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Imperial Culture and Roles of the Temples
I'll probably think of a better, more holistic way to organise this in future but for arranging my thoughts it'll do.
By sheer size and resouces, the Empire has cultivators in the four digits, but even so they get spread a bit thin. Any single temple tends to have one grandmaster, two to five masters, a dozen acolytes, and a few score initiates who may never awaken their brĂ. Imperial orthodoxy holds that the Patters are emanations of the Gods, with a few priests in some of the temples quietly holding that the Gods are the apotheosis of the Patterns.
The High Temple of Tinnidhe is the most overtly martial temple but fulfills a number of vital civic duties. Chief among them is firefighting - yes, if a priest isn't around you can form a bucket chain or call for an acolyte of the Bitter Wind, but cultivator from the Tinndhe temple can just come and extinguish fires with their buanna. Temples are also built with high towers where a signal fire can be lit. Mostly the temple loans warpriests to elite military units on campaign but there's less call for that these days. The temple also hosts weekly Fire Sermons at the grand hearths where they employ buanna to boost the loyalty of the citizenry.
The High Temple of the Bitter Wind handles water purification, assists in fisheries and coastal rescues, and maintains cold rooms for storing municipal food supplies. Supplicants might come for counsel against hardships, and the martial adherents are deployed to quell unrest. Since there a schismatic tendency in the temple who sanctify suffering as the catalyst for revolution, this can backfire.
The High Temple of CumadĂłir has always been key to imperial function. The priests regularly walk the roads, using buanna to maintain them and major civic buildings. They also bless rooms full of labourers to improve performance, and shape materials by hand for more important purposes. Imperial officers, aristocrats, and members of the Imperial Family receive weapons and armour of impossible quality from the priest-smiths of the temple.
The High Temple of Rionnach is a bit of an outlier. In civic terms, they read the weather, gently nudge weather patterns to favour imperial provinces, and if necessary are called into battle when it's necessary to say 'fuck that guy in particular' with a lightning strike. Because Rionnach is a deity of both sacrifice and oneness, they're probably the most charitable temple while also embezzling donations from nobility and merchants who need a quick display of piety.
The High Temple of Beathunach blesses fields and livestock, including the maintainance of the famed Imperial cattle. They cleanse disease and offer healing to the citizenry. As intermediaries between the empire and Danu--herself intermediary for Beathunach--they wield a lot of political influence, especially in the southern empire.
The High Temple of CrĂochán handles burials, exorcisms, banishing of undead, and some legal matters where possible. If they can call a ghost to testify to a murder or settle an inheritance dispute, they do. When an imperial detachment is facing especially hard odds, a priest of CrĂochán is dispatched to raise the dead to fight again. They've also adopted some techniques from the Abysswalker sect, allowing them to travel across the continent in seconds, which is often used for pressing matters of security and intelligence.
The High Temple of UaillĂn are the visible inquisitors, scholars, and propagandists. Mostly they preach self-improvement and ambition, but their buanna are useful for uncovering falsehoods and providing inspiration - ironically, less effectively for themselves. They illuminate for others and have to do the hard work on their own.
The High Temple of Ceadach is quite austere and little visited except for a couple of major holidays. This suits the priesthood. Ceadach is King of the Gods, and the Emperor is his mortal proxy; you show as much piety through respect to the Emperor as to the god himself. Ceadach also governs the Pattern of Ebon Night, which has suspiciously little theological value to the Empire or the average citizen. Since the sitting Emperor is expected to be a cultivator of the Night, heirs spend some time studying here. Temple acolytes are the spies and assassins of the Empire, the Emperors own hidden hand.
The High Temple of OrdĂşnach apply and enforce the geasa of the Empire. They can read Fate, and thus manipulate it. They are the more subtle intelligence and control arm of the Empire - supplicants come for divinations and receive advice that benefits the empire.
The High Temple of Meanmach serve as diplomats where they can go undetected as cultivators, propagandists where they cannot. They tend to the mental wellbeing of citizenry while also probing their thoughts for sedition, manage various festivals and celebrations, and sponsor approved artists while producing a certain amount of pro-imperial art themselves.
The High Temple of Aimsireach & FairsĂn, the twin gods of Space and Time, handles navigation and cartography, logistics and history. Their more powerful priests can bend spend to travel vast distances more safely than other methods, but can't carry much with them.
The Bán Fianna are not a Temple per se - they are a small, elite cadre of Imperial soldiers who cultivate the Diamond Soul. A demanding and rarely sought path of ego dissolution, with buanna that negate other buanna. As such they are called to face powerful cultivators who oppose the empire, where they can deprive them of their powers and best them through honed martial skill.
The true home of Diamond Soul cultivation is the Abbey of the Empty Heart high in the Fin mountain range; an order of ascetics removed from the concerns of the world.
Moonbend
It's unclear when the island of Moonbend was first settled; certainly over 300 years ago. A crescent-moon shaped island floating in Shaydensea, an elder vampire of the Ithim clan roosted there and began building a library with a collection of books and scrolls recovered from the war on the mainland.
The first explorers to stumble on Moonbend were fascinated, but couldn't communicate directly with a creature so ancient and alien. A camp was made, with scholars of all stripes rotating in and out - bringing offerings of blood and books. Eventually the elder chose one of the most eccentric scholars and embraced them into the clan, and over time the little brood has grown into a group of immortal scribes, librarians, and assorted scholars. Moonbend turned into a site of intellectual pilgrimage, and canny traders saw the opportunity to profit - not from the books directly, but everything else. Food, entertainment, transport, everything a growing town might need.
Somewhere around 100 Post Bellum the Quiet Man arrived on the island, which had become a hub of criminal activity so far from any existing state. The vampires were unconcerned with governance or mortal politics, after all. As long as no one stole books, or damaged books, they cared hardly at all. The Quiet Man set himself as the de facto ruler, turning Moonbend into both a place of learning but also gray trade. Whatever you did off the island wasn't a concern, but you kept to the peace while you were there. And never an extradition treaty to be signed.
In collaboration with High House Hulbrad, the University At Moonbend was established. Among modern Moonbendish, 'vampire' is synonymous with 'senior librarian' and to some 'adjunct professor'.
The library contains the largest collection of biographies in the Known World, as the vampires can use a hearty donation and blood sorcery to transcribe the memories of a subject - after you sign the agreement of course, they're not monsters like that pop publishing house in Wuppert.
To borrow books, you just make a small blood donation. This has the formally declared side effect of allowing the Ithim to find you with blood sorcery, and the late fees are draining.
The Mendicant Knighthood
Without heroes, the people will not rise, will not follow. Tyrants cannot be cast down alone. But how are the people to believe in a hero who does not act? Sing, Dragon-Star, of the wandering knight, who wields the axe of justice against the monsters of the night.
CAUTERIZE External Bua Golden Flame, Mendicant Knighthood, Instant
Deal 1 Condition damage to a wounded target, then multiply their Natural Recovery by your Alignment. This bua staunches bleeding.
MOLTEN EDGE External Bua Requires an edged, Attuned weapon. Golden Flame, Mendicant Knighthood, Attuned, Sustained
Superheat the edge of an attuned weapon, adding your Alignment in Penetration to all attacks.
BANISHER FLAME External Bua Golden Flame, Mendicant Knighthood, Instant, Cost 2
Project a blast of your inner fire, suffused with the golden glow of the Pattern, to destroy monsters.
When you take this bua, choose one: Fomorian, Sidhe, Vampire, Undead, Night-beast, Sea-Beast.
When hitting your chosen foe with this bua, reduce their Resistance by your Thresholds, and deal your Alignment in Damage.
SEARING INVECTIVE External Bua Golden Flame, Mendicant Knighthood, Instant, Cost 2
Many Knights Mendicant choose not merely to protect the people from undead, Fomoire, and other creatures - none too few hunt humans for crimes that have evaded imperial law and DlĂ Ceofhid alike. This bua requires HEARHLIGHT, and many Knights Mendicant who use it choose rapists and murderers as their Abominations.
Speak words of condemnation at you target, triggering a Courage Test. If they quaver, the idea goes, they are guilty - but even someone unaffected by HEARTHLIGHT's burn might quail before an axe-wielding cultivator stomping out of the woods screaming accusations at them.
DRAGON-STAR ROAR STYLE
Linked Skills: Athletics, Unarmed, Defense. For Rank 4 and above, Unarmed must specialise in Kicks.
Faction: None — taught widely, often by retired duelists, traveling masters, and village elders who learned it in a lost war.
Eldest of the so-called Fire Styles, this style embodies the relentless fury and focus of the fabled Dragon-Star. Traces of it can be seen in the other Fire Styles, but here is their foundation: agile footwork unpredictable as a flame, kicks like arcs of fire, and decisive power.
The art trains the legs especially, to emulate the reach and power of the dragon's tail. A Dragon-Star practitioner sweeps, kicks, and crashes through guards. They do not retreat, and they do not strike from behind.
RANK 1 — DRAGON'S INHALATION FORM
Stance Technique. First draw inward, to explode outward.
Settle weight onto the lead foot, rear leg coiled, hands low and open.
While in this stance:
Your first attack each round gains +1 die.
Your kicks count as +2 Offense.
You cannot benefit from cover, concealment, or attacks from stealth. You stand and face the foe.
You may use the Feint Action for Dodges and Parries, not only Attacks.
Entering the stance is free at the start of combat or on your turn. Re-entering after leaving costs 2 Combat Pool.
Buanna channel: You may activate Surge of Flame freely as you enter or re-enter this stance. While the flame burns, you may channel Steel Betrays through any Attack made from this stance.
RANK 2
Dragon's Descent
When you move into melee range with an enemy on your turn, you may make one attack against them as part of that movement. Add +1 die to the attack for each Range Band you crossed before striking.
Buanna channel: You may channel Surge of Flame through the attack, applying its damage potential as bonus Damage. Alternately, you may activate Surge of Flame during the movement step, lighting up mid-stride.
Ember: Landing this attack (any damage dealt) earns an Ember.
Dismissive Dragon Claw
Parry with +1 Defence; if you feinted a Dodge on a prior exchange, add 2 dice.
Buanna channel: You may activate Steel Betrays to heat a parried weapon on a successful parry.
Ember: On a successful parry, earn an Ember.
RANK 3
Furious Tail Lash
When an enemy successfully defends against your unarmed attack (their successes meet or exceed yours), you may immediately spend 2 dice from your Combat Pool to make a follow-up kick against them. This attack does not count against your Dexterity attacks-per-round limit. The defender defends normally.
Buanna channel: You may channel Surge of Flame through the follow-up kick, adding its damage potential as bonus Damage. The defender's guard was committed elsewhere; the flame arrives where the block isn't.
Ember: Landing this follow-up kick (any damage dealt) earns an Ember.
Wing-Borne Step
Dodge with +1 Defence; if you feinted a Parry on a prior exchange, add 2 dice. On a successful dodge, you may move 1 Range Band as part of the dodge.
Buanna channel: You may activate Surge of Flame and project it like an afterimage to damage the enemy on a successful dodge.
Ember: On a successful dodge, if you make an attack action later in the same round, earn an Ember.
RANK 4
Sweeping Tail Strike
A low, hooking kick. Make a kick attack at -2 Damage. If you score 2 or more net successes, the target is knocked Prone in addition to taking damage. Prone targets suffer the Offense/Defense gap penalty (effective -2 Defense until they spend an action to rise).
Buanna channel: Surge of Flame leaves a trail of flame behind and spreads to a 200cm diameter — enough to envelop a fallen body. A target knocked Prone in the flame suffers Burning Damage.
Ember: Landing this technique (any damage dealt, or knocking the target Prone) earns an Ember.
Dragon Claw Flurry
Declare the use of this technique; make three or more Attacks of at least 3 Combat Pool each. These count as a single attack for Dexterity cap purposes, but resolve as distinct attack rolls. A successful Parry against any kick in the chain interrupts the technique — remaining kicks do not occur, and the Combat Pool committed to them refunded by half.
Buanna channel: You may project Surge of Flame as a ranged attack on each kick, consuming one duration of the flame per kick projected.
Ember: Earn one Ember if any kick in the Flurry deals damage.
RANK 5 — CAPSTONE
A Dragon-Star practitioner builds toward the finishing blow across the whole fight. Lower-rank techniques generate Embers when used successfully; the capstone consumes them.
Ember tracking: Embers persist on you until spent or until the encounter ends. They do not stack from the same technique used twice on the same target in the same exchange — each Ember must come from a distinct successful application. After a capstone is invoked (hit or miss), all Embers are spent and may be built again.
World-Sundering Dragon Roar
A devastating axe-kick channeling the righteous wrath of the Dragon-Star toward the obliteration of a named enemy.
Requires 3 Embers. Spend all Embers and make a single kick attack against the target. For each Ember spent, the attack gains +1 die and +1 Damage. The attack ignores 3 points of Soak.
If used by an Aligned cultivator against a target they have named aloud at the start of the fight, damage is doubled by sanctified geas.
Buanna channel: Any buanna the cultivator can channel through a kick may be channeled through this strike, with their normal effects. The capstone is the moment where the art and the cultivation fully fuse; the cultivator pours their fire into the kick, and the kick already does what it does.

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*hitting ttrpg fan with a stick* not everything fantasy is about D&D!
*hitting vtm fan with a stick* I have nothing against you, but I kind of assume you're into this!
*hitting Changeling: the Lost fan with a stick* this is crucial to establish your backstory
THE SIXFOLD PACT
If the cultivation of a Pattern is alignment with the pillars of the world, it should be no surprise then that it tends to distinction and order. To structure and hierarchy, for all adherents of the Silver Tree must insist elsewise. To embrace the Sixfold Pact, therefore, is to reject the prison of category. It is to stand against the walls of heaven and deny the stone. To embrace the Sixfold Pact is to seek the dissolution of all that which divides and distinguishes, yet struggle always with adoration of the tyrant called I.
When you choose the Pact, any Pattern you had is lost. And how do you choose the pact?
Aine Rua says that when her village was raided and sacked by Imperial irregulars, when her wife was killed, when she found herself pressed in by leering mercenaries who tore at her clothes, she wished for the power to crush them all. And so she did.
Tall Tom says that when he was dying of famine and watched an imperial delegation leave his town with all the produce of their farms, he felt as if a voice spoke to him. Offered him revenge. He accepted.
Goldhorn speaks little of their initiation. They say that they stood on the cliffs of their homeland with their back to the sea, and their sword upraised before a band of sea raiders. And then they slew every last man and as they stood heaving choking breaths, sheathed in blood and rain, they felt something awaken. Something... approving.
When you take the Pact, you choose a Fomorian patron. Your progress is measured in Resonance, which is gained by acts which please your patron. Or perhaps please you. In a way, is there a difference? No one can agree if the Fomorians do exist, or did exist.
Balor of the Baleful Eye is the patron of excellence, martial prowess, judgement, and charisma. His Exemplars are marked by the burning eye. His Virtue is Excellence and his Ruin is Pride.
Indech King of Night is the patron of insight, artistry, guile, dreams, and strangeness. His Warlocks are marked by subtly eerie forms, dark eyes, movements that are just out of step with time. His Virtue is Grace and his Ruin is Indolence.
Conand of the Burning Tower is the patron of flame, craft, destruction, and revenge. His Ravagers are marked by great size and a horned brow. His Virtue is Justice and his Ruin is Vengeance.
Domnu Deep-Mother is the patron of tears, spite, curses, and betrayal. Her Witches are marked by emaciation, salt-rimed eyes, unnatural cold. Her Virtue is Clarity and her Vice is Despair.
Elatha the Throne of Want is the patron of seduction, beauty, desire, refinement, becoming. Their Cenobites are marked by beauty and physical malleability. Their Virtue is Temperance and their Ruin is Want.
Bres The Maker is the patron of industry, machines, systems, accounting. His Arbiters are marked by mechanisation. His Virtue is Control and his Ruin is Avarice.
HERE-AND-NOWHERE External Bua Sixfold Pact, Indech, One Turn, Transcendent Devil Art, Resonant
To be in two places at once is simple; it is impossible, and therefore never happened.
With this technique, the warlock creates a perfect duplicate of themselves of Eldritch energies. They must be unperceived by any other being to activate the technique. Once active, the duplicate operates autonomously but perfectly in line with the warlock's desires.
The effect ends when:
Either the duplicate or warlock uses a technique perceived by other beings
Either dies
When the first condition triggers, the warlock chooses which is real; this applies retroactively and the memories of both duplicate and warlock merge while one vanishes.
When the second condition triggers, the dead entity is revealed to have been the duplicate.
Masters can have up to three duplicates at a time based on their Circle Rank.
SHRIVING GAZE External Bua Sixfold Pact, Balorian, Sustained, Baleful
One eye--your third eye, if you have it--burns with the terrible revealing light of Balor. You can see through objects and people as easily as air. See right into someone's bones, right through a wooden wall. Curiously, lead blocks this power. Add your Resonance to Inuition rolls involving sight, and ignore Supernal Stealth effects.
Anyone subject to your gaze too often or too long sickens with a strange and incurable illness.
I feel like isekai is underutilised.
Not that it's underused, god no, but that it has potential for so much more than self insert aggrandisation. The vast majority of it seems to be "underdog everyman for modern day Earth goes to Fantasy world".
Even that set up could be vastly different depending on what kind of characters you take. Someone with life experience, someone with specialist skills, someone older, someone with disabilities or other complications, the genre has so much unused depth.
But that's not what I'm talking about.
Why does it always have to our world as either the source or the destination? Why not have an outer space bounty hunter show up in one of these gamified fantasy settings? Or a pirate from a 1600s sea opera in a corporate courtly intrigue and espionage? Hell, what about an urban fantasy street warrior in "totally not the Napoleanic War"?
Isekai literally translates to "different world" so why not use those different worlds?
Buanna of Lasair Órga
Alright, this is gonna be rough. Just feeling out the design space a bit. I anticipate buanna lists will end up asymmetric and we'll have to live with that. I'm open to idea.
For reference, the purest invocation of the Pattern (which is the to say, the nearest to true understanding a human can achieve, not mediated through a sect philosophy) is:
Lasair Órga - THE PATTERN OF THE GOLDEN FLAME Auspicious Attribute: Bearing Inauspicious Attribute: Guile
Example Sects: Mendicant Knighthood, Ashwalkers, Tinnidhe High Temple
Sing, Dragon-Star, of the righteous woman’s wrath; beset on all sides by iniquity and tyranny, that she in furious anger is driven to wield the axe. Sing, Dragon-Star, of the world aflame; all burnt away and made new again. Sing, Dragon-Star, of the one-within-all; of the many who raise fist before throne, though the heavens may fall.
Virtues:
Punish the wicked
Destroy the tyrant
Clear the dead
Make way for growth
Ruins:
Accept revenge before justice
Exercise cruelty in defiance of prudence
Spend lives not your own
Refuse action
HEARTHLIGHT Internal Bua Golden Flame, Ceofhid, Always-On, Aura, Aligned
Before palace, castle, or house, there is the campfire. The heart of home, where bone and spirit are warmed, and the dark kept at bay. The fire of your virtue burns supernal and extends beyond your frame; to ward, to burn.
But be mindful, acolyte – the fire does not know your heart. The fire does not know man from monster. Who belongs within the circle of the campfire’s light, and who without, is a choice someone must make.
Your Thresholds x2 determine the radius of this effect in meters
For each rank of Alignment, choose one, or increase the power of the effect by 1.
Allies treat the Difficulty of Courage Tests as one step lower.
Allies can ignore one Wound.
Abominations treat the Difficulty of all actions as one step higher.
Stealth effects on Abominations are negated.  Â
When you take this bua, choose who you call Abomination. You may accept imperial law, your sect's designation, or the custom of your home culture. You can also choose a category of being you like - nothing wrong with putting the Abomination tag on a imperial soldiers.
SURGE OF FLAME External Bua Golden Flame, Ceofhid, One-Turn, Reflex Cost.
The flame burns within, and so you may turn it outward. On activation, conjure flame in your hand or around your body. The duration is equal to your Thresholds in turns, and the damage potential is equal to your Alignment x2. Once away from your body, the flame becomes mundane. You may sacrifice 2 Combat Pool to activate this reflexively. Once conjured, you have to do something with the flame - either integrate into an attack, technique, or throw it as a Ranged Attack.
FIRE, YIELD External Bua Golden Flame, Ceofhid, Instant Extinguish mundane flames with a gesture, at a range equal to your Thresholds x2. For more intense fires this might take a few tries, as your Alignment is used to counteract the Size and Intensity
STEEL BETRAYS External Bua Golden Flame, Ceofhid, Instant, Reflex Cost At a touch, heat something. Typically used to defeat imperial armour, often non-lethally. Alignment 1: If you heat a weapon, the wielder must roll Willpower vs. 9 not to drop in shock. If you heat armour, apply a distraction penalty of 1 to their next action.
Alignment 2: If you heat a weapon, the wielder must roll Willpower vs. 10 not to drop it. If you heat apply a distraction penalty of 1 to their next two actions.
Alignment 3: If you heat a weapon, the wielder takes 1 Condition damage and must roll Willpower vs. 11 not to drop the weapon. If you heat armour, the target target suffers a 1 die distraction penalty for the rest of the Round. If you can do this two Rounds in a row, they gain 1 Exhaustion. Alignment 4: If you heat a weapon, the wielder takes 2 Condition damage and must roll Willpower vs. 11 not to drop the weapon, and if they continue holding it they take 1 Condition damage for the next two rounds, and suffer -3 dice on all actions with that hand. If you heat armour, the target suffers a 2 die distraction penalty for the rest of the Round and immediately gains 1 Exhaustion.
Alignment 5: If you heat a weapon, the wielder takes 4 Condition damage and must roll Willpower vs. 11 not to drop the weapon, and if they continue holding it the hand is treated as destroyed. Any final attack they make before all the meat peels off it is at -5. If you heat armour, the target takes 2 Condition damage, gains the Heatstroke Ailment (see Sickness & Trauma page xx) and the Soak value of the armour decreases by 1
Alignment 6: If anyone is still fighting while holding molten steel, or bathing in it, this was probably not the right bua.
EQUILIBRIUS FLAME Internal Bua Golden Flame, Ceofhid, Sustained
While active, your character cannot suffer Heatstroke or Hypothermia and ignores weather modifiers related to temperature.
PURIFYING BODY FURNACE Internal Bua Golden Flame, Ceofhid, Sustained While active, reduce the intensity of any Poisons in your body by your Alignment. At Alignment 4, this can also be applied to Curses, Corrosions, and The Blood.
BURNING INTENSITY Internal Bua Golden Flame, Ceofhid, One-Turn Your attention is terrifying, or captivating. Your words are impossible to ignore. When making a Persuade action against a single interlocutor, use this bua to add your Alignment in bonus dice. You can also use this bua to negate the Tack Change effect of failing a Persuade roll. Virtue: Convince someone of a just cause Ruin: Lie
WORDS LIKE WILDFIRE Internal Bua Golden Flame, Ceofhid, One-Turn When you speak truth, people share it. When you raise an axe against the wicked, gazes turn to face it. When you give a Speech that defines a goal, even somewhat vaguely, this bua grants your Alignment in bonus dice. Success spreads; anyone in the crowd at the time will feel compelled to convince on other person of your argument. At Alignment 3, everyone who heard the speech counts their Willpower as +1 if they act against the target of your ire. Virtue: Convince the crowd of a just cause Ruin: Lie
A THOUSAND BURNING TREES External Bua Golden Flame, Ceofhid, Sustained This bua must be used when you fight alongside allies. As long as you remain alongside your allies, each ally counts their Willpower as 1 higher for each member of the group.
BESTOW THE FLAME External Bua Golden Flame, Ceofhid, Sustained Give allies the benefit of your flames to carry into battle. Targeted ally group adds your Alignment to Willpower rolls.
BRIGHT EMBER Internal Bua Golden Flame Ceofhid, Sustained. You cannot fall here. You must not fall here. There is too much left to be done. Negate Wound Penalties up to your Thresholds, and add Alignment to Willpower rolls to keep fighting when you're badly injured.
UNBURNT Internal Bua Golden Flame, Ashwalker, Sustained
How burns the flame? The fury of your inner fire dwarfs all others. While active, you cannot be harmed by mundane flames of an Intensity equal to your Alignment, and reduce the damage anything greater by your Alignment. You also double Alignment value when resisting the flames of other Pattern buanna.
CAUTERIZE External Bua Golden Flame, Mendicant Knighthood, Instant Deal 1 Condition damage to a wounded target, then multiply their Natural Recovery by your Alignment.
MOLTEN EDGE External Bua Requires an edged, Attumed weapon. Golden Flame, Mendicant Knighthood, Attuned, Sustained Superheat the edge of an attuned weapon, adding your Alignment in Penetration to all attacks.
BANISHER FLAME External Bua Golden Flame, Mendicant Knighthood, Instant, Cost 2 Project a blast of your inner fire, suffused with the golden glow of the Pattern, to destroy monsters. When you take this bua, choose one: Fomorian, Sidhe, Vampire, Undead, Night-beast, Sea-Beast. When hitting your chosen foe with this bua, reduce their Resistance by your Thresholds, and deal your Alignment in Damage.
SEARING INVECTIVE External Bua Golden Flame, Mendicant Knighthood, Instant, Cost 2
Many Knights Mendicant choose not mere to protect the people from undead, Fomoire, and other creatures - none too few hunt humans for crimes that have evaded imperial law and DlĂ Ceofhid alike. This bua requires HEARHLIGHT, and many Knights Mendicant who use it choose rapists and murderers as their Abominations. Speak words of condemnation at you target, triggering a Courage Test. If they quaver, the idea goes, they are guilty - but even someone unaffected by HEARTHLIGHT's burn might quail before an axe-wielding cultivator stomping out of the woods screaming accusations at them.
PYROCLASM External Bua Golden Flame, Tinnidhe High Temple, One Turn, Reflex Cost 2 A decisive technique favoured by warrior-priests of Tinnidhe, this bua rapidly heats the air just behind and below the cultivator, propelling them forward in an explosive burst. The cultivator travels up to their Thresholds in Range Bands towards a chosen point. They may make an attack as they do so with minimum half Combat Pool and add their Alignment in bonus dice. After landing, they suffer a -2 to Dodge values. If successfully parried the bonus damage is applied to the counterattack.
LUNGSEAR External Bua Golden Flame, Tinnidhe High Temple, Sustained, One Turn
Conquest is of dubious value if you then must spend much of the spoils rebuilding once-useful local infrastructure. The acolytes of Tinnidhe have therefore turned their bua to a more effective method to defeat recalcitrant barbarians without ruining perfectly good fields. This bua superheats the air in a radius equal to Thresholds with intensity determined by Alignment. Alignment 1: Uncomfortable, but manageable, for anyone without an existing respiratory condition. Applies a -2 Distraction penalty to affected beings. Alignment 2: Causes coughing and shortness of breath, adding 1 to Exhaustion in addition to the Distraction. Alignment 3: Severe coughing and irritation, raising the Distraction to 4, Exhaustion up by 2, effect continues for up to an hour after leaving the danger. Alignment 4: In addtion to the above deals 1 Health Damage per Round. Alignment 5: 2 Health Damage per Round Alignment 6: Near immediate and fatal dessication & cauterization of the lungs.
too many stories about turning yourself into a monster as a metaphor for pretending to be something you aren't and losing yourself in the process. not enough stories about turning yourself into a monster as a metaphor for choosing to openly embrace yourself even if it's strange to other people

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The Way To Mag Mell
Humans have a knack for Pattern cultivation. Maybe it's centuries of compatible cultural understanding, maybe something in them yearns for an orderly universe rooted in things that make sense to them. Not all, of course; the Sixfold Pact could not exist elsewise. But enough. Few can grasp The Way.
A cat lives a long time. It survives, it hunts, it brushes past many humans and animals and trees. In time, enough time, it ceases to be merely a cat and becomes That Cat. And so it stumbles onto The Way, and as a consequence feels the gravity of knowledge yet hidden. More time passes, and now a cat in the shape of a woman hunts squirrels along a lonely patch of An Ceofhid. Drinks at a hidden little inn. Makes a few wary friends of travellers. This is but a step on the road, understand. To seem human is never the goal, though it can be the seductive stopping point. Eventually they will be a cat again. That Cat. The Cat. The end of The Way, for many, is to become and so cease to be, in a comprehensible way. When you become Cat, you are not a cat, but in all cats.
A sacred spring, named and venerated for generations by a small village, might waken to The Way. It forms a spirit-avatar, perhaps as simple as a column of water that seems to speak. Perhaps it becomes a small god to the village, or a feared thing, or is almost forgotten by all but itself. It too might seem human somewhere along The Way, but the end of the way is Spring, or Lake, or River. Eventually, ideally, but you know who stands in the way.
Among the Sidhe there are Courts. Courts of the Spring and Summer, o the Night and Day. There are roles and stations; The Jester Resplendant in Fallen Leaves, The Cloud-Shepherd, The Lady of the Lake, The Green Knight. A great many knights, in truth. Once an age, a new role might form, as a mortal walks The Way To Mag Mell. And what if there is no role to be filled? Consider Aoibheron.
Aoiberon is High King of the Sidhe. And why? Not for might nor virtue. Not by conquest nor inheritance. The meaning of Aoibheron is high king; the meaning of High King is Aoibheron. He is signifier and signified. And so a mortal walks the path, drawn by some strange gravity to kingship. To seek the suffering and hardship that shrives clean the mortal into a true monarch. An upstart human usurper faces Aoibheron. An upstart usurper casts down the High King and sits the throne. Aoibheron is upon his throne. He has always been upon his throne.
These are the strange melancholies and strange mirths of the Sidhe; not caprice, but legion. How many lives lived and lost and never lived? To be driven to hatred by a face you do not recognise and yet find loathesomely familiar. To be drawn in affection to a voice you do not know and yet recall. To look upon some blasted mound and weep tears that are not wholly your own.
This is the fate unforseen and unknown to those who follow The Way To Mag Mell; life eternal in a chorus of yourself.
Buanna of Lasair Órga
Alright, this is gonna be rough. Just feeling out the design space a bit. I anticipate buanna lists will end up asymmetric and we'll have to live with that. I'm open to idea.
For reference, the purest invocation of the Pattern (which is the to say, the nearest to true understanding a human can achieve, not mediated through a sect philosophy) is:
Lasair Órga - THE PATTERN OF THE GOLDEN FLAME Auspicious Attribute: Bearing Inauspicious Attribute: Guile
Example Sects: Mendicant Knighthood, Ashwalkers, Tinnidhe High Temple
Sing, Dragon-Star, of the righteous woman’s wrath; beset on all sides by iniquity and tyranny, that she in furious anger is driven to wield the axe. Sing, Dragon-Star, of the world aflame; all burnt away and made new again. Sing, Dragon-Star, of the one-within-all; of the many who raise fist before throne, though the heavens may fall.
Virtues:
Punish the wicked
Destroy the tyrant
Clear the dead
Make way for growth
Ruins:
Accept revenge before justice
Exercise cruelty in defiance of prudence
Spend lives not your own
Refuse action
HEARTHLIGHT Internal Bua Golden Flame, Ceofhid, Always-On, Aura, Aligned
Before palace, castle, or house, there is the campfire. The heart of home, where bone and spirit are warmed, and the dark kept at bay. The fire of your virtue burns supernal and extends beyond your frame; to ward, to burn.
But be mindful, acolyte – the fire does not know your heart. The fire does not know man from monster. Who belongs within the circle of the campfire’s light, and who without, is a choice someone must make.
Your Thresholds x2 determine the radius of this effect in meters
For each rank of Alignment, choose one, or increase the power of the effect by 1.
Allies treat the Difficulty of Courage Tests as one step lower.
Allies can ignore one Wound.
Abominations treat the Difficulty of all actions as one step higher.
Stealth effects on Abominations are negated.  Â
When you take this bua, choose who you call Abomination. You may accept imperial law, your sect's designation, or the custom of your home culture. You can also choose a category of being you like - nothing wrong with putting the Abomination tag on a imperial soldiers.
SURGE OF FLAME External Bua Golden Flame, Ceofhid, One-Turn, Reflex Cost.
The flame burns within, and so you may turn it outward. On activation, conjure flame in your hand or around your body. The duration is equal to your Thresholds in turns, and the damage potential is equal to your Alignment x2. Once away from your body, the flame becomes mundane. You may sacrifice 2 Combat Pool to activate this reflexively. Once conjured, you have to do something with the flame - either integrate into an attack, technique, or throw it as a Ranged Attack.
FIRE, YIELD External Bua Golden Flame, Ceofhid, Instant Extinguish mundane flames with a gesture, at a range equal to your Thresholds x2. For more intense fires this might take a few tries, as your Alignment is used to counteract the Size and Intensity
STEEL BETRAYS External Bua Golden Flame, Ceofhid, Instant, Reflex Cost At a touch, heat something. Typically used to defeat imperial armour, often non-lethally. Alignment 1: If you heat a weapon, the wielder must roll Willpower vs. 9 not to drop in shock. If you heat armour, apply a distraction penalty of 1 to their next action.
Alignment 2: If you heat a weapon, the wielder must roll Willpower vs. 10 not to drop it. If you heat apply a distraction penalty of 1 to their next two actions.
Alignment 3: If you heat a weapon, the wielder takes 1 Condition damage and must roll Willpower vs. 11 not to drop the weapon. If you heat armour, the target target suffers a 1 die distraction penalty for the rest of the Round. If you can do this two Rounds in a row, they gain 1 Exhaustion. Alignment 4: If you heat a weapon, the wielder takes 2 Condition damage and must roll Willpower vs. 11 not to drop the weapon, and if they continue holding it they take 1 Condition damage for the next two rounds, and suffer -3 dice on all actions with that hand. If you heat armour, the target suffers a 2 die distraction penalty for the rest of the Round and immediately gains 1 Exhaustion.
Alignment 5: If you heat a weapon, the wielder takes 4 Condition damage and must roll Willpower vs. 11 not to drop the weapon, and if they continue holding it the hand is treated as destroyed. Any final attack they make before all the meat peels off it is at -5. If you heat armour, the target takes 2 Condition damage, gains the Heatstroke Ailment (see Sickness & Trauma page xx) and the Soak value of the armour decreases by 1
Alignment 6: If anyone is still fighting while holding molten steel, or bathing in it, this was probably not the right bua.
EQUILIBRIUS FLAME Internal Bua Golden Flame, Ceofhid, Sustained
While active, your character cannot suffer Heatstroke or Hypothermia and ignores weather modifiers related to temperature.
PURIFYING BODY FURNACE Internal Bua Golden Flame, Ceofhid, Sustained While active, reduce the intensity of any Poisons in your body by your Alignment. At Alignment 4, this can also be applied to Curses, Corrosions, and The Blood.
BURNING INTENSITY Internal Bua Golden Flame, Ceofhid, One-Turn Your attention is terrifying, or captivating. Your words are impossible to ignore. When making a Persuade action against a single interlocutor, use this bua to add your Alignment in bonus dice. You can also use this bua to negate the Tack Change effect of failing a Persuade roll. Virtue: Convince someone of a just cause Ruin: Lie
WORDS LIKE WILDFIRE Internal Bua Golden Flame, Ceofhid, One-Turn When you speak truth, people share it. When you raise an axe against the wicked, gazes turn to face it. When you give a Speech that defines a goal, even somewhat vaguely, this bua grants your Alignment in bonus dice. Success spreads; anyone in the crowd at the time will feel compelled to convince on other person of your argument. At Alignment 3, everyone who heard the speech counts their Willpower as +1 if they act against the target of your ire. Virtue: Convince the crowd of a just cause Ruin: Lie
A THOUSAND BURNING TREES External Bua Golden Flame, Ceofhid, Sustained This bua must be used when you fight alongside allies. As long as you remain alongside your allies, each ally counts their Willpower as 1 higher for each member of the group.
BESTOW THE FLAME External Bua Golden Flame, Ceofhid, Sustained Give allies the benefit of your flames to carry into battle. Targeted ally group adds your Alignment to Willpower rolls.
BRIGHT EMBER Internal Bua Golden Flame Ceofhid, Sustained. You cannot fall here. You must not fall here. There is too much left to be done. Negate Wound Penalties up to your Thresholds, and add Alignment to Willpower rolls to keep fighting when you're badly injured.
UNBURNT Internal Bua Golden Flame, Ashwalker, Sustained
How burns the flame? The fury of your inner fire dwarfs all others. While active, you cannot be harmed by mundane flames of an Intensity equal to your Alignment, and reduce the damage anything greater by your Alignment. You also double Alignment value when resisting the flames of other Pattern buanna.
CAUTERIZE External Bua Golden Flame, Mendicant Knighthood, Instant Deal 1 Condition damage to a wounded target, then multiply their Natural Recovery by your Alignment.
MOLTEN EDGE External Bua Requires an edged, Attumed weapon. Golden Flame, Mendicant Knighthood, Attuned, Sustained Superheat the edge of an attuned weapon, adding your Alignment in Penetration to all attacks.
BANISHER FLAME External Bua Golden Flame, Mendicant Knighthood, Instant, Cost 2 Project a blast of your inner fire, suffused with the golden glow of the Pattern, to destroy monsters. When you take this bua, choose one: Fomorian, Sidhe, Vampire, Undead, Night-beast, Sea-Beast. When hitting your chosen foe with this bua, reduce their Resistance by your Thresholds, and deal your Alignment in Damage.
The Gloaming Path
Also called The Path of Nights Neverending.
There are three ways to begin the Gloaming Path, the twilit way between the World Under Sun and the World Without Sun.
The first is a terrible act of love and grief; a Leaden Skull cultivator searches the World Without Sun for your ghost, and takes it back to your corpse. With an infusion of deathly bri, they rejoin spirit and body. Without the harmony of body, spirit, mind, and bri together, the process is traumatic and laboured. The bri floods the bones and forces them to fill the corpse with blood, then the bri lives in the blood as the most potent medium in the corpse. It anchors the spirit to the flesh and provides animation. This fresh vampire is driven to psychotic disassociation by the uneven joining of body and spirit, the wrench of passing from one world to the other, the improper configuration of bri in the blood instead of holistically suffusing the body.
Many slay their reviver in a frenzy of pain, hunger, and confusion. It can takes days, and many deaths, for the vampire to come back to themselves.
The second way is in service to a mature vampire, a master-student relationship that forms a number of highly secret sects. If one grows sufficiently in power, one can impose their will on the blood-which-knows. Whether the master treats this as graduation or betrayal varies.
The third and rarest way is intentional cultivation. To infuse your blood with your own bri through sensuous indulgence. Food, drink, sex, violence, sensory excession - combine these with meditative techniques and one can simply become a vampire, their bri thickest in their blood. The blood-which-knows.
Some believe vampires need to drink blood to live, but this is not strictly true. Until they master their bloodborne bri, they need the blood of others to dilute it. If they do not, the pure appetite, the meaning of hunger in the blood takes hold and the vampire becomes feral, violent, a void impossible to fill. Some claw their way back from such a state, more are lost in perpetual animal instinct, and most are slain by vampire hunters.
Your advancement in this path is measured in Mastery. There are three ways to improve it:
Bite other cultivators and steal their power.
Give your blood to students, and siphon off some of their progress. This can be consensual.
Only drink blood with consent, fast in controlled circumstances to touch the edge of frenzy but remain in control, and practice your buanna.
Pattern Cultivation
To cultivate brĂ requires these things:
Time; to meditate, to train, to travel, to practice, to rest.
Training; mentorship, study of texts, conversation and debate with peers, sparring, duels, Pattern-beast hunts, form drills.
Materials; brĂ is in all things, and in some things more thickly flavoured. The silver brĂ of life is in all trees, but one would need to somehow eat many trees to make use of it. Rarer materials like tears of a selkie, the hair of a pĂşca, or the venom of a manticore are more potent. Alchemists can also refine materials to increase their efficacy, and they charge accordingly.
For this reason even though anyone can potentially cultivate their brĂ, only a rare few have the opportunity. For the most part, the easiest way is initiation into a High Temple, who are always scouting for potential among imperial youth.
Attaining the first level of Alignment with your Pattern typically requires intentional, consistent work for a year and a day. Meditating, practicing form drills, studying manuals or scripture, following the examples of heroes or gods associated with the Pattern you've chosen. If you can get them, consuming refined medicines of Pattern-resonant materials.
And after a year and day - sometimes on that last day, sometimes a few days later - your bri awakens. Mechanically, you receive one bua and increase your Alignment by 1.
Being an initiate to a sect makes this easier, and you receive an additional bua taught by your sect.
Some people also awaken their bri through grace - action without action, a natural personal alignment catalysed by some sublime moment. It's rare, though. It's also rumoured that exposure to thick bri can awaken one's own bri, like catching the fallout from powerful bua or a close encounter with a Pattern-beast.
You learn new buanna with the Ceofhid tag through practice and contemplation. You can learn any bua of your Pattern from a teacher who already knows it as long as you meet the Alignment requirements. A teacher may refuse to teach if you're not in their sect.
Alignment 2 takes six months minimum, generally speaking. You must act on one of your Pattern's Virtues in a situation that could inconvenience you, and meet one criterion in that time:
Consume a resonant material of grade 3 or above.
Encounter a Pattern-beast
Win or lose a duel with a cultivator of your Pattern
Win or lose a duel with a cultivator of a distaff Pattern
Meditate in a locus of your Pattern, a sacred site.
Learn and use 4 buanna
Each time you invoke a Ruin, one of these you've already done is negated and must be repeated.
Alignment 3 often takes around one year, and you must lose a friendly duel to a cultivator of your Pattern at higher alignment, and meet one of these criteria in that time:
Consume a resonant material of grade 4 or above.
Hunt, commune with, or protect a Pattern-beast
Win or lose a duel with a cultivator of your Pattern
Win or lose a duel with a cultivator of a distaff Pattern
Meditate in a locus of your Pattern, a sacred site.
Construct and use a combo
Alignment 4 also takes at least one year and often two. You must win a fight with someone of equal or greater alignment and meet two of the above criteria.
Alignment 5 takes two years, you must consume a resonsant material of grade 6 or above, and you must meet three of the above criteria.
Alignment 6 requires that you do not invite Ruin for a year and day, and meet four of the above criteria.
Actually, had a way better idea.
When you progress, you breach a Threshold, so you may be Threshold 1, Alignment 1.
When you commit a Ruin, your Alignment drops. Your buanna become weaker, and any Alignment-based bonuses are reduced or lost. You keep any tied to Thresholds though. When you then abide by a Circle Virtue, your Alignment heals.
The way the High Temples exercise institutional control over acolytes despite the fact service to the empire can invite Ruin; you consume a Pattern-resonant alchemical medicine of a Grade equal to your Thresholds and recover that much Alignment for one week. If you meditate in a sacred locus for an hour, you recover your Alignment until the next moon.
This means there's a way to recover your power enough to be best able to meet a Pattern virtue, though it's not required.
oh this is fascinating
because it can be Hopepunk if read in earnest- what if, against all odds, in the future we get to leave messages about our joy rather than a curse we unleashed upon the world?
but it can also be read in an eerie "nuclear waste site perfect place for put baby. friend spent fuel rods" way

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BrĂ-Pattern of the Leaden Skull
Pattern of the Leaden Skull Auspicious Attributes: Guile, Intuition Inauspicious Attribute: Composure
The flutter of a lover's breath upon your cheek is a new green leaf breeze-shivered against the skin; curls golden-brown the leaf to fall, and breezeborne brushes your brow, like the lover's final sigh. First kiss and last gasp - where did beauty die if you yet live?
Virtues: Celebrate life Love without attachment Laugh at the hubris of permanence Disdain wealth
Ruins: Deny personhood Attempt resurrection* Ignore the needful dead Embrace nihilism
Ripping a soul from the World Without Sun and binding it back to its corpse will always, always, without exception produce a vampire, incoherent from the trauma of the process.
Combo Pondering
You can only activate as many buanna in a turn or scene as you have Alignment. This means if you have two buanna but one Alignment, in theory you can only use one bua at a time. This is intentionaly to try and generate interesting decisions - you should want to use at least two buanna in any scenario, so the choice becomes compelling.
However, this also limits your ability to Cool Shit, and you can't have a good mystic wandering warrior duel without Cool Shit.
And so you build combos - fluffed as specific, practiced, and often personal alignments of body and brĂ where you flow between buanna in rapid sequence. You can have a number of combos, but they're made up of Alignment x 2 buanna.
This means in theory you have 12 combo slots at Alignment 6, which feels proper for a character at max progression but is also perhaps unwieldy.
And so, some angles I'm considering:
Buanna tagged Combo Neutral don't interact with a combo - they don't add to or interrupt it; often internal bua.
Buanna have combo values tags; combo-1, combo-2, etc.
Alternatively! Buanna have sequence tags. Combo-1 means you have to start a combo on this bua.
Or! You have to chain bua together going up or down - if you use a combo-1 bua, the next link in the combo must be combo-2. If you use combo-2, the next bua must be combo-1 or combo-3.
Any of these could be awful at the table. Once I've written enough buanna to start assembling combos I'll test it out.
Another consideration; we never want a perfect synergy. There should never be a combo that is the obvious and absolute optimal choice. This is player expression. Of course some players will always optimise the fun out of any system, but I'd like to try and discourage that.
I know I'm basically doing Irish Exalted here but I do not want to do Irish Exalted.