Mancy, or, Why Divination is Cool, Mechanics for it

The -mancy suffix actually means divination, not control. Learned this just recently and made me feel kinda' stupid. Also opened up some ideas for me.

The purpose of the mechanics below is to go with my Esoteries system. I don't like spells or spellcasting as they usually are, and wanted to come up with ways to replace standard, flamboyant magic and wizards in my games. Read more about what Esoteries are here.

I currently have a player using these mancy rules in my Sunday campaign. It's been dope so far. The answers she's gotten from her divinations have helped the party decide on various plans, but has yet to yield anything gamebreaking or too explicit. Also makes for some cool roleplay moments.

Note that not all settings are meant to have all Esoteries in them. Dark Sun for example has curios, psionics and sorceries. My Heaven Bless'd & Burned setting has curios, miracles, and mancy.

MANCY

Image result for melisandre stares into the flame art
Melisandre from GoT is the archetypical pyromancer-using Cleric.
Divination has guided mankind since they left the muddy basin they evolved in. Every kingdom is dictated by it, every nation forged on its back, every war fought with its truths.

To use mancy, first decide which of the four methods you use for your divinations. Each method dictates a different type of information.
  1. Anthropomancy, or divination by entrails. Produces strange visions, encoded in shadowed symbols, that show a possible future for a question ask.
  2. Asterimancy, or divination through stars. The sky, star maps, globes and pools that reflect the heavens. Reading this tells you what sort of supernatural events are quickly approaching.
  3. Geomancy, or divination by earth. Break rocks, listen to how soil slides through the hand, hear the vibrations of trees, and then you will know what has happened recently in your area.
  4. Necromancy, or divination through the dead. Take a skull, paint it, lavish it with oils, and then place it on a table in a dark room. Ask it three questions, and it will answer truthfully.
  5. Oionomancy, or divination by symbol. Watch the flights of birds, see what strange colors appear on someone's back, study how many crosses sit atop buildings around you. These will tell you when something dangerous, supernatural, or determined is nearby.
  6. Pyromancy, or divination through flame. Light a flame, stare in it, use bones instead of coal. In the fires you will see a series of images that tell you of dangers to come.
You have a d6. This is your Divination Die. Roll it when you go to perform your mancy. Add +1 to the roll if you meet any of the following criteria:
  • You are under no pressure.
  • You have copious amounts of your preferred element.
  • You are unharmed and under no curses or other ill effects.
The following chart shows how exact of an answer should be given by the Referee.

1-2: Vague answers, cryptic, lots of symbols, nothing direct.
3-4: An answer requiring less interpretation, some explanation, familiar things and obvious clues
5-6: Clear answer, obvious people or creatures, no real trickery, still somewhat encoded
7+: Exact answer, no room for interpretation.

Everytime you perform mancy, the maximum X-in-6 chance you have goes down. So, if you do it 3 times in a day, any roll above a 3 is treated as a 3. With 8 hours of rest and letting omens leave your mind, this resets completely.


AN EXAMPLE: In my Sunday game, we have an anthropomancy. Last session, she divined with the entrails of a murdered man to see what creature had killed him. She rolled low, only a 1, and the answer she was given showed the shadows of a woman with six limbs, wings, paws, and that lived in the trees. The entire party went hunting for this creature. It turned out the woman was actually a human woman who was using dead animal parts to trick the party. Technically they were given the right answer, but it was so vague and cryptic because of her low roll that what came out confused them. If she had rolled higher, it would have been clearer that this was a human woman, not some monster.


USING THIS IN YOUR GAMES

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If your game has divination spells, remove all of them. Mancy is your divination spell now.

Magic-Users (of any kind), Clerics, and Elves have a 1-in-6 chance of knowing Mancy when created. Everytime they level up, reroll this chance again but add +1. One can also learn Mancy from another Mancer, though it takes a month of study to get the basics.

One can study another type of mancy by themselves. Instead of learning new spells, you can make a 1-in-6 chance and increase it by your Wisdom modifier to learn a new type of Mancy when you gain a level.

Fighters, Thieves/Specialists, and whoever else can learn Mancy as well, but their 1-in-6 chance never increases as they level.

Quick Sorcerer-King and City-State Generators for Dark Sun Games

I'm all about the whole "Make the setting yours"-style of setting books. Dark Sun, fantastic as it is, lacks this. This post is dedicated to coming up with your own Sorcerer-Kings and their surrounding City-States.

THE SORCERER-KINGS

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Dragon is the best of all.
Defiling is power--this these Sorcerer-Kings know well. Their strip Athas of its lifeforce and use it to build great citadels where they alone rule. Some claim divine right. Others are unashamedly tyrannical. All hold absolute power.

Pick up a die of every size from d4-d20 from a standard set. Roll them, refer to the tables below, and then choose a variant stat block at the bottom of this section that you can use as a template to customize your generated Sorcerer-King.

TITLE
  1. The Albatross
  2. They Who Swallow Seas
  3. Mother-Eater
  4. Killed Sun
NAME
Odds indicate male, evens indicate female
  1. Annshamash
  2. Ishgal
  3. Na-Suen
  4. Uki
  5. Dumesh
  6. Ereshlil
CLAIM TO POWER
  1. Inherited authority from Dead Gods
  2. Killed the previous ruler
  3. United countless tribes under their rule
  4. Oracles and seers prophesied their rise and fall
  5. Was the heir of the previous ruler
  6. Granted to them by a Master of the Way
  7. Raised their City-State from Defiled ash
  8. Chosen by the people--and by trickery
THEIR MAGIC...
  1. Is slowly turning them into the next Dragon.
  2. Turns the nightmares of rebels and heretics into vicious demons.
  3. Defiles exclusively children's lives as a means of control.
  4. Is actually Preserving or Psionics in disguise.
  5. Attracts predatory animals, who haunt the outskirts of their domain.
  6. Forces the dead to rise from their graves to serve their Sorcerer-King.
  7. Causes the sun to grow darker yet.
  8. Creates vicious lightning storms that, if the stars are right, are rain-pregnant.
  9. Is not their own; a cabal of sorcerers masquerades behind one figurehead.
  10. Creates a plague of curses that kills dozens whenever a great spell is cast.
THEIR GOAL IS TO...
  1. Rule until their death, then rule throughout their undeath.
  2. Kill the Dragon and harvest his power.
  3. Amass an army of Disciples so that no army can best them.
  4. Extinguish the sun so that they may take its place in the heavens.
  5. Conquer all other City-States and draw from them as tributaries.
  6. Bring the green back to Athas.
  7. Slaughter Halflings and take their resources.
  8. Learn how to create obedient life, so that treachery can never happen again.
  9. Elevate to the status of a true god.
  10. Discover what lies across the Sea of Silt.
  11. Become a dragon themselves.
  12. Kill all Defilers and Preservers, so that magic may be theirs alone to control.
A DEFINING FEATURE IS THEIR...
  1. Love of strange animals, whose skins they wear and bones they pierce themselves with.
  2. Skin pale as moonrock or dark as obsidian, scarred neither by combat or disease.
  3. A set of three eyes that open across their forehead and palms when they weave magic.
  4. Scarification, which covers their normally nude frame.
  5. Hair, braided with the hair of every person who has ever tried to kill them.
  6. Opulence--wealth of a thousand kinds hangs from their wrists and shoulders.
  7. Weight, as they have the girth of ten men or are thin as spears.
  8. Diseases, for they are always sick and covered in sores.
  9. Hatred of conflict, leading to laws against violence within their cities, punishable by death.
  10. Absence, they are rarely seen, and rumor holds it they are often outside their City-States.
  11. Martial mind, as they are a fantastic general who rarely loses on the field.
  12. Multiple personalities, some of which are kinder or more tyrannical than others.
  13. Existence, as their name and powers are a title passed down and shared by every heir.
  14. Age, for they are either young as an infant or wizened beyond belief.
  15. Interaction with the populace, for they are always walking the streets alone.
  16. Second head, which rests beside their first and is always spouting the secrets of others.
  17. Shifting appearance, as something about them, from sex to hair color to number of limbs, changes daily.
  18. Power, as they are actually weak Defilers who rule through lies and tricks.
  19. Paranoia, which guides them at all times and has seen them executing many an innocent soul.
  20. Senses, for they are blind, deaf, and mute, yet aware all the same.

HD: 20 (+1d20 additional HD)
AC: 19 (Charms, hides, or curses protecting them)
Speed: As man
Morale: 12 (-3 or -6 if found outside City-State and without Defiling power)
Attack: Defiling Pull, save vs Breath Weapon or take 3d6 damage, effects all within 5-100'.
Special:
Roll for one of the following options.
  1. They are a Master of the Way. Roll 4d6 to decide which Ways they know; they know all Psionic Powers of that Way. Know only 3 1st level spells.
  2. They have 6 of their 20 levels as Fighters or Specialist/Thieves.
  3. 1d8 of their skills have 6-in-6 chances of success.
  4. They have an assortment of magical swords.
  5. They are a lich, and their phylactery is held somewhere underneath the city.
  6. They use the Weird Magic System from Vaginas are Magic!/Eldritch Cock.
  7. They can Defile their City-State as many times per day as they want without losing spell slot intake.
  8. They are immune to any spell cast through Defiling.

THE CITY-STATE

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Tyr.
Same procedure as above. Some dice you will be rolling twice.

CITY NAME
  1. Mythopolis
  2. Asur
  3. Ka'Dinger
  4. Qahirah
CITY TITLE
  1. Where Hopes Dies
  2. The City of Metal
  3. The Haunted State
  4. Cradle of Suns
CITY LOCATION
  1. On top a sprawling oasis.
  2. A battlefield where grass grew from the bodies.
  3. The shores of the Sea of Silt.
  4. Inside a canyon wall in the Tablelands.
  5. Bordering the Forest Ridge.
  6. An crater-lake inside the Sea of Silt.
MAIN TRADE
  1. Slaves
  2. Food (Fruits, Meats, Humans, or Crops)
  3. Alcohols
  4. Old-world secrets.
  5. Weapons, armors, and mercernaries.
  6. Lumber & textiles
DEFINING LANDMARK
  1. A great obsidian obelisk carved with the history of the City-State.
  2. The oasis at its center, whose water is the color of sapphires.
  3. A massive, blue city wall with heliographs of the City-State's religion burned onto it.
  4. A tower filled with strange gardens and entrail divinations tha towers a thousand feet into the sky.
  5. Its ziggurats, atop which domed palisades sit.
  6. Skull racks, where the heads of criminals, heretics, and assassins hang.
  7. The city is terraced, raises higher and higher until one reaches the center.
  8. It is only visible as a mirage until one has reached its borders.
FAMED FOR ITS...
  1. Intellect Fortresses, of which there are many, each inhabited by another Master of the Way.
  2. Seers, oracles, and diviners, who use both elemental and entrail-based divination to grasp the future.
  3. Gladiator arenas, where strange creatures, wild talents, and scarred slaves fight to the death.
  4. Slave trade. Pleasure slaves and laborers are the most common, and few are as beautiful or as heat resistant.
  5. Tyranny. The laws here are draconian and uncompromising.
  6. Lushness. The oasis is massive and a forest is in constant bloom 'round its edges.
  7. Ruins. Underneath the city are the sprawling ruins of the Old World, filled with yet unmined metals and treasures.
  8. Diverse ecology, as strange creatures, all some manner of psionic or strange, can be found within the borders of the City-State's domain.
  9. Lack of slaves. Here, all men are free, and all men are artist, and all men work.
  10. Military. Every man, woman, and child is trained in the arts of murder and expected to ply them at some point.
DISTRICTS
Roll 1d6d12. Circle each d12 rolled and reference the table for what kind of neighborhood has been created. Remember to rename the districts with something thematic to the city itself.
  1. Scrimshaw. This district is dedicated to the creation of weapons and armor from Athas's detritus.
  2. Well-Nobles. Here the well and food nobles live, safely protected by templars and slaves. Also where the wells are.
  3. Freeman's District. Where the City-State's freemen live, work, and engage in countless dramas.
  4. Blood Zones. Slums built on the outside of the city's wall, filled with slaves. Named as so because of the violences that happen here.
  5. Slave Field: Crops. The countless crop fields that feed the city.
  6. Slave Field: Mining. A series of mines into the ruins or veins underground for precious materials.
  7. Worship Districts. Where different forms of worship, always to the Sorcerer-King, are performed. Also where Templars live.
  8. Gate Towns. Visitors, including merchants, must spend time here before being allowed into the city's heart.
  9. Bazaars. Where trading happens. Open 1d20+10 days a month.
  10. Red Sun District. A pleasure district, filled with slaves, strange drugs, and psionic meditations.
  11. War Streets. Where both the city's militia and its guardsmen are barracked. This district also has jails and torture prisons as well.
  12. The Defiled Heart. The palisades of the richest, most powerful, and most favored of the Sorcerer-King, as well as their own palace.
DISTRICT LANDMARKS
When you create a district roll a d20 1d4 times across the map. Circle the areas and refer to the chart to see what landmarks are here.
  1. Gladiator Pit. Where weekly, sometimes daily, blood games are held.
  2. Torture Platforms. Where enemies of the City-State or Sorcerer-King are tortured and executed.
  3. Foreign Caravan. Visitors from a distant Athasian City-State or tribe. Odd things can be found on sell here.
  4. Well. 5-in-6 chance to be dried. Otherwise, it's a forgotten treasure ready to be mined.
  5. Undiscovered Ruin Entrance. An as-of-yet untapped treasure that can be found. Likely dangerous.
  6. Noble Estate. Either a crop or well-noble. 2-in-6 chance that a Master of the Way is teaching here.
  7. Slave Slum. A shantytown where slaves are kept. Patrolled by templars or other hired help.
  8. False Home. The family that lives here are paid handsomely to hide the Preserver base underneath their home.
  9. Monster Pens. Where strange creatures for the Gladiator Pit or the militia are kept, fed, and bred.
  10. Trade Caravan. A trade caravan just recently let into the city. Contains 1. Food 2. Alcohols 3. Weapons/Armors 4. General supplies.
  11. Bard's Theatre. A small, open-sky theatre where singers and dancers perform regularly. 
  12. Sorcerer-King Monument. Some kind of monument to the current Sorcerer-King. Offerings are left here.
  13. Bard's Alley. Alleyways that usually go unpatrolled. Filled with whisperers and criminals.
  14. Arables. Farmland, though small and quaint. Milled by slaves.
  15. War Maker. Famed creator of weapons and armors.
  16. Unmarked Building. Where the most dangerous criminals are kept, and where strange things are done.
  17. Untended Secret Garden. A strange thing that should not exist. 
  18. Pleasure House. As advertised.
  19. Storage House. Where food, water, or other goods are kept.
  20. Sorcerer-King's Vacation House. The second heart of the city.

The Theurge; a Recurring Antagonist in my Dark Sun Games

He is eight feet tall and not a single hair dares weed his body. Both eyes are sootblack and his laugh is loud and hearty and his voice a susurrus that cannot and should not be ignored. Every muscle across his frame is covered in tight skin that allows it to ripple under the Dark Sun's ruby light. He is the color of porcelein. He burns, and he bleeds, but he neither scars nor cripples. A grinding mind sits enthroned in his skull and it rules the Way as Sorcerer-Kings do their city-states and no other laws are permitted to exist when one is within the scope of his sight or the threat of his voice or the death of his thoughts. Thrice has he met the Dragon and a dozen times have the slavers he commands been killed to a man and every time he has the supped on their ribs and danced on the graves he dug for his precious brothers and sisters while laughing and singing his own praises that tell the world that he will never die. Never once has this song been a lie and never it will be and even when Athas has decided to turn to dust or once more live green the Theurge will remain and he will dance and he will sing and he will dance and he will sing and never will he sleep.

Image result for engineer art alien
Engineers capture well his image.


The Theurge

HD: 20+20
AC: As naked
Speed: As man
Attack: 2d12 mind thrust, +10 to hit.
Morale: 12
Special: 
  • Has a 6-in-6 Psionics skill.
  • Knows all 12 powers under both Psychoportation and Telepathy.
  • Has the power Your Life is My Life. When someone dies within his presence, he psionically consumes the years of life they would have lived. In this way, he regenerates 6hp per round and will never age.
  • Is usually found as apart (but never the leader of) a crew of 1d10 slavers with 1d12 slaves in tow.
  • Saves as a 20th level Magic-User.
  • Will rarely fight enemies to the death, either theirs or his. Will either enslave or reduce to 0 HP, stabilize, and let them live.
  • Anyone who has been hit by one of his mind thrusts has their location known to him at all times.
  • Can create an Intellect Fortress as he wills.


----


Fucks with the party, enslaves them, watches them escapes, continues the game. Based heavily off of the Judge from Blood Meridian.

Dark Sun Conversion for Lamentations or Other Retro-Clones

I'm running some Dark Sun games soon. I'm not well-versed in 2e and didn't want to devote a lot to it, so I figured I'd just run it with Lamentations. This post contains all of my homebrew so far. It should be usable with any retroclone, however.

Image result for brom dark sun art
Brom art inbound.

CHARACTER CREATION

  1. Stats are 2d6+6 down the line. Strong stats for the strong of Athas.
  2. Every character starts at level 3, as they did in the original Dark Sun.
  3. Gold for XP is still the rule. However, cannibalizing or devouring creatures counts as treasure. Value is HD x 100 in sp. Oases are also worth 500sp per discovery, as long as it is defended successfully for 1 week.
  4. Choose your class. Classes right now are:
  • Fighter
  • Magic-User (decide either Preserver or Defiler)
  • Halfling (cannibal)
  • Mul (reskinned dwarf)
  • Elf
  • Amazon (from Frostbitten & Mutilated)
  • Disciple (psionicist, found at the bottom of this post)
No Thri-Keen or Half-Giant class. Yet. Not sold on making those atm.

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Once all characters are made, the Referee rolls 1d4. The number rolled determines the starting condition of the party, as seen below:
  1. SLAVES, and either work slaves or gladiators; start with no equipment but masters can equip them with virtually anything
  2. TRIBALS, and either cannibals or hodgepodge groups; start with 1 weapon and 3 days of rations/water, as well as up to 100sp of survival supplies
  3. RECKONERS, these are the pirates of the Silt Sea; start with 2 weapons a piece, no rations or water (gotta pirate some!), and a silt-skimmer for the whole party
  4. KILLERS, in which case you work for either the sorcerer kings or are bards; start with 2 weapons of your choice, a beast of burden, and 100sp of survival supplies

DEFILING & PRESERVING

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If you roll a Magic-User, determine if you are either a Defiler or a Preserver. Then reference below how your magic works.

Defilers
As a Defiler, you drain life to cast magic. You do not have natural spell slots. When you cast a spell, you drain the life out of the surrounding area. Depending on the quality of the environment, you gain a certain number of spell slots. You can Defile a number of times equal to your character level. If you continue to Defile past that, subtract 8 from your hit points. You can only cast spells you have prepared with these spell slots, and they have no numbers attached to them--however, you cannot cast a spell whose level is greater then half of yours (rounded up). Everytime you Defile an area, the next time you Defile it you will receive 2 less spell slots (minimum 0). An area is considered 1 Hex, City, Dungeon, or Oasis location. NPCs and monsters will attack any Defiler they see cast magic. For every level past 5, add +1 slots to the slots gained.
  1. Ash - No spell slots gained.
  2. Barren - 1 spell slot gained.
  3. Drought - 2 spell slots gained.
  4. Fertile - 1d4 spell slots gained.
  5. Lush  - 1d6 spell slots gained.
  6. Oasis - 1d6 + 2 spell slots gained.

Preserver
As a Preserver, you hold life as sacred and take only what you need. You only have 1 spell slot. When you cast a spell, you draw upon Athas to aid you. Depending on the quality of the environment, you gian a certain number of additional spell slots. You can only cast spells you have prepared with these spell slots, and their level is equal to your own 1 natural spell slot (which is half of your level, rounded up). You can only Preserve an area once per day. An area is considered 1 Hex, City, or Oasis location.
  1. Ash - No spell slots gained.
  2. Barren - No spell slots gained.
  3. Drought  - 1 spell slot gained.
  4. Fertile - 2 spell slots gained.
  5. Lush - 4 spell slots gained.
  6. Oasis  - 6 spell slots gained.

WHETHER DEFILING OR PRESERVING, YOU CAN NEVER HAVE MORE SPELL SLOTS THAN x2 YOUR CHARACTER LEVEL.

EQUIPMENT

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There is little metal in Athas, and these rules do not apply to metal equipment.

At the end of a combat, your equipment has a 1-in-6 chance of degrading to a lower condition. See the table below for the conditions and their effects. Everytime the condition of your equipment degrades, the chance increases by +1. Spending 8 hours of work raises the condition of your equipment by 1.

  1. Peak Condition - No adverse effects.
  2. Worn - Armor is -1, damage die of weapons decreases to d4. If already d4, decreases to 1+Modifier.
  3. Damaged - Armor is -2, damage die decreases again. If already 1+Modifier, is now just +Modifier.
  4. Broken - Armor provides no benefit; weapon does 1 damage.
Metal weapons deal +1 damage and metal armor/shields adds +1 to AC.

WILD TALENTS

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This pic has nothing to do with wild talents but it's dope.
When you create your character, roll a d20. If the result is equal to or under your Intelligence score, you are considered a wilder and have a wild psionic talent. Refer to the table below for what you rolled and what your wild talent is. You can use your a number of times per day equal to your character level. Should your Intelligence score increase, and also whenever you hit levels 5 and 9, you can test again for a wild psionic talent if you did not already have one.

  1. Dowser. You know the direction towards drinkable water within your Hex/City.
  2. Echo Far and Wide. You can hear and understand every word said within 100' of your location for 1 round.
  3. Compass Mind. You know which way is north for 1 round.
  4. Telekinesis. You can manipulate a non-held object whose weight is equal to your Intelligence score within 30' of you. The manipulation must be something simple, and you can only perform a single manipulation.
  5. Mind Reader. You read the surface thoughts of a single creature. If you do this 3 times in a row, you learn 1 of its secrets.
  6. Thought Projection. You project either a thought, image, emotion, or memory into a creature's mind that you can see.
  7. Pusher. You send something flying back 30' upon making a successful attack roll against it.
  8. Blank Mind. A creature you are talking too forgets the last hour of their life.
  9. Calm Mind. A creature you are talking too ceases hostility towards you.
  10. Blind Eye. A creature that you can see can no longer see you in their vision for 1 turn. However, they are aware that something is there.
  11. Levitation. You levitate up to 10' off the ground for 1 round.
  12. Skill Eater. A creature you can see has one of their skills reduced to 0-in-6 chance for one round. For that round, that same skill for you is increased by the amount they lost.
  13. Mind Over Fatality. You remove any damage you suffered during the previous round.
  14. Diviner. Roll 1d20. You can replace a character or creature's roll during the next round with that 1d20.
  15. Memory Slurp. You gain 8 hours of memories from a character, corpse, or creature that you are touching. They fade at the end of the next round.
  16. Objection Projection. A creature you are staring at sees an object close to them or in their hand until the end of their next round.
  17. Voice Lie. Any creature that hears you speaking hears a different voice instead.
  18. White Noise. Until the end of the next round, no wild talents or psionics can be use within 100' of you.

PSIONICS

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Psionics is a skill. You start with a 1-in-6 in this skill. You can use a number of Psionic Powers per day equal to your skill + your character levels. Beyond this, you can use additional powers, though you must succeed on a skill check to do so. Every success to do this reduces the skill by -2 (minimum 0) until you spend 8 hours in meditation. Doing so raises the skill back to its original level.

For every level you gain, roll your Psionics skill. On a success, add +1 to it. On a failure, keep it the same. 

When you gain your Psionics skill, roll 1d6. This will determine which Way--or style of powers--that you are a disciple of. Every two levels, roll a d20. If you roll equal to or under your Intelligence score, you learn an additional way.

The Ways
  1. Clairsentience, the power to slip into the noosphere and draw on all human knowledge.
  2. Psychokinesis, the power to manipulate atoms and kinetic energy.
  3. Psychometabolism, the power to change the physical form in accordance to the mind.
  4. Psychoportation, the power to manipulate the firmament of space & time.
  5. Telepathy, the power to interface directly with the minds of others.
  6. Metapsionics,  the power to manipulate cause & effect to amplify or diminish events.
Once you have your Way, roll a number of d12 equal to your character's level. You know those Powers in your way, referencing the charts below.

When you level up, you learn an additional Power. You can learn other powers from Masters of the Way if you spend 1 month of time meditating with them. After that month, roll 1d20. If the number is under your Intelligence score, you learn that Power. 

Powers with an * last psionic level/rounds. You can only maintain one power that lasts longer than 1 round. Using another instantly ends the previous.

CLAIRSENTIENCE POWERS
  1. Aura Sight. You see the aura of all creatures within 100' of you. These auras tell you when they lie, if they are hurt, and what emotion they are feeling.*
  2. Clairaudience. You hear everything happening in a 30' sphere. You can place this sphere to a location you can see within 300'.*
  3. Clairvoyance. You share your sight with another creature within 300'. You can move the creature's head, and it will have no clue that someone else is moving its body. *
  4. Object Reader. You learn all events concerning an object you are touching within the last 24 hours. This information is downloaded into your brain over the course of 1 round.
  5. Psychic Impressions. You learn of any major events that have happened within 10' of you within the last psionic skill/years. You can move as doing this, and therefore learn a greater range of events. This information is downloaded into your brain over the course of 1 round.
  6. Precognition. You know what dangers are to come. All damage you suffer during the next round is reduced by your psionic skill. You also add your psionic skill to any saves you would make during the next round.
  7. Future Stalker. You know the location of a creature you have seen within the last psionic skill /days.
  8. Anchored Mind. You anchor yourself mentally to the current location. You know the fastest path to return back to this location for the next psionic skill/days.
  9. Perfected Senses. You become hyper aware of everything around you. You have blindsense within 30' of you.*
  10. Timeline Merger. You superimpose a creature's future self over your present actions. You gain the attack bonuses and skills of a creature you can see.*
  11. Bring the Future to Now. You see a future where your enemy or target is destroyed. They must save vs Magic or suffer a number of d6 in damage equal to your Psionics Skill.
  12. Enlightenment Sharing. You share your time-grazing senses with another creature. For every Clairsentience Power you know, the creature is paralyzed for 1 turn. At the end of those turns, it gains a +1 to all rolls for 24 hours.

PSYCHOKINESIS POWERS
  1. Agitation Detonation. An object or creature you see within 30' has its atoms enraged by your gaze. It explodes if it fails a save vs Magic, it suffers Xd6 where X is your Psionics Skill.
  2. Sum of its Parts. You weld together a number of objects equal to your Psionics Skill. This frankenstein object is considered to be in Perfect Condition. If it's armor, it has an AC bonus of 1 + your Psionics Skill. If it's a weapon, you add your Psionics Skill to damage rolls with it.
  3. Disintegrate. With a thought, you obliterate the molecular bonds of a creature or object. If a creature, it must save vs Magic. On a failure, and if its HD is equal to or lower than your Psionics Skill, it is reduced to dust. Objects get so such save, but cannot be any bigger than something you could hold in your hands.
  4. Atomic Reconstruction. You rearrange the atomic structure of a material. You can change psionic skill/pounds into another material. The material must be liquid if it starts as a liquid, solid if it starts as a solid, etc.*
  5. Force of Will. You push or pull something with the full force of your mental thought. Whatever you push/pull cannot weigh more than your x20 your Intelligence score, and can be pushed up to 200' away. If lifted straight into the air, gravity intervenes, reducing the distance to 50'.
  6. True Telekinesis. You can finely handle an object or a willing creature that you can see within 300'. If lifting, pulling, or dragging an object, assume you are doing so with a Strength score of 18.
  7. Inertia Bubble. You create a 20' radius bubble around you. Anything that enters the bubble loses all momentum and has their movement reduced down to 1/5 that of a man. Lasts for psionic skill/rounds.
  8. Object Life. An object that you can see is given life. It is treated as a creature with psionic skill/HD. It obeys any orders you give it, and has x2 the speed of a man.*
  9. Degrade Atoms. A handheld object that you can see instantly degrades 2 condition tiers. 
  10. Soften/Harden. Psionic skill/pounds of material you can see either becomes as soft as mud or as hard as metal. If armor is softened this way, it loses all benefits and actively sloughs off of the wearer.*
  11. Psychokinetic Choke. A creature within 30' of you must save vs Magic. On a failure, it begins to suffocate, is lifted 10' off the ground, and takes 1d6 damage.*
  12. Thermonuclear Thoughts. You rapidly heat up and irradiate an object that you are staring at within 30'. If it is flammable, it instantly burns into flames. If it melts, roll your Psionics Skill every round that this Power is active, melting the material on a success.*

PSYCHOMETABOLISM POWERS
  1. Animal Morph. Choose an animal, such as a scorpion, dart frog, falcon, tiger, etc. When you use this power, you gain one of that animal's features. This can be its HD, its attack pattern/damage, its movement, a special feature of it, or something else.*
  2. Cellular Recreation. You recreate lost cells within your body. Using this, you either heal psionic skill/HD in hit points, or you can reattach limbs.
  3. Age Meld. A creature you can see either ages forwards or backwards psionic skill/years. In turn, you age the opposite way.
  4. Creature Morph. Choose a non-animal creature, such as a dragon, succubus, etc. This creature cannot have greather HD than your Psionics Skill. When you use this power, you gain one of that creature's features, as per Animal Morph.
  5. Disease Eater. Your thoughts overwhelm any pathogens inside of your body, destroying them If the pathogens caused physical effects, they end in 1d4 hours.
  6. Adrenaline Explosion. You force your adrenaline to surge beyond its normal limits. Your STR/DEX/CON modifiers increase by your Psionics Skill. When this power ends, you cannot move for 1d12 turns.*
  7. Biofeedback. You know what diseases, poisons, wounds, or other biological problems a creature that you can see is suffering from.
  8. Homeostasis. Your body reaches perfect equilibrium with itself. All damage suffered is reduced to 1, and you are immune to poisons or environmental changes.*
  9. Form Adjustment. Psionic skill/limbs adjust by up to 10'.
  10. Weaponize Self. You hands, arms, or legs become any type of melee weapon you can imagine. This weapon is considered to be a metal weapon.*
  11. Metabolise Anything. You activate this power when eating or drinking a non-food/water substance. No matter what the material is, as long as you can chew and swallow it, it is treated as a unit of food or water.
  12. Suspend Animation. For Psionic skill/years, you suspend all biological functions. You do not need to eat, drink, are immune to environmental pressures, appear to be made out of stone, and all damage suffered is reduced by half. You can end this effect at any time.

PSYCHOPORTATION POWERS
  1. Be Gone. You mentally shift a creature from one space to another if it fails a save vs Magic. This can be any general Hex/City/Location that you can think of that you have already visited.
  2. Nomad's Step. Instead of physically moving from one location to another, you instead teleport to it as long as you can see it. You can teleport an additional 10' per Psionics Skill point.
  3. Snapback. You jump back to a place and time that you've visited within the last 24 hours. You can bring psionics skill/characters with you when you do this. When going back in time, disease, poisons, and curses are removed, but lost HP is not regained.
  4. Dream Walker. You enter into a creature's mind that you have met before. If the creature is not sleeping, this power has no effect. If it is sleeping, you exist temporarily in its dreams, which is a strange dungeon created by the Referee that consists of the creatures manifested memories, thoughts, etc. You can bring psionic skill/characters with you. Damage suffered in the dream is suffered in real life as well. If the creature wakes up, all dream walkers are cast from its mind and suffer 1d12 damage. It becomes clear within 5 minutes when a creature begins to wake.
  5. Future Walker. You disappear and reappear in psionic skill/rounds. While in this state, you see all things that are happening around you for those number of rounds. You can reappear at any point after having done this.
  6. Teleport Trigger. You may use this power after you suffer damage or fail a save. You teleport to a location of your choice within 30'.
  7. Time/Space Anchor. A creature you can see within 30' must save vs Magic. On a failure, it must repeat its exact turn for psionic skill/rounds. If that turn involves movement, it teleports back to its original spot and makes that movement again. If it attacks or otherwise performs an ability on another creature, it does so again, even if that creature is not there.
  8. Materia Glide. You can move through solid objects as if they were gas.*
  9. Ethereal Traveler. While meditating, you appear in a location you have visited before. To all creatures who see you, you appear as if you are actually there--however, you leave no footprints, and can interact with neither creature nor object.*
  10. Rearrange Field. You teleport psionic skill/creatures around you to a completely different square.
  11. Wormhole. You create a wormhole that connects your location to another location that you have visited before OR that you can see. Any creature can enter into this wormhole, regardless of its size.*
  12. Multiple Places. You step into another place that you can see within 10'. You jump back between these places constantly, allowing you to exist in two places at one time. While you don't gain two actions from this, both versions of you can move independently.*

TELEPATHY POWERS
  1. Dominate Thoughts. A creature within 30' of you must save vs Magic. On a failure, you rewrite its thoughts and program it do a single action of your choice. Something like "Kill yourself" would actually only be "Attack yourself."
  2. Idea Scramble. A creature you can see must save vs Magic. On a failure, its thoughts are scrambled and it has a 1-in-6 chance of being able to do anything during the next round.
  3. Destiny Bond. You mentally link your body with that of another creature. When one of you lose hit points, the other does. This applies to all effects. If one of you dies, the other must save vs Death or die instantly as well.*
  4. MemBlank. A creature you can see must save vs Magic. On a failure, you wipe out a creature's memories for the last psionic skill/decades. They return after the creature has had 8 hours of rest.
  5. Mindlink. You and another creature have complete and unfettered access to each other's minds.*
  6. ESP Probe. You dive deep into a creature's memories. It must save vs Magic. You learn psionic skill/secrets that it has, as well as its greatest sin, greatest moment of pride, and any thoughts it currently has.
  7. Persona Switch. You swap minds with another creature. While swapped, you are control what that creature does, and it controls what you do, but it cannot use any of your Psionic Powers unless it had levels as a Disciple. If you die while swapped, you return to your original body and must make a Psionics Skill roll after 24 hours to keep the trapped personality dormant.*
  8. Plant Aversion. A creature that you can see must save vs Magic. On a failure, it is made averse to a location, creature, or object of your choice. It will not look at, approach, or otherwise interact with whatever it is now averse too.*
  9. Awe/Despair. Creatures that can see you feel either overwhelming awe or despair towards you. You decide which. While under these emotions, they must succeed on a 3-in-6 roll to act in hostility towards you.*
  10. Imagined Frailty. A creature that you can see must save vs Magic. On a failure, it believes that the next blow it suffers will kill it. If damaged before the end of the next round, it believes itself dead, and will fall to the ground unmoving for psionics skill/rounds before realizing it is not, in fact, dead.
  11. Falses Inputs. A creature that you can see has one of its senses give it false input. For example, you can make it see something that isn't there, or hear something that doesn't exist.
  12. Remember Death. A creature that you can see remembers a death it has suffered in a past life. The creature must then save vs Magic suffer psionic skill/subtracted from all rolls it makes, as flashbacks fill its mind.*

METAPSIONIC POWERS
  1. Appraise Chance. When you attempt something that requires an X-in-6 chance, you increase that chance by your Psionics Skill before rolling.
  2. Probability Clone. A clone steps out of your body. It is identical to you in every way. While the clone is manifest, neither of you can use Psionic Powers. The clone replaces the probability of all of its rolls with a Psionics Skill roll.*
  3. Create Pathways. A creature you are talking too rolls a d20 under their Intelligence score. On a success, they gain a wild talent and gain a 1-in-6 Psionics Skill. Unlike other powers, you can only use this power psionics skill/per level.
  4. Split Personality. You create a second personality. While this second personality exists, you can roll twice on skill checks and take either result, and use two Psionic Powers per round.*
  5. Probability Cannibalization. All skills except for your Psionics skill are reduced to 0-in-6 chance for 1d4 hours. You regain a number of Psionic Power uses equal to your Psionics Skill.
  6. Fate Twist. When a creature you can see attempts something with an X-in-6 chance, you reduce or increase the chance by your Psionics Skill.
  7. Reverse Wound. After using this power, if you are attacked before the end of the next round, the creature loses its attack and you instead make one.
  8. Push Death. A creature who dies instead dies at the end of the next round. You can use this Psionic Power to continue pushing back its death.
  9. Imbue Psionics. A creature you can see must save vs Magic. On a failure, you program it with one Psionic Power that you know and create a 6 word or more trigger for that power. The creature uses that power when the trigger is met.
  10. Close Pathways. A creature or character that has Psionic Powers or wild psionic talents that you can see must save vs Magic. On a failure, it loses all psionic ability.*
  11. Probability Convergence. Within 30' of you, any skill check made by any creature or character has a 3-in-6 chance of success, all attack rolls are treated as a 10+modifier, all saves are 10 or lower, and all damage is the 4+modifier.*
  12. Failure to Success. Everytime you miss an attack, fail a save, or fail a skill check, the next time you make that roll, it succeeds.* 

THE DISCIPLE CLASS

Image result for dark sun psionics
Not Brom.
Disciples, otherwise known as Disciples of the Way, are those with psionic ability who have honed their craft over countless years. City-States value Disciples as noble teachers and protectors of Sorcerer-Kings. In the wilds of Athas, Disciples meditate in isolation and grow their powers to new levels. As a Disciple, you have either been directly taught by a master, or have created your own series of techniques.

HD: As Magic-User.
Saves: As Magic-User.
Attack Bonuses: As Magic-User.
Level Up: As Magic-User
Special:
  • The Disciple can choose to either be in Attack Mode or Defense Mode. The Disciple decides which mode they are in at the beginning of their turn.
  • If in Attack Mode, the Disciple rolls their Psionic Skill. On a success, they do 1d8 damage to a creature they can see within 100'. That creature has no idea it was attacked by the Disciple.
  • If in Defense Mode, the Disciple is immune to Attack Mode attacks, and adds their Psionics Skill to any saves forced by Psionic powers.
  • At 9th level, you are considered a Master of the Way. Any creature or character with at least a 1-in-6 Psionics Skill will know you for your power. You gain 1d4 level 3 Disciple Followers. Every week, roll 1d20. On a 15 or higher, you gain an additional 1d4 followers of the above kind. Additionally, you can now teach creatures with at least a 1-in-6 Psionics Skill a Psionic Power as their master, using the rules found in the above section.
  • Also at 9th level, you also create an Intellect Fortress. It is castle or stronghold with a design of your choice. No Psionic Powers can be used while inside your Intellect Fortress unless you allow the Disciple to do so. 

Esoteric Sorceries Pt. 1

Sorcery is the power of the soul.
When you weave a sorcery, you take its burden directly to your spirit. While it is there, you are changed. You can rebuke the supernatural and twist reality in minor ways. And, of course, you can work sorceries proper--though once you have worked them, your soul is empty and it will be a while before you can gain such power back.
Masterful sorcerers spend years increasing their spirit's burden-limits. The more sorceries they can keep inside themselves, ready to be woven, the more they can See and the more they can Do.
Should one decide to embark on the esoteric path of the sorcerer, they will find they are entering into a world where everyone knows half the rules, and the half they don't know can kill them in a heartbeat. It is dangerous. It pumps the adrenaline like no other task. And its rewards are as strange as they are grand.

SORCERY MECHANICS

(Anything with an asterisk * refers to 5E conversion stuff found at the bottom of this post)

SORCERY DIE
Pick up 1d12. This is your Sorcery Die. Any time a sorcery will do damage or otherwise require a roll, you will roll your Sorcery Die and add your total character levels to the roll.*

PERFORMING SORCERIES
Your soul can only handle performing a number of sorceries equal to your character levels + your Charisma modifier. Once you've performed your maximum number of sorceries, it costs 12 HP for each additional sorcery performed. As long as you have sorceries that you can still cast without spending hit points, you are considered HEIGHTENED.

You can return to your heightened state by performing one of the following refreshes. Roll 1d12 everytime you run out of sorceries to see which refresh must be performed.
  1. While smoking opium, confront a hallucination of yourself and cannibalize it.
  2. Shove forty needles into your thighs and drink the blood.
  3. Map the stars and convince them to align in such a way as to create disaster.
  4. Temporarily blind and deafen yourself for eight hours.
  5. Kill as many insects and small animals within an 8 hour period as you can.
  6. Steal a kiss from a mystical creature.
  7. Severe two identical fingers from your hand and swap and reattach them.
  8. Snort a powder consisting of bone ash, black lotus, and crushed queen bees.
  9. Take a selection of spiders and have them bite your tongue. Then swallow them all.
  10. Create and smell an incense or perfume mixed with your blood and a single heartstring.
  11. Consume the seeds of a plant that will blossom in your stomach.
  12. Poison yourself so that you appear dead for 8 hours.
Surely your players will ask how these things are possible. If the player has magical regents already, they can do all of these refreshes once. Beyond doing a specific refresh once, they will need to find ways to replicate that refresh again.

HEIGHTENED**
While heightened, you are different. In addition to having one of the quirks listed at the end of this section, you have numerous benefits that you can make use of.

End Magic
When a magical effect from a spell or another sorcery manifests that you are aware of, roll your sorcery die and add the number of sorceries you can still cast to the roll. If you roll a 12 or higher, that effect ends instantly. If it is a continuous effect, you must do this 3 times to end the effect. A failed roll on a continuous effect mean you cannot break it for another 24 hours.

Tear Their Spiritual Firmament
A creature that you see must save vs magic or suffer your sorcery die in damage***. You must be able to see the creature, and the damage manifests directly to the creatures soul, bypassing any defenses they may have. 

Know the Esoteria of All Things
When you see an esotery, a magical item, mystical creature, or a spell being cast, roll your sorcery die and add the number of sorceries you can still cast to the roll. On a 12 or higher, you know the exact effects, both mechanically and narratively, of whatever it is that you're trying to identify.

Shed Curses as Snakes Shed Skins
If you are the target of a curse, you can temporarily end its effects on you for 24 hours. To do this, you must sacrifice half (rounded up) of all maximum amount of sorcery performances. If you successfully do this for 30 days, the curse will be permanently broken.

Eat Sorcery to be Sorcerous
If you feast on a sorcerous or mystical creature enough to do at least 12 points of damage to it, you can perform 1 sorcery without having to mark it towards your limit. These effects stack, but you cannot eat your own flesh to do this.

Heightened Quirks
  1. Whenever you blink, your iris, pupil, and the sclera change color and sometimes develop patterns.
  2. Wherever you walk, lotuses blossom from your footsteps before dying.
  3. It is storming. Violently. Always.
  4. Everything you look at is dyed various shadows of purple and black. Others see this as well, not just you.
  5. Mammals are terrified of you but insects are attracted to you in swarms.
  6. Stars are always streaking through the sky, even during the day.
  7. Filth and dirt cannot stick to you or your garments.
  8. Whenever your arms move, afterimages of them float in the air for several seconds. Each afterimage is a different color.
  9. A crown of horns, feathers, or lotus petals bursts from your skull.
  10. Your touch sends waves of both excruciating pain and ecstasy through those that you touch.
  11. Strange tattoos of odd creatures and symbols appear on your body. They crawl across your skin.
  12. When you speak, the sounds of a chorus echo after your words.

LEARNING SORCERIES
You begin with 2 sorceries known. When you increase in level, roll your sorcery die and add your Charisma modifier. If you get a 12 or higher, you learn a new sorcery. Ignore this and replace this with spells learned if playing the 5E Sorcerer.

RECORDING SORCERIES
Sorceries cannot be recorded in spellbooks, spell scrolls, or through any other method. The only way to learn them is through exploration of the magic of the soul or being taught directly by another sorcerer. 

BEING BORN SORCEROUS 
Every PC has a 10% chance of being born sorcerous. This indicates that they have a mytstical ancestor, or that some strange force has seeped into their spirit. If playing 5E, just take the Sorcerer class instead. For NPCs, 1 out of every 1 million humans is born sorcerous. 

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EXAMPLE SORCERIES

To You I Gift the Kiss of Ages
5****
Roll your sorcery die. You either age forwards or backwards the number of years you rolled. The next creature or object you touch must save vs magic or age that number of years multiplied by your total character levels. As this happens, you return to your original age. If the creature remains alive or the object is not destroyed, it moves 1 year closer to its original age for every hour that passes after they are affected by this sorcery.

Bring Out the Truth of Your Being
1
A creature that you are looking at must save vs magic or manifest a strange, supernatural trait such as horns, iridescent skin, burning eyes, multiple mouths, or something similar. Whenever the creature tells a lie, attempts to become invisible, or attempts to change their shape, this feature will force anyone within 100 feet of the afflicted creature to look directly at it. Roll your sorcerer die. The trait  disappears in a number of hours equal to the number rolled.

I Will Now Bleed Across the Visual Spectrum
2
Roll your sorcery die. You can only be seen through one of the following ways:
  1. Infrared vision.
  2. Dark vision.
  3. True sight.
  4. Blindsense.
  5. Through glasses with blackened lenses.
  6. By those who are at 1 HP.
  7. By those who are naturally blind.
  8. Witch's sight (the ability to see through illusions).
  9. Devil's sight (the ability to see through magical darkness).
  10. Through a blindfold made out of butterfly wings.
  11. Through smoke or incense.
  12. By those who are cursed.
This lasts for 1 hour.*****

Hold Not the Tale of Genesis in Thy's Heart
1
When you hear a creature speak or otherwise make an audible sound, you can force it to save vs magic. If it fails, it will begin to tell you everything of note it has done within the last few hours. The number of hours is dictated by a roll of your sorcery die. That creature will continue to speak even if dead as long as it was alive before the sorcery was performed upon it. 



For 5E Peeps
* - Add your Charisma modifier instead of your character levels.
** - Either replace the Sorcerer classes metamagic feature with this, or use these 5 features in order to form a Sorcerous Origin. If you go the metamagic route, each metamagic costs 2 sorcery points to use. Pick them as if they were normal metamagics.
*** - Save vs Magic=Con Save. Damage is force damage.
**** - The # here represents that is a 5th level spell in a Vancian system, such as 5E's own. There are no components--the sorcerer is the component.
***** - Spells that effect you and last for more than an instant effect are considered concentration.
Additionally - This replaces the spellcasting feature for the Sorcerer class, as well as their spell list. Even a Bard's magical secrets cannot learn these spells. 

Elves Know Not Age and are Fascinated by Those That Do

Every elf wakes knowing that they will never change. Not truly.

Image result for beautiful elf art
Night Elves make for good Sylvans.

The word age doesn't mean the same thing to them as it does to us humans. We grow throughout our entire lives and then we wither. Elves, however, are like roses. Roses are only beautiful because they have been plucked before they withered, and all elves have been plucked from the corpse of God.

They are the living blood splatters of a conflict older than time. God's body breaks apart and rains across creation and under slaughtered shadows elves awake. From there, they make their decision.

Elves who remain as they are claim the name of Everlasting. They are perfect beings akin to angels. They live to make the world more beautiful, and are divine sovereigns all.

Elves who seek to become like their murdered parent are Sylvan. They venture into the depths of fairy tale and embrace the strange fiction of thousands of cultures.

Elves who resent the world for their murdered parent become Drow. Their spite burns thier flesh and blinds their eyes to the sun.

Three types of elf live in this world. None of them age. They can't understand the impatience of mankind or the growing weariness of dwarves. Those who have been awake the longest have seen the world change half a hundred times over. Such creatures don't make bonds like we do. To elves, all things are temporary, fleeting--and that creates ambivalence or lust or hatred in their hearts for creation's whole.

Perhaps this is why so many clerics believe that elves are the origins of mankind's many gods. Immortal creatures of magic and might--how could old tribes who painted with mud on walls not see them as something greater? Our oldest statues are living things, trance-locked elves who are resting for eons before walking the world again. People build shrines around them and burn incense. Prayers are made in hopes that one day, the patron elf will awaken and create some miracle.

But the elves know that miracles are something that cannot be created. Human life, after all, is the greatest miracle off all. That something that naturally dies could become so great...

It is astounding. That is why they join us on quests and adventures.

We fleeting flames that burn out so quickly capture their hearts just as they do ours.

Dwarves are Created by Mountains to Explore the World

On Dwarves (and Mountains)--

Image result for ornn art
Ornn is the model for dwarven appearance to me.
Consider him a dwarf of the mountain's heart.

Dwarves are the children of mountains. They are demigods because of this, and old too.

Dwarves take on different aspects depending on what area of the mountain they wake in. Dwarves of the Peak are creatures of storm and lightning; those in the roots are burning hot and prefer their seclusions; cave-city-ridden slopes are warriors and breakers; the depths below are strange and haunted.

Dwarves are horned and dwarves are strong and dwarves are creatures of ancient stagnation. Mountains change over eons; this is why elves, who are formless at heart, are so irksome to them.

Like young mountains, young dwarves are full of rambunctious and violent energy--they are earthquakes who wander the world, fighting and breaking and reshaping. As dwarves grow older, they grow solemn, just as their parents do. They are forgotten about. They disappear, eroded by time, and their strength gives birth to new dwarves.

Dwarves call animals their brothers and seasons their sisters. They see the fey (read: children of ancient elves) the same way mortals see the weather--temperamental and always changing.

Extraordinarily smart are dwarves. Or rather, perhaps it is smarter to say they are too wise for their own good. They can recognize anything for what it truly is, and know what uses it has and what weaknesses are present within it. No creature has an eye for quality like a dwarf does.

Some dwarves appear more human, and others more animalistic. This is because mountains observe the world around them, and model their children after bits of what they see.

There are extraordinarily few dwarves. A single mountain may produce two or three in its lifetime, and a dwarf only "gives birth" when it dies and its strength gives the mountain the power to create a new dwarf. Because of this, they band together fiercely, but as they grow old they'll return to their mountain-parents, preferring the quiet of time to the violence of gathering together.

Dragon Heaven; a poem

Flowers blossom across corpse dunes.
Sun bleeds and shines on miscarried
Moons.

Under wings of Radiance do we thrive.
With shadows of blood we sharpen knives.
Mother has lied and father has died.
Now we pray to Dragon Wives.

Ohuaya. Ohuaya.


Featherworks are the Holy Instruments that Keeps Radiance At Bay

Birds are an affront to Tiamat. Their feathers represent a freedom that no wyrm can have in Heaven. Coatl--feathered serpents that birth suns--laugh at their dark mirrors and spiral throughout the cosmos as dragons suffer and mutate. Because of this, feathers are to Tiamat's children as torches are to shadow.

Image result for aztec headdress

HOLY FEATHERWORKS

Featherworks are constructed primarily from Resplendent Quetzal feathers, though a selection of birds are also chosen from. Roll 1d6 on the Featherwork Object table below to see what kind of object the featherwork is. 

Featherwork Object
  1. Headdress
  2. Face, ear, or throat jewelry
  3. Sash
  4. Cloak
  5. Arm or leg decorations
  6. Sewn into skin

For each featherwork, roll 1d6. This determines how many points of Draconic Radiance the featherwork can handle. When wearing your featherworks, any Radiance you would suffer instead is transferred into it. Once the object has been overloaded, it burns green and turns to ash, releasing the Radiance back into the atmosphere.

Expeditions are given 4d20 featherworks to distribute amongst themselves. They are difficult to create and more valuable than gold or obsidian and thus given out only sparingly. An expedition that loses its featherworks is doomed to total destruction. If someone dies while hunting in the Heaven Burned, they are to be buried with at least 1 unused featherwork, to prevent the soul from becoming irradiated. All others are taken and distributed amongst the party.

PLUMED WEAPONS

Expeditioner weapons plumed--that is, decorated with feathers--are the greatest survival tools Gatherers have at their disposals.

Every expeditioner is given a single plumed weapon. For each weapon, roll 1d6. This represents how big the pool of d6 the plumed weapon has. When a plumed weapon deals damage to any non-human creature in the Heaven Burned, roll the pool of d6 and add the total to the damage dealt. Remove any dice that roll a 1 from the pool permanently. Once all dice are removed, the feathers turn to ash and the weapon is no longer plumed.

Image result for feathered sword
Feathers are worked directly into a weapon's forging.

PLUMED GODS

There are many feathered gods in the countless heavens, but only a few ever came to the High Hunter's Heaven and all lie dead under the Heaven Burned's ashpits. Discover their relics and reach a form that even Tiamat cannot conquer and create a new Heaven under the shadow of your jade wings.