The Watchful Order of the Shrouded Dawn

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14 points

Style Prerequisite: Hermetic Potential

Grand Council: The Oracle at Parni, in the Peaks of Dreg'nor

Locales

Though not policially significant, the Watchful Order of the Shrouded Dawn has many guildhouses throughout the east, though they tend to concentrate in Aebasan lands.

Nickname(s): Augurs, Seers

Philosophy: The Watchful Order of the Shrouded Dawn believe that they have been chosen by Fate itself, which has power even over the gods, to pierce the veil of time itself and guide others into the future presents. Their philosophy is extremely complex and highly personal, but is based upon the ability to understand the signs and portents which tell of what is to come, as well as what has come and is coming. Little is known about the Order, though this is not as a result of the secrecy of the Order as a whole. Its philosophy encourages explaining how they work, though their explanations are often couched in many layers of allegory and metaphors. While the Watchful Order is not isolationist, they do claim neutrality in political events and avoid involving themselves directly in historical events. Sometimes, they attempt to prevent a particularly harsh future for an individual or even groups of individuals, while other horrific events are allowed to proceed without intervention. Their interests lie not only in the future, but in events of past significance as well, and their libraries are rumored to hold the most accurate histories in the world.

Membership: Requirements for membership in the Order are as mysterious as their philosophy. Many have visions before receiving formal training and some are selected only because, they are told, Fate has chosen them. Mages within the Order are often viewed as strange and eccentric, partially because of the visions that haunt them and partially because of the mind-altering drugs they are known to enjoy.

Hierarchy: The hierarchy of the Watchful Order is almost non-existent. The Oracle at Parni, both a physical structure and the seer within, is typically the most respected member of the Order, but is also the most plagued by insanity. As the Order believes that no man should dominate the fate of another, there are few actual leaders. Chapterhouses are created almost at a whim and disband just as easily.

Required Skills: Dreaming, Fortune Telling, Herb Lore, Mathematics, Meditation, Observation, Occultism, Thaumatology

Required Spells: Keen Sense (any), Purify Water, Seek Fire, Seek Water, Sense Foes

Perks: Adjustable Spell, Afflicted Casting (Mystic's Stupor), Attribute Substitution (Per), Continuous Ritual, Covenant of Rest, Extra Option (Astrological Ceremonies, Flexible Ritual, Knower of Names, Stabilizing Skill), Improvised Magic, Intuitive Cantrip (Aid, Avatar, Controlled, Magical Analysis), Limited Energy Reserve, Mundane Magic, Named Possession, No Gestures, No Incantations, Obscure True Name, Rule of 17, Secret Mage, Secret Spell, Secret Words, Special Exercises (Mana Enhancer, Wild Talent), Spell Bond, Spirit Contact, Standard Operating Procedure (Paraphrenalia Pro), Super-Sympathy, Willfull Casting, Wizardly Dabbler.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

First Ring (Apprentice)

Alarm Seek Air Sense Foes
Dull Sense Seek Earth Sound
Fear Seek Fire Tell Position
Foolishness Seek Food Tell Time
Keen Sense Seek Plant Test Load
Measurement Seek Water Touch
Purify Water    

Second Ring (Wanderer)

Analyze Magic Itch Sense Emotion
Animal Control Know Location Sense Life
Apportation Lend Language Sense Mana
Aura Locksmith Shape Air
Beast-Soother Mage Sense Shape Earth
Boost Attribute (Intelligence) Mage Sight Shape Water
Complex Illusion Memorize Simple Illusion
Conceal Magic Mind-Reading Spasm
Counterspell Missile Shield Suspend Spell
Create Air Odor Trace
Create Water Pain Truthsayer
Detect Magic Persuasion Voices
Far-Feeling Repel Animal Ward
Find Direction Rider Weaken Will
Forgetfulness Scryguard Wisdom
Haste Seek Coastline Wizard Ear
History Seek Magic Wizard Eye
Identify Plant Seek Pass Wizard Mouth
Identify Spell Seeker Wizard Nose
Infravision    

Third Ring (Augur)

Air Vision Earth Vision Resist Pain
Ancient History Echoes of the Past Scents of the Past
Banish False Aura Scryfool
Beast Seeker Glass Wall Scrywall
Borrow Language Grace See Secrets
Dancing Object Images of the Past Sense Spirit
Dark Vision Know Illusion Sensitize
Death Vision Magic Resistance Shape Plant
Dispel Magic Mind-Search* Sleep
Divination, Augury Pathfinder Slow
Divination, Dactylomancy Perfect Illusion Slow Fall
Divination, Extispicy Plant Vision Stun
Divination, Numerology Poltergeist Suspend Magic
Divination, Oneiromancy Reconstruct Spell Water Vision
Divination, Physiognomy Remember Path Wizard Hand

Fourth Ring (Teacher)

Ambidexterity Invisible Wizard Eye See Invisible
Balance Lend Spell Seek Gate
Compel Truth Prehistory Spell Shield
Divination, Gastromancy Recall Summon Spirit
Dream Sending Reflexes Suspend Curse
Gift of Letters* Remove Aura Telepathy*
Gift of Tongues* Repel Spirits Turn Spirit

Fifth Ring (Visionary)

Alter Visage Astral Vision* Projection
Astral Block Dream Projection Spellguard*

Sixth Ring (Oracle)

 
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