Truth is written on the wind. It’s impossible to pin down, impossible to catch. If the wind is contained, it ceases to be wind. If the truth is captured and hidden in a box, it ceases to be the truth. But if a magician is subtle (and sensible) enough, he can glimpse the truth, just for a moment. His fingers holding the air just long enough for that split-second of enlightenment before letting it go.
Coming with the Winds
The Tamers of Winds are masters of the weather, priests of the sky who could blight or prosper crops. Like the rest of the Elemental Masteries, they believed that truth, knowledge and the wind were literally one and the same. They crafted their souls to exploit that “fact,” becoming wind, becoming knowledge, becoming truth.
Aeolians say that one can hold the winds in a bag, but yhe has to let them free eventually. So it is with Enlightenment. A Mage may grasp it one day, but it will never truly hold value unless it is shared at some point. Appreciating enlightenment and imparting it to those around them allows those of the Legacy control over not only physical air, but also the abstract truths of the world. Only then do they truly Tame the Winds.
Origins
Parentage: Acanthus, Elemental Masteries, or Free Council
Background: The Tamers of Winds used to come in large numbers from the priestly castes in ancient societies. Now, many are educated professionals, particularly in fields that require inquiry and investigation. Science and technology, law, law enforcement, theology and philosophy, and journalism are particularly common professions among Aeolians.
Appearance: No matter how they’re dressed, smart or scruffy, Aeolians always seem to be looking for something. Their eyes move around, assessing their surroundings, and they never seem to stay still in one place for long.
Doctrine
Prerequisites: Gnosis 2, Forces 2, Empathy 2, one of the following Skills at two dots or higher (Investigation, Science, Stealth, Expression)
Initiation: A potential Tamer of Winds is taken by his tutor to a high outdoors area, where they are unlikely to be disturbed. A period of guided meditation in the company of the tutor encourages her to enter a trance state, before he is made to jump.
Organization: The Tamers of Winds take the tutor-pupil relationship very seriously and work very closely, with most corresponding at least once a day. Just as with the other Elemental Masteries, the Aeolians theoretically have a duty to provide aid to those who carry the Elemental Mark, but in practice, although they might be well disposed toward other Tamers, they’re not really obliged to support them.
Theory: Air is the element of freedom, but it also represents knowledge and reason. Aeolians control the wind and the rain in ways most can only imagine. But they also excel in magic which investigates the truth of a thing.
Attainments
1st Attainment: Hear the Wind
Prerequisites: Initiation
Voices carry on the wind, and the Aeolian learns to pick up on even the most minute sounds that echo all around him. After spending a scene in meditation, this Attainment duplicates the "Receiver" spell, with Reach spent to give it Advanced Duration and make Potency the Primary Spell Factor.
Optional: Fate 1
The truth will reveal itself. And the winds lead the Aeolian down the proper path towards whatever truth he seeks. If he wishes, he may choose to extend such guidance towards another to aid them in their own search. This Attainment invokes the effects of the "Serendipity" spell, with Reach assigned to make it an Instant Action and capable of targeting another at sensory range.
2nd Attainment: Feel the Wind
Prerequisites: Forces 2, Empathy 3
The Tamers of Winds reaches out with his soul and manipulates the air, compressing or expanding it so that sound can be amplified and moved in ways it cannot naturally travel. This Attainment is identical to the “Control Sound” spell, with Reach assigned to make it an Instant Action with Advanced Scale.
Optional: Fate 2
The Tamer of Wind can trust in the winds to bring him to whatever is needed to himself or another. Whether an object or a person, he can expect it to arrive at the right time. After a scene of meditation, he may use this Attainment to invoke the "Shifting the Odds" spell. Reach is spent to give it Advanced Duration, and make Potency the Primary Factor..
3rd Attainment: Grasp the Wind
Prerequisites: Forces 3, Second Skill at three dots or a Third Skill at two dots
The Tamer of Winds can now grab hold of the air with his mind, compressing it and pushing to such an extent that it can lift and manipulate objects. This works like the “Telekinesis” spell, with Reach assigned to make it target objects at sensory range as an Instant Action.
Optional: Fate 3
An Aeolian knows that even the most gentle breeze has the potential to inflict great harm upon a person. Hence, he can call upon the winds of Fate to make even the most glancing of blows devastating to their foes. This Attainment is similar to the "Grave Misfortune" spell, with Reach spent to make it an Instant Action with Advanced Duration.
4th Attainment: Friend of the Wind
Prerequisites: Forces 4, Empathy 4
The air within the Tamer of the Wind’s transformed soul can now call to the wind outside himself. Like sings to like, and the winds wrap and clothe him, lifting him from the ground and granting him the ability to soar. As an Instant Action, this Attainment duplicates the Levitation spell, with Reach allowing her to fly fluidly and freely. While airborne, she can make a Dexterity + Athletics roll to avoid obstacles, gains her normal Defense against attacks, and can fly without exhausting herself as she would by running.
Optional: Fate 4
Many roads lead to the same truth, but many more can lead whoever seeks it astray. The Aeolian can influence the direction of one's Fate to mitigate the chance that he is not blown to a different path. This Attainment mimics the "Strings of Fate" spell, and assigns Reach to make it Instant with Advanced Duration.
5th Attainment: One with the Wind
Prerequisites: Forces 5, Second Skill at four dots or Third Skill at three dots or a Fourth Skill at two dots
An Aeolian is truly in tune with the wind, at this point. He can summon clouds to cover the skies and have life-giving rain pour down around him. But he can just as easily call up a storm to wreak death and destruction upon his enemies. As an Instant Action, this Attainment duplicates the "Adverse Weather" spell with Advanced Duration.
Optional: Fate 5
A Tamer of Winds can direct the full force of the winds of Fate to lead an individual towards a truth he wishes to avoid. Alternatively, he can hamper his efforts at preventing a given truth from being realized. By using this Attainment, he may use the "Divine Intervention" spell as an Instant action, with Duration as the Primary Factor.
Coming with the Winds
The Tamers of Winds are masters of the weather, priests of the sky who could blight or prosper crops. Like the rest of the Elemental Masteries, they believed that truth, knowledge and the wind were literally one and the same. They crafted their souls to exploit that “fact,” becoming wind, becoming knowledge, becoming truth.
Aeolians say that one can hold the winds in a bag, but yhe has to let them free eventually. So it is with Enlightenment. A Mage may grasp it one day, but it will never truly hold value unless it is shared at some point. Appreciating enlightenment and imparting it to those around them allows those of the Legacy control over not only physical air, but also the abstract truths of the world. Only then do they truly Tame the Winds.
Origins
Parentage: Acanthus, Elemental Masteries, or Free Council
Background: The Tamers of Winds used to come in large numbers from the priestly castes in ancient societies. Now, many are educated professionals, particularly in fields that require inquiry and investigation. Science and technology, law, law enforcement, theology and philosophy, and journalism are particularly common professions among Aeolians.
Appearance: No matter how they’re dressed, smart or scruffy, Aeolians always seem to be looking for something. Their eyes move around, assessing their surroundings, and they never seem to stay still in one place for long.
Doctrine
Prerequisites: Gnosis 2, Forces 2, Empathy 2, one of the following Skills at two dots or higher (Investigation, Science, Stealth, Expression)
Initiation: A potential Tamer of Winds is taken by his tutor to a high outdoors area, where they are unlikely to be disturbed. A period of guided meditation in the company of the tutor encourages her to enter a trance state, before he is made to jump.
Organization: The Tamers of Winds take the tutor-pupil relationship very seriously and work very closely, with most corresponding at least once a day. Just as with the other Elemental Masteries, the Aeolians theoretically have a duty to provide aid to those who carry the Elemental Mark, but in practice, although they might be well disposed toward other Tamers, they’re not really obliged to support them.
Theory: Air is the element of freedom, but it also represents knowledge and reason. Aeolians control the wind and the rain in ways most can only imagine. But they also excel in magic which investigates the truth of a thing.
Attainments
1st Attainment: Hear the Wind
Prerequisites: Initiation
Voices carry on the wind, and the Aeolian learns to pick up on even the most minute sounds that echo all around him. After spending a scene in meditation, this Attainment duplicates the "Receiver" spell, with Reach spent to give it Advanced Duration and make Potency the Primary Spell Factor.
Optional: Fate 1
The truth will reveal itself. And the winds lead the Aeolian down the proper path towards whatever truth he seeks. If he wishes, he may choose to extend such guidance towards another to aid them in their own search. This Attainment invokes the effects of the "Serendipity" spell, with Reach assigned to make it an Instant Action and capable of targeting another at sensory range.
2nd Attainment: Feel the Wind
Prerequisites: Forces 2, Empathy 3
The Tamers of Winds reaches out with his soul and manipulates the air, compressing or expanding it so that sound can be amplified and moved in ways it cannot naturally travel. This Attainment is identical to the “Control Sound” spell, with Reach assigned to make it an Instant Action with Advanced Scale.
Optional: Fate 2
The Tamer of Wind can trust in the winds to bring him to whatever is needed to himself or another. Whether an object or a person, he can expect it to arrive at the right time. After a scene of meditation, he may use this Attainment to invoke the "Shifting the Odds" spell. Reach is spent to give it Advanced Duration, and make Potency the Primary Factor..
3rd Attainment: Grasp the Wind
Prerequisites: Forces 3, Second Skill at three dots or a Third Skill at two dots
The Tamer of Winds can now grab hold of the air with his mind, compressing it and pushing to such an extent that it can lift and manipulate objects. This works like the “Telekinesis” spell, with Reach assigned to make it target objects at sensory range as an Instant Action.
Optional: Fate 3
An Aeolian knows that even the most gentle breeze has the potential to inflict great harm upon a person. Hence, he can call upon the winds of Fate to make even the most glancing of blows devastating to their foes. This Attainment is similar to the "Grave Misfortune" spell, with Reach spent to make it an Instant Action with Advanced Duration.
4th Attainment: Friend of the Wind
Prerequisites: Forces 4, Empathy 4
The air within the Tamer of the Wind’s transformed soul can now call to the wind outside himself. Like sings to like, and the winds wrap and clothe him, lifting him from the ground and granting him the ability to soar. As an Instant Action, this Attainment duplicates the Levitation spell, with Reach allowing her to fly fluidly and freely. While airborne, she can make a Dexterity + Athletics roll to avoid obstacles, gains her normal Defense against attacks, and can fly without exhausting herself as she would by running.
Optional: Fate 4
Many roads lead to the same truth, but many more can lead whoever seeks it astray. The Aeolian can influence the direction of one's Fate to mitigate the chance that he is not blown to a different path. This Attainment mimics the "Strings of Fate" spell, and assigns Reach to make it Instant with Advanced Duration.
5th Attainment: One with the Wind
Prerequisites: Forces 5, Second Skill at four dots or Third Skill at three dots or a Fourth Skill at two dots
An Aeolian is truly in tune with the wind, at this point. He can summon clouds to cover the skies and have life-giving rain pour down around him. But he can just as easily call up a storm to wreak death and destruction upon his enemies. As an Instant Action, this Attainment duplicates the "Adverse Weather" spell with Advanced Duration.
Optional: Fate 5
A Tamer of Winds can direct the full force of the winds of Fate to lead an individual towards a truth he wishes to avoid. Alternatively, he can hamper his efforts at preventing a given truth from being realized. By using this Attainment, he may use the "Divine Intervention" spell as an Instant action, with Duration as the Primary Factor.
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