Scourge
Brought into the world by Absentia, Scourge is a Blight which holds dominion over the process of ferrying the living towards death, diseases, and curses. And though they have this twisted power, they, in turn, are afflicted with an advanced state of aging or illness that never stays treated for long. Scourge requires a Minor Merit to pursue.
Scourge
History
Scourge is an old thing brought about by Nihilos, its practitioners known as Ferriers. Formed from the Metaphorical remains of the once-Godhead Pelezotz, an entity destroyed by denizens of Aarda, Scourge is a twisted perversion of both the flesh and spirit, its purpose to inflict diseases and curses the world over. The first among them, the Archfey Sidhe Rhurok, was wrought against his will after suffering banishment and falling into the arms of Nihilos' wrathful void.
And though Scourge is born of Pelezotz' dominion over Corruption, it is, in truth, facilitated by perverting another destroyed Godhead's demesne- that of Kratyx. Now, Nihilos has implanted this corrupted essence into the dead Plane of flesh inside us all, planting its seed in the body of every living thing. A seed that blooms from the rotten essence of Kratyx and Pelezotz both when the mortal mind dreams, and a seed that is grown by Scourge for unfathomable ill.
Fearing Nihilos, Rhurok became a founding member of Alítheia in stark opposition to his creator, traumatized by the looming end. By his claim, only Absentia can fool itself into nothing, and so he seeks a way to pollute the Night-Father with a festering disease that might spell its end. Since its inception, Scourge has been used by Alítheia to bring low politicians, potent magi, and even Dragons. When one ferrets away secrets from the fringes of shadow, those secrets just might leave them bedridden and wasting
Acquisition
Like any Blight, Scourge is a curse to be spread by its practitioners. And in this case, they must wish to survive or the power will inter them.
- Those prospects chosen to be drawn into the cold embrace of Scourge face a grueling rite. The Scourge will take the head of the initiate in both hands, and then exhale Ashes directly into their mouth. As this happens, the Ashes will begin to flood their lungs with every breath as they develop Necrosthesia, and they will hallucinate Memories of the dead from Avernus. As they breathe in more Ashes, they will begin to feel as if they are drowning, and their complexion, indeed their limbs and organs, will begin to wither towards advanced age as the already present Seed blooms within. Many perish, this withering process causing the shriveling of their entire body and reducing them to an ashen husk.
- To survive, the prospect must manifest Pathos within their palms, drawing from the sickly feeling within themselves as they drown from choking Ashes whilst contending with a plague of distorted memories from the damned assaulting their senses. Once they have created this Pathos, they must swallow it to dislodge the Ashes before puking a blackened bile. In only a few short minutes, the rite will be over, but they will end up bedridden for several days, born anew as a Ferrier should they survive this sickening brush with death.
Living as a Ferrier
Arbiters of Death
The Seed: Scourge dominates the Metaphor of Miasmata with Absentia to germinate the diseased seed of Nihilos within all living things. Nurturing this seed by fueling it with the unfathomable force of all and nothing is how a Scourge gives rise to a Bane - a curse, or a disease. As one faces Mageburn, so too does this seed sometimes grow and twist, overpowering the Ferrier's attempts to obscure their withered bodies with forms of healing or transplanted flesh, eventually leading to death if this aging is not treated. The price one pays to be a Ferrier is ultimately a life of weakness and degradation, with few of them ever attaining a youthful complexion for long.
- Ashes: The Seed within a Scourge reaches into Avernus and draws forth the Soul Ashes there. These miasmic Ashes are everywhere, blanketing everything just beyond mortal perception. Highly malleable, yet limited, Ashes are typically charged, or inhaled and then exhaled.
- Pathos: When a body falls ill from an excess of Anima, a caustic miasma referred to as Pathos naturally forms within the wound or suffering organ, shed from an ailing soul. In its natural state, Pathos is what leaves the body open to illness and infection, a sponge that soaks in disease and allows it to fester. Unnaturally, a Bane mage manifests artificial Pathos to cause harm upon others in the form of Banes. Unnatural Pathos has the quality of degrading and dissolving the Ethos of ghosts, burning their incorporeal forms.
- Ethos: Found within the Psychoplasm of Ghosts or the decomposing silhouettes of soulless dead creatures, Ethos is a flexible form of miasma akin to a fabric containing information about the creature or person it once was. It also clings to objects of emotional importance to those deceased who have not yet passed on. Ferriers study Ethos to learn about the dead, by consequence learning of the secrets the living may wish to keep hidden.
- Ethos & the Wisp: While Wisps are technically Ghosts, they are not the same thing– a Wisp’s Psychoplasm is composed of Saol rather than Miasmata. As such, the properties of their Ethos are different. The Ethos of a Wisp is typically purple in color and warm to the touch, but otherwise retains much of the gossamer, fabric-adjacent qualities that it normally does, allowing a Ferrier to easily tell whether or not the Ethos is sourced from a normal Ghost or a Wisp.
One Foot in the Grave
Though still alive, a Ferrier is an actively dying entity. They might not be able to shake a subtle, foul odor of their own body rotting, they might be stricken with a permanent shade of pale, they might look old and withered, or perhaps they are afflicted with a constant illness that never seems to quite go away. As a Ferrier wields their abilities, the Seed of the Night-Father within them festers and exudes excessive amounts of Pathos - more than they could ever Allay for long. This degrades their skin, their organs, and reduces their bone density. Their eyes will begin to cloud over with all manner of illness, and disease will find them always seem to be knocking. A Ferrier is in constant need of magical healing - be it Nymhea, Draoidh, or Malediction; they must replace parts of themselves, and curate their own flesh.
Necrosthesia
A Ferrier can feel Miasmata in all its forms. They begin to feel the thickness of Avernus’ Ashes around their feet or running through their fingers like a subtle, shifting powder around every step. Powerful Memories within Avernus feel like wading through water - to them, it's as if Avernus has merged with the Plane they are standing on. They also gain an innate sense for Pathos - festering wounds have a sickly warm, gelatinous feeling in the air close to the skin, and Ethos feels as an icy, stretchy fabric billowing from objects or coating the surface of Ghosts and Apparators. None of these feelings impede movement; when passing through, the Ferrier only disturbs Avernus mildly with their presence.
Mageburn Symptoms
- Lesser: Nausea, fatigue, headaches, muscle spasms, dehydration, vomiting blackened bile. Loss of Necrosthesia.
- Moderate: The Seed festers, aging the mage physically by a year. Spontaneous illness. Bleeding blackened, Pathos-infested blood through the nose, eyes, and ears. Hallucinations of the dead.
- Greater: The Seed festers, aging the mage by a decade. Requiem. Terminal illness. Fingers or even limbs may rot away and fall off.
- Requiem:: The gravest of possible Mageburn consequences, Requiem is when Pathos turns inward and flares, afflicting the mage with the full magnitude and breadth of pestilence. This is usually instantly fatal, rendering them a bloated, pus-filled mass that crumples to the ground and writhes in a death most cruel.
Spells
Like all Blights, Scourge uses the Metaphor of Absentia to cast.
Bane
Ferriers conjure an unnatural form of Pathos capable of feeding the Seed of Nihilos within any who come into contact with it. Unlike its natural form, this Pathos may be visually observed by others, appearing as a black jelly overflowing from the hand as it oozes to the ground and sizzles away into invisible Ashes. This noxious, tasteless, odorless slime is undetectable by Divination and may be manifested with a specific symptom, then it may tossed like a slap of mud, drizzled onto foods, or slathered over weapons with only a blackened hue to serve as a warning sign. Contact with another’s skin is enough to taint the soul with a chosen affliction, and contact with an open wound or ingestion will result in the effect being twice as debilitating. Bane can even curse inorganic beings with souls - even Ghosts - and Pathos remains ripe for as long an hour once manifested before decaying into harmless Ashes; the Ferrier wreaking havoc enjoys immunity to his or her own personally manifested afflictions. Shrewd Ferriers have been known to mix their Banes with deadly poisons to help victims die in their sleep, to contaminate banquets and fell the weakened or already afflicted, or to coat door knobs with this vile magic as a petty parting gift.
It should be noted that as this material is warm and viscous, it may ooze between the plates of armor and seep through fabric, and it feels distinct against the skin. It could still be frozen by an Aboteur, denying it of the ability to do any harm. How long the symptoms will last for is dependent on how powerful the Ferrier is. Applying multiple Banes merely overwrite one another if from the same mage, steering the infection in another direction.
- Sopor: The first Bane is as insidious as any other. The infected will begin to feel tired, and while someone alert can stave this feeling off, it may slow their reaction time subtly. The real danger stems from lulling guests into slumber, where a deep sleep will leave the victim more vulnerable than any other malady. Some practitioners of Bane utilize this as an aid form themselves to sleep, owing this to the fact that someone who has not slept in days will likely pass out on the spot. Sopor is a Novice Bane.
- Hush: Terrifying to experience, Hush deprives the afflicted of their ability to speak, cinching the vocal cords so that they can do little but rasp. Those with a more severe infection suffer a scrambling of the speech centers of the mind such that they cannot easily communicate through written or non-verbal speech. They can do little more than express themselves through thrashing their surroundings, grasping with futility at others, or calmly pursuing actions on their own as they devise a path forward. Hush is often used to deflect blame, rendering the afflicted incapable of defending against accusations by a confident imposer or quashing their ability to tattle. At other times, it is used to kill silently or mask the cries of the panicked so that they do not give away a position to the enemy. Hush is an Apprentice Bane.
- Sap: The afflicted will begin to feel weak. Sluggish. Within mere moments, the muscles will ache as if enduring hours of physical labor, their limbs heavy as they lose nearly a third of their natural strength. They cannot run as fast, nor strike as hard. The wasting, infirm or elderly may fall to the ground in a weakened heap, struggling to lift their arms. Sap is a Journeyman Bane.
- Rot: Ferriers are often reviled for their ability to afflict others with a slow death. The first sign of Rot is pain. It will feel as an infection radiating outwards from contact with that blackened slime, the skin growing yellowish and bruised with a putrid smell. Rot is particularly more effective when ingested or infused into a wound, weakening the vital organs as the tissues fill with all matter of bile and bodily fluid to oust the malady. Rot is something that can often kill, but it only does so slowly as the Bane progresses. Whether or not someone can fight it off largely depends on their ability to treat necrotized tissues, and how weak they are from other problems they might have with their health. Those who are undead will find themselves especially susceptible, their flesh slowly rotting off in clumps, and inanimate corpses may be rapidly dissolved to naught but bone in seconds. Going toe to toe with a Ferrier and being brought close to death often means they will live up to their namesake in the aftermath. Rot is an Expert Bane.
- Malefaction: Malefaction is the Alítheian answer to a problematic mage, and those Illuminaries who know may speak in abject horror of Malefaction. The gruesome way in which this ailment manifests has pushed many a mage from their noble path, others perishing under the consequences of their own magic. This is a malady that specifically exacerbates Mageburn of every Metaphor, corroding the soul with Pathos to lower the ceiling of an individual’s arcane stamina by close to a third. Spells that would normally push a mage into Mageburn are subsequently far more disastrous than normal while severely exacerbating existing Mageburn symptoms. Creating Malefaction is highly taxing, and not to be used without careful consideration for the situation and the individual. Malefaction is learned at Master.
Venge: Born with such malice that only the sadism of Nihilos could have given rise to such a thing, the Venge is a nigh-permanent curse of Bane upon the soul. Through grabbing onto another, a Ferrier who has truly mastered Bane may jab tendrils of Pallor under the skin of another, leaving them damned with a chosen Bane. Sometimes this is seen as a touch of death in the case of Rot, slowly killing them over time without regular tending by a source of magical healing or nullification. Most forms of medicine prove ineffective at curing the Venge, only capable of strengthening the body against it to reduce the severity of symptoms. To lift a Venge, scholars of arcana know of only three methods: the Ferrier who inflicted it may do so, as well as another Scourge or a skilled Druid. Inflicting a Venge takes only a few seconds of focus and unbroken contact for a Master, causing substantial strain within themselves. A Scourge can inflict one with a mere touch for very little strain. A Ferrier may lift their own Venge by drawing the tendrils of Pathos to the surface, but a Scourge may do so with others’ as well.
Stain: There exists a superstitious tradition among mages, theologians, and nobles all. This tradition is that shed blood and other fluids should always be cleansed, that they should be safeguarded, and that the clothing that carries those dark stains should be burned. Stain is the reason for this ancient tradition of fear, as it is a symptom of Bane derived from any smear of bodily fluid. It is so potent that if this weapon of refined malice reaches the skin of whom the fluid was wrought from, the afflicted will croak, convulse, and die within minutes as each and every organ fails, the life of their body oozing away into a pustulent corpse covered in yellow nodules. If a Scourge truly wishes to kill, all it takes is a single drop of fluid for them to feed to their Pathos, creating the perfect weapon to cull anything inhabited by the living soul it belonged to. When combined with the skulking darkness of Banefog, it becomes truly difficult to evade a Scourge seeking the death of a specific individual as they might flood an entire valley or section of a city with lethal air. Stain is highly taxing, and even a Scourge will begin to experience Mageburn when pairing it with the full breadth of Banefog. Stain is available at Master.
Epidemia: If reach were a measure, few Ascensions could hold a candle to the Blightcaller and its ability to afflict the masses with Bane. Concocting a very specialized form of Pathos derived from the moment of death, a Blightcaller may kill and then enact Epidemia, turning the corpse into a source of infectious contagion. From there, all who make contact with the Pathos bubbling from the body over the next three days will be stricken by the chosen Bane for yet another three, rotting their soul to produce yet more Pathos to infect the next generation of unwitting victims they come into contact with, and so on.
Ashics
The Ferrier's ability to draw invisible Soul Ash from Avernus, and then manipulate it, Ashics is used to maneuver oneself, to push, to pull, and other more frightful chicanery.
Spectrify: Inhaling with deliberation, a Ferrier may draw Ashes into their lungs, where they are then drawn spectrified with a supernatural, ethereal glow. Exhaling this powdery material creates a bright, obscuring fog that is most difficult to see through when contrasted with dark environments. It is not much trouble to fill a room with these Ashes, but a Ferrier at Master could drown out an entire battlefield in this haunting fog. Within, Ethos begins to cast a visible shadow, revealing where the dead may pass and disturbing the ashes as ghosts pass by. Spectrify is available at Apprentice.
Equipoise: Ferriers at Journeyman carry a striking grace brought about by their command of the Ashes around them. During the process of taking in a breath, Ferriers may draw forth billows of invisible Ashes to move against them, creating the appearance of hovering up to two feet above the ground for several seconds as the flow carries them in the direction of their choosing. Equipoise gets its name from the ability of a Ferrier to call upon these Ashes with haste against their bodies to help them rise to their feet without moving or to regain balance. However, the moment they stop drawing in breath is the moment these Ashes cease moving and scatter to the wind.
Ashwraith: Ferriers by Expert develop the ability to decompose themselves to Ashes and Drift away. They become consummate Apparators of Miasmata, unlocking such by Minor Merit. Expending yet more Minor Merits, they may also learn to Syphon the youth out of others, and manipulate Memories of Avernus with Remnant.
Banefog: A Ferrier at Master develops a way to spread their Bane afflictions more easily to large swathes of people. Breathing in Ashes, they may then choose to manifest Pathos within their lungs, blackening it before they then expel a charcoal-black mist teeming with a Bane of their choosing. Once inhaling this cursed powder, the symptoms of the Bane are immediate. This ability is hard to control, indiscriminate between foe and friend. For this reason, it is not often used except to cover a retreat or by lone Ferriers acting on their own accord. Banefog is heavily draining even for a Master as the radius of the mist exceeds a radius of fifty meters - with poor visibility for those caught inside, of course. More terribly, a Scourge may shroud an entire battlefield in this petulant darkness. A smaller breath can be considered an Expert-level manifestation.
Ash Binding: A Master Ferrier with Expert Ensorcelling may bind a Ghost in Apparated Tendrils to then run their Ashes through its Pyschoplasm. In doing so, they structure its memories with the Argumentation of Ensorcelling to create abilities that hinge upon Soul Ash, Psychoplasm, Poetics, or other such aspects of death tied to Miasmata before retracting the Tendrils and spreading the Ghost so thin through themselves that it becomes a part of them, trapped as naught but a Trace within their bodies yet retaining that information. This is a form of Ash Magic, following the rules of Gramarye.
- A Scourge could also hide within them Abrogations fueled by Alkahest stored on their person, and turn their body into a Grimoire of unknowable complexity. However, each Binding is permanent and only perhaps a powerful Faustian or a Grandmaster Mysticist could undo it.
- The Scourge must be consciously aware of one of the ghosts memories, or how it died, to create a Gramarye.
Allay
Allay: Oft overlooked by more forceful Ferriers, Allay is an ability learned at Novice that allows the Ferrier to soothe Pathos into Ashes, sanitizing surfaces and cleaning wounds. This is performed by touch, corroding small amounts of Pathos. While it can help stave off infection, an existing disease or even Bane may only be slowed to help the body fight it, the core of Pathos too thick and deeply rooted to be Allayed in its entirety. Though poison may create Pathos through decay, it is important to note that the poison itself cannot be Allayed.
Pallor: An evolution of Allay, Pallor is the ability to draw in Ashes to a wound, smothering the broken flesh in deadened material from the Dead Realm and clotting it such that even a gaping wound would cease to bleed, its Pathos expunged. This leaves the flesh pale and grey, yet dulling the pain to a throbbing ache accentuated by a chilling cold. The other use of Pallor is to halt the progression of a Bane of Rot until it runs its course, creating a constant, subtle drain upon the Ferrier. Pallor may be performed entirely through the mind when it comes to oneself, but to stabilize others the Ferrier must leave their hands upon the wound to keep the Ashes from withering away. Ferriers have been seen to survive for hours with fatal chunks of flesh ripped free before burning through their ether. Pallor is available at Journeyman.
Ferriment
Avowal: As the living wither and die, they form fixations from their attachments in the form of a person or object steeped in Ethos. Through touch, a Ferrier at Apprentice learns to pinch this frigid, elastic material between their fingers, bringing several inches of it into the visible light spectrum as a ghostly, thin ribbon. Through so doing, they garner impressions of the nature of that yearning desire or unmet regret in the way of feelings, sensations, garbled voices, and/or odors in order to piece together a picture of what keeps them from moving on.
Upon reaching Expert, they may then stretch and drape Ethos over their faces to subsume themselves in a vivid hallucination of any deadened memories related to the object. This has the potential to tear the Ethos, harming the emotional well-being of a ghost and driving them to rage—something the Ferrier may now do by choice to exacerbate a haunt or cleanse an object of Ethos.
Implements: Any object without a soul that has brought about the death of more than one individual is known to a Ferrier on sight, the Ethos thicker and more difficult to tear apart being interwoven with the memories of many. Reading these memories can quickly become impossible and taxing, driving those Ferriers who persist beyond that first impulse to recoil to insanity. Merely looking closely upon an object laden with memories will fill a Ferrier with a sense of dread or excitement largely depending on how they feel about the nature of the dead. Steeping Ethos in the miasmic jelly of Pathos would surely rot away all such Divinable evidence, cleansing any discernable Metaphor and scathing away even the scent with time.
Ferriment: Within most cultures upon Antarok is the sense that dead who are cherished should never linger, and that they should pass on. Rather than helping the dead fully let go, however, a Ferrier in the best of cases weakens the Ethos of a deceased soul so that it can do nothing but pass on or diminish for lack of attachments to its Memories. In practice, a ghost with a strong presence in Avernus will more often than not lash out and fight this with disturbing ferocity. Ferriers perform this sacrament by gathering cherished objects or people belonging to the dead into a room, placing them nearby to the body of the deceased. They then grip the ribbons of Ethos and bound them together, spooling it into a ball within their hands.
- With as much as they can gather, a Ferrier plunges the writhing sphere of translucent ribbons into a basin of Pathos, swiftly rotting it away. In doing so - if the Ghost cannot stop them - they force the Ghost to let go and pass on to be reborn anew, or stubbornly diminish to a Trace that falls into the void, its only hope thereafter becoming an Endless. This ritual will also weaken existing ghosts provided the corpse can be located and at least excised of its Ethos. Merely touching Ethos is a deliberate act that drains the Absenth of a Ferrier, so Ferriment is best conducted with assistance in the cases of ghosts with potentially dozens or even hundreds of established Memories. Ferriment may be learned at Journeyman.
- Ferriment and the Wisp: Due to the fact that Wisps are bound to Ældrassil even in death, the Ferrier cannot push the Wisp to ‘pass on’ as it were. Below are the ways a Ferrier may interact with a Wisp’s Ethos:
- Avowal may still be performed as usual to a Wisp’s strands of Ethos, though the experience of doing so is not the same; their Ethos does not madden, upset, scare, or otherwise make the interacting Ferrier feel ill. Rather, Scourges who have had the opportunity to interact with a Wisp’s Ethos often describe the sensation as soothing, joyous, or invigorating.
- Implements generally function the same, however, the Ferrier may easily tell by sight or touch whether the Ethos of the Implement was created by a Wisp or a regular Ghost, or even if Ethos from both types of spirit is present.
- Ferriment is more for relocation. Some Wisps may become attached to people, places or things where they are not wanted. A Ferrier may still collect and dispel these strands, or even move them elsewhere, thereby compelling the Wisp to relocate. This generally does not harm or upset the Wisp, as they remain soothed and dream-like so long as they remain Tethered to Ældrassil. Typically, when the sacrament of Ferriment is performed, the Wisp will find themselves drawn back to the boughs of the great dragon-tree Himself for a time before wandering out again.
Tiers of Mastery
Novice
A fledgling Ferrier begins their journey by learning to harness and wend Ashes, Pathos and Ethos with their newly acquired seed of Scourge.
- Bane:
- A novice may conjure up to 2 fl.oz., or ¼ a cup, at a time.
- Their Banes last for three hours before dissipating.
- They may wield the Bane of Sopor.
- Ashics:
- As a novice, they may only use Spectrify, and with it, they may only exhale the amount of ashes typical to what one would be capable of exhaling through a sneeze.
- Allay:
- Starting out, a novice may only wield Allay in its most basic form– cleaning and sanitizing wounds.
- Existing infections, diseases, or poisons will be affected little.
- Ferriment:
- Ferriment is unavailable at novice.
- Bane:
Apprentice
Still finding their footing, the apprentice Ferrier gains access to a modicum more new tools to play around and wreak subtle, insidious havoc with.
- Bane:
- An apprentice may conjure up to 4 fl.oz., or ½ a cup, at a time.
- Their Banes last for six hours before dissipating.
- They may wield the Banes of Sopor and Hush.
- Ashics:
- As an apprentice, they only have Spectrify and with it, they may only exhale the amount of ashes twice as much to what one would be capable of exhaling through a sneeze.
- Allay:
- An apprentice may only wield Allay in its most basic form– cleaning and sanitizing wounds. :**They may slow an infection, allowing the body to more easily fight it.
- Existing diseases or poisons will be affected little.
- Ferriment:
- The apprentice gains access to Avowal, though it is taxing to do so.
- They may utilize Implements, though it is taxing to do so.
- Bane:
Journeyman
With greater flexibility in both their Banes and their skill in Allay, a journeyman Ferrier can be a bringer of pain or succor, depending on their will. And at this stage, they gain access to the rite of Ferriment, allowing them to forcefully put the restless dead to rest.
- Bane:
- A journeyman may conjure up to 8 fl.oz., or 1 cup, at a time.
- Their Banes last for a day before dissipating.
- They may wield the Banes of Sopor, Hush and Sap.
- Ashics:
- At journeyman, they may exhale enough Ashes with Spectrify to half-way fill the average room.
- They gain access to Equipose.
- Allay:
- A journeyman may wield Allay in its most basic form, cleaning and sanitizing wounds.
- They may slow an infection, allowing the body to more easily fight it.
- They may soothe the symptoms of diseases or poisons, giving the target a better chance to fight it off, though this will not help much against more severe cases.
- They gain access to Pallor, allowing them to seal minor wounds.
- Ferriment:
- The journeyman may wield Avowal.
- They may utilize Implements, though it is taxing to do so.
- They gain access to Ferriment, though it is a taxing process.
- Bane:
Expert
At expert, each the Ferrrier’s spells undergoes some sort of evolution– they were devastating before, but now they are truly creatures of nightmare.
- Bane:
- An expert may conjure up to 12 fl.oz., or 1.5 cups, at a time.
- Their Banes last for two days before dissipating.
- They may wield the Banes of Sopor, Hush, Sap and Rot.
- Ashics:
- At expert, they may exhale enough Ashes with Spectrify to half-way fill the average room.
- They may cast Equipose.
- They gain access to a breath’s worth of Banefog.
- They may access the skills of Apparation, Syphon, and Remnant through Minor Merits each.
- Allay:
- An expert may wield Allay in its most basic form, cleaning and sanitizing wounds.
- They may dramatically slow an infection, allowing the body to more easily fight it.
- They may soothe the symptoms of diseases or poisons, giving the target a better chance to fight it off, even providing some succor in severe cases.
- They may wield Pallor, allowing them to seal moderate wounds.
- Ferriment:
- The expert may wield Avowal.
- They may utilize Implements.
- They may enact the rite of Ferriment.
- They may stretch and drape Ethos over their faces to subsume themselves in a vivid hallucination of any deadened memories related to the object, a process which may enrage the related spirit or cleanse the related object of Ethos. This is a taxing process.
- Bane:
Master
A master Ferrier is a haunting thing, a creature of strange, horrid legend. Wielding Venge and Banefog, they are as deadly as they are rare.
- Bane:
- A master may conjure up to 24 fl.oz., or 3 cups, at a time.
- Their Banes last for two days before dissipating.
- They may wield the Banes of Sopor, Hush, Sap Rot and Malefaction.
- They gain access to Venge and Stain.
- Ashics:
- At master, they may exhale enough Ashes with Spectrify to fill the average room.
- They may cast Equipose.
- They may wield an average room’s worth of Banefog.
- They may access the skills of Apparation, Syphon, and Remnant through Minor Merits each.
- They may devise Ash Magic through Ash Binding, if they possess Apparation and Expert Ensorcelling.
- Allay:
- A master may wield Allay in its most basic form, cleaning and sanitizing wounds.
- They may seemingly pause the spread of an infection, allowing the body to more easily fight it.
- They may dramatically soothe the symptoms of diseases or poisons, giving the target a better chance to fight it off.
- They may wield Pallor, allowing them to seal even devastating wounds.
- Ferriment:
- The master may wield Avowal.
- They may utilize Implements.
- They may enact the rite of Ferriment.
- They may stretch and drape Ethos over their faces to subsume themselves in a vivid hallucination of any deadened memories related to the object, a process which may enrage the related spirit or cleanse the related object of Ethos.
- Bane:
Blightcaller
With bodies now imbued with Ashes, Ethos and Pathos, the Blightcaller is an elegant atrocity, a beautiful apocalypse.
- Bane:
- A Blightcaller may conjure up to 68 fl.oz., or 6 cups, at a time.
- They may wield the Banes of Sopor, Hush, Sap Rot and Malefaction.
- They may wield Venge and Stain.
- They gain access to Epidemia.
- Ashics:
- A Blightcaller is capable of converting their entire body into a cloud of ashes and back.
- They may exhale enough Ashes with Spectrify to fill a castle.
- They may cast Equipose.
- They may wield a village worth of Banefog per cast.
- They may access the skills of Apparation, Syphon, and Remnant through Minor Merits each.
- Allay:
- A Blightcaller may wield Allay in its most basic form, cleaning and sanitizing wounds.
- They may seemingly put most all infections, diseases and poisons into a stasis until the body fights it off or it is otherwise cured for up to a few days per cast.
- They may wield Pallor, allowing them to seal even devastating wounds, stick limbs back on, and so forth.
- Ferriment:
- The Blightcaller may wield Avowal.
- They may utilize Implements.
- They may enact the rite of Ferriment.
- They may stretch and drape Ethos over their faces to subsume themselves in a vivid hallucination of any deadened memories related to the object, a process which may enrage the related spirit or cleanse the related object of Ethos.
- Bane:
Contrivances
Given the relative rarity of Scourge, please see Illuminary for details regarding items that may interact with their magics. Otherwise, Contrivances may be crafted from the Scourge's Sundered Absentite directly.
“The Æld’Norai are known for their vitality given their ubiquitous practice of Æcturnis– and yet, there are few among them that appear to be constantly ill, withered and rotting. Wherever these few go, death seems to follow in the form of disease or curses, too. This can’t be Nekron, as that practice is only conducted through Vitæ…so what is it? A specialized arcane illness? Why can’t they seem to cure it like they have so many other things?” - An Inquisitive Fælnir
Articles on Welkin
Definitions |
Arcana · Arcana List · Theorem · Metaphor · Ascension |
Welkin |
Welkin · Mysticism · Religion · Pact · Poetics · Blight · Gramarye |
Pacts [ Radiance · Crest · Nostalgis · Vemana · Fathom · Omnia · Somnis · Nimhea · Nekros · Faust ] | |
Poetics [ Syphon · Apparation · Possession · Remnant ] | |
Blights [ Null · Devorare · Scourge · Rusalka · Nightwalker ] | |
Variants [ Vitæ ] |