tales-from-the-aether-ttrpg
tales-from-the-aether-ttrpg
Tales from the Aether
146 posts
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tales-from-the-aether-ttrpg · 3 months ago
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Tales from the Aether: Factions
Warwism
Religion, Neverbloom, Arivel
Close your eyes. Embrace the Void. For nothing is and nothing will ever be. To see into the Void is to see the truth looking back. To desire is to suffer so to have no desire is to never suffer. To fear the end is to fear life itself as to be alive is to be already dead. To be of nothing is to discover the true self. The true self is the Void as the Void existed before creation and it will devour all, leaving only itself to exist in nonexistence. There is no truth other than the Void. All knowledge and facts are made through the perspective of an individual. The individual is tainted by their person, their life, and thus, they could never touch what is true. Only the Void, the purity of nothingness, could deliver the truth.
Warwism is the belief that true enlightenment comes from surrendering the mind, body, and soul to the nothingness. Enlightenment is depersonalization, becoming one with the Void. A place of nothing, nonposession and nonattatchemt. To take the Void into oneself while alive is to overcome mortality. After all, one cannot truly die if one is already dead. Warwists often seek isolation from the world in monasteries with like minded individuals. Many spend years in deep meditation without speaking or eating, letting the Void nourish them. In these intensive trances, one can speak with the Void and learn its truths. The Void is a reflection of the self, the end of one’s life. Those who speak with the Void are called Void Seers as they have witnessed the end of all things and endured.
Warwists follow the scriptures of Warwick, a mortal who has been long forgotten in the anneals of history. Warwick did not write themselves but their students wrote down their teachings that Warwists continue to follow today. The texts speak of the deep meditation that allows one to touch the Void. It teaches one how to sustain themself on the nothingness but Warwists approach the texts with scepticism as it was written by mortals. As we know, the only truth is found by looking into the Void and hoping it looks back.
Language: Common and one of your choice
Traits (Choose One)
Social - Your will is iron clad due to years of meditation and study. You gain a permanent +1 to your Willpower skill.
Survival - Instead of sleeping or eating, you can spend a Long Rest meditating and allowing the Void to nourish you. During this meditation, you are completely incapacitated and can only exit when you choose to. You cannot be woken by outside forces. While meditating, you can ask the Void a question and if you are lucky, it may give you an answer.
Combat - While in combat, you can enter a state of dissociation where your mind enters the Void and your body continues to fight no matter what happens. During this state, you cannot speak, interact with allies, or take any action other than attacking an opponent. However, if you drop to 0 Hit Points, you continue fighting like you are at full health. You only stop when there are no more enemies to fight in which you immediately fall Unconscious and are Dying. Otherwise, you exit the state and have no memory of the encounter.
Magic - Once per day, you can draw your magic from the Void instead of the Aether. Your spell costs 0 Arcana but there is a 50% chance that you overexert yourself and gain 1 Level of Fatigue.
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tales-from-the-aether-ttrpg · 3 months ago
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Tales from the Aether: Factions
Tuncay Resistance
Politics, Mircae
There are those within Mircae who recognize the similar patterns of an empire in the making within their home and will do anything to prevent it. The Tuncay Resistance are a shadow organization that sabotage weapons supplies, military movements, communications, and spread anti imperialist propaganda through secret presses. They are public enemy number one, considered terrorists and insurgents by the Mircae government. To Combat this, the faction is completely anonymous. When one seeks to join the Tuncay Resistance, they fake their own death and leave everything in their former life behind. Even members of the faction don’t know the true identities of their fellow resistance members, only their code names. Those who simply work with the resistance only ever meet anonymous members that cannot be traced. The resistance mostly works through dead drops and cryptic messages to sow as much confusion as possible.
The leader of the Tuncay Resistance is colloquially called Little Moon but no on truly knows who they are or if they even exist. It is far too dangerous for such information to be common knowledge among the resistance. The resistance knows the Mircae military is far too powerful to over come on their own so they focus their attention on spreading propaganda among the people to open their eyes and gaining allies beyond their boarders. They know it will take a great force to stop Mircae from expanding their empire so they warn Mircae’s neighbors of the looming threat even if they are ignored. They will fight the formation of another empire even if it kills them.
Language: Common and Alannis
Traits (Choose One)
Social - You know how secretive the resistance is by necessity but you also know who is willing to help. You can find free food and board, common information, and mundane items within the region.
Survival - You always have smoke bombs on your person ready to make a quick get away. Even if you give up all of your equipment or are stripped of your possessions, you always have at least 1 smoke bomb on you.
Combat - You gain a +1 to Attack and Damage rolls using War Fans, Brass Knuckles, or Daggers.
Magic - One per day, you can disguise yourself with illusions. You change your appearance and only a Security check beating your Glamour DC can see through the illusion.
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tales-from-the-aether-ttrpg · 3 months ago
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Tales from the Aether: Factions
Toefil Academy of Magical Excellence
Guild, Toefil
The Toefil Academy is hailed as one of if not the greatest school of magic in the continent. It has existed for centuries before the Empire’s reign and holds a collection of ancient magic rivaled by none. However, students of the academy learn to master more than just magic. The core principle of Toefil Academy is the mastery of one’s emotions. Complete detachment of emotion produces the most consistent magical results. In order to wield the raw untamed energy of creation, one must be grounded and completely rooted physically and emotionally. Pain and loss are parts of life but one must not let them become overwhelming. Feel it but do not let it drive your emotions. Emotions are a distraction that leads to mistakes and mistakes when dealing with magic can be deadly. Thus, one must master their emotions before they master magic.
Even though the Academy takes students from all over the continent, there are many who fail to grasp the necessity of the school’s stoic philosophy. These mages often leave the academy to seek other avenues to magical excellence. However, those that remain are instructed by some of the greatest wizards on the continent. The Academy gifts students with a tome that acts as the wizard’s Spell Casting Focus. Students and Wizards fill their book with notes on their spells, experiments, and their goals for mastering magic. This book is everything to the wizard.
Language: Common and Alannis
Traits (Choose One)
Social - You are incredibly knowledgeable in magical history and arcane theory. You gain a +2 to any knowledge checks to recall information on magic.
Survival - You gain a +1 Resistance to Magic.
Combat - If you cast a spell as a Main Action, you can take a single combat attack as a Minor Action.
Magic - Your spells known increases by 1.
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tales-from-the-aether-ttrpg · 3 months ago
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Tales from the Aether: Factions
The Great Tree of Nur Lyra
External Magical Source
There are many stories of mortals transforming into trees and the Great Tree of Nur Lyra is one of them. Nur Lyra was an ancient Fae of immense power. No one truly knows what drove them to such despair but the fae simply stopped trying to live one day. They were so filled with emptiness and despair that nature reclaimed them and they were transformed into a great willow tree. It is said that the spores that fall from this tree are carried by the wind all across the continent where they seed the growths of mythical willow trees of unique properties. However, if a mortal were to come into contact with one of these spores, it is said the spore would burrow beneath their skin and provide the mortal with a fragment of Nur Lyra’s power. The more the mortal uses this power, the deep the seed’s roots grow through their body until one day, the mortal is transformed into a tree just like Nur Lyra. The power bestowed upon the mortal is of a primal nature, granting one the ability to speak with and control plants.
Language: Common
Traits (Choose One)
Social - You can speak to and understand plants as if they were speaking your native language.
Survival - You are seen as an Ally to all Plants. They will not attack you and may even assist you unless you take a hostile action towards them.
Combat - As a Minor Action you can summon a magical weapon made of plants for 2 Arcana (Reserve). This weapon deals a Dice of additional Slashing, Piercing, Poison, or Acid damage.
Magic - Once per day, you can use the Brambles or Plant Minion spell without spending any Arcana.
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tales-from-the-aether-ttrpg · 3 months ago
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Tales from the Aether: Factions
Soulbonded Elemental
External Magical Source
There are stories of the incredibly rare individual who has bonded with an elemental that was born during the ravages of a natural disaster. If such a bond occurs, the mortal often has no idea what has occurred until the elemental’s magic starts manifesting within the mortal. On the contrary, the mortal may have sought out the elemental and offered their body as a host to the elemental in exchange for magial abilities. Elementals born of storms and natural disasters only exist so long as the disaster does. When the storm ends, the elemental is destroyed themselves. Due to their short life spans, these elementals rarely have much personality or desires other than destruction but some have a single desire: survive. It is these elementals that latch onto mortals to form this bond, forsaking their own power to endure.
Once the bond has been made, the mortal gains access to all of the elementals latent primal energy. The elemental’s own personality and will starts to seep into the mortal like ink in water until after many years, they are one in the same. Some elementals can develop a voice to communicate with their host while others merely share emotions and wordless thoughts with their host. Regardless, the more the mortal uses their new power, the more their body changes to reflect the elemental that resides inside them. The magic the mortal can access is directly reflected by the type of elemental inside them. For example, an elemental created by a forest fire can only provide fire based spells.
Language: Common and Primal
Traits (Choose One)
Social - Once per day, you can make the elemental energy within you flair, granting you a +2 bonus to Intimidation checks for the next minute.
Survival - You gain +5 Resistance to one of the following damage types as appropriate for the type of elemental you've bonded with: Fire, Cold, Lightning, Slashing, Piercing, Bludgeoning, or Thrashing.
Combat - When you make an attack, you can spend 1 Arcana to deal an additional a Dice of damage as appropriate for the type of elemental you've bonded with: Fire, Cold, Lightning, Slashing, Piercing, Bludgeoning, or Thrashing.
Magic - Once per day, you can embrace the elemental's magic, transforming for 1 minute. You gain immunity to a damage type as appropriate for the type of elemental you've bonded with and any creature that is within 5 ft of you takes a Dice of damage at the start of their turn. C.hoose one of the following damage types: Fire, Cold, Lightning, Slashing, Piercing, Bludgeoning, or Thrashing.
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tales-from-the-aether-ttrpg · 3 months ago
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Tales from the Aether: Factions
Sons of the Eclipse
Politics, Crimson Springs, Ilse, Ramona
Long before the Empire’s birth, Fort Dawn was the first mark of civilization on the continent. To oppose this alliance, the Sons of the Eclipse were born. The faction stood diametrically opposed to For Dawn’s claim of superiority even then but it waned over the years as other factions rose and fell. During the Empire’s reign, the remnants of the Sons of the Eclipse were hunted and destroyed, leaving no trace of their old enemy. However, in the aftermath of the Empire’s defeat, the people of the Crimson Springs dug up this old legacy and revived it. Their hatred of Jember and Fort Dawn remains.
The modern Sons of the Eclipse recognize that Jember continues to benefit from the exploitation of the dead empire and that many of the wealthy elite who supported the tyranny continue living in their glass palaces, unpunished. The Crimson Springs suffered greatly due to the Empire’s exploitation but Jember continues thriving on the broken backs of its people. This injustice cannot stand. Whispers of war can be heard on the wind but no formal military has been formed, yet. The Sons of the Eclipse will not rest until Jember and subsequently Fort Dawn pays like the rest of the continent has.
Language: Common
Traits (Choose One)
Social - You know how to find like minded people within these regions. You can find free food and board, common information, and mundane equipment within the regions.
Survival - The people of the Crimson Springs have endured much. You gain a permanent +1 to your Endurance skill.
Combat - You gain a +1 to Attack and Damage rolls using Clubs, Great Clubs, or War Hammers.
Magic - Once per day, you unleash a magical explosion centered on yourself for 2 Arcana that damages every creature within 10 ft of you. Each creature within range must make an Agility Reflex against your Primal DC. On a fail, they take 3 Dice of damage, half on a success.
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tales-from-the-aether-ttrpg · 3 months ago
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Tales from the Aether: Factions
Society of Monster Conservation
Guild
The Society of Monster Conservation, also called the SoMC, is a guild dedicated to preserving the natural balance of creatures in the environment. They recognize how important every creature is to the sustainability of the environment and try to advocate for them. Most consider the SoMC to be fools fighting a loosing battle but that doesn’t stop them from doing their best to right this wrong. In the aftermath of the Empire’s pillaging of the continent’s natural resources and the long war to end their reign, the environment is in shambles across the continent. It seems like most people are too greedy or too busy trying to get by to notice the obvious degradation of the natural landscapes. The SoMC does what they can to remedy this.
There are several positions one can take within the SoMC to help Combat the ravaging of the environment. The most common are travelers who go into the world looking for environments or creatures in desperate need of saving. The next are politicians the work in every seat of government on the continent to advocate for sustainability and conservation. Then there are the husbandrists who develop and operate sustainable farms to harvest resources from endangered creatures so that there is less intensive to hunt them in the wilds. Lastly are the activists or radicals as some call them who believe that doing things the “right” way will take too long. They take matters into their own hands, actively protect endangered species by attacking those who hunt them, cause political unrest and vandalism, and destroying factories or other operations that are unsustainable.
For the most part, the SoMC are considered harmless irritations by those who seek to plunder the land of its riches but there are some in the guild who seek to change that.
Language: Common and one language of your choice.
Traits (Choose One)
Social - The GM may reward you with a Fate Die if you advocate for the protection of wild life.
Survival - You can speak to and understand Beasts as if they were speaking your native language.
Combat - You gain a +1 to Attack and Damage rolls against Humanoids.
Magic - Once per day, you can attempt to calm all Beasts within 30 ft of you. Each creature within range must make a Willpower Reflex against your Glamour DC. On a fail, the creature is Pacified for 1 minute.
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tales-from-the-aether-ttrpg · 3 months ago
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Tales from the Aether: Factions
Sober Mirage
Politics, Mircae
A political group within Mircae that recognizes how the stoic attitude that is encourage amongst the people is used to control and manipulate them by the government. The Sober Mirage makes a concerted effort to understand the distinction between accepting the reason behind one’s emotions and adjusting their reaction accordingly while accepting that there are some things that deserve a strong emotional responce – however – being emotional will not fix the problem. Instead of rationalizing one’s suffering like is encouraged within Mircae, the Sober Mirage focuses on counteracting the issues without letting their emotions influence their actions.
The Sober Mirage tries to spread their way of thinking through out Mircae but the government puts a swift end to any attempts to propagate their ideas. The Sober Mirage is a wave of thinking that challenges the ruling structures of Mircae and this cannot stand. They have been labeled as usuprers and are often disreguarded as selfish for wanting more from life and childish for listening to their emotions. Most people in Mircae want to get through the day and keep on living. They don’t want to rock the boat so to speak which is exactly what the Sober Mirage is doing.
For now, the Sober Mirage is a small fringe group of radicals but this may change soon enough as more and more people get tired of feeding on crumbs.
Language: Common and Alannis
Traits (Choose One)
Social - If you are speaking before a crowd, you gain a +2 bonus on all Social checks.
Survival - You’ve survived persecution and know how to walk softly through city streets. You gain a +5 to stealth checks while in urban environments.
Combat - To you, anything within grasping distance is a weapon. You gain a permanent +1 to your Unconventional Fighting skill.
Magic - You’ve had a need for quick getaways in the past. Once per day, you can mark a location you can see. As a Main Action, you can teleport back to this location so long as 24 hours have not passed.
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tales-from-the-aether-ttrpg · 4 months ago
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Tales from the Aether: Factions
Shroud Enforcers
Guild, Aureila
The Shroud Enforcers are the secret police of Aureila. Their existence is pretty well known within the province but meeting one spells trouble for all involved. They prefer to work in the shadows as discretely as possible and rarely reveal themselves to the public unless utterly necessary. The Shroud Enforcers deal with crime, corruption, and overseeing the Dawn Wardens of Aureila. They are considered ghosts by many as they leave no trace of their movements or schemes and possess unearthly abilities.
Only select members of the Dawn Warderns are chosen to become Shroud Enforcers in which they undergo extreme soul destroying training where one is broken down completely and built back up as a Shroud Enforcer. If one does not have the constitution to endure the rigorous training, then they are sent back to their previous position within the Dawn Wardens as a failure. It is considered the highest privilege and honor to be invited into the Shroud Wardens even though most know the sacrifice of mind, body, and soul that goes into becoming one. The last trial of becoming a Shroud Enforcer involves the murder of an innocent civilian. Shroud Enforcers must be willing to obey orders no matter what. If one is unable to complete the task, their memory of the event is whipped and they return to their previous life. If they succeed, they become a Shroud Enforcer.
Unknown to the public is the manor of the Shroud Enforcer’s odd power and obedience. During the Empire’s reign, the Dawn Wardens were controlled and empowered with a drug called Lazarium that enhanced their strength, speed, and constitution ten fold. When the empire was destroyed, this practice was unanimously outlawed… except in Aureila where it has secretly been continued. Microdosing a variant of Lazarium called Reuvenium, the Shroud Enforcers gain unnatural strength and stamina but the unfortunate side affect of crippling addiction. While in battle, the Shroud Enforcers can take a full dose of Reuvenium to experience a burst of fortitude and strength that will see them through any encounter.
Language: Common
Traits (Choose One)
Social - You cannot be intimidated or frightened by anything. You are Immune to the Fear Condition.
Survival - You gain a permanent +1 to your Strength and Agility but take a -1 Penalty to Willpower and Endurance.
Combat - You take a full dose of Reuvenium. You gain a +5 to your Attack and Damage rolls, +5 Resistance to all damage except psychic, +5 Vulnerability to Psychic damage, and a -5 to Willpower Reflex checks. This effect lasts 1 Minute. Once it ends, you gain 1 point of Fatigue.
Magic - You take a full dose of Reuvenium. You gain +5 to your Arcana Pool and Regeneration, +5 Resistance to all damage except psychic, +5 Vulnerability to Psychic damage, and a -5 to Willpower Reflex checks. This effect lasts 1 Minute. Once it ends, you gain 1 point of Fatigue.
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tales-from-the-aether-ttrpg · 4 months ago
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Tales from the Aether: Factions
Sharad
Religion, Oona
The gods are in an ever present battle with a great evil known only as the Fiend that seeks to devour the world. The Fiend whispers dark knowledge to mortals in the forms of Glamour, Evocation, Necromancy, and Alteration magics. Using such power only enhances the Fiend’s abilities and strengthens His side in the war of Good versus Evil. Sharadists outlaw these forms of magic and see a strict distinction between Necromancy and Healing or Restoration as they call it. It is blasphemous that the rest of the continent considers the two one in the same when they are so clearly antithetical to each other.
Sharadists see using Abjuration, Conjuration, Mysticism, Primal, and Restoration (Healing Necromancy) magics as a form of worship. If one is not magically inclined, then they pray every evening to the gods to lend their strength in the endless battle against the Fiend. Offerings of fresh food, particularly plums and grapes, are used in these prayers. Some take it as their divine duty to hunt down and slay those who use the outlawed magics within Oona but such practices outside of the province are seen as unjust murder.
The Sharadists seek to spread their faith as they truly believe the Fiend will destroy the world if such sinful uses of magic persist. Missionaries spread word of the impending doom across the continent but to little success. Nonetheless, their fight to preserve the world and save it from the Fiend continues.
Language: Common and Dragana
Traits (Choose One)
Social - You are accomplished in convincing people of your faith. You gain a permanent +1 to your Diplomacy skill.
Survival - You gain a permanent +1 to your Endurance or Willpower skill.
Combat - If you critically fail a roll in combat, you gain double Inspiration Points.
Magic - You gain one Abjuration, Conjuration, Mysticism, Primal, or Healing Necromancy spell. This spell does not count against your spells known.
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tales-from-the-aether-ttrpg · 4 months ago
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Tales from the Aether: Factions
Rosanism
Religion, External Magical Source
The world is full of darkness and chaos but that shadow is casted by a light. Rosana is that light. A living god, They appeared in the world when mortals needed Them most. Simply speak Their prayer and They will appear. “Rosana. Rosana. The darkness engulfs me, be my light. Rosana. Rosana.” They watche over mortals in life and guides them to the golden fields of death.
Rosanism is a niche religion without a strictly organized structure. Rosana appears to those They deem worthy, often in a time of need, and offers assistance. Rosanism encourages good deeds, kindness, and humility. Kindness for others and kindness will be brought onto you. If one follows these tenants, then Rosana will appear in your time of need when you say Their prayer.
Language: Common
Traits (Choose One)
Social - The GM may reward you with a Fate Die if you are kind and humble.
Survival - You gain 1 Fate Point when you use the Assist action.
Combat - As a Reaction to an Ally being the target of an attack, you can move 15 ft to intercept the attack.
Magic - Spells that target Allies cost 1 less Arcana.
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tales-from-the-aether-ttrpg · 4 months ago
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Tales from the Aether: Factions
Ravindrism
Religon, Melati
When the world was born, it was barren, lifeless. The Aether Spirits saw this and grieved for their creation was incomplete. A group of Spirits decided to sacrifice their immortality to live upon the world as mortals. They became the first women. Still lonely, they crafted companions from the earth. Mortals flourished as their numbers blossomed and found their way through out the world, losing the memory of their godly spirits that passed from mother to daughter. Every woman bears a piece of these godly spirits but they are fractured and forgotten. These spirits contain the knowledge of eternity, endless creation. If only they could be rediscovered.
Ravindrism is often seen as taboo as most cultures accept that gender is not so rigid. It is an incredibly conservative religion that is mostly found in isolated settlements where their strict way of life is uninfected by the rest of the world. It is believed that the woman bear god spirits from creation and that they can tap into all the knowledge of creation through these spirits. Thus, every daughter shares her mother’s name as they bear the same god spirit. However, they believe that every daughter a woman bears fractures the spirit and thus, all daughters after the first are killed. If a woman cannot bear children or only bears sons, she is considered a ghost, a walking corpse as the spirit her mothers have carried for generations is going to die with her. The men worship their women as living gods and see it as their divine duty to protect them from all harm.
Ravindrists rarely leave their settlements as they are treated as taboo by most outsiders. Symbols commonly associated with Ravindrists are rams and moths. Women spend their menstrual week in deep meditation as it is believed this is when they are closest to their god spirit. Men spend one day of the month, they day they were born, in meditation and prayer. Most Ravnidrist societies are matriaricle in nature but not all.
Language: Common and Halfling
Traits (Choose One)
Social - You gain a permanent +1 to your Luck skill.
Survival - You gain a permanent +1 to your Medicine skill.
Combat - You gain a +1 to Attack and Damage rolls with Maces.
Magic - Once per day, you can channel the pure magical energy of the spirits to cast a spell for half the Arcana cost.
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tales-from-the-aether-ttrpg · 4 months ago
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Tales from the Aether: Factions
Nurul Arcane
Politics, Republic of the Silent Eyes
The leading political party within the Republic of the Silent Eyes is Nurul Arcane, a party dedicated to the complete eradication of all magic. After the disaster of General Revnica’s suicide that permanently scarred the land and killed over 100,000 civilians, the people of the Republic have turned their back on magic. It is common belief that magic itself is an inherently corrupting force. One may have good intentions but magic muddles the mind and disrupts one’s judgment. No one can be trusted with the power to destroy thousands of lives in an instant. Within the Republic, most magic is strictly outlawed with those who practice it being hunted down and imprisoned. Even travelers from other provinces who practice magic within the province of the Republic are punished.
The Dawn Wardens within the Republic are trained specifically to fight magicians and are given full license to arrest or even kill those who are seen using unpermitted magic in public. A special rank of the Dawn Wardens are given enchanted items with nullifying magical properties and it is their sole purpose to hunt down and slay renegade magicians.
The Nurul Arcane only operates within the Republic of Silent Eyes for now but there are those within nearby provinces who agree with their tenets. Magic has caused unimaginable toil to the people of Dayseeker and many see a world without magic as an ideal one even if that means sacrificing all of the good that magic does bring.
Language: Common
Traits (Choose One)
Social – When you enter a location, you can sense if magic has been used here within 24 hours.
Survival – You gain +1 Magic Resistance.
Combat – You can take an Opportunity Attack if a creature casts a spell within 5 ft of you.
Magic – Once per day, if you are the target of a spell, you can counter its magic. The spell fails but the resources of the spell are still spent.
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tales-from-the-aether-ttrpg · 4 months ago
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Tales from the Aether: Factions
New Age
Religion, Arivel
The New Agers believe that religion is one of the greatest forms of oppression and conflict. It holds people back from their true potential through strict moral codes and decrees. The gods religion proposes to believe in are either pretenders or lies forged to control the masses through the chains of faith. The true purpose of religion is control. Mortals manipulating the faith and vulnerabilities of their fellow mortals for power. In every religion, there are those at the top of the food chain who dictate to their worshipers what they are supposed to do and think and feel. They often surround themselves with like minded individuals and indoctrinate their children at young ages. Every religion is the same. It’s manipulation of the weak and it needs to come to an end.
The New Age is a movement among the disenfranchised and righteous who declares that all religion is evil; lies and simple manipulation tactics to grab power. They believe that religion is inherently oppressive and those who subject themselves to it willingly are weak minded and need to be saved from their own weakness. Every member of a religion are either victims that must be saved or perpetrators that need to be punished.
This string of thought is not very popular but it is gaining traction among the disenfranchised and lost. Ironically, the New Age does exactly what is claims is so wrong about religion: providing a light in the darkness of vulnerability and doubt. Surely this correlation is simply a coincidence… right?
Language: Common and Yuzuki
Traits (Choose One)
Social – You know a great deal about religions and their history. You gain a +2 to any Knowledge check to recall information about religion and religious history.
Survival – You are an independent thinker and refuse to allow any outside influence to alter your mind. You gain a permanent +1 to your Willpower Skill.
Combat – You’re mental defenses are impeccable. You gain immunity to one of the following conditions: Charm, Fear, Frenzy, Pacified, Panicked, or Surprised.
Magic – Once per day, as a Minor Action, you can cure yourself or a creature within 30 ft of you of one of the following conditions: Confusion, Charm, Fear, Frenzy, Pacified, or Panicked.
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tales-from-the-aether-ttrpg · 4 months ago
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Tales from the Aether: Factions
Nanakist
Religion, Dayseeker, Aimilos
Like a gardener tending to their plants, God tends to mortals. Providing encouragement, love, and guidance, God helps mortals flourish. Just like the plant may not understand why or how the gardener helps it, it knows the gardener provides nourishment and light anyway. Mortals are the fruit blossoming from the vine. They ripen over time and when its their time to move onto the next life, God picks them and guides them to what comes next. Sometimes, the fruit shrivels and rots in which the gardener prunes the plant so this rotting fruit doesn’t infect the others. These rotting fruits are recycled back into the garden with the hope that they will grow purely next time. Those that are harvested when their time is right are guided into the next life, a land of light and life.
A symbol commonly associated with Nanakism is a sickle or honeycomb. An alternate version of the story presents God as a beekeeper tending to a hive. Both stories are interchangeable but some worshipers prefer one over the other. It is believed that God harvests mortal souls that have been righteous and good through out their lives. Only these pure souls grow to ripeness that is worthy of the afterlife. Otherwise, souls are reincarnated until they find this purity in life. Righteousness, selflessness, and humility are encouraged within Nanakism as this is the path most believe brings about ripeness of one’s soul.
Nanakism is an oral tradition. It has been written in the past to preserve their knowledge during crisis but the religion is meant to be spread through spoken words and deeds. Every month on the first day, Nanakists gather at their temples to hear the Ballad of God, the original story that has been passed down from priest to priest for centuries. It is common for worshipers to keep small shrines of potted plants or entire gardens dedicated to God. Nanakists speak to God as one would a parent or friend and it is very common for them to form a personal relationship with Them even if They don’t speak in a way mortals can understand. That’s okay, the plant may not understand the gardener’s words but their actions speak loudly enough.
Language: Common and one language of your choice.
Traits (Choose One)
Social – The Nanakists are a community driven society. You can find food and board, common information, and mundane equipment within these regions.
Survival – You gain a permanent +1 to your Nature skill.
Combat – You gain a +1 to Attack and Damage rolls if you are using a Sickle (sword) or a Scythe (great sword).
Magic – You learn the Brambles or Plant Minion spell. This spell does not count against your total spells known.
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tales-from-the-aether-ttrpg · 4 months ago
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Tales from the Aether: Factions
Mortius Angelician
Religion, Satiris, External Magical Source
The world was created by ineffectual spirits that dance through the Aether without a care in their hearts. Creation was unguided and lost for millennium until She appeared. A goddess in human form that walks among Her people. Once a mortal, She has ascended beyond physical form to her righteous place amidst the Divine. She proves that mortality is a simple roadblock to be overcome by the faithful. Undeath and Living Death are simply another form of life. Allowing one’s soul to return to the Aether and the ambivalent spirits that reside there is the true death. Through Her power, one can live on forever in this world or submit their end to mean something greater.
Mortius Angelicist promote the use of Necromancy and Evocation to raise the dead in many forms. From harmless servants to sentient thralls to ascending mortality all together, Angelica teaches Her followers everything they could wish to know of tampering with the dead. She is a higher being, no one can argue this, as Her physical body no longer exists. She lives as a form of pure energy, some speculate as an Eidolon, and thus She can hear her followers’ prayers and answer them as She wishes. Angelica Herself will take apprentices that show particular promise in the necromantic arts and teach them the ways of immortality. She teaches that death is temporary, eternal life can be achieved for all, and that mortality is for the weak and unenlightened. She has written several manifestos that are treated as the most sacred texts by Her followers detailing Her views of life and death. These scriptures are studied and preached as the word of God, the true higher calling.
It is a common belief amongst Angelicians that She is the True God. All other religions are lies or delusions of the desperate and lost. After all, She is real. She will answer prayers, perform miracles, and bestow immortality upon the faithful. What other god is so present? None, because they are all the tall tales of mad men. She is the one true God. Any who claim otherwise are lost or simply unenlightened.
Common symbols associated with Mortius Angelician worship are a human skull with a rose blooming out of the left eye, a side profile of goat skull, and three raven feathers. Many worshipers are scholars studying the necromantic arts who pray for guidance or enlightenment. Many shrines are erected as alters used in the act of raising the dead but there are also temples where Angelicists gather to read the scriptures together and channel their power into Angelica.
Language: Common
Traits (Choose One)
Social – You can speak to and understand all Macabre creatures.
Survival – You gain +2 Resistance to Poison and Disease.
Combat – You gain a +1 to all Attack and Damage rolls with Axes and Great Axes.
Magic – You gain a permanent +1 to Necromancy or Evocation.
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tales-from-the-aether-ttrpg · 4 months ago
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Tales from the Aether: Factions
Lunarism
Religion, Mircae, Idris, Aimilos
There were four sisters who spend their lives in an eternal dance across the sky. The eldest shone the brightest, illuminating the younger three who were always trailing in Her shadow. The twins were content to dance, they preferred the darkness and only ever reflected Her light. The youngest, however, was envious of Her brightness. She sought to blot out Her sister and deprave the world of her light, leaving everyone in the darkness she lived in.
Lunarists worship the sun and the moons as animistic goddesses. The Sun represents love and life while the moons pleasure and thrills. It is said that the sun can love you but not touch you while the moons will lay with you but slip away while you sleep. The Sun is generally called Nayara while the twins are Melaniya and Marcial and the youngest is Helene. Nayara is warmth and kindness, second chances and endless compassion. Melaniya and Marcial are pleasure, secrets, the hunt, slipping away in the night. Helene is heartlessness, crime, and betrayal. Her hatred is what causes the disasters of Eclipses.
A symbol commonly associated with Lunarism is the sun within a triangle with the three moons at the corners. The worship includes lighting a small fire before the sun rises then kneeling before the flame and waiting for the sun to rise. The flame goes out right as the sun breaks the horizon. Worship of the moons involves providing offerings at an alter in one’s home then performing acts that they would approve of. There are communal gatherings during the solstices where worshipers gather to pray, dance, and sing to the Goddesses.
Language: Common and one language of your choice.
Traits (Choose One)
Social - Choose one of the following skills: Diplomacy, Deception, Performance, or Sleight of Hand. You gain a permanent +1 to this skill.
Survival – You gain a permanent +1 to the Stealth skill.
Combat – You gain a +1 to all Attack and Damage rolls with Whips.
Magic – Once per day, you release a flash of light that blinds every creature within 10 ft of you. Every creature within range must make an Endurance Reflex against your Glamour DC. On a fail, the creature is Blind for 1 Minute.
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