Full disclosure: the Courtier's Arts were my favorite secret art. They had some strong contenders too; the prophecy-creating Scholar arts were conceptually brilliant (they did more for Sidereals at my table than hundreds of awkwardly-written charms ever did) and the Priest's arts essentially encapsulated all of the most gonzo stuff I love from stuff like Inuyasha and A Chinese Ghost Story.
Still, nothing truly compares to twisting somebody's heart inside out with your words. My favorite characters are always slimy social bastards. Take this beautiful monster for example:
Image beautifully crafted by Craig Mulligan, by the way |
Yet, he's one of the most dangerous villains in the Duniverse. Hell, he's so dangerous that he effectively threatens one of the most powerful beings in the galaxy long after his death (at her hands, none the less!). The hell how is that sassy cow capable of being that deadly?!
He's smooth as iced milk is how. He's cunning and treacherous, and he knows how to leverage the darkest parts of the human heart to his inescapable advantage. He's a social manipulator par excellence; he can bend your desires into needs and ensure that he's holding the purse strings to your loyalty. His armor is reputation, his weapon is grace, and he coats in in the poison of your most shameful desires.
There's a lot to detest about him (read for yourself; Dune enriches the soul), but I love his insidiousness, his never-ending and self-justifying systems of intimidation, manipulation and cruelty that feed his invincible vanity.
Really, he's just the best bastard.
But, there's not really a good foil for him in Dune. His self-serving evil is countered by an equally self-serving practical literalism, misguided but sincere zealotry, and a futile and unproven appeal to the nobility of the human spirit. Not exactly a philosophical rebuke, it's all held up as essentially identical. At least, on the immortal and cosmic scale at which the characters of Dune operate.
But Legends had solid foils for their philosophical evils; at least, on paper. Every good virtue was balanced by an evil one; there was at least a well-set-up battleground for battling characters to test the rightness of their chosen virtues against their rivals.
The problem with Legends, as always, was that it was perfectly balanced; this is really the same problem spun in a different way. Our minds and hearts recoil from the uncanny valley of moral ambivalence that's implied both by Legend's stalemate and Dune's hyper-zoomed-out minimizing of the entire moral struggle. Our issues are too immediate, too hot in our blood to be answered in such a tepid way; especially at a table filled with intrigue, heroes, villains!
We want our good and evil to be immediate! We want consequences! Wicked villains! Justice-thirsty heroes! Glory! Righteousness! HONOOOORRRRR
Legends actually did a great job of this with the courtier Arts; you could totally adhere to good or evil philosophies, and your adherence to and spreading of them had in-game results.
My efforts were a bit mixed; I already made it so that anyone could be a social bastard by causing this game's analog to Passions, so I put the ability to be a philosopher sage and redeem people socially in the Gupt Kala.
This actually mirrors my personal relationship with emotions and philosophy; I've always been haunted by painful emotions, but it took a ton of sincere work and effort to learn about philosophies that gave me the tools to live an ethical life.
It also incidentally makes the art of healing with social interaction feel lost in the apocalypse, which makes characters that learn in rare and skilled; sort of psychologists of the fallen world, healing the broken hearts and minds of its people.
But don't get me wrong; they can also send them straight to hell with magically-reinforced contract law. Check it out:
...
Art of the Sage
Skill: Heart
Taught by: Golden Lions, Silver Phoenix, Five Star Spirits
Sadhana: The Seven Wisdoms
The devious manipulators of society can sow discord easily; a poisoned word in the right ear can twist the heart, filling it with anger, sadness, or obsession. But the sage learns a nobler path; the way of discipline, philosophy, and proper action. The Seven Wisdoms are destinies of proper thought and deed, doctrines echoing with the noblest aspects of the universe.
These philosophical outlooks are created like Imbalances: however, rather than punishing characters and driving them into mad fits of passion, they inspire and reward them for noble and high-minded actions.
That is assuming of course that you’re working on a tight time scale (an Action scene) and that your target is unwilling to listen to your teachings. For willing recipients in Real-Time scenes, you need to spend only a single action to create the positive Imbalance. In Montage scenes, you may so empower any number of recipients to the zenith of your ability.
The most potent Imbalance that can be created depends on your Mastery level, according to the following scale:
Initiates: 2
Artists: 4
Masters: 6
Grandmasters: 8
After it is created, any of these passions may be Inflamed by a Heart action from anyone, just like a normal Imbalance. However, only a practitioner of this Sadhana of sufficient mastery may “break the cap” and increase it beyond these limitations.
The Seven Wisdoms
Earth Wisdom: Stoicism
Earth teaches this lesson: you can endure. Those taught the wisdom of the stoic withstand the hurts of body, heart and soul unbent. They stand where others fall, unchanged at their core no matter the agonies they suffer. When a Stoic chooses to act in accordance with a Dharma in the face of pain, danger or other hardship, they may claim their bonus.
Fire Wisdom: Joy
Fire teaches this lesson: joy can live in your heart. Those taught the wisdom of the joyful keep an undying zeal alive within them. When they act in accordance with a Dharma by sharing the joy of life with another, or defending that joy, they may claim their bonus.
Water Wisdom: Tranquility
Water teaches this lesson: all things seek balance. Those taught the wisdom of tranquility become islands of calm in a chaotic world. When they seek to fulfil a Dharma in the face of chaos, panic, terror, danger, or any other emotionally turbulent force, or when they defend natural or societal tranquility from violent disruption, they may claim their bonus.
Air Wisdom: Detachment
Air teaches this lesson: nothing is permanent. Those taught the wisdom of detachment comprehend that even the universe must one day return to nothingness. Not nihilism, but rather a recognition of the temporary and fluctuating nature of reality; a conscious rejection of the illusion of ownership and permanence. Their untroubled minds allow them to claim their bonus when they must make a significant sacrifice to fulfill a Dharma.
Wood Wisdom: Growth
Wood teaches this lesson: that which lives must grow. Those taught the wisdom of growth understand this vital direction; they seize, encourage and cherish growth and the natural blossoming of life. When those following the natural way seek to fulfill a Dharma by protecting, encouraging or experiencing growth may claim their bonus. Note; cancer grows as naturally as a flower: encouraging the growth of a wicked philosophy fulfils the requirements of this advantage.
Metal Wisdom: Logic
Metal teaches this lesson: with thought and effort, you can comprehend this world. Logicians seek to understand their world through careful thought, experiment and deductive reasoning. When logicians seek to fulfill a Dharma by approaching a problem which thwarted them with a new strategy, they may claim their bonus.
Cosmic Wisdom: Enlightenment
The Cosmos teaches this wisdom: truth exists in impenetrable mystery, necessarily beyond the knowable and known. Students of this recursive and elusive wisdom achieve harmony in the absence of mind, what the ancients called Divine Emptiness. When an adherent seeks to fulfill a Dharma by enlightening an enemy of its true meaning and purpose, they may claim this bonus.
Mudra: Mandate of Fire and Stars
Treaties are the laws that bind societies; how much more so when sanctified with the implacable will of Heaven and backed up by the cruelty of Hell? The Shadow Arts Master ratifies the agreements of nations, codifying their rules of engagement, drawing their lines of battle, and ensuring their conjoined loyalty with the all-destroying blade of the gods dangling precariously above.
This Mudra allows the creation of Divinely Sanctioned Treaties; these agreements are backed not by arms and threat, but by the deep and vengeful sorcery of the cosmos. Those that dare break their sworn word face the wrath of Heaven and all the furious reprisal of Hell.
This Gupt Kala expands the Heart skill, allowing the creation of divinely-reinforced agreements between parties. These magical contracts are constructed thusly:
Two or more parties agree to be bound by a sworn covenant. Anything might be agreed to, but there must be some tangible benefit for all parties involved; the divine withholds its blessing from an agreement which lacks some token peppercorn of consideration for all involved.
All parties further agree to be punished under a sanction should they violate their agreement. The degree of the Sanction determines the difficulty of the required Heart action to bind the treaty (1 Step= Rank 2, 2 Steps= Rank 4, 3 Steps= Rank 6, and 4 Steps= Rank 8)
Any caveats which allow exceptions to this are clearly laid out and agreed to as well
Finally, in the witnessing of the Shadow Artists, all parties formally swear to the covenant
To successfully bind the treaty together, the Artist must use a Heart action of appropriate Rank. Greater levels of mastery allow ever more terrifying sanctions with powerful enough action.
When used to sanctify agreements between individuals, this Mudra may be used in a single Real-Time action. To bind larger Populaces together, it requires a Montage action and representatives who Heaven and Hell recognize as speakers for those bound by the covenant.
Covenants last as long as specified in the agreement. If an expiration is not agreed upon, then it lasts for either the lifetime of all parties and their inheritors, or until dissolved by mutual agreement; whichever comes first (usually the death one).
The classic covenants
Over the long cycles of history, some covenants have emerged countless times as useful and predictable agreements between societies.
Trade Agreement: The parties involved agree on terms of trade between their societies. This might involve tariffs for importing foreign goods, or allow only certain items to be traded, or certain people to traffic in certain goods. It might restrict certain varieties of trade, or place minimums or upper limits on certain types of goods.
Alliance: A formal declaration of comradery and cooperation between societies, especially useful in times of war and other strife. May require allied parties to join forces in the wars of any ally, mutual defense for a shared border, or merely monetary support of one another’s war efforts.
Non-Aggression Pact: A less cumbersome agreement than an alliance, this covenant formalizes a lasting peace between its signers. Although lacking the reward of a full alliance, this agreement has been skillfully maneuvered into effective wartime defenses as nations select foes and non-aggressors to cover their flanks. It is also a classic first step on the road to trade agreements and alliance, so makes an effective “gateway” treaty.
Honor Duel: Sometimes wars last so long and claim so many lives that everyone involved gets completely sick of the entire affair; still, honor must be served. In these cases, a formal covenant outlining the rules for duels of honor is extremely helpful to create some token bloodshed in service of a greater peace.
Letters of Marque: Civil society sometimes has need of skillful scoundrels to selective break their own rules. In these fringe cases, it’s best to be legally clear about what these ne’er-do-wells are officially allowed to get away with. These covenants codify selective wicked deeds that their bearer may perform under the full blessing of the law. This protects the sanctioned wrongdoer from the consequences of their own actions and legal reprisal.
Sanctions
Destiny itself upholds the covenants of the Shadow Artist; those who break their sworn vow must face the furious wrath of the heavens and vengeful universe for their trespass. Less skillful artists negotiate for direct and temporary punishment, while the legendary grandmasters call down curses to ruin civilizations that dare dishonor their treaties.
Sanctions are Dynamic Content which is unleashed if a covenant is broken. The more powerful the Shadow Artist, the more steps are added to the content. An Initiate only has one, while a Grandmaster has all four steps.
The Catalyst for these is all the covenant itself. If there’s some dimension of the agreement that allows those breaking it to squeeze out of punishment (such as a Caveat, p.XX) then this can remove the Catalyst and cease the sanction.
When a covenant is created, the master chooses the depth of the Sanction, up to the limits of their capabilities. For example, they might create less onerous treaties with lighter sanctions, if they wish.
Plague Sanction
A wasting sickness seizes all those who trespassed against the covenant. The graveyard of the world is still choked with the bones of those claimed by this horrifying covenant. Weaker levels of this sanction effectively create weaker illnesses; the higher echelons, adding as they do ever more horrible symptoms,
Montage Dynamic Content
Initiates (Step 1): The oathbreakers come down with fever, sweats, and a hacking phlegm-filled cough. This is a Rank 1 Sickness Imbalance. It’s dramatic penalty is identical to a chest wound, as character double over in hacking fits due to any strenuous activity. Characters that come into contact with a plaguebearer suffer this and all other stages of the cursed illness unless they succeed on a Rank 2 Endurance roll to fend it off.
Artists (Step 2): The fever breaks, and the plaguebearers devolve into shuddering chills. This a Rank 2 Sickness Imbalance. It’s powerful to kill between 1-10% of a Populace that contracts it after one Montage scene (roll a d10). It’s dramatic Penalty is akin to having both legs broken; the character’s cold chills and shaking make grace and speed impossible.
Masters (Step 3): The chill takes it’s next form; hideous boils, vomiting, diarrhea, and thick, yellow sweat. This kills and additional 1-10% after the conclusion of a second scene (roll another d10, adding to the first’s body count). Characters this sick have a Rank 3 Deadly Sickness Imbalance; if they take the dramatic penalty and roleplay the horrific symptoms above, they gain 1d10 Aggravation.
Grandmasters (Step 4): Those few unlucky survivors begin to rot; their flesh deepens into the color of a bruise and their flesh necrotizes. Their tongues swell with pus, and their eyes bleed out of their skulls. Only 1-10% of an affected Populace will survive this horrific malady. Characters with this plague have a Rank 4 Deadly Sickness Imbalance; its Dramatic Penalty is a complete shutdown of both arms and legs, and comes with 1d10 Aggravation for trying to act at all.
Famine Sanction
The material wealth, typically food but really any possessions, of the oathbreakers crumbles away, putrifies, rusts, or otherwise gradually becomes worthless. Much of the wealth of the ancient world melted away due to this merciless sanction. Weaker levels of this sanction impoverish or starve those who dare to break their word, while the higher levels turns all the world’s wealth into their foe; taunting them but offering no comfort, no sustenance, no shelter, and no aid.
Montage Dynamic Content
Initiates (Step 1): What could be chalked up to bad luck causes 25% of a Poulace’s Productivity to become worthless (locusts swarm wheat fields, cave-in bury precious ores, machines go awry and delay production, etc.). Each affected character additionally loses a random 25% of their least valuable material possessions due to accident, carelessness, and annoying misfortune.
Artists (Step 2): Clear and unambiguous misfortune causes the loss of the next quarter of the Populace’s productivity (up to 50% now). Characters lose the next 25% of their material possessions, sparing their most cherished and powerful but otherwise ruining whatever else they claim as their own.
Masters (Step 3): Horrific, clearly magical misfortune destroys the lion’s share of a Populace’s Productivity (an additional 25%, for a total of 75%!). Character’s lose 75% of their worldly wealth and possessions, even cherished, irreplaceable and powerful items.
Grandmasters (Step 4): Heaven withholds even the barest mote of fortune from the doomed Populace that advance to this stage: the entirety of their wealth and worldly good (even food!) is annihilated in a cursed disaster, leaving them to starve. Characters are similarly impoverished. Furthermore, any who dare offer them aid are quickly stripped of their wealth and food as well, suffering the curse along with the unfortunate character!
Mischief Sanction
Bad luck, misfortune and a generally miserable fate befall those unfortunate word-breakers that defy this sanction’s covenant. This ranges from annoying and only modestly dangerous to full-blown cursed with an inescapable fate.
Montage Dynamic Content
Initiates (Step 1): Troublesome and irritating coincidences, misfortunes, and a general souring of luck plagues a Populace under this sanction. Although not enough to do more than annoy them, their Status Quo changes to reflect their bad temper and poor fortune, and NPCs will comment on their bad luck. For characters, they must roll twice for any Volatile Content, accepting the result of the GM’s choice.
Artists (Step 2): Incredible and dangerous bad luck befalls a Populace at this level; this counts as a Minor Hardship, and NPCs will be desperately praying, practicing taboos, or otherwise indulging in any superstition to assuage their horrible turn of luck. Characters labor under the burden of a Rank 1 Bad Luck Spiritual Imbalance. It’s Dramatic penalty requires the full engagement of either a hand, foot or sense in the practice of a weird ritual taboo to ward off their misfortune.
Masters (Step 3): Legendary misfortune plagues a Populace at this level, counting as a Significant Hardship. The people cry out to the gods for mercy and are desperate for a cure to their woes. Characters must content with a disastrous Rank 3 Bad Luck Imbalance, Further, They must roll for Volatile Content no matter what they’re doing at the start of every scene.
Grandmasters (Step 4): Doom befalls the luckless Populace that suffer under this sanction; this counts as a Major Hardship. NPCs you meet are wrecks, bemoaning their cruel fate. Characters endure a crippling Rank 5 Bad Luck Imbalance, in addition to the increased Volatile Content above.
Monstrous Sanction
The World of Ashes and Ghosts once was known by another name, when it belonged to the merciful and creative hands of humankind; in this fallen age, it is gripped instead by the claws of crueler masters. This sanction steers the destinies of ever deadlier monsters towards those foolish enough to go back on their oaths.
Montage Dynamic Content
Initiates (Step 1): Vermin plague the oathbreakers. Populaces have their food stores eaten and spoiled, losing 1d10% of their food: this might cause a Hardship if there’s not enough food remaining to feed everyone. Characters have a terrain-appropriate swarm of vermin arrive as Volatile Content to trouble them.
Artists (Step 2): Opportunistic beastmen, mutants and other dangerous creatures are drawn to the oathbreakers. Select an appropriate local Populace of monstrous humanoids to prey upon a Populace; they become keyed to the area and the Status Quo changes to reflect their parasitic nature. For characters, this monster Populace hounds them, sending Groups alongside any Volatile Content encountered to opportunistically attack them.
Masters (Step 3): A powerful monster (Effort 7+) arises from the deep, dark places of the world to wreak havoc. Populaces endure a Significant Hardship as it lairs in their territory, permanently changing the Status Quo as it uses them as a food or slave supply. Characters must deal with the creature as though it were Volatile Content.
Grandmasters (Step 4): A monstrous demigod (Effort 12+) is summoned to rain horrors on the oathbreakers. A Populace endures a Major hardship and, should they survive, must live under the bootheel of the creature (either as it’s favored food supply or as a conquered people). Characters must vanquish the beast as though it’s Volatile Content; if they fail to kill it but otherwise drive it off, it will heal and trouble them again at every opportunity.
Caveats
As they say: rules are meant to be broken. In the case of caveats, they can at least be bent. A caveat is a specific, intentional exception to following a covenant. Although a player is always free to plead their case to the GM, the existence of caveats helps strengthen a Player’s ability to break their word and worm out of the consequences.
The classic caveats
Over the long stretch of history, a few classic caveats have emerged.
Trial by Duel: A trespass against the covenant must be ratified by a public accusation. The accused may absolve themselves against wrongdoing by challenging the accuser to a duel to the death and winning. This caveat is favored by the Gold Lions and other martial brotherhoods, since it encourages justice through martial excellence.
Caste Immunity: Certain societal castes are simply not bound by the covenant; such is the privilege of power. This caveat is favored by the Silver Phoenix and other royal-minded clans, as it solidifies their power and keeps their subjects in their place.
Knife in the Darkness: If the trespass has no witnesses, the covenant ignores it. This is a favorite among the Shadow Vipers and other groups of assassins, as it encourages the sharpening of killing skills and subtlety by rewarding it with freedom from consequences.
Ritual Exception: If certain circumstances are met, the covenant selectively does not apply. For example, a covenant against killing might be waived against those that betray their clan. The Emerald Kirin and other ritualistic clans favor this caveat, as it ensconces the rules of society within the framework of religion.
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