Difference between revisions of "Age of Dragons: Beast Unbound"

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[[Age Of Dragons: Main Page]] -> [[Age Of Dragons: Lifepaths]] -> [[Age of Dragons: Beast Unbound|Beast Unbound]]
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[[Age Of Dragons: Main Page]] -> [[Age Of Dragons: Lifepaths]] -> [[Age of Dragons: Beast  
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Unbound|Beast Unbound]]
  
 
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===The Old Ways Survive===
 
===The Old Ways Survive===
  
''The pack wheeled overhead as the herd of aurochs (sixty-foot long prehistoric cattle normally known for their belligerence) mournfully bellowed their alarm and fear. '''Claws-Unsheathed''' roared for his kin to dive, and the Hunter Dragons fell like thunderbolts amongst the beasts. Firebreath deployed to keep the herd panicked and packed tightly, while claws and teeth opened arteries and jugular veins with a placed precision at odds with the apparent fury of the assault.''
+
''The pack wheeled overhead as the herd of aurochs mournfully bellowed their alarm and fear. '''Claws-Unsheathed''' roared for his kin to dive, and the Hunter Dragons fell like thunderbolts amongst the beasts. Firebreath deployed to keep the herd panicked and packed tightly, while claws and teeth opened arteries and jugular veins with a placed precision at odds with the apparent fury of the assault.''
  
 
''One auroch dropped, then another, then another. One of the Hunter Dragons foolishly overextended himself, and caught a bull-horn in the ribs for his carelessness. A blast of flame from '''Claws-Unsheathed''' drove the angry auroch back, affording the stripling drake time to extricate himself. The rest of the dragons continued their careful hit and run strikes, harrying the aurochs and dropping two more of them before their alpha roared for them to withdraw.''
 
''One auroch dropped, then another, then another. One of the Hunter Dragons foolishly overextended himself, and caught a bull-horn in the ribs for his carelessness. A blast of flame from '''Claws-Unsheathed''' drove the angry auroch back, affording the stripling drake time to extricate himself. The rest of the dragons continued their careful hit and run strikes, harrying the aurochs and dropping two more of them before their alpha roared for them to withdraw.''
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''They circled back into the sky, and let the rest of the herd stampede away to safety. Enough aurochs had been killed to feed the pack for a week, and it did not pay in the long run to kill more than they needed to. Already several of the hungry drakes and dragonesses were showing their anticipation of the feast with exuberant puffs of flame, as well as fighting out for a place in the feeding order by pecking and nipping at each other's wingtips.''
 
''They circled back into the sky, and let the rest of the herd stampede away to safety. Enough aurochs had been killed to feed the pack for a week, and it did not pay in the long run to kill more than they needed to. Already several of the hungry drakes and dragonesses were showing their anticipation of the feast with exuberant puffs of flame, as well as fighting out for a place in the feeding order by pecking and nipping at each other's wingtips.''
  
''Any casual observer would have thought that these dragons had devolved into dumb animals, and abandoned their intellect and intelligence. '''Claws-Unsheathed''' knew better. He knew that these were brilliant minds and vibrant souls who had simply chosen to live as beasts, and who were revelling in the vitality and joy of the experience. These were dragons who could have had their meals brought to them spiced and prepared by a legion of mortal servants, and who could be sleeping in jewelled palaces if they wanted to. But they chose this life - to hunt and kill for their own food, to sleep in natural lairs open to the sky, because this was the way that dragons were always meant to be. Civilisation shackled instinct and dulled the soul. These were Beasts Unbound.''
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''Any casual observer would have thought that these dragons had devolved into dumb animals, and abandoned their intellect and intelligence. '''Claws-Unsheathed''' knew better. He knew that these were brilliant minds and vibrant souls who had simply chosen to live as beasts, and who were revelling in the vitality and joy of the experience. These were dragons who could have had their meals brought to them spiced and prepared by a legion of mortal servants, and who could be sleeping in jewelled palaces if they wanted to. But they chose this life - to hunt and kill for their own food, to sleep in natural lairs open to the sky, because this was the way that dragons were always meant to be. ''
<br><br>
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''Civilisation shackled instinct and dulled the soul. These were Beasts Unbound.''
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 +
 
 
===The Beast Unbound Lifepath===
 
===The Beast Unbound Lifepath===
  
 
The ''Beast Unbound'' is a lifepath rejected as primitive by many Breeds, yet seen as sacred by others. To be a Beast Unbound is to set aside the trappings of civilisation (be they material, intellectual or moral) and to exist on a simpler, purer level.
 
The ''Beast Unbound'' is a lifepath rejected as primitive by many Breeds, yet seen as sacred by others. To be a Beast Unbound is to set aside the trappings of civilisation (be they material, intellectual or moral) and to exist on a simpler, purer level.
  
That is not to say that all Dragons on this path remain in it forever. Some will visit the Lifepath only for as long as it takes them to "connect to the Beast within", and will return to civilised lifepaths afterwards. Likewise, some come to it late in life, when they have tired of civilised society.
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That is not to say that all Dragons on this path remain in it forever. Some will visit the Lifepath only for as long as it takes them to "connect to the Beast within", and will return to civilised lifepaths afterwards. Likewise, some come to it late in life, when they have tired of civilised society. Regardless, once the beast within has been unbound, it can never truly be caged again.
  
Regardless, the followers of this path are almost all conscious adherents of the way of life, choosing to deliberately reject a more complex existence, and by doing so feel alive in a way that other Dragons cannot imagine.
 
  
 
----
 
----
  
 
=Lifepath Powers=
 
=Lifepath Powers=
===Harry the Prey===
 
*'''Experience level required:''' 50
 
*'''Activation Cost:''' ''1 Physical Energy''
 
*'''Keywords:''' ''Feat;''
 
Pack-hunting takes some practice to master, but once learnt becomes almost intuitive. The Dragon can make a special "harrying" claw attack at +3 TN. If this attack hits, it deals damage as usual, and the target is tagged as being ''harried'' until the start of the dragon's next action. All melee attacks against a ''harried'' target are at -3 TN.
 
  
===Marked Ground===
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==The Connected Web of Breath (Experience Rating: 1)==
*'''Experience level required:''' 60
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire;''
 
By urinating on the ground, then exhaling pneuma over it, the dragon can mystically mark his territory. Anyone who gets close enough to smell the urine (a dozen yards for humans, a few hundred yards for most dragons) is instantly aware that they are on marked ground, and receives a subconscious sense of threat warning them that they are crossing into the dragon's territory. Though the interlopers can still proceed on if they wish, many weak willed or instinctive creatures (such as animals and most humans) will consciously choose to leave the marked area.
 
  
===Falcon's Pursuit===
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''At this stage the Ambassador-Courtier has begun mastery of the fundamentals of his craft, exploring the power of words and diplomacy, and learning the ways of influence and intrigue. He begins to perceive that every spoken word has consequences, and that society consists of a connected web of breath. He gains the following powers:''
*'''Experience level required:''' 70
 
*'''Activation Cost:''' ''1 Physical Energy''.
 
*'''Keywords:''' ''Feat;''
 
A true predator stays on his prey's tail. In Skirmish Combat, if an enemy at close quarters moves away from the dragon or changes altitude the Hunter can opt to immediately move after him, reducing the distance to close quarters again before that enemy's battle phase. Doing so does not count towards the dragon's usual movement for this round. Falcon's pursuit can be used multiple times in a single round, so long as the dragon has enough physical energy.
 
  
===Peregrine Dive===
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* '''Improved Social Evasion'''
*'''Experience level required:''' 80
+
During Social Conflicts, an Ambassador-Courtier can use the Strategy ''Evasion'' on spotting 4+ Pneuma dice, instead of the usual 5+.
*'''Activation Cost:''' ''1 Physical Energy''.
 
*'''Keywords:''' ''Feat;''
 
This hunting technique seems easy enough, but actually requires a lot of finesse and self control. The predator flies high above his aerial quarry, and then dive towards the target accelerating with both gravity and controlled wingbeats to achieve considerable velocity. As he moves past his target he snatches at them, grappling them and digging in his rear talons, before breaking his descent with the air resistance of unfolding wings. Though this technique was initially developed to hunt aerial prey, it is also a battle manoeuvre of some utility.  
 
  
To use this Talent, the dragon must be at a higher altitude than his target at the start of his tactical movement phase, but otherwise in the same location. He automatically drop to the target's altitude during the tactical movement phase, and then makes a claw attack at +3 TN during the battle phase. If the attack hits, then it deals +9 damage, and if he wishes he can automatically grapple the target.  
+
* '''Improved Social Focus'''
 +
During Social Conflicts, an Ambassador-Courtier can use the Strategy ''Focus'' on spotting 4+ Pneuma dice, instead of the usual 5+.
  
===Predator's Judgment===
 
*'''Experience level required:''' 90
 
*'''Activation Cost:''' ''1 Mental Energy''
 
*'''Keywords:''' ''Discipline;''
 
As a battle action costing 1 mental energy the dragon can assess any one creature within line of sight. Doing so reveals that target's ''Soma'' sphere rating, ''Physical Defence'' and current ''Physical Resilience''.
 
  
===Survivor's Constitution===
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==A Veteran of Hard Words (Experience Rating: 2)==
*'''Experience level required:''' 100
 
*'''Activation Cost:''' ''None: always on.''
 
*'''Keywords:''' ''Feat;''
 
The dragon has been hardened by the rigours of animal life. He permanently gains +3 Physical Resilience.
 
  
===Bitterflesh===
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''With passing time the Ambassador-Courtier is hardened by his experiences and others will find it far harder to sway him. He is not only more wilful, but also cannier and wilier, more able to deflect the manipulations of others. He gains the following powers:''
*'''Experience level required:''' 125
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire;''
 
To cast this spell the dragon must inhale deeply from a pool of his own urine, then hold his breath for several seconds. For twenty four hours afterwards his flesh becomes poisonous for others to eat. Any creature that swallows a portion of his blood or flesh receives an immediate ''3D6 damage to physical resilience'' from the ingested poisons. This damage is repeated each time flesh is ingested. If care is taken to ingest minimally, but blood still gets in their mouth (e.g. from making a successful bite attack against you) then they receive only D6 damage.  
 
  
===Jaws of the Wolf===
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* '''Mode of Argument'''
*'''Experience level required:''' 150
+
During Social Conflicts, an Ambassador-Courtier who deals at least one point of Mental Resilience damage during a turn regains 1 point of Mental Resilience himself at the end of that turn.
*'''Activation Cost:''' ''X Physical Energy''
 
*'''Keywords:''' ''Feat;''
 
Hunting and feeding on raw meat has strengthened the dragon's bite. Any unarmed bite attacks he makes roll +1 dice on the damage roll.
 
After a successful bite attack you can spend ''Physical Energy'' to add three times the expended amount in damage. For example, if you spend 4 energy, add +12 damage.
 
  
===Killstrike===
+
* '''Barrier of Wits and Suspicion'''
*'''Experience level required:''' 175
+
The Ambassador-Courtier has a ''passive social defence value'' equal to half his current Experience Rating, rounded down. As his Experience Rating increases, so too does this passive defence value.
*'''Activation Cost:''' ''2 Physical Energy''
 
*'''Keywords:''' ''Feat;''
 
The dragon becomes adept at killing blows, able to find the perfect opening for a well placed neck bite or wing tear.
 
When using this feat the dragon may make a ''called shot'' claw or bite attack. Halve and round down the usual TN penalty for this attack. For example, if making a bite attack to the neck, the TN modifier would be reduced from +12 to +6.
 
  
===Strong sexuality ===
 
*'''Experience level required:''' 200
 
*'''Activation Cost:''' ''None: always on.''
 
*'''Keywords:''' ''Feat / Suspire;''
 
A dragon who has this milestone has enhanced his sexual prowess and fertility. You gain +1 dice on all tasks relating to reproduction, including reproduction itself, sexual performance, and sexual seduction (i.e. seduction with the honest goal of intercourse, rather than manipulation).
 
  
===Pushing the Limits===
+
==Suspires of Words and Binding (Experience Rating: 4)==
*'''Experience level required:''' 250
 
*'''Activation Cost:''' ''1 Physical Energy per dice''
 
*'''Keywords:''' ''Feat;''
 
The true predator is a master of his own Soma, and can push himself to his natural limits.
 
You can use this power after making any Soma-based roll to change a rolled dice that came up "4" or "5" into a "6". You can use this power multiple times on one roll, at cost of 1 ''Physical Energy'' per dice changed.
 
  
===Burst of Action===
+
''To gain an edge over his opposition, the Ambassador-Courtier may learn a handful of suspires that will improve and supplement his skills.''
*'''Experience level required:''' 300
 
*'''Activation Cost:''' ''Special''
 
*'''Keywords:''' ''Feat;''
 
The dragon takes the example of natural hunting predators in channelling maximum exertion into a short space of time, so as to end the chase as quickly as possible.
 
  
He can activate this power as a free action at the start of his round in skirmish combat. When he does so, he immediately regains all spent ''Physical Energy'', restoring him to his maximum. He then has a number of rounds equal to his Soma sphere - after this is he is ''exhausted'' for one hour. An ''exhausted'' dragon immediately loses all ''Physical Energy'', ''Mental Energy'' and ''Arcane Energy'', cannot take any ''battle actions'' or use ''Burst of Action'' while exhausted.
+
* '''Suspires: Lesser Lore of Words'''
 +
The Ambassador-Courtier may learn suspires from the ''Lesser Lore of Words'', which concerns itself with the magic of names and language. Knowledge of these spells must be acquired in-game.
  
===Eating the Clouds===
+
* '''Suspires: Lesser Lore of Binding'''
*'''Experience level required:''' 350
+
The Ambassador-Courtier may learn suspires from the ''Lesser Lore of Binding'', which concerns itself with the magic of agreements, contracts and pacts. Knowledge of these spells must be acquired in-game.
*'''Activation Cost:''' ''8 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Vitamancy;''
 
*Vitamancy spells cannot be cast by Death-aligned Dragons.
 
The dragon inhales deeply, then swallows air by the mouthful. As he does so, the spell transmutes the air into solid food, which will materialise in his gullet as it passes downwards. A single casting of this spell will provide sufficient food and water sustenance for a single day.
 
  
Though a dragon could theoretically live indefinitely off this spell, doing so for more than a month will leave him feeling curiously unsated, and prone to illness.
 
  
===Eye of the Storm===
+
==Lord of Intrigue (Experience Rating: 6)==
*'''Experience level required:''' 350
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Hierarchomancy;''
 
*Hierarchomancy spells cannot be cast by Chaos-aligned Dragons.
 
As the dragon casts this spell exhales slowly, steadily and carefully, infusing his breath with Order-magic. The air around him is calmed and stilled by this exhalation - wind seems to die down, and weather grows calmer.
 
The dragon can only use this spell while on the ground - it instantly calms any non-magical weather around him, creating an area of calm dry air out to a radius of several dozen yards around him. The effect lasts until the dragon moves from the spot where he is resting. Beyond the area of effect, weather continues as normal, entirely unaffected.
 
  
===Interred in Earth===
+
''By this stage the dragon is a weaver of intricate webs of intrigue, working almost subtly and invisibly to attain his goals. He is instinctively and intellectually aware of the larger social context of every utterance, and is able to track the repercussions and echoes of the smallest whispered word.''
*'''Experience level required:''' 350
 
*'''Activation Cost:''' ''6 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Necromancy;''
 
*Necromancy spells cannot be cast by Life-aligned Dragons.
 
By lying flat against the earth, and inhaling deeply, the dragon can have the ground swallow him up so that he is buried beneath the surface. Anything on the surface (grass, cobbles, etc.) will not be disturbed or displaced, and he will be buried just deep enough that all of him is at least a foot underground. While interred he cannot move and is unaware of anything happening above ground, but he can breathe and sleep. If he moves at all, the effect ends as the earth expels him forcibly. He can remain underground for up to a month at a time, though the spell gives him no special protection against hunger or thirst. This spell can only be cast if there is a sufficient body of loose soil or earth to accomodate him.  
 
  
===Surge of Rage===
+
* '''Pulled Strings'''
*'''Experience level required:''' 350
+
The Ambassador-Courtier no longer needs spies and servants to work his will at a distance - he simply twists any lesser beings in the vicinity into being his unwitting agents. In social conflict, he is always assumed to have the resources and connections to be able to make ''indirect attacks'', even if he is completely new to the area and seemingly without any support. Also, he can use the ''focus'' strategy at any range he is able to attack (rather than being limited to close range as normal).
*'''Activation Cost:''' ''3 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Autarchomancy;''
 
*Autarchomancy spells cannot be cast by Order-aligned Dragons.
 
In casting this spell the dragon subconsciously shifts the tides of pneuma within himself, igniting them with rage, and suffusing himself with potent anger.
 
After this spell is cast he gains a +3 bonus to all melee attack rolls, but each round must either make a melee attack against an enemy, or move towards an enemy. The spell's effect ends only when there are no more enemies left in sight.
 
Casting this spell is a battle action.
 
  
===Atavism===
+
* '''A Subtle Knife'''
*'''Experience level required:''' 400 years
+
The dragon can attack someone socially without them realising who is attacking them. When making an attack during a social conflict, the dragon can spot three 5+ Pneuma dice in order to conceal his identity. If he does so, then any mental resilience damage done to a target that turn will seemingly be without source - the target will either think that the weakening of his position is due to the vagaries of fate and fortune, or will randomly blame someone else.
*'''Activation Cost:''' ''None: always on.''
 
*'''Keywords:''' ''Discipline;''
 
By passing four centuries as a Beast you have truly tapped into your feral self, though perhaps by sacrificing part of your sense of self along the way. You permanently gain +1 to '''Soma''' but also permanently reduce your '''Sophis''' by 1.
 
  
===Alpha Status===
 
*'''Experience level required:''' 450 years
 
*'''Activation Cost:''' ''None: always on.''
 
*'''Keywords:''' ''Discipline;''
 
A dragon who has this milestone has a fearsome mien and is practiced at asserting his dominance. He gains +1 dice on all tasks relating to direct intimidation, asserting dominance and asserting command. Note that this does not give any benefit to subtle tasks (such as implied threats), nor does it give any intellectual benefit (such as knowledge of strategy) but it can have unusual applications if used creatively (for example, seduction of someone with the right personality, inspiring loyalty in followers, etc.)
 
  
===Efficient Firebreathing===
+
==Master Magus of Words and Binding (Experience Rating: 8)==
*'''Experience level required:''' 500 years
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Pyromancy; Flame Attack;''
 
As a ''battle action'' make a ranged attack. This attack can be made at up to middle distance and attacks a single target. If the target is hit, then it takes full damage immediately, then persistent damage equal to the dragon's Pneuma Sphere each round for the following D6 rounds, or until the flames are extinguished.
 
  
Note that the inherent draconic birthright "dragonscale" renders dragons immune to damage from firebreathing, as it has the flame attack keyword.  
+
''The Ambassador-Courtier's skill in his chosen sorceries grows, and he attains command of draconic sorceries of great potency.''
  
===Perfect Killstrike===
+
* '''Suspires: Greater Lore of Words'''
*'''Experience level required:''' 600
+
The Ambassador-Courtier may learn suspires from the ''Greater Lore of Words'', which concerns itself with the magic of names and language. Knowledge of these spells must be acquired in-game.
*'''Activation Cost:''' ''4 Physical Energy''
 
*'''Keywords:''' ''Feat;''
 
The dragon is now such a masterful hunter that it is unusual for him not to kill or cripple his prey in a single strike.
 
When using this feat the dragon may make a ''called shot'' claw or bite attack. Quarter and round down the usual TN penalty for this attack. For example, if making a bite attack to the neck, the TN modifier would be reduced from +12 to +3.
 
  
===Sophis Exertion===
+
* '''Suspires: Greater Lore of Binding'''
*'''Experience level required:''' 700
+
The Ambassador-Courtier may learn suspires from the ''Greater Lore of Binding'', which concerns itself with the magic of agreements, contracts and pacts. Knowledge of these spells must be acquired in-game.
*'''Activation Cost:''' ''1 Mental Energy''
 
*'''Keywords:''' ''Feat;''
 
The dragon channels his will into rage, sacrificing mental energy to gain physical energy.
 
This power can be used once per round but does not take an action - when used, the dragon gains ''1 physical energy''. This cannot cause physical energy to exceed its usual maximum.
 
  
===Soma Fortification===
 
*'''Experience level required:''' 800
 
*'''Activation Cost:''' ''None: always on''
 
*'''Keywords:''' ''Discipline;''
 
The dragon has strengthened and fortified his body over time, so that he is more resistant to injury. The dragon permanently increases his ''Physical Resilience'' by +12.
 
  
===The Last Hunt===
+
==Fruition of the Millennial Seed (Experience Rating: 10)==
*'''Experience level required:''' 1000
 
*'''Activation Cost:''' ''None: activate once only''
 
*'''Keywords:''' ''Suspire;''
 
Old age is a terrible thing for a predator - as sensescence closes claws grow duller and teeth break. There is little more pathetic than a grand beast unbound laid low by infirmity.
 
  
The true Beast Unbound refuses to go out this way. He can activate this power at sunrise, declaring to the rising sun that he is on his Last Hunt, infusing the hunting howl with his heart-pneuma. He names his quarry, and swears to kill it.
+
''Over his centuries, the ambassador-courtier has laid a complex web of intrigues, favours and influences all across the entirety of the realm. This web goes beyond geographic borders, across species and factions, and is anywhere and everywhere the dragon wants it to be. The ambassador-courtier need only apply the slightest pressure on this web and he can achieve massive effects. Within a single day the dragon can set into motion any single event that can conceivably be achieved through politics, be it the fall of the Ascendancy, an end to the Dragonwar or the utter destruction of a breed.''
  
From that point on he becomes a predator without peer. His pneuma burns strongly within him, energising him greatly. He rolls +3 dice on '''all''' ''Pneuma'' or ''Soma'' tests. Furthermore, vitality surges through him and he will regain ''1 Arcane Energy'' and 1 ''Physical Energy'' at the start of every round. Finally, he instinctively knows where his quarry is, and will be driven with an all consuming desire to hunt and kill that target.
+
* '''The Millennial Seed'''
 +
This power can only ever be used once by a dragon, as it represents the completion of a lifetime of manoeuvring and subtle planning. The GM and the player should collaborate to discuss exactly how the event will come to pass, and how long it takes (be it weeks, years or millennia). Regardless, the intervention's effects are inevitable and can only be cancelled by another Ambassador-Courtier using this same power to negate the effect.
  
However he only has a maximum of one day. If he reaches the next sunrise without having killed his quarry, he will die in moments, with agony in body and soul. If he kills his quarry before that time, his energy will leave him over the next few minutes, and he will still die, but will feel a tremendous sense of peace and completion as he does so.
+
At the GM's discretion, a Dragon that somehow manages to keep taking his Experience Rating higher and higher may get the chance to "seed" another event - perhaps one for every +5 Experience Rating beyond 10 that he gains.
<br><br><br>
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----
  
 
=Lifepath Resources=
 
=Lifepath Resources=
  
===The Pack===
+
==Knacks==
*'''Experience level required:''' 25
+
 
Optionally, after 25 experience of the Beast Unbound lifepath the Dragon may have joined and been accepted into a pack of other Dragons on the same lifepath. Note that if the drgaon are of a breed that does not often favour this lifepath, then likely his pack will not be the same breed as him.  
+
''Knacks are learnt abilities common to this lifepath. As they are internal to the dragon, they are not easily passed on as legacies, but are also hard to take away from the Dragon.''
 +
 
 +
* '''Unusual Language''' (2 points per Language)
 +
Every dragon speaks the draconic tongue of Essraghai, and even the mentally slowest dragon is likely to be a dab hand at mastering mortal languages with only a week or two of practice. This resource represents knowledge of the more unusual languages that a Dragon might come across - ones for which there are no readily available teachers, or which are too alien to master easily. Each time you buy this resource gain fluency in one unusual language. Example languages might include Kraken-speak, Wyverntongue, Low Daemonic and any others that the story introduces.
 +
 
 +
* '''Xenoculture Mastery''' (3 points per Xenoculture)
 +
Every dragon is presumed to know his ''own'' culture like a native - it comes with being a native! For example, a Solar Dragon would know about Alliance life, the traditions of the Coastal regions, the history of the Solar Accord, of Coastal slang and colloquialisms and of Solar behavioural mannerisms. On the other hand, a Velvet Dragon wouldn't know about those things at all!
 +
Each time you buy this resource you gain knowledge of one culture, gaining the same degree of intimacy with it as a native would.
 +
 
 +
 
 +
==Possessions==
 +
 
 +
''Possessions are actual physical resources which the Ambassador-Courtier has acquired. Possessions are easily acquired and easily lost, but are also convenient legacy resources for a dragon's descendants or proteges.''
 +
 
 +
* '''Hoard of Gold''' (3 points)
 +
The dragon has accumulated a massive hoard of gold, which is more than sufficient to hire armies, buy thrones and bribe emperors. Other dragons are less impressed by mere wealth, but they see its utility.
 +
 
 +
 
 +
==Connections==
 +
 
 +
''Connections link the dragon to the rest of society. In many ways, these are the true measure of power of an ambassador-courtier. Connections can potentially be passed on to proteges and descendants, though it takes a little work to do so.''
 +
 
 +
* '''Friend''' (1 point)
 +
If you take this resource, you have a powerful friend. This friend can be anything up to an elder dragon in power level. This friend is your genuine ally, and will go out of his way to protect your best interests, even at cost to himself. This friend may mentor you, trade with you, exchange favours, etc. Of course, friendship is a two way street - if you use your friend over the centuries and offer nothing in return, or if you make it obvious you are manipulating them, then the friendship will likely die.
 +
 
 +
* '''Mortal Patronage''' (1+ points)
 +
If you take this resource, you are a patron of a group of mortals. This might be a merchant house, or a gang of mercenaries or a cabal of sorcerers. Regardless they see you either as a leader, or as a respected patron. They will likely do anything you ask of them, knowing that you will protect their interests as they protect yours. Alternatively, you could be one of many draconic patrons of a larger organisation (as for example, the Priesthood of the Pure Dragons tend to be for the Temple of the Mother Goddess). By spending more points on this resource you can increase the extent and strength of your influence.
 +
 
 +
* '''Draconic Influence''' (1+ points)
 +
With this resource, you are a respected member of draconic society. Generally this will apply to either the Ascendancy or the Alliance - membership of one precludes membership of the other. The resource could instead apply to one of the smaller factions, or even just a single breed. You can even by this resource several times to represent influence with multiple factions. Spending more points on this resource increases the influence you hold with that faction.
 +
 
 +
* '''Protégé''' (5 points)
 +
To take this resource, you need to have a minimum Experience Level of 5. You gain a Protégé whose age is equal to half your own current age. This will generally be a dragon of your own breed and lifepath. It is possible to have multiple protégés, though of course your legacy can only be passed to one.
 +
 
 +
 
 +
==The Lesser Lore of Words==
 +
 
 +
''The Lesser Lore of Words concerns itself with understanding and perceiving the magic inherent in language. Magics of communication and of naming are within the lesser lore's scope. The Lesser Lore of Words also allows for subtle magics that influence the speech or thoughts of others, but direct control is beyond it. The below spells are examples of suspires from the lesser lore of words, but scholarly dragons might discover more, either through study or design.''
 +
 
 +
* '''Wind Whisper''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 +
This suspire carries the dragon's words to a distant message recepient, with the message travelling as fast as the wind is blowing. This spell allows either ten words of speech per dice expended, to a range of 100 miles per dice expended.
 +
 
 +
* '''The Naming''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 +
The dragon casts this spell and examines one creature or person within line of sight. The dragon immediately learns the calling name that the creature identifies himself with.
 +
 
 +
* '''Call to True Speech''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 +
To cast this spell successfully, the dragon must expend one 5+ pneuma dice per point of Sophis the target has. If successfully cast, the target is bound to speak truth for the next hour. Not only can he not lie, but he is also forced to fully answer the Ambassador-Courtier's questions.
 +
 
 +
* '''Echoes of Silence''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 +
To cast this spell successfully, the dragon must expend one 5+ pneuma dice per point of Sophis the target has. If successfully cast, the target is bound to silence for the next hour. The target cannot speak or vocalise any noises at all, though he is not prevented from making noises with his movements or otherwise. As a side effect, this spell also prevents the target from casting any suspires of any sort for the duration of this spell. Note that using this spell on another dragon is considered to be as bad as physical violence - expect suitable retaliation if you silence another dragon.
 +
 
 +
==The Greater Lore of Words==
 +
 
 +
''The Greater Lore of Words is a less subtle thing, taking words and infusing them with the celestial power of the draconic elder. These suspires use words like swords, cutting deep into the conscious mind.''
 +
 
 +
* '''Crown of Domination''' (3 points) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 +
The spellcaster speaks a single single word command, which (if the spell is successful) the target must immediately obey to the best of his ability. The command cannot be directly self-harming or self-destructive, but can be indirectly so. For example, you could not command "Jump" to a man standing at a clifftop, but you could command "Scream" to someone who is trying to hide, or "Stop" to someone who is trying to flee from you. The duration of the command is never greater than a single combat round. This spell can be used at any range as long as the target can hear your words.
 +
 
 +
Any creature which has a Sophis of 4 or higher is too strong willed to be easily dominated, and can only be effected by this spell if it has 0 Mental Resilience remaining.
 +
 
 +
* '''Word of Dissonance''' (3 points) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 +
The spellcaster speaks a word of chaos, which has no meaning but which strikes into a single target's psyche disrupting his thoughts. If the spell is cast successfully, the target is rendered unable to speak coherently or understand any language (whether spoken or written) for the next twenty four hours. This spell can be used at any range as long as the target can hear your voice. This renders the target unable to participate in social conflict, but also mostly immune to its effects. Note that using this spell on someone is generally considered to be a declaration of aggression in itself, so the spellcaster should perhaps not be surprised if he is the subject of violence from the incoherent one.
 +
 
 +
Any creature which has a Sophis of 4 or higher is too strong willed to be easily disrupted in this way, and can only be effected by this spell if it has 0 Mental Resilience remaining.
 +
 
 +
* '''Phrase of Fascination''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 +
The dragon can subtly weight a single phrase within his arguments, so others will remember it above all others. This phrase has no inherent power in itself, and is not a command as such, but rather a sticky meme that listeners cannot shake and will persistently come to mind for them in years to come. For example, the dragon could weight the phrase ''"we are all brothers, after all"'', and for years afterwards the listener will consider these words, perhaps slightly inclining him towards negotiation rather than war, or perhaps making him more vengeful when a comrade is wronged. This is a subtle, subconscious and magical effect.
  
===Territory===
+
* '''Shattermind''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
*'''Experience level required:''' 50
+
The dragon speaks a word of shattering, which breaks an opponent's will, piece by piece. If this spell is successfully cast, the target takes 2 points of mental resilience damage. Non-magical defences cannot protect against this.  
The dragon or his pack have established a hunting territory that is recognised as theirs by sentient and animal life alike. While others may not choose to respect that territory, it is clear to all that it is theirs. They know this territory intimately, and are knowledgeable of all of its nuances, prey statuses and ecological patterns.
 
  
===Pack Alpha===
 
*'''Experience level required:''' 200
 
The dragon is now undoubtedly experienced enough to lead his own pack, and will be able to draw small numbers of less experienced dragons to his leadership. Some dragons may choose to not take up this option straight away, instead remaining with a pack of other strong dragons in a non-dominant (but still senior) role.
 
  
Additionally, any members of the pack who are half the age or younger of the Pack Alpha are considered to be his ''protégés''. They will cease to be ''protégés'' if their age ever becomes more than half the age of the Alpha.
+
==The Lesser Lore of Binding==
  
''Protégés'' are discussed in more detail in the [[Age_Of_Dragons:_Legacies|Legacies]] chapter.
+
''The Lesser Lore of Binding is the sorcery of social contracts and traditions. This Lesser Lore is considered weak by some sorcerers, as so much of it depends on the agreement and consent of all effected by it spells. Ambassador-Courtiers know better: agreement and consent are nebulous things, easily manipulated by a wily courtier, and the spells themselves enforce civilised behaviour with arcane power.''
  
===Legendary Predator===
+
* '''Oath of Brotherhood''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
*'''Experience level required:''' 500
+
To cast this spell, the Dragon must breath into the mouth of another Dragon, then inhale their breath afterwards. Both must then speak the words "I swear you are as my kin." After this spell is cast, the Ambassador-Courtier cannot offer violence to his sworn brother, or vice versa. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and reducing him to Physical Resilience 0 ''(incapacitated)'', but immediately ending the spell's effect (thus freeing the other to engage in violence as they will). The spell is ineffective on anyone who has slain an immediate member of their own family (i.e. brother, sister, child or parent), and simply will not work in those circumstances. Similarly, if a dragon bound by the Oath of Brotherhood kills an immediate member of his own family, the Oath's effects end, and an instant pang of emotional pain is felt by both of the Oathbound.
At 500 experience the dragon is seen as something of a legend by other adherents of the Lifepath, respected as a true survivor and ultimate predator. To survive half a millennium in the wild is, after all, an incredible achievement in and of itself.
 
  
He will be able to command respect and obedience from his ever-growing pack, and likely there will be an entire Sky Tribe of packs that look to him for leadership .  
+
* '''Claim Hospitality''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 +
To cast this spell, the Dragon must be invited into the home, lair or domain of another being, and freely offered something to eat. The Ambassador-Courtier then speaks the words "I accept hospitality." After this spell is cast, the Ambassador-Courtier cannot offer violence to his host, or vice versa. Similarly, those who are under the host's command, or in the Ambassador's retinue cannot harm each other, or be harmed by each other. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and reducing him to Physical Resilience 0 ''(incapacitated)'',  but immediately ending the spell's effect (thus freeing the mystic binding of others, allowing them to engage in violence as they will).
 +
 
 +
* '''Sanctum''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 +
To cast this spell, the Dragon must select a Sanctum object that is inscribed with mystic runes (this could be a skull, a gem, a rock, or whatever). The Dragon then breathes on it, whispering the words ''"I swear that I submit to the Sanctum, and I will draw no blood."'' Any other Dragons in the vicinity can then do the same, and the Sanctum object will glow slightly with each utterance. For twenty four hours afterwards, none of the Dragons who participated in the ritual may draw blood from any of the other Dragons who were part of the ritual, so long as they are within a ten mile radius of the Sanctum object. Destroying the Sanctum object negates the effect, so Ambassador-Courtiers who wish their Sanctum to have any meaning pick suitably resilience objects. Any Dragon bound by the ritual who does draw blood blasted by arcane energy and reduced to Physical Resilience 0 ''(incapacitated)'' by the magics of the ritual, and the effect of the Sanctum spell is immediately ended.
 +
 
 +
==The Greater Lore of Binding==
 +
 
 +
''While the Lesser Lore concerns itself with agreements, the Greater Lore is more concerned with celestial law, with obedience and with punishment of transgressions.''
 +
 
 +
* '''Justice of the Wheel of Heaven''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 +
As he casts this spell, the Dragon points at a target, and pronounces that the target has committed a terrible sin - for example ''"I name thee kinslayer"''. If the accusation is correct, then the force of heaven strikes that individual, causing his limbs and wings to be crippled, and his Physical Resilience to be reduced to 0 ''(incapacitated)''. However, should the accusation be false, then the backlash of the spell will deal 3 points of Physical Resilience damage to the casting dragon. Only a few select divine crimes can be named and punished by this spell. They include: kinslaying, killing hatchlings, siring or bearing a Harlequin hatchling and raping another dragon.
 +
 
 +
* '''Oath Freely Given''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 +
The Dragon can only cast this spell as a reaction, when someone speaks a statement of intent within earshot of himself. If successfully cast, that statement is taken to have the force of an oath. If the speaker breaks that oath then he will be struck down with arcane energy, and his Physical Resilience to be reduced to 0 ''(incapacitated)''. The speaker is aware of being mystically bound in this way.
 +
 
 +
* '''Seat of Neutrality''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 +
The Dragon seats himself on the ground, then exhales, and surrounds himself with a halo of silver light. This light remains around him for the next hour, and while it is in place he is both immune to violence, and incapable of it. No direct attack (arcane of physical) is able to harm him, and he can make no direct attack he makes is capable of harming anyone else. Two exceptions apply to this. First, if the dragon moves from the spot where he cast the spell (whether by walking or flying or other modes of transport) the spell ends immediately. Second, the spell offers no protection or control over indirect attacks or environmental damage.
  
----
 
  
 
[[Category:Age_of_Dragons]]
 
[[Category:Age_of_Dragons]]

Revision as of 07:39, 2 January 2009

Age Of Dragons: Main Page -> Age Of Dragons: Lifepaths -> [[Age of Dragons: Beast

Unbound|Beast Unbound]]

Overview

The Old Ways Survive

The pack wheeled overhead as the herd of aurochs mournfully bellowed their alarm and fear. Claws-Unsheathed roared for his kin to dive, and the Hunter Dragons fell like thunderbolts amongst the beasts. Firebreath deployed to keep the herd panicked and packed tightly, while claws and teeth opened arteries and jugular veins with a placed precision at odds with the apparent fury of the assault.

One auroch dropped, then another, then another. One of the Hunter Dragons foolishly overextended himself, and caught a bull-horn in the ribs for his carelessness. A blast of flame from Claws-Unsheathed drove the angry auroch back, affording the stripling drake time to extricate himself. The rest of the dragons continued their careful hit and run strikes, harrying the aurochs and dropping two more of them before their alpha roared for them to withdraw.

They circled back into the sky, and let the rest of the herd stampede away to safety. Enough aurochs had been killed to feed the pack for a week, and it did not pay in the long run to kill more than they needed to. Already several of the hungry drakes and dragonesses were showing their anticipation of the feast with exuberant puffs of flame, as well as fighting out for a place in the feeding order by pecking and nipping at each other's wingtips.

Any casual observer would have thought that these dragons had devolved into dumb animals, and abandoned their intellect and intelligence. Claws-Unsheathed knew better. He knew that these were brilliant minds and vibrant souls who had simply chosen to live as beasts, and who were revelling in the vitality and joy of the experience. These were dragons who could have had their meals brought to them spiced and prepared by a legion of mortal servants, and who could be sleeping in jewelled palaces if they wanted to. But they chose this life - to hunt and kill for their own food, to sleep in natural lairs open to the sky, because this was the way that dragons were always meant to be.

Civilisation shackled instinct and dulled the soul. These were Beasts Unbound.


The Beast Unbound Lifepath

The Beast Unbound is a lifepath rejected as primitive by many Breeds, yet seen as sacred by others. To be a Beast Unbound is to set aside the trappings of civilisation (be they material, intellectual or moral) and to exist on a simpler, purer level.

That is not to say that all Dragons on this path remain in it forever. Some will visit the Lifepath only for as long as it takes them to "connect to the Beast within", and will return to civilised lifepaths afterwards. Likewise, some come to it late in life, when they have tired of civilised society. Regardless, once the beast within has been unbound, it can never truly be caged again.



Lifepath Powers

The Connected Web of Breath (Experience Rating: 1)

At this stage the Ambassador-Courtier has begun mastery of the fundamentals of his craft, exploring the power of words and diplomacy, and learning the ways of influence and intrigue. He begins to perceive that every spoken word has consequences, and that society consists of a connected web of breath. He gains the following powers:

  • Improved Social Evasion

During Social Conflicts, an Ambassador-Courtier can use the Strategy Evasion on spotting 4+ Pneuma dice, instead of the usual 5+.

  • Improved Social Focus

During Social Conflicts, an Ambassador-Courtier can use the Strategy Focus on spotting 4+ Pneuma dice, instead of the usual 5+.


A Veteran of Hard Words (Experience Rating: 2)

With passing time the Ambassador-Courtier is hardened by his experiences and others will find it far harder to sway him. He is not only more wilful, but also cannier and wilier, more able to deflect the manipulations of others. He gains the following powers:

  • Mode of Argument

During Social Conflicts, an Ambassador-Courtier who deals at least one point of Mental Resilience damage during a turn regains 1 point of Mental Resilience himself at the end of that turn.

  • Barrier of Wits and Suspicion

The Ambassador-Courtier has a passive social defence value equal to half his current Experience Rating, rounded down. As his Experience Rating increases, so too does this passive defence value.


Suspires of Words and Binding (Experience Rating: 4)

To gain an edge over his opposition, the Ambassador-Courtier may learn a handful of suspires that will improve and supplement his skills.

  • Suspires: Lesser Lore of Words

The Ambassador-Courtier may learn suspires from the Lesser Lore of Words, which concerns itself with the magic of names and language. Knowledge of these spells must be acquired in-game.

  • Suspires: Lesser Lore of Binding

The Ambassador-Courtier may learn suspires from the Lesser Lore of Binding, which concerns itself with the magic of agreements, contracts and pacts. Knowledge of these spells must be acquired in-game.


Lord of Intrigue (Experience Rating: 6)

By this stage the dragon is a weaver of intricate webs of intrigue, working almost subtly and invisibly to attain his goals. He is instinctively and intellectually aware of the larger social context of every utterance, and is able to track the repercussions and echoes of the smallest whispered word.

  • Pulled Strings

The Ambassador-Courtier no longer needs spies and servants to work his will at a distance - he simply twists any lesser beings in the vicinity into being his unwitting agents. In social conflict, he is always assumed to have the resources and connections to be able to make indirect attacks, even if he is completely new to the area and seemingly without any support. Also, he can use the focus strategy at any range he is able to attack (rather than being limited to close range as normal).

  • A Subtle Knife

The dragon can attack someone socially without them realising who is attacking them. When making an attack during a social conflict, the dragon can spot three 5+ Pneuma dice in order to conceal his identity. If he does so, then any mental resilience damage done to a target that turn will seemingly be without source - the target will either think that the weakening of his position is due to the vagaries of fate and fortune, or will randomly blame someone else.


Master Magus of Words and Binding (Experience Rating: 8)

The Ambassador-Courtier's skill in his chosen sorceries grows, and he attains command of draconic sorceries of great potency.

  • Suspires: Greater Lore of Words

The Ambassador-Courtier may learn suspires from the Greater Lore of Words, which concerns itself with the magic of names and language. Knowledge of these spells must be acquired in-game.

  • Suspires: Greater Lore of Binding

The Ambassador-Courtier may learn suspires from the Greater Lore of Binding, which concerns itself with the magic of agreements, contracts and pacts. Knowledge of these spells must be acquired in-game.


Fruition of the Millennial Seed (Experience Rating: 10)

Over his centuries, the ambassador-courtier has laid a complex web of intrigues, favours and influences all across the entirety of the realm. This web goes beyond geographic borders, across species and factions, and is anywhere and everywhere the dragon wants it to be. The ambassador-courtier need only apply the slightest pressure on this web and he can achieve massive effects. Within a single day the dragon can set into motion any single event that can conceivably be achieved through politics, be it the fall of the Ascendancy, an end to the Dragonwar or the utter destruction of a breed.

  • The Millennial Seed

This power can only ever be used once by a dragon, as it represents the completion of a lifetime of manoeuvring and subtle planning. The GM and the player should collaborate to discuss exactly how the event will come to pass, and how long it takes (be it weeks, years or millennia). Regardless, the intervention's effects are inevitable and can only be cancelled by another Ambassador-Courtier using this same power to negate the effect.

At the GM's discretion, a Dragon that somehow manages to keep taking his Experience Rating higher and higher may get the chance to "seed" another event - perhaps one for every +5 Experience Rating beyond 10 that he gains.




Lifepath Resources

Knacks

Knacks are learnt abilities common to this lifepath. As they are internal to the dragon, they are not easily passed on as legacies, but are also hard to take away from the Dragon.

  • Unusual Language (2 points per Language)

Every dragon speaks the draconic tongue of Essraghai, and even the mentally slowest dragon is likely to be a dab hand at mastering mortal languages with only a week or two of practice. This resource represents knowledge of the more unusual languages that a Dragon might come across - ones for which there are no readily available teachers, or which are too alien to master easily. Each time you buy this resource gain fluency in one unusual language. Example languages might include Kraken-speak, Wyverntongue, Low Daemonic and any others that the story introduces.

  • Xenoculture Mastery (3 points per Xenoculture)

Every dragon is presumed to know his own culture like a native - it comes with being a native! For example, a Solar Dragon would know about Alliance life, the traditions of the Coastal regions, the history of the Solar Accord, of Coastal slang and colloquialisms and of Solar behavioural mannerisms. On the other hand, a Velvet Dragon wouldn't know about those things at all! Each time you buy this resource you gain knowledge of one culture, gaining the same degree of intimacy with it as a native would.


Possessions

Possessions are actual physical resources which the Ambassador-Courtier has acquired. Possessions are easily acquired and easily lost, but are also convenient legacy resources for a dragon's descendants or proteges.

  • Hoard of Gold (3 points)

The dragon has accumulated a massive hoard of gold, which is more than sufficient to hire armies, buy thrones and bribe emperors. Other dragons are less impressed by mere wealth, but they see its utility.


Connections

Connections link the dragon to the rest of society. In many ways, these are the true measure of power of an ambassador-courtier. Connections can potentially be passed on to proteges and descendants, though it takes a little work to do so.

  • Friend (1 point)

If you take this resource, you have a powerful friend. This friend can be anything up to an elder dragon in power level. This friend is your genuine ally, and will go out of his way to protect your best interests, even at cost to himself. This friend may mentor you, trade with you, exchange favours, etc. Of course, friendship is a two way street - if you use your friend over the centuries and offer nothing in return, or if you make it obvious you are manipulating them, then the friendship will likely die.

  • Mortal Patronage (1+ points)

If you take this resource, you are a patron of a group of mortals. This might be a merchant house, or a gang of mercenaries or a cabal of sorcerers. Regardless they see you either as a leader, or as a respected patron. They will likely do anything you ask of them, knowing that you will protect their interests as they protect yours. Alternatively, you could be one of many draconic patrons of a larger organisation (as for example, the Priesthood of the Pure Dragons tend to be for the Temple of the Mother Goddess). By spending more points on this resource you can increase the extent and strength of your influence.

  • Draconic Influence (1+ points)

With this resource, you are a respected member of draconic society. Generally this will apply to either the Ascendancy or the Alliance - membership of one precludes membership of the other. The resource could instead apply to one of the smaller factions, or even just a single breed. You can even by this resource several times to represent influence with multiple factions. Spending more points on this resource increases the influence you hold with that faction.

  • Protégé (5 points)

To take this resource, you need to have a minimum Experience Level of 5. You gain a Protégé whose age is equal to half your own current age. This will generally be a dragon of your own breed and lifepath. It is possible to have multiple protégés, though of course your legacy can only be passed to one.


The Lesser Lore of Words

The Lesser Lore of Words concerns itself with understanding and perceiving the magic inherent in language. Magics of communication and of naming are within the lesser lore's scope. The Lesser Lore of Words also allows for subtle magics that influence the speech or thoughts of others, but direct control is beyond it. The below spells are examples of suspires from the lesser lore of words, but scholarly dragons might discover more, either through study or design.

  • Wind Whisper (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

This suspire carries the dragon's words to a distant message recepient, with the message travelling as fast as the wind is blowing. This spell allows either ten words of speech per dice expended, to a range of 100 miles per dice expended.

  • The Naming (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

The dragon casts this spell and examines one creature or person within line of sight. The dragon immediately learns the calling name that the creature identifies himself with.

  • Call to True Speech (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell successfully, the dragon must expend one 5+ pneuma dice per point of Sophis the target has. If successfully cast, the target is bound to speak truth for the next hour. Not only can he not lie, but he is also forced to fully answer the Ambassador-Courtier's questions.

  • Echoes of Silence (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell successfully, the dragon must expend one 5+ pneuma dice per point of Sophis the target has. If successfully cast, the target is bound to silence for the next hour. The target cannot speak or vocalise any noises at all, though he is not prevented from making noises with his movements or otherwise. As a side effect, this spell also prevents the target from casting any suspires of any sort for the duration of this spell. Note that using this spell on another dragon is considered to be as bad as physical violence - expect suitable retaliation if you silence another dragon.

The Greater Lore of Words

The Greater Lore of Words is a less subtle thing, taking words and infusing them with the celestial power of the draconic elder. These suspires use words like swords, cutting deep into the conscious mind.

  • Crown of Domination (3 points) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The spellcaster speaks a single single word command, which (if the spell is successful) the target must immediately obey to the best of his ability. The command cannot be directly self-harming or self-destructive, but can be indirectly so. For example, you could not command "Jump" to a man standing at a clifftop, but you could command "Scream" to someone who is trying to hide, or "Stop" to someone who is trying to flee from you. The duration of the command is never greater than a single combat round. This spell can be used at any range as long as the target can hear your words.

Any creature which has a Sophis of 4 or higher is too strong willed to be easily dominated, and can only be effected by this spell if it has 0 Mental Resilience remaining.

  • Word of Dissonance (3 points) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The spellcaster speaks a word of chaos, which has no meaning but which strikes into a single target's psyche disrupting his thoughts. If the spell is cast successfully, the target is rendered unable to speak coherently or understand any language (whether spoken or written) for the next twenty four hours. This spell can be used at any range as long as the target can hear your voice. This renders the target unable to participate in social conflict, but also mostly immune to its effects. Note that using this spell on someone is generally considered to be a declaration of aggression in itself, so the spellcaster should perhaps not be surprised if he is the subject of violence from the incoherent one.

Any creature which has a Sophis of 4 or higher is too strong willed to be easily disrupted in this way, and can only be effected by this spell if it has 0 Mental Resilience remaining.

  • Phrase of Fascination (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The dragon can subtly weight a single phrase within his arguments, so others will remember it above all others. This phrase has no inherent power in itself, and is not a command as such, but rather a sticky meme that listeners cannot shake and will persistently come to mind for them in years to come. For example, the dragon could weight the phrase "we are all brothers, after all", and for years afterwards the listener will consider these words, perhaps slightly inclining him towards negotiation rather than war, or perhaps making him more vengeful when a comrade is wronged. This is a subtle, subconscious and magical effect.

  • Shattermind (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The dragon speaks a word of shattering, which breaks an opponent's will, piece by piece. If this spell is successfully cast, the target takes 2 points of mental resilience damage. Non-magical defences cannot protect against this.


The Lesser Lore of Binding

The Lesser Lore of Binding is the sorcery of social contracts and traditions. This Lesser Lore is considered weak by some sorcerers, as so much of it depends on the agreement and consent of all effected by it spells. Ambassador-Courtiers know better: agreement and consent are nebulous things, easily manipulated by a wily courtier, and the spells themselves enforce civilised behaviour with arcane power.

  • Oath of Brotherhood (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell, the Dragon must breath into the mouth of another Dragon, then inhale their breath afterwards. Both must then speak the words "I swear you are as my kin." After this spell is cast, the Ambassador-Courtier cannot offer violence to his sworn brother, or vice versa. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and reducing him to Physical Resilience 0 (incapacitated), but immediately ending the spell's effect (thus freeing the other to engage in violence as they will). The spell is ineffective on anyone who has slain an immediate member of their own family (i.e. brother, sister, child or parent), and simply will not work in those circumstances. Similarly, if a dragon bound by the Oath of Brotherhood kills an immediate member of his own family, the Oath's effects end, and an instant pang of emotional pain is felt by both of the Oathbound.

  • Claim Hospitality (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell, the Dragon must be invited into the home, lair or domain of another being, and freely offered something to eat. The Ambassador-Courtier then speaks the words "I accept hospitality." After this spell is cast, the Ambassador-Courtier cannot offer violence to his host, or vice versa. Similarly, those who are under the host's command, or in the Ambassador's retinue cannot harm each other, or be harmed by each other. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and reducing him to Physical Resilience 0 (incapacitated), but immediately ending the spell's effect (thus freeing the mystic binding of others, allowing them to engage in violence as they will).

  • Sanctum (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell, the Dragon must select a Sanctum object that is inscribed with mystic runes (this could be a skull, a gem, a rock, or whatever). The Dragon then breathes on it, whispering the words "I swear that I submit to the Sanctum, and I will draw no blood." Any other Dragons in the vicinity can then do the same, and the Sanctum object will glow slightly with each utterance. For twenty four hours afterwards, none of the Dragons who participated in the ritual may draw blood from any of the other Dragons who were part of the ritual, so long as they are within a ten mile radius of the Sanctum object. Destroying the Sanctum object negates the effect, so Ambassador-Courtiers who wish their Sanctum to have any meaning pick suitably resilience objects. Any Dragon bound by the ritual who does draw blood blasted by arcane energy and reduced to Physical Resilience 0 (incapacitated) by the magics of the ritual, and the effect of the Sanctum spell is immediately ended.

The Greater Lore of Binding

While the Lesser Lore concerns itself with agreements, the Greater Lore is more concerned with celestial law, with obedience and with punishment of transgressions.

  • Justice of the Wheel of Heaven (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

As he casts this spell, the Dragon points at a target, and pronounces that the target has committed a terrible sin - for example "I name thee kinslayer". If the accusation is correct, then the force of heaven strikes that individual, causing his limbs and wings to be crippled, and his Physical Resilience to be reduced to 0 (incapacitated). However, should the accusation be false, then the backlash of the spell will deal 3 points of Physical Resilience damage to the casting dragon. Only a few select divine crimes can be named and punished by this spell. They include: kinslaying, killing hatchlings, siring or bearing a Harlequin hatchling and raping another dragon.

  • Oath Freely Given (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The Dragon can only cast this spell as a reaction, when someone speaks a statement of intent within earshot of himself. If successfully cast, that statement is taken to have the force of an oath. If the speaker breaks that oath then he will be struck down with arcane energy, and his Physical Resilience to be reduced to 0 (incapacitated). The speaker is aware of being mystically bound in this way.

  • Seat of Neutrality (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The Dragon seats himself on the ground, then exhales, and surrounds himself with a halo of silver light. This light remains around him for the next hour, and while it is in place he is both immune to violence, and incapable of it. No direct attack (arcane of physical) is able to harm him, and he can make no direct attack he makes is capable of harming anyone else. Two exceptions apply to this. First, if the dragon moves from the spot where he cast the spell (whether by walking or flying or other modes of transport) the spell ends immediately. Second, the spell offers no protection or control over indirect attacks or environmental damage.