also a foot taller, and your voice has a musical way to it. 


  • 20 - You explode. All of your MD are replenished, and then immediately rolled as the damage for a gigantic explosion centered on yourself, which deals [sum] to everything around you, no save. Whatever’s left of you screams off into the Firmament on a pillar of solar flame. 




Spirits of the Stars

  1. Chill 

Her personal name is Uukarnit, which she considers too intimate for your use.


She is a portly older woman with dark silver skin, wearing a robe of white and carrying a tall steel staff, latticed with delicate silver wire. Her lower lip is pierced through with a wide spike of glass, though her speech is nevertheless clipped and precise. She moves as if pushing through deep snow-drifts. She is (aptly) chill, pitying, and wants you to slow down and plan first.


At your command, Chill brings an icy shimmer down upon an area up to [dice]*25ft in radius. Inside the radius, water freezes over, fires extinguish, explosions fail to go off, guns don’t work, and snow falls gently. 


You can also inflict chill on a specific person. They take [sum] damage, becoming lethargic and stiff-jointed for [dice] rounds, suffering a [dice] penalty to attacks and saves which require quick movement. A save halves the incoming damage and avoids the lethargy. 



  1. Precision

His personal name is Heron. He doesn’t like it.


He appears as a slight young man, wearing a heavy black coat covered in white diamond patterns. His skin is light grey and his pale hair is faintly green. He wears large glasses and has a number of nails struck into his hands. He is lazy, cunning, and wants you to drink alcohol. 


You shoot a small glowing spike from the tip of your outstretched finger. It does [highest + dice] damage, and you declare where it hits to within a millimetre. Precision cannot miss. The spike can't pierce metal or stone. 



  1. Tongues 

His personal name is Honesty. He smiles if you call him that. 


He appears as a broad-shouldered, broad-bodied man, with jet-black skin, blue eyes like marbles, and a tongue of glittering silver. His long curly hair is black. He wears a white robe adorned with rings of blue metal, and carries a white wooden staff. He is open, curious and tolerant of all ideas.


For [dice] hours, you understand all speech, and your speech can be understood by all. This allows you to speak languages you didn’t even know existed, and also allows you to communicate with speech-adjacent things - you can communicate simply with a barking dog or a singing bird, even if you can’t hold a conversation.  



  1. Stasis

Their personal name is Kei. They hold no opinion on it. 


They appear as a tall figure with a silvery rictus grin, wearing a helm of angled glass and form-fitting clothes of white and grey. They stand perfectly upright. Their hands are shiny and translucent, and they wear heavy silvery bracers, upon which are inscribed beautiful geometric diagrams. They are soft-spoken, cheery and merciless. 


Up to [dice] objects and creatures are completely stopped in time and space, unable to move or be affected in any way. Unwilling creatures may save. This lasts up to [sum] rounds. 



  1. Lock

Her personal name is Ikiaq. 


She appears as a tall young woman, with digitigrade metallic legs, balanced on gears and springs. She wears a black wooden mask depicting an owl, and a heavy, furry mantle of white, with a hood. She often crouches nearby. Around her neck, she carries a jangling keyring on a loop. She is quiet, staring, and a good listener.


Target a container, doorway or portal. Lock slams it shut, conjuring a spectral white lock over it. For [sum] minutes, it is impossible to physically open the locked aperture, and any magical effects that try to bypass the lock suffer a [dice] penalty to their [sum]. 



  1. Jaunt 

His personal name is Tezeta. He sheds a tear when he hears it. 


He appears as a lithe, handsome, youthful man. His dark skin is crossed by constellation patterns in faintly glowing white. He wears a long white coat, open, and baggy black trousers. He wears no footwear, and carries a complex clockwork device in his right hand. He is relaxed, perceptive and calm. 


You move in a flash of light, travelling up to [dice]*5ft intangibly, directly and instantly.  You can jaunt anywhere light could go, and can “bounce” your line of travel off of reflective circumstances. At the cost of expending an extra MD, you can Jaunt in response to an incoming attack you’re aware of.



  1. Wall

His personal name is Athol. 


He appears as a stout, barrel chested figure, wrapped up in a heavy woollen coat. He has a neat square beard, white hair, dark grey skin, and a bald, shiny head. His hands are interlinked with heavy metal plates, and his legs are heavy iron pegs below the knee. He is jovial, blunt and wants to see you get into trouble.


At your command, Wall strikes his hands together and summons shiny, reflective white steel wall-sections.  He conjures up to [sum] panels, each 3ft wide and 6ft tall, which rise up out of the ground anywhere within [dice]*25ft of you. 



  1. Diamond

His personal name is Firinn. 


He appears as a broad-shouldered figure, with clockwork limbs of polished steel, and a lower jaw of the same. His skin is blue-grey, and is scarred or etched with overlapping geometric patterns. He wears heavy cloth wraps around his stomach, and loose trousers of white silk. He is patient, direct and laconic. 


Up to [highest] sixths of your body become indestructible, inflexible crystal, glittering and shiny. This lasts for [sum] minutes.



  1. Binary

Her personal name is Ayelet.


She appears as two young women, closely occupying the same space, moving translucently through each other, but always standing in the same footprints. One body has black hair, snow-white skin, and wears a form-fitting green outfit, while the other has white hair, black skin, and wears a diaphanous blue-grey gown. Both bodies' clothes are patterned with rhombi of the opposite colour, and both bodies have pale blue eyes. She is distracted, wise, and says a lot of things twice. 


At your command, Binary’s two bodies pull you apart into two copies of yourself. You count as being in both places at once, and divide your HP as you choose between the halves. Both halves can use your MD and class features. When one half is reduced to 0HP, it shatters like glass, and the surviving half is revealed to be the real you, with whatever current HP that half had. If [dice] hours pass, you must choose which is the real you, and the other half shatters.



  1. Scry

Her personal name is Nisha. 


She appears as a lithe woman, wearing a flowing dress of absolute blackness, studded with glittering points of white light. Her skin is a pale blue-grey, and her cheeks are glassy and translucent, revealing her silvery teeth. Her eyes glow strongly with blue-white light, like two lanterns, and the palms of her steel hands are glass lenses. She is stern, prying and stoic. 


At your command, Scry conjures images of distant places. Select a place anywhere in the world - for [sum] rounds, the air in front of you shimmers into an image of that place. At that place, a bright glowing icosahedral “eye” appears, to channel your sight. You can also choose a creature, specifically - if they fail a save, the eye appears right next to them, and you can see their precise location and what they’re up to for [sum] minutes. 


With 2D, you can move the Scry sensor around at the speed of a bird, from the starting location you selected. With 3D, you can also hear what is happening where you are Scrying. 

With 4D, you can command spirits to cast spells on targets you can see through the Scrying sensor. 



  1. Cold Voyager Gate

His personal name is known only to the Baron of Zzargod, even if they are not friends. 


He appears as a beautiful, towering man, with a flowing mane of white hair and dark blue skin. He has silver chains woven through his hair, and six arms, which are adorned with armlets and bangles of sacred steel. He wears a silver usekh and a white winter robe, the hem of which is embroidered with a black diamond pattern. He is supremely arrogant, charming and protective. 


Expend an MD. Gate draws a glowing hexagonal sigil in the air, which transforms into a gleaming portal of silvery light which leads anywhere in the World (so long as Gate allows you to go there). The portal is stable for up to [sum] rounds, then snaps shut, possibly slicing anything halfway through it clean in two.



  1. Patient Eternal Standstill

Her personal name has been erased from history, by her own decree. 


She appears as a towering woman, wearing a ticking mask of silver clockwork, which obscures her face. She wears an elegant, trailing robe of white and silver, with a high collar. She also wears a star-shaped amulet of sacred steel, and long white gloves inlaid with miniature moving gears. She is businesslike, impatient and a genius. 


Stop time for [sum] rounds. You are the only person who can move. You cannot directly deal damage during stopped time, but you can set up circumstances that will. 




Stellar Ascension 

  • 5 - Your eyes transform into pale, cold glass. You lose the ability to see colour, but can see through illusions. 


  • 10 - A unique pattern of crystalline veins grows across your face. You radiate cold, and your skin feels tough and thick. 


  • 15 - Your skin becomes hard, and shiny, insensenate. You are immune to pain, and have +2 AC, but have no feeling in your skin. You become significantly heavier. 


  • 20 - You freeze in place, consumed by perfect and glittering stasis. Nothing can affect you - you are immune to motion, damage, hunger, and death.  All of your MD are refreshed and rolled - for [sum] weeks, an area of extreme and bitter cold forms around your unmoving body, as you slowly metamorphose into crystal. After this, you shatter, and a glowing comet shoots off into the Firmament. 




Spirits of the Moon

  1. Charm  

Their personal name is Pakaron, which they have no opinion on. 


They appear as a handsome, androgynous being, with enchanting blue eyes and pale blue skin. They wear different clothes in shades of blue, white, purple and black whenever they appear, and a great deal of silver jewellery. They are smirking, coy and flirtatious. 


Charm can, with a wave of their hands, convince [sum]HD worth of creatures that you are a person to be trusted, respected, and treated well, and not just some ordinary witch. This delusion lasts for [dice] hours, and is broken if you deal damage to them. 



  1. Disguise 

His personal name is Oson, which he immediately introduces himself as. 


He appears as a tall man with white hair and dark skin. He wears a long gown of blue, and a glittering silver scarf. His hands are translucent white. He is frank about his ambitions to someday claim the title Dream Weaver Disguise. He is bombastic, flamboyant, and prone to offering compliments. 


Disguise can make you appear as anyone you can describe for [sum] hours, fooling [highest] of others’ senses. He does this by fussing over you for a minute, arranging tasteful segments of illusion. You can take the disguise on and off as you please during the duration. 



  1. Fog

Her personal name is Mayaki, which she hates to be referred to as. 


She appears as a slight woman with blue skin, and slightly pointed ears. The sclerae of her eyes are black. She wears many gauzy cloaks in white, grey and periwinkle. Her forehead has a symbol of a moth tattooed across it. Her breath forms white clouds. She is quiet, deceptive and selfless.


At your command, Fog breathes out a giant cloud of pearly fog, which remains for [sum] rounds in the wind, or [sum] minutes in a still area. This fog obscures all sight, including that of spirits.  

 


  1. Evasion 

Her personal name is Aayin, which she is indifferent to.

 
She wears a girdle set with glittering moonstones, a black headscarf, and a voluminous robe of grey. She has navy blue skin and shining blue eyes. She wears a shawl of translucent white silk. She is soft-spoken, stoic and respectful. 


For [sum] rounds, you cannot be grappled, and when a quick leap could take you away from danger, it does. You have +[dice+1]AC, and can dodge anything like an area of effect automatically. You can also walk in a straight line through a crowd, and so on. 



  1. Illusion 

His personal name is Adreus, which he likes the aesthetic of.  


He appears as a tall, broad shouldered man carrying a series of brushes, glass plates, and small, portable lanterns. He has a somber look, short white hair, pale grey skin, and sharp cheekbones. He wears baggy blue clothing tied on with white sashes and ribbons. He is self-interested, creative and moody.


Illusion creates the image of something up to [dice * 5] feet in diameter, which appears completely real and moves however you desire. It can produce sound, and creatures that fail a save might imagine heat, smells, or other stimuli, but Illusion’s images are just that - images.

Shaping Illusion into a detailed copy of an existing object or creature requires either close familiarity, or a reference to work from. His works last for up to [dice] hours, and can be reshaped as the Astrologer chooses during this time, so long as they are near the work in question.  



  1. Breath

Her personal name is Mhambi, but she says you can call her anything. 


She appears as a short young woman, with wine coloured skin, and a curly mass of white hair, a little like a cloud. She wears a sleeveless tunic and baggy trousers of indigo, and a loose sash of blue. She has ivory disk earrings, and white scale patterns painted in careful detail on her cheeks and arms. She is creative, heroic and friendly. 


For [dice] hours, you and [dice] other creatures have infinite breath - you can hold your breath indefinitely, maintain a steady stream of air, or sing without pause, for example. 



  1. Ghost 

His personal name is Rune, which he doesn’t mind. 


He appears as a lithe, handsome man, wearing a long white robe, and a tall cylindrical hat, marked with blue alchemical symbols. He has a narrow face, powder blue skin, and an aquiline nose. A translucent, gelatinous clone of him hangs around his neck. He is aloof, uncaring and bored. 


For [sum] rounds, you can become intangible. You can move in three dimensions, and can interact with other intangible things. You can swap between tangibility and intangibility during this time.



  1. Gondola

His personal name is Aacatl, which he insists that you use.


He appears a slim, youthful man, wearing a patterned white tunic with flowing sleeves, and navy-blue trousers. He has wavy white hair, silver earrings, and a very handsome face. He usually carries two long black oars over his shoulders, one of which is put to use when he is invoked. He is popular across all four courts of Spirits. He is sappy, a terrible gossip, and loves romances. 


At your command, Gondola summons a boat made of a reflective black material. The boat can traverse any liquid surface as if it were calm water, ignoring any properties thereof. Gondola can handle [dice] passengers, besides you. With 3 or more dice, Gondola can also sail across vapours, like clouds. The boat will carry you for [dice] hours. 



  1. Glibness

Her personal name is Yahi, which she believes to be famous. 


She appears as a tall, thin woman, with sky-blue skin, and deep indigo hair. She has a forked, snakelike tongue, and long slender hands adorned with rings. She wears a blue tunic, a translucent winged white shawl, wide, baggy dark blue trousers of shiny silk, with a white sash and rattling decorations of silver around the hems. She wears a pair of seashell earrings, and what seems to be the shimmering husk of some kind of strange, splayed-open seed upon a necklace.  She is cunning, quick-thinking and casually deceptive. 


For [sum] minutes, people you speak with will automatically assume everything you say is true. Things which are visibly nonsensical are disbelieved once the effect ends, but if something is plausible, people will continue to believe it wholeheartedly after the spell until presented with hard evidence to the contrary.



  1. Doppelganger

His personal name is Sicheii, which he prefers.


He appears as an old man with sky blue skin, and a long, tangled beard which flows down to his knees. He wears a loose tunic of purple cloth, and baggy breeches. He sits on a chair of white wood which he carries around with him. He carries small articulated mannequins, and his pockets are full of clothes, fitted to scale. He is quiet, contemplative and content. 


At your command, Doppelganger creates a perfect copy of someone you have met, with [sum] HP. It has none of their abilities or templates, but can speak in their voice and looks like them. You control the doppelganger. If killed, it explodes in a cloud of pearly fog. 



  1. Dream Weaver Sorrow 

His personal name is Caerwyn, a name which once inspired fear in a great empire. 


He appears as a towering grey-blue man, with black sclerae, sharp teeth and a pair of ram’s horns sprouting from his forehead. He wears fine, practical clothing, which seems to be made for hunting, judging by the quiver on his belt. His strong hands drip indigo ink. He constantly grins. His cloak is set with black raven feathers and blue hyacinth flowers, and he carries a black bow with a bright blue bowstring. He is far too cheerful, very soft-spoken, and doesn't seem to notice when he is being abrasive.


At your command, Sorrow fires a shadowy arrow at a target creature with [sum]HD or less. Immediately upon being struck, they must save, or suffer soul-crushing misery for the next [sum] rounds, making them unwilling and unable to attack others, and, if unable to flee, liable to simply collapse into a heap on the floor, sobbing. On a successful save, or after the effects of a failed one has passed, the effect lingers around as a generalised case of the morbs for [sum] days, making creatures timid, hangdog and unadventurous. 



  1. Whispering Tide Island

Anyone who learns her personal name dies immediately. She’s quite apologetic about it. 


She appears as a towering woman with indigo skin, covered in symmetrical glowing spirals. Her hair is black and curly. She carries a wooden staff topped with a crescent, and a key. She wears a floral shirt open, baggy trousers, and a pair of plain sandals. A pair of round dark spectacles perch atop her head. She’s contemplative, laid back and friendly. 


Island can summon a fog-bound doorway, through which [sum] creatures may pass, to a pale and balmy island on the surface of the Moon. The silver seas stretch away from the white sands, disappearing into pearlescent fog. 


While on Island’s Island, creatures cannot take damage by any means, and have all their needs provided for - the food, especially, is excellent. Relax on the beach! Drink a cocktail! 


The transported creatures may remain on Island’s Island for up to [dice] days before curious and possibly irritated Moon Spirits start showing up and trying to get them to leave. 




Lunar Ascension

  • 5 - Your hair floats as if underwater. You can focus to change the appearance of your face, hair, skin and hands. 


  • 10 - Your facial features change from day to day, and you can move body-parts, marks on your skin, and other features up to a foot across your body with effort. You are constantly slightly damp, and a little squishy. 


  • 15 - Your face and hands are slightly translucent. You can hold form with effort, but if you lose focus or relax, your body loses its firmness - you are effectively like a human shaped skin full of ooze. You are effectively quadruple jointed, and can fit through anything you can fit your skull through. This can be used to your advantage. 


  • 20 - You lose all form, and unfurl into a rolling cloud of pearly fog. All of your MD are refreshed and rolled - you put [sum]HD of creatures that breathe in the fog to sleep, to have cryptic, restless and eerie dreams, before fading out in a shimmering haze. 



Spirits of the Void

  1. Conceal

Her personal name is Zazil, which she often mutters to herself.


She appears as a humanoid figure, whose lower legs are replaced by the tail of a large snake, with black and indigo scales. Her upper body is invisible, except for the shadow it casts, and the indigo suit she wears. She wears perfectly fitted black gloves, strung through with silver wire. She is professional, vindictive, and clever.


At your command, Conceal winds her silver wires around a target within ten paces. Target creature or object cannot be found by [highest] senses for [dice] hours. They may designate creatures who can perceive them, if they choose.
If the concealed being attacks successfully, or casts a spell, the effect ends. The Concealed target can choose to become visible briefly, and then return to Concealment, during the duration. 



  1. Gust 

His personal name is Mantika, which he would rather forget. 


He appears as an incredibly tall, thin figure, dressed in dark, ragged peasant’s clothing. He has a dog’s head. His fingers float, detached and bloody, around the empty space where his hands might have been. He often draws spattered blood-patterns, when no-one is looking. He is melancholic, biting, but fond of tragic love stories.


You summon a fierce gust of wind, blowing forcefully in a direction of your choice. Unsecured objects lighter than you are blasted away, and unsecured (or un-heavy) creatures must save, or be knocked ass-over-teakettle and thrown backwards. You may maintain the Gust for up to [dice + highest] rounds. 



  1. Darkness

His personal name is Fullwell, which he only ever whispers. 


He appears as a very thin, slight, malnourished-looking fellow.  He wears no shoes, black breeches, and an oversized, ragged coat, open, to reveal his pale skin and visible ribs. His face is hidden by a mask depicting a rat’s head. He is patient, impolite, and encourages murder. 


You cloud an area up to [dice]*10 feet on a side in pitchy darkness, obscuring all sight and bringing an eerie chill. 



  1. Silence

Her personal name is Winch. 


She appears as a small eyeless woman with blood-red skin, protruding from the mouth of a large snake. She wears a black collar with a broken chain hanging from it. She sneers and points, but never speaks. She is mean, nosy and artistic. 


Up to [dice] creatures or objects are unable to make any sound for [sum] hours. Unwilling creatures may save



  1. Formlessness

Their personal name is Thick.


They appear as a dripping figure of black sludge, faintly iridescent, wearing a filthy crown of gold, and a multitude of scarves, in silk of red, black and grey. They often clutch a broken bottle. They whisper, and encourage lassitude. They’re stupid, indolent and friendly. 


For the next [dice] hours, or until you choose to end the effect, you are a sticky black sludge which can fit through gaps at least an inch wide, and is immune to damage, but moves at roughly a snail’s pace. 



  1. Abjure

His personal name is Gecko. 


He appears as a short, furred figure wearing a fanged red oni mask and a black boiler suit. He’s almost wider than he is tall. He sounds like he’s got a mouthful of spit at all times. He wants you to get into fights. He’s enthusiastic, brave, and dumb as a sack of hammers. 


When another Astrologer commands a Spirit within your line of sight, or when a Spirit tries to use their magic, you can call out to Abjure, and he’ll appear - promptly suplexing the offending spirit and reducing their [sum] and [dice] by his [sum] and [dice].


He can also be invoked to punch apart inscriptions and enchantments, reducing their [sum] and [dice] by his own. 



  1. Fear

His personal name is Dahl, to which he answers gladly. 


He appears as a wall-eyed man in a black suit, with red bird’s legs, taloned. He wears a hinged box on his head, eyes visible through a slot. His clawed hands are blackened, and he rests them on your shoulders when you invoke him - do not turn around while he does so. He is scholarly, lacks empathy, and is prone to puns. 


You inspire screaming terror and horrible hallucinations in up to [sum]HD of creatures. Unwilling creatures may save. Some things feel no fear. 


  1. Frenzy

His personal name is Regret-Much. He only remembers it half the time. 


He appears as a towering wildman, naked, and covered in thick black fur. He has four bright-red eyes, and what of his skin that can be seen is covered in tangled red tattoos depicting knotted snakes. He is rambling, feral and wants to put things in his mouth. 


You inspire screaming, bloodthirsty rage in up to [dice] creatures. Raging creatures must attack the nearest creature on their turns and are incapable of speech.
Raging creatures have a [+dice] bonus to Hit and Damage.
If unarmed, they will use their teeth and hands. Raging creatures may save to end the effect, if their rage would cause them to do something abhorrent to them. 



  1. Curse 

Her personal name is Nerrad. 


She appears as a portly woman with dark red skin, and an entire black cicada in place of her head. She wears ragged peasant’s robes, and carries a quill in her left hand, with a book under the same arm. In her right hand, a fan made of black locust’s wings. She is cheerful, nosy and advocates for random cruelty. 


You inflict an unpleasant curse with [dice] negotiated effects on someone whose name you know. They get to save, unless you have a body part of theirs (such as a lock of hair). The negotiated effects must somehow relate to body-parts, insects, pain and/or confusion. 



  1. Antipathy

Her personal name is Zhoumei.


She appears as a tall, regal woman in a black gown. She has a cat’s skull for a head, framed by a pair of ragged and bloody crow’s wings. Her clothes are black and bloody. She wears a cloak made of the translucent husks of dead insects, and carries a rusted jian. She is introverted, curious and hates beautiful people. 


Antipathy places a grisly sense of impurity and evil upon a target object or person, which lasts for [sum] days. While this persists, creatures must save to willingly approach, take, or utilise an affected object. A person so affected will suffer a [dice] malus to reaction rolls, find it impossible to make new friends, and will be avoided even by the people who know them.



  1. Onyx Mask Nowhere

His personal name is Guiying. And you’d do well to remember it.


He appears as a towering, slender patch of humanoid darkness, from which peers a multitude of red eyes. He wears a richly embroidered but totally ragged robe of red, indigo and black. Over one thin shoulder, he bears a gigantic black-iron coffin, wrapped in chains that bear burning censers. He is laconic, proud and sardonic. 


You can expend an MD to manifest Nowhere’s coffin into the real world - it weighs a tonne, incidentally. The interior contains 20 inventory slots, and is perfectly dark, dry and warm. 


The effects of storing a living creature in Nowhere’s coffin are unclear, but he personally advises against it. 



  1. Obscure Maw Annihilation 

Her personal name is simply sixteen seconds of screaming. 


She appears as a gigantic woman with porcelain-white skin, covered by a web of dripping red gashes. Her head is replaced with a piece of terrifying negative space, a dark disk full of pure Void, towards which everything slowly and inexorably moves. She bears no implements and wears no adornments. She is silent, merciless and hungry. 


You can destroy up to [sum] slots of objects, or [dice]HD of creatures, with a wave of your hand. Annihilation (while you have her acquaintance) will always be looking for a moment where you are weak - so that she can eat you. 



Unlit Ascension 

  • 5 - Your eye sockets darken to pits, and your pupils glint as points of light within. You have perfect vision in darkness, but are nearly blind in direct sunlight. 


  • 10 - Your features become hard to remember, and your body blends very well with shadow - if you wear a hood, your face basically looks like a pair of eye-lights floating in a shadow. 


  • 15 - Your body is a shadow. You are weak, slow and frail in sunlight, but strong, fast and loud in darkness. You have no features except for two glowing eyes. You have to focus on interacting with physical objects. 


  • 20 - You invert. You retract into a screaming absence - all of your MD are refreshed and rolled. For [sum] rounds, you pull everything nearby inwards, starting with things within 10ft of you, and expanding by 10ft each round. Unsecured objects, people, etc, are dragged and flung into your grinding maw to be rendered into dust. At the end of this, you disappear with a snapping sound. 



Astrological Artefacts:

  1. Uninsulated Telescope, heavy, expensive, fragile and important. Be careful not to look directly into the Sun, or the Moon. Takes up 2 slots.

  2. Wide-Brimmed Hat, enough to hide the eyes. The underside-edge is embroidered with patterns representing your chosen Kin and a number of important stars. 

  3. Kukri, a light weapon, its blade wickedly curved. Favoured in Kelkora. 

  4. Gouache Set, previously used to depict visions sent by the heavens. Takes up no slots. 

  5. Vespa, a light handgun with a long, narrow barrel. Elegantly filigreed. Designed as a duelling weapon in the noble courts of Draad. Takes up 1 Slot, along with 10 pieces of shot and 10 doses of gunpowder.

  6. Grimoire of Celestial Influences, which informs the reader how the position of the Sun, Moon, and Each and Every Star affects their life, health, personal matters and career. 

  7. Ciupaga, a light axe that doubles as a walking stick.

  8. Incense Box, upon which is a depiction of the famed and hated Astrologer Sarnai, her head replaced by a disc of blackness. This box contains 2 doses each of agarwood, frankincense, sandalwood and myrrh incense, each of which is supposed to be pleasing to a different Kin of spirits. You lost the handy cheat-sheet. 

  9. Deck of Cards, with the aces missing. The suits are Swords, Flowers, Quills and Torches.

  10. Glass-Pin Kalimba, the sound of which carries clearly for miles. Comes with a small book of sound-codes you can use to communicate with other users of the same. The sound-codes are noted pictographically.  

  11. Puzzle Box, made of sacred steel, so there’s no chance of you breaking it open. You can hear something rattling in there. Requires you to figure out the three passwords you must arrange the cube into. 

  12. Lightweight Wok. Sturdy and well-made. 

  13. Political Pamphlet. Printed without words, but has a number of lithographs and pictographs mocking the Chartered Eyes, and the portly Grand Duke of Draad.

  14. A Jeweller’s Loupe, 60x zoom, with a tiny star-map etched into the glass. 

  15. A Sitar. Myth says they were invented by denizens of the Sun. 

  16. Assassin’s Friend, a light poniard, with a small chamber inside the handle, running to a channel along the blade. It allows for conveniently poisoned strikes. 

  17. 30ft of Silver Wire, which could be helpful in any number of ways.

  18. Marud Balm. The origin of this pale grey ointment is unknown, although it appears to be made from plants. When applied to the skin, it sits for five minutes, then restores 2d6 Hit Points. The circular wooden box it came in is marked with seabirds, and contains 4 Doses. 

  19. Wine of Glory, which sloshes pearly-gold in this black bottle. One of the last such bottles down here in the World. The drinker of this wine briefly becomes Glorified: For an hour, you automatically get the best results on Reaction Rolls, and everyone already knows you when you meet them, as if you were the most famous person alive. 3 doses left. Whenever you use a dose, gain a point of Ascension

  20. A Curio! Roll 1d6:

    1. A Map of the Firmament. It’s a very odd map, but the Spirits assure you it is perfectly accurate. 

    2. A Red Orb, that sheds thirty feet of radiating darkness when struck roughly against a surface. Hit it again to turn it off. Doesn’t appear to need fuel, or to run out. 

    3. FOOLS SELDOM DIFFER, a light dirk of pearlescent moonsteel, with a red-wrapped handle and golden tassel. Allows the wielder to literally make people eat their words, at a distance of five paces. 

    4. A Complicated Mechanism, with parts missing. The merchant you bought it from says it used to be able to move the Sun.

    5. White Gold Scroll, which burns with fiery letters. Worth a great deal to spirits, and blinds anyone that tries to read it. 

    6. An Autograph From a Star Spirit - they seemed to quite like you, when they met you on that hill. You can choose the name, or the person running your game can. 

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