The Path of Amairgin
Path of the Amairgin
- Source: Names
- Affinity: Divination
- Attribute: Social
- Effects: Earth, Glamour, Kismet, Plant, Sound, Thunder, Water, Wind
- Growth 1: Bard
- Growth 3: Druid
- Growth 5: Heirophant
- Growth 7: Filidh
- Favored Races: Unicorn
- Favored Nations: Aregon, Rath Sliabh Dorca
History and Flavor Text
This path originated in Aregon, and spread with the sailors of that nation to the Wold and eventually to Rath Sliabh Dorca which is now where the heart of this tradition resides. The greatest sorcerer of this path was Taleis, thought to be the first person to ever practice magic in Kith Kanaan. To become a bard requires apprenticeship under someone of at lease druid rank. The apprentice begins a strict regimen of memorization and critical thinking, and must be able to learn and recite the legends of their people, handed down for generations. They are trained in the laws and traditions of their homeland, and forced to debate the merits and flaws of past judgements. Over the course of their training, those apprentices who show signs of being able to find common threads among the legends, or who are capable of making leaps of intuition regarding the traditions of their people and the laws that are followed, are promoted to the rank of bard.
Once the apprentice becomes a proper bard, the druids begin to teach them the importance of Names. They are shown how everything in Creation has a Name, and how these Names are connected to the threads of legend that the bard studied during their apprenticeship. Once a bard learns the Name of a target, they are capable of manipulating the target’s legend, and thus gain control over the target. During this time, the bard is expected to wander, learning the stories and legends of other tribes or cultures, and using these to expand on the bard’s repertoire of Names. They also act as judges, and listen to the troubles of the people they come across, offering advice and solutions as they see fit.
Once the bard is satisfied, they return to their teacher, and go through a series of tests, showing what they have learned, what deeds they have performed, and what Names they have found. If their teacher is satisfied, the bard is promoted to the rank of druid. At this rank, the bard is shown the deeper mysteries of the path – how everything they have learned is a part of nature. The newly promoted druid is shown the secret of druidic groves – places of power where the druid may study the spirit world and see the embodiment of the legends they have only heard of. From within these groves the druid can gather power, and call upon the embodiment of the legends they know.
Benefits of the Path of Amairgin
The following benefits are granted upon joining the path:
- When using the Perform or Lore Skill when performing an invocation, the Hero may gain up to (Might) Additional Successes by increasing the casting time of the spell. Each additional Action spent during the invocation grants an Additional Success.
- Names are a very important part of this path. The more personal the Name the bard has for the target, the greater the spell’s effect will be. However, the Name can not simply be given by the bard, it must be a name that is proper for the target. Bards are trained rigorously in the Naming of every day objects common to their culture, including plants, animals, and even things such as tools and equipment. There are a lot of names however, and attempting to remember them all in the middle of performing a spell can be difficult. By expending a Full Round Action, the sorcerer may automatically remember the Name of an object without needing to roll, otherwise they must roll (Mental + Lore (Names)) D (4) to recall a Name as a Free Action. If the target of the spell is not something common to their region, the Difficulty is increased to 6, and if the Name is something beyond their understanding, it becomes Difficulty 8 to produce a Name which may assist them. When performing a spell with multiple targets, the sorcerer must Name each target of the spell. The benefits gained apply to each individual, target. If an area is dictated by the spell, the Hero may attempt to Name the area.
|No knowledge of target||–5 Potency||‘That thing...’|
|Limited knowledge||–3 Potency||‘The creature...’|
|Generic knowledge||–1 Potency||‘The bestia...’|
|Specific knowledge||+1 Potency||‘The Tarantian...’|
|Detailed knowledge||+3 Potency||‘who calls himself The Hound of Raphael’|
|Exacting knowledge||+5 Potency||‘but whose true name is James Hunt’|
- None: The Hero is casting a spell on a target they know nothing about. They can not identify what the target is, and has no Name to use for it.
- Limited: The Hero can identify the target, such as ‘creature’ or ‘plant’ or ‘animal’. This is a very restrictive Name, and hinders the sorcerer.
- Generic: The Hero can identify the target by race. Names such as ‘bird’, or ‘tree’ will work well in this case, but it is still vague enough to hinder the sorcerer.
- Specific: The Hero has enough information to become a threat. Naming a person’s origin, such as ‘The bestia from Tarantis’ or specific type, such as ‘the oak’, will be enough empower the sorcerer’s magic.
- Detailed: The Hero knows more personal information, such as any nickname or distinguishing aspects of the target. ‘The son of Jeremiah’ will work, as would ‘The oak planted by Daniel’. Naming the target must be accurate, the sorcerer can not simply make a nickname for the target, it must be one they identify themselves with.
- Exacting: The Hero knows the actual Name of the target. This must be the name given at the target’s birth, or the personal name of the target. An object Named by someone, if known by the sorcerer, applies here, but it must be a Name that is used regularly and has meaning.
- Recitation (5 DP, Requires Growth 1)
- The bard performs an epic recitation or song to focus their concentration by spending one Essence. The bard makes a Results Roll (Social + Perform), requiring (Difficulty) minutes. The caster gains (–Potency) Casting Time for all spells cast during the Scene. Any spell with an adjusted casting time of 0 must still be cast as an Action.
- Find the Grove (10 DP, Requires Growth 3)
- Upon taking the rank of druid, the Hero is trained to become aware of regions that are steeped in mysticism. By spending one Essence, the druid is capable of sensing the weak points that connect Creation to the Spirit World for the Scene. If such a place exists within (Might) kilometres, the druid learns of its presence, the direction it is in, and roughly how far away it is, as well as the Potency of the connection.
- Master of Legend (15 DP, Requires Growth 5)
- The druid may attempt to learn the Name of a target. The target’s Name must have been spoken at least once in their life, and the sorcerer must perform a Full Round Action to listen to the threads of legend to glean the Name. The Hero makes a Passive (Spiritual + Awareness) Roll. If the sorcerer gains more Successes than the target’s Resolve, the sorcerer learns the target’s Name. If the target’s Name has never been spoken, the attempt automatically fails. If the target is protected from scrying, the druid must gain more Successes than the effect’s Potency or Resolve, whichever is higher.
- Convocation (20 DP, Requires Growth 7)
- If the Hero is in a region they are attuned to (using Find the Grove), they may immediately transport themself to any other attuned region as a Standard Action by spending 4 Essence. If desired, the druid may use this benefit as an Active Defence by spending an additional Essence. If the opponent’s attack does not gain more Successes than the sorcerer’s Might, the Hero vanishes before the attack hits.