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	<title>FurryFaire Legacy Wiki - User contributions [en]</title>
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		<id>http://ffa2.twosune.net/index.php?title=Main_Page&amp;diff=108</id>
		<title>Main Page</title>
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		<updated>2026-03-09T03:18:51Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: /* Welcome to the Furry Faire 2 Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Welcome to the Furry Faire 2 Wiki=&lt;br /&gt;
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If you are unfamiliar with what a MUCK is, a brief definition is [http://www.webopedia.com/TERM/M/MUCK.html here]. If you do not know what the term, &amp;quot;furry&amp;quot; means just go [http://www.tigerden.com/infopage/furry/ here]. &lt;br /&gt;
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This is a manually created mirror of the original Furry Faire Wiki that is hosted on [http://ffa2.furryfaire.org this server]. Please direct any inquiries to Kyldeer@FurryFaire for the administration of this site.&lt;br /&gt;
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[[File:Ffa2logo.png]]&lt;br /&gt;
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This Wiki contains the background and rules for the FurryFaire MUCK, providing the players with information to assist in making characters, as well as providing history and lore to use for adventures and plots in the setting. As much as possible, we will attempt to keep this information up to date, but it is considered to be a constant work in progress. For those of you using the Plot Point system, please click the link to determine how to build a character and how to calculate plot points.&lt;br /&gt;
&lt;br /&gt;
[[Acceptable_Use_Policy|Acceptable Use Policy]]&lt;br /&gt;
&lt;br /&gt;
Please click the above link to go to the FurryFaire Acceptable Use Policy.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
&lt;br /&gt;
FurryFaire is set on the world of Maeya, on the continent of Kith Kanaan. Presently, the core of the game takes place in [[Threshold_(City)]], in the nation of [[Drachen_(Nation)]]. The city of Threshold is a sprawling place divided into layers, where visitors from the nations of [[Areg&#039;On_(Nation)]], Drachen, and [[Tarantis_(Nation)]], meet and trade. It is within close proximity of the [[Northern_Wilds_(Nation)]] and [[D\Remes_(Nation)]], allowing for most characters to be from these regions. For more on the setting of Threshold, [[click here|Threshold_(City)]].&lt;br /&gt;
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While the game is centered mostly upon mortal beings, there are cases of [[Creatures]] of Myth and Legend coming to interact with the populace.&lt;br /&gt;
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==Style==&lt;br /&gt;
&lt;br /&gt;
FurryFaire is a game of high fantasy, but it is not a typical swords-and-sorcery setting. The game takes place in a region which is moving into the renaissance, with civilization and culture advancing at a quick pace. Magic and science both exist hand in hand, and the nations of Anansie, R&#039;Tal, and Tarantis all work to bring enlightenment to the people. The light of reason has begun to burn brightly. For comparison with the real world, technology is moving into the early 1600s to 1700s for places like R&#039;Tal and Tarantis, while other places such as Drachen and Cordona are edging into the 1500s to early 1600s. Those nations with greater interest in science and magic have a distinct advantage over other nations when it comes to technology, but other nations, such as Carcassonne and Anansie, have a greater emphasis on magic, and can perform powerful feats of sorcery. Most nations, however, lie in the middle ground between these two extremes.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
Magic is a strong part of the world, and is accepted as a part of everyday life. While learning to cast spells is the purview of the Paths of sorcery, everyone has at least had some contact with magic and with the supernatural. Nearly every village has a witch who can craft charms and wards and who can create potions. Every town has at least one practicing sorcerer who protects it from magical threat and helps to keep the peace. Every city has a magical order who studies the occult and who can teach the secrets of magic, and most major cities has at least one academy for teaching the greater mysteries.&lt;br /&gt;
&lt;br /&gt;
Sorcery itself is two parts art to one part science, and all Paths have a philosophical foundation which colors the beliefs and understanding of those who use them. There is no &amp;quot;generic&amp;quot; magic, there is sorcery. That being said, anyone can learn the most basic of charms and wards to protect themselves, and any who choose to dabble in the occult can expect at least some results.&lt;br /&gt;
&lt;br /&gt;
For more on magic, click here.&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
&lt;br /&gt;
The natural sciences are an accepted part of the setting, blending with magic to create a greater whole. As knowledge is gained, a combination of observation and experiment is merged with divination and sorcery to grant greater insights into the way the world works. Magic and science are not enemies, but feed off of one another, allowing a much more rapid degree of progress. Three nations have taken the lead in the study of science and magic. Tarantis uses magic to augment the study of science while R&#039;Tal uses science to augment the study of magic. Anansie uses mathematics and art, blending the two into wonders.&lt;br /&gt;
&lt;br /&gt;
Science is capable of incredible feats, and artificing is a respected pursuit. Airships drift over the city of Siren&#039;s Cove, while the city of Anansie has clockwork wonders walking through the streets, following behind the rich. In R&#039;tal, science allows the curious to peer through the void and into the spirit world, or allows one to talk to the dead. The ships of Tarantis hold cannons while the soldiers use long arms as a powerful first strike in combat.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The gods are an accepted part of the world. While there are theological disagreements between some religions, it is widely accepted that the gods are present, and have a vested interest in society. Religion is a part of life, and most people do worship either a pantheon as a whole, or choose one favored divinity as a patron god. The pantheons of Kith Kanaan include the Joshuite faith, which holds influence in Tarantis and R&#039;Tal, the Arin pantheon, which is revered in Drachen and the Shire, the Taw&#039;Hid branch of Joshuite Orthodoxy which resides in Anansie, the Cour des Esprits which rules Carcassonne, and the Rymnian faith which has come over from the world of Rym.&lt;br /&gt;
&lt;br /&gt;
The presence of the gods is nearly everywhere. Not everyone has seen a divine messenger, but most people have witnessed miracles and will usually know someone who has received a visitation from one of the messengers. The divine&#039;s touch is felt through the world, providing guidance and helping to shape civilization. Divine intervention often comes through the presence of an avatar, or through the messengers of the gods.&lt;br /&gt;
&lt;br /&gt;
For more on religion, click here.&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
&lt;br /&gt;
Do you have an opinion about where FurryFaire should go? Then post to the discussion page. This is where ongoing discussions will be placed and sorted.&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=File:Ffa2logo.png&amp;diff=107</id>
		<title>File:Ffa2logo.png</title>
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		<updated>2026-03-09T03:16:56Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: &lt;/p&gt;
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		<author><name>Kyldeer Fukumi</name></author>
	</entry>
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		<updated>2026-03-09T03:14:53Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Antumbra_(Plane)&amp;diff=105</id>
		<title>Antumbra (Plane)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Antumbra_(Plane)&amp;diff=105"/>
		<updated>2026-03-09T03:11:15Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |} Once, the people of Kith Kanaan did not think much or often of the spirit world (the &amp;#039;&amp;#039;&amp;#039;Antumbra&amp;#039;&amp;#039;&amp;#039;).  Those who did have knowledge of the region held only a limited understanding of what the realm truly was.  The various magical traditions and religious orders of Kith Kanaan held vastly different views of what the realm was like, and how important it was to Creation.  With the coming of the Awakening, there has been a significant s...&amp;quot;&lt;/p&gt;
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&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
Once, the people of Kith Kanaan did not think much or often of the spirit world (the &#039;&#039;&#039;Antumbra&#039;&#039;&#039;).  Those who did have knowledge of the region held only a limited understanding of what the realm truly was.  The various magical traditions and religious orders of Kith Kanaan held vastly different views of what the realm was like, and how important it was to Creation.  With the coming of the [[Awakening]], there has been a significant shift in power within the spirit world, and the entities of the Antumbra have become stronger, influencing the physical world in a greater fashion.  The dangers of the spirit world have grown, as have the benefits for those who risk interacting with the realm.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
The Antumbra is an animistic realm, reflecting the physical world in an idealised state.  While the [[Umbra]] could be thought of as a lower reflection, the Antumbra is more of a higher reflection of Creation.  Here, the spirits act as mirrors and souls for every object and concept that exists in the physical world.  Craft a chair from wood, and there is a wood spirit nestled into the chair (or, alternatively, a chair spirit).  Build a house, and a hearth spirit is born.  When a couple falls in love, a spirit of love is created.&lt;br /&gt;
&lt;br /&gt;
The landscape of the Antumbra is difficult to navigate, as it represents a reflection of the physical world in an idealised form.  It is both what the physical is, and what the physical was before.  It is fuelled by the emotions of those who live there currently, and those who lived there before.  An ancient manor that held celebrations and was a place of influence will exist in the spirit world long after the manor has been reduced to ruin and replaced with smaller hovels.  The spirit of the manor does not die (though it may weaken), and the manor will exist in some form until the spirit has moved on, or faded away.  If the manor is burned down, fire spirits may rise up to co-exist with the spirit of the manor, in a constant, quiet struggle for dominance.  To truly destroy the manor spirit, the manor itself needs to be truly forgotten or the spirit itself must be killed or devoured.&lt;br /&gt;
&lt;br /&gt;
At one point, quiescent spirits provided the landscape and structure of the Antumbra, creating an environment for visitors to interact with.  The foundation of the land was built upon hundreds of thousands of sleeping spirits, layers of which laid out the very land that was once explored.  With the Awakening, the landscape has been torn apart, the sleeping spirits awakened with an eruption which goes on to this day.  Because of the Awakening, the spirit world is a shifting place, constantly moving between the past and present as the spirits themselves move and shift for dominance.  This struggle is more muted in the present than it was only less then a decade ago, as the relative stability of Creation has helped establish some order in the spirit world, but the dynamicism of the spirit world has created great potential for change and growth in the physical world.  As new quiescent spirits are created, the physical foundation of the spirit world is slowly re-established.&lt;br /&gt;
&lt;br /&gt;
Quiescent spirits create the landscape of the Antumbra, providing the ground that can be walked upon, the trees and leaves, and any structures that are found.  Esoteric spirits manifest as brief colours that drift in the air or rest underfoot, adding texture to the landscape.  Many quiescent spirits are quick to awaken because of the Awakening, but as the ritual loses strength, more and more quiescent spirits grow, laying out the domain once more.  The landscape is strongest where civilization lays, as it is the people who help to create the greatest amount of spirits through their actions.  As one moves away from civilization, the spiritual landscape becomes a place of turmoil, as quiescent spirits are rarer there, with few things giving the opportunity to craft them.  As such, the spirit world exists as pockets of semi-stability surrounded by a sea of chaos.  Before the Awakening, the spirit world was mostly uniform, with only pockets of stability deeper in the Antumbra itself.&lt;br /&gt;
&lt;br /&gt;
==Spirits==&lt;br /&gt;
A spirit acts as an animating force for the subject which it belongs to.  Without the presence of a spirit, the subject feels lifeless and uninspiring.  Emotions fade away and lose strength, while physical objects become uninspiring, fragile, and prone to breaking down.  When a spirit is first created, it is [[quiescent]], sleeping within the subject.  The spirit remains as a source of energy, providing shape and purpose to the subject it represents.  Thus, a tree&#039;s spirit helps the tree act and feel like a tree, while a spirit of love provides purpose and definition to the emotion felt.&lt;br /&gt;
&lt;br /&gt;
A spirit can gain strength through the process of [[anamnesis]].  Even when sleeping, a spirit has influence on the physical world, providing a connection to the past and a link to the flow of energy that permeates the world.  A person who passes a place of sorrow may feel an echo of that sorrow from the spirits of sadness which exist there.  In return, the emotions and memories of Creation feeds the spirit, providing it with greater strength.  Thus, if someone remembers the manor that once stood on a street, the spirit of that manor gains strength, even if the manor itself is no longer there.  This process continues in a cycle, the spirit gaining sustenance from the emotions and memories of the world, while providing energy to the world through the emotions and memories of the population.  In this way, essence constantly flows, drawn into the spirit world by the hunger of the spirits, then released into the physical world by the connection the spirits have with the physical world.  As more spirits are born, more essence becomes available.&lt;br /&gt;
&lt;br /&gt;
===Hypnogogia===&lt;br /&gt;
Some spirits, given a strong enough surge of essence, begin to awaken and enter a [[hypnogogia|hypnogogic]] state.  The spirit drifts between a state of sleep and wakefulness, and begins to pour essence into the physical world, triggering a stronger impression of itself and feeding on the essence produced in an attempt to gain strength.  This is not usually a harmful condition, but in some cases the spirit&#039;s influence can alter the state of the world around it, leading to confusion.  A manor spirit which has entered a hypnogogic state may cause those who pass near the former location of the manor may become disoriented, expecting a door where there is none, or to remember the manor even though they have never seen it.  A spirit of sorrow within a house may cause the family to remember the death and extend the period of grieving, as the spirit prevents them from moving ahead with their lives.&lt;br /&gt;
&lt;br /&gt;
An item with a hypnogogic spirit within it could be considered blessed or cursed.  The spirit may be found in a &amp;quot;lucky&amp;quot; stone, or in a weapon with a long history.  Such items may be thought to be of exceptional or poor quality, even though it is not the crafting which is at fault, but rather the spirit within it.  A flute with an angry spirit within it may reduce the skill of one who is using it, while a spirit of cowardice may reside within a sword, causing the sword to miss and to instil fear in the person using it.  A spirit of fatigue may cause armour to feel heavier than it truly is, while a spirit of courage in the same armour may cause someone to feel invincible and take greater risks. Most spirits on the edges of civilization are hypnogogic.  Such spirits are not truly self-aware, and are more like animals, relying on their instincts for self-preservation.  As such, those who approach the edge of civilization often find their emotions heightened, and the world beyond the borders of their towns and villages seem more primal and alive.  This is the effect of the spirit world, creating powerful impressions upon the living.&lt;br /&gt;
&lt;br /&gt;
==Awakened Spirits==&lt;br /&gt;
A spirit which has awakened is truly self-aware.  These spirits know what they are, and are aware of the physical world.  Awakened spirits can be of great help to those who know how to interact with them, but to the uninitiated, they are a dire threat.  A spirit that has awakened will continue to exist in accordance to its nature.  A spirit of love will travel through a city, nurturing the love found within the citizens of a city, while helping to spawn weaker love spirits in return.  A house spirit may continue to shelter the family that lives within it, protecting them from harm and providing security to the family that keeps the home in good repair.  These spirits are part of the natural cycle, and while some may be dangerous, most can be safely ignored.&lt;br /&gt;
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In the present age, there are countless awakened spirits, where until recently there were perhaps a score in any given region.  These awakened spirits have contested one another, helping to establish some degree of balance and harmony, and have now established their influence upon the world.  Having drawn from the inspirations of the mortal population, the spirit world has shaped itself in the ideals of the nations they reside within, helping to enforce the identity of the people and landscape they inhabit.  The nation of Drachen &#039;&#039;feels&#039;&#039; like &#039;Drachen&#039;, and one who visits the kingdom can not mistake it for anywhere else.  From the landscape to the people, the nation itself embodies the very soul of &#039;Drachen&#039;, and the awakened spirits of the region ensure that the nation remains in accordance to its identity.&lt;br /&gt;
&lt;br /&gt;
Outside the borders of civilization, the spirits drift between pockets of stability, causing the landscape to shift and change as the spirits test one another for dominance.  The spirits remain in keeping with the landscape of Creation, but the influences of the various spirits in power can cause subtle shifts in the physical world.  For those who travel, the wilderness can feel alien and chaotic, as a grove of trees may seem serene and silent one day, but primordial and wild the next.&lt;br /&gt;
&lt;br /&gt;
With the coming of the Awakening, there has been a growth of those who take the effort to know and understand the spirits.  The [[spirit warden|spirit wardens]] are those who have gone among the spirits, testing themselves and learning how to interact with the spirits safely.  The shamans who follow the [[Path of Awakening] have always been in accord with the quiescent and hypnogogic spirits, and the sudden rise of awakened spirits have provided them with much work.  The recently discovered [[Path of Atter]] has begun to spread, allowing ritualists to petition the awakened spirits for aid.&lt;br /&gt;
&lt;br /&gt;
==Chimera==&lt;br /&gt;
A spirit can weaken when the source of the spirit is weakened or altered.  If, for example, a river becomes poisoned or redirected, the spirit may suffer and weaken.  Rather than allow itself to fade away, a spirit may alter itself to draw on new sources of essence, gaining strength by accepting a change in its essential nature.  In most cases, a spirit can only do this when it is either awakened, or hypnogogic.  The spirit may choose to draw upon another spirit, feeding on that spirit&#039;s essence to strength itself, adopting some of the properties of the spirit being fed from, or it can attune to a new source of essence, drawing upon that energy to gain strength.  Such spirits are called &#039;&#039;chimera&#039;&#039;.&lt;br /&gt;
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In the case of hypnogogic spirits, the spirit becomes more specific -- rather than being a river spirit, the spirit may become a spirit of tainted waters, gaining strength from any source of water that has become polluted, while attempting to create new sources to feed from.  An awakened spirit will usually taken on a full identity and title, and may become &amp;quot;Fetid Water That Withers Life&amp;quot;.  A chimeric spirit can be a danger, showing signs of a region that is out of harmony, and most awakened spirits will regulate themselves, ensuring that harmful chimera do not last very long.&lt;br /&gt;
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When a spirit feeds from another spirit, one of two things can happen.  If the spirit being fed from is stronger, it can choose to allow the weaker spirit to share essence, or it can consume the weaker spirit to gain strength.  Alternatively, if the spirits are roughly equal, the two spirits can meld, becoming a chimera.  Stronger spirits with strong ties to their identity are less likely to become chimera -- their essential nature overwhelms the essence they consume, diminishing and absorbing it with very little impact.  Thus, most awakened spirits rarely become chimera, though a hypnogogic chimera could in theory become an awakened chimera.&lt;br /&gt;
&lt;br /&gt;
A river spirit may find the river becoming tainted.  It can choose to draw upon a local spirit of lover, becoming a chimera.  It then attempts to influence those nearby, creating feelings of love for the river, in the hopes that those who are influenced will attempt to purify it.  Once the river has been purified, the spirit can &#039;shed&#039; the essence of love, or it can choose to create stronger feelings, making the river a popular place for lovers.&lt;br /&gt;
&lt;br /&gt;
===Unbalanced Chimera===&lt;br /&gt;
Some chimera become unbalanced, the nature of the spirit changed too much, and in an unstable way.  These spirits lose sight of what they once were, becoming something new and often dangerous.  The river spirit mentioned above may find that instead of romantic love, the spirit it devoured creates an obsession.  Lovers come to the river and sometimes step in, drowning themselves.  The emotional impact of these deaths alter the spirit, adding death to the spirit’s nature, thus creating a spirit which influences those with romantic problems to come to it for death.&lt;br /&gt;
&lt;br /&gt;
An awakened spirit will often feel disturbed by this unbalanced nature.  These spirits will enter the deeper Antumbra, attempting to purify themselves by stripping away the polluted essence, or will begin to feed on other local spirits in the hopes of finding a method to purge the tainted essence from it.  This often creates more problems than it solves, and shamans or other awakened spirits must often take steps to remedy the situation.  Imagine a tree which has devoured a murder spirit, and has taken it upon itself to animate the tree to devour any who come near it.&lt;br /&gt;
&lt;br /&gt;
==Nature of Spirits==&lt;br /&gt;
Spirits are near-immortal.  They are intangible, though awakened spirits can often learn to manifest in Creation.  A spirit can not be harmed by physical objects, even if manifested, though enchanted or blessed items can create harm, as can miracles or sorcery.  A spirit who is slain is usually only disrupted, slipping deeper into the Antumbra and resting until they have recovered, or dipping into hypnogogic state.  A hypnogogic who has been disrupted becomes quiescent.  Once a spirit has been healed, drawing upon essence through anamnesis, they recover and return to their normal state.  It is very difficult to destroy a spirit, and requires powerful magic or miracle to truly, permanently destroy one.  If a spirit is truly destroyed, the essence of the spirit spreads through the Antumbra, to feed nearby spirits, imbuing them with a portion of the slain spirit&#039;s essence and identity.&lt;br /&gt;
&lt;br /&gt;
==Wandering the Spirit World==&lt;br /&gt;
Surviving in the Spirit World is difficult.  Travellers need to eat and sleep, and while sleeping can be fairly safe (depending on where the characters choose to sleep), eating requires finding an appropriate spirit, and eating it.  The spirit will, most likely, survive the process, but eating a spirit is often disconcerting.  Quiescent animal spirits act like animals in all ways, but do not know they’re supposed to ‘die’ when killed, thus cooking and eating them can be a very horrendous experience for the unwary wanderer.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
There are some rules about the Antumbra which emphasises the difference between the spirit world and the physical world.&lt;br /&gt;
* For the [[Path of Reflection]], clairsentient and empathic effects are stronger, allowing the character a better sense and feel for the spirit world.  Kinetic effects do not work at all, as there is no tangible &#039;presence&#039; in the spirit world.&lt;br /&gt;
&lt;br /&gt;
* Sorcery which draws upon essence and the spirit world is stronger.  The [[Path of Veils]] works well here, as most illusions are raw creations of essence.  The [[Path of Awakening]] and the [[Path of Atter]] are both directly tied to the Antumbra, and are especially potent within the spirit world.  The [[Path of Ashes]] does not work at all.  The [[Azure Path]] and the [[Path of Twilight]] both are a little more potent in the Antumbra.  The [[Path of the Chorister]] and the [[Spiral Path]] are no stronger or weaker, but when used they cause a ripple to pass through the spirit world.  Such magic will attract any divine and infernal agent that is within a few miles of the source of the spell, causing them to investigate why this magic was used.  This often can prove dangerous to the sorcerer.  Spells from the path of Twilight and from the path of Awakenings may cause local quiescent spirits to shift to a hypnogogic state, while powerful spells may cause a hypnogogic spirit to fully awaken as essence flows grow stronger within the region.&lt;br /&gt;
&lt;br /&gt;
* Because of the alien landscape, even those who are accustomed to living in the wilds or in strange territories often find the spirit world to be disconcerting.  As such, those trained in survival often have to work just a bit harder to protect themselves and find food or shelter in the shifting landscape.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Planes]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Arin_Pantheon_(Religeon)&amp;diff=104</id>
		<title>The Arin Pantheon (Religeon)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Arin_Pantheon_(Religeon)&amp;diff=104"/>
		<updated>2026-03-09T03:09:26Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;== The Arin Pantheon == * &amp;#039;&amp;#039;&amp;#039;Arion:&amp;#039;&amp;#039;&amp;#039; Solar God, head of the Pantheon, Husband of Mika. * &amp;#039;&amp;#039;&amp;#039;Mika:&amp;#039;&amp;#039;&amp;#039; Wife of Arion, Mother of Dragons * &amp;#039;&amp;#039;&amp;#039;Sanguine:&amp;#039;&amp;#039;&amp;#039; Lunar Goddess, God Slayer * &amp;#039;&amp;#039;&amp;#039;Mana:&amp;#039;&amp;#039;&amp;#039; Celestial Goddess of Magic * &amp;#039;&amp;#039;&amp;#039;Maya / Zillah:&amp;#039;&amp;#039;&amp;#039; Goddess of the Earth and Underworld, Wife of Tsunami. * &amp;#039;&amp;#039;&amp;#039;Tsunami:&amp;#039;&amp;#039;&amp;#039; God of the Sea and Sky, Husband of Maya/Zillah. * &amp;#039;&amp;#039;&amp;#039;Murrimi:&amp;#039;&amp;#039;&amp;#039; Goddess of Dreams, Daughter of Maya and Tsunami. * &amp;#039;&amp;#039;&amp;#039;Tarot and Talis:&amp;#039;&amp;#039;&amp;#039; God and Goddess of Ch...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Arin Pantheon ==&lt;br /&gt;
* &#039;&#039;&#039;Arion:&#039;&#039;&#039; Solar God, head of the Pantheon, Husband of Mika.&lt;br /&gt;
* &#039;&#039;&#039;Mika:&#039;&#039;&#039; Wife of Arion, Mother of Dragons&lt;br /&gt;
* &#039;&#039;&#039;Sanguine:&#039;&#039;&#039; Lunar Goddess, God Slayer&lt;br /&gt;
* &#039;&#039;&#039;Mana:&#039;&#039;&#039; Celestial Goddess of Magic&lt;br /&gt;
* &#039;&#039;&#039;Maya / Zillah:&#039;&#039;&#039; Goddess of the Earth and Underworld, Wife of Tsunami.&lt;br /&gt;
* &#039;&#039;&#039;Tsunami:&#039;&#039;&#039; God of the Sea and Sky, Husband of Maya/Zillah.&lt;br /&gt;
* &#039;&#039;&#039;Murrimi:&#039;&#039;&#039; Goddess of Dreams, Daughter of Maya and Tsunami.&lt;br /&gt;
* &#039;&#039;&#039;Tarot and Talis:&#039;&#039;&#039; God and Goddess of Chance and Fate, Twins, children of Arion (mother unknown).&lt;br /&gt;
* &#039;&#039;&#039;Kyle:&#039;&#039;&#039; Wayward Son of Arion and Mika.  (Not actively worshipped)&lt;br /&gt;
* &#039;&#039;&#039;Tamper:&#039;&#039;&#039; Wayward Brother of Arion.  (Not actively worshipped)&lt;br /&gt;
=== Named Archons ===&lt;br /&gt;
* &#039;&#039;&#039;Dove:&#039;&#039;&#039;  Archon of Life&lt;br /&gt;
* &#039;&#039;&#039;Khett:&#039;&#039;&#039;  Archon of Death&lt;br /&gt;
* &#039;&#039;&#039;Shaden:&#039;&#039;&#039;  Archon of Silence&lt;br /&gt;
* &#039;&#039;&#039;Tuoqui:&#039;&#039;&#039; Archon of Music&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Pantheons]][[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Category:Setting&amp;diff=103</id>
		<title>Category:Setting</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Category:Setting&amp;diff=103"/>
		<updated>2026-03-09T03:08:48Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;This is a meta category for all things setting related (which should be most of the wiki).&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a meta category for all things setting related (which should be most of the wiki).&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Celestial_Courts_(Religeon)&amp;diff=102</id>
		<title>Celestial Courts (Religeon)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Celestial_Courts_(Religeon)&amp;diff=102"/>
		<updated>2026-03-09T03:06:02Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;== The Celestial Court == * &amp;#039;&amp;#039;&amp;#039;Amaterasu Omikami:&amp;#039;&amp;#039;&amp;#039;  Solar Goddess, head of the Pantheon. * &amp;#039;&amp;#039;&amp;#039;Tsukiyomi (Onnotangu):&amp;#039;&amp;#039;&amp;#039; Lunar God * &amp;#039;&amp;#039;&amp;#039;Benzaiten:&amp;#039;&amp;#039;&amp;#039; Fortune of Art, Beauty, Knowledge, Music, and Eloquence. * &amp;#039;&amp;#039;&amp;#039;Bishamonten:&amp;#039;&amp;#039;&amp;#039; Fortune of Warfare and Honourable Combat. * &amp;#039;&amp;#039;&amp;#039;Daikoku:&amp;#039;&amp;#039;&amp;#039; Fortune of Wealth, Commerce, and Trade. * &amp;#039;&amp;#039;&amp;#039;Ebisu:&amp;#039;&amp;#039;&amp;#039; Fortune of Good Luck, Fishermen, Merchants, and Workers. * &amp;#039;&amp;#039;&amp;#039;Fukurokuju:&amp;#039;&amp;#039;&amp;#039; Fortune of Happiness, Longevity, Wealth, and Wisdom. *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Celestial Court ==&lt;br /&gt;
* &#039;&#039;&#039;Amaterasu Omikami:&#039;&#039;&#039;  Solar Goddess, head of the Pantheon.&lt;br /&gt;
* &#039;&#039;&#039;Tsukiyomi (Onnotangu):&#039;&#039;&#039; Lunar God&lt;br /&gt;
* &#039;&#039;&#039;Benzaiten:&#039;&#039;&#039; Fortune of Art, Beauty, Knowledge, Music, and Eloquence.&lt;br /&gt;
* &#039;&#039;&#039;Bishamonten:&#039;&#039;&#039; Fortune of Warfare and Honourable Combat.&lt;br /&gt;
* &#039;&#039;&#039;Daikoku:&#039;&#039;&#039; Fortune of Wealth, Commerce, and Trade.&lt;br /&gt;
* &#039;&#039;&#039;Ebisu:&#039;&#039;&#039; Fortune of Good Luck, Fishermen, Merchants, and Workers.&lt;br /&gt;
* &#039;&#039;&#039;Fukurokuju:&#039;&#039;&#039; Fortune of Happiness, Longevity, Wealth, and Wisdom.&lt;br /&gt;
* &#039;&#039;&#039;Hotei:&#039;&#039;&#039; Fortune of Abundance, Contentment, and Good Health.&lt;br /&gt;
* &#039;&#039;&#039;Inari:&#039;&#039;&#039;  Fortune of Rice and Foxes.&lt;br /&gt;
* &#039;&#039;&#039;Kichijoten:&#039;&#039;&#039; Fortune of Beauty, Fertility, and Happiness.&lt;br /&gt;
* &#039;&#039;&#039;Kishibojin:&#039;&#039;&#039; Fortune of Children, and Husbands and Wives.&lt;br /&gt;
* &#039;&#039;&#039;Koki Teno:&#039;&#039;&#039;  Mother of Kitsune.&lt;br /&gt;
* &#039;&#039;&#039;Mikaten:&#039;&#039;&#039;  Fortune of Harmony, Rebirth, and Retribution.&lt;br /&gt;
* &#039;&#039;&#039;Vinasu:&#039;&#039;&#039;  Fortune of Forests, Mysteries, and Secrets.&lt;br /&gt;
=== Numerous Fortunes ===&lt;br /&gt;
The Celestial Court is home to dozens of Gods and lesser Fortunes, thousands upon thousands of Ancestor Spirits, and the Celestial Dragons.&lt;br /&gt;
&lt;br /&gt;
Note: Mikaten is the Naipon Manifestation of Mika. The two are considered different entities by most of the Naipon faith.&lt;br /&gt;
Note: Vinasu is the Naipon manifestation of Mana. The two are considered different entities by most of the Naipon faith.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Pantheons]][[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Church_of_Joshua_(Religeon)&amp;diff=101</id>
		<title>The Church of Joshua (Religeon)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Church_of_Joshua_(Religeon)&amp;diff=101"/>
		<updated>2026-03-09T03:05:33Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;== The Church of Joshua == * &amp;#039;&amp;#039;&amp;#039;Adonai:&amp;#039;&amp;#039;&amp;#039; Solar God, Husband of Shekina.  Primary God. * &amp;#039;&amp;#039;&amp;#039;Shekina:&amp;#039;&amp;#039;&amp;#039; Lunar Goddess, Wife of Adonai. Secondary Goddess. * &amp;#039;&amp;#039;&amp;#039;Kushiel:&amp;#039;&amp;#039;&amp;#039; Archangel of the Centre (Not actively worshipped) * &amp;#039;&amp;#039;&amp;#039;Gabriel:&amp;#039;&amp;#039;&amp;#039; Archangel of the West (Not actively worshipped) * &amp;#039;&amp;#039;&amp;#039;Michael:&amp;#039;&amp;#039;&amp;#039; Archangel of the South (Not actively worshipped) * &amp;#039;&amp;#039;&amp;#039;Raphael:&amp;#039;&amp;#039;&amp;#039; Archangel of the East (Not actively worshipped) * &amp;#039;&amp;#039;&amp;#039;Urial:&amp;#039;&amp;#039;&amp;#039; Archangel of the North (Not actively worsh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Church of Joshua ==&lt;br /&gt;
* &#039;&#039;&#039;Adonai:&#039;&#039;&#039; Solar God, Husband of Shekina.  Primary God.&lt;br /&gt;
* &#039;&#039;&#039;Shekina:&#039;&#039;&#039; Lunar Goddess, Wife of Adonai. Secondary Goddess.&lt;br /&gt;
* &#039;&#039;&#039;Kushiel:&#039;&#039;&#039; Archangel of the Centre (Not actively worshipped)&lt;br /&gt;
* &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; Archangel of the West (Not actively worshipped)&lt;br /&gt;
* &#039;&#039;&#039;Michael:&#039;&#039;&#039; Archangel of the South (Not actively worshipped)&lt;br /&gt;
* &#039;&#039;&#039;Raphael:&#039;&#039;&#039; Archangel of the East (Not actively worshipped)&lt;br /&gt;
* &#039;&#039;&#039;Urial:&#039;&#039;&#039; Archangel of the North (Not actively worshipped)&lt;br /&gt;
=== Numerous Angels ===&lt;br /&gt;
The Church of Joshua is home to Angels, some of which are named and respected as protectors.&lt;br /&gt;
 &lt;br /&gt;
Note: Shekina is not worshipped by most of the Joshuite Faith, though it has been picked up by some heretical roups.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Pantheons]][[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Minor_Pantheons_(Religeon)&amp;diff=100</id>
		<title>Minor Pantheons (Religeon)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Minor_Pantheons_(Religeon)&amp;diff=100"/>
		<updated>2026-03-09T03:04:48Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Outside Faiths ==&lt;br /&gt;
* &#039;&#039;&#039;Jaga Baba:&#039;&#039;&#039; Ruler of the Northern Wilds&lt;br /&gt;
* &#039;&#039;&#039;Simba:&#039;&#039;&#039; The Summer Lion of the Anaji Plains&lt;br /&gt;
* &#039;&#039;&#039;The Snowed One:&#039;&#039;&#039; The Winter Unicorn of D&#039;Remes&lt;br /&gt;
* &#039;&#039;&#039;Aspects of Fukumi:&#039;&#039;&#039; The balanced god(s) from Aki.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Pantheons]][[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Pantheon_of_Rym_(Religeon)&amp;diff=99</id>
		<title>The Pantheon of Rym (Religeon)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Pantheon_of_Rym_(Religeon)&amp;diff=99"/>
		<updated>2026-03-09T03:04:02Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Rymnian Pantheon ==&lt;br /&gt;
* &#039;&#039;&#039;Halus:&#039;&#039;&#039;	God of the World (Father God, Deceased)&lt;br /&gt;
* &#039;&#039;&#039;Kij:&#039;&#039;&#039;	Solar Goddess&lt;br /&gt;
* &#039;&#039;&#039;Nyx:&#039;&#039;&#039;	Lunar Goddess&lt;br /&gt;
* &#039;&#039;&#039;Arka:&#039;&#039;&#039;	Goddess of Forests&lt;br /&gt;
* &#039;&#039;&#039;Cera:&#039;&#039;&#039;	Goddess of the Air&lt;br /&gt;
* &#039;&#039;&#039;Ixra:&#039;&#039;&#039;	Goddess of the Fire&lt;br /&gt;
* &#039;&#039;&#039;Mera:&#039;&#039;&#039;	Goddess of the Ocean&lt;br /&gt;
 &lt;br /&gt;
Note: On Maeya, the Rymnian Pantheon is protected by the Arin Pantheon.&lt;br /&gt;
* Arion is the guardian of Kij&lt;br /&gt;
* Sanguine is the guardian of Nyx&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Pantheons]][[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Pantheon_of_Rym_(Religeon)&amp;diff=98</id>
		<title>The Pantheon of Rym (Religeon)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Pantheon_of_Rym_(Religeon)&amp;diff=98"/>
		<updated>2026-03-09T03:03:47Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;== The Celestial Court == * &amp;#039;&amp;#039;&amp;#039;Amaterasu Omikami:&amp;#039;&amp;#039;&amp;#039;  Solar Goddess, head of the Pantheon. * &amp;#039;&amp;#039;&amp;#039;Tsukiyomi (Onnotangu):&amp;#039;&amp;#039;&amp;#039; Lunar God * &amp;#039;&amp;#039;&amp;#039;Benzaiten:&amp;#039;&amp;#039;&amp;#039; Fortune of Art, Beauty, Knowledge, Music, and Eloquence. * &amp;#039;&amp;#039;&amp;#039;Bishamonten:&amp;#039;&amp;#039;&amp;#039; Fortune of Warfare and Honourable Combat. * &amp;#039;&amp;#039;&amp;#039;Daikoku:&amp;#039;&amp;#039;&amp;#039; Fortune of Wealth, Commerce, and Trade. * &amp;#039;&amp;#039;&amp;#039;Ebisu:&amp;#039;&amp;#039;&amp;#039; Fortune of Good Luck, Fishermen, Merchants, and Workers. * &amp;#039;&amp;#039;&amp;#039;Fukurokuju:&amp;#039;&amp;#039;&amp;#039; Fortune of Happiness, Longevity, Wealth, and Wisdom. *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Celestial Court ==&lt;br /&gt;
* &#039;&#039;&#039;Amaterasu Omikami:&#039;&#039;&#039;  Solar Goddess, head of the Pantheon.&lt;br /&gt;
* &#039;&#039;&#039;Tsukiyomi (Onnotangu):&#039;&#039;&#039; Lunar God&lt;br /&gt;
* &#039;&#039;&#039;Benzaiten:&#039;&#039;&#039; Fortune of Art, Beauty, Knowledge, Music, and Eloquence.&lt;br /&gt;
* &#039;&#039;&#039;Bishamonten:&#039;&#039;&#039; Fortune of Warfare and Honourable Combat.&lt;br /&gt;
* &#039;&#039;&#039;Daikoku:&#039;&#039;&#039; Fortune of Wealth, Commerce, and Trade.&lt;br /&gt;
* &#039;&#039;&#039;Ebisu:&#039;&#039;&#039; Fortune of Good Luck, Fishermen, Merchants, and Workers.&lt;br /&gt;
* &#039;&#039;&#039;Fukurokuju:&#039;&#039;&#039; Fortune of Happiness, Longevity, Wealth, and Wisdom.&lt;br /&gt;
* &#039;&#039;&#039;Hotei:&#039;&#039;&#039; Fortune of Abundance, Contentment, and Good Health.&lt;br /&gt;
* &#039;&#039;&#039;Inari:&#039;&#039;&#039;  Fortune of Rice and Foxes.&lt;br /&gt;
* &#039;&#039;&#039;Kichijoten:&#039;&#039;&#039; Fortune of Beauty, Fertility, and Happiness.&lt;br /&gt;
* &#039;&#039;&#039;Kishibojin:&#039;&#039;&#039; Fortune of Children, and Husbands and Wives.&lt;br /&gt;
* &#039;&#039;&#039;Koki Teno:&#039;&#039;&#039;  Mother of Kitsune.&lt;br /&gt;
* &#039;&#039;&#039;Mikaten:&#039;&#039;&#039;  Fortune of Harmony, Rebirth, and Retribution.&lt;br /&gt;
* &#039;&#039;&#039;Vinasu:&#039;&#039;&#039;  Fortune of Forests, Mysteries, and Secrets.&lt;br /&gt;
=== Numerous Fortunes ===&lt;br /&gt;
The Celestial Court is home to dozens of Gods and lesser Fortunes, thousands upon thousands of Ancestor Spirits, and the Celestial Dragons.&lt;br /&gt;
&lt;br /&gt;
Note: Mikaten is the Naipon Manifestation of Mika. The two are considered different entities by most of the Naipon faith.&lt;br /&gt;
Note: Vinasu is the Naipon manifestation of Mana. The two are considered different entities by most of the Naipon faith.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Pantheons]][[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Minor_Pantheons_(Religeon)&amp;diff=97</id>
		<title>Minor Pantheons (Religeon)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Minor_Pantheons_(Religeon)&amp;diff=97"/>
		<updated>2026-03-09T03:02:51Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;* TODO: Place snazzy quote from a faithful Arin here.   * TODO: Place introductory paragraph here.  = The Arin Pantheon =  * TODO: Basic run down of what the faith means, it&amp;#039;s key points, and anything particularly hip about it.  == Names of Note == * &amp;#039;&amp;#039;&amp;#039;Arion:&amp;#039;&amp;#039;&amp;#039; Solar God, head of the Pantheon, Husband of Mika. * &amp;#039;&amp;#039;&amp;#039;Mika:&amp;#039;&amp;#039;&amp;#039; Wife of Arion, Mother of Dragons * &amp;#039;&amp;#039;&amp;#039;Sanguine:&amp;#039;&amp;#039;&amp;#039; Lunar Goddess, God Slayer * &amp;#039;&amp;#039;&amp;#039;Mana:&amp;#039;&amp;#039;&amp;#039; Celestial Goddess of Magic * &amp;#039;&amp;#039;&amp;#039;Maya / Zillah:&amp;#039;&amp;#039;&amp;#039; Goddes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* TODO: Place snazzy quote from a faithful Arin here.&lt;br /&gt;
 &lt;br /&gt;
* TODO: Place introductory paragraph here.&lt;br /&gt;
&lt;br /&gt;
= The Arin Pantheon =&lt;br /&gt;
&lt;br /&gt;
* TODO: Basic run down of what the faith means, it&#039;s key points, and anything particularly hip about it.&lt;br /&gt;
&lt;br /&gt;
== Names of Note ==&lt;br /&gt;
* &#039;&#039;&#039;Arion:&#039;&#039;&#039; Solar God, head of the Pantheon, Husband of Mika.&lt;br /&gt;
* &#039;&#039;&#039;Mika:&#039;&#039;&#039; Wife of Arion, Mother of Dragons&lt;br /&gt;
* &#039;&#039;&#039;Sanguine:&#039;&#039;&#039; Lunar Goddess, God Slayer&lt;br /&gt;
* &#039;&#039;&#039;Mana:&#039;&#039;&#039; Celestial Goddess of Magic&lt;br /&gt;
* &#039;&#039;&#039;Maya / Zillah:&#039;&#039;&#039; Goddess of the Earth and Underworld, Wife of Tsunami.&lt;br /&gt;
* &#039;&#039;&#039;Tsunami:&#039;&#039;&#039; God of the Sea and Sky, Husband of Maya/Zillah.&lt;br /&gt;
* &#039;&#039;&#039;Murrimi:&#039;&#039;&#039; Goddess of Dreams, Daughter of Maya and Tsunami.&lt;br /&gt;
* &#039;&#039;&#039;Tarot and Talis:&#039;&#039;&#039; God and Goddess of Chance and Fate, Twins, children of Arion (mother unknown).&lt;br /&gt;
* &#039;&#039;&#039;Kyle:&#039;&#039;&#039; Wayward Son of Arion and Mika.  (Not actively worshipped)&lt;br /&gt;
* &#039;&#039;&#039;Tamper:&#039;&#039;&#039; Wayward Brother of Arion.  (Not actively worshipped)&lt;br /&gt;
=== Known Archons ===&lt;br /&gt;
* &#039;&#039;&#039;Dove:&#039;&#039;&#039;  Archon of Life&lt;br /&gt;
* &#039;&#039;&#039;Khett:&#039;&#039;&#039;  Archon of Death&lt;br /&gt;
* &#039;&#039;&#039;Shaden:&#039;&#039;&#039;  Archon of Silence&lt;br /&gt;
* &#039;&#039;&#039;Tuoqui:&#039;&#039;&#039; Archon of Music&lt;br /&gt;
 &lt;br /&gt;
=Followers of the Arin Panthon=&lt;br /&gt;
 &lt;br /&gt;
The Arin faith is a pantheon of various entities with power over aspects of the natural world and the inhabitants of. The prime ruler is the father figure of Arion (link), his wife&#039;s incarnation Mika (link), Raveena the goddess of Mysteries (link), The matron of earth Maya (link), her aspect of Death, Zillah (link), her husband, lord of the sea Tempest (link), the twins of Tarot and Talis (link) and the recently discovered goddess of dreams, Murrimi (link).&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Pantheons]][[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Psionics_(CharGen)&amp;diff=96</id>
		<title>Psionics (CharGen)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Psionics_(CharGen)&amp;diff=96"/>
		<updated>2026-03-09T02:57:16Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;quot;Now concentrate. You are moving that rock, but not with your muscles. Extend your strength from your center, towards the rock. Feel it move, linking your inner self to it&amp;#039;s surface. As your power moves around you, you are familiar with it, texture, shape, heft. Now, use that energy and envision the rock moving upwards. Very nice! A little more and.. well, that&amp;#039;s okay. Rest, and we&amp;#039;ll try again. Like any muscle, you do not wish to strain your mind.&amp;quot;&amp;#039;&amp;#039;  =Psionics=   {{o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Now concentrate. You are moving that rock, but not with your muscles. Extend your strength from your center, towards the rock. Feel it move, linking your inner self to it&#039;s surface. As your power moves around you, you are familiar with it, texture, shape, heft. Now, use that energy and envision the rock moving upwards. Very nice! A little more and.. well, that&#039;s okay. Rest, and we&#039;ll try again. Like any muscle, you do not wish to strain your mind.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Psionics=&lt;br /&gt;
 &lt;br /&gt;
{{ombox&lt;br /&gt;
| type      = notice&lt;br /&gt;
| image     = [[Image:Info.png|64px]]&lt;br /&gt;
| style     = width: 400px; &lt;br /&gt;
| textstyle = color: black; font-style: italic;&lt;br /&gt;
| text      = This section has not been translated into the SPS/PPS mechanics. As there is no easy way to attempt to convert this to the proper system, it is provided as &#039;&#039;&#039;informational&#039;&#039;&#039; only until it is properly codified. Please check the [http://ffa2.kitsunet.net/SPS/ Main Wiki] to check to see if this section has been translated. This text is taken from [http://ffa2.kitsunet.net/index.php/Psionics here].&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Psionics is the science of drawing on internal power, and shaping the world with it. Where magic draws from the outside world, the psionic character draws from themselves. Psionics is divided into Fields, which grant the character the means to learn and develop Gifts. Because of the codified structure of psionics, it is not as free-form as Sorcery is, but is faster.&lt;br /&gt;
 &lt;br /&gt;
Once a character has purchased Psionics, they are allowed to take Psychic Talents. Psionics are not ranked, nor are Gifts.&lt;br /&gt;
 &lt;br /&gt;
Psionics is broken down into a Field, a Discipline, and individual Gifts.&lt;br /&gt;
 &lt;br /&gt;
==Fields==&lt;br /&gt;
 &lt;br /&gt;
Each Field of Psionics is a specific field of study, a philosophy and approach that is taken to expand the capabilities of the character. A person can not use Gifts unless they hold to the philosophy of their Field, as the mind set needed to shape Essence requires the character to believe in the philosophy they pursue. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;In the old system&#039;&#039;&#039; the first Field costs 60 DP, and the second Field costs 40 DP. Being from a specific Nation will reduce this Cost.&lt;br /&gt;
 &lt;br /&gt;
A character may choose a second Field, granting them a deeper understanding of the mind and body, and the flow of Essence within them. No Field is ‘wrong’, each provides a different path for the advancement of the individual.&lt;br /&gt;
 &lt;br /&gt;
;Field of [[Augmentation_(Psionics)|Augmentation]]&lt;br /&gt;
:This Field concentrates on the augmentation of the body, becoming stronger, faster, and more resilient than what is normal for a person.&lt;br /&gt;
:&#039;&#039;&#039;Disciplines&#039;&#039;&#039;: Augment Physical, Wellness of Being, Physical Perfection&lt;br /&gt;
:&#039;&#039;&#039;Primary Statistic&#039;&#039;&#039;: Physical&lt;br /&gt;
 &lt;br /&gt;
;Field of [[Clairsentience_(Psionics)|Clairsentience]]&lt;br /&gt;
:This Field concentrates on the spiritual world and higher awareness, opening the character’s spirit to the greater world.&lt;br /&gt;
:&#039;&#039;&#039;Disciplines&#039;&#039;&#039;: Strengthen Spirit, Stable Soul, Spiritual Attunement&lt;br /&gt;
:&#039;&#039;&#039;Primary Statistic&#039;&#039;&#039;: Spiritual&lt;br /&gt;
 &lt;br /&gt;
;Field of [[Empathy_(Psionics)|Empathy]]&lt;br /&gt;
:This Field concentrates on the augmentation of a person’s connection to others, allowing the character to feel and influence the thoughts and emotions of others.&lt;br /&gt;
:&#039;&#039;&#039;Disciplines&#039;&#039;&#039;: Social Expertise, Strong Opinion, Silver Tongue&lt;br /&gt;
:&#039;&#039;&#039;Primary Statistic&#039;&#039;&#039;: Social&lt;br /&gt;
 &lt;br /&gt;
;Field of [[Kineticism_(Psionics)|Kineticism]]&lt;br /&gt;
:This Field concentrates on force and movement, granting the character the power of mind over matter.&lt;br /&gt;
:&#039;&#039;&#039;Disciplines&#039;&#039;&#039;: Enhance Mind, Clear Thoughts, Mental Grace&lt;br /&gt;
:&#039;&#039;&#039;Primary Statistic&#039;&#039;&#039;: Mental&lt;br /&gt;
 &lt;br /&gt;
==Gifts==&lt;br /&gt;
 &lt;br /&gt;
A Psionic gift it what most mages would call a &amp;quot;Spell&amp;quot;, or non-magical people may call a &amp;quot;Power&amp;quot;. Where a Field provides you with a path to access your power, and a Discipline allows you to feed back into your self to enhance that power, Gifts are what turn that power into something that can effect the outside world. Gifts are rated by Mastery, and in order to purchase a gift you must have that level of Mastery in your Field. Gifts can be found within each specific Field linked above.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;In the old system&#039;&#039;&#039;, each Gift cost 5 DP, and your Master was determined by the Field&#039;s Primary Attribute +3. As these stats are no longer in the system, nor is there a way to determine what gifts are available at this time, Psionics are not recommended.&lt;br /&gt;
 &lt;br /&gt;
Gifts come with an Activation, a Range, and a Duration. Potency is determined by Mastery, or the results of the roll the Gift required.&lt;br /&gt;
 &lt;br /&gt;
===Activation===&lt;br /&gt;
 &lt;br /&gt;
Activation determines how many Actions or Rounds it will take to activate the Gift.  During this time the character can be interrupted, forcing a Concentration Roll.&lt;br /&gt;
 &lt;br /&gt;
===Range===&lt;br /&gt;
 &lt;br /&gt;
Gifts may be used at range.  Unless specified otherwise, to use a Gift on another target requires the character to be able to see or sense the target.  This sense may be augmented by other methods such as Gifts or Spells which enhanced the character’s perceptions.  If a Gift has an area of effect, the character’s Size is added to the radius with a minimum Radius is 1.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;||&#039;&#039;&#039;Distance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Self||Character&lt;br /&gt;
|-&lt;br /&gt;
|Touch||Touch Range&lt;br /&gt;
|-&lt;br /&gt;
|Aura||(Mastery) Yards&lt;br /&gt;
|-&lt;br /&gt;
|Limited||(Mastery x 10) Yards&lt;br /&gt;
|-&lt;br /&gt;
|Great||(Mastery) Miles&lt;br /&gt;
|-&lt;br /&gt;
|Full||(Mastery x 10) Miles&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Duration===&lt;br /&gt;
 &lt;br /&gt;
The Duration determines how long the Gift remains active.  If the Gift does not have a duration of Concentration, then the Gift is sustained by the Essence spent, though a failed Concentration Roll will end the Gift’s effects.&lt;br /&gt;
 &lt;br /&gt;
=Using Psionics=&lt;br /&gt;
 &lt;br /&gt;
In order to use a psionic gift or discipline, it must be activated. To do so, you must spend a number of actions or rounds as listed under &amp;quot;Activation&amp;quot; for the gift or discipline and spend the amount of essence indicated by the gift or discipline. During this time, others may attempt to interrupt your concentration, forcing a Concentration Roll or the gift or discipline fails, the essence still spent.&lt;br /&gt;
 &lt;br /&gt;
==Psychic Tell==&lt;br /&gt;
 &lt;br /&gt;
All psychics have a Tell, an obvious manifestation when they use their Gifts or Psychic Disciplines. A Tell is tailored to the character and how they see their Gifts, and is usually associated with the first Field of Psionics that the character developed. A character can attempt to conceal the Tell of using a Gift. Doing so costs the character Essence. The psychic spends an amount of Essence up to their Might to conceal the Tell. Anyone who wishes to notice the Tell must then roll Mental + Awareness with a Difficulty equal to the Essence spent by the psychic.&lt;br /&gt;
 &lt;br /&gt;
==Concentration==&lt;br /&gt;
 &lt;br /&gt;
While the psychic is attempting to maintain a Gift with concentration or is in the process of activating a Gift and becomes distracted, they must make a concentration roll.  The psychic makes a (Mental + Endurance) D (Trigger) roll (see chart).  For every Gift the caster is maintaining, they lose one Success from the roll.&lt;br /&gt;
&lt;br /&gt;
A character is capable of concentrating on more than one Gift at a time.  For each Gift the character must maintain, they lose one Success on all rolls they must make, and lose one point from their Defence, Resistance, and Resolve, Initiative, and Speed.  The maximum number of Gifts that can be maintained through Concentration is equal to half the character’s Might.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trigger&#039;&#039;&#039;||&#039;&#039;&#039;Difficulty&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attack (Any Type)||Successes of Attack&lt;br /&gt;
|-&lt;br /&gt;
|Jogging / Running||2 / 4&lt;br /&gt;
|-&lt;br /&gt;
|Skill Roll||Difficulty of Skill Roll&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
==Preparation==&lt;br /&gt;
 &lt;br /&gt;
A character can augment their psychic powers by performing a Preparation. The psychic performs a Full Round Action in preparation. For each Action sacrificed in the Round, the character can reduce the Essence Cost or the Difficulty of the Gift or Discipline by two. This can not reduce the Essence Cost or Difficulty of the effect below one. The character may also use an Invocation to reduce cost of concealing the character’s Tell.&lt;br /&gt;
 &lt;br /&gt;
==Essence Commitment==&lt;br /&gt;
 &lt;br /&gt;
Any Essence spent on a Gift or Discipline remains committed until the effect has worn off. Once the Effect has passed, the character can recover the Essence spent. Until then, any method used to recover the Essence that is being used fails.&lt;br /&gt;
&lt;br /&gt;
[[Category:CharGen]][[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=About&amp;diff=95</id>
		<title>About</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=About&amp;diff=95"/>
		<updated>2026-03-09T02:56:36Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Furry Faire 2 Unofficial Wiki is a project started by Kyldeer@Furryfaire to try and help newcomers to the game be able to get into things quickly. The concept started after a two-week stint where the Official Wiki was down, and people were having trouble trying to get information about the setting. It evolved from there to combine to two different Official Wikis into one basic reference for players to use.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
-o&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Much of this content was created for, and on, the [http://ffa2.kitsunet.net/SPS/index.php/Main_Page Official Furry Faire 2 Wiki] and the [http://ffa2.kitsunet.net/index.php/Main_Page Previous Incarnation] of the same, which is hosted and maintained by Alynna@Furryfaire. System design and creation originally created by Shiro@Furryfaire. The SPS (Story Point System) which now appears to be called PPS (Plot Point System) is owned by Fool&#039;s Moon Entertainment Inc (FMEI) and is used on FurryFaire by permission of the owner. Information pertaining to the SPS/PPS system is only for use on the FurryFaire online roleplaying game and is included for reference material only. Use of the SPS/PPS engine without written permission from FMEI or the owner is prohibited.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
-o&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
As an unofficial wiki, rules may be changed on the game without being reflected here. Rules on the Game supersede this wiki&#039;s information. Content may be updated, adjusted, or removed by requests from staff on Furryfaire 2, updates to the Official Wikis, or changes notated in game using the Bulletin Board System.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
-o&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The Furry Faire Unofficial Player&#039;s Guide Wiki is hosted by Twosune.net, a personal server managed by Kyldeer@Furryfaire. Please direct any comments about outages, downtime, spam, or other issues to them.&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=About&amp;diff=94</id>
		<title>About</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=About&amp;diff=94"/>
		<updated>2026-03-09T02:55:49Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;The Furry Faire 2 Unofficial Wiki is a project started by Kyldeer@Furryfaire to try and help newcomers to the game be able to get into things quickly. The concept started after a two-week stint where the Official Wiki was down, and people were having trouble trying to get information about the setting. It evolved from there to combine to two different Official Wikis into one basic reference for players to use.     -o     Much of this content was created for, and on, the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Furry Faire 2 Unofficial Wiki is a project started by Kyldeer@Furryfaire to try and help newcomers to the game be able to get into things quickly. The concept started after a two-week stint where the Official Wiki was down, and people were having trouble trying to get information about the setting. It evolved from there to combine to two different Official Wikis into one basic reference for players to use.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
-o&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Much of this content was created for, and on, the [http://ffa2.kitsunet.net/SPS/index.php/Main_Page Official Furry Faire 2 Wiki] and the [http://ffa2.kitsunet.net/index.php/Main_Page Previous Incarnation] of the same, which is hosted and maintained by Alynna@Furryfaire. System design and creation originally created by Shiro@Furryfaire. The SPS (Story Point System) which now appears to be called PPS (Plot Point System) is owned by Fool&#039;s Moon Entertainment Inc (FMEI) and is used on FurryFaire by permission of the owner. Information pertaining to the SPS/PPS system is only for use on the FurryFaire online roleplaying game and is included for reference material only. Use of the SPS/PPS engine without written permission from FMEI or the owner is prohibited.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
-o&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
As an unofficial wiki, rules may be changed on the game without being reflected here. Rules on the Game supersede this wiki&#039;s information. Content may be updated, adjusted, or removed by requests from staff on Furryfaire 2, updates to the Official Wikis, or changes notated in game using the Bulletin Board System.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
-o&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The Furry Faire Unofficial Player&#039;s Guide Wiki is hosted by Twosune.com, a personal server managed by Kyldeer@Furryfaire. Please direct any comments about outages, downtime, spam, or other issues to them.&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Category:CharGen&amp;diff=93</id>
		<title>Category:CharGen</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Category:CharGen&amp;diff=93"/>
		<updated>2026-03-09T02:55:22Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;This is a Meta-Category that combines anything that appears to be useful when first building a character, that is not setting or theme dependent.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a Meta-Category that combines anything that appears to be useful when first building a character, that is not setting or theme dependent.&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Path_of_the_Witch_(Path)&amp;diff=92</id>
		<title>The Path of the Witch (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Path_of_the_Witch_(Path)&amp;diff=92"/>
		<updated>2026-03-09T02:54:51Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |}  &amp;#039;&amp;#039;&amp;#039;The Path of the Witch&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	The Bond of a Familiar * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Restoration * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	Spiritual * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	Arcane, Chaos, Death, Disease, Glamour, Kismet, Life, Order * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:	None  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: None * &amp;#039;&amp;#039;&amp;#039;Favored Nations&amp;#039;&amp;#039;&amp;#039;: None   {{ombox | type      = notice | image     = 64px | style     = width: 400px;  | textstyle = color: black; font-style: italic; | text...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Path of the Witch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	The Bond of a Familiar&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Restoration&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	Spiritual&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	Arcane, Chaos, Death, Disease, Glamour, Kismet, Life, Order&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:	None&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: None&lt;br /&gt;
 &lt;br /&gt;
{{ombox&lt;br /&gt;
| type      = notice&lt;br /&gt;
| image     = [[Image:Info.png|64px]]&lt;br /&gt;
| style     = width: 400px; &lt;br /&gt;
| textstyle = color: black; font-style: italic;&lt;br /&gt;
| text      = This Magical Path was not completed in the Official Wiki. It exists here as a stub. Characters are advised &#039;&#039;&#039;not&#039;&#039;&#039; to take this path due to the lack of information.&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
This Form of Sorcery allows the creation of powerful talismans and charms, which can grant luck or protect the owner, or to strike out at one&#039;s adversaries.&lt;br /&gt;
 &lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Path_of_the_Wild_(Path)&amp;diff=91</id>
		<title>The Path of the Wild (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Path_of_the_Wild_(Path)&amp;diff=91"/>
		<updated>2026-03-09T02:54:31Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |}  &amp;#039;&amp;#039;&amp;#039;Path of the Wild&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	The Spirit World * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Conjuration * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	None * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	Any * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:	None  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: None * &amp;#039;&amp;#039;&amp;#039;Favored Nations&amp;#039;&amp;#039;&amp;#039;: None   {{ombox | type      = notice | image     = 64px | style     = width: 400px;  | textstyle = color: black; font-style: italic; | text      = This Magical Path was not completed in the Official Wiki. It exists...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Path of the Wild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	The Spirit World&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Conjuration&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	None&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	Any&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:	None&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: None&lt;br /&gt;
 &lt;br /&gt;
{{ombox&lt;br /&gt;
| type      = notice&lt;br /&gt;
| image     = [[Image:Info.png|64px]]&lt;br /&gt;
| style     = width: 400px; &lt;br /&gt;
| textstyle = color: black; font-style: italic;&lt;br /&gt;
| text      = This Magical Path was not completed in the Official Wiki. It exists here as a stub. Characters are advised &#039;&#039;&#039;not&#039;&#039;&#039; to take this path due to the lack of information.&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
This Form of Sorcerer allows the wielder to transform themselves or channel primal energies through their body, allowing possession by the entities of the Spirit World.&lt;br /&gt;
 &lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Path_of_Sulieman_(Path)&amp;diff=90</id>
		<title>The Path of Sulieman (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Path_of_Sulieman_(Path)&amp;diff=90"/>
		<updated>2026-03-09T02:53:49Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |}  &amp;#039;&amp;#039;&amp;#039;The Path of Sulieman&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	The Elemental Nobles * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Transmutation * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	Social * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	Arcane, Earth, Fire, Shadow, Water, Wind, Sacred, Spirit * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:	None  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: None * &amp;#039;&amp;#039;&amp;#039;Favored Nations&amp;#039;&amp;#039;&amp;#039;: None   {{ombox | type      = notice | image     = 64px | style     = width: 400px;  | textstyle = color: black; font-style: italic; | text      = Thi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Path of Sulieman&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	The Elemental Nobles&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Transmutation&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	Social&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	Arcane, Earth, Fire, Shadow, Water, Wind, Sacred, Spirit&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:	None&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: None&lt;br /&gt;
 &lt;br /&gt;
{{ombox&lt;br /&gt;
| type      = notice&lt;br /&gt;
| image     = [[Image:Info.png|64px]]&lt;br /&gt;
| style     = width: 400px; &lt;br /&gt;
| textstyle = color: black; font-style: italic;&lt;br /&gt;
| text      = This Magical Path was not completed in the Official Wiki. It exists here as a stub. Characters are advised &#039;&#039;&#039;not&#039;&#039;&#039; to take this path due to the lack of information.&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
This Form of Sorcery invokes pacts with the Elemental Nobles, calling upon them for aid and allowing the sorcerer to harness powerful elemental magic.&lt;br /&gt;
 &lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Path_of_Veils_(Path)&amp;diff=89</id>
		<title>The Path of Veils (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Path_of_Veils_(Path)&amp;diff=89"/>
		<updated>2026-03-09T02:52:26Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |}  &amp;#039;&amp;#039;&amp;#039;Path of Veils&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	The Aesir * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Phantasm * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	Social * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	Chaos, Force, Glamour, Kismet, Light, Order, Shadow, Sound * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:		Illusionist, Glamour Mage, Dream Mage  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: Animae, Dao, Djinn, Ifrit, Marid, Miko-Kami, Shade, Sidhe * &amp;#039;&amp;#039;&amp;#039;Favored Nations&amp;#039;&amp;#039;&amp;#039;: Carcassone, D&amp;#039;remes,  ==History and Flavor Text==  It is fitting that the origins of this path have be...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Path of Veils&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	The Aesir&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Phantasm&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	Social&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	Chaos, Force, Glamour, Kismet, Light, Order, Shadow, Sound&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:		Illusionist, Glamour Mage, Dream Mage&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: Animae, Dao, Djinn, Ifrit, Marid, Miko-Kami, Shade, Sidhe&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: Carcassone, D&#039;remes, &lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
It is fitting that the origins of this path have been made legend, and that there are very few facts to back this story.  It is often told that the origin of this path was caused by a tragedy – a ship from Aregon sailed too close to the mists of D’Remes, and was thought to be lost.  A decade later, the ruins of the ship sailed out from the mists, and slid quietly and gracefully into the harbour.  Those who braved the ship found the entire crew had vanished – all save for the cabin boy.  The young lad had not aged a day, but his eyes were the most piercing green, and he saw things that nobody else could see.  As he grew, he could draw his visions into the world, showing what he saw.  The stories differ on what happened to the boy at that point.&lt;br /&gt;
&lt;br /&gt;
A person can not simply learn how to become an illusionist.  Instead, the apprentice is led to a place with a strong connection to the faeries, and sent on a dream quest – passing the realms of sleep and sending their soul into Faerie itself.  Those who recover from the experience are often gifted with the ability to see glamour, and if they recover from the maddening event, their teacher begins the process of showing them how to shape this glamour and become a true illusionist.  Even once the apprentice has recovered their sanity, it is often a question about what is real, and what is illusion.  Some illusionists treat their glamour constructs as real people, while dismissing the world around them as a convenient ‘lie’.  Others question the borders placed between the world of glamour and the physical world.  Many simply do not recover fully, entranced and addicted to the raptured of glamour, fading away over time, or wandering off to join the faeries.&lt;br /&gt;
&lt;br /&gt;
Those who have studied this path have learned that the glamour provided to the illusionist is granted by the Aesir – the powers that rule Faerie.  These primordial entities do not explain why they grant a portion of their power to mortals, and there is very little rhyme or reason to the decision.  This power, however, is dangerous in the hands of those with weak will, as using glamour produces a feeling of rapture, causing the emotions of the user to becoming heightened and refined.  A sorcerer who is feeling playful may find themselves giddy and giggling, while one in the throes of rage are a terror to behold.&lt;br /&gt;
&lt;br /&gt;
While illusionists begin with the knowledge of how to create phantasms, as they grow experienced and expand into other forms of magic, their glamour becomes more real and solid.  In essence, all illusionist spells are illusions, just some seem more real than others, and have a realistic and lasting effect upon the world.  Those who are immune to illusions (or can not see illusions), are somewhat protected from the Path of Veils.  Anything short of true immunity provides half their normal protection against any spell from the Path of Veils, and full protection against Phantasm Spells from this Path.&lt;br /&gt;
&lt;br /&gt;
==Benefits of the Path of Veils==&lt;br /&gt;
&lt;br /&gt;
===Growth 0===&lt;br /&gt;
&lt;br /&gt;
*	Glamour is, in some senses, alive; and the power granted to an illusionist is more than mere mana to be shaped and moulded by the Hero’s will.  It wants to be given shape and form, and strives for life and identity, assisting the illusionist in creating the spells which will bring it forth into Creation.  When an illusionist fails on an invocation, they may sacrifice Essence to help the glamour survive and take shape as if the spell had succeeded.  This costs the Hero up to (Growth) Essence, giving the spell (Growth) Potency.  This is a dangerous prospect, as the illusionist opens themselves completely to the heart of the glamour, making giving up their identity briefly in exchange.  Many illusionists come out of this changed, and the true price is unknown until this benefit is used, at which point the game master will explain what it has cost.&lt;br /&gt;
&lt;br /&gt;
*	Glamour is less a raw warping of creation and more of a seductive force, tempting others to submit to the reality it defines, rather than forcing it upon them.  Because of this, all spells cast by the illusionist target the opponent’s Resolve Trait, regardless of the type of spell being invoked.  If the opponent wishes to use Active Defence, they use the Integrity Skill, and if the spell allows for a Soak roll, the target uses their Social Attribute – spells from this path ignore Armour and Innate Soak.&lt;br /&gt;
&lt;br /&gt;
===Growth 1===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Echo of Permanency&#039;&#039;&#039;	(5 DP, Requires Growth 1)&lt;br /&gt;
**	When an illusionist performs an invocation with a Duration of Concentration, they may choose to have the glamour uphold the spell, rather than forcing the Hero to do it.  The spell costs an additional point of Essence, and increases the Casting Time by one Action.  The Hero no longer needs to make Concentration Rolls for the spell, and does not suffer an increase in Difficulty for having a spell maintained.  The spell will only be quelled when the illusionist releases it, falls unconscious, or the spell is dispelled.&lt;br /&gt;
&lt;br /&gt;
===Growth 3===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Misdirected Invocation&#039;&#039;&#039;	(10 DP, Requires Growth 3)&lt;br /&gt;
**	Rather than drawing glamour through themselves to perform an invocation, the illusionist instead directs the spell to manifest from a different point of origin.  The manifestation and signature of the Hero’s spell appears somewhere else, but otherwise is directed as normal.  By spending 2 Essence, the spell manifests as if cast from a location up to (Might x 10) metres away.  The illusionist is considered to have ‘line of sight’ from the location the spell manifests from, rather than their own location, allowing them to ignore cover or barriers to their spells when using this benefit.&lt;br /&gt;
&lt;br /&gt;
===Growth 5===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Minor Creation&#039;&#039;&#039;		(15 DP, Requires Growth 5)&lt;br /&gt;
**	The illusionist can use glamour to create simple objects by spending 3 Essence as a Free Action and making a Social Results Roll.  The Skill used for the roll must be appropriate to the type of object to be created – Blades may be used to create a sword, while Artistry may be used to create a tapestry.  The Potency of the roll is divided between the Bulk, Cost, and Hardness of a normal object of the type being created.  The object remains for (Might) Rounds, though the Hero may prolong the glamour’s existence.  Each point of Essence spent allows the item to exist an additional (Might) Rounds.&lt;br /&gt;
&lt;br /&gt;
===Growth 7===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Major Creation&#039;&#039;&#039;		(20 DP, Requires Growth 7)&lt;br /&gt;
**	The illusionist can use glamour to create creatures or people by spending 4 Essence as a Free Action and making a Results Roll (Social + Presence). The Hero may divide the Potency between the Traits of the creature.  In addition, once one creature has been constructed, the Hero may spend Potency to create a creature of duplicate Traits, for 1 Potency per additional creature of the same type.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Initial&#039;&#039;&#039;||&#039;&#039;&#039;Points&#039;&#039;&#039;||&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Attribute Points&#039;&#039;&#039;||1||1 Potency||1 Attribute Point&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Size&#039;&#039;&#039;||–6||1 Potency||+1 Size or –1 Size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Points&#039;&#039;&#039;||None||1 Potency||4 bonus points&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Talents&#039;&#039;&#039;||None||1 Potency||1 Talent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Powers&#039;&#039;&#039;||None||2 Potency||1 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|This creation is immune to poisons and diseases.  It does not need to breathe, drink, or eat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*	These creations act as the illusionist believes they should act, but will obey the wishes of the Hero to the best of their abilities.  These creatures are able to act autonomously, and will exist for (Might) Rounds before vanishing.  The Hero may prolong the glamour’s existence.  Each point of Essence spent allows the creature to exist an additional (Might) Rounds.&lt;br /&gt;
&lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Path_of_Twilight_(Path)&amp;diff=88</id>
		<title>The Path of Twilight (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Path_of_Twilight_(Path)&amp;diff=88"/>
		<updated>2026-03-09T02:51:29Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |}  &amp;#039;&amp;#039;&amp;#039;Path of Twilight&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	The Egregoroi * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Phantasm * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	Spiritual * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	Arcane, Chaos, Force, Glamour, Profane, Shadow, Spirit, Temporal * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:		Veneficus, Ombramancer, Ombramagus, Shadow Magus  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: Sphinx, Cepn * &amp;#039;&amp;#039;&amp;#039;Favored Nations&amp;#039;&amp;#039;&amp;#039;: R&amp;#039;Tal, Shadowmire ==History and Flavor Text==  During the Age of Dragons, this path of sorcery was developed by the drag...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Path of Twilight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	The Egregoroi&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Phantasm&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	Spiritual&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	Arcane, Chaos, Force, Glamour, Profane, Shadow, Spirit, Temporal&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:		Veneficus, Ombramancer, Ombramagus, Shadow Magus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: Sphinx, Cepn&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: R&#039;Tal, Shadowmire&lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
During the Age of Dragons, this path of sorcery was developed by the dragon queen Naydene, and was feared by any who ventured into the south of Kith Kanaan.  When the dragon was captured, the resulting conflict corrupted the landscape and introduced horrific monsters into the region.  The art of shadowmancy was lost for generations, and was soon forgotten except for in superstitions and in myths.&lt;br /&gt;
&lt;br /&gt;
Within the last century, the path was rediscovered and refined by Kyn’Elwynn, the Shadow Mage.  The path saw only limited use, however, until Naydene escaped her confinement and begun once more to terrify the people of Kith Kanaan.  The dragon re-opened her lair in the Southern Wilds, but her reign was cut short and she was slain.  With her lair unprotected, explorers from R’Tal were able to explore her storehouse of knowledge and find the secrets of this path, bringing it into the public eye once again.  Since then, it has spread into Cordona, and beyond.&lt;br /&gt;
&lt;br /&gt;
Within the heart of the shadow realm are the egregoroi, who shape and alter the region as they sleep and dream.  The apprentice is brought into the Mirror, the region of the shadow realm which reflects Creation, and led to the border of the Mirror and the heart of the shadow realm.  There, the apprentice remains for days or weeks, sleeping and meditating, allowing themselves to open to the dreams of the egregoroi.  Once the apprentice has felt the slumbering consciousness that spreads through the Realm, the mentor begins to teach the apprentice how to alter the realm themselves.&lt;br /&gt;
&lt;br /&gt;
It is believed that the dreams of the egregoroi are reflections of events within Creation, and that the Mirror is a reflection of those dreams.  Things that happen in Creation are replayed in the Mirror, along within things that could have been if things had played out differently in the past.  When a veneficus performs an invocation, they overlay their own imagination onto the Mirror, and rather than making the Mirror a reflection fo Creation, they draw the energy of the egrogoroi into Creation and force Creation to reflect the Mirror world they have shaped.&lt;br /&gt;
&lt;br /&gt;
It is debated if the egregoroi know that their power is being used, and as such most veneficus are very careful with how they cast their spells.  Stories have been told of strange things happening in regions where powerful shadow magic has been used, and some veneficus have told stories of dreams where they felt themselves observed and studied, or have seen themselves in the Mirror, repeating actions of the past, as if sections of their lives were being replayed.&lt;br /&gt;
&lt;br /&gt;
==Benefits of the Path of Twilight==&lt;br /&gt;
&lt;br /&gt;
===Growth 0===&lt;br /&gt;
&lt;br /&gt;
*	The veneficus believe that when someone focusses on a task, the energy bleeds into the Mirror, which recreates the event, showing what could have been if the person had been just a little stronger, or just a little weaker.  The veneficus is able to seize the potential of the action and gain strength from it.  This act of will by the target is the expenditure of Essence.&lt;br /&gt;
&lt;br /&gt;
*	By expending an Instant Action, the veneficus can sense when Essence is spent during the Round.  This awareness extends out to (Might x 10) metres from the Hero, and is triggered each time Essence is expended.  At this point, the veneficus can attempt to draw upon the Essence as an Instant Action, making a Passive Roll (Spiritual + Occultism) D (Resolve of Target).  The target is drained an additional (Potency) Essence beyond what they normally would expend.  The veneficus gains half the Essence expended, while the other half vanishes into the realm of shadow.&lt;br /&gt;
&lt;br /&gt;
*	While this effect is subtle, there are signs of its use.  The victim can sense the draining as fatigue, while the veneficus often shows signs of their signature as part of the action.  Someone who knows what to look for may recognize the Hero’s signature and realize what is happening.&lt;br /&gt;
&lt;br /&gt;
===Growth 1===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Shadow Vision&#039;&#039;&#039;	(5 DP, Requires Growth 1)&lt;br /&gt;
**	The veneficus’ vision is altered, allowing them to see into the Mirror through any shadow they look at.  This effect is always on, and requires the expenditure of a point of Essence to remove for a Scene.  Penalties gained from poor illumination or obscured vision – including total darkness or blinding fog – are reduced by the Hero’s Growth.  Because the Mirror does not always reflect Creation accurately, the veneficus may witness things occurring with the Mirror that has no counterpart in Creation.&lt;br /&gt;
&lt;br /&gt;
===Growth 3===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Shadow Divination&#039;&#039;&#039;	(10 DP, Requires Growth 3)&lt;br /&gt;
**	By observing the realm of shadow, the veneficus can gain glimpses of what may happen as a consequence of individual actions.  As long as they have some access to observing the shadow realm, the Hero may spend 2 Essence when performing an Action, declaring that this is an action observed in the Mirror.  If they are content with the results of the Action, they may accept it, otherwise, they may discard the Action and perform a different Action instead.  The Hero can not choose the same Action and simply hope for a better result.&lt;br /&gt;
&lt;br /&gt;
===Growth 5===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Shadow Step&#039;&#039;&#039;		(15 DP, Requires Growth 5)&lt;br /&gt;
**	The veneficus is capable of briefly passing through the Mirror, moving from one point to another.  This requires 3 Essence and a Standard Action, though for an additional Essence it may be used as an Active Defence.  If the attack against the Hero has less than (Growth) Successes, the attack misses and the Hero is within the Mirror, unharmed.  From the Mirror, the veneficus has one Round in which to cover what ground they wish – they will reappear in Creation at the end of the following Round.  The Hero may travel to another point within (Might x 10) metres within the Mirror, appearing at the corresponding point within Creation.&lt;br /&gt;
&lt;br /&gt;
===Growth 7===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Shadow Pocket&#039;&#039;&#039;	(20 DP, Requires Growth 7)&lt;br /&gt;
**	The realm of shadow shapes a domain for the veneficus, transforming a region at the furthest borders of the Mirror to the Hero’s psychology.  The region is only a kilometre in radius, but within it the veneficus has some control over the contents and details.  The domain responds to the conscious and subconscious of the Hero, shaping itself in subtle ways to meet the veneficus’ expectations.  The Hero is capable of instantly transporting themselves to this domain by spending 4 Essence as a Full Round Action, and can transport themselves back to the point they left from for the same cost.  The domain is only semi-real, however, and anything from the domain vanishes if it is brought out of the region.  There are ways to increase the area controlled by the Hero, or increase the amount of control the Hero has over the domain – the game master will have further details.&lt;br /&gt;
&lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Spiral_Path_(Path)&amp;diff=87</id>
		<title>The Spiral Path (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Spiral_Path_(Path)&amp;diff=87"/>
		<updated>2026-03-09T02:50:43Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |}  &amp;#039;&amp;#039;&amp;#039;The Spiral Path&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	Infernals * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Invocation * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	Social * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	Acid, Chaos, Death, Disease, Metal, Poison, Profane, Vermin * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:		 ** &amp;#039;&amp;#039;&amp;#039;Infernalist&amp;#039;&amp;#039;&amp;#039;:	One who uses the Spiral Path ** &amp;#039;&amp;#039;&amp;#039;Diabolist&amp;#039;&amp;#039;&amp;#039;:	One who uses the Path for selfish or evil means. ** &amp;#039;&amp;#039;&amp;#039;Warlock&amp;#039;&amp;#039;&amp;#039;:	One who use the Path to hunt diabolists.  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: Destroyer, Devourer, Enticer, Yokai *...&amp;quot;&lt;/p&gt;
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&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
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&#039;&#039;&#039;The Spiral Path&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	Infernals&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Invocation&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	Social&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	Acid, Chaos, Death, Disease, Metal, Poison, Profane, Vermin&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:		&lt;br /&gt;
** &#039;&#039;&#039;Infernalist&#039;&#039;&#039;:	One who uses the Spiral Path&lt;br /&gt;
** &#039;&#039;&#039;Diabolist&#039;&#039;&#039;:	One who uses the Path for selfish or evil means.&lt;br /&gt;
** &#039;&#039;&#039;Warlock&#039;&#039;&#039;:	One who use the Path to hunt diabolists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: Destroyer, Devourer, Enticer, Yokai&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: Badlands, Savage Coast, Sinking Lands&lt;br /&gt;
&lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
One of the most mistrusted and despised paths of sorcery known, the history of this form of magic is shrouded in misdirection and rumour, as most texts concerning this practice are concealed within countless libraries scattered across Kith Kanaan.  There have been many attempts to eradicate the path, whether in crusades performed by the Church of Joshua, or by pogroms started by a number of magical orders, but the Spiral Path always seems to find new practitioners.&lt;br /&gt;
&lt;br /&gt;
In more recent times, the Spiral Path was at its height within the nation of Cordona before it fell, recognized as a path of power and given legitimacy by the noble families of the time.  It was seen as a viable weapon, and the demons summoned and bound were treated as vassals and servants by the royal family and any noble desiring prominence.  When Cordona descended into ruin, the nobles brought their practice to other nations, but were forced to conceal their knowledge as a new wave of prejudice rose up.  Now, with Cordona rebuilt, the Spiral Path has once more seen public use.&lt;br /&gt;
&lt;br /&gt;
The prevalent philosophy of the Spiral Path is found within the path’s core symbolism: the spiral.  Those who study the infernal realms believe that, while demons are a force of entropy, they are also a part of the balance of Creation.  Within their native realms, demons serve a purpose and are not a threat to Creation.  When a demon is unleashed upon Creation, however, that harmony is disrupted, and the demon acts according to its nature.  These demons, even if banished back to the infernal realms, may develop desires to control or destroy Creation, and become a very real threat.&lt;br /&gt;
&lt;br /&gt;
An infernalist studies the Names of those demons who have become a threat, and may even visit the infernal realms to search for these demons.  By using these Names as a part of the infernalist’s  invocations, the infernalist channels the demon’s power into the spell, and weakens the demon Named.  As such, the magic used by the infernalist acts as a chain on any demons they can Name.  A second tool in the arsenal of an infernalist is summoning demon familiars.  These lesser demons are used as a source of information and as a guide for hunting and slaying threats to Creation.  With these two tools, the infernalist believes in turning destructive forces against themselves.&lt;br /&gt;
&lt;br /&gt;
Obviously, there are those who stray from this philosophical path, seeing infernal magic as a path to power, as evidenced by the nobles of Cordona.  However, the information gathered by nations such as R’Tal and Tarantis from the ruins of old Cordona have opened the eyes of many scholars as to the purpose of the Spiral Path, and both nations have begun to train new infernalists covertly.  These warlocks are charged with hunting those sorcerers who would abuse the Spiral Path, who have been dubbed diabolists by the orders intent on seeing them eradicated.&lt;br /&gt;
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==Benefits of the Spiral Path==&lt;br /&gt;
&lt;br /&gt;
===Growth 0===&lt;br /&gt;
&lt;br /&gt;
* The infernalist learns the true Name of one demon from their mentor or from the studies which granted the Hero the ability to perform invocations.  Without access to an infernal Name, the infernalist could not cast spells at all!  Additional Names require research, further exploration, or even journeys into the infernal realms to confront the demons whose Names the infernalist wishes to be able to draw from.  As an Instant Action, an infernalist can invoke the long and difficulty Name of the demon being invoked as preparation to casting a spell. &lt;br /&gt;
&lt;br /&gt;
* Invoking demonic Names requires a (Mental + Occultism) Results Roll.  The Potency of the roll indicates how many spell invocations an infernalist may use during a Scene.  At the end of the Scene, or once the Hero uses their last spell, the power of the Name expires, and the infernalist must invoke a Name once more to gather power.  There is a limit, however, on how much power a demon can grant: A given Name may only be used (Growth) times a day.  Once the Name has been exhausted, the infernalist must wait until sunset on the following day before they may invoke the Name once more.  Because of this, most infernalists attempt to learn additional Names, thus granting them the means to invoke these Names as well.  Up to (Growth) additional Names may be invoked at the same time.  Each additional Name increases the time it takes to perform the invocation, requiring the infernalist to expend a Free Action for each Name used, and suffers +1 Difficulty for each additional Name drawn upon.  The infernalist, however, gains a number of Additional Successes equal to twice the number of additional Names used on the Results Roll.  Failure on a roll to invoke a Name prevents the Name from being usable for the Scene.&lt;br /&gt;
&lt;br /&gt;
* The infernalist may summon a familiar from the infernal realms.  Most familiars act as a guide or servant, assisting the infernalist to the best of their ability.  Summoning the familiar takes one hour and requires a Results Roll (Social + Diplomacy).  The infernalist pays (Difficulty) Essence at the end of the hour, when the roll is made.  The Potency of the roll creates a bonus pool which can be expended to enhance the familiar.  The familiar must be chosen from the list of demons below, and gains a Merit and additional Powers dependant on the type of demon the infernalist has decided to summon.  All Merits use the familiar’s Growth or Might unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
	If the infernalist gives the familiar sorcery, it does not gain the benefit of a Path, and can simply cast spells using the forms it learns.  In addition, the familiar may use any Effects the Hero knows, but can not develop more unless given the appropriate Talent.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Initial&#039;&#039;&#039;||&#039;&#039;&#039;Points&#039;&#039;&#039;||&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Attribute Points&#039;&#039;&#039;||4 + (4 x Growth)||1 Potency||1 bonus point&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Size&#039;&#039;&#039;||–6||1 Potency||+1 or –1 Size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Points&#039;&#039;&#039;||Occultism 1, Stealth 1, 10 + (10 x Growth)||1 Potency||6 bonus points&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Talents&#039;&#039;&#039;||Devil’s Kiss||1 Potency||1 Talent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Powers&#039;&#039;&#039;||Spirit, Tongues||2 Potency||1 Power&lt;br /&gt;
|-&lt;br /&gt;
|Sorcery||None||1 Potency||1 Form&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|This demon is immune to poisons and diseases.  It does not need to breathe, drink, or eat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Demon&#039;&#039;&#039;||&#039;&#039;&#039;Powers&#039;&#039;&#039;||&#039;&#039;&#039;Familiar Merit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Betrayer&#039;&#039;&#039;||Beguile, Tendrils, Vulnerability||Envy (Instant Action, One Scene): The familiar is capable of creating the illusion of great skill.  The target is given (Growth) Minimum Successes on all rolls for a single Skill of the familiar’s choice.  The familiar may extend this benefit for up to (Growth) Scenes by reactivating the Merit at the beginning of each Scene.  Once the benefit is lost, the target suffers (+Growth) Difficulty on all rolls using that Skill for an equal number of Scenes.  The target’s Skill may not benefit from this Merit until the duration of the penalty has expired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deceiver&#039;&#039;&#039;||Imitation, Transform, Wings||Pride (Full Round, One Scene): The familiar is capable of making others believe that the infernalist possesses the traits that the target desires.  The infernalist gains (Growth) Minimum Successes on all rolls to recruit Retainers.  The familiar may extend this benefit for up to (Growth) Scenes by reactivating the Merit at the beginning of each Scene.  The Retainers leave when this benefit ends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer&#039;&#039;&#039;||Natural Weapons, Quills, Resilience||Wrath (Instant, One Scene): The familiar gains (Half Growth) Innate Soak.  Anyone attacked by the familiar suffers (+Half Growth) Difficulty on any Soak Rolls made.  Objects suffer (–Growth) Hardness when attempting to resist damage from the familiar.  The familiar may extend this benefit for up to (Growth) Scenes by reactivating the Merit at the beginning of each Scene.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devourer&#039;&#039;&#039;||Ambush, Cling, Tendrils||Gluttony (Instant, One Scene): Once the familiar has grappled a target of up to two Sizes less than it, it may spend an Action to devour the object instantly.  The familiar can choose to inflict (Growth) Wounds to the object each Round once it has been devoured, otherwise it simply stores the object ‘elsewhere’.  The bite of the familiar has (Growth) Difficulty to Soak.  The familiar suffers no ill effects from anything eaten, and can regurgitate objects devoured as an Instant Action upon command as long as it has not been completely destroyed.  The object is immediately expelled once the duration expires, though the minion may extend this benefit for up to (Might) Scenes by reactivating this Merit at the beginning of each sunset.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enticer&#039;&#039;&#039;||Beguile, Transform, Wings||Lust (Instant, One Scene): Once per Round, the familiar can influence an individual facing the temptation of physical pleasure or vice.  The familiar rolls (Spiritual + Presence) D (Resolve), and if successful, the victim must spend (Potency) Essence, otherwise they succumb to the temptation for the Scene. The familiar may extend this merit for up to (Might) days by reactivating it at the beginning of each sunset.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Saboteur&#039;&#039;&#039;||Emotion, Telepathy, Weakness||Sloth (Instant, One Scene): The familiar can cause anyone within (Growth x 10) metres to feel drained and listless.  Anyone with less than or equal than (Growth) Resolve is incapable of spending Essence within this area of effect.  Those who are capable of it find that they must spend an additional point of Essence when doing so. The familiar may extend this benefit for up to (Growth) Scenes by reactivating the Merit at the beginning of each Scene.  The infernalist and the familiar are immune to this Merit’s effects.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Usurper&#039;&#039;&#039;||Loosen Tongue, Nightmare, Telepathy||Greed (Instant, One Scene): Once per Round, the familiar may heighten a desire within a target for a specific object or person that the victim already possesses.  The familiar rolls (Spiritual + Presence) D (Resolve), and if successful, the victim must spend (Potency) Essence or attempt to claim the object or person as theirs for the day, regardless of consequences. The familiar may extend this merit for up to (Might) Scenes by reactivating it at the beginning of each Scene.  The same victim can only be targeted by this Merit once per Scene.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once summoned, the familiar bonds with the infernalist, allowing the Hero to control the more entropic and chaotic instincts of the demon summoned.  The infernalist has control of most aspects of the familiar, but this control is not total.  Benefits provided below from the familiar can be invoked as a Free Action, and as long as the familiar and the infernalist are within the same realm, cannot be blocked through magical means.&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Command&#039;&#039;&#039;	In most relationships between the infernalist and the familiar, the bond between the two creates a form of companionship – the familiar wants to obey the Hero, and will fulfil the spirit of any request, rather than simply the letter of the request given.  The familiar always knows the intent behind any request, and what the infernalist truly wishes accomplished.  If necessary, however, the infernalist can spend a point of Essence to give the familiar impetus.  The familiar must obey the letter of the command given, but gains a +3d12 on all rolls that directly aid in following the command.  Familiars who are mistreated and then commanded tend to ignore the spirit of the order, subverting it by following a strict or twisted interpretation of the command given – whichever would further aggravate the Hero.&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Augment Magic&#039;&#039;&#039;	While the familiar is within (Infernalist’s Might) metres of the Hero, invocations are augmented.  The infernalist gains (Familiar’s Growth) bonus dice on all spells and Benefits from the Spiral Path.&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Duplicate Spell&#039;&#039;&#039;	When performing an invocation with Target (Self), the infernalist can spend one Essence to have the spell effect duplicated upon the familiar at the same Potency.&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Re-Summon&#039;&#039;&#039;	If a familiar is slain or banished, the infernalist can summon it once again and draw it back to them.  The Hero must gain a Potency equal to the familiar’s Might to summon them successfully. If the familiar is destroyed, a new one may be summoned, but manifests at beginning Potency.&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Telepathy&#039;&#039;&#039;	The familiar and infernalist have an intimate bond with one another, allowing one to share their thoughts and senses with the other regardless of distance while in the same realm.  The familiar immediately understands the intent and desires of the infernalist, as well as anything the Hero senses or feels, while the infernalist can only sense the thoughts, senses, and sensations the familiar sends to them.&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Share Essence&#039;&#039;&#039;	The infernalist may spend the familiar’s Mana in addition to their own Essence.  This is uncomfortable for the familiar, as it is also sacrificing the familiar’s vitality.  If needed, however, the Hero may grant the familiar access to their own Essence, allowing the familiar to heal.  Either the familiar or infernalist can draw out an amount of Essence or Mana equal to their own Might per Round.&lt;br /&gt;
&lt;br /&gt;
===Growth 1===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Malefic Rite&#039;&#039;&#039;		(5 DP, Requires Growth 1)&lt;br /&gt;
**	Infernalists are limited on how much they may draw upon any given Name before the demon they are calling upon becomes exhausted.  To prevent weakening a demon too quickly, the infernalist may perform a rite, shedding some of their own life force to supplement their invocation.  As an Instant Action while invoking a demon’s Name, the Hero may inflict a number of Wounds equal to the Difficulty of the invocation upon themselves and spend one Essence.  If the Hero successfully performs the invocation, it does not count as a use of the Name.  The wounds will not be heal until the following sunset, even with the use of magic or miracle.&lt;br /&gt;
&lt;br /&gt;
===Growth 3===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Anchoring&#039;&#039;&#039;		(10 DP, Requires Growth 3)&lt;br /&gt;
**	The infernalist empowers themselves as a means of drawing from a demon’s Name at a slow, constant rate.  The Hero invokes a demon’s Name, and then performs an elaborate ritual that weakens the infernalist briefly, tethering the demon’s Name to the ritualist, allowing the Hero to recover what was lost through the demon’s strength.  This ritual is a Results Roll, (Social + Occultism), and takes (Difficulty) hours to perform.  The infernalist spends the Potency gained on specific traits, converting the trait into bonus traits instead.&lt;br /&gt;
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{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;||Potency Costs&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Attributes&#039;&#039;&#039;||For 4 Potency, one Attribute Point can become a Bonus Point in any Attribute of the player’s choice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skills&#039;&#039;&#039;||For 2 Potency, four Skill Points can become Bonus Points in any Skills of the player’s choice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Talents&#039;&#039;&#039;||For 1 Potency, one Talent can be lost, to gain a Bonus Talent of the player’s choice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Growth 5===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Malefic Minion&#039;&#039;&#039;	(15 DP, Requires Growth 5)&lt;br /&gt;
*	The infernalist can perform a ritual which promotes their familiar, providing greater power for the familiar and transforming it into a more powerful demon.  This ritual takes an hour, and the infernalist performs the same roll as if summoning the familiar initially.  Once completed, the familiar becomes a minion, and gains an additional Potency pool for the Hero to spend on the minion, as well as additional benefits.  All costs not listed below remain the same for spending Potency.  In addition to these benefits, the minion’s infernal Merit is also improved, depending on the type of infernal that was originally summoned.&lt;br /&gt;
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{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Initial&#039;&#039;&#039;||&#039;&#039;&#039;Points&#039;&#039;&#039;||&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Attribute Points&#039;&#039;&#039;||+4 Attribute Points||1 Potency||2 bonus points&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Size&#039;&#039;&#039;||+6 Size Points||1 Potency||+1 Size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Points&#039;&#039;&#039;||Occultism +1, Stealth +1||1 Potency||6 bonus points&lt;br /&gt;
|}&lt;br /&gt;
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{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demon&#039;&#039;&#039;||&#039;&#039;&#039;Minion Merit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Betrayer&#039;&#039;&#039;||Greater Envy (Instant Action, One Day): The minion is capable of bending reality to grant someone mastery in a Skill.  The recipient of this gift, when using the Skill chosen by the minion, and gains (Might) Successes on the action.  The infernalist does not roll at all.  The minion may extend this benefit for up to (Might) days by reactivating the Merit at the beginning of each sunset.  Once the minion has ceased to support this Merit, the Tapestry punishes the recipient for their temerity, and the victim loses (Might) Successes on all uses of that Skill for an equal number of days.  The target’s Skill may not benefit from this Merit until the duration of the penalty has expired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deceiver&#039;&#039;&#039;||Greater Pride (Full Round, One Day): The minion grants the infernalist incredible leadership qualities, allowing them to immediately draw (Might) Retainers without needing to roll.  Each Retainer arrives within the same Scene, and has (Might) Exceptional Points to use for their traits.  The minion may extend this benefit for up to (Might) days by reactivating this Merit at the beginning of each sunset.  The Retainers depart when the minion stops using this Merit.  This Merit may not be used for an equal number of days once the duration finally expires.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer&#039;&#039;&#039;||Greater Wrath (Instant, Permanent): The minion suffers (–Might) Wounds from each attack made against them.  Attacks made by this familiar ignores Soak completely, and objects struck permanently lose (Might) Hardness with each blow that lands, including armour struck or weapons that strike the minion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devourer&#039;&#039;&#039;||Greater Gluttony (Instant, One Day): The minion, as an Action, can attempt to grab and swallow a target up to (Might) Size.  If the grapple is successful, the minion swallows the target whole.  The minion may inflict (Might) Wounds upon the swallowed target, which ignores Armour Soak, every Round, or simply store the target object ‘elsewhere’.  The minion suffers no ill effects from anything eaten, and can regurgitate the devoured target as an Instant Action upon command as long as the object has not been completely destroyed.  The object is immediately expelled once the duration expires, though the minion may extend this benefit for up to (Might) days by reactivating this Merit at the beginning of each sunset.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enticer&#039;&#039;&#039;||Greater Lust (Instant, One Day): Once per Round, the minion may create a desire within a target for a specific physical pleasure or vice.  The minion rolls (Spiritual + Presence) D (Resolve), and if successful, the victim must spend (Potency) Essence or succumb to the temptation for the day.  The minion may extend this merit for up to (Might) days by reactivating it at the beginning of each sunset.  The same victim can only be targeted by this Merit once per day.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Saboteur&#039;&#039;&#039;||Greater Sloth (Instant, One Day): The minion can cause anyone within (Might x 10) metres to feel devoid of conviction.  Anyone who has equal to or less than (Might) Resolve can not spend Essence within this area of effect.  Anyone with greater Resolve finds that all Essence Costs are increased by two.  The minion may extend this benefit for up to (Might) Scenes by reactivating the Merit at the beginning of each Scene.  The minion and the infernalist are immune to this Merit’s effects.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Usurper&#039;&#039;&#039;||Greater Greed (Instant, One Day): Once per Round, the minion may create a desire within a target for a specific object or person.  The minion rolls (Spiritual + Presence) D (Resolve), and if successful, the victim must spend (Potency) Essence or attempt to claim the object or person as theirs for the day, regardless of consequences. The minion may extend this merit for up to (Might) days by reactivating it at the beginning of each sunset.  The same victim can only be targeted by this Merit once per day.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Growth 7===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Hell’s Gate&#039;&#039;&#039;	(20 DP, Requires Growth 7)&lt;br /&gt;
**	The infernalist can transport themselves from one location in Creation to another by passing through the infernal realms.  The infernalist spends 5 Essence and a Full Round Action to open the hell gate and then makes a (Spiritual + Occultism) D (kilometres to travel).  The time in the infernal realm is 60 minutes, divided by the Potency of the roll.  The infernalist must pass through the infernal realm, and knows where they must travel to there to open the gate out.  The gate to exit does not cost the infernalist any Essence, but they may need to travel through dangerous landscapes to get to the gate and depart.  The journey is often dangerous, and as such most Heroes do not use this Benefit lightly.  The infernalist’s minion will attempt to keep the Hero hidden or to distract demons who may sense the infernalist’s presence.  The infernalist can spend two additional Essence to open the gate as an Active Defence, and if this is done in the infernal realm, they will appear immediately in Creation  at some random point within the path to their destination.  Additional people or creatures may pass through the gate as the Hero wishes, at a cost of two Essence per additional person.&lt;br /&gt;
&lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Path_of_the_Chorister_(Path)&amp;diff=86</id>
		<title>The Path of the Chorister (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Path_of_the_Chorister_(Path)&amp;diff=86"/>
		<updated>2026-03-09T02:50:17Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |} &amp;#039;&amp;#039;&amp;#039;Path of the Chorister&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	Unknown * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Transmutation * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	Social * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	None * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:		 ** &amp;#039;&amp;#039;&amp;#039;Growth 1&amp;#039;&amp;#039;&amp;#039;:  Acolyte ** &amp;#039;&amp;#039;&amp;#039;Growth 2&amp;#039;&amp;#039;&amp;#039;:  Chorister ** A group who works together is known as a Choir.  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: Angel, Archon, Daeva, Omi-Kami * &amp;#039;&amp;#039;&amp;#039;Favored Nations&amp;#039;&amp;#039;&amp;#039;: Heartlands  ==History and Flavor Text==  Scattered in ancient books and writings, hidden in the darke...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&#039;&#039;&#039;Path of the Chorister&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	Unknown&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Transmutation&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	Social&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	None&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:		&lt;br /&gt;
** &#039;&#039;&#039;Growth 1&#039;&#039;&#039;:  Acolyte&lt;br /&gt;
** &#039;&#039;&#039;Growth 2&#039;&#039;&#039;:  Chorister&lt;br /&gt;
** A group who works together is known as a Choir.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: Angel, Archon, Daeva, Omi-Kami&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: Heartlands&lt;br /&gt;
&lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
Scattered in ancient books and writings, hidden in the darkest recesses of libraries and ruins, lie stories of a forbidden magic.  These writings tell of a magic that challenged the power of the gods, and which brought with them divine punishment if used.  Those who used this magic were destroyed with their own hubris, and it was thought that this path of magic was lost forever.  At the turn of the last century, a group named the Reclaimers unlocked the final secrets of this path, piecing together the lost fragments and rebuilding the path slowly and surely.  What they had was not perfect, but was enough that they were able to refine the path and eventually turn it to their own goals.  To their dismay, they discovered the dark secrets of the path as well, and disaster fell upon them.  It has only been a few decades since the path has existed, and the secret of this strange magic has slowly spread through Kith Kanaan.  The path has slowly been refined, wrest from the hands of the Reclaimers by fate.  There are not many who would practice this dangerous and cursed path, but it has begun to find acceptance with the Church of Joshua, who has slowly adopted the path as their own.&lt;br /&gt;
&lt;br /&gt;
The Church of Joshua has taken great pains to study and refine the path, and their careful research has granted them a deeper understanding of this sorcery than any practitioners save those lost by time.  The Joshuites’ scholars have learned that the Tapestry holds a musical counterpart, called the aria, and that this path codifies this sound into a symphony, filled with complex notes and harmonies which can, in theory, be mimicked by mortal voices.  Only recently, these scholars have discovered a method from the books taken from the Reclaimers which allows the subject to hear this aria, opening the subject’s senses to the pattern and rhythm of the Tapestry.  This ritual, called the aria of genesis, is taught to an apprentice, note by single note.  Once the apprentice has the notes memorized, they are instructed sing the harmony. If the harmony is sung correctly, the newly-made acolyte falls into a trance as they are connected to the aria itself, their mind seized by the perfection they hear.  If the apprentice fails, they fall into madness and are regretfully locked into an asylum for the rest of their lives. Upon awakening from their trance, the acolyte is welcomed into the community and trained further.  The aria is theirs to hear, but to use it requires concentration and dedication.  The Joshuite’s teachers take great care to teach that the magic granted to the acolyte is a gift granted by Adonai, and that to use it in a way that He does not approve of will result in tragedy.&lt;br /&gt;
&lt;br /&gt;
Outside of the Church of Joshua, the aria of genesis has not been unlocked.  There are various cults who attempt to use the path without hearing the harmonies of the Tapestry, and the results of this mis-use of the path leads often to destruction and madness.  The Church has attempted to find these people, not because the Joshuites feel the path is rightfully theirs, but because these sorcerers are entirely too dangerous to leave to their own devices.&lt;br /&gt;
&lt;br /&gt;
==Benefits of the Path of the Chorister==&lt;br /&gt;
&lt;br /&gt;
===Growth 0===&lt;br /&gt;
&lt;br /&gt;
	The first step a would-be acolyte does is perform an invocation which opens them to hearing the aria.  Those who fail to perform the aria of genesis correctly are discussed in the game master section – though it is assumed the Hero was able to perform this aria successfully.&lt;br /&gt;
&lt;br /&gt;
	Hearing the aria is automatic, the chorister can sense the movements of the Tapestry, each thread vibrating to a specific tone that the chorister can decipher.  By singing in harmony with the thread, the chorister attunes to it, then shifts it by changing their own tone subtly, causing the thread to alter vibrations to match the Hero’s voice.  With practice, the chorister finds that they can sing more than one harmony at a time, affecting multiple threads.  This singing is impossible for most mortals – their voices are not made to carry more than one note at a time.&lt;br /&gt;
&lt;br /&gt;
*	As a Full Round Action, the chorister listens to the harmonies of the aria, searching for those threads suited to the Hero’s desires.  This is a (Mental + Perform) Results Roll, gaining (Actions Sacrificed) Additional Successes.  If successful, the chorister finds the threads needed for proper invocation, and reduces the Spell Difficulty by the Potency of the roll.  Without the aria of genesis, this technique can not be used.  A chorister does not need to use this technique, and instead rely on their instincts to guide them through the harmonies needed for an invocation, but a sorcerer without the aria of genesis is deaf to the threads of the Tapestry, and instead suffers a (10 – Growth) Difficulty increase to all invocations.&lt;br /&gt;
&lt;br /&gt;
*	The path of the Chorister does not give the Hero access to any Spell Effects.  As such, the chorister is incapable of performing a manifesting effect as other sorcerers are.  However, when performing an invocation which requires a Spell Effect, the chorister has the entire list of standard Spell Effects to choose from.  Any additional Effects the Hero wishes to add to the spell must be done as normal.&lt;br /&gt;
&lt;br /&gt;
	The Church of Joshua believes that there is divine will behind this path of sorcery, and the evidence they show is that there are times when the aria seems to lash out at the chorister or the region that surrounds them.  This is more prone to happen to those who have not used the aria of genesis, as the chorister is not capable of aligning their voice with the harmonies of the Tapestry.&lt;br /&gt;
&lt;br /&gt;
* All Aria Spells are cast with Perform and a specialty of Singing or Voice while instruments can provide equipment bonus for harnessing the Aria.&lt;br /&gt;
&lt;br /&gt;
===Growth 1===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Refrain&#039;&#039;&#039;		(5 DP, Requires Growth 1)&lt;br /&gt;
**	The chorister learns how to quell their own thread within the aria, causing the melody of their thread to fade into the background in comparison with the rest of the aria.  By spending one Essence as an Instant Action, the chorister shields themselves from being noticed.  The chorister seems mundane and unimportant, and is overlooked as long as they perform no action which would cause them to stand out.  If the witness is actively looking for the chorister specifically, they suffer a (–Might) Potency on any roll to notice the chorister.  Any divination or attempt to discern the chorister’s location also suffers the same penalty.  This effect remains for one Scene, or until the chorister performs an obvious action which would normally draw attention to them.&lt;br /&gt;
&lt;br /&gt;
===Growth 3===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Harmony&#039;&#039;&#039;		(10 DP, Requires Growth 3)&lt;br /&gt;
**	The chorister learns how to enforce their place within the aria, not allowing any outside influence to manipulate the melody that they are supposed to produce.  By spending two Essence as an Instant Action, the chorister roots their melody within the aria, preventing it from being affected.  All non-mundane affects that would target the Hero during the Scene suffers (–Might) Potency.  The chorister need not be aware of the source of the effect, but can immediately sense the attempted influence, thus allowing them to use this Benefit as an Active Defence for no additional cost.  Mundane use of Skills can not be negated with this Benefit, only effects which are not natural.&lt;br /&gt;
&lt;br /&gt;
===Growth 5===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Chorus&#039;&#039;&#039;		(15 DP, Requires Growth 5)&lt;br /&gt;
**	The chorister learns how to subtly influence the melodies of those around them.  As an action, the Hero may touch an individual and spending three Essence, the chorister may use refrain or harmony upon the target.  The target is subject to the effects and rules of the Benefit for the Scene.  This may be done as an Instant Action by spending an additional point of Essence, thus allowing it to be used as an Active Defence.&lt;br /&gt;
&lt;br /&gt;
===Growth 7===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Symphony&#039;&#039;&#039;		(20 DP, Requires Growth 7)&lt;br /&gt;
**	The chorister learns how to perfect their manipulation of the aria, performing a flawless invocation.  By increasing the Casting Time to Rounds, rather than Actions, the Hero gains (Might) Additional Successes on the roll to cast the spell, and may also choose to spend four Essence as an additional cost to gain (+Growth) Potency for the spell.&lt;br /&gt;
&lt;br /&gt;
==Botch Condition==&lt;br /&gt;
If the chorister fails to roll any Successes on an invocation before counting minimum successes, than the aria responds in an unpredictable and dangerous fashion.  The chorister suffers an immediate number of Wounds equal to the base Difficulty of the spell, which can not be Soaked.  In addition, the intent of the spell happens, but in a chaotic, devastating, and unpredictable fashion, as determined by the game master.  A spell to engulf a city block in fire may instead engulf the city.  A spell to turn someone invisible may be irreversible or cause the target to fade away permanently.&lt;br /&gt;
&lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Azure_Path_(Path)&amp;diff=85</id>
		<title>The Azure Path (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Azure_Path_(Path)&amp;diff=85"/>
		<updated>2026-03-09T02:49:38Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |}  &amp;#039;&amp;#039;&amp;#039;The Azure Path&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	Elohim * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Evocation * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	Mental * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	Arcane, Earth, Fire, Force, Temporal, Thunder, Water, Wind * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:		 ** &amp;#039;&amp;#039;&amp;#039;Growth 1&amp;#039;&amp;#039;&amp;#039;:  Cerulean Apprentice ** &amp;#039;&amp;#039;&amp;#039;Growth 3&amp;#039;&amp;#039;&amp;#039;:  Lapis Magician ** &amp;#039;&amp;#039;&amp;#039;Growth 5&amp;#039;&amp;#039;&amp;#039;:  Sapphire Magician ** &amp;#039;&amp;#039;&amp;#039;Growth 7&amp;#039;&amp;#039;&amp;#039;:  Cobalt Magician  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: Draconian * &amp;#039;&amp;#039;&amp;#039;Favored Nations&amp;#039;&amp;#039;&amp;#039;: Chang’Na, Drachenkeep  ==History and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Azure Path&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	Elohim&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Evocation&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	Mental&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	Arcane, Earth, Fire, Force, Temporal, Thunder, Water, Wind&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:		&lt;br /&gt;
** &#039;&#039;&#039;Growth 1&#039;&#039;&#039;:  Cerulean Apprentice&lt;br /&gt;
** &#039;&#039;&#039;Growth 3&#039;&#039;&#039;:  Lapis Magician&lt;br /&gt;
** &#039;&#039;&#039;Growth 5&#039;&#039;&#039;:  Sapphire Magician&lt;br /&gt;
** &#039;&#039;&#039;Growth 7&#039;&#039;&#039;:  Cobalt Magician&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: Draconian&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: Chang’Na, Drachenkeep&lt;br /&gt;
&lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the most potent paths of sorcery known in Kith Kanaan, the Azure Path was founded by the dragon queen Asurra.  A powerful sorceress in her own right, Asurra developed this path of sorcery by studying the foundations of the Tapestry.  To her reckoning, while the threads of the Tapestry combine with one another to lay out Creation, the weave itself must be anchored to a series of powerful forces.  These forces, she discovered, were the elohim, a group of powerful entities which exist beyond the Furthest Shores of the spirit world.  Though her methods are unclear, Asurra was able to create a series of pacts with the elohim, allowing her sorcery to manipulate the Tapestry by invoking the names of the elohim.  Further study proved to her that the movements of the Tapestry were connected to the celestial bodies, allowing her to refine power granted by this path.&lt;br /&gt;
&lt;br /&gt;
Apprentices are trained by someone of at least Magician rank, and are expected to become well versed in astrology and geomancy.  The apprentice is expected to study and memorize the names of the stars and planets visible from Creation, and be able to chart their movements and predict astrological phenomenon.  Once the magician is satisfied, the apprentice begins to learn the process of creating circles and how to invoke the elohim names to assist in ritual magic.  The final test comes when the apprentice is told to summon their patronus, an avatar of the elohim who judges whether the apprentice will be a suitable magician or not.  If the patronus approves, the apprentice is allowed to progress in their studies as they desire.&lt;br /&gt;
&lt;br /&gt;
Magicians are very competitive, attempting to further their mastery of the path while exploring the edges of Creation.  To an Azure mage, knowledge is meant to be discovered, and the varied Realms that border Creation are to be explored and categorized.  Knowledge is sacred to the sorcerers of this path, and those magicians who can prove their intellect and lore are respected by their peers.  A magician who does not show ambition and a thirst for knowledge are considered an embarrassment to their mentor, and are usually barred from access to the stores of books and relics discovered by other magicians of the path.&lt;br /&gt;
&lt;br /&gt;
==Benefits of the Azure Path==&lt;br /&gt;
&lt;br /&gt;
===Growth 0===&lt;br /&gt;
&lt;br /&gt;
* 	The first act of true magic that a magician performs is the summoning of their patronus.  This spirit is a fraction of the power that lies behind the elohim, the beings which fuel Azure magic.  The patronus is a spirit guide, offering protection and representing the magician’s primal connection to the elohim that grants the Hero his magic.  If a patronus deems the apprentice worthy, they are granted the power to perform invocations.  Without the patronus, the magician is incapable of performing any spells – though they can still use any Benefits.  Summoning a patronus takes one hour and requires a Results Roll (Mental + Occultism).  The magician pays (Difficulty) Essence at the end of the hour, when the roll is made.  The Potency of the roll creates a pool which can be expended to grant the patronus bonuses.&lt;br /&gt;
&lt;br /&gt;
**	A patronus may look like any creature it desires when it manifests, and the form chosen is often seen as a representation of the soul of the magician who calls it.  Once it has accepted the Hero, it is usually by the magician’s side, invisible and intangible, and heard only by the magician.  It may appear at the magician’s request as a Free Action, to be seen and heard by others, though is often reluctant to do so.  The patronus will obey most reasonable requests the magician makes, but is not a servant – it is an ally and guide, and can disobey an order made by the magician if it does not consider it within the Hero’s best interests.  If slain, the patronus disappears once more beyond the Furthest Shores.  The magician does not have access to the ability to perform invocations until the patronus has been re-summoned.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Initial&#039;&#039;&#039;||&#039;&#039;&#039;Points&#039;&#039;&#039;||&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Attribute Points&#039;&#039;&#039;||10 + (4 x Growth)||1 Potency||1 bonus point&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Size&#039;&#039;&#039;||0||1 Potency||+1 or –1 Size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Points&#039;&#039;&#039;||0 + (5 x Growth)||1 Potency||4 bonus points&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Talents&#039;&#039;&#039;||None||1 Potency||1 Talent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Powers&#039;&#039;&#039;||Flight, Incorporeal, Invulnerable, Spirit||2 Potency||1 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|This spirit is immune to poisons and diseases.  It does not need to breathe, drink, or eat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*	Azure Invocations are complicated, requiring the knowledge of the stars and planets.  Each spell performed draws upon celestial alignments, and the invoking of the elohim which correspond to the type of spell to be cast.  As such, the casting time of an Azure spell is in Rounds, rather than Actions, as the magician performs the critical mental calculations to gather the proper energy to alter the Tapestry.  The power harnessed however is extremely potent, the Area of Effect and Duration of all Azure spells are doubled, and the Essence and Difficulty costs for Range are halved.  Magicians understand that the long process of performing invocations may prove to be a liability, and have developed a method called hanging which allows them to prepare spells ahead of time.  A magician may hang (Might) spells using this process.  The Hero casts the spell as normal, though they can not adjust the casting time when preparing the spell.  All costs are paid, and the magician stops the spell just before the last syllable is spoken.  The spell is then bound within the magician’s Essence.&lt;br /&gt;
&lt;br /&gt;
** For each spell that is hung, the Hero must sacrifice one Essence.  This Essence can not be recovered unless the spell is cast or unmade.  At any time, as a single Action, the magician can either revoke the spell, causing it to dissipate harmlessly, or can speak the final word and direct it as desired.  The Essence Cost of the spell is paid for immediately, and the Hero rolls for the spell as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shorthand Notes&#039;&#039;&#039;&lt;br /&gt;
* Azure Spells are cast in Rounds rather than Actions&lt;br /&gt;
* Area of Effect and Duration are doubled&lt;br /&gt;
* Essence and Difficulty Costs for Range are Halved&lt;br /&gt;
* Azure Mages may &#039;hang&#039; spells by preparing them ahead of time. They may hang ([[Might]]) spells.&lt;br /&gt;
** Each spell hung sacrifices 1 essence. It cannot be recovered until cast or unmade.&lt;br /&gt;
** These spells may be harmlessly dissipated or cast as an action. If cast the essence cost of the spell is paid immediately and rolled as normal.&lt;br /&gt;
&lt;br /&gt;
===Growth 1===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Azure Circle&#039;&#039;&#039;		(5 DP, Requires Growth 1)&lt;br /&gt;
**	The magician can create a circle of power which allows the Hero to focus and augment any invocation a magician performs.  The magician calls upon the names of the elohim, subtly bending the fabric of the Tapestry and guiding it into a focal point that surrounds the Hero.  Creating an Azure Circle is a Results Roll (Mental + Occultism) and takes a number of Rounds and Essence dependant on the duration of the Circle being created.  The roll determines the Potency of the circle.  If it is a permanent circle, the magician must spend an amount of DP equal to the Potency upon completion of the ritual.  If the magician is not pleased with the potency of the circle, they can choose not to spend the DP, but must spend the Essence for making the circle.  Such a circle lasts (Might) Days.  All circles have a diameter of (Might) metres.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Circle Duration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;(Duration * Might)&#039;&#039;&#039;&lt;br /&gt;
|Rounds&lt;br /&gt;
|Minutes&lt;br /&gt;
|Hours&lt;br /&gt;
|Days&lt;br /&gt;
|Permanent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rounds/Essence&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5 + DP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*	An Azure Circle manifests as a pair of blue glowing rings, one inside the other.  Between the rings are archaic letters which glow and pulse, moving and circling within the circle’s rim.  In most circumstances, the ring manifests on the surface that the magician is standing upon, though if desired, it can manifest at a fixed height around the sorcerer.  Permanent circles can not be moved, while temporary circles follow the magician, ensuring the Hero remains in the centre of the circle.  The magician can force the circle to remain in one place if desired, and can call it back if needed as a Free Action.&lt;br /&gt;
&lt;br /&gt;
*	This circle assists in the performance of invocations for this path.  Any magician can benefit from being within a circle to perform magic, but only the magician who created the circle, or those magicians specifically chosen by the Hero when creating the circle, can benefit from the circle when casting on a target that is within it.  The circle grants (Potency) Additional Successes on any path invocation that uses the circle.&lt;br /&gt;
&lt;br /&gt;
===Growth 3===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Great Invocation&#039;&#039;&#039;	(10 DP, Requires Growth 3)&lt;br /&gt;
**	The magician may perform a ritual with the assistance of other magicians, producing a greater invocation.  The Hero may have up to (Growth) other magicians assisting with the spell to be cast.  Each assistant performs a Results Roll (Mental + Occultism), and adds the Spell Difficulty to the Difficulty of the Results Roll.  The magician gains (Potency) dice from each assistant for their own invocation roll.  Each assistant that fails reduces the Potency of the invocation by one.&lt;br /&gt;
&lt;br /&gt;
===Growth 5===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Master of Distance&#039;&#039;&#039;	(15 DP, Requires Growth 5)&lt;br /&gt;
**	The magician learns to fold the Tapestry to move from one point to another.  By spending a Full Round in preparation, the magician may spend 3 Essence to teleport to an Azure circle that they have created.  This may be done as an Active Defence, but costs 5 Essence to do.  If the attack roll has less than (Might) Successes, the magician teleports before they are struck.  The magician may attempt to bring additional people with them, but each person requires an additional 3 Essence to be spent, or 5 if the teleportation is being performed as an Active Defence.&lt;br /&gt;
&lt;br /&gt;
===Growth 7===&lt;br /&gt;
&lt;br /&gt;
*	&#039;&#039;&#039;Master of Space&#039;&#039;&#039;	(20 DP, Requires Growth 7)&lt;br /&gt;
**	The magician learns to sense the gaps within the Tapestry, moving through them to step into [[Metaphysics|another Realm]].  By spending a Full Round in preparation to slip into any Realm that they are aware of.  This may be done as an Active Defence, but costs an additional 2 Essence to do.  If the attack roll has less than (Might) Successes, the magician shifts before they are struck.  The magician may attempt to bring additional people with them, but each person requires the same Essence to be spent, and may be performed as an Active Defence.  The Essence Cost depends on how close the magician is to the target Realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Essence Cost&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;amp;nbsp;||&#039;&#039;&#039;Creation&#039;&#039;&#039;||&#039;&#039;&#039;Pathos&#039;&#039;&#039;||&#039;&#039;&#039;Ethos&#039;&#039;&#039;||&#039;&#039;&#039;Logos&#039;&#039;&#039;||&#039;&#039;&#039;Antumbra&#039;&#039;&#039;||&#039;&#039;&#039;Penumbra&#039;&#039;&#039;||&#039;&#039;&#039;Umbra&#039;&#039;&#039;||&#039;&#039;&#039;Divine&#039;&#039;&#039;||&#039;&#039;&#039;Infernal&#039;&#039;&#039;||&#039;&#039;&#039;Faerie&#039;&#039;&#039;||&#039;&#039;&#039;The Woods&#039;&#039;&#039;||&#039;&#039;&#039;Parallel&#039;&#039;&#039; *&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Creation&#039;&#039;&#039;||3||5||5||5||7||7||7||9||9||9||11||13&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pathos&#039;&#039;&#039;||5||3||5||5||5||7||7||7||9||7||9||11&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethos&#039;&#039;&#039;||5||5||3||5||7||5||7||9||7||7||9||11&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Logos&#039;&#039;&#039;||5||5||5||3||7||7||5||7||7||9||9||11&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Antumbra&#039;&#039;&#039;||7||5||7||7||3||5||5||5||7||5||7||9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penumbra&#039;&#039;&#039;||7||7||5||7||5||3||5||7||5||5||7||9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Umbra&#039;&#039;&#039;||7||7||7||5||5||5||3||5||5||7||7||9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divine&#039;&#039;&#039;||9||7||9||7||5||7||5||3||7||7||5||7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Infernal&#039;&#039;&#039;||9||9||7||7||7||5||5||7||3||7||5||7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Faerie&#039;&#039;&#039;||9||7||7||9||5||5||7||7||7||3||5||7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Woods&#039;&#039;&#039;||11||9||9||9||7||7||7||5||5||5||3||5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Parallel&#039;&#039;&#039; *||13||11||11||11||9||9||9||7||7||7||5||13&lt;br /&gt;
|-&lt;br /&gt;
|colspan=13|A parallel Creation is one that is connected through The Woods, or is remote, such as Rym.  Going from parallel Creation to a different parallel Creation is considered very difficult.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Path_of_Awakening_(Path)&amp;diff=84</id>
		<title>The Path of Awakening (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Path_of_Awakening_(Path)&amp;diff=84"/>
		<updated>2026-03-09T02:49:03Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |}  &amp;#039;&amp;#039;&amp;#039;Path of Awakening&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	Twilight Spirits * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Divination * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	Spiritual * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	Earth, Fire, Ice, Plant, Thunder, Vermin, Water, Wind * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:		Shaman, Spirit Speaker  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: Pegasus, Aven, Koba, Quimi, Skole * &amp;#039;&amp;#039;&amp;#039;Favored Nations&amp;#039;&amp;#039;&amp;#039;: Greenheart, Naipon, Roan Isles, Wold ==History and Flavor Text==  Shamanism has been a part of the magical traditions of Kith Kana...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Path of Awakening&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	Twilight Spirits&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Divination&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	Spiritual&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	Earth, Fire, Ice, Plant, Thunder, Vermin, Water, Wind&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:		Shaman, Spirit Speaker&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: Pegasus, Aven, Koba, Quimi, Skole&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: Greenheart, Naipon, Roan Isles, Wold&lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
Shamanism has been a part of the magical traditions of Kith Kanaan since the Age of Dreams, and has existed as a foundation for society ever since.  Throughout history, there have been individuals who have had the ability to communicate with the spirits, and such people have often become the spiritual foundation for their community.  To awaken the awareness of an apprentice, most teachers bring their student to an underground lodge, or to a deep cave.  The student must either meditate in the lodge, or wander into the cave, their senses overwhelmed by the darkness and silence.  Through this deprivation, the apprentice becomes aware of the spirits about them, and once the apprentice has awakened, they are either released from the lodge, or find their own way through the caves and out the other side, a new-born shaman.  Each time a shaman is eligible for a new Benefit, they perform this ritual deprivation, communing with the spirits to heighten their awareness of the spirit world and strengthening their bond.&lt;br /&gt;
&lt;br /&gt;
Once awakened, a shaman becomes aware of the spirits that balance Creation.  Every animal and tree, every gust of wind or lick of flame, and every location or emotion has a spiritual counterpart.  The shaman is charged with keeping harmony between the spirit world and Creation, enforced by the powerful taboos that a shaman carries upon their souls as a sign of humility and understanding.  To the community, the shaman is a protector, guarding the people from rogue spirits and harm.  To the spirit world, the shaman is their voice, ensuring that the community acts in harmony with the entities who pass unseen among them.  The shaman is expected to help maintain balance in both worlds, taking no sides.&lt;br /&gt;
&lt;br /&gt;
==Benefits of the Path of Awakening==&lt;br /&gt;
&lt;br /&gt;
===Growth 0===&lt;br /&gt;
&lt;br /&gt;
*	Upon awakening as a shaman, the Hero must choose one taboo, a spiritual oath which limits the actions of the shaman and represents their humility when faced with the powers they possess.  Each time the shaman gains a level of Growth, they must take an additional taboo.  These bans are enforced by the spirit world – and if the shaman violates the tenet of their taboo, it is lost, taking with it the advantage and disadvantage provided by the taboo itself.  If the shaman loses their last taboo, they also lose all benefits and spell casting ability associated with this path.  Once the shaman has gained a new level of growth, they can take a new taboo and reclaim their magic.  A shaman gains two Additional Successes on any roll involving this path’s Benefits, or on spell casting using this path, for every taboo that they currently possess.&lt;br /&gt;
**	Taboos are laid out in the following format: I must perform (this action) under (these circumstances) or I must not perform (this action) under (these circumstances).  Examples may be ‘I must not sit down facing east’ or ‘I must offer food to any who come to my campfire’ or ‘I must not enter a room which houses a pregnant woman’.&lt;br /&gt;
*	Because of their knowledge of the spirit world, symbols hold much more meaning to the Shaman than to other paths.  Holding an icon that represents a target is as useful as owning the target’s soul for purposes of casting spells.  Having a sympathetic link to a target grants the Hero a (–Might) Difficulty on any spells cast upon the target of the spell.&lt;br /&gt;
&lt;br /&gt;
===Growth 1===&lt;br /&gt;
*	&#039;&#039;&#039;Call Spirit Ally&#039;&#039;&#039;	(5 DP, Requires Growth 1)&lt;br /&gt;
**	The shaman befriends a specific spirit of the spirit world and creates a willing compact with the spirit.  For each taboo the shaman possesses, they may create one spirit ally which you may treat as another character the Hero controls.  If a taboo is broken, the spirit ally who was bound to the shaman using that taboo departs, and does not return.  Creating the compact takes one hour and requires a Results Roll (Spiritual + Diplomacy).  The shaman pays (Difficulty) Essence at the end of the hour, when the roll is made.  The Potency of the roll creates a pool which can be expended to construct the spirit.  The spirit gains one additional point of Potency for every additional taboo the shaman possesses, and gains another point each time the shaman takes a new taboo.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Initial&#039;&#039;&#039;||&#039;&#039;&#039;Points&#039;&#039;&#039;||&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Attribute Points&#039;&#039;&#039;	||4 + (4 x Growth)	||1 Potency	||1 bonus point&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Size&#039;&#039;&#039;	||–4	||1 Potency	||+1 or –1 Size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Points&#039;&#039;&#039;	||10 + (10 x Growth)	||1 Potency	||4 bonus points&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Talents&#039;&#039;&#039;	||None	||1 Potency	||1 Talent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Powers&#039;&#039;&#039;	||Flight, Incorporeal, Invulnerable, Spirit	||2 Potency	||1 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|This spirit is immune to poisons and diseases.  It does not need to breathe, drink, or eat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Growth 3===&lt;br /&gt;
*	&#039;&#039;&#039;Bind Spirit&#039;&#039;&#039;		(10 DP, Requires Growth 3)&lt;br /&gt;
**	The shaman must have at least one spirit they have made a compact with.  The shaman may decide to place the spirit into a talisman that they have crafted specifically for this task.  The talisman has a Resource Cost equal to the one third of the spirit’s Potency.  Attuning the spirit to the talisman is a Results Roll (Spiritual + Diplomacy), taking a number of days equal to the Difficulty of the roll.  The Potency of the roll determines how many times the talisman may be activated before the spirit departs and the talisman must be re-attuned.  While possessing the talisman, a spirit can not be called. Activating a talisman requires sacrificing a point of Potency and an Instant Action, but grants the shaman the use of (Growth) Powers from the spirit for a Scene.  The Hero can grant the talisman to another to use, and may reclaim the spirit once the talisman is expended.&lt;br /&gt;
&lt;br /&gt;
===Growth 5===&lt;br /&gt;
*	&#039;&#039;&#039;Call Primal Spirit&#039;&#039;&#039;	(15 DP, Requires Growth 5)&lt;br /&gt;
**	Each spirit ally bound to the shaman gains an Aspect.  The shaman chooses one Spell Effect and grants it to each spirit ally they possess.  The spirit automatically uses the manifest from the Spell Effect when called, and may use the effect aspect on anyone who touches the spirit if desired.  The Potency of the Spell Effect is equal to the spirit’s Growth.  These spirits now may remain for (Potency) minutes when called upon, rather than Rounds, and are summoned as a normal Action.&lt;br /&gt;
&lt;br /&gt;
===Growth 7===&lt;br /&gt;
*	&#039;&#039;&#039;Call Deep Spirit&#039;&#039;&#039;	(20 DP, Requires Growth 7)&lt;br /&gt;
**	Each spirit ally bound to the shaman may gain a Merit if the shaman desires.  The shaman chooses whether the spirit is Divine, Faerie, Infernal, Shadow, or Wraith, and gains a Merit appropriate to an Entity of the appropriate type, and gains a free Power associated with the type of Entity selected.  These spirits now remain for (Potency) hours when called upon, and are summoned as an Instant Action.&lt;br /&gt;
&lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Ashen_Path_(Path)&amp;diff=83</id>
		<title>The Ashen Path (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Ashen_Path_(Path)&amp;diff=83"/>
		<updated>2026-03-09T02:48:19Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot; {| align=&amp;quot;right&amp;quot;   | __TOC__   |}  &amp;#039;&amp;#039;&amp;#039;The Ashen Path&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	The Ankou * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Restoration * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	Spiritual * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	Blood, Death, Disease, Life, Poison, Profane, Sacred, Spirit * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:		Necromancer, Wardens  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: Griffin * &amp;#039;&amp;#039;&amp;#039;Favored Nations&amp;#039;&amp;#039;&amp;#039;: Cordona  ==History and Flavor Text==  Necromancy as it is currently practised began in Cordona around 1000 A.E., when a tribe of griffin stumbled upon a series...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ashen Path&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	The Ankou&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Restoration&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	Spiritual&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	Blood, Death, Disease, Life, Poison, Profane, Sacred, Spirit&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:		Necromancer, Wardens&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: Griffin&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: Cordona&lt;br /&gt;
&lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
Necromancy as it is currently practised began in Cordona around 1000 A.E., when a tribe of griffin stumbled upon a series of clay tablets within the caves along Balor’s Wall.  The tables are written in an ancient Arin dialect, and describe a hero’s journey into the underworld, and the hero’s ultimate encounter with powerful entities called the ankou.  Upon making a pact with these creatures, the hero escaped once more into the living world, but brought with him incredible powers and magics.&lt;br /&gt;
&lt;br /&gt;
To become a follower of this path, an apprentice has to perform a journey into the underworld.  Any near-death experience will begin the process, allowing the apprentice’s soul to step into the land of the dead.  From there, the apprentice must descend into the Deep, the heart of the underworld.  There, the apprentice must find the ankou, petitioning them for the knowledge of necromancy.  A living person can not remain in the Deep very long, and often find themselves ferried back into Creation.  A necromancers must perform this ritual each time they would get a new Benefit.&lt;br /&gt;
&lt;br /&gt;
Necromancers often fall into two modes of thought.  The group known as the Wardens believe that the barrier between the living and the dead is important.  They are often tasked with hunting undead, and ensuring that the souls of the dead can pass on peacefully.  The Wardens study the fate of the soul, and wonder at the meaning and significance of the soul’s place in Creation.  The second group, simply called necromancers, are those who consider the barrier of the underworld to be a restraint that prevents them from harnessing the true power of death.  This group often attempts to bypass death, and seek immortality through the underworld, drawing upon the powers there to command undead, while holding off their own demise.  Many within this group eventually become undead themselves.&lt;br /&gt;
&lt;br /&gt;
==Benefits of the Ashen Path==&lt;br /&gt;
&lt;br /&gt;
===Growth 0===&lt;br /&gt;
*	The necromancer offers a portion of their own vitality in exchange for power.  As an Instant Action, the necromancer sacrifices a point of Health as part of an invocation or activation of a Benefit.  The Hero gains (Half Might) Essence which may only be used for the spell or Benefit being activated.  Any excess Essence is wasted.&lt;br /&gt;
* 	The necromancer has greater ability to affect those who have a connection to the underworld.  When performing an invocation upon a target which possesses a soul, or who is a native of the underworld, the Hero may sacrifice two Health to gain a (–Might) Difficulty on casting the spell.&lt;br /&gt;
&lt;br /&gt;
===Growth 1===&lt;br /&gt;
*	&#039;&#039;&#039;Death Speech&#039;&#039;&#039;	(5 DP, Requires Growth 1)&lt;br /&gt;
**	Upon gaining this benefit, the necromancer can hear the voices of the dead, and may speak to them at will.  Any entity within the shallows of the underworld are capable of hearing and communicating with the necromancer, and the necromancer may speak with them and be heard in turn.  If the Hero is within the shallows of the underworld, they may use this benefit to communicate with anyone in Creation.  Ending this benefit for a Scene requires the Hero to spend 1 Essence as a Free Action.&lt;br /&gt;
&lt;br /&gt;
===Growth 3===&lt;br /&gt;
*	&#039;&#039;&#039;Death Sight&#039;&#039;&#039;		(10 DP, Requires Growth 3)&lt;br /&gt;
**	Upon gaining this benefit, the necromancer can see the dead.  Any entity within the shallows of the underworld can be seen, and can see the necromancer in return.  If the Hero is within the shallows of the underworld, they may use this benefit to be seen by anyone in Creation.  Ending this benefit for a Scene requires the Hero spend 2 Essence as a Free Action.&lt;br /&gt;
&lt;br /&gt;
===Growth 5===&lt;br /&gt;
*	&#039;&#039;&#039;Death Touch&#039;&#039;&#039;		(15 DP, Requires Growth 5)&lt;br /&gt;
**	Upon gaining this benefit, the necromancer can touch the souls of the dead.  Any entity or object that is within the shallows of the underworld can be touched, and can touch the necromancer.  If the Hero is within the shallows of the underworld, they may use this benefit to touch objects or targets within Creation.  Ending this benefit for a Scene requires the Hero to spend 3 Essence as a Free Action.  To a necromancer, objects found only on one side of the threshold still acts upon them, for good or bad.  A necromancer can climb a staircase which have long since rotted away, or to be burned by flames which exist only within the Shallows.&lt;br /&gt;
&lt;br /&gt;
===Growth 7===&lt;br /&gt;
*	&#039;&#039;&#039;Death Shroud&#039;&#039;&#039;	(20 DP, Requires Growth 7)&lt;br /&gt;
**	The necromancer can cross the threshold between the underworld and Creation.  Using this benefit costs 4 Essence and an Action.  The Hero can, if they choose, take an object they have grasped across the threshold, and pull the object across, allowing them to take objects or people into the underworld or drawing someone out of the underworld and into Creation.  Each individual person after the first requires an additional 2 Essence.  If desired, the Hero may use this benefit as an Active Defence as an Instant Action.  If the attacker does not get at least as many Successes on the attack roll as the necromancer’s Might, the necromancer (and anyone touched), are pulled across the threshold to safety.  As an Active Defence, the Essence Cost for this benefit is increased by one, plus an additional one Essence per person being brought over the threshold.&lt;br /&gt;
&lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Path_of_the_Artificer_(Path)&amp;diff=82</id>
		<title>The Path of the Artificer (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Path_of_the_Artificer_(Path)&amp;diff=82"/>
		<updated>2026-03-09T02:47:04Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Title&amp;#039;&amp;#039;&amp;#039;: Artificer or Enchanter  &amp;#039;&amp;#039;&amp;#039;Origin&amp;#039;&amp;#039;&amp;#039;: Invocation  &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;: Physical or Mental  &amp;#039;&amp;#039;&amp;#039;School&amp;#039;&amp;#039;&amp;#039;: Conjuration  &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;: None     {{ombox | type      = content | image     = 64px | style     = width: 400px;  | textstyle = color: red; font-style: italic; | text      = &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; This Path is listed as &amp;#039;&amp;#039;Out Of Date&amp;#039;&amp;#039; on the official wiki! The rules were under revision for the previous system, and no rules have been created for t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Title&#039;&#039;&#039;: Artificer or Enchanter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin&#039;&#039;&#039;: Invocation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute&#039;&#039;&#039;: Physical or Mental&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;School&#039;&#039;&#039;: Conjuration&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;: None&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
{{ombox&lt;br /&gt;
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| text      = &#039;&#039;&#039;Note:&#039;&#039;&#039; This Path is listed as &#039;&#039;Out Of Date&#039;&#039; on the official wiki! The rules were under revision for the previous system, and no rules have been created for the current Story-Point System as of 05/18/2013.&lt;br /&gt;
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Some consider the crafts of the artificer to not be a true magical art, while others see enchanters as people without real magical skill. It is true that those who pursue this Form are not capable of casting spells, but they are more capable of crafting items of truly wondrous power, which can be used by any and all who would request the skills of this craft. Then again, it may be the very fact that anyone can use the tools of the artificer which upsets your typical sorcerer.&lt;br /&gt;
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Most members of this path believe that they are not as appreciated as they should be. While most sorcerers weave pretty spells, they rarely produce anything of lasting value. From the clockwork golems of Anansie to the formidable war machines of Tarantis, the people who follow this path have left their mark upon the pages of the history books.&lt;br /&gt;
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==Form Benefits==&lt;br /&gt;
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The character has a base Build Pool equal to the character&#039;s Might. The character may attempt to increase this Build Pool when finishing a Project beyond the character&#039;s normal capabilities. Each +1 to Base Difficulty and to Essence Cost grants the character one additional Build Point. The character can increase the Difficulty and Essence cost in this manner a number of times equal to the character&#039;s Might.&lt;br /&gt;
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The character can not cast Spells. The character either creates Artifacts, building them with physical materials, or the character performs Enchantments, laying Spells or Effects upon a person or object for extended periods of time. To place Spells into a Project, the character must know the School for the Spell being used. The principles of this Path are unique, and can not be combined with other Forms of Sorcery. Because the character can not cast Spells, Nesting is useless for purposes of constructing a Project, but the Talent is useful for creating Spell Effects which are to be used by the Project or those who are going to use the Project.&lt;br /&gt;
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==Skills Used==&lt;br /&gt;
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The character&#039;s style for this Path is determined by the character&#039;s Specialties. To properly use this Form, the character should have Artistry, Craft, Lore, and Profession with the Specialty of either Artificing or Enchanting. The character decides which Skill is being used for the Casting Roll. The Skill chosen is then used to determine the benefits for Project Time, Essence Cost, and Resource Cost.&lt;br /&gt;
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==Building the Project==&lt;br /&gt;
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To construct a Project, the character spends points using the Project Creation Chart, and the Conjuring Chart. Points spent determine the Build Cost of the Project. Each aspect of the Chart can be taken more than once, but the character is limited to a number of times equal to the character&#039;s Might, or half the character&#039;s Might for Talents, Powers, or Gifts. For things which require a Growth calculation, the Growth of the character is used.&lt;br /&gt;
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===Curses===&lt;br /&gt;
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Properties marked with an (*) for Cost are cursed, causing a disadvantage to the person using the item. If this is intended as an offensive ability which can aid the person who intends to use it, the cost is made positive instead. For example, a gauntlet which reduces the Soak of the wearer is a bad thing (and reduces the Build Cost). A collar which reduces the Soak of a prisoner is a good thing (and increases the Build Cost).&lt;br /&gt;
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===Bulk===&lt;br /&gt;
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An Artifact has a base Bulk equal to the number of Properties + Size. The character may reduce this Bulk by 1 for each +1 the character adds to the Build Cost or can increase the Bulk by +1 to reduce the Build Cost by 1. This can be done a number of times equal to the character&#039;s Might. Enchantments do not have a Bulk.&lt;br /&gt;
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===Difficulty===&lt;br /&gt;
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The Base Difficulty of the Project is equal to the number of Build Points spent, +5 if the character is creating an Enchantment. For each +1 Difficulty the character accepts, the Project Time is reduced by one hour. The character can reduce the Project Time depending on which Skill is used for the Casting Roll. If the character uses Craft, the maximum reduction is equal to the character&#039;s Might. If it is any other Skill, the maximum reduction is equal to Half Might.&lt;br /&gt;
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===Essence Cost===&lt;br /&gt;
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The Essence Cost of working on the project is equal to the number of Properties being applied to the Project, +5 if the character is creating an Enchantment. The character may increase the Project Time to decrease the Essence Cost. For each hour added to the Project Time, the Essence Cost can be reduced by one. If the character uses Craft, the maximum reduction is equal to the character&#039;s Might. If it is any other Skill, the maximum reduction is equal to Half Might.&lt;br /&gt;
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===Project Time===&lt;br /&gt;
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The Time for a Project is equal to the Base Difficulty in hours. The character can increase the Difficulty to reduce the Time of the Project, or can reduce the Essence Cost of the Project by increasing the Time. Each +1 hour reduces the Essence Cost by one, while each +1 Difficulty reduces the Project Time by one.   If the character uses Craft, the maximum reduction to Time or Essence is equal to the character&#039;s Might. If it is any other Skill, the maximum reduction to Time or Essence is equal to Half Might.&lt;br /&gt;
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===Number of Uses===&lt;br /&gt;
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Most Projects are of temporary. A One-Use Project is an Artifact or Enchantment which is activated once, then discarded. Such things have a reduced Base Difficulty and Base Essence Cost to craft equal to Half Might, which cuts down on the Project Time and Resource Cost of the Project. Limited Use Projects are the standard. The Potency of the Casting Roll determines how many uses the Project has before the Enchantment or Artifact breaks, no longer of any use. The Difficulty and Essence Cost of the Project is not adjusted. A Permanent Project has a DP Cost, which can be split between the caster and the person that the Project is being designed for. This DP Cost is paid only if the Project is successfully completed. The character must still have the Permanency Talent to make a permanent Project. The DP Cost of the Project is equal to half the Project&#039;s Base Difficulty.&lt;br /&gt;
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Artifacts or Enchantments may be sacrificed for a new project. The DP Cost of the new Project is reduced by half the DP Cost of the completed Projects which is being sacrificed. Thus, discovered Artifacts or Enchantments can be broken down to fuel the new Project.&lt;br /&gt;
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===Resource Cost===&lt;br /&gt;
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Projects have a Resource Cost equal to the Modified Difficulty. Creating an Artifact or Enchantment is a Resource Roll, and the Successes on the Casting Roll reduce the Cost of the Project. The Skill used for the Project determines how effectively the character can reduce the Resource Cost (see The Casting Roll).&lt;br /&gt;
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===Hardness===&lt;br /&gt;
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The Hardness of the Artifact is determined by the base material being used. If the material is significant, such as a mystical material, than the Cost Modifier for the material is added to the Cost of the Artifact being constructed. If multiple significant materials are being used, each material adds to the Cost.&lt;br /&gt;
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===Enchantment Modifiers===&lt;br /&gt;
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If the character has specifically crafted an item with the intent of using the item for an Enchantment, the Difficulty of the Enchantment is reduced by the character&#039;s Might. If the item is appropriate to the Enchantment the character is placing on it, the Essence Cost of the Enchantment is also reduced by the character&#039;s Might. Whether or not an object is &#039;appropriate&#039; is for the game master to decide. A sword enchanted with combat augmenting effects is &#039;appropriate&#039;, but an amulet which augments a character&#039;s skill with the sword is most likely not.&lt;br /&gt;
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===Physical Constructs and Manifested Constructs===&lt;br /&gt;
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An Artificer can construct physical or manifested constructs (see Conjuring). Once the construct has been built, they may then augment it using their Build Pool. Once the framework of the Construct is &#039;Conjured&#039; (built), the Artificer may augment it using their Build Pool. The final Cost is determined by adding the Conjuring Pool to the Build Pool. If the artifact is one-use, it will remain functional until dawn/dusk as per Conjuring. Otherwise it can be activated a number of days equal to the uses given to the Construct.&lt;br /&gt;
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===The Casting Roll===&lt;br /&gt;
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The character uses the Mental Attribute for the Casting Roll if they are Enchanting, or the Physical Attribute if they are Artificing. The character may use their Artistry, Craft, or Profession Skill as part of the roll.&lt;br /&gt;
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Artistry The character is working on a piece of art. The character can create an inspiring or popular piece of art, increasing the Difficulty of the project by the Difficulty mentioned in the Skill. The Cost of the Project is reduced by half the Potency of the Casting roll.&lt;br /&gt;
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Craft The character works on the project with an eye on efficiency, being able to schedule the project as desired for purposes of Time and Essence. The Cost of the Project is reduced by half the Potency of the Casting roll.&lt;br /&gt;
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Profession The character knows how to find the best bargains when dealing with costs. While the project may take longer in terms of Time, and may take more out of the character, Essence-wise, the Cost of the Project is reduced by the Potency of the Casting roll.&lt;br /&gt;
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===Minimum Costs===&lt;br /&gt;
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A Project will always cost at least 1 Essence to create, and will always take at least one hour to complete. The Resource Cost can not be reduced below one third of the original Resource Cost.&lt;br /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
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&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Project Creation Chart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cost&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Size&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt;* •Per +1 or -1 Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=2&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Skills (Per Skill)&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Die Bonus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Additional Success&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Minimum Success&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Difficulty&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -1 *&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •-1 Success&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -3 *&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=2&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Attribute (Per Attribute)&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Die Bonus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Additional Success&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Minimum Success&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Difficulty&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -3 *&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •-1 Success&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -5 *&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=2&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Hardness and Soak&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Hardness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •-1 Hardness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -1 *&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Soak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •-1 Soak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -1 *&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=2&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Damage&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •+1 Damage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •-1 Damage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -1 *&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=2&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Talents and Powers&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Granted Talent&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Transfers to Owner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Removes Talent&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -1 *&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Granted Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Transfers to Owner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Removes Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -2 *&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Reduce Essence Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1 / -1 Cost&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=2&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Spells and Gifts&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Uses Spell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; Base Essence Cost&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Reduce Essence Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1 / -1 Essence Cost&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Uses Gift&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; Attribute Requirement&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Reduce Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1 / -1 Cost&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=2&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Combat Ability&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Ranged Attack&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; Range / 10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Reach&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Piercing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Entangle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •1 or 2 Handed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •2 Handed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Provides Defence (Shield)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1 / +1 Defence&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    •Provides Soak (Armour)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
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==Enchanting Versus Artificing==&lt;br /&gt;
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Artificing is the art of creating objects of power. The character can use Artificing to make nearly anything that can be imagined. Enchanting is the art of placing powers upon an object or a person, gifting them with mystical might. The difference between the two is simple: Artifacts can be lost, stolen, or destroyed. Enchantments are imbued upon something and can not be transferred or taken away. An Artifact has a versatility to it that Enchantments do not, but Enchantments have a security to them which Artifacts do not.&lt;br /&gt;
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Another view of the difference between Enchantment versus Artifact is that creating an Artifact is more of a &#039;science&#039;, while Enchanting is more of an &#039;art&#039;. A character who uses Artificing may see themselves as a master of Science, and in effect, they may be right, as a completed Artifact does not necessarily possess the &#039;signature&#039; of magic upon it. Enchantment, however, is very much a magical art, and a character who uses Enchanting is drawing upon magical energy to complete their task.&lt;br /&gt;
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A character who takes this Form of Sorcery is allowed to pursue both Paths, of course. There is no restriction on how the character sees their craft.&lt;br /&gt;
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==Walk Through==&lt;br /&gt;
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#Determine Build Pool&lt;br /&gt;
#Not enough Build Points? Increase Cost and Difficulty for more!&lt;br /&gt;
#Choose Skill for Casting Roll (Artistry, Craft, or Profession)&lt;br /&gt;
#Choose Properties&lt;br /&gt;
#Determine Bulk: (0 or # of Properties + Size)&lt;br /&gt;
#Determine Difficulty: (# of Build Points Used, +5 if Enchantment)&lt;br /&gt;
#Determine Essence Cost: (# of Properties, +5 if Enchantment)&lt;br /&gt;
#Determine Project Time: (Difficulty in Hours)&lt;br /&gt;
#Determine Number of Uses: (One-Shot, Limited, Permanent)&lt;br /&gt;
#Modify Essence Cost: (+1 Project Time = -1 Essence Cost)&lt;br /&gt;
#Modify Project Time: (+1 Difficulty = -1 Project Time)&lt;br /&gt;
#Determine Cost: (Modified Difficulty)&lt;br /&gt;
#Enchantment Modifiers? (Yes? No?)&lt;br /&gt;
#Casting Roll: Physical (Artificing) or Mental (Enchanting)&lt;br /&gt;
#Reduce Resource Cost with Potency (Profession) or Half Potency&lt;br /&gt;
#Done!&lt;br /&gt;
 &lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Path_of_Armaros_(Path)&amp;diff=81</id>
		<title>The Path of Armaros (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Path_of_Armaros_(Path)&amp;diff=81"/>
		<updated>2026-03-09T02:46:25Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;* &amp;#039;&amp;#039;&amp;#039;Source:&amp;#039;&amp;#039;&amp;#039;	Inherited * &amp;#039;&amp;#039;&amp;#039;School:&amp;#039;&amp;#039;&amp;#039;	Transmutation * &amp;#039;&amp;#039;&amp;#039;Attribute:&amp;#039;&amp;#039;&amp;#039;	Spiritual * &amp;#039;&amp;#039;&amp;#039;Effects:&amp;#039;&amp;#039;&amp;#039;	Arcane, Chaos, Glamour, Kismet, Order, Shadow, Spirit, Temporal * &amp;#039;&amp;#039;&amp;#039;Titles:&amp;#039;&amp;#039;&amp;#039;		Armaros, Vjestica (female), Viestae (male)  ==History== The history of the Sinti is perhaps one of the closest kept secrets of the People, their lore kept in the hands of the elders of the various camps that travel across Kith Kanaan.  The legends say that the Sinti arrived in Kith Kanaan fi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Source:&#039;&#039;&#039;	Inherited&lt;br /&gt;
* &#039;&#039;&#039;School:&#039;&#039;&#039;	Transmutation&lt;br /&gt;
* &#039;&#039;&#039;Attribute:&#039;&#039;&#039;	Spiritual&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039;	Arcane, Chaos, Glamour, Kismet, Order, Shadow, Spirit, Temporal&lt;br /&gt;
* &#039;&#039;&#039;Titles:&#039;&#039;&#039;		Armaros, Vjestica (female), Viestae (male)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of the Sinti is perhaps one of the closest kept secrets of the People, their lore kept in the hands of the elders of the various camps that travel across Kith Kanaan.  The legends say that the Sinti arrived in Kith Kanaan first with the people of Anansie, dragged across the world by magic gone awry, while more arrived with the Joshuites, having crossed Midiron with the refugees from the heartlands.  If asked, however, neither the scholars of Anansie nor of the Joshuites could tell you what nation the Sinti are from.&lt;br /&gt;
&lt;br /&gt;
The magic used by the Sinti is uncommon, only manifesting in those of pure blood.  Unlike nearly every other form of magic, the magic of the Sinti is inherited, passed from parent to child as long as the blood line is kept intact.  Scholars of the Brotherhood have studied this problem and concluded that the Sinti are an aberration in the Tapestry, as if they came from somewhere else, and that the Tapestry is attempting to assimilate them.  The magic of the Sinti is a part of this aberration, and not a part of anything found in Creation, and thus the Tapestry has attempted to ‘correct’ this peculiarity.&lt;br /&gt;
&lt;br /&gt;
A Sinti with pure blood will come into their magic in their teenage years, though a few whose blood has been diluted may not find themselves capable of magic until their adult years.  Once it has been realised the Sinti is capable of magic, they are taken to a vjestica for training.  If the Sinti is male, they are expected to dress and act as a woman during their apprenticeship, emphasizing that the magic of the Sinti is matrilineal.  Apprentices are trained until their mentor is satisfied with their knowledge and ability.  This may be a matter of months, or years, depending on the vjestica and her relationship with the apprentice.&lt;br /&gt;
&lt;br /&gt;
The apprentice is trained in the history of the Sinti, which stretches far back into the days of the lost city of Enoch, and beyond.  This oral tradition is kept carefully intact, and the apprentice is expected to be able to tell the story of the Sinti verbatim without any errors or changes.  The apprentice swears to keep their blood, and the memory of the Sinti, pure.  Once the vjestica is satisfied, the apprentice is released and declared a full ‘witch’ of the Sinti.&lt;br /&gt;
&lt;br /&gt;
==Benefits of the Path of Armaros==&lt;br /&gt;
The Armaros learned long ago that their understanding of fate was somehow severed upon coming to Creation, and that they would need to alter their understanding of the world if they wished their magic to survive.  To facilitate this understanding, the goddess Talis granted them access to her brother’s Fate Cards, allowing them the ability to peer at the Tapestry through the art of divination.  The Sinti adopted these cards and created their own version, which are now called talis cards.  While these cards are used for divination and, the Armaros learned that the cards were useful for a number of different effects.&lt;br /&gt;
&lt;br /&gt;
The Armaros can craft a talis card by choosing the card’s effect from the list below and then makes a Results Roll (Spiritual + Occultism) and spends (Difficulty) Essence.  It takes one day to craft a talis card, and requires the Hero spend 1 Resource for materials.  A card may have up to (Growth) effects when crafted, with each additional effect requiring +1 Difficulty and +1 Resources.  The appearance of the card should be appropriate to any effects the card possesses.  Once completed, the card may be inlaid at a later time to add an effect to the card.  This requires a (Spiritual + Artistry) D (Card Potency) roll.  The Hero must pay (number of effects) Essence and Resources.  If successful, the card is augmented, though it does not suffer a change in Potency.  A talis card is very resilient, having a Hardness of 10 even though it is crafted from a thin slice of wood.  When activating a card, the user pays the Essence Cost for the effect desired.  Once activated, all other effects are frozen and can not be used until the active effect has ended.  The user may end any effect as an Instant Action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effects and Abilities&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Spirit&#039;&#039;&#039;	The card has an iconic spirit, represented on the face of the card.  By spending 3 Essence and an Action, the spirit manifests from the card and assists the user of the card for the Scene.  To construct the spirit, the Armaros ‘spends’ Potency on the different aspects the spirit will possess.  This does not reduce the Potency of the card itself.  Once assigned, the spirit’s Traits can not be changed.  The spirit gains any other effects the card possesses.&lt;br /&gt;
:::	&#039;&#039;&#039;Attributes&#039;&#039;&#039;	Begin at 1.  Each 1 Potency will increase an Attribute by 1.  Not restricted by the spirit’s Growth.&lt;br /&gt;
:::	&#039;&#039;&#039;Size&#039;&#039;&#039;	Begins at 0.  Each 1 Potency increases or decreases the spirit’s Size by 1.&lt;br /&gt;
:::	&#039;&#039;&#039;Skills&#039;&#039;&#039;	Begins at 0.  Each 1 Potency grants 5 Skill Points.  Not restricted by the spirit’s Growth.&lt;br /&gt;
:::	&#039;&#039;&#039;Talents&#039;&#039;&#039;	Begins with none.  Each 1 Potency grants 1 Talent.  Restricted by the spirit’s Growth.&lt;br /&gt;
:::	&#039;&#039;&#039;Powers&#039;&#039;&#039;	Begins with one Power.  Each 3 Potency grants one additional Power.&lt;br /&gt;
:::	&#039;&#039;&#039;Equipment&#039;&#039;&#039;	The spirit may have equipment.  Each piece of Equipment costs (Resource Cost / 3) Potency.&lt;br /&gt;
:&#039;&#039;&#039;Power&#039;&#039;&#039;	The Hero may add (Growth) Powers to the card.  To gain these Powers, the user of the card spends 3 Essence and an Action, granting them access to all Powers the card possesses for the Scene.&lt;br /&gt;
:&#039;&#039;&#039;Skill&#039;&#039;&#039;	The Hero may add (Growth) Skills to the card.  To gain these Skills, the user of the card spends 1 Essence and an Action, granting them access to all Skills at (Half Potency) for the Scene.  If the user’s Skill is already superior, this Skill is of no benefit.&lt;br /&gt;
:&#039;&#039;&#039;Spell&#039;&#039;&#039;	The Hero may add one Spell to the card.  The Spell must have a base Essence Cost and Modified Difficulty no higher than the card’s Potency.  Using the Spell only costs 3 Essence and an Action, and rolls (Spiritual + Occultism) for the Invocation when unleashing the spell from the card.  An additional spell may be inlaid at Growth 3, 5, and 7.  These spells may use any Spell Effect, and are not restricted to those known by the Armaros.&lt;br /&gt;
&lt;br /&gt;
	An Armaros may only create (Might x 10) cards at a time.  If a talis card is destroyed, the Armaros may craft a new one, but if the card is lost, stolen, or given away, it counts against the number of cards the Hero is capable of creating.  The Hero can sense any cards they have created as a Free Action.  If the card is within (Might x 10) metres, the Hero knows exactly where the card is, otherwise, the Armaros only knows what rough direction the card is in.  Anyone with a talis card may learn how to use it – for each day of experimentation, the user will gain knowledge of one effect the card possesses.&lt;br /&gt;
&lt;br /&gt;
===Lesser Fate===&lt;br /&gt;
(5 DP, Requires Growth 1)&lt;br /&gt;
The Armaros have learned to see the strands of fate that surrounds all things, and can attempt to manipulate this fate.  Unfortunately, the Armaros are unable to manipulate their own fates, these were severed long ago.  Manipulating fate is more difficult for those who carry destiny on their shoulders, and is easier for those who carry only the lightest touch of fate.  As an Action, the Armaros can spend (Target’s Growth) Essence to alter the fate of the subject.  The Difficulty of the subject’s next roll is either increased or decreased by half the Armaros’ Might.&lt;br /&gt;
&lt;br /&gt;
===Avoid Fate===&lt;br /&gt;
(10 DP, Requires Growth 3)&lt;br /&gt;
The Armaros are quite skilled at getting themselves out of trouble.  By observing the fate of an area around them, they can discern actions to come, and arrange to not be a part of them.  The Armaros spends (Growth) Essence, and can not be part of an event or series of actions in the scene – the Armaros takes actions that coincide with being overlooked or absent from the events to come.  Essentially, for the scene, any actions or events that target the Armaros fail instantly, as long as the Armaros does nothing more than to try to avoid becoming involved in the series of events.&lt;br /&gt;
&lt;br /&gt;
===Greater Fate===&lt;br /&gt;
(15 DP, Requires Growth 5)&lt;br /&gt;
Gaining a deeper understanding of fate, the Armaros is much more efficient at tweaking the fortunes of others.  By spending (Target’s Growth) Essence, the Armaros can make a (Spiritual + Occultism) Results Roll.  The Potency of the roll can either add or subtract from the Difficulty of any roll made by the opponent for (Might) rolls.&lt;br /&gt;
&lt;br /&gt;
===Eclipse Fate===&lt;br /&gt;
(20 DP, Requires Growth 7)&lt;br /&gt;
The Armaros may convince fate that an action intended for them was truly intended for someone else.  The threads of the Armaros are so dim, it becomes easy to draw fate towards the brighter threads of those around them.  By spending (Target’s Growth) Essence, the Armaros directs a roll made against them towards the target instead.  The roll, and the outcome of that roll, uses the new target rather than the Armaros.&lt;br /&gt;
&lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Category:Magical_Paths_(Chargen)&amp;diff=80</id>
		<title>Category:Magical Paths (Chargen)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Category:Magical_Paths_(Chargen)&amp;diff=80"/>
		<updated>2026-03-09T02:44:40Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;quot;In order to cast this spell, I&amp;#039;ll need three adepts, four bushels of fresh tulips, one pound of sulfur, and at least a casting circle fifteen feet in diameter. I suppose if I use several of my charged mana stones I can reduce the number of people, but that much sulfur will be hard to get without raising eyebrows.&amp;#039;&amp;#039;&amp;#039;     ==Sorcery Forms==  Magic in the plane of Maeya can be broken down by the method in which it is cast, known as a form. Forms (previous known as &amp;#039;&amp;#039;&amp;#039;Path...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;In order to cast this spell, I&#039;ll need three adepts, four bushels of fresh tulips, one pound of sulfur, and at least a casting circle fifteen feet in diameter. I suppose if I use several of my charged mana stones I can reduce the number of people, but that much sulfur will be hard to get without raising eyebrows.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Sorcery Forms==&lt;br /&gt;
&lt;br /&gt;
Magic in the plane of Maeya can be broken down by the method in which it is cast, known as a form. Forms (previous known as &#039;&#039;&#039;Paths&#039;&#039;&#039;) is the combination of ritual and philosophy that allows a caster to tap into the energy that exists in all things, both around and within them. A character can not work Sorcery unless the character holds to the beliefs of the Form, as the ritual and tradition of the magical form is fueled by the character&#039;s understanding and faith in the traditions of the Form being used. A character who adopts more than one Form of Sorcery blends the understanding of the two Forms, melding them into a greater understanding. The character does not suddenly decide a previous Form of thought is &#039;wrong&#039;, but rather that they have discovered deeper mysteries in the Form they already possessed. True Masters of the casting craft, with multiple forms, are rare in the world, and normally given quite a wide berth. This could be simply due to the somewhat eccentric nature that is required to wrap one&#039;s mind around so many methods of tapping into the world, or simply because of the amount of power they can wield in widely varied ways.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;In the old system&#039;&#039;&#039;, each form would cost 60DP. This could be reduced by having favored status in either Nation or Bloodline - but could only be reduced to a minimum of 20DP. This represented the dedication and training required for a form, tempered through a Bloodline&#039;s Affinity and cultural thinking about magic.&lt;br /&gt;
 &lt;br /&gt;
==Schools of Magic==&lt;br /&gt;
 &lt;br /&gt;
While a form gives you the framework to draw and manipulate the natural energy found throughout Maeya, and even other planes, that energy is useless unless channeled into an actual effect. These effects come from &#039;&#039;Schools of Magic&#039;&#039;, which are universal to all magicians and casters. Each Form of Sorcery has one School which is favoured above all others, and is gained free when the character first joins the School. Each time a character purchases a Form of Sorcery, they gain a new School. If there are overlaps, the character gains no benefit from the overlap. In addition, a character can purchase additional Schools of Magic, and gains advantages for doing so. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;In the old system&#039;&#039;&#039;, each new School would costs 5 DP, plus an additional 5 DP for each School the character already knows. The exception to this was a new form that provided a previous unknown school - which would then be usable by all forms the character new at no additional cost.&lt;br /&gt;
 &lt;br /&gt;
;Conjuration&lt;br /&gt;
:The School of Summoning. Each Form of Sorcery chooses a specific type of Entity which can be summoned to Creation to serve the character who summons it. The School is centred around the binding of spirits and animating the world around the character. Both the Path of the Artificer and the Path of the Wild favour Conjuration.&lt;br /&gt;
 &lt;br /&gt;
;Divination&lt;br /&gt;
:The School of the Seer. This School of Magic focusses on expanding the senses and gaining knowledge of the world that exists around the character. It is also the School of Subterfuge, allowing the character to take away the senses of another, preventing them from gaining knowledge best kept secret. Both the Path of Amairgin and the Path of Awakening favour Divination.&lt;br /&gt;
 &lt;br /&gt;
;Evocation&lt;br /&gt;
:The School of War. This School concentrates on the destructive aspects of magic, creating powerful effects which can destroy and cripple one&#039;s opponents. It is the School that produces direct, devastating results. The Evocation School of Magic knows nothing of subtlety. The Azure Path and the Spiral Path both favour Evocation.&lt;br /&gt;
 &lt;br /&gt;
;Phantasm&lt;br /&gt;
:Previously known as Glamour, it is now know as Phantasm, The School of Deception. This School is one that develops the mind, teaching one how to manipulate and deceive the senses rather than attacking one directly. This School allows one to create things limited only by the imagination of the caster, and this particular School of Magic is favoured by the Path of Twilight and the Path of Veils.&lt;br /&gt;
 &lt;br /&gt;
;Restoration&lt;br /&gt;
:The School of Healing. This School of Magic teaches the sorcerer how to heal the body, and how to observe the flow of life within those around them. The School is focussed on the perfection of the body, though it may also be used to main or harm the physical body as well. This School of Magic is favoured by the Ashen Path and the Path of the Witch.&lt;br /&gt;
 &lt;br /&gt;
;Transmutation&lt;br /&gt;
:The School of Manipulation. This School teaches the art of creation and alteration, allowing the caster to change the shape and form of the physical and spiritual world. It also gives the caster control of space and time, allowing teleportation, flight, and other such benefits. This School of Magic is favoured by the Path of the Chorister and the Path of Suleiman.&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=The_Path_of_Amairgin_(Path)&amp;diff=79</id>
		<title>The Path of Amairgin (Path)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=The_Path_of_Amairgin_(Path)&amp;diff=79"/>
		<updated>2026-03-09T02:43:46Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Path of the Amairgin&amp;#039;&amp;#039;&amp;#039;  {| align=&amp;quot;right&amp;quot;   | __TOC__   |} * &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;:	Names * &amp;#039;&amp;#039;&amp;#039;Affinity&amp;#039;&amp;#039;&amp;#039;:	Divination * &amp;#039;&amp;#039;&amp;#039;Attribute&amp;#039;&amp;#039;&amp;#039;:	Social * &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;:	Earth, Glamour, Kismet, Plant, Sound, Thunder, Water, Wind * &amp;#039;&amp;#039;&amp;#039;Titles&amp;#039;&amp;#039;&amp;#039;:	 ** &amp;#039;&amp;#039;&amp;#039;Growth 1&amp;#039;&amp;#039;&amp;#039;:	Bard ** &amp;#039;&amp;#039;&amp;#039;Growth 3&amp;#039;&amp;#039;&amp;#039;:	Druid ** &amp;#039;&amp;#039;&amp;#039;Growth 5&amp;#039;&amp;#039;&amp;#039;:	Heirophant ** &amp;#039;&amp;#039;&amp;#039;Growth 7&amp;#039;&amp;#039;&amp;#039;:	Filidh  * &amp;#039;&amp;#039;&amp;#039;Favored Races&amp;#039;&amp;#039;&amp;#039;: Unicorn * &amp;#039;&amp;#039;&amp;#039;Favored Nations&amp;#039;&amp;#039;&amp;#039;: Aregon, Rath Sliabh Dorca  ==History and Flavor Text==  This path originated in A...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Path of the Amairgin&#039;&#039;&#039;&lt;br /&gt;
 {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;:	Names&lt;br /&gt;
* &#039;&#039;&#039;Affinity&#039;&#039;&#039;:	Divination&lt;br /&gt;
* &#039;&#039;&#039;Attribute&#039;&#039;&#039;:	Social&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039;:	Earth, Glamour, Kismet, Plant, Sound, Thunder, Water, Wind&lt;br /&gt;
* &#039;&#039;&#039;Titles&#039;&#039;&#039;:	&lt;br /&gt;
** &#039;&#039;&#039;Growth 1&#039;&#039;&#039;:	Bard&lt;br /&gt;
** &#039;&#039;&#039;Growth 3&#039;&#039;&#039;:	Druid&lt;br /&gt;
** &#039;&#039;&#039;Growth 5&#039;&#039;&#039;:	Heirophant&lt;br /&gt;
** &#039;&#039;&#039;Growth 7&#039;&#039;&#039;:	Filidh&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Favored Races&#039;&#039;&#039;: Unicorn&lt;br /&gt;
* &#039;&#039;&#039;Favored Nations&#039;&#039;&#039;: Aregon, Rath Sliabh Dorca&lt;br /&gt;
&lt;br /&gt;
==History and Flavor Text==&lt;br /&gt;
&lt;br /&gt;
This path originated in Aregon, and spread with the sailors of that nation to the Wold and eventually to Rath Sliabh Dorca which is now where the heart of this tradition resides.  The greatest sorcerer of this path was Taleis, thought to be the first person to ever practice magic in Kith Kanaan.  To become a bard requires apprenticeship under someone of at lease druid rank.  The apprentice begins a strict regimen of memorization and critical thinking, and must be able to learn and recite the legends of their people, handed down for generations.  They are trained in the laws and traditions of their homeland, and forced to debate the merits and flaws of past judgements.  Over the course of their training, those apprentices who show signs of being able to find common threads among the legends, or who are capable of making leaps of intuition regarding the traditions of their people and the laws that are followed, are promoted to the rank of bard.&lt;br /&gt;
&lt;br /&gt;
Once the apprentice becomes a proper bard, the druids begin to teach them the importance of Names.  They are shown how everything in Creation has a Name, and how these Names are connected to the threads of legend that the bard studied during their apprenticeship.  Once a bard learns the Name of a target, they are capable of manipulating the target’s legend, and thus gain control over the target.  During this time, the bard is expected to wander, learning the stories and legends of other tribes or cultures, and using these to expand on the bard’s repertoire of Names.  They also act as judges, and listen to the troubles of the people they come across, offering advice and solutions as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once the bard is satisfied, they return to their teacher, and go through a series of tests, showing what they have learned, what deeds they have performed, and what Names they have found.  If their teacher is satisfied, the bard is promoted to the rank of druid.  At this rank, the bard is shown the deeper mysteries of the path – how everything they have learned is a part of nature.  The newly promoted druid is shown the secret of druidic groves – places of power where the druid may study the spirit world and see the embodiment of the legends they have only heard of.  From within these groves the druid can gather power, and call upon the embodiment of the legends they know.&lt;br /&gt;
&lt;br /&gt;
==Benefits of the Path of Amairgin==&lt;br /&gt;
&lt;br /&gt;
===Growth 0===&lt;br /&gt;
&lt;br /&gt;
The following benefits are granted upon joining the path:&lt;br /&gt;
*	When using the Perform or Lore Skill when performing an invocation, the Hero may gain up to (Might) Additional Successes by increasing the casting time of the spell.  Each additional Action spent during the invocation grants an Additional Success.&lt;br /&gt;
&lt;br /&gt;
*	Names are a very important part of this path.  The more personal the Name the bard has for the target, the greater the spell’s effect will be.  However, the Name can not simply be given by the bard, it must be a name that is proper for the target.  Bards are trained rigorously in the Naming of every day objects common to their culture, including plants, animals, and even things such as tools and equipment.  There are a lot of names however, and attempting to remember them all in the middle of performing a spell can be difficult.  By expending a Full Round Action, the sorcerer may automatically remember the Name of an object without needing to roll, otherwise they must roll (Mental + Lore (Names)) D (4) to recall a Name as a Free Action.  If the target of the spell is not something common to their region, the Difficulty is increased to 6, and if the Name is something beyond their understanding, it becomes Difficulty 8 to produce a Name which may assist them. When performing a spell with multiple targets, the sorcerer must Name each target of the spell. The benefits gained apply to each individual, target.  If an area is dictated by the spell, the Hero may attempt to Name the area.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Understanding&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Benefit&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| No knowledge of target	&lt;br /&gt;
| –5 Potency&lt;br /&gt;
| ‘That thing...’&lt;br /&gt;
|-&lt;br /&gt;
| Limited knowledge&lt;br /&gt;
| –3 Potency&lt;br /&gt;
| ‘The creature...’&lt;br /&gt;
|-&lt;br /&gt;
| Generic knowledge&lt;br /&gt;
| –1 Potency&lt;br /&gt;
| ‘The bestia...’&lt;br /&gt;
|-&lt;br /&gt;
| Specific knowledge&lt;br /&gt;
| +1 Potency&lt;br /&gt;
| ‘The Tarantian...’&lt;br /&gt;
|-&lt;br /&gt;
| Detailed knowledge&lt;br /&gt;
| +3 Potency&lt;br /&gt;
| ‘who calls himself The Hound of Raphael’&lt;br /&gt;
|-&lt;br /&gt;
| Exacting knowledge&lt;br /&gt;
| +5 Potency&lt;br /&gt;
| ‘but whose true name is James Hunt’&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*	&#039;&#039;&#039;None&#039;&#039;&#039;:	The Hero is casting a spell on a target they know nothing about.  They can not identify what the target is, and has no Name to use for it.&lt;br /&gt;
*	&#039;&#039;&#039;Limited&#039;&#039;&#039;:	The Hero can identify the target, such as ‘creature’ or ‘plant’ or ‘animal’.  This is a very restrictive Name, and hinders the sorcerer.&lt;br /&gt;
*	&#039;&#039;&#039;Generic&#039;&#039;&#039;:	The Hero can identify the target by race.  Names such as ‘bird’, or ‘tree’ will work well in this case, but it is still vague enough to hinder the sorcerer.&lt;br /&gt;
*	&#039;&#039;&#039;Specific&#039;&#039;&#039;:	The Hero has enough information to become a threat.  Naming a person’s origin, such as ‘The bestia from Tarantis’ or specific type, such as ‘the oak’, will be enough empower the sorcerer’s magic.&lt;br /&gt;
*	&#039;&#039;&#039;Detailed&#039;&#039;&#039;:	The Hero knows more personal information, such as any nickname or distinguishing aspects of the target.  ‘The son of Jeremiah’ will work, as would ‘The oak planted by Daniel’.  Naming the target must be accurate, the sorcerer can not simply make a nickname for the target, it must be one they identify themselves with.&lt;br /&gt;
*	&#039;&#039;&#039;Exacting&#039;&#039;&#039;:	The Hero knows the actual Name of the target.  This must be the name given at the target’s birth, or the personal name of the target.  An object Named by someone, if known by the sorcerer, applies here, but it must be a Name that is used regularly and has meaning.&lt;br /&gt;
&lt;br /&gt;
===Growth 1===&lt;br /&gt;
*	&#039;&#039;&#039;Recitation&#039;&#039;&#039;		(5 DP, Requires Growth 1)&lt;br /&gt;
**	The bard performs an epic recitation or song to focus their concentration by spending one Essence.  The bard makes a Results Roll (Social + Perform), requiring (Difficulty) minutes.  The caster gains (–Potency) Casting Time for all spells cast during the Scene.  Any spell with an adjusted casting time of 0 must still be cast as an Action.&lt;br /&gt;
&lt;br /&gt;
===Growth 3===&lt;br /&gt;
*	&#039;&#039;&#039;Find the Grove&#039;&#039;&#039;	(10 DP, Requires Growth 3)&lt;br /&gt;
**	Upon taking the rank of druid, the Hero is trained to become aware of regions that are steeped in mysticism.  By spending one Essence, the druid is capable of sensing the weak points that connect Creation to the Spirit World for the Scene.  If such a place exists within (Might) kilometres, the druid learns of its presence, the direction it is in, and roughly how far away it is, as well as the Potency of the connection.&lt;br /&gt;
&lt;br /&gt;
===Growth 5===&lt;br /&gt;
* 	&#039;&#039;&#039;Master of Legend&#039;&#039;&#039;	(15 DP, Requires Growth 5)&lt;br /&gt;
**	The druid may attempt to learn the Name of a target.  The target’s Name must have been spoken at least once in their life, and the sorcerer must perform a Full Round Action to listen to the threads of legend to glean the Name.  The Hero makes a Passive (Spiritual + Awareness) Roll.  If the sorcerer gains more Successes than the target’s Resolve, the sorcerer learns the target’s Name.  If the target’s Name has never been spoken, the attempt automatically fails.  If the target is protected from scrying, the druid must gain more Successes than the effect’s Potency or Resolve, whichever is higher.&lt;br /&gt;
&lt;br /&gt;
===Growth 7===&lt;br /&gt;
*	&#039;&#039;&#039;Convocation&#039;&#039;&#039;		(20 DP, Requires Growth 7)&lt;br /&gt;
**	If the Hero is in a region they are attuned to (using Find the Grove), they may immediately transport themself to any other attuned region as a Standard Action by spending 4 Essence.  If desired, the druid may use this benefit as an Active Defence by spending an additional Essence.  If the opponent’s attack does not gain more Successes than the sorcerer’s Might, the Hero vanishes before the attack hits.&lt;br /&gt;
&lt;br /&gt;
[[Category:CharGen]][[Category:Magic]][[Category:Magical_Paths_(CharGen)]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Magical_Paths_(CharGen)&amp;diff=78</id>
		<title>Magical Paths (CharGen)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Magical_Paths_(CharGen)&amp;diff=78"/>
		<updated>2026-03-09T02:42:59Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;This is a Meta-Category that combines anything that appears to be useful when first building a character, that is not setting or theme dependent.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a Meta-Category that combines anything that appears to be useful when first building a character, that is not setting or theme dependent.&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Magic_(Setting)&amp;diff=77</id>
		<title>Magic (Setting)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Magic_(Setting)&amp;diff=77"/>
		<updated>2026-03-09T02:42:23Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;== The Arin Pantheon == * &amp;#039;&amp;#039;&amp;#039;Arion:&amp;#039;&amp;#039;&amp;#039; Solar God, head of the Pantheon, Husband of Mika. * &amp;#039;&amp;#039;&amp;#039;Mika:&amp;#039;&amp;#039;&amp;#039; Wife of Arion, Mother of Dragons * &amp;#039;&amp;#039;&amp;#039;Sanguine:&amp;#039;&amp;#039;&amp;#039; Lunar Goddess, God Slayer * &amp;#039;&amp;#039;&amp;#039;Mana:&amp;#039;&amp;#039;&amp;#039; Celestial Goddess of Magic * &amp;#039;&amp;#039;&amp;#039;Maya / Zillah:&amp;#039;&amp;#039;&amp;#039; Goddess of the Earth and Underworld, Wife of Tsunami. * &amp;#039;&amp;#039;&amp;#039;Tsunami:&amp;#039;&amp;#039;&amp;#039; God of the Sea and Sky, Husband of Maya/Zillah. * &amp;#039;&amp;#039;&amp;#039;Murrimi:&amp;#039;&amp;#039;&amp;#039; Goddess of Dreams, Daughter of Maya and Tsunami. * &amp;#039;&amp;#039;&amp;#039;Tarot and Talis:&amp;#039;&amp;#039;&amp;#039; God and Goddess of Ch...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Arin Pantheon ==&lt;br /&gt;
* &#039;&#039;&#039;Arion:&#039;&#039;&#039; Solar God, head of the Pantheon, Husband of Mika.&lt;br /&gt;
* &#039;&#039;&#039;Mika:&#039;&#039;&#039; Wife of Arion, Mother of Dragons&lt;br /&gt;
* &#039;&#039;&#039;Sanguine:&#039;&#039;&#039; Lunar Goddess, God Slayer&lt;br /&gt;
* &#039;&#039;&#039;Mana:&#039;&#039;&#039; Celestial Goddess of Magic&lt;br /&gt;
* &#039;&#039;&#039;Maya / Zillah:&#039;&#039;&#039; Goddess of the Earth and Underworld, Wife of Tsunami.&lt;br /&gt;
* &#039;&#039;&#039;Tsunami:&#039;&#039;&#039; God of the Sea and Sky, Husband of Maya/Zillah.&lt;br /&gt;
* &#039;&#039;&#039;Murrimi:&#039;&#039;&#039; Goddess of Dreams, Daughter of Maya and Tsunami.&lt;br /&gt;
* &#039;&#039;&#039;Tarot and Talis:&#039;&#039;&#039; God and Goddess of Chance and Fate, Twins, children of Arion (mother unknown).&lt;br /&gt;
* &#039;&#039;&#039;Kyle:&#039;&#039;&#039; Wayward Son of Arion and Mika.  (Not actively worshipped)&lt;br /&gt;
* &#039;&#039;&#039;Tamper:&#039;&#039;&#039; Wayward Brother of Arion.  (Not actively worshipped)&lt;br /&gt;
=== Named Archons ===&lt;br /&gt;
* &#039;&#039;&#039;Dove:&#039;&#039;&#039;  Archon of Life&lt;br /&gt;
* &#039;&#039;&#039;Khett:&#039;&#039;&#039;  Archon of Death&lt;br /&gt;
* &#039;&#039;&#039;Shaden:&#039;&#039;&#039;  Archon of Silence&lt;br /&gt;
* &#039;&#039;&#039;Tuoqui:&#039;&#039;&#039; Archon of Music&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Pantheons]][[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Religion_(Setting)&amp;diff=76</id>
		<title>Religion (Setting)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Religion_(Setting)&amp;diff=76"/>
		<updated>2026-03-09T02:41:41Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;The gods are an accepted part of the world. While there are theological disagreements between some religions, it is widely accepted that the gods are present, and have a vested interest in society. Religion is a part of life, and most people do worship either a pantheon as a whole, or choose one favored divinity as a patron god. The pantheons of Kith Kanaan include the Joshuite faith, which holds influence in Tarantis and R’Tal, the Arin pantheon, which is revered in D...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gods are an accepted part of the world. While there are theological disagreements between some religions, it is widely accepted that the gods are present, and have a vested interest in society. Religion is a part of life, and most people do worship either a pantheon as a whole, or choose one favored divinity as a patron god. The pantheons of Kith Kanaan include the Joshuite faith, which holds influence in Tarantis and R’Tal, the Arin pantheon, which is revered in Drachen and the Shire, the Taw&#039;Hid branch of Joshuite Orthodoxy which resides in Anansie, the Cour des Esprits which rules Carcassonne, and the Rymnian faith which has come over from the world of Rym.&lt;br /&gt;
 &lt;br /&gt;
The presence of the gods is nearly everywhere. Not everyone has seen a divine messenger, but most people have witnessed miracles and will usually know someone who has received a visitation from one of the messengers. The divine’s touch is felt through the world, providing guidance and helping to shape civilization. Divine intervention often comes through the presence of an avatar, or through the messengers of the gods.&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Science_(Setting)&amp;diff=75</id>
		<title>Science (Setting)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Science_(Setting)&amp;diff=75"/>
		<updated>2026-03-09T02:41:09Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;The natural sciences are an accepted part of the setting, blending with magic to create a greater whole. As knowledge is gained, a combination of observation and experiment is merged with divination and sorcery to grant greater insights into the way the world works. Magic and science are not enemies, but feed off of one another, allowing a much more rapid degree of progress. Three nations have taken the lead in the study of science and magic – Tarantis uses magic to au...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The natural sciences are an accepted part of the setting, blending with magic to create a greater whole. As knowledge is gained, a combination of observation and experiment is merged with divination and sorcery to grant greater insights into the way the world works. Magic and science are not enemies, but feed off of one another, allowing a much more rapid degree of progress. Three nations have taken the lead in the study of science and magic – Tarantis uses magic to augment the study of science while R’Tal uses science to augment the study of magic. Anansie uses mathematics and art, blending the two into wonders.&lt;br /&gt;
 &lt;br /&gt;
Science is capable of incredible feats, and artificing is a respected pursuit. Airships drift over the city of Siren&#039;s Cove, while the city of Anansie has clockwork wonders walking through the streets, following behind the rich. In R’Tal, science allows the curious to peer through the void and into the spirit world, or allows one to talk to the dead. The ships of Tarantis hold cannons while the soldiers use long arms as a powerful first strike in combat.&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Overview_(Setting)&amp;diff=74</id>
		<title>Overview (Setting)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Overview_(Setting)&amp;diff=74"/>
		<updated>2026-03-09T02:40:41Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;FurryFaire is a game of high fantasy, but it is not a typical swords-and-sorcery setting. The game takes place in a region which is moving into the renaissance, with civilization and culture advancing at a quick pace. Magic and science both exist hand in hand, and the nations of Anansie, R&amp;#039;Tal, and Tarantis all work to bring enlightenment to the people. The light of reason has begun to burn brightly. For compa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FurryFaire is a game of high fantasy, but it is not a typical swords-and-sorcery setting. The game takes place in a region which is moving into the renaissance, with civilization and culture advancing at a quick pace. Magic and science both exist hand in hand, and the nations of [[Anansie_(Nation)|Anansie]], [[R&#039;Tal_(Nation)|R&#039;Tal]], and [[Tarantis_(Nation)|Tarantis]] all work to bring enlightenment to the people. The light of reason has begun to burn brightly. For comparison with the real world, technology is moving into the early 1600s to 1700s for places like R&#039;Tal and Tarantis, while other places such as Drachen and Cordona are edging into the 1500s to early 1600s. Those nations with greater interest in science and magic have a distinct advantage over other nations when it comes to technology, but other nations, such as Carcassonne and Anansie, have a greater emphasis on magic, and can perform powerful feats of sorcery. Most nations, however, lie in the middle ground between these two extremes.&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Fukumi_Kyldeer_(Character)&amp;diff=73</id>
		<title>Fukumi Kyldeer (Character)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Fukumi_Kyldeer_(Character)&amp;diff=73"/>
		<updated>2026-03-09T02:39:20Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;quot;&amp;quot;The Shire is a wondrously confusing place. Should the very answer lie in front of the Mayor and Council, it will be ignored for the whispers of the underworld and hidden agendas. Though not to be unexpected, it lacks a certain finesse when an outsider can point it out through sheer happenstance.&amp;quot;&amp;#039;&amp;#039; -Kyldeer   {{Infobox |name         = Infobox/doc |bodystyle    =  |title        = Fukumi Kyldeer |titlestyle   =   |image        =  |imagestyle   =  |caption      =  |capt...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;&amp;quot;The Shire is a wondrously confusing place. Should the very answer lie in front of the Mayor and Council, it will be ignored for the whispers of the underworld and hidden agendas. Though not to be unexpected, it lacks a certain finesse when an outsider can point it out through sheer happenstance.&amp;quot;&#039;&#039; -Kyldeer&lt;br /&gt;
 &lt;br /&gt;
{{Infobox&lt;br /&gt;
|name         = Infobox/doc&lt;br /&gt;
|bodystyle    = &lt;br /&gt;
|title        = Fukumi Kyldeer&lt;br /&gt;
|titlestyle   = &lt;br /&gt;
&lt;br /&gt;
|image        = &lt;br /&gt;
|imagestyle   = &lt;br /&gt;
|caption      = &lt;br /&gt;
|captionstyle = &lt;br /&gt;
|headerstyle  = background:#ccf;&lt;br /&gt;
|labelstyle   = background:#ddf;&lt;br /&gt;
|datastyle    = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|header1 = Basic Information&lt;br /&gt;
|data3   = ;Test:This&lt;br /&gt;
|header4 = All three defined (header, label, data, all with same number)&lt;br /&gt;
|label4  = does not display (same number as a header)&lt;br /&gt;
|data4   = does not display (same number as a header)&lt;br /&gt;
|header5 =&lt;br /&gt;
|label5  = Label and data defined (label)&lt;br /&gt;
|data5   = Label and data defined (data)&lt;br /&gt;
&lt;br /&gt;
|belowstyle = background:#ddf;&lt;br /&gt;
|below = Active Character&lt;br /&gt;
}}&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&amp;quot;Death is not an end - it is a step on the continual adventure that is life and rebirth. Celebrate all that was good in every life that moves on, in the hopes that when your time comes others can celebrate all that was good of you. Your next life will be welcomed in the arms of new family and friends.&amp;quot;&#039;&#039; -Aspect of Death&lt;br /&gt;
&lt;br /&gt;
Fukumi Kyldeer is a long running character that has gone through many changes. From being an emissary of the Celestial Court of Carcassonne, to being forced mortal as the faith wavered. He was witnessed the rise of The Shire to an awe-inspiring level of power, and the naming of a new Blue Wizard. He watched powerless as his home country of Carcassonne was absorbed culturally by Naipon, abandoned by their own Empress in their time of greatest need.&lt;br /&gt;
 &lt;br /&gt;
She has died more times then she cares to remember, from being decapitated and gutted, to being devoured by the God-Eater Sanguine and held in a pocket realm that could only be considered hell to try and break her mind. Through all of this, she has come back from the brink thanks to her True Spirit heritage and her friends.&lt;br /&gt;
 &lt;br /&gt;
Currently she leads a double-life as a student of the University of Science and Magic in Siren&#039;s Cove, covering her true mission of finding converts to the Aspects of Fukumi to allow her true power back on the plane of Maeya.&lt;br /&gt;
 &lt;br /&gt;
=Fukumi Kyldeer=&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Category:Characters&amp;diff=72</id>
		<title>Category:Characters</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Category:Characters&amp;diff=72"/>
		<updated>2026-03-09T02:38:53Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Sit back and get comfy, for tonight is a tale of Adventure and Danger. Heroes from the land have gathered at one point of another to attempt this journey, but only one ever came back to give his tale. His name was...&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
A story is static, it happened in the past and it&#039;s retelling allow others to understand what had happened. However, when your characters are alive, constantly moving, and interacting, then it&#039;s more then just a passive tale - you are part of it in the ebb and flow of each day. This is a list of characters that have or are currently playing on the Furry Faire MUCK.&lt;br /&gt;
  &lt;br /&gt;
Adding a character to this list is wholly voluntary as not everyone wants to put their details out for everyone to view at a moment&#039;s notice. A template is provided here as an example character for those that wanted to add their own character to the list. Pictures are welcome!&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Category:Characters&amp;diff=71</id>
		<title>Category:Characters</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Category:Characters&amp;diff=71"/>
		<updated>2026-03-09T02:38:10Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Sit back and get comfy, for tonight is a tale of Adventure and Danger. Heroes from the land have gathered at one point of another to attempt this journey, but only one ever came back to give his tale. His name was...&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
A story is static, it happened in the past and it&#039;s retelling allow others to understand what had happened. However, when your characters are alive, constantly moving, and interacting, then it&#039;s more then just a passive tale - you are part of it in the ebb and flow of each day. This is a list of characters that have or are currently playing on the Furry Faire MUCK.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
{{ombox&lt;br /&gt;
| type      = notice&lt;br /&gt;
| image     = [[Image:Warning.png|40px]]&lt;br /&gt;
| style     = width: 400px; &lt;br /&gt;
| textstyle = color: red; font-weight: bold; font-style: italic;&lt;br /&gt;
| text      = This Section is still being Developed.&lt;br /&gt;
}}&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
Adding a character to this list is wholly voluntary as not everyone wants to put their details out for everyone to view at a moment&#039;s notice. A template is provided here as an example character for those that wanted to add their own character to the list. Pictures are welcome!&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Category:Characters&amp;diff=70</id>
		<title>Category:Characters</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Category:Characters&amp;diff=70"/>
		<updated>2026-03-09T02:37:47Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;{| align=&amp;quot;right&amp;quot;   | __TOC__   |}   All Nation Pages should start with a small blurb about life in the Nation, either from the point of view of someone who lives there or from a traveler.   =Full Nation Name=   This is an in depth summary about the Nation -   ==Cities==  Is there more then a single city? What about sections, like a lower and upper level? You can describe them here.  ==BloodLines==  If your nation has any particular bloodlines that are known above the oth...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Nation Pages should start with a small blurb about life in the Nation, either from the point of view of someone who lives there or from a traveler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Full Nation Name=&lt;br /&gt;
 &lt;br /&gt;
This is an in depth summary about the Nation - &lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
&lt;br /&gt;
Is there more then a single city? What about sections, like a lower and upper level? You can describe them here.&lt;br /&gt;
&lt;br /&gt;
==BloodLines==&lt;br /&gt;
&lt;br /&gt;
If your nation has any particular bloodlines that are known above the others, they would go here! Put them in list format.&lt;br /&gt;
 &lt;br /&gt;
==Regions==&lt;br /&gt;
 &lt;br /&gt;
Does your nation involve multiple regions? List them here with subheadings.&lt;br /&gt;
 &lt;br /&gt;
==Community==&lt;br /&gt;
&lt;br /&gt;
What is it like living in the communities within this Nation? If there are multiple special ones, use subheadings.&lt;br /&gt;
 &lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
Trade gives an easy way for people to latch onto a Nation. What does it export? Services? Silk? Colorful worm-like beings grown from deep underground? Any place they will not trade with? Anything they will not trade period (like slaves)?&lt;br /&gt;
 &lt;br /&gt;
==Art==&lt;br /&gt;
 &lt;br /&gt;
This is a major part of your nation&#039;s entertainment. What kind of arts do they perform? Is there painting, music, dances? Is it a big part of the nation or a footnote? Or is art totally outlawed?&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
 &lt;br /&gt;
Relate to the real world, history, or well-known bits of inspiration. You can also include influence from other nations or city-states here if they are partially based or a split off of a well-known nation or region.&lt;br /&gt;
&lt;br /&gt;
==Philosophy==&lt;br /&gt;
 &lt;br /&gt;
If you were to take a random citizen off of the side of the street, and asked them what their life means and what its like, that answer would be here. This provides both a high level cultural philosophy and a streetside view, to help characters mesh up with this setting.&lt;br /&gt;
&lt;br /&gt;
==Values==&lt;br /&gt;
&lt;br /&gt;
If your nation has a code of honor, or guidelines that everyone follows, put them here. Empowered by his side will endlessly squabble. &lt;br /&gt;
 &lt;br /&gt;
==Bans==&lt;br /&gt;
 &lt;br /&gt;
What should you *never* do in this nation, lest you acquire the ire of the people?&lt;br /&gt;
&lt;br /&gt;
==Sciences==&lt;br /&gt;
 &lt;br /&gt;
Science is rising. What has your nation contributed?&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
List a number of skills that are common among the nation.  These skills should give a feel of the &#039;typical&#039; members of the nation.&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
What superstitions or beliefs does the nation have?  True or otherwise.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
This section is kept for things like Orders, Sorcery, or anything else which has its own page but is related to your nation.&lt;br /&gt;
&lt;br /&gt;
==Geography and Climate==&lt;br /&gt;
Speak of the land that the nation rests upon, for it is the ground which the nation is built upon.&lt;br /&gt;
 &lt;br /&gt;
==Language==&lt;br /&gt;
List National languages here.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
Any formal Allies?&lt;br /&gt;
&lt;br /&gt;
=Example Build=&lt;br /&gt;
&lt;br /&gt;
List the various points that someone who came from this nation would have, such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Resources:&#039;&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;Sorcery:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Psionics:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Yukifox_(Character)&amp;diff=69</id>
		<title>Yukifox (Character)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Yukifox_(Character)&amp;diff=69"/>
		<updated>2026-03-09T02:36:58Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;Yukiko is a very quiet and reserved lady whom often is distant to most around her. She seems rather cold to interact with but does have a warming personality which can be found on occasions should one be lucky enough to catch her at the right moment. She is constantly on the watch; always taking in everything around her. Her quiet nature makes her often overlooked.    {| align=&amp;quot;right&amp;quot;   | 200px   |}   Although not a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yukiko is a very quiet and reserved lady whom often is distant to most around her. She seems rather cold to interact with but does have a warming personality which can be found on occasions should one be lucky enough to catch her at the right moment. She is constantly on the watch; always taking in everything around her. Her quiet nature makes her often overlooked.&lt;br /&gt;
 &lt;br /&gt;
 {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | [[File:Commission-JD_Feral-YukiFox-On_Tender_Toes.jpg|200px]]&lt;br /&gt;
  |}&lt;br /&gt;
 &lt;br /&gt;
Although not a native of the Shire Lands she seems to at least be able to be comfortable in moving around them; although like most Anaithan and Naiponese she prefers the more traditional and familiar customs and surroundings of the Naipon Embassy; where the people are cleaner and more &#039;ordered&#039;.&lt;br /&gt;
 &lt;br /&gt;
A student of Bishamonten, she is very patient and always willing to wait and prepare. Those who ask what she is thinking about are often answered by a choice phrase from her studies or self-reflection. She seems to be peaceful for the most part, however this does not mean she will not step in should there be a question of honour involved.&lt;br /&gt;
 &lt;br /&gt;
==History==&lt;br /&gt;
 &lt;br /&gt;
Sakura Yukiko was born into the Sakura Clan in Anaitha, one of the five clans from the Mie Prefecture. She is one of the native Wild-blooded, and was raised in the family tradition to be a Samurai for Anaitha&#039;s Empress, Saotome Kwaidan. She was the product of an arranged marriage between Sakura and Ravenwood Clans to ease tensions; both clans having been serving the Empress for many generations.&lt;br /&gt;
 &lt;br /&gt;
Both her mother and father died during ongoing disputes between Anaitha and Tarantis in honourable circumstances.&lt;br /&gt;
 &lt;br /&gt;
Being of mixed heritage and thus unfit for furthering the blood-line, Yukiko was pressed into furthering the Clan&#039;s service to the Empress. She was trained in the art of kenjitsu by the Clan&#039;s Kyoshi, Sakura Yuroshi. She also receieved further training with the Monastic Adepts under the guidence of Hirosawa Shinji. She began service as a Samurai within the Anaithan Court at the age of 16.&lt;br /&gt;
 &lt;br /&gt;
Shortly after the creation of the Naipon embassay in the Shire Lands and in recognition of her role in quelling ongoing tension between Sakura and Ravenwood Clans; Saotome Kwaidan granted Sakura Yukiko the rank of Hatamoto and as a gesture of ongoing goodwill and peace between Anaitha and Naipon; sent the young noble to act as an Ambassador for Anaitha within the Kurosawa estate under the command of Kurosawa Kaede.&lt;br /&gt;
 &lt;br /&gt;
==Description==&lt;br /&gt;
 &lt;br /&gt;
With a sense of calmness and warmth this small but rubenesque young pony-fox tends to have an air of sexuality about her that drapes over her, from the twitch of her nose to the flutter of her long red eyelashes. With her body mainly a soft creamy pink she looks as though someone has taken away all the greens, yellows and blues in the world. Her &#039;gloves&#039; and &#039;socks&#039; are a deep red as well as the hair on her head. Even her nose is a soft powder pink. In fact the only part of her not following this monotone of colours is her light green eyes which glisten like jeweled emeralds. They are hidden usually behind a set of very round rose-coloured half-glasses (as in they look like the top of each lens has been cut off right along horizontal middle) which have gold frames. There is some hirigana on the frame &amp;quot;ai ware (love me). ai ware iromegane (love my rose coloured glasses). Yukiko Sakura.&amp;quot; They are rounded on all edges and curve around her ears.&lt;br /&gt;
 &lt;br /&gt;
Her fiery red hair is very long; running right down to nearly intermix with her pony tail. Pulled back in a ponytail high it breaks out into luxurious curls that cascade off her shoulders a touch. Two long whisps of soft silky red hair curl and drape off from just in front of her ears and end up in long locks which frame her face. The locks are kept separated with two gold charms that chime softly when she moves; looking to be tiny gold bells. A long fringe that would nearly cover her eyes if it was not swept to one side gives her a very feminine look. Her hair is held back in the ponytail with the assistance of a some pins and a needle to hold in-place some black satin wrapping that covers the hair ties underneath.&lt;br /&gt;
Her horse-like tail has been painstaking brushed is looks like it would threaten to touch the ground if it was not for a large gold and pink satin bow made from ribbons that has been wrapped around the base. The bow is very wide and done with a lot of care; the very tips would be visible even from the front.&lt;br /&gt;
 &lt;br /&gt;
The lady is predominately fox-like, with cute dainty little paws, a button foxie nose and long fluffy-tipped pointed ears. But you can see the falabella pony heritage is there with her long silken deep red pony-tail and very long satiny mane that glistens in the light. She has a rather wide set of hips which look quite good on her; the touch of stockiness is perfect for the little lady (whom would barely be about 4&#039;6&amp;quot;ft tall) and looks to be almost necessary to support the rather bountiful amount of cleavage she is endowed with. She is not skinny; indeed her hips are very well rounded from the bit of extra padding she has all over her.&lt;br /&gt;
 &lt;br /&gt;
Yukiko is often seen wearing a simple cotton red kimono which has been tied securely with a large black woollen belt at the waist; the materal seems to be of some sort of cotton although there is a trail of cherryblossom flowers that has been embroided upon the left sleeve.&lt;br /&gt;
 &lt;br /&gt;
In the obi (belt) are two swords, a katana and a wakizashi which are usually peace-bound. A paw never seems to be far from the hilt of either weapon. A set of sandals with strapping that winds its way around her ankles adorn her feet. The kimono is normally closed tight and hangs to her ankles, leaving little exposed.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=New_Noctae_(Nation)&amp;diff=68</id>
		<title>New Noctae (Nation)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=New_Noctae_(Nation)&amp;diff=68"/>
		<updated>2026-03-09T02:36:25Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;=&amp;#039;&amp;#039;&amp;#039;Nation of New Noctae&amp;#039;&amp;#039;&amp;#039;=  ==&amp;#039;&amp;#039;&amp;#039;Government&amp;#039;&amp;#039;&amp;#039;==  Ruler: Selene&amp;lt;br&amp;gt; Religion: Rymian  All cepn tribes are ruled by a council system based on circles. Each race has their own council which follows the same basics rules. From a young age one learns and gains station, he moves inwards towards the middle, As one moves towards the middle rings of the circle, competition becomes more intense. The outer, fourth circle (&amp;#039;&amp;#039;&amp;#039;Novice...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Nation of New Noctae&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Government&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Ruler: [[Selene Shadewing|Selene]]&amp;lt;br&amp;gt;&lt;br /&gt;
Religion: [[Orders of Rymian Faith|Rymian]]&lt;br /&gt;
&lt;br /&gt;
All cepn tribes are ruled by a council system based on circles. Each race has their own council which follows the same basics rules. From a young age one learns and gains station, he moves inwards towards the middle, As one moves towards the middle rings of the circle, competition becomes more intense. The outer, fourth circle (&#039;&#039;&#039;Novices of the Fourth Circle&#039;&#039;&#039;) contains those all of whom show particular promise in their crafts. The third circle (&#039;&#039;&#039;Journeymen of the Third Circle&#039;&#039;&#039;) is made up of experienced craftsmen, many of which are responsible for leading sorties of fourth level novices. Members of the second circle (&#039;&#039;&#039;Adepts of the Second Circle&#039;&#039;&#039;) include high level teachers who train lower ranks and advise the journeymen in particular. The highest rank, those who report directly to Selene, are the five &#039;&#039;&#039;Masters of the First Circle&#039;&#039;&#039;. It is these cepn who decide the cultural agenda, so long as it suits their goddess.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Religion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Cepn Holy Laws&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
These are the laws that the goddess Selene has personally handed down to all her children. Those that break these laws are considered outcasts and exiled from New Noctae, regardless what circle they are in. &lt;br /&gt;
&lt;br /&gt;
* Thou shalt not kill each other! - Selene&#039;s so far first and only Holy Law, not wanting to see a repeat of the Rymian Cepn mistakes, leading to the genocide of the Rymian kizril. She hopes that with this law effecting everyone; that she won&#039;t have to see another corrupt &#039;Master of the First Circle&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Central Locations&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===[[Colian Jungle]]===&lt;br /&gt;
&lt;br /&gt;
===[[Noctae Mountains]]===&lt;br /&gt;
&lt;br /&gt;
===[[Nizril Roost]]===&lt;br /&gt;
*[[Selene&#039;s Sanctum]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Geography&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Flora&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Fauna&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;People&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;[[Kizril]]&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;[[Nizril]]&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;[[Chimera]]&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Language&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Unheard Tongue&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Basic Economy&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Bloodlines_(CharGen)&amp;diff=67</id>
		<title>Bloodlines (CharGen)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Bloodlines_(CharGen)&amp;diff=67"/>
		<updated>2026-03-09T02:32:58Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;quot;Let me ask you one more time, freak. Normal people don&amp;#039;t have fire coming out of their eyes, and I&amp;#039;d know a mage when I lay eyes on one. So what are ya? One of those demons from the great Abyss? Ya expect me to do business with something like that? Get out.&amp;quot;&amp;#039;&amp;#039;    {| align=&amp;quot;right&amp;quot;   | __TOC__   |}  The majority of Kith Kanaan are perfectly mundane. It is possible however, for a character to have supernatural heritage, making them something ‘more’ than a mere mortal...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Let me ask you one more time, freak. Normal people don&#039;t have fire coming out of their eyes, and I&#039;d know a mage when I lay eyes on one. So what are ya? One of those demons from the great Abyss? Ya expect me to do business with something like that? Get out.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
The majority of Kith Kanaan are perfectly mundane. It is possible however, for a character to have supernatural heritage, making them something ‘more’ than a mere mortal. The character’s ancestors may have bred with the divine, faerie, or infernal, or the character may be connected to the ancient dragons of old, or have the blood of some mythic race flowing within them. Others may be savages, someone who has drawn on their primal instincts to become a berserker, able to tear apart anyone who angers them. Or, the character may be from the broken world of Rym, seeking refuge from the horrors there, or rallying allies to come back with them. Mythic and Outsider Races grant three free Powers, and offer a discount on another six Powers. Bloodline Races grant a discount on nine Powers instead. Each Race also has access to a Merit. Merits are innate abilities which manifest through the character’s blood, unique to that particular Race.&lt;br /&gt;
 &lt;br /&gt;
In the old system, you would purchase Bloodlines during CharGen, and could stack them. Your nation would also provide a discount on any Bloodlines that were common to that region. However, with the advent of the new Plot Point system, this information is no longer applicable.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;: Not all races are displayed in this list. Only races that are given an innate bonus through their bloodline &#039;&#039;and&#039;&#039; are designed for use as a player character will appear here! See the [http://ffa2.furryfaire.org Official Wiki] for a full list of races.&lt;br /&gt;
&lt;br /&gt;
=Bloodlines=&lt;br /&gt;
&lt;br /&gt;
Bloodlines come in several broad categories, and are specialized from there. Each Bloodline has a favored Nation, a Favored Socery, and a Super-Natural Ability called a Merit. Please keep in mind that all of this information was created for the old Furry Faire system, and may no longer be Applicable - it is being kept here solely for informative purposes.&lt;br /&gt;
&lt;br /&gt;
==Divine Bloodlines==&lt;br /&gt;
 &lt;br /&gt;
Divine ancestry, connected to one of the pantheons of Kith Kanaan. Someone in the character’s history drew the attention of one of the divine servants of the gods. A few cultures have stories of dalliances between the divine and the mortal, but there are some nations where such heritage may result in the death of the divine-touched.&lt;br /&gt;
 &lt;br /&gt;
===Angel===&lt;br /&gt;
 &lt;br /&gt;
Sometimes called Grigori, those who are descended from the angels of Adonai are met with suspicion and alarm. The grigori are proof that an angel may fall into sin, and the Joshuites often worry that Ravana has a use for the offspring of fallen angels. As such, the Joshuites and the Taw’hid often attempt to collect these descendants, bringing them to temples to serve as monks or holy warriors, in the hopes that active service to Adonai may cleans the Grigori from sin. Most Grigori have eyes as black as pitch or thin, beautiful bodies. Among a number of nations among the Southern Wilds, the Grigori are killed on sight by those who recognize the signs, in the hopes of sparing the people the wrath of the infernal lords who rule there.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Redemption&#039;&#039;&lt;br /&gt;
:The character spends an Action, touching a helpless or willing target. If the recipient has followed the Laws of the Joshuites for the last seven days, they feel refreshed, and regain all Essence and Health. If they have broken any of the Joshuite Laws within the last seven days, they feel sorrow and lose all Essence. The recipient then makes a Spiritual + Meditation roll against the character, with a Difficulty (Resolve + Growth). If the recipient fails, they can not knowingly or willingly break Joshuite Law for seven days. This power manifests as a golden, holy light around the character’s head, much like a halo.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Anti-Magic, Aura, Breathless, Invulnerable, Paralysis, Telepathy, Tireless, Tongues, Wings.&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Heartlands, Sultanate of Hinde, Tarantis.&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of the Chorister&lt;br /&gt;
 &lt;br /&gt;
===Archon===&lt;br /&gt;
 &lt;br /&gt;
Often called Incarna, though the term is not correct, the offspring of the Arin Faith are accepted by nearly anyone who serves the Arin pantheon. Incarna are considered to be blessed by Fate and destined for greatness. It is thought that Incarna are lucky, and that any who know an Incarna are bound to have an eventful life. Of course, this ‘destined for greatness’ often brings trouble to the region the Incarna happens to be visiting, so Incarna are often pampered for a day or two, then expected to move on elsewhere, before trouble finds them. This makes most Incarna wanderers, moving from village to village. Joshuite-controlled cities usually distrust Incarna, and the faithful of Adonai tend to either avoid the Incarna, or send them on their way. Incarna usually have copper or red hair, and may even sprout wings when they reach adolescence.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Prescience&#039;&#039;&lt;br /&gt;
:The character spends an Instant Action, and gains acute awareness of the region around them and everything taking place there. The character can sense, peripherally, the Tapestry and everything that is connected to it. For the next Scene, the character is capable of acting and moving in harmony with the Tapestry, following the simplest course to the resolution they desire. The character adds their Growth to their Initiative in combat, but can use their Actions at any time, in any manner they see fit. All Actions the character has become reflexive, performed in response to the Actions of others, and can interrupt any Action, including Instant Actions. The character is also capable of knowing the intended actions of anyone who has a Resistance less than the character’s (Mental + Growth) for the Scene. This is an Free Action on the part of the character, as they briefly focus on the target. Prescience does not work against those who are outside the Tapestry, such as any creature which is from another Realm. This power manifests as the character’s movements flickering before them with a soft silver glow just before they perform an Action, outlining the path they intend to take within the Tapestry, though witnesses are not capable of using this knowledge to their advantage.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Beckon, Blending, Blink, Loosen Tongue, Immortal, Sixth Sense, Tongues, Weakness, Wings&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Aregon, Drachen&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of the Chorister&lt;br /&gt;
 &lt;br /&gt;
===Daeva===&lt;br /&gt;
 &lt;br /&gt;
Otherwise known as Scions, the offspring of the servants of the Rymnian Pantheon are accepted nearly universally by the follows of Kij and Nyx. The differences between a Scion and an Incarna are usually overlooked, as the two pantheons are allied. The blood of a Scion gives them a strong sense of purpose and justice, and as they grow older they are often drawn to the Solinars or Lunitars to serve. Scions often have blond hair and blue eyes if they are born from a servant of Kij, or black hair and purple eyes if they are born from a servant of Nyx. Most usually sprout feathered wings when they reach adolescence. Follows of Adonai usually consider Incarna and Scions to be one and the same, and treat them similarly, but the follows of the Arin pantheon welcome Scion openly – possibly treating them better than they treat Incarna.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Purity&#039;&#039;&lt;br /&gt;
:The character spends an Action, touching a helpless or willing target. The recipient regains an amount of Health and Essence equal to the character’s (Growth). Additionally, until the next sunset gains True Immunity (Disease and Poison). The recipient can not be affected by Touch of Death during this period of time. The recipient also becomes immune to all offensive Powers used by True Undead and True Infernal creatures while protected by this merit. This power manifests as a soft amber light around the character, and glows briefly where the character touches the recipient.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Aura, Beguile, Iron Will, Longevity, Pheromone, Vitality, Vulnerability, Wings&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Ajani Plains, Drachen, Shire Lands&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of the Chorister&lt;br /&gt;
 &lt;br /&gt;
===Omi-Kami===&lt;br /&gt;
 &lt;br /&gt;
The offspring of the Celestial Courts are simply called Okami, to represent their great status. Most Okami have a faint, golden glow about them, signifying their spiritual heritage. The children of the gods are watched by the servants of the Celestial Court, and while their blood grants them heightened status within their caste, they are still expected to act with honour. As such, most Okami are treated as high ranked samurai if their mortal parent were samurai, while those of lower rank are usually sent to join a monastery, granting them a higher level of status, and removing them from the lower castes. Members of the Arin and Rymnian Faiths treat Okami with respect but usually keep their distance due to the conflicting belief structures of the cultures. Joshuites consider Okami to either be nothing special, or to be influenced by spirits and to be sent away from Joshuite-controlled regions.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Authority&#039;&#039;&lt;br /&gt;
:The character spends an Instant Action, becoming beautiful and terrifying to behold for the Scene. Anyone attempting to act in a manner which is not truly respectful and courteous or who wishes to perform a hostile Action against the character loses a number of Successes equal to the character’s (Growth). If the target who is hostile or disrespectful has a Resolve higher than the character’s Growth + 3, they may spend 2 Essence for each Action they wish to remain free of the influence of the Merit’s. Any action which does not involve a roll made against the character are done in the most polite manner possible or are simply not done at all while failed actions are averted due to deference to the character’s ‘superiority’.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Aging, Breathless, Entrancement, Grounding, Incorporeal, Nightmare, Ray, Resilience, Transform.&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Carcasonne, Chang&#039;Na, Naipon&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of the Chorister&lt;br /&gt;
 &lt;br /&gt;
==Faerie Bloodline==&lt;br /&gt;
 &lt;br /&gt;
Those born with the blood of the faeries are watched with suspicion and are sometimes even persecuted, depending on what blood flows their their veins. The people of Kith Kanaan consider faeries an unknown factor, and there are legends of changelings and young stolen by the fae which keep most people on their toes.&lt;br /&gt;
 &lt;br /&gt;
===Animae===&lt;br /&gt;
 &lt;br /&gt;
Offspring of the spirits of nature are often called Wildings. Most Wildlings have a mortal mother, which explains why the child was not drawn off into Faerie to become a True Fae. Wildlings often have large eyes, and their hair and skin colours tend to match the element or plant that their faerie ancestry is bound to. Wildlings are often watched with suspicion, and most parents will not let a Wildling near their children, for fear the faeries will carry it away. Most Wildlings are either raised outside of town, or they are sheltered and their heritage is not spoken of.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Bonding&#039;&#039;&lt;br /&gt;
:The character spends an Instant Action and becomes connected to one natural aspect of the landscape; such as a lake, forest, desert, or prairie. For the Scene, the character is protected from the environment and anything within it. They can not be poisoned, injured, hindered, or harmed by the region they have bonded to. In addition, while within the region, the area will animate to protect the character from harm, increasing the Difficulty of all hostile actions against the character by the character’s Resolve + Growth. This power manifests as the character gaining physical traits of the region they have bonded to.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Beguile, Blending, Cling, Immortal, Longevity, Paralysis, Resilience, Sprint, Strong Soul&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Carcassonne, Chang&#039;Na, D&#039;Remes, Greenheart, Northern Wilds, Roan Isles, Wold&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Veils&lt;br /&gt;
 &lt;br /&gt;
===Dao===&lt;br /&gt;
 &lt;br /&gt;
Elementals of the earth, the Dao tend to show traits of her fertility. These elementals tend to be very vital and robust, displaying all of the wonder of the earth&#039;s bounty. They tend to be a little more lush and curvaceous as females. And males tend to be stockier and more rugged in their appearance.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Dao&#039;&#039;&lt;br /&gt;
:The character spends an Instant Action and activates this power for the Scene. While standing on the earth, the character regenerates a number of Health per Round equal to their Growth. In addition, the character will not suffer from falling damage or impacting into anything made of stone or earth. While this power is active, stones and loose soil float in a ring around the character’s feet.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:None&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Heartlands, Sultanate of Hinde, Rath Sliabh Dorca&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Veils&lt;br /&gt;
 &lt;br /&gt;
===Djinn===&lt;br /&gt;
 &lt;br /&gt;
Elementals of the air or the wind, the Djinn tend to show traits of the wind&#039;s power and nature. These elementals tend to be very different between males and females. They tend to be very alluring and desirable with a frolicking and playful nature as females, but be careful, as their temper is lightning-quick and deadly when they are riled (much similar to a tornado). Males tend to be large and powerful, reminiscent of a storm.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Djinn&#039;&#039;&lt;br /&gt;
:The character spends an Instant Action and activates this power for the Scene. The character creates a wind around them which allows them to regenerate a number of Health per Round equal to their Growth. In addition, the character can not fall or be thrown, simply floating to the ground and landing harmlessly. While this power is active, winds blow around the character, picking up any loose material.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:None&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Heartlands, Sultanate of Hinde, Rath Sliabh Dorca&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Veils&lt;br /&gt;
 &lt;br /&gt;
===Ifrit===&lt;br /&gt;
 &lt;br /&gt;
Elementals of fire, the Djinn tend to show traits of fire&#039;s fierce intensity and power. These elementals tend to be very strong, powerful, or perhaps just tend towards a dominant, fiery nature. They tend to be toned, perhaps even well-muscled as females with a wild temprament that could lead to riches or ruin for any that meet them. Males tend to be big and muscular with a burning temper that leads them to trouble at times.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Ifrit&#039;&#039;&lt;br /&gt;
:The character spends an Instant Action and activates this power for the Scene. While under the light of the sun or within the glow of a flame, the character regenerates a number of Health per Round equal to their Growth. In addition, the character can not be harmed by fire or heat. While this power is active, the character is covered in an aura of flame.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:None&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Heartlands, Sultanate of Hinde, Rath Sliabh Dorca&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Veils&lt;br /&gt;
 &lt;br /&gt;
===Marid===&lt;br /&gt;
 &lt;br /&gt;
Elementals of the water, the Marid tend to show traits of the water&#039;s flowing, graceful nature. These elementals tend to seem very regal and poised due to the superfluous grace they show in all of their motions. They tend to be soft and supple with hidden strengths, both males and females. At times, their skin or fur may tinge a bit blue, showing, even more firmly, their ties to the water.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Marid&#039;&#039;&lt;br /&gt;
:The character spends an Instant Action and activates this power for the Scene. While standing in water or soaked in water, the character regenerates a number of Health per Round equal to their Growth. In addition, the character can not be drowned or harmed by water. While this power is active, the character glows with a soft blue light.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:None&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Heartlands, Sultanate of Hinde, Rath Sliabh Dorca&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Veils&lt;br /&gt;
 &lt;br /&gt;
===Miko-Kami===&lt;br /&gt;
 &lt;br /&gt;
Children of the Miko-Kami are usually called Miko, the term usually confusing them with the servants of the various shrines. The term is not an accident, as the Miko are usually born to a family that visits or tends to one of the various shrines that are scattered throughout Naipon and Carcassonne. Most Miko are the descendants of the more influential of the Miko-Kami, such as the kitsune, usagi, or tanuki, or even the rarer inu, koumori, or tengu. Most Miko are members of the monastic orders, acting as temple guardians or priests who ensure the sanctity of the shrine they are guarding. Others feel a call to explore, and many Miko become minor legends in their own right as their natures draw them to the spirit worlds and back.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Favor&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character can command lesser spirits for the Scene, summoning them to act as the character wishes. These lesser spirits manifest within the mundane animals and landscape around the character, so that a rock may leap to strike an opponent, or vines may entangle an intruder, or a dog may turn against its master. The character can choose one object each Round and command it. This object gains a number of Powers equal to the character’s Growth, chosen by the character. The spirit’s Attributes are equal to half that of the character (round down), but possesses no Skills. The character can command a number of such spirits equal to their Growth. While this power is active, the character glows with a faint blue or red light.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Beckon, Beguile, Blending, Blink, Imitation, Immortal, Strong Soul, Spirit, Transform&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Carcassonne, Naipon&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Veils&lt;br /&gt;
 &lt;br /&gt;
===Shade===&lt;br /&gt;
 &lt;br /&gt;
Elementals of the shadows, the Shade tend to show traits of darkness and stealth. These elementals are neither good nor evil. They tend to move in silence, act in concealment, and generally try to go about unnoticed throughout their lives. They tend to be more willowy, almost intangible as females. As males, they are darker, tending toward dark fur colors and a hidden presence in their form that might perhaps be unsettling.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Shade&#039;&#039;&lt;br /&gt;
:The character spends an Instant Action and activates this power for the Scene. While under the light of the moon or within darkness, the character regenerates a number of Health per Round equal to their Growth. In addition, the character can see in darkness with perfect clarity. While this power is active, the character possesses a faint aura of darkness about them.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:None&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Heartlands, Sultanate of Hinde, Rath Sliabh Dorca&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Veils&lt;br /&gt;
 &lt;br /&gt;
===Sidhe===&lt;br /&gt;
 &lt;br /&gt;
Perhaps the rarest of the bloodlines, children of the Sidhe are usually taken off to Faerie, to join their numbers. Those who are kept from the hands of the fae however are called Changelings. Changelings often have large, almond eyes, fair hair, and tapered ears. They are often seen as graceful and unearthly in nature, and seem perhaps a little too ‘knowing’ for their age. Changelings are not trusted by the many civilizations, though in Aregon they are treated as lesser nobility and as heroes, to be respected and given the chance to prove their courage on the battlefield. Great things are expected from the Changelings of the north. In central Kith Kanaan however, a Changeling is usually run out of civilization, in fear that their immortal parents will come looking for them and steal other children away.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Kenning&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character can create a number of unintelligent creatures or items for the Scene. The character can create a number of items equal to their Growth, which must have a Cost and Bulk of less than the character’s Spiritual Attribute + Size. The creations remain ‘real’ for the Scene, and fade at the end of the duration. These creations act exactly as their normal counterparts would, and are considered ‘exceptional quality’ by default - though they do not possess any exceptional traits. While this power is active, the character seems to have an unnatural shimmering effect about them like a heat ripple.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Aging, Anti-Magic, Beckon, Emotion, Grounding, Iron Will, Longevity, Nightmare, Vulnerability&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Aregon, D&#039;Remes&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Veils&lt;br /&gt;
 &lt;br /&gt;
==Infernal Bloodline==&lt;br /&gt;
 &lt;br /&gt;
Those who carry the blood of the infernal are often turned against with prejudice and hatred. It is often believed that the infernal-blooded carry the corruption and the sins of their infernal lineage, and it is almost impossible to convince any normal person otherwise. This prejudice often becomes a self-fulfilling prophesy, as the victims of such hate often lash out against the world around them, becoming as dark as their reputations make them out to be.&lt;br /&gt;
 &lt;br /&gt;
===Betrayer===&lt;br /&gt;
 &lt;br /&gt;
Betrayers are prone to gathering people to their side, rapidly creating minions which are ultimately disposable. The Betrayer often emanate a sense of roguish danger about them and have green eyes.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Envy&#039;&#039;&lt;br /&gt;
:The Betrayer is capable of granting the illusion of great skill. The person chosen is given Minimum Successes equal to the Betrayer&#039;s Might on a single Skill of the Betrayer&#039;s choice for one day. The recipient must be willing if they wish to benefit from this Merit. The following day, the recipient loses the Minimum Successes, but keeps the increased Difficulty for that Skill. The Betrayer gains the Minimum Successes for the same Skill for the two day period.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Beguile, Emotion, Longevity, Tendrils, Tongues, Vulnerability&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Akhenatem, Anansie, Cordona, Sultanate of Hinde, Roan Isles&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Spiral Path&lt;br /&gt;
 &lt;br /&gt;
===Deceiver===&lt;br /&gt;
 &lt;br /&gt;
Deceivers are aloof and prideful, confident in their abilities and often rise rapidly through the ranks of any organized group they join. They are often well groomed, and imposing in appearance, with hazel eyes.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Pride&#039;&#039;&lt;br /&gt;
:Deceivers can entrance a target, making themselves appear to have the traits that another desires. The Deceiver is thus capable of attracting others to their side with little difficulty, and gains a number of Minimum Successes equal to their Might on all rolls to recruit Retainers.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Beckon, Emotion, Imitation, Longevity, Transform, Wings&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Akhenatem, Anansie, Chey Sart, Cordona, Sultanate of Hinde, Roan Isles&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Spiral Path&lt;br /&gt;
 &lt;br /&gt;
===Destroyer===&lt;br /&gt;
 &lt;br /&gt;
The descendants of the destroyers are usually large and heavy-set. They are quite powerful and can develop innate gifts which allow them to wreak devastation all about them. Most destroyer-kin are natural warriors, becoming leaders of bandits or gangs, or become famous (or infamous) warlords and generals. Destroyer-kin have red-tinged eyes and a dark hue to their skin as if they were exposed to open flame or the sun for entirely too long.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Savagery&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character can draw on their demonic heritage for the Scene. The character’s Physical Attribute is increased by their Growth, and their Soak is replaced by their modified Physical score. In addition, the character’s unarmed and innate attacks become Damage (Growth + 3). While this power is active, the character’s body seems to strain and grow with the character’s unnatural strength.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Additional Limbs, Bleeding, Burrowing, Infection, Leap, Lope, Natural Weapons, Quills, Scream&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Aramous, Badlands, Heartlands, Savage Coast, Sinking Lands&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Spiral Path&lt;br /&gt;
 &lt;br /&gt;
===Devourer===&lt;br /&gt;
 &lt;br /&gt;
Devourer-kin are often either obscenely obese or so thin as to be anorexic. They are known for voracious appetites and often complain of being so very hungry. Devourer-kin are often a plague upon the house that sires them, constantly eating and never seeming to be sated. As they get older, such kin often attempt to become influential, searching for creature comforts where they can remain in one place and bring sustenance to them. The most successful devourer-kin become rich and lazy, seated in palaces or mansions, with hordes of servants and every treat imaginable available for them at a moment’s call.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Hunger&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character can draw on their limitless hunger for the Scene. The character can eat anything, regardless of material or size. The character’s stomach becomes an abyss, and the character can bite off and swallow nearly anything that can fit in their mouth. The character’s bite attack becomes Damage (Growth +3), and can bite through anything with a Hardness less than the character’s Physical Attribute. The character ignores Soak, and can even bite incorporeal objects. In addition, the character’s mouth and jaws can stretch, allowing it to swallow whole anything up to two Sizes smaller than it. Once something is devoured, it becomes lost to the Abyss. While this power is active, the character’s teeth become longer, and take on the shape of needles.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Anti-Magic, Beckon, Cling, Invulnerable, Paralysis, Resilience, Tendrils, Vampirism, Weakness&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Greenheart, Heartlands, Sultanate of Hinde, Savage Coast, Sinking Lands&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Spiral Path&lt;br /&gt;
 &lt;br /&gt;
===Enticer===&lt;br /&gt;
 &lt;br /&gt;
The most feared of the infernal-blooded are enticer-kin. These offspring are adorable and innocent in childhood, but become drawn to things which are naturally forbidden. It is not that an enticer-kin is malicious, they are simply inquisitive and have a desire for new experiences. As an enticer-kin grows older, they usually attach to someone who is influential, becoming more beautiful and desirous as they mature. By the time an enticer-kin is an adult, they have usually become attached to some rich noble or someone else who can sate their desires.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Unbound&#039;&#039;&lt;br /&gt;
:As an Action, the character is capable of bypassing any restraint used against them. For the Scene, they can pass through magical wards, open locked doors, or ignore mental or emotional control. The character either reduces the successes of the barrier they are attempting to bypass, or gains a number of minimum successes to their roll to bypass, equal to the character’s (Spiritual Attribute + Growth). In addition, the character can choose one person per Round to influence. This person’s Resolve is reduced by the character’s Growth for the Round. While this power is active, the character’s eyes become reflective, any light producing a soft red glow in the back of the character’s eyes.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Beckon, Beguile, Emotion, Entrancement, Imitation, Loosen Tongue, Paralysis, Pheromone, Vulnerability&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Chey Sart, Sultanate of Hinde, R&#039;Tal, Sinking Lands&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Spiral Path&lt;br /&gt;
 &lt;br /&gt;
===Saboteur===&lt;br /&gt;
 &lt;br /&gt;
The Saboteur prefers to have others do their work for them, but their very presence seems to drain the life out of everything. They are often plain looking, with dull grey eyes and oily or unkempt hair.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Sloth&#039;&#039;&lt;br /&gt;
:Saboteurs cause a spiritual ennui in those around them. Everyone within (Might x 10) yards feels drained and listless, and any Essence that is spent by those within range has the Cost increased by half the Saboteurs Might. The Saboteur is immune to their own effect.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Emotion, Longevity, Resilience, Telepathy, Vitality, Weakness&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Cordona, Greenheart, Savage Coast&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Spiral Path&lt;br /&gt;
 &lt;br /&gt;
===Usurper===&lt;br /&gt;
 &lt;br /&gt;
Usurpers want the best of everything, usually at the expense of others. They have trouble understanding those who are altruistic, and do their best to prove everyone is as selfish as they. They usually have deep blue eyes and fit physiques.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Greed&#039;&#039;&lt;br /&gt;
:Usurpers draw out the worst desires in others. The Usurper indicates an object or person. Once per Round, those confronted with the object or person crave it for their own, even at the expense of others, and must roll Spiritual + Integrity against a Difficulty equal to the Usurper&#039;s Might or spend Essence equal to the Usurper&#039;s Growth, otherwise they attempt to claim the target for their own, willing to harm any who get in their way. If the item or person is taken from sight, the emotion passes.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Beckon, Emotion, Loosen Tongue, Nightmare, Telepathy, Tongues&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Akhenatem, Anansie, Cordona, Sultanate of Hinde, Roan Isles&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Spiral Path&lt;br /&gt;
 &lt;br /&gt;
===Yokai===&lt;br /&gt;
 &lt;br /&gt;
The infernal breeds of Chang’Na and Naipon are masters of learning the weakness of others, turning such flaws against their foes. Yokai-kin have a third eye on their forehead, closed when not in use. The yokai-kin are often ones to become terrifying courtiers or generals, able to see the hidden flaws of their enemies, removing all obstacles from their rise to power. It is fortunate that yokai-kin have a rigid code of honour and perfect discipline, then.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Third Eye&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character can open their third eye, granting them insight into the flaws and weaknesses of the world for the Scene. The world appears to have a series of flaws and lines along everything, and the character can use these weaknesses to their advantage. When performing an Action against someone, the character uses the lowest of the target’s Defence, Resistance, or Resolve, and reduces the number by the character’s Growth to determine the actual Difficulty of the Action. The character ignores any bonuses to these Traits which are not specifically granted by an Ability, Gift, Merit, Power, or Talent. Bonuses from equipment, spells, or other outside influences are simply ignored. In addition, the character is capable of performing physical attacks against incorporeal opponents. When an opponent wishes to use an Action against the character, they must use the lowest Attribute they possess, and if the character gains additional successes, these are reduced by the character’s Growth. Bonuses from equipment, spells, or other outside influences are nullified for the roll. While this power is active, the character’s third eye opens, a vertical slit in the middle of the character’s forehead. This eye glows with a violet light.&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Alacrity, Ambush, Iron Will, Nightmare, Regeneration, Sixth Sense, Strong Soul, Vulnerability, Weakness&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Carcassonne, Chang&#039;Na, Naipon&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Spiral Path&lt;br /&gt;
 &lt;br /&gt;
==Mythic==&lt;br /&gt;
 &lt;br /&gt;
Not bloodlines, the mythic races are the mundane equivalent to the wild supernatural beasts that exist in Kith Kanaan. While these races have some of the abilities of their supernatural counterparts, they are not nearly as powerful. Most mythics are viewed with awe or fear, depending on the reputation of the race they mirror. Those races with wings usually have a wing span of two-and-a-half times their height.&lt;br /&gt;
 &lt;br /&gt;
===Draconian===&lt;br /&gt;
 &lt;br /&gt;
In the distant past, draconians were servants of the True Dragons, though some are simply the offspring of dragons and mortals. Draconians with mortal parentage often show a number of draconic traits, while those of pure breed resemble powerful, reptilian creatures. Draconians are usually taller than most, and have a heavier build, and are viewed more often than not with fear and distrust, as many think the True Dragons wish to rule once more.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Legacy&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character draws on the heritage of their dragon line for the Scene. The character adds their Growth to their Size and Physical Attribute, and the character’s Soak becomes (Growth + 3). The character’s claws and teeth become more dangerous, and their wings become stronger. If the character has a dragon’s tail, it becomes a more dangerous weapon as well. All such weapons gain Damage (Growth + 3) for the duration. When this power is active, the character grows larger, becoming more draconian.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Dragon Breath, Natural Weapons, Wings&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Entrancement, Quills, Resilience, Scream, Tireless, Vitality&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Drachen, Northern Wilds&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Azure Path&lt;br /&gt;
 &lt;br /&gt;
===Griffin===&lt;br /&gt;
 &lt;br /&gt;
The griffin race are viewed with respect and fear. It was the griffins who once ruled Cardona for centuries, and their names are often synonymous with both ‘power’ and ‘evil’. Griffins are usually bipedal, large and muscular, and hail from the upper ranks of society. They see themselves as nobility regardless of their true station, and often place the desires of their race over the well being of anyone else. All griffins carry within them a sense of entitlement and a fierce sense of personal pride – a trait carried in the blood.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Majesty&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character gains the benefits of this power for the Scene. The character adds their Growth to their Social Attribute and Resolve. In addition, the character may choose to replace their Physical Attribute with their Social Attribute when making unarmed attacks or using innate weapons. When this power is active, the griffin’s plume becomes brighter and flares.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Natural Weapons, Scream, Wings&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Beguile, Pheromone, Iron Will, Longevity, Loosen Tongue, Strong Soul&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Aranous, Tarantis&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Ashen Path&lt;br /&gt;
 &lt;br /&gt;
===Pegasus===&lt;br /&gt;
 &lt;br /&gt;
Pegasi are recognized as a symbol of personal freedom. These winged horses are often tall with radiant plumage along their feathery wings. They are welcome almost anywhere as messengers, and prefer taking on the role of bards, uniting regions which would normally be unable to communicate with one another. Most pegasi serve Mana, the Goddess of Magic, sometimes putting them at odds with the Joshuites. Pegasi have an inherent dislike of complex social structures, and prefer to visit smaller towns and villages rather than being confined by the trappings of larger cities.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Liberty&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character can gain protection from outside influences for the Scene. For the duration, when anyone attempts to roll against the character’s Defence, Resistance, or Resolve, the opponent needs a number of successes equal to the character’s Growth, or the action simply fails. If the Action does succeed, then all successes count for the Action as normal. In addition, the character adds their Growth to their Physical Attribute to determine their carrying capacity during flight.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Alacrity, Sixth Sense, Wings&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Blink, Immortal, Iron Will, Leap, Sixth Sense, Tireless&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Ajani Plains, Aregon, D&#039;Remes, Roan Isles, Wold&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Awakening&lt;br /&gt;
 &lt;br /&gt;
===Phoenix===&lt;br /&gt;
 &lt;br /&gt;
These avians have brilliant plumage, their feathers being found in blues, greens, yellows, oranges, or reds. The wings of a phoenix often hold a rainbow of colours regardless of their overall plumage. The eyes of a phoenix are uniform in colour, usually copper, green, or gold. The phoenix is often seen as a regal and noble figure, and is often treated as nobility in Carcassonne, Anansie, Hinde, and even Chang’Na. The last Queen of Cardona was a phoenix, and the story of her betrayal at the hands of the last King has become something of a legend.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Fiery Rebirth&#039;&#039;&lt;br /&gt;
:Any time the character must make a Death Save, they may choose to activate this Power. The character explodes into a ball of flame with an area of effect equal to twice the character’s (Size + Growth) in feet for one Round. The character adds their Growth as Additional Successes to the Death Save, and for each Success rolled, the character regains one Health while those caught in the area suffer one Wound per Success, which ignores Armour for purposes of Soak. In addition, the character is completely immune to flame and fire-based damage, even if it is magical in origin. This last effect does not cost Essence to use.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Frozen Rebirth&#039;&#039;&lt;br /&gt;
:Any time the character must make a Death Save, they may choose to activate this Power. The character is encased on a cocoon of ice with an area of effect equal to twice the character’s (Size + Growth) in feet for one Round. The character adds their Growth as Additional Successes to the Death Save, and for each Success rolled, the character regains one Health while those caught in the area suffer one Wound per Success, which ignores Armour for purposes of Soak. In addition, the character is completely immune to ice and cold-based damage, even if it is magical in origin. This last effect does not cost Essence to use.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Aura, Longevity, Wings&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Dragon Breath, Entrancement, Immortal, Infection, Ray, Regeneration&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Chang&#039;Na, Sultanate of Hinde, Tarantis&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Suleiman&lt;br /&gt;
 &lt;br /&gt;
===Sphinx===&lt;br /&gt;
 &lt;br /&gt;
The enigmatic winged felines known as sphinxes have only recently become recognized north of Anansie, though it is thought that they have wandered in and out of northern Kith Kanaan for decades. The sphinx appear as Great Cats, though their features bear some of the ambiguity of the divine races, and they sport large, graceful feathered wings. The sphinxes content themselves with observation, watching the turning of the wheel of ages, studying the rise and fall of civilizations over time.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Enigma&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character can attempt to augment any roll to decipher a puzzle or enigma, including dealing with codes, metaphors within a piece of writing, or deciphering ancient texts. The character, when this power is activated, gets a number of additional successes equal to their Growth. Additionally, the character may spend an Action, posing a Mystery to someone. This Mystery is a mystical speech, understood by a number of people equal to the character’s Growth. The character makes a Mental + Occultism roll, and if they gain more successes than the listener’s Resolve, the target is seized by the Mystery, trying to unravel it. For a number of Rounds equal to the character’s Occultism Skill, the target increases the Difficulty of all Actions made by the character’s Growth. If the target is attempting to Concentrate for any reason and the roll against them succeeds, Concentration is broken.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Longevity, Tongues, Wings&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Blending, Imitation, Loosen Tongue, Sixth Sense, Taur, Tongues&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Anansie, Badlands, Chey Sart, Sultanate of Hinde&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Twilight&lt;br /&gt;
 &lt;br /&gt;
===Unicorn===&lt;br /&gt;
 &lt;br /&gt;
The unicorn is the symbol of purity and nobility, and is often seen on family coat of arms. The unicorns are either pearl white or jet black, and have a long, pearl horn spiralling up from their forehead. Unicorns are usually gentle and pacifistic, but when angered can become fierce warriors that show no mercy to their enemies. The Joshuites have taken the unicorn as a personal symbol of chastity and purity.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Immaculate&#039;&#039;&lt;br /&gt;
:As an Action, the character can touch an individual with their horn. The subject is restored to full Health, and as a secondary effect any and all outside influences on the subject, from any source, helpful or harmful, has the potency or rating of the influence reduced by the character’s Growth. If this reduces the potency to zero or less, it is removed. Additionally, any time the character spends Essence, for any reason, this secondary effect is activated upon the character immediately. The character’s horn has a Damage (Growth +3) and can bypass Soak.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Longevity, Immortal, Strong Soul&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Bleeding, Infection, Leap, Lope, Ray, Tolerance&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Ajani Plains, Aregon, D&#039;Remes, Rath Sliabh Dorca, R&#039;Tal, Tarantis&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Amairgin&lt;br /&gt;
 &lt;br /&gt;
==Outsider==&lt;br /&gt;
 &lt;br /&gt;
Except for the a few exceptions, all Outsiders come from the world of Rym, a world of dead gods slowly being devoured by a force called ‘The Eater’. The lutrai were the first race to discover Rym, but since that time many of the races of Rym have come to Kith Kanaan seeking refuge and a chance to recover and thrive. Some return to Rym to continue the war, while others have given up their home as a lost cause.&lt;br /&gt;
 &lt;br /&gt;
===Aven===&lt;br /&gt;
 &lt;br /&gt;
The Aven make up the majority of the Topani nation. Topani is very caste-intensive and ritualistic. Until puberty, it is impossible to tell what breed of avian a child is. Upon reaching puberty, the child is tested, and assigned to a duty. A sacred rite is performed on the child, and as they grow and fulfil their duties, their plumage and appearance slowly alters, matching one of the known breeds, appropriate to the caste and duty they have been assigned. The Topanis weapons of choice tend to be javelin or chakram, though some use bows until they have developed their flight feathers. The shamans of the Topani are usually skilled at weather magic, aiding the tribes in their survival. Each tribe has a chief, who oversees the smooth operation of the tribe. The chief has a shaman who provides spiritual wisdom, and sees to the good weather and survival of the crops. Above the chief is the chief-of-chiefs, and the grand shaman, who rule from the highest mountain in Topanga.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Aven Vision&#039;&#039;&lt;br /&gt;
:Aven can see a range of Might x 100 yards with clear conditions, and adds their Might to the Range Trait of all ranged weapons due to increased accuracy.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Plume&#039;&#039;&lt;br /&gt;
:Aven begin a process of transformation when they become adults, adapting to their role in society. The Aven chooses one Skill for each level of Growth which becomes a Special Skill for the Aven. The Aven gains bonus dice to these Skills equal to the Avens Might when this Merit is activated.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Ambush, Anti-Magic, Imitation&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Alacrity, Leap, Longevity, Natural Weapons, Vitality, Wings&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Topanga&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Awakening&lt;br /&gt;
 &lt;br /&gt;
===Cepn===&lt;br /&gt;
 &lt;br /&gt;
The cepn (sep in) are a sullen, silent race of bat like humanoids who dwell deep beneath the earth. They are slender and light, generally in the range of five to five and a half feet tall, with narrow features and dark, nebulous eyes. Cepn have supple, leathery wing membranes under their arms that allow them to glide short distances, or recover from falls. They are frequently covered in pale scar markings and delicate gothic jewellery, such as spurs or piercings. Their clothing is complex and highly functional, often meant to conceal weapons or other items. Males tend to be a little larger than females, with more elaborate scarring. The cepn speak their own language, which is completely inaudible to other races. They may learn other languages, but most never leave their caves. Generally, cepn can only use special weapons and armour built for their light frames and shortage of fingers. Like bats, cepn prefer to sleep in high places, and always upside-down, gripping with their long, clawed toes.&lt;br /&gt;
 &lt;br /&gt;
The cepn culture is obsessed with two things: sleep, and death. While such a fascination may seem excessively morbid, it has a purpose. The cepn believe that killing another sentient being cannot be justified unless the killer himself understands death. Their society is one of concentric circles, where the young move gradually towards the centre. Each advancement involves complex and often agonizing rituals, tests, and sacrifices until, at the centre, the young cepn stands face to face with death itself, gaining true respect for its nature and purpose. A cepn kills gently, painlessly, with an eerie tenderness. They will always close the eyes of their victims if possible.&lt;br /&gt;
 &lt;br /&gt;
For all their grim nature, the cepn are capable of more than just gothic reflection and death. They are skilled weapon-smiths and artisans, even if most of their knowledge an advancements have been stolen from other races. They have little love for each other, even among family, but strangely enough they can form very strong attachments to members of other races, be it love or simply admiration. However, most cepn never come to truly understand the concept of love or loyalty, simply moving on when the whim takes them. Cepn who leave their elaborate cave systems are marked, and never allowed to return, most often venturing into the outer world to become spies or assassins to whomever pays the most money. &lt;br /&gt;
 &lt;br /&gt;
Until recently, the cepn seemed content to hide under the umbrella of their ruler, known as The Decider. They were charged with eliminating threats to her empire, but with the destruction of the cepn homeland by Nigh, they have no place to call their own. Since then, the surviving members of the cepn race have come to Kith Kanaan, following the call of their resurrected goddess, Nyx.&lt;br /&gt;
 &lt;br /&gt;
The cepn are ruled by a council system based on circles. As one learns and gains station, he moves inwards towards the middle, all the while dodging assassination attempts by those attempting to usurp his place. As one moves towards the middle rings of the circle, competition becomes more cruel and intense, and many arrive at the centre with nothing left but a jaded heart. The outer, fourth circle (Novice of the Fourth Circle) contains young assassins and expert scouts, all of whom show particular promise. The third circle (Journeyman of the Third Circle) is made up of experienced assassins and trackers, many of which are responsible for leading sorties of fourth level novices. Members of the second circle (Adept of the Second Circle) include high level teachers who train lower ranks and advise the journeymen in particular. The highest rank, those who report directly to the Nyx, are the five Masters of the First Circle. It is these cepn who decide the cultural agenda, so long as it suits Nyx.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Moon Touched&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character gains the blessing of Nyx, one of Rym’s goddesses. Nyx has been reborn, and has placed her blessing upon the survivors of her chosen people. The blessing of the goddess of Night and Secrets remains upon the Cepn for the Scene, allowing them to blend with the shadows and move with complete silence. The Cepn adds their Growth as Additional Successes to all Larceny and Stealth rolls. In addition, attempts to discern the Cepn’s presence using means other than mundane Skills have their Successes reduced by the Cepn’s Growth. Cepn are capable of gliding, their forearms doubling as wings. The character’s base gliding Speed is equal to half the character’s Speed for every one yard the character drops in altitude. The character can attempt to keep their current altitude by making a Physical + Acrobatics roll against a Difficulty of 5. Each Success reduces the rate of descent by one foot (and enough successes will allow the Cepn to increase their altitude). Cepn flight is very silent, and the Cepn can add their Growth to any attempts to ambush opponents while airborne. A Cepn may remain freely gliding for a number of minutes equal to their Physical + Endurance + Growth before they begin making Endurance rolls to resist fatigue. This last benefit does not require this Merit to be activated, and is always available.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Alacrity, Sense (Echolocation), Scream&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Ambush, Bleeding, Cling, Imitation, Leap, Sense&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Rym&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Twilight&lt;br /&gt;
 &lt;br /&gt;
===Hoomiku===&lt;br /&gt;
 &lt;br /&gt;
The hoomiku are a secretive and highly intelligent race of feline humanoids whose aging colony ship crashed on Rym some six and a half centuries ago. They now make their homes in the deepest deserts of Rym, hidden monasteries of learning and solitude meant to avoid contact with the local &#039;savages&#039;. They stand between five and six feet tall, with light, wiry frames and extremely long, agile tails. The hoomiku have intricate patterns of spots, the exact number of which typically dictate a complex equation that can be used by other hoomiku to trace bloodline. They wear light clothing in earth tone shades, and are fond of complicated jewellery. Their rapid numeric language simply cannot be understood by other races, and so they employ a delicate headset translator when venturing out into the world. This device slows their language down and converts it into more common dialects for the benefit of other beings. &lt;br /&gt;
 &lt;br /&gt;
The hoomiku are inventors, astronomers, and scholars, almost by nature. Their brains are capable of breaking down complex problems into dozens of smaller parts, solving each independently before putting the solution back together. Unfortunately, they have yet to fully adapt to Rym&#039;s heavier atmosphere, and are considerably more vulnerable to local diseases. They are a quiet, dignified people, amazingly patient and focused. Their society is somewhat xenophobic, as they fear outside influences can create a breach of harmony. The most important words in the hoomiku language are calm, insight, and focus. Hoomiku have little interest in matters of faith and spirituality, questioning and studying the concept of faith and belief, rather than simply accepting such matters. &lt;br /&gt;
 &lt;br /&gt;
Hoomiku monasteries are hidden with almost unbelievable care, the assumption being that any discovery by those other than hoomiku will lead to disaster. Within their hidden sanctuaries lie entire microcosms; magnificent botanical gardens to grow food, spacious living quarters, vast libraries, observatories, laboratories, and so on. Each monastery follows a general philosophy knowledge is life. They dedicate themselves to learning, mastering the various sciences and often the most benevolent of magical arts. Each monastery has a council of thirteen sages, an authority of each science, who teach the complex ranks of students beneath them. Most hoomiku never leave their monasteries, and thus they are virtually unheard of in the outside world. Only rarely do they embark on pilgrimages to other monasteries, or to investigate happenings of great importance in the world outside their walls. &lt;br /&gt;
 &lt;br /&gt;
The hoomiku colony ship has just recently left Rym, taking most of the hoomiku race with it. Those who remained behind (either by choice or by accident) have begun assisting the lutrai in protecting the gate to Kith Kanaan, and have begun to move their operations to Kith Kanaan as a safe haven. The hoomiku have taken a great interest in protecting the gate, and there have been some wondering as to whether or not it should remain under lutrai control.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Eidetic&#039;&#039;&lt;br /&gt;
:While not blessed by the Rymnian gods, the Hoomiku are not without their own talents. The Hoomiku are technological geniuses and may activate this Merit as part of a Crafting or Artificing Project. By activing this Merit and committing the Essence at the beginning of the project, the Hoomiku may do all of the following: The Hoomiku gains a number of Additional Successes equal to twice their Growth on any Skill Rolls for an Artificing or Crafting project. They increase the Pool&#039; for an Artificing Project equal to twice their Growth. They may add a number of additional Exceptional Traits to a Crafting Project equal to their Growth. In addition, Hoomiku have an Eidetic Memory, and are capable of remembering anything they encounter or are exposed to. By activating this Merit and spending an Action, the character can remember anything they have experienced with perfect clarity. This manifests as if the character had a Lore Skill equal to the character&#039;s Growth + 3. The character may use this Lore Skill as if they had the appropriate Specialty. This benefit remains for the Scene.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Iron Will, Sense (Dark Vision), Tolerance (Glamour)&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Alacrity, Ambush, Anti-Magic, Leap, Sixth Sense, Strong Soul&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Rym&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of the Artificer&lt;br /&gt;
 &lt;br /&gt;
===Lapix===&lt;br /&gt;
 &lt;br /&gt;
The lapix are a race of rabbit folk who prefer to live among the deep woods of Rym and have only begun to leave their trees to explore Kith Kanaan as their homes are invaded by the forces of the Eater. They are quiet and reserved, seeing the other races as young and naive. Lapix prefer the silence of their forest homes and the feel and sound of the wind blowing through the leaves, granting them the secrets of their domain. The males tend to be slightly shorter than the females, who stand between five and six feet in height (not counting the ears). Most lapix have long, delicate ears, but there are some whose ears are wider and fall naturally back. &lt;br /&gt;
 &lt;br /&gt;
Lapix culture is very relaxed and serene. Each member of the community knows their role in keeping the tree-village thriving, and each is content to do their part. They are skilled weavers and masters of the bow and of a long, curved blade (similar in many ways to the katana), though their true recognition is in their skills as master cooks. Though entirely vegetarian, the lapix manage to produce a fantastic variety of simple yet hearty meals. Spiced vegetable creole, flavoured bread, clover cheese, fruit pies, candied flower petals, and countless other variations thereof make up the bulk of the lapix diet, though they will chew twigs in a pinch. Lapix seem to prefer periods of lean snacking followed by sporadic, belt loosening binges. They tend to avoid meat of all kinds, though they rarely preach their own eating habits to others. &lt;br /&gt;
 &lt;br /&gt;
Each lapix town is ruled by a single queen, who has the absolute say of each member’s place in the community. When a lapix is young, they are trained in a variety of skills necessary for the survival of the community. When they come of age, they are tested on their various aptitudes, and are placed in a role determined by their natural skills and preferences, and the needs of the community itself. Once placed, a lapix can serve in that role for many years, before being given the chance to be tested once again to take another role. &lt;br /&gt;
 &lt;br /&gt;
Lapix are peaceful and gentle, until it is time to fight. An angry lapix is a terrifying creature to behold, using their sharp fingernails if bare-handed, otherwise becoming a terror with the sword or the bow. Lapix who fight are without mercy, ferocious and swift in slaying as many of their enemy as they can. This repressed rage is whispered to be the pain of Rym itself, kept carefully in check by the discipline and serenity of the lapix tree-homes. There may be some truth to this, as lapix who travel abroad seem to be more agitated and quick to unleash this inner rage.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Water Touched&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character gains the blessing of Ios, one of Rym’s goddesses. While Ios is thought to have been destroyed, the blessing of the Water Goddess remains with her chosen people. The blessing of Ios remains upon the Lapix for the Scene, allowing them to move fluidly and gracefully. The Lapix’s Initiative is increased by twice the Lapix’s Growth. While this Merit is active, the Lapix has perfect balance and can stand upon any surface that can support their weight without falling, granting them a number of Minimum Successes equal to their Growth to maintain balance. In addition, the quick, fluid movements of the Lapix makes them frustratingly hard to combat as they evade nearly all melee attacks. The Lapix, when using Dodge as an Active Defence, reduces the Successes of any melee or unarmed attack against them by their Growth at all times, without needing to activate this Merit. Finally, Lapix are incredible cooks and add a number of Minimum Successes equal to their Growth on all Artistry, Profession, and Survival Rolls involving the finding, preparation, and serving of food. This last benefit does not require this Merit to be activated, and is always available.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Wind Touched&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character gains the blessing of Cira, one of Rym’s goddesses. While Cira is thought to have been destroyed, the blessing of the Wind Goddess remains with her chosen people. The blessing of Cira remains upon the Lapix for the Scene, allowing them to move smoothly and quickly along any surface like the wind. The Lapix’s Speed is increased by twice the Lapix’s Growth and jumping distances are multiplied by the Lapix’s Growth. While this Merit is active, the Lapix can move across any surface as if they were near-weightless. While the Lapix can not stand upon a wall or ceiling, they can run across falling leaves or over water, or spring off a wall to sail into the air with perfect grace. The Lapix however must be moving for this Merit to benefit them. In addition, the quick, fluid movements of the Lapix makes them frustratingly hard to combat as they evade nearly all ranged attacks and projectiles fired upon them. The Lapix, when using Dodge as an Active Defence, reduces the Successes of any ranged attack against them by their Growth at all times, without needing to activate this Merit. Finally, Lapix are incredible cooks and add a number of Minimum Successes equal to their Growth on all Artistry, Profession, and Survival Rolls involving the finding, preparation, and serving of food. This last benefit does not require this Merit to be activated, and is always available.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Alacrity, Leap, Longevity&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Iron Will, Lope, Natural Weapons, Sense, Sixth Sense, Vitality&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Rym&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of the Witch&lt;br /&gt;
 &lt;br /&gt;
===Lutrai===&lt;br /&gt;
 &lt;br /&gt;
The lutrai are a race of good natured, otter like humanoids who dwell primarily throughout Rym&#039;s broad tropical belt. They are very friendly and cheerful by nature, with an open culture that stresses the enjoyment of life and freedom above boring rules and the need to achieve. Adult lutrai stand between four and five feet tall, with dark brown to tan fur colouration and extremely vivid eyes. They are natural swimmers, with streamlined forms, webbed fingers and toes, and heavy, rudder like tails. Males and females are roughly the same size. Given their tropical climate, lutrai tend to wear little in the way of clothing, but are frequently decorated with elaborate patterns of body paint, talismans, bracelets, anklets, and all manner of unusual (and mysterious) junk dragged up from wrecked ships. Their dialect is simple and quite expressive, relying on a high degree of body language and posture. &lt;br /&gt;
 &lt;br /&gt;
While the lutrai culture may seem quite primitive on the outside, lacking such basics as metal working and sophisticated commerce, it is actually the product tremendous evolution. Instead of developing warfare, technology, or government, they seem to have focussed entirely on communal well-being and inner spirituality. They have achieved something that even the most enlightened races only dream of, merging culture and inherent nature as one. To them, &#039;progress&#039; is meaningless, and their state of static co existence with nature has given them deep roots, so to speak. Their bodies are naturally charged with quintessant energy they have very strong spirits and possess a natural resistance to all things dark and corruptive. &lt;br /&gt;
&lt;br /&gt;
A typical tribe is lead by a council of elders, generally five to ten of the older, wiser lutrai, including at least one shaman and healer. These elders are responsible for the well-being of the tribe as a whole, well respected and heeded more often than not. There are no written laws, only a communal understanding of what&#039;s best for the whole, which is up to the elders, of course. The rest of the tribe is composed of hunters and gatherers, artisans, and children. Lutrai young are raised by the entire tribe, and thus learn a wide variety of skills at an early age, until they find and focus on a particular aptitude. Males and females are considered equals in status, as the entire tribe is essentially one large family unit.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Sun Touched&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character gains the blessing of Kij, one of Rym’s goddesses. Kij survived the destruction of the gods with the Lutrai’s help, and has placed her blessing upon the her chosen people. The blessing of the goddess of the Sun and Life remains upon the Lutrai for the Scene, protecting them against ill health and dark magics. While this Merit is active, the Lutrai is immune to any Infernal or Undead Merits and Powers. If the character is the target of an Infernal or Undead effect, including being touched by one, or if the Lutrai is the target of a Infernal or Shadow Spell, Kij’s light pours through the connection, inflicting an amount of Damage equal to twice the Lutrai’s Growth. This effect can only be soaked by the victim’s Spiritual Attribute. In addition, the Lutrai is immune to any and all diseases and poisons, being immediately cured as soon as this Merit is activated. Finally, the Lutrai may touch one person per Round and heal them one point of Health. An individual may only benefit once per Scene from this effect, and if the person is dying, they are saved. A person who just died within a number of Rounds equal to the Lutrai’s Growth may make an additional Death Save, with a bonus equal to half the Lutrai’s Growth (round up). Lutrai are incredibly cheerful and positive, and their optimistic approach to life reduces the Successes of any attempts to control or change the emotions of them or their nearby friends in a negative way by the Lutrai’s Growth. This last benefit does not require this Merit to be activated, and is always available.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Water Touched&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character gains the blessing of Ios, one of Rym’s goddesses. While Ios is thought to have been destroyed, the blessing of the Water Goddess remains with her chosen people. The blessing of Ios remains upon the Lutrai for the Scene, granting the Lutrai the quickness of the sea. The Lutrai’s base Swimming Speed is equal to their normal Speed, and the Lutrai adds twice their Growth to this Speed (in addition to the benefits of Water Baby) as well as to the number of minutes the Lutrai can hold their breath. The Lutrai, while in the water, adds their Growth to their Initiative and suffers no penalties to physical actions performed in water. Water-Touched Lutrai is incredibly hard to grapple or hold. Any attempt to hold, grapple, or entangle the Lutrai loses a number of Successes equal to the Lutrai’s Growth. Finally, Water-Touched Lutrai regenerate one Essence per Round while in water, without needing to activate this Merit. Lutrai are incredibly cheerful and positive, and their optimistic approach to life reduces the Successes of any attempts to control or change the emotions of them or their nearby friends in a negative way by the Lutrai’s Growth. This last benefit does not require this Merit to be activated, and is always available.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Tolerance (Disease), Vitality, Water Baby&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Alacrity, Breathless, Longevity, Loosen Tongue, Strong Soul, Tireless&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Ajani Plains, Shire Lands, Roan Isles, Rym&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of the Witch&lt;br /&gt;
 &lt;br /&gt;
===Myrix===&lt;br /&gt;
 &lt;br /&gt;
The Myrix are a vulpine race that wander between the deep woods of the Lapix and the other regions of Rym. They have recently begun to slip into Kith Kanaan, answering a call that they do not completely understand. The Myrix are close to the Lapix, bringing news from outside to their rabbit allies. Myrix are stand roughly five and a half feet in height, and are often tan or russet coloured, with black hands and feet. The tail of a Myrix is thicker in appearance than normal for a fox.&lt;br /&gt;
 &lt;br /&gt;
Myrix are nomadic and travel in bands. Each band travels a circuitous route, with places to stop to gather information and to meet with allies of the band. For income, the Myrix entertain their hosts by telling fortunes, performing poetry and song, and by creating and selling works of art. Most Myrix are skilled artisans, capable of impressive works of art and construction, and some settle in within a town or village if there is long-term work to be done or the Myrix feels particularly inspired. Most of the breath-taking homes of the Lapix are built by Myrix hands. Each band is usually an extended family, with the head of the band run by the ‘Grandfather’ and ‘Grandmother’, who have equal say on all matters. If one passes on, the other retires, naming a new Grandfather and Grandmother. Children are raised communally.&lt;br /&gt;
 &lt;br /&gt;
During childhood, the young Myrix is introduced to a variety of entertainments and tasks, to see which the child would enjoy and excel at. Once the child reaches the age of fourteen, they are apprenticed to a mentor that matches the child’s natural inclinations. From fourteen to twenty, the Myrix trains under their master. Near the age of twenty, the Myrix feels the urge to create. This is called the ‘dream work’. The Myrix are uncertain where this urge comes from, but when the urge comes over the Myrix, they begin an almost obsessive series of wonders without rhyme or reason, until they fixate on one particular project which devours their attention. When it is finished, it is almost always spectacular, and the Myrix is accepted as an adult and allowed to chart their own destiny from there.&lt;br /&gt;
 &lt;br /&gt;
Each band is controlled by a married pair, the &#039;Grandmother&#039; and &#039;Grandfather&#039; of the band. Between the ages of fourteen and twenty, a Myrix is allowed to have intimate or romantic relations with anyone outside of the immediate family. Myrix do not hold prejudice against same-sex relations, and some Myrix may have more than one lover at a time. Most relationships are not taken seriously, as the influence of the sun and moon can cause a Myrix to have passionate feelings for someone over the course of the night, only to feel disinterested the next day. At the age of twenty, the Myrix is expected to choose a single partner, either from their own band or from another band that they have met. The Grandmother and Grandfather must approve of this union. Some Myrix, of course, disagree with the wishes of the tribe&#039;s leaders, and are instead given the choice of forming their own band instead with the mate they&#039;ve chosen. When this happens, they&#039;re given their own wagon, and those who wish to follow the new Grandmother and Grandfather are allowed - as long as it does not put the current band at risk.&lt;br /&gt;
 &lt;br /&gt;
The Myrix are skilled with whips, and with the talith, a cloth belt with weights or hooks at the ends. The Myrix wear the talith, either around the waist or over the shoulder, then unhook it to ensnare limbs or rake across vulnerable parts of the body. When dealing with opponents at a distance, the Myrix prefer throwing knives.&lt;br /&gt;
 &lt;br /&gt;
The Myrix revere Kij and Nyx, and have special rituals that they perform at sunrise and sunset, as well as at midday and midnight. Their affinity with the sun and moon have a strange effect on their personalities, and only the Lapix seem to understand the unusual nature of their ‘younger’ siblings. Because of the tidal affects the sun and moon have on the Myrix, they are more withdrawn from the other races, appearing either shy or xenophobic. During the night, most Myrix are known to misbehave, under the sway of the moon and without the sun’s guidance. During the day, the Myrix become penitent, and attempt to atone for their night’s misdeeds.&lt;br /&gt;
 &lt;br /&gt;
The Sun controls the Myrix’s pattern of structural thought. While the sun is in the sky, the Myrix prefers order and stability to their surroundings. During this period, the Myrix work together and are an organized group with strong traditions. When the sun sets, the Myrix become carefree and individualistic, disorganized and unbound by rules or laws. They are not malicious in their breaking of rules, and will not suddenly turn against friends and allies, but they do become suddenly much more unrestrained.&lt;br /&gt;
 &lt;br /&gt;
The Moon controls the Myrix’s empathy. While the moon is in the sky, the Myrix become extroverts, emotional and outgoing, festive and exuberant. During this period, they interact well with others, and often prefer to perform any interactions with outsiders while the moon is in the sky. Once the moon has set, the Myrix become withdrawn and serious, and some even become reclusive, unable to find an emotional connection with any except for their band.&lt;br /&gt;
 &lt;br /&gt;
The Myrix live with the land, taking most of their food and shelter from the land itself, and the Lapix have taught them how to listen to the woods and to the land itself. As such, they hold a great deal of respect and reverence for the land, and seeing it abused or twisted by outside forces is enough to send a band on the war path. Attacks by the Myrix are strictly organized during the day, effective and brutal assaults which are surprisingly ferocious, while during the night, daring raids and ambushes cripple opponents for the next day’s assaults. The Myrix, being a race of wanderers, see slavery as an aberration, and will free slaves at any opportunity.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Sun and Moon&#039;&#039;&lt;br /&gt;
:Myrix are touched by Kij and Nyx, both having sway on the Myrix. The Myrix always gain a permanent Skill bonus to their Artistry, Craft, and Perform Skills equal to the Myrixs Growth. In addition, while the sun is up, the Myrix may activate this Merit to gain additional dice on all Skill rolls involving their Mental Attribute equal to the Myrixs Might for the Scene. While the moon is up, the Myrix may activate this Merit to gain additional dice on all Skill rolls involving their Social Attribute equal to the Myrixs Might for the Scene.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Ambush, Longevity, Loosen Tongue&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Alacrity, Imitation, Sense, Sixth Sense, Strong Soul, Tolerance&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Rym&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of the Witch&lt;br /&gt;
 &lt;br /&gt;
===Quimi===&lt;br /&gt;
 &lt;br /&gt;
The Quimi are a bat-race found in Nahuatl. They are usually large, standing about six to seven feet in height. They serve the vampires who rule the nation, and are almost blindingly loyal. These fierce warriors act as enforcers of the vampires will, and serve as go-betweens for the mortal populace and their vampire masters. They do not have much of a culture, but form small units with a strict hierarchy based on strength and cunning. Each unit follows one vampire, or someone chosen by the vampire as the master of the unit. The unit follows the chosen master with absolute, though not mindless, loyalty.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Vox&#039;&#039;&lt;br /&gt;
:The Quimi are capable of speaking and hearing in the ultrasonic range. This allows them to communicate with one another beyond the hearing of anyone around them, and allows them to also navigate in darkness without any penalty. A Quimi, capable of speaking, has a range of sight using sonar that extends out Might x 25 yards. This sound can be used to stun opponents. By activating this Merit as an Action, the Quimi can make a Social + Endurance roll against an opponents Resolve. The Successes of the roll increase the Difficulty of all actions performed by the target for a number of Rounds equal to the Quimis Might. Only one person can be stunned.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Alacrity, Cling, Imitation&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Ambush, Leap, Longevity, Natural Weapons, Vitality, Wings&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Nahuatl&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Awakening&lt;br /&gt;
 &lt;br /&gt;
===Savage===&lt;br /&gt;
 &lt;br /&gt;
Savages are those people who have been raised for generations among the dangers of the North, and the grim horrors of the South. Constant struggles for survival have bred people who have developed into ferocious killing machines, tapping into the strange magic of the land and earning or wresting blessings from the spirits who dwell there. &lt;br /&gt;
 &lt;br /&gt;
Savages usually appear as stronger, larger versions of their mortal counterparts, and usually mark themselves with totemic patterns across their skin. They usually rise to the position of hero among their people, but due to their tempers, are not usually granted positions of true authority unless the tribe they are a part of have gone to war.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Feral&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character can activate this power for the Scene. The character adds their Growth to their Defence, Resistance, and Resolve, which can not be reduced below the character’s Growth for the duration. In addition, the character adds (Growth + 5) to their Initiative and Speed. While this power is active, the character becomes more feral, finding it difficulty to speak full sentences beyond making primal sounds.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Alacrity, Natural Weapons, Resilience&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Ambush, Leap, Lope, Tireless, Tolerance, Vitality&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Chey Sart, Greenheart, Northern Wilds, Roan Isles, Savage Coast, Wold&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of the Wild&lt;br /&gt;
 &lt;br /&gt;
===Skole===&lt;br /&gt;
 &lt;br /&gt;
These fierce lupines have been reduced to little more than roving packs of rangers or escaped slaves. Skoles are big creatures, and typically rather intimidating, standing close to seven feet tall, with muscular frames and piercing golden eyes. Skoles have very heavy coats of grey, black, or (rarely) white fur, which keeps them warm in their cold habitats. Their long legs allow them to run faster than the average man, though their bulk also makes them slightly less graceful. The skoles speak their own language, though they are not a talkative species by any means. Despite the dark times that have befallen them, they are still a very honourable and honest people. &lt;br /&gt;
 &lt;br /&gt;
Skoles have a pack mentality, much like their ancestral cousins. They typically elect a pack leader, often through contests of strength and skill, and follow said leader by example. Generally, these packs range from four to as many as twelve, with a polarized group attitude enforced by the pack leader. Young are raised by the pack as a whole, and the sharing of mates is common and generally accepted. A skole&#039;s life is hard but fair, filled with trials and sacrifices intended to sweeten the finer moments of love and war. They are a very noble people, and while they do not welcome strangers, they often grow to respect any individual who displays courage under fire. &lt;br /&gt;
 &lt;br /&gt;
Most skoles see battle as the ultimate truth, and use it to celebrate, to redeem, and to purify the spirit. They are not a brutal people, in spite of this attitude, and view the bullying of weaker beings as a sign of considerable cowardice. They have no respect or mercy for slavers and their ilk, or any who would rule with terror instead of bravery; they view themselves as the enemies of fear. However, rather than defend weaker beings, skoles often take it upon themselves to chastise and educate those who are unable to protect themselves or overcome a lack of courage. They honour fellow warriors of any species. &lt;br /&gt;
 &lt;br /&gt;
Above all else, the skoles are concerned with survival. Once highly organized allies of the Solinar, the skoles now wander the plains as nomads and hunters without permanent homes or any sort of established presence. In any group, it is usually the largest, strongest, or most skilled warrior who leads, and then only as long as the pack feels confident in his or her ability. They are not motivated by wealth unless they require such wealth to equip themselves with weapons and armour. Once these needs have been met, most skoles would rather kill their own food, line their own beds, or make what they need for themselves as opposed to purchasing it from others. To the more civilized folk, they can come off as quite crass and often randy skoles are far more comfortable with their appetites than most folk and aren&#039;t afraid to show it. They also make it a habit of being brutally honest.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Earth Touched&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character gains the blessing of Arka, one of Rym’s goddesses. Arka is believed to be slain, but her gift remains active among her chosen people. The blessing of the goddess of Earth remains upon the Skole for the Scene, granting the Skole the goddess’ resilience. The Skole reduces the Potency of any environmental effects, including natural poisons or diseases, by the character’s Growth when it is applied to them. In addition, the character may move quickly and decisively, sacrificing Defence for Speed and Initiative for a Round. At the end of the Round, the Skole may reduce their Defence by up to Growth + 3, to a minimum of 0, and increase their Speed and Initiative by twice the amount for the following Round. In addition, the character may go into a rage when they are injured. On the Round after the Skole has taken a Wound, they may increase the Damage they will inflict with any Melee or Unarmed Attacks made that Round by an equal amount, up to the Skole’s Growth. Being healed before the attacks are made negates this bonus. Finally, the Skole adds their Growth as Additional Successes on all Awareness, Search, and Survival rolls when in natural terrain. This last benefit does not require this Merit to be activated, and is always available.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Fire Touched&#039;&#039;&lt;br /&gt;
:As an Instant Action, the character gains the blessing of Ixra, one of Rym’s goddesses. Ixra is believed to be slain, but her gift remains active among her chosen people. The blessing of the goddess of Fire remains upon the Skole for the Scene, granting the Skole the goddess’ tenacity. The character’s natural Soak becomes (Growth + 3) and the Skole gains a number of Minimum Successes on all Death Saves equal to twice their Growth for the Scene. In addition, until the Skole is actually dead, they can operate at 0 Health. The Skole may also choose to sacrifice Defence for Damage. The character may reduce their Defence by up to the character’s Growth + 3 for a Round, to a minimum Defence of 0, and gain a number of Additional Successes to their melee or unarmed attack equal to the amount sacrificed. If the attack hits, the Damage of the attack is increased a like amount. Finally, the Skole adds their Growth as Additional Successes on all Awareness, Search, and Survival rolls when in natural terrain. This last benefit does not require this Merit to be activated, and is always available.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Sense (Dark Vision), Tolerance (Cold), Vitality&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Alacrity, Ambush, Iron Will, Lope, Natural Weapons, Tireless&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Rym&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:The Path of Awakening&lt;br /&gt;
  &lt;br /&gt;
===Negru Morte===&lt;br /&gt;
 &lt;br /&gt;
Raven Black bats with the tails of foxes, the Negru Morte are a race of the shadows themselves. For hundreds of years after the gods first came to Nimby, none knew of the elusive race, and upon their first foray out into the world proper, many came to mistake them for Noctae. They are the Worshipers of Death and Punishment, extremists and true believers, who believe death should be as beautiful, as exciting, and as glorious as life. Naturally resilient in combat, the Negru Morte test each other through martial training, and one&#039;s rank in society can be determined by your competency in the arena, and your ability to lead a wing of the faithful beyond the dark, moist walls of the City of Twilight.&lt;br /&gt;
 &lt;br /&gt;
Fanatical Followers of the Aspects of Fukumi, the Negru Morte are the custodians of death. Using even their own lives in their art, the elusive Death Bats cut down those that would upset the balance of the cycle of life and death, and gleefully carry out punishments that are foretold by their most powerful elders.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Life of Darkness&#039;&#039;&lt;br /&gt;
:The character can go (Might) days without the need for food or water by spending 1 Essence. At the end of this period, the character must eat and drink normally for one day before this Merit is activated again. In addition, the race can sense their surroundings using sonar, granting them complete spatial awareness. The character may spend 1 Essence to gain (Might) Additional Successes to resist ingested toxins.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Wings, Regeneration, Invulnerable&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Weakness, Venom, Transform, Blending, Sixth Sense, Cling&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Republic of Aki&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
===Daisuke===&lt;br /&gt;
 &lt;br /&gt;
The Daisuke is a race of fennec-liked humanoids that stand between four and five feet tall. Women are taller then the men, and they all share an outgoing, friendly personality. Their fur is primarily tan, with some variations lighter and darker. They can range from a brown to a brilliant strawberry blonde. Hairstyles tend to be nordic in fashion, enjoying longer hair to catch the wind as they ride.&lt;br /&gt;
 &lt;br /&gt;
Their clothing is light and practical for the warm grasslands they are from, usually made from linen, with the more successful preferring silks. Colors for most are muted and blend in with their environment, with careful attention to detail in construction and embroidery. The most successful Daisuke embellish their family and themselves with decorative clothing from all corners of Kith Kanaan, carefully blended with their own love of small details and beauty in harmony.&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Horse Tamer&#039;&#039;&lt;br /&gt;
:The Daisuke undergo a ritual as a coming of age tradition, finding one of the swift horses that survive in the wild to bond with. Under the open sky, the horse can be summoned or dismissed as an Action, appearing at the side of the master. The Daisuke can spend two (2) Essence to gain (Might) Additional Successes when riding it, or may spend two (2) Essence to heal the horse (Might) Health as an Action. The horse has the normal attributes of a draft horse, but gains Bonus Attributes equal to half of the Daisuke&#039;s Attributes. The horse may be trained using Animal Ken.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Tireless, Tongues&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Emanate Charm, Beguile, Sixth Sense, Loosen Tongue&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Republic of Aki&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
===Mon&#039;Darr===&lt;br /&gt;
 &lt;br /&gt;
The Mon&#039;Darr are a race of tall, wolf-like humanoids originating from the forests of the South East. They excel at the wild hunt, and enjoy innovating their own tools and techniques in order to improve themselves and their people. Gifted with resilience of will and naturally fast healing bodies, they enjoy to skirt the edge of danger, and often times the closer a Mon&#039;Darr gets to meeting the aspect of death, the better the story comes of it. Bravado, pushing the limits, and never alone, the Mon&#039;Darr are an adventurous breed.&lt;br /&gt;
 &lt;br /&gt;
Loyal followers of the Aspects of Fukumi, the Mon&#039;Darr follow the Aspect of Death, always seeking her favor to live one more day in the face of certain failure. They are adventurers, and tend to wander about the land searching for adventure or the next big thing to bring glory to their people. As of late with advent of stronger Science, they are taking to steam technology and airship construction - flying without natural wings is the very definition of adventure!&lt;br /&gt;
 &lt;br /&gt;
;Merit: &#039;&#039;Beastmaster&#039;&#039;&lt;br /&gt;
:The Mon&#039;Darr undergo a ritual hunt as a coming of age tradition, surviving in the wilderness for a week before finding a Ghost Cat to bond with. The Ghost Cat can be summoned or dismissed as an Action, appearing at the side of the master, and the Mon&#039;Darr can spend two Essence to heal it (Might) Health as an Action. The Ghost Cat has the normal attributes of a Great Cat, but gains Bonus Attributes equal to half of the Mon&#039;Darr&#039;s Attributes. A Ghost Cat may be trained using Animal Ken.&lt;br /&gt;
 &lt;br /&gt;
;Granted Powers&lt;br /&gt;
:Natural Weapons, Blending&lt;br /&gt;
 &lt;br /&gt;
;Favored Powers&lt;br /&gt;
:Regeneration, Vitality, Sixth Sense, Iron Will&lt;br /&gt;
 &lt;br /&gt;
;Favored Nations&lt;br /&gt;
:Republic of Aki&lt;br /&gt;
 &lt;br /&gt;
;Favored Sorcery&lt;br /&gt;
:None&lt;br /&gt;
 &lt;br /&gt;
[[Category:Setting]][[Category:CharGen]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Category:Nations&amp;diff=66</id>
		<title>Category:Nations</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Category:Nations&amp;diff=66"/>
		<updated>2026-03-09T02:31:40Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;quot;No matter how much you loved it or hated it, everyone&amp;#039;s gotta come from somewhere. Under a tree in Naipon, the swamps of the Sunken Lands, doesn&amp;#039;t matter. It helps make you who you are, never forget that in your journeys.&amp;quot;&amp;#039;&amp;#039;   Nations represent large areas of civilization that the majority of people hail from. They are led in some fashion, either by a council, ruler, plane-traveller or godling, and oftentimes the nation will reflect it&amp;#039;s form of rule. Generally speaki...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;No matter how much you loved it or hated it, everyone&#039;s gotta come from somewhere. Under a tree in Naipon, the swamps of the Sunken Lands, doesn&#039;t matter. It helps make you who you are, never forget that in your journeys.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Nations represent large areas of civilization that the majority of people hail from. They are led in some fashion, either by a council, ruler, plane-traveller or godling, and oftentimes the nation will reflect it&#039;s form of rule. Generally speaking, every Nation has it&#039;s good side and bad side allowing for individuals from a variety of paths to come from them.&lt;br /&gt;
 &lt;br /&gt;
Smaller then Nations, Locations (which can be found in the [[:Category:Misc|Misc]] section), are smaller lands that no longer have central leadership, or are incapable of supporting themselves without some form of outside help. The people that hail from these places are generally tough, individualistic, and chafe against the rigid society that most Nations impose.&lt;br /&gt;
 &lt;br /&gt;
Nations in the list below should have the following information in them to be considered Official:&lt;br /&gt;
* Ruler&lt;br /&gt;
* Primary Religion&lt;br /&gt;
* Description&lt;br /&gt;
* Bloodlines (If Applicable)&lt;br /&gt;
* Regions&lt;br /&gt;
* Sciences&lt;br /&gt;
* Community&lt;br /&gt;
* Trade&lt;br /&gt;
* Values&lt;br /&gt;
 &lt;br /&gt;
Not all of the Canon locations have this information.&lt;br /&gt;
 &lt;br /&gt;
In the previous system, hailing from a certain location provided some sort of bonus, either to stat, skill, or abilities. In the current system, that no longer appears to be the case - please ignore any bonuses listed in the following entries.&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Wold_(Nation)&amp;diff=65</id>
		<title>Wold (Nation)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Wold_(Nation)&amp;diff=65"/>
		<updated>2026-03-09T02:31:04Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;==The Kingdom of the Wold== &amp;#039;&amp;#039;&amp;#039;Ruler&amp;#039;&amp;#039;&amp;#039;: High King Duncan mac Crinain&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Religion&amp;#039;&amp;#039;&amp;#039;: Arin (Aregon Variant)&amp;lt;br&amp;gt;  The Kingdom of Wold is found on a small section of land on the west coast, flush against the Northern Wilds. It is named Wold (The Wall) because of the large barricade which has been erected, pushing against the Northern Wilds and keeping the creatures to be found there out of the region. The Wold is ruled by a king, chosen from the seven Clans that are in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Kingdom of the Wold==&lt;br /&gt;
&#039;&#039;&#039;Ruler&#039;&#039;&#039;: High King Duncan mac Crinain&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;: Arin (Aregon Variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Wold is found on a small section of land on the west coast, flush against the Northern Wilds. It is named Wold (The Wall) because of the large barricade which has been erected, pushing against the Northern Wilds and keeping the creatures to be found there out of the region. The Wold is ruled by a king, chosen from the seven Clans that are in the region, and elected to position. If this High King fails in his duties, he is sacrificed ritually, to appease the gods and prevent their wrath, and a new High King is elected.&lt;br /&gt;
&lt;br /&gt;
Each Clan consists of a number of families, all who carry the name of the Clan as well as their own family name. The Clans attempt to expand the territory of the Wold, keeping out the monsters and barbarians who assault their domain, and explore into the ruins of the Northern Wilds, attempting to learn of the legends and history of the region.&lt;br /&gt;
&lt;br /&gt;
The People of the Wall come from Aregon, and hold to many of the beliefs of the Aregon people. They settled generations back, a group of families lost in a powerful storm. Having grown and flourished, they have settled in, and only have vague memory of their roots in Aregon, having become accustomed to their place. Only recently have they begun the construction of ships once more, and have begun to explore the western coast of Kith Kanaan. Their exposure to other nations have been very limited, restricted almost exclusively with Drachen, and only just beginning to begin trade with Tarantis, who have found the Wold to be a decent region to launch expeditions to the New World.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The People of the Wall worship the Arin pantheon, following in the path of their ancestors from Aregon. In addition, the Tarantis ambassadors have attempted to introduce the Joshuite faith, though it has not taken root in the region yet.&lt;br /&gt;
&lt;br /&gt;
==Prejudices==&lt;br /&gt;
The People of the Wall have a fierce code of honour. To them, a person is not an adult until they know how to fight and take a beating. They believe in ‘sins of the blood’, thus the crimes of the parents are carried to the children, and this can last up to seven generations. This becomes important when dealing with others – those who have infernal blood are thought to be especially cursed and evil – and no amount of talk will convince them otherwise. People with the blood of faerie are feared, especially if it is thought they have come from beyond the Wall. Those who are punished are banished into the Northern Wilds&lt;br /&gt;
to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
==Common Names==&lt;br /&gt;
Names are presented as &amp;lt;name&amp;gt; mac &amp;lt;father’s name&amp;gt; dal &amp;lt;Clan&amp;gt;.  Mac- translates as ‘son of’, while Dal- translates to &#039;of the Clan &amp;lt;Clan Name&amp;gt;&#039;.  The Seven Clans of the Wold are: Clan Allpean (Alpin), Clan Strathclyde, Clan Dunkeld, Clan Moray, Clan Bailliol, Clan Bruis, and Clan Stewart.  If the character is female, use &amp;lt;name&amp;gt; nic &amp;lt;father’s name&amp;gt; dal &amp;lt;Clan&amp;gt; if she is leader of the family, or &amp;lt;name&amp;gt; nic &amp;lt;mother’s name&amp;gt; nic &amp;lt;Clan&amp;gt; if she is second (or later) born and has no influence in the family.&lt;br /&gt;
&lt;br /&gt;
Someone who is sworn to a member of the Seven Clans, but is not a member of the bloodline may take the Clan name with the prefix of ‘gil’ or ‘kil’&amp;lt;master’s name&amp;gt; dal &amp;lt;Clan&amp;gt;.  (Example: Keller kil Niles dal Stewart means ‘Keller, who serves Niles of Steward’).  Mercenaries usually take the name of Giolla, which means ‘servant’, though some sworn individuals may take it as well.  (Keller mac Giolla dal Steward, which means ‘Keller who serves Clan Steward’).  The name chosen often indicates whether the person is loyal to the Clan or to the family member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Male&#039;&#039;&#039;: Aden, Alistair, Blaine, Brandon, Caine, Conan, Daire, Donovan, Ennis, Ewan, Fionn, Flynn, Gallagher, Guthrie, Herne, Hogan, Keith, Kyle, Logan, Lynn, Malcolm, Murphy, Nevin, Niall, Oran, Oscar, Quade, Quinn, Reilly, Ryan, Shane, Sullivan, Teagan, Tremain, Zephan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Female&#039;&#039;&#039;: Aileen, Aisling, Breanna, Brynn, Caitlin, Ciara, Deirdre, Devin, Eileen, Erin, Fiona, Flynn, Gael, Guinivere, Hazel, Isleen, Isolde, Jeanine, Jeanne, Kaelyn, Kayla, Lassie, Lorna, Maeve, Moira, Naomh, Noreen, Ormanda, Ownah, Peigi, Phiala, Quillan, Quinn, Riona, Rosaleen, Shannon, Shea, Tara, Teagan, Una, Vevina, Zephan&lt;br /&gt;
&lt;br /&gt;
== Sample Clan: Duwier ==&lt;br /&gt;
&#039;&#039;Note: The current NPC members of the nobility of the Duwier clan are&#039;&#039; not &#039;&#039;available to Players.  The Clan is the intellectual property of one of the Players, He allows &#039;common&#039; members of the clan to be played, however, with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current PC members: [[Arkloyd]] (First boy: Prince), [[Sera]] (Third Girl), [[Campbell]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Noble family is &#039;Alistair&#039; (The current Patriarch).&lt;br /&gt;
&lt;br /&gt;
Once a loose tribe of purely [[Savage]] Blooded denizens of the [[Northern Wilds]], as the Wold was forming, the Duwier tribe took a stubborn foothold inside the very border that the people of [[Aregon]] were fighting to maintain. They made no trouble, and were permitted to remain if they aided the seven major Clans in erecting the Wall. That they did.&amp;lt;br&amp;gt;&lt;br /&gt;
The tribe formed long ago when the fledgling tribe (A mostly Raccoon group) was visited by a being which looked rather like them, but held strange abilities, and the tribe took to calling him &#039;Old Grandfather&#039; after realizing his other-worldly nature, and appeasing him with offerings of food, drink, and females...&lt;br /&gt;
&lt;br /&gt;
His sons and daughters took on a touch of his nature, and were also worshipped, and became the rulers of the tribe. [[Jaga Baba]] took interest in &#039;Old Grandfather&#039;, who was forced to flee, and her vengeful eye fell, instead, upon his progeny, who quickly fell to obsequious knee before the &#039;common&#039; members of the tribe, humbling themselves to spare their lives. Let to live, they remained the Rulers of the tribe, but were no longer considered &#039;godlings&#039;. Ever since, the Duwier family have been matriarchal, mirroring the worship of Jaga Baba that spared them.&lt;br /&gt;
&lt;br /&gt;
Today, the Duwier clan mostly retains their ancient Animistic ways, and stubbornly cling to the ideal of Female rule. The Fae ([[Miko-Kami]]: Tanuki) touch lingering still in their noble line, and the fact that to the last, they still retain the &#039;Wilds Taint&#039; of the Savage bloodline, as well as other &#039;strange ways&#039; have left them perpetually in the status of a Minor Clan, usually considered the Wold&#039;s dirtiest little secret. Great pains are taken to keep them out of Court matters if at all possible.&lt;br /&gt;
&lt;br /&gt;
Only recently has the current Matriarch been swayed to the Arin faith in a bid for favour with the Great Clans, and she impresses this upon her family and Clan, some of which only pay lip service, while retaining their &#039;old faith&#039;.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Setting]][[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Sinking_Lands_(Nation)&amp;diff=64</id>
		<title>Sinking Lands (Nation)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Sinking_Lands_(Nation)&amp;diff=64"/>
		<updated>2026-03-09T02:29:53Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;==The Sinking Lands== &amp;#039;&amp;#039;&amp;#039;Ruler&amp;#039;&amp;#039;&amp;#039;: The Margrave&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Religion&amp;#039;&amp;#039;&amp;#039;: Mixed (Beryn and Ravana)&amp;lt;br&amp;gt;  The Sinking Lands consists of thick swamp, and small pockets of stable islands. Scattered throughout the swamp are ancient buildings that remain half-buried or completely submerged. The buildings were once elegant, though time and the weather have worn most away. Long, fluted columns jut from the swamp, fallen arches and statues of historical figures dot the landscape, their...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sinking Lands==&lt;br /&gt;
&#039;&#039;&#039;Ruler&#039;&#039;&#039;: The Margrave&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;: Mixed (Beryn and Ravana)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Sinking Lands consists of thick swamp, and small pockets of stable islands. Scattered throughout the swamp are ancient&lt;br /&gt;
buildings that remain half-buried or completely submerged. The buildings were once elegant, though time and the weather have&lt;br /&gt;
worn most away. Long, fluted columns jut from the swamp, fallen arches and statues of historical figures dot the landscape, their&lt;br /&gt;
significance forgotten.&lt;br /&gt;
&lt;br /&gt;
The region is split into four territories, divided by the rivers that cut through the region. Control of each region changes almost&lt;br /&gt;
monthly, as undead and demon compete for dominance. Those who gain control use threats, cunning, and raw power to hold&lt;br /&gt;
the land. The ruler of the Sinking Lands has not been contested in ages however – The Margrave holds the reigns of power, a&lt;br /&gt;
powerful undead knight known as a Death Lord. The Margrave rules his domain with a charred, iron fist.&lt;br /&gt;
Scattered through the four territories are a number of camps, villages surrounded by walls of bamboo and stone. Each village&lt;br /&gt;
is patrolled by undead or demon, the villagers kept as food, sport, or ‘recruits’ for the conflicts between those in power. The&lt;br /&gt;
villagers constantly struggle to survive, while their rulers scour bordering territories and bring in fresh slaves to fill the villages.&lt;br /&gt;
&lt;br /&gt;
The villages are filled with sorrow, though hope remains, as the pirates of the Roan Islands perform raids, attempting to free as&lt;br /&gt;
many as possible. The battles between the rulers of the Sinking Lands and the Roan Islands is intense, and war bands from the&lt;br /&gt;
Chey Sart also come in regularly to reclaim those stolen from them – and to take as many demons and monsters down as possible.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The undead and demons of this region revere Beryn as the Dark Lord of Shadow and Ravana as the Mother of Demons. The&lt;br /&gt;
fact that Beryn was destroyed means little, as the undead work towards re-summoning him. The people brought in carry their&lt;br /&gt;
beliefs with them.&lt;br /&gt;
&lt;br /&gt;
==Prejudices==&lt;br /&gt;
The demons and undead despise those who live outside their borders, constantly besieged by the mortals who cover the landscape&lt;br /&gt;
like ants. The region is a chaotic place, with bloody politics and constant battles for control, all under the watchful eye of the&lt;br /&gt;
Margrave. Among the mortal prisoners, the demons and undead reward the cruel, attempting to turn the prisoners against&lt;br /&gt;
themselves, but the attacks and constant circulation of prisoners prevents this from truly happening.&lt;br /&gt;
&lt;br /&gt;
==Common Names==&lt;br /&gt;
Prisoners come from all over the Southern Wilds, and rarely from the middle and northen regions of Kith Kanaan. As such, there&lt;br /&gt;
are no truly ‘common names’ in the Sinking Lands. Instead, people bring in the names they had from where they come from.&lt;br /&gt;
Very few are born in the Sinking Lands.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Shadowmire_(Nation)&amp;diff=63</id>
		<title>Shadowmire (Nation)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Shadowmire_(Nation)&amp;diff=63"/>
		<updated>2026-03-09T02:29:10Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;==The Realm of Shadowmire== &amp;#039;&amp;#039;&amp;#039;Ruler&amp;#039;&amp;#039;&amp;#039;: Caine Vladislav&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Religion&amp;#039;&amp;#039;&amp;#039;: The Nine Houses&amp;lt;br&amp;gt;  The Realm of Shadowmire was formed from a tear in the fabric of Creation. A powerful sorcerer used the tear, weaving a realm for themselves, drawing power from both the Underworld and the Realm of Shadow. While the sorcerer was successful in creating this demi-realm, they were punished for their deeds, and erased from existence. Undaunted, the realm ‘mirrored’ the physic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Realm of Shadowmire==&lt;br /&gt;
&#039;&#039;&#039;Ruler&#039;&#039;&#039;: Caine Vladislav&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;: The Nine Houses&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Realm of Shadowmire was formed from a tear in the fabric of Creation. A powerful sorcerer used the tear, weaving a realm&lt;br /&gt;
for themselves, drawing power from both the Underworld and the Realm of Shadow. While the sorcerer was successful in&lt;br /&gt;
creating this demi-realm, they were punished for their deeds, and erased from existence. Undaunted, the realm ‘mirrored’ the&lt;br /&gt;
physical world, creating within it a nation.&lt;br /&gt;
&lt;br /&gt;
The region under the influence of Shadowmire appears during the day as a swamp, spreading through a region west of the Shire&lt;br /&gt;
Lands, buffered by the Northern Wilds and Anaitha. The swamp appears normal during daylight hours, though undead are often&lt;br /&gt;
found wandering the region before they are destroyed by Anaithan knights. During the three nights of the new moon however,&lt;br /&gt;
the barrier between Shadowmire and Kith Kanaan fade, and the nation of Shadowmire manifests.&lt;br /&gt;
&lt;br /&gt;
Shadowmire is a vast city nestled within a valley surrounded by swamps and low mountains. The realm has slowly grown over&lt;br /&gt;
time, expanding in its own place, while the swamp in Kith Kanaan has slowly expanded as well, marking the power of the realm.&lt;br /&gt;
The city is cramped, the buildings chokingly close to one another, filled with narrow, dirty streets and homes with empty&lt;br /&gt;
windows. Shadowmire seems to be in constant nightfall when it is visited, though those who have braved the realm for more&lt;br /&gt;
than the night have described a dull, dying sun behind a constantly overcast sky.&lt;br /&gt;
&lt;br /&gt;
The realm’s populace are often either peasants who are ‘native’ to the realm, or slaves who have been captured from outside of&lt;br /&gt;
the realm. The ruling population of Shadowmire are vampires, a number of noble ‘houses’ which rule different sectors of the&lt;br /&gt;
city. These Houses each compete with one another for influence, and often attempt to draw outsiders into the realm as new&lt;br /&gt;
pieces in their games, or sometimes send their offspring out into Kith Kanaan to extend their influence. The ruler of Shadowmire&lt;br /&gt;
however, is a rumoured lichtor or revenant known as Caine Vladislav. This powerful undead is nearly a demigod within his own&lt;br /&gt;
right, and rules his realm with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The people of Shadowmire worship the Nine Houses – the noble vampire lines that control the city. The head of each House&lt;br /&gt;
is considered a god in their own right, and the peasants and merchants of the city pay obeisance to the Houses. To speak against&lt;br /&gt;
a noble of one of the Houses is heresy, and those who are too vocal tend to vanish during the night. Sacrifices of animals, or&lt;br /&gt;
from one’s own wrists, is not uncommon. There is no burial in Shadowmire, any who die are usually decapitated, and then&lt;br /&gt;
burned on the house fire as soon as possible. The reason is simple – any who die in Shadowmire are doomed to rise as a zombie&lt;br /&gt;
if they are not burned. Worse, there is always the risk of the spirit returning as an incorporeal undead if the family is not&lt;br /&gt;
extremely careful.&lt;br /&gt;
&lt;br /&gt;
Those chosen for the gift of vampirism are considered ‘ascended’, becoming gods in their own right. The Houses usually choose&lt;br /&gt;
from the merchant class, though some send for fresh blood from outside of Shadowmire, choosing from those that stray too far&lt;br /&gt;
from the Shire Lands or from Anaitha.&lt;br /&gt;
&lt;br /&gt;
==Prejudices==&lt;br /&gt;
Since the only people who come into the realm come at night, when the doors are barred and windows shuttered, a visitor’s first&lt;br /&gt;
impression is that the citizenry are not hospitable. Things couldn’t be further from the truth – it is a simple fact that anyone found outside is ‘fair game’ to the noble Houses, and interference with their hunt is punished severely. However, any who survive until the day are met with food, shelter, and all the desperate hospitality the people of Shadowmire can offer – in the hopes of seeking aid, word from outside, or even smuggling people out of the realm during the next night of the new moon.&lt;br /&gt;
&lt;br /&gt;
==Inspirations==&lt;br /&gt;
Shadowmire looks like a very gothic Slavic city. The merchant class do what they can to keep the city running during the day,&lt;br /&gt;
and the peasants try to keep the city fed. There is little hope within the realm, but the realm itself seems to keep threads of hope&lt;br /&gt;
alive.&lt;br /&gt;
&lt;br /&gt;
==Common Names==&lt;br /&gt;
The last names of people from Shadowmire are usually the names of one of the noble Houses, indicating who the family serves,&lt;br /&gt;
and what section of the city they live in. The Nine Noble Houses are: House Alina the Kind, House Bela the Fair, House Casimir&lt;br /&gt;
the Destroyer, House Danil the Judge, House Iren the Peaceful, House Jasna the Clear, House Katerina the Pure, House Lel the&lt;br /&gt;
Taker, House Sonia the Wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Male&#039;&#039;&#039;: Bo, Boris, Damek, Dmitri, Fadey, Gavril, Jovan, Kolya, Kostya, Luka, Miroslav, Muncel, Nicholai, Nikita,&lt;br /&gt;
Oleg, Stanislaus, Stesha, Vanya, Vladimir, Yakov, Zan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Female&#039;&#039;&#039;: Alena, Ania, Beyla, Brencis, Chesna, Chessa, Danika, Duscha, Evelina, Idania, Jana, Jovanna, Katia, Kristina,&lt;br /&gt;
Lana, Lumina, Marija, Mira, Natalia, Nikita, Olga, Ona, Panya, Raina, Sileny, Sveta, Tasya, Triska, Valeska,&lt;br /&gt;
Vesna, Yanka, Yeva, Zenevieva, Zora&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Savage_Coast_(Location)&amp;diff=62</id>
		<title>Savage Coast (Location)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Savage_Coast_(Location)&amp;diff=62"/>
		<updated>2026-03-09T02:28:20Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;==The Savage Coast== &amp;#039;&amp;#039;&amp;#039;Ruler&amp;#039;&amp;#039;&amp;#039;: None (Tribal)&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Religion&amp;#039;&amp;#039;&amp;#039;: Infernalism&amp;lt;br&amp;gt;  The Savage Coast is a strip of land that runs along the eastern border of Kith Kanaan, as part of the Southern Wilds. The Savage Coast actually runs inland some, covering part of the light forest which extends inland. This wooded region is filled with animals that have been corrupted and transformed by the Touch of Death and pools of deep magic which exist in the region. Very little that...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Savage Coast==&lt;br /&gt;
&#039;&#039;&#039;Ruler&#039;&#039;&#039;: None (Tribal)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;: Infernalism&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Savage Coast is a strip of land that runs along the eastern border of Kith Kanaan, as part of the Southern Wilds. The Savage&lt;br /&gt;
Coast actually runs inland some, covering part of the light forest which extends inland. This wooded region is filled with animals&lt;br /&gt;
that have been corrupted and transformed by the Touch of Death and pools of deep magic which exist in the region. Very little&lt;br /&gt;
that enters the region escapes unscathed, and the tribes of corrupted and transformed inhabitants are a constant threat to any who&lt;br /&gt;
trespass in the region.&lt;br /&gt;
&lt;br /&gt;
Most of the tribes are violent or debauched, but are fiercely loyal to their own tribes. The region is lawless, with a significant&lt;br /&gt;
‘might makes right’ mind-set. The population rapidly degrades from time to time, forcing the tribes to raid other settlements&lt;br /&gt;
or to attempt a push up along the coast and towards R’Tal, or to perform attacks upon either the Sinking Lands or on the&lt;br /&gt;
Badlands for fresh blood. Most of the tribes are fanatics, loyal to their demon rulers, though a few exist in fear of the demons&lt;br /&gt;
and strike out desperately to preserve their tribes, or fade into the woods in hopes to survive there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
A number of the tribes worship one or more demon lords. The tribes are scattered, each having chosen a demon of one sort or&lt;br /&gt;
another as a ‘totem’. Tribal scarring and tattoos, as well as mutilations, grant the tribes strange powers.&lt;br /&gt;
&lt;br /&gt;
==Prejudices==&lt;br /&gt;
Most tribes distrust and hate outsiders, though the more desperate tribes are willing to accept any help from the outside. Those&lt;br /&gt;
tribes who find out that another group has received outside aid often unite in a ferocious attack at the urging of their demonic&lt;br /&gt;
overlords or their cult leaders. Lies are often spread that the region that lies beyond the woods and mountains is filled with death&lt;br /&gt;
and torment (for those who serve the demon lords), to keep them in check, or that the demons already rule Kith Kanaan (spread&lt;br /&gt;
among those living in terror).&lt;br /&gt;
&lt;br /&gt;
==Common Names==&lt;br /&gt;
Because of the language used, and the small size of each tribe, names are very simple. A person has their name, and that is all&lt;br /&gt;
there is. There are no family names, no generational names or last names, everyone simply has the name they have given&lt;br /&gt;
themselves or have had given to them. Names are changed when the person wishes to change it – and because of the nature of&lt;br /&gt;
magic, and the power of names to enslave, it is believed that changing a name after any important event may be for the best.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Male&#039;&#039;&#039;: Ade, Ajani, Bahari, Braima, Chimelu, Chinua, Diallo, Duka, Essien, Fisseha, Gamada, Godana, Haben,&lt;br /&gt;
Hanzila, Ige, Iniko, Jabilo, Jafaru, Kasim, Kitoko, Lerato, Luthando, Mandla, Mikaili, Natine, Nyack, Oringo,&lt;br /&gt;
Oya, Phomello, Polo, Reth, Roho, Sadiki, Simba, Tadelesh, Tenen, Uba, Upendo, Wasaki, Xola, Yaro,&lt;br /&gt;
Yerodin, Zaire, Zulu&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Female&#039;&#039;&#039;: Abeni, Ayanna, Banji, Bem, Chinue, Cyrah, Deka, Dembe, Elon, Eshe, Fabunni, Fola, Genet, Gimbya, Hada,&lt;br /&gt;
Hazina, Isoke, Izefia, Jahzara, Jira, Kainda, Keshia, Liseli, Lisimba, Malaika, Milandu, Nala, Nyeki, Orma,&lt;br /&gt;
Oya, Paleso, Phenyo, Qwara, Rabia, Rafiki, Safara, Selam, Tanisha, Tendai, Ujana, Uzuri, Venda, Visola,&lt;br /&gt;
Walta, Winta, Xhosa, Xolani, Yassah, Yihana, Zhenga, Zuna&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Misc]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Roan_Isles_(Nation)&amp;diff=61</id>
		<title>Roan Isles (Nation)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Roan_Isles_(Nation)&amp;diff=61"/>
		<updated>2026-03-09T02:27:57Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;==The Roan Islands== &amp;#039;&amp;#039;&amp;#039;Ruler&amp;#039;&amp;#039;&amp;#039;: None&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Religion&amp;#039;&amp;#039;&amp;#039;: Varied&amp;lt;br&amp;gt;  The Roan Islands (also known as the ‘Ronan Islands’ or ‘Roan Isles’) is an island chain in the Azure Gulf. They are patrolled and inhabited by lutrai and ronin from Anaitha, who have settled in and begun a series of raids against the creatures of the Southern Wilds. They do trade with the villages and towns which exist along the western coast, and perform strikes into the Greenheart and the Si...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Roan Islands==&lt;br /&gt;
&#039;&#039;&#039;Ruler&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;: Varied&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Roan Islands (also known as the ‘Ronan Islands’ or ‘Roan Isles’) is an island chain in the Azure Gulf. They are patrolled&lt;br /&gt;
and inhabited by lutrai and ronin from Anaitha, who have settled in and begun a series of raids against the creatures of the&lt;br /&gt;
Southern Wilds. They do trade with the villages and towns which exist along the western coast, and perform strikes into the&lt;br /&gt;
Greenheart and the Sinking Lands, using Chey Sart as a port to refresh between raids. The Roan Islands has no leader, and&lt;br /&gt;
accepts anyone who is willing to follow Robert’s Code, a series of rules used when sailing. Slaves rescued from the south are&lt;br /&gt;
brought to the Roan Islands, and from there given their freedom.&lt;br /&gt;
&lt;br /&gt;
===Robert’s Code===&lt;br /&gt;
*Every man has a vote on affairs of the moment, has equal title to fresh provisions and strong liquors at any time seized, and may use them at pleasure unless there is a scarcity makes it necessary, for the good of all, to vote a retrenchment.&lt;br /&gt;
*Every man has the right to be fairly called in turn, by list, on board for prizes because (over and above their proper share) they were on the occasion allowed a shift of clothes. If they defraud the ship and crew of more than the value of a plate (Resources 3) in jewels or money, marooning is their punishment. If the robbery is simply between two individual, the wronged individual may slit the nose and ears of the guilty, and set them ashore near civilization where they will encounter hardships.&lt;br /&gt;
*No person may gamble at cards or dice for money aboard the ship.&lt;br /&gt;
*All lights and candles are to be put out at eight at night. If any crew, after such hours, remain inclined to drink, they will do it on the open deck.&lt;br /&gt;
*Every man is to keep their piece, side-arms, and weapons clean and fit for service.&lt;br /&gt;
*No boy or woman is to be allowed among the crew. If any man is found seducing another and carries her to sea disguised, he is to suffer death.&lt;br /&gt;
*Deserting the ship or quarters in battle is punished with death or marooning.&lt;br /&gt;
*No striking of another on board. Every man’s quarrels are to be ended upon shore, at sword and side-arm. The parties stand back to back, take ten paces, turn, and fire. If both miss, swords are used, until first blood is drawn.&lt;br /&gt;
*No man is to talk of leaving the ship, until they have paid their share of one thousand marks. If a man is to lose their limb or become a cripple in service, he is given eight hundred marks out of the public stock. Lesser injuries gain proportionately less.&lt;br /&gt;
*The Captain and the Quartermaster gain two shares of a prize. The master, boatswain, and gunners, one share and a half. All other officers one share and a quarter.&lt;br /&gt;
*Musicians have one day of rest per week. All other days and nights they are expected to perform, unless granted special favour.&lt;br /&gt;
&lt;br /&gt;
==Religion ==&lt;br /&gt;
There is no dominant religion in the Roan Islands, though the majority follow either Kij, or the Celestial Courts. The religion&lt;br /&gt;
of the lutrai is popular with those who have escaped the Southern Wilds and the worship of Kij and Nyx outnumber any other&lt;br /&gt;
religion in the region.&lt;br /&gt;
&lt;br /&gt;
==Prejudices==&lt;br /&gt;
The biggest prejudice to be found in the Roan Islands is against infernal and undead. Those with demon blood are not&lt;br /&gt;
particularly liked, but with so many by-blows among the slaves rescued, it is the exception and not the rule to distrust them.&lt;br /&gt;
Beyond this, the only true code of honour in the region is that of the individual.&lt;br /&gt;
&lt;br /&gt;
==Inspiration==&lt;br /&gt;
The Carribean is an inspiration for the Roan Islands, with piracy and privateering being the central theme for this region. The&lt;br /&gt;
islands themselves are filled with coves and villages, and there is no singular authority in the region, allowing a ‘honour of&lt;br /&gt;
thieves’ attitude to prevail.&lt;br /&gt;
&lt;br /&gt;
==Common Names==&lt;br /&gt;
There are no true ‘common’ names in the Roan Islands. As the region is a potpourri of different cultures pushed together, people&lt;br /&gt;
can have names from any of the other nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Nation]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Rath_Sliabh_Dorca_(Nation)&amp;diff=60</id>
		<title>Rath Sliabh Dorca (Nation)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Rath_Sliabh_Dorca_(Nation)&amp;diff=60"/>
		<updated>2026-03-09T02:27:02Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;==Rath Sliabh Dorca== &amp;#039;&amp;#039;&amp;#039;Ruler&amp;#039;&amp;#039;&amp;#039;: Rose Thorn, the May Queen&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Religion&amp;#039;&amp;#039;&amp;#039;: Arin (Maya and Tsunami Specific)&amp;lt;br&amp;gt; Rath Sliabh Dorca (or simply ‘Rath’) is a small nation that rests between the Shire Lands to the east, Carcassonne to the south, the Shade Mire to the west, and the Northern Wilds to the north. The region is filled with spirits, and is ruled by the May Queen. The nation of Rath Sliabh Dorca is sworn to the Empress of Carcassonne, but is still independ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rath Sliabh Dorca==&lt;br /&gt;
&#039;&#039;&#039;Ruler&#039;&#039;&#039;: Rose Thorn, the May Queen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;: Arin (Maya and Tsunami Specific)&amp;lt;br&amp;gt;&lt;br /&gt;
Rath Sliabh Dorca (or simply ‘Rath’) is a small nation that rests between the Shire Lands to the east, Carcassonne to the south, the Shade Mire to the west, and the Northern Wilds to the north. The region is filled with spirits, and is ruled by the May Queen. The nation of Rath Sliabh Dorca is sworn to the Empress of Carcassonne, but is still independent for the most part. Those entering this nation often describe the densely packed woods, the constant dampness in the air, and the quiet that seems to surround them.&lt;br /&gt;
&lt;br /&gt;
===The Land===&lt;br /&gt;
The nation is often described as ‘damp’, due to the moisture blowing in from the west, bringing fog and mist inland. Rath Sliabh Dorca is densely wooded, with ancient trees and soft moss underfoot. The land is uneven, and not suitable for farming, but prey is abundant for hunting, and meat and hides are often traded for grains and other supplies.&lt;br /&gt;
&lt;br /&gt;
Rath Sliabh Dorca is a region filled with spirits. With the nation bordering three regions known for the supernatural, the woods of Rath Sliabh Dorca are haunted with spirits, faeries, and ghosts. The natives have many superstitions used to ward against unwanted spirits, and the druids are responsible for keeping the people safe.&lt;br /&gt;
&lt;br /&gt;
===Politics===&lt;br /&gt;
Because of the nature of the land, there are no cities within Rath Sliabh Dorca. The nation is divided into tribes who live in villages with perhaps a hundred people at most. Each village is ruled by a High Druid, who then answers to the May Queen. When the May Queen has passed on, her oldest daughter performs a powerful summoning ritual, to contact the Horned Lord and bind him as her king. The presence of the Horned Lord is the symbol of the May Queen’s right to rule, and places her above the High Druids. Most May Queens remain in power for twenty to thirty years, and are often pressured to hand their title to their daughter at that time by the High Druids. This often has the result of allowing the High Druids to have more voice in the ruling of the nation, as an inexperienced ruler is more apt to listen to advice.&lt;br /&gt;
&lt;br /&gt;
Nearly thirty years ago, the current May Queen swore fealty to the Jewel Maiden of Carcassonne, and while Rath Sliabh Dorca has been a vassal nation since then, they have been allowed control of their own affairs. The result of this fealty, however, has resulted in the Carcosa Woods expanding west, as if attacking the Shade Mire, while the spirits of the woods have granted safe passage to the people of the Rath, and have even protected them from the creatures of the Mire and the Northern Wilds. The current May Queen has remained in power, her control over the Horned Lord and her alliance with the Jewel Maiden providing her unprecedented control over the High Druids, who would otherwise have attempted to force her retirement.&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
The people of the Rath are tribal, living in villages of wood and hide, nestled in among the few clearings that exist within the pervasive woods of this Nation. They are quite superstitious, and each tribe is governed by a High Druid, who helps keep the tribe safe. Each village is led by a chieftain, who sees to the daily routines of the village, and who is advised by a druid, answerable to the High Druid of the tribe.&lt;br /&gt;
&lt;br /&gt;
The nation as a whole is somewhat distrustful of outsiders, and is even more insular than Carcassonne. Outsiders do not know the rituals and traditions important to the survival of the tribes, and there is a constant worry that someone may break one of the many bans oathed to the spirits for the protection of the tribe. As such, those coming into Rath are guarded, and instructed on how to act and what is forbidden within the tribe they are visiting. Visitors are kept under watch, for their protection as well as the protection of the tribe.&lt;br /&gt;
&lt;br /&gt;
Outsiders are met with friendship, but the perceptive notice that nobody from the outside is truly welcome. Outsiders are just that – outsiders, and while the rules of hospitality apply, it is expected that once a visitor is finished with the reason they are in Rath, they will move on.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
While misleading, it is accepted that the people of Rath worship the Arin Faith. Specifically, they worship Maya in her incarnation as the mother goddess, and they worship Tsunami in his role as the father god. It is often believed that upon being crowned, the May Queen becomes an incarna of Maya, who then summons the Horned Lord as an aspect of Tsunami. The other gods of the Arin Faith are accepted, but are only worshipped in lesser roles – to the druids of Rath, Maya and Tsunami are the heads of the faith. This belief has caused some conflict with the more militant members of the Arin Faith, but it has never escalated.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
The Rath method of naming is complicated, as traditions vary from tribe to tribe. The most common method for naming is for the son to take the father’s name as their surname, prefixed by either ‘mab’, ‘map’, or ‘ap’. Thus, if Bowen was the sun of Dillon, he would have the name ‘Bowen mab Dillon’. In other tribes, it is more suitable to take the father’s name, and add a ‘P’ to it, so that the son’s name would be Bowen Pdillon or Bowen Pillon. Because of the influence of Carcassonne, the family name may evolve into ‘Pilon’ (pronounced pea-loh).&lt;br /&gt;
&lt;br /&gt;
For women, the father’s name is taken as a surname, with fitz preceding it. When the daughter marries into another family, she takes the surname of her father in law. So, Aelwen, daughter of Dillon, would be Aelwen fitz Dillon. If she married someone whose father’s name is Patrick, she becomes Aelwen fitz Patrick.&lt;br /&gt;
&lt;br /&gt;
As might be noticed below, a number of names are gender neutral, or are only slightly modified to be separated between men and women. Naming conventions in Rath Sliabh Dorca do not put much emphasis on whether a name belongs to a man or a woman.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Male:&#039;&#039;&#039; Arawn, Avon, Bowen, Broderick, Caradoc, Ceron, Dillon, Dylan, Emlyn, Evan, Gareth, Gwydion, Harry, Howell, Ilar, Iorwen, Jones, Kent, Kynan, Llewellyn, Lloyd, Maddock, Mervyn, Nye, Owen, Parry, Powell, Reese, Rhoslyn, Taliesin, Tudor, Urian, Wynn, Wynne, Yestin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Female:&#039;&#039;&#039; Aelwen, Arwen, Blodwyn, Branwen, Catrin, Crwys, Dwyn, Dylan, Eirwyn, Emlyn, Gaenor, Gwendolyn, Hafwen, Heulwen, Ilar, Kieve, Lowri, Lunet, Mairwen, Morgana, Nerys, Nia, Olwen, Owena, Parry, Raewyn, Rhianna, Seren, Sian, Talaith, Tegan, Wynn, Wynne&lt;br /&gt;
&lt;br /&gt;
==Inspiration==&lt;br /&gt;
Rath is similar to Celtic Wales, controlled by the druids. The druids are the priests and rulers of the region, providing wisdom and guidance to the peasantry of the region. Beyond this, however, Rath is in line with the typical middle age fantasy setting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
	<entry>
		<id>http://ffa2.twosune.net/index.php?title=Naipon_(Nation)&amp;diff=59</id>
		<title>Naipon (Nation)</title>
		<link rel="alternate" type="text/html" href="http://ffa2.twosune.net/index.php?title=Naipon_(Nation)&amp;diff=59"/>
		<updated>2026-03-09T02:26:17Z</updated>

		<summary type="html">&lt;p&gt;Kyldeer Fukumi: Created page with &amp;quot;==The Empire of Naipon== &amp;#039;&amp;#039;&amp;#039;Ruler&amp;#039;&amp;#039;&amp;#039;: Empress Tenshukan Sakura&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Religion&amp;#039;&amp;#039;&amp;#039;: Shinto&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; The Carcasonne Nation was absorbed by Naipon as part of IC Roleplay - The information here should be used instead of Carcasonne for new characters.&amp;lt;br&amp;gt;   The nation of Naipon is a series of islands to the distant east of Kith Kanaan. Until recently, very few in Kith Kanaan had even heard of the land, except for as some mythical place mentioned in the stories of Anaitha. Wit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Empire of Naipon==&lt;br /&gt;
&#039;&#039;&#039;Ruler&#039;&#039;&#039;: Empress Tenshukan Sakura&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;: Shinto&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Carcasonne Nation was absorbed by Naipon as part of IC Roleplay - The information here should be used instead of Carcasonne for new characters.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The nation of Naipon is a series of islands to the distant east of Kith Kanaan. Until recently, very few in Kith Kanaan had even&lt;br /&gt;
heard of the land, except for as some mythical place mentioned in the stories of Anaitha. Within the last thirty years or more,&lt;br /&gt;
however, scholars and those who have regular interaction with Anaitha have heard of the distant land.&lt;br /&gt;
Naipon is currently in a state of civil war. The former Emperor, Tenshukan, was assassinated using a powerful ritual. His&lt;br /&gt;
daughter, still young, was placed upon the throne and the Clans began to compete to see who would hold influence over her.&lt;br /&gt;
This escalated, spilling out of the court and onto the battlefield. Currently, the Empress holds power with the aid of the three&lt;br /&gt;
Edo Clans, the Kurosawa, the Koketsu, and the Saotome. Opposing the Edo Clans are the Kigurai, Riyoku, and Toriko Clans,&lt;br /&gt;
which are attempting to stifle the Empress’ influence and place their courtiers in control of the Court.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Code of Honour===&lt;br /&gt;
The Naiponese hold to a strict code of honour. This consists of the Seven Tents and Four Principles of Bushido, and an&lt;br /&gt;
abstention of the Three Sins. The code of Bushido is held by the noble caste, while it is expected for anyone of lesser caste to&lt;br /&gt;
behave with respect and honour.&lt;br /&gt;
&lt;br /&gt;
The Seven Tenets of Bushido&lt;br /&gt;
#Gi: (Justice)&lt;br /&gt;
#Yu: (Courage)&lt;br /&gt;
#Jin: (Compassion)&lt;br /&gt;
#Rei: (Respect)&lt;br /&gt;
#Makoto: (Honesty)&lt;br /&gt;
#Meiyo: (Duty)&lt;br /&gt;
#Chugi: (Loyalty)&lt;br /&gt;
&lt;br /&gt;
The Four Principles of Bushido&lt;br /&gt;
#Chu: (Preservation of Ethics)&lt;br /&gt;
#Ko: (Filial Piety and Respect)&lt;br /&gt;
#Chi: (Wisdom)&lt;br /&gt;
#Tei: (Respect for the Elderly)&lt;br /&gt;
&lt;br /&gt;
===The Three Sins===&lt;br /&gt;
*Desire: A truth of enlightenment is to be accepting of what one has, and to desire nothing. For when one feels desire, they may act contrary to the needs of their family and of their lord. One understands that their life is not their own, but belongs to their lord and to their family, and one’s own desires mean nothing in comparison.&lt;br /&gt;
&lt;br /&gt;
*Fear: A true follower of bushido does not let fear control them. While they may feel fear, they act regardless, without hesitation. One who succumbs to fear hesitates, and is unable to act for their lord and family. A coward dies a thousand deaths in their mind, and puts the lives of all around them at risk, shaming their family and their lord. One accepts the presence of fear, but they never let it control them.&lt;br /&gt;
&lt;br /&gt;
*Regret: Mistakes are made. If one did not make mistakes, they could not learn from them. It is best for one to accept these mistakes, learn from them, and carry on. One does not dwell on the mistakes of the past, they accept their actions and the consequences, and then step forward without looking back. Regret can lead one to hesitate, or question their judgement. A true follower of bushido never hesitates, and accepts responsibility for their every word and deed.&lt;br /&gt;
&lt;br /&gt;
=== Cultural Taboos ===&lt;br /&gt;
&#039;&#039;&#039;Purity:&#039;&#039;&#039;	It is said that the Naiponese are obsessed with cleanliness, and it is not far from the truth.  A typical member of Naiponese society washes at least twice a day, and usually more than three times.  It is customary to wash when one wakes, during a break in the middle of the day, after any period of hard work or exertion, and before going to sleep.  Because of this fixation on cleanliness, the Naiponese are very sensitive to body odour, often finding the smell of dry sweat and dirt to be extremely unpleasant.  Bath houses are major community centres within Naipon, and hot springs are a luxury that is much sought after.&lt;br /&gt;
&lt;br /&gt;
Blood and dead flesh are taboo to the Naiponese.  They refuse to touch dead flesh or spilled blood, and will refuse to touch corpses or eat red meat.  Leather must be properly sanctified and lacquered before they will consider touching it.  One who has touched dead flesh or blood is considered unclean, and must wash and then be ritually purified.  Naiponese refuse to eat red meat, but will accept bird or fish, and rarely will rabbit be considered (usually only be the poor and desperate).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Face:&#039;&#039;&#039;	Face represents personal honour and respect.  One does not show weakness or extreme emotion in public.  An individual puts on a ‘mask’ or ‘face’ for the public, and carries themselves with dignity, being an example for all around them.  To show extreme emotion (to act with excess) is to let one’s mask ‘slip’, and is considered a grave insult and a loss of honour.  Extreme loss of face may result in an individual feeling shamed, and may shame one’s family and lord.  In such cases, if restitution can not be made, an individual will often request seppuku (if they are of noble rank) or simply commit suicide (hanging is popular, as is drinking poison).&lt;br /&gt;
&lt;br /&gt;
Familiarity is only allowed by those who are very close (such as best friends, and direct bloodline) in public, or in private.  Each person has a personal space dedicated to them, and it is considered a loss of face to have that personal space breached by another.  The higher an individual’s caste within Naiponese society, the more personal space they have (often represented by the angle of the person’s swords.  The more of an angle, the more of a radius they possess).  In private with family, or in a geisha house, a person may let their mask slip, and act more as a person and less as a servant to their lord and family.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Love:&#039;&#039;&#039;	There are many love stories told in Naipon.  Nearly every single one of them ends in death for both lovers.  The reason for this is simple – love is a manifestation of the sin of desire, and prevents one from acting in accordance to the needs of their family and their lord.  Marriage is often prepared for someone before their twelfth birthday, and the ceremony often takes place between the fourteenth and nineteenth birthday.  Marriage is done for political reasons, to cement alliances, to keep bloodlines pure, or to raise someone’s station.  Love is something that is expected to come later in a marriage, if at all.&lt;br /&gt;
&lt;br /&gt;
To place one’s love for another before one’s duties is seen as a grave dishonour.  Affairs are common, but it is expected that when it is time to marry, such ‘silly pass-times’ will be left behind and the person will accept their parent’s wishes.  Affairs will often happen after a marriage, usually done quietly so as not to cause anyone in the household to lose face.  Lovers are allowed, and are usually prepared by the wife of the household, as these mistresses must serve the wife, and peace must be kept in the household.  An affair that is exposed often brings shame to the household, and usually results in seppuku, banishment, or at the very least, with the lord of the shamed person sending them off to perform a dangerous, and usually suicidal, assignment.&lt;br /&gt;
&lt;br /&gt;
Love may be romantic, but it is not practical and should always be set aside for duty.  Those who marry and find love (or are given the opportunity to marry those they truly love) are seen as particularly blessed, though such events are few and far between.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The Naiponese follow the Shinto belief system. To the Naiponese, every object has their own spirit, and each spirit is to be&lt;br /&gt;
respected and in some cases revered. Above these spirits are the greater spirits, who guide the lesser spirits and ensure the land&lt;br /&gt;
is in harmony. Above these are the Fortunes, each a god who guides the mortals of Naipon, each an embodiment of an ideal.&lt;br /&gt;
Above these are the gods themselves. In addition, there are the ancestors, the souls of the people who have come before. The&lt;br /&gt;
ancestors watch over and guide their descendants, helping them or punishing them as their descendants live their lives.&lt;br /&gt;
The Naiponese have no respect for the Joshuite faith. Having their ancestors and the spirits around them called ‘demons’ and&lt;br /&gt;
seeing this faith that reveres only one god, reducing all others to either ‘servants’ or ‘enemy’, angers the Naiponese. As such,&lt;br /&gt;
as in Anaitha, the Joshuite faith is forbidden to be practised, including by members of the Joshuite faith. The penalty for practice&lt;br /&gt;
of the Joshuite faith is crucifixion.&lt;br /&gt;
&lt;br /&gt;
==Prejudices==&lt;br /&gt;
The Naiponese believe that they are the spiritual centre of the world, and that those outside of Naipon have no place in the&lt;br /&gt;
spiritual afterlife (with the exception, perhaps, of Anaitha). It is believed that non-Naiponese do not have ‘souls’, as they have&lt;br /&gt;
no connection to their ancestors and they do not follow the basics tents of cleanliness. As such, Naiponese act superior to the&lt;br /&gt;
‘gaijin’, and treat others as simple, or perhaps child-like. Naiponese are rarely deliberately rude, as doing so goes against the&lt;br /&gt;
precepts of bushido, but the antics of someone outside of the caste-system of the Naiponese is given very little leeway if they&lt;br /&gt;
insult a member of the samurai caste. There is no punishment for the killing of gaijin.&lt;br /&gt;
&lt;br /&gt;
==Common Names==&lt;br /&gt;
Each Clan holds a noble line, and a number of lesser families. Each individual is named first by their family name, and then their&lt;br /&gt;
personal name, chosen when they come of age. Members not of the noble lines instead use the family name of their lord, and&lt;br /&gt;
then their own personal names. Those of the lowest caste simply choose a name associated with an aspect of their life, usually&lt;br /&gt;
connected to the job they perform (Tanner, Cutter, Sailor) or some aspect of nature (Wren, Plum, Peony). For extended families,&lt;br /&gt;
names are done in the following format: &amp;lt;clan name&amp;gt; &amp;lt;personal name&amp;gt; noh &amp;lt;family name&amp;gt; noh &amp;lt;previous family if different&amp;gt;,&lt;br /&gt;
such as Koketsu Ren noh Himitsu noh Kurosawa would mean that Ren is a member of the Koketsu Clan, his family is the Himitsu&lt;br /&gt;
minor family, and that his mother married into the family from the Kurosawa family.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Male&#039;&#039;&#039;: Aki, Akio, Botan, Daiki, Daisuke, Goro, Hachi, Hoturi, Itachi, Jiao, Jiro, Kaman, Kenji, Makoto, Matsu,&lt;br /&gt;
Natsu, Nori, Ren, Ryu, Samuru, Suoh, Tomi, Tsubasa, Uji, Washi, Yasu, Yukio&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Female&#039;&#039;&#039;: Aiko, Aimi, Chika, Emiko, Gen, Gin, Haruko, Hitomi, Ichigo, Jin, Kaiya, Kyoko, Midori, Miyoko, Nariko,&lt;br /&gt;
Nozomi, Oki, Reiko, Rin, Sakura, Seiko, Tama, Tomoko, Umeko, Uta, Wattan, Yachi, Yuki, Zakuro&lt;br /&gt;
&lt;br /&gt;
==Titles==&lt;br /&gt;
The Naiponese, and to some extent the Anaithans, use a series of titles to denote status. Status is important to the Naiponese,&lt;br /&gt;
and one speaking improperly may cause insult. The usual response to someone not respecting status is the immediate death if&lt;br /&gt;
the person is not of noble status, and a challenge for restitution if the disrespectful person is of noble status.&lt;br /&gt;
&amp;lt;name&amp;gt;-san The most common title, used when addressing anyone not in the immediate family. Used to address anyone&lt;br /&gt;
who does not warrant the use of one of the other titles below. Often translates to ‘mister’ or ‘misses’.&lt;br /&gt;
Sometimes used in regards to food or animals as a term of respect. Also used: &amp;lt;name&amp;gt;-han. This title is&lt;br /&gt;
usually not used when referring to family members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;name&amp;gt;-kun An informal and intimate title used towards males. Used by senior status addressing those of lesser status, by&lt;br /&gt;
males roughly the same age and status, or by anyone addressing male children. Sometimes used towards male&lt;br /&gt;
pets. Teachers address male students using -kun, while female students are addressed as -chan. The use of&lt;br /&gt;
-kun when addressing male children is similar to addressing an adult as -san, to not do so would be considered&lt;br /&gt;
rude, unless referring to one’s own child.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;name&amp;gt;-chan Used to refer to children, animals, and people with whom the speaker has known since childhood. -chan is&lt;br /&gt;
used less for women than for men and requires considerable intimacy to be used with adults one has not known&lt;br /&gt;
for long periods of time or since childhood. -chan is incredibly informal and intimate when used with a&lt;br /&gt;
truncated version of the person’s name: Thus, ‘Hitomi-chan’ is informal, but ‘Hi-chan’ is considered very&lt;br /&gt;
intimate. -chan may also be used for pet names or to refer to animals, or when speaking with very small&lt;br /&gt;
children. -chan when used to speak of someone the speaker’s age is used mainly for women, if they are the&lt;br /&gt;
same age or younger than the speaker. Using it to refer to a male of close to the speaker’s age is considered&lt;br /&gt;
an insult unless said as a joke. Other versions are -chin or -tan. -tan is used for inanimate objects or for&lt;br /&gt;
costume play where a woman pretends to be an inanimate object. -han is sometimes used when a male feels&lt;br /&gt;
affectionate to a female.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;name&amp;gt;-sama The formal version of -san, used when addressing someone of much higher rank than the speaker, or when&lt;br /&gt;
a professional (such as a merchant) is speaking to a customer or client. When one wishes to show deference&lt;br /&gt;
or respect, -sama may also be used, or when speaking of a shrine object (such as a sacred stone). Individuals&lt;br /&gt;
with exceptional traits may also be called -sama, denoting their talents, or their attractiveness. When speaking&lt;br /&gt;
of a superior in an affectionate manner, the term -chama may be used (in much the same way -chan is related&lt;br /&gt;
to -san). This is usually reserved for older individuals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]][[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Kyldeer Fukumi</name></author>
	</entry>
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