Posts Tagged ‘spirit of the century’

Deck of Many Genres

July 2, 2014

Mandatory Legal Disclaimer: side effects of bringing the magic item in this post into a game with a group that takes their games too seriously or that aren’t already expecting some serious weirdness may include rage quitting by players, blank stares, loose teeth, lost friendships or, in extreme cases, critical existence failure.

Recently while at my desk, an idea occurred to me for a magic item that might inspire far more dread in the hearts of players than even the infamous Deck of Many Things… as the title suggests, this is none other than The Deck of Many Genres. This is a magic item that is best reserved to particularly open-minded, experimental or creative play groups and GMs, and would clearly be much easier to use in a game like FATE, Wushu, Capes or Savage Worlds that can be retooled to new genres on the fly without hours of number-crunching misery. Alternately, a wily or enterprising GM might have stats generated for existing characters from your D20 or whatever game in FATE, Capes or something similarly fast and fluid that can be taken to hare off into crazy land with this thing as a side jaunt. (more…)

Caledor Thaddeus MacRae

October 26, 2010

Here’s the current working version of Caledor Thaddeus MacRae, the SteamHammer dude that I’m working on. Yay for placeholders! I shall continue to edit this as I make progress.

Caledor

Caledor Thaddeus MacRae

Concept: Blue Blooded Sorcerer-Inventor

Species: Half-Elf

Direct lineal descendant of Rahann Magritte Gunderit, member of the merged lines of Gunderit and MacRae, scion of House Gunderit.

Phase I – Background

Events: Of mixed yet noble ancestry, Caledor was in many ways set apart from his upper-class peers. On the one hand, he was a part of the founding house of his nation, but on the other that house no longer rules Freinorden. Also, neither the descendants of Asur nor Druchii are entirely comfortable with a man who claims not only both, but even beastmen and mutants as ancestors. Accordingly, He grew up being publicly treated with respect, but privately isolated. Instead of cultivating many friends, he turned inward and discovered that the spark of magic burned bright indeed within his breast.

Aspects: High Magic Prodigy, House Gunderit

Phase II – Education

Events: Caledor was raised with every advantage, and his powerful mind and deft physicality left no question but that he had fairly earned a place in the prestigious Enric-MacRae Polygnostic University rather than winning it through family connections. He excelled in his studies, and in particular found a passion for rune engineering and aviation.

Aspects: Nothing But The Finest, The Wind In His Veins

Phase III – Wars and Perplexities

Events: Caledor served for a time as a dashing officer of the Freinorden Fifth Air Fleet, and spent a number of years running sky pirates and Old World privateers to ground, and was decorated for gallantry and initative in the storming of the sky-fortress of the Skull Emir of Marrakaz.

Aspects: Stiff Upper Lip, Thunder Drake

Phase IV – Caledor MacRae and the Storm Engine!

Aspects: The Rahann Device, The Nefarious Professor Hertzfeldt

Phase V –

Aspects:

Skill Pyramid:

Stunts:

I Been Shipped!

November 14, 2009

Um, wow.

I have learned that a friend wrote a little fanfic-type drabble about one of my RP characters. This is, in itself, an interesting phenomenon. I’m accustomed to hearing about folks doing this with characters from literature, video games, TV etc… but using one of my PCs is a new one on me. On top of that, she ships him with another character from the same game.

My character? The crusty and emotionally distant,  spacefaring oh-so-stubborn tough guy Tarid Rachem del Barca. His partner in shipping? The passionate and fey magical alien Qamala Sotiris. They’re very much an oil-and-water pair, and I found this piece very amusing.

Oh, yeah… maybe I should provide the link to the little fic itself, huh?

Here it is.

Diaspora Space Combat Chapter

September 25, 2009

Allrighty, I haven’t added as much content to this recently as I’d have liked, but that’s msotly because my other projects are humming along pretty quickly and distracting me.

However, it has come to my attention that the fellows behind Diaspora (hard scifi FATE system) have made their space combat rules available for free download at their website.

If you’re interested in FATE, check out this variant. It’s pretty interesting. I’m more of a fantasy/steampunk guy right now myself, but this is still cool stuff.

Steamhammer: a Taste of Things to Come

August 23, 2009

So, I have decided that my poll has gone on long enough, and the results are ones that I can work with. At a commanding plurality of 44%, the winner is Steamhammer. I really liked Warhammer: Age of Steam and Rune Engine also, but I’ll go with the results of the poll on this one. I do think that is a good title and I’ll run with it.

Also, I’ll give a little tidbit of one of the ideas that is going in to this game as well. Note that any wiki links below are to items and persons that as they were in 2519 IC, not as they now exist some 500 years or so later.

One of the distinctive features of this setting is that, not only is it in an industrial revolution/age of steam type tech level, but also that certain enterprising factions have also begun fairly serious explorations of the possible integration of magic and technology, leading to some steam-powered wonders of rune and steel known to modern science as Rune Engines. The first pioneers into this area of knowledge were of course the verminous Skaven with the insane warlock-engineering of Clan Skryre, and the Skaven remain on the bleeding (and extremely explosive) edge of this technological wave.

However, outside of Skavendom, the field of magically-empowered technology owes much of its current state to experiments and concepts pioneered in the New World rather than in the old. Cultural factors such as the influence of elvish views on magic and an eagerness to recruit engineers that were willing to innovate beyond the bounds and restrictions of the dwarven engineer’s guild in the Old World combined to create an atmosphere that was more receptive to this sort of endeavor. Indeed the civilized nations of the Old World have been slow to adopt or pursue this area of knowledge and remain far behind due mostly to their distrust of magic at large.

The greatest of the early innovators in this area were the Get of Oroboros, the magical society operating out of Schloβ Drache as part of the Dragon Brethren. Their leader, the immensely powerful Liche Cedric Enric, along with his closest collaborators Derelek Caravan the dwarven alchemist/engineer and the intuitively gifted Rahann Magritte Gunderit, pioneered most of the early work in this field and much of what stands today is based on their body of innovation.

One particular area into which very few other than Enric have been willing to delve is a sub-type of rune engine that has immense yet eerie and ethically worrisome promise. This is arguably Cedric’s greatest invention: the Wraith Engine. Using mysterious necromantic arts both of his own devising and derived from ancient nehekaran texts, the master Liche has learned how to bind the spirits of the restless dead into arcane machineries to provide them with motive force and even the ability to operate with a guiding albeit often malevolent intelligence.

Since the fall of the original Schloβ Drache into the harbor at Kalterhafen, Cedric has turned the partially-submerged fortress into his own personal workshop and field for experimentation. Few mortal beings are permitted (or would desire) to enter now, and no living men patrol its crooked battlements though their position commands a highly strategic point for defense against any naval assault on this critical port city. Mortal defenders are unnecessary, for Enric has filled the place with spirits, undead beings and wraith engines in the form of both automata and artillery.

Around the ancient fortress, sunken ships litter the bottom of the harbor. These ships have been visited, partially repaired and imbued with wraith engines of their own by Enric and his minions. He has several times deliberately scuttled captured enemy vessels to add to this number. Should any hostile fleet dare to sail on Kalterhafen, they would have to contend not only with the mortal navy stationed there and the formidable gunnery of Cedric’s tower, but also would have to contend with a flotilla of ghost ships rising up from the deep in their very midst to wreak havoc.

We shall further examine Rune Engineering, the Wraith Engine and other subjects of interest to Steamhammer at another time.

Also, because I’m a dork that enjoys creating these silly little electronic paper dolls, I’ll post a pic of a possible character idea that I had – I haven’t named him yet, but I envision him as a descendant of Rahann Gunderit who has continued to pursue advancements in rune engine technology.

Young, well bred and a mad sorcerer-scientist. Whats not to love?

Young, well bred and a mad sorcerer-scientist. What's not to love?

ALDE: Tarid Rachem del Barca

July 9, 2009

Here are some details for a FATE3 Character that I’m working on, in M’s Spirit of the Far Future game Aldeborahnn.

His name is Tarid Rachem Del Barca. He’s a crusty, cantankerous middle-aged “private military contractor” that began his career as part of an SAS-type space marine organization before being mustered out and moving on to where he could make better money with an outfit that’s part of MERC. Details haven’t been fully worked out yet, but such it is. Cross-posted to the rpgfusion blog.

Tarid as a prisoner Tarid as a space trooper Tarid in spacer gear Tarid planetside

I’ve done a couple of versions of him. Left to right: Tarid as a prisoner on Kaptyen (stinking Medraas dirtbags! Who do they think they are putting him away?) with a couple of shivs, geared up for space combat, in spacer gear and planetside.

The following is a partial first draft of my character for ALDE. I haven’t done stunts or keys yet, and everything here is very much subject to change and further elaboration. Feel not only free but encouraged to comment, make suggestions or to proclaim him either awesome or pathetic. Have at!

Name: Tarid Rachem Del Barca

Race: human (from Cartago)

Concept: Private Military Contractor (Special Forces)

Age: 42

Decription: Tarid is a tall man with a caramel complexion, a humorless rawboned face and intense black eyes set deep in their sockets. His hair has gone somewhat prematurely towards a steely grey from its former black. As a veteran of decades of conflict, his body is crisscrossed with scars from blade, bullet, shrapnel and blaster. The Cartagan has one interesting cultural affectation that he picked up as a child-soldier on his homeworld: when doing so won’t compromise the stealth requirements of a mission, he prefers to mark his face with a horizontal stripe of white warpaint across the eyes. A soft-spoken and raspy-voiced man, he prefers to hold his peace and let others do the talking unless he feels very forceful on the subject being discussed.

Phase I: Origin

A war orphan, Tarid was raised as a ward of the state on Cartago, a world in constant turmoil where the government perpetually tottered on the verge of collapse to insurgent forces that fought as proxies for rival off world powers. Scarcely in his teens, he and all of the boys near his age from his state-run facility were rounded up and handed rifles, then herded in to combat in the desperate days when outside invasion finally came. Unlike most of the others, the boy-soldier actually survived the invasion and his fierce will to live drew the notice of his superiors. It didn’t take long for him to be sent back from the front to receive real schooling and military training.

Aspects: Survive At All Costs; No Yesterday, No Tomorrow

Phase II: Academy

Tarid’s sheer determination and toughness won him a place in the special forces of the imperial navy/marines (roughly SAS equivalent) as soon as he was old enough. He spent this time rigorously drilling and immersed in the military life, having nothing to go back to in his old home world and little reason to care about its fate.

His youthful exposure to the horrors of war had left him with difficulty relating to people, and so he established few friendships or lasting associations, always being alone though operating in perfect synch with his squadmates. Very few of the people with whom he interacted in those days ever really got to know him – he was a soft-spoken cipher at best. The drill instructors took a special interest in the intense young man and pushed him harder than most.

Aspects: Emotional Disconnect; Strict Professional Discipline

Phase III: The War

The years in and around the coup d’etat were an extremely active time for the young marine and he served several tours of duty with distinction, rising steadily through the NCO ranks before applying for officer candidate school. Having no family, friends or social standing beyond the military, he lacked the connections or money to get much traction in his attempt to receive a commission in the old imperial forces and eventually decided that his opportunities might be better elsewhere.

Once he mustered out, he marched straight to MERC and began a more lucrative career as a private military contractor with XE Interstellar. In this capacity, he fought throughout the neutral zone and for or against both the new Terran Empire and the Aureleous Imperium as well as numerous private concerns in wars, conflicts and actions large and small, for causes both just and unjust so long as his employers’ credit was good.

He developed a reputation for following a job to its conclusion and fulfilling mission parameters with dogged determination and unflinching courage, regardless of how difficult the progress became or what had to be done to make it happen: only direct orders from a superior or a completely hopeless tactical situation could dissuade him. He was not foolhardy or brash, but he seemed incapable of giving up: so long as there was some possible way to fall back, regroup and find a different way of achieving his objective he would do so no matter how he had failed thus far.

Aspects: There Is Only War; I Finish Things… That’s What I do.

Phase IV: The Hartfels Incident (or: How Tarid Del Barca Ended Up In a Medraas Jail Cell)

The Hartfels Syndicate had dealings with the Medraas that went south and so some of their men ended up in captivity to the genetically engineered pirates, including  one Serkas Jedner. Serkas had sensitive information that the Hertfels didn’t want getting out, so they hired XE Interstellar to send a strike team in and either extract or eliminate Mr. Jedner to protect their interests. Tarid and crew got in and reached Serkas with scarcely a hitch, but then he showed his true colors as a double agent and betrayed them. Most of the XE men were killed and their extraction chances were shot to cosmic dust, so Tarid decided to switch from “rescue” to “terminate” mode. He was unable to escape, so he’s now rotting in a Medraas jail on Kaptyen awaiting either ransom from XE or execution. What a revolting development this is.

Aspects: Tougher Than Men Half His Age; Not On My Watch

Provisional Skill Pyramid:

Superb (5) = Endurance

Great (4) = Resolve, Dexterity

Good (3) = Strength, Commando Combat Training, Common Small Arms,

Decent (2) = Parachuting/Grav Drop, Zero-G, Vacc Suit, Heavy Weapons,

Average (1) = Recon, Comms, Stealth, MERC (laws, customs & history), Demolitions

Edges / Stunts for Legend of the Archons

June 20, 2009

LoA banner1

Today I’ll be sharing a few of the Edges (LoA’s term for what Spirit of the Century calls Stunts) that are found in the Legend of the Archons game. Some are modified versions of stunts already found in SotC, some are modified versions of stunts from the Evil Hat wiki and some are of my own devising.

I’ll share a slew of magic-related edges soon, but those won’t be in this post.

Renowned Thinker [Academics]
Requires Scholar
Your reputation as a scholar is so well known that it occasionally covers up for your social shortcomings.
For a fate point, you may use your Academics skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).

Fortress Unto Himself [Endurance]
“Had he been victualled as well as fortified, he might have endured a siege of seven years!” – Charles I
Requires one other Endurance edge.
The character is not only tough as nails, but he also makes a habit of wearing heavy armor into danger. Between these factors, he can shrug off the blows of lesser men as if they were a soft spring rain.  A character with this edge can use the Endurance skill to defend against physical attacks instead of Athletics, Brawl or Weapons.

Logistical Analysis [Leadership]
Requires Lieutenant or Minions.
You are able to keep “the big picture” in mind when commanding men, which makes it easy to coordinate many different actions. You can simultaneously control two different companions or groups of minions, for example allowing you to have two different types of minion attached at once or one group of minions and a companion. Also, if you detach your companion then you can attach a group of your minions to him as well.

Renowned Occultist [Occult]
Requires Secrets of the Arcane
Your reputation as a scholar of the mysterious is so well known that it occasionally covers up for your social shortcomings.
For a fate point, you may use your Mysteries skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).

Faithful Steed [Ride]
You’re an avid horseman, and have one horse in particular that you take special care of. When riding that horse, you receive a +1 bonus (it’s assumed to have the craftsmanship improvement – see the Devices chapter on page XX).
Additionally, once per session, spend a fate point and declare that the car has some extra improvement – for guidelines, see the Universal Device edge (page XX). You can’t go too crazy with the Improvements on this on-the-fly trickiness – miniaturization and futurization (no clockwork steeds!), and several kinds of alternate usage and additional capability, are disallowed at this level of the edge. To ride a truly unusual steed, you must also take Noble Steed (below).

Noble Steed [Ride]
Requires Faithful Steed.
You have a truly one-of-a-kind steed. For starters, your once-a-session Improvement, as described above, can be of any sort. Secondly, your mount has two additional inherent Improvements you may select. These improvements must be defined in advance of a session (only at the beginning or end), but you needn’t pick all of them at the time you take this Enhancement. Once they’re picked, they’re set, until a trainer can get a chance to work at changing them. Your mount is instantly recognizable as something unusual, unless you spend one of your Improvements on making sure that it looks just like any other mount of its base type. Regardless, once people learn of its nature, there’s almost certain to be attempts to steal it or otherwise learn its secrets. You’d be well advised to take an Aspect tied to your mount, so you can get Fate Points when this happens!

Reins in the Teeth [Ride]
You can do all sorts of things from the back of your horse (or other mount). Riding your animal never causes a supplemental action penalty when you’re doing something else from the saddle, whether you’re rolling Ride as the primary skill or another. Furthermore, if Ride would be a secondary skill that restricts or modifies a primary skill, but your Ride skill is lower than the primary skill you’re using, your Ride skill has no negative effect.

Trail of Devastation [Ride]
Requires at least one other Ride edge.
The character is the bane of street markets, pavilions and rickety struts holding up awnings. The value of any damage this character does to the environment (but not characters, their mounts or vehicles) when riding a horse is doubled. Any time an object is taken out by the damage, the result should be spectacular – an explosion, a fire or collapse. This is not guaranteed to always fall in the character’s favor (though it often can, and should)!

Airs [Ride]
You are a skilled rider that has trained his steed to jump on command. Reduce any height related borders for jumping on a mount by up to three.

Tilting [Ride]
Requires One other Riding Edge
The character is trained and experienced in mounted combat. Attack Rolls made from atop the mount are at +1. If the character is armed with a lance, this bonus rises to +2.

Cavalry Charge [Ride]
Requires Tilting.
You may move one zone and launch a Weapons or Riding (in other words, trampling) attack without taking a penalty for moving, or you may move two zones and make an attack at -1. All other actions, including those with Weapons, that are not a Weapons attack described as a mounted charge, require a roll at -1 if you move a single zone on your action, as normal.

Shattering Charge [Ride]
Requires Cavalry Charge.
By combining your skill and your steed’s momentum into a mighty charging strike, you may devastate even the most potent of opponents. Any time your opponent opts to take a mild or moderate consequence from a blow you have dealt from a mounted charge, you may spend a fate point to increase the severity of that consequence by one step, increasing mild to moderate and moderate to severe. The opponent may then reconsider whether to take the consequence, or instead offer a concession. You may not do this to an opponent who is already taking a severe consequence.

Legend of the Archons: The Thrice-Three Principles

March 28, 2009

The following is a bit of information for Legend of the Archons, that SotC variant I’m preparing. Well, it’s more like what might happen if SotC and tSoY got together and made mutant babies, but there you have it.

Feedback and thoughts on the Principles are not only welcome, they are actively desired – especially alternate names for certain Principles. Yes, there are nine of them like there are nine Spheres in oMage, and also nine Pillars in LoK. It’s a good number with mystical significance in some traditions, and I decided to go with that number. I’ve got symbols/glyphs for each of them as well but haven’t translated any of them to digital format.

anyhow, without further ado, I present…

The Thrice-Three Principles

The magical theorists and theologians of the Church and of contemporary scholarship adhere to a system for dividing reality, Fate and Magic into nine interconnected concepts, known as the Thrice-Three Principles. These Principles were expounded upon in detail by the Prophet, and are the framework around which contemporary magic theory is built. Occidan[1] Legends[2] that have magical abilities are automatically affiliated with one of these nine principles, which is an important part of their nature, magical style and personality. Beyond the nine divisions, the Principles are also placed in groups of three, known as Great Principles or the Triads. Each of the Triads is a group of three Principles connected conceptually to one another. Each of the Triads is more rarefied and abstract than the last, progressing from the material and observable world on to matters of the nature of life, death and the soul and on from there to abstracts related to the purpose that drives the other principles, concerned with why rather than what.

The First Great Principle – Manus, The Triad of the Hand

  • Mind (Enchanters) – Mind is the principle of perception, worldly awareness, factual knowledge and thought. The human mind’s messy tangle of contradictions, emotions and motivations is the playground of the Mind magician. Enchanters can cloud and manipulate the minds and senses of others as well as bestow clarity and insight and heightened awareness. Discerning the motives and desires of others is the stock in trade of Legends of the Mind – together with their impressive ability to even take complete mental control of others, Mind magicians inevitably swim in murky ethical waters. Many take a cavalier attitude to others’ rights and privacy. They tend to be dispassionate and emotionally remote – their abilities lay people bare so thoroughly and intimately that most Enchanters seek a degree of distance from others. At their best, these Legends are perceptive, insightful and intelligent, using their powers to gain knowledge and influence others for good as investigators, counselors, lawyers, scholars and the like, and at their worst they are mental rapists stealing secrets or charlatans living within layers of lies, illusion and manipulation without the least regard.
  • Forces (Virtue / Power) (Elementalists) – This is the Principle associated with the dynamic and inconstant natural elements. Fire, wind, electricity, waves and other natural forces are under the purview of Forces. Forces-wielders tend to be mercurial and passionate individuals, full of boundless energy. At one moment, they can be diffuse and distracted or even serene but at the next they can be terrifyingly focused on a very specific task – or simply terrifying. Subtlety is often lost on Elementalists, who tend to be direct, blunt and straithforward. Given taht the weather itself can be theirs to command, scions of Forces can command a healthy dose of respect and fear from common people, and out of all magicians are perhaps the most readily recognized as miracle-workers. At their best, Elementalists are kindly yet fierce warriors, experimenters, stargazers and outright adventurers – at their worst, they are reavers, pyromaniacs, capricious warlords and stormcallers.
  • Substance (Form / Matter / States) (Alchemists) – Substance is the Principle of the physical, observable and tangible realm. Stone, earth and the trappings of mortal beings are under this purview, as is pretty much anything that is concrete and established. Legends of Substance tend to be “down to earth” to pardon a pun. They’re practical, sensible, rational and patient… but once riled, their fury is that of an avalanche. They also tend to be very crafty and handy yet with a strong materialistic and self-serving streak. A lot of the better scions of Substance end up becoming great artificers, engineers, natural-philosophers and the like while many of the worst are greedy merchants, counterfeiters or demented arms inventors.

The Second Great Principle – Anima, The Triad of the Soul

  • Horizons (Psychopomps or Evokers) – The Principle of Horizons has a lot to do with the interactions between different layers of reality and liminal points within the material and conceptual as well. The barriers and accesses between the Material Realm and the Otherworlds are complex and the relationship between the various realms impacts the health of each intimately. The transition from one place, one dimension or one state to another are tied up in this Principle, which is greatly interested in bringing what is here and taking it there, or in taking what is already there and bringing it here. The acquisition of new knowledge for the sake of novelty also falls within this purview. Horizon-walkers tend to be restless and curious, always driven with a compelling wanderlust, yearning to see the next sunrise, the next hilltop or the other side of the next doorway. While both scions of Horizons and Concord are adept at travel and movement related magics, they do so from a different conceptual underpinning, and often to different ends; Horizon-walkers are much more interested in dimensional travel, portals, swift movement and summoning. At their best, Evokers are explorers, trailblazers or theorists. At their worst, Evokers are pirates, demonologists and brutal robbers.
  • Life (Lifeshapers) – Life the nurturing Principle of birthing, of springtime, of green growing things and of youth as well as the blood-spattered and heaving Principle of hunger, predation and sex. Growth, physical development and survival epitomize the Principle and its adherents. Lifeshapers are emotional beings who feel deeply and fully, savoring the smells, tastes and sensations of the world about them. Plants and the beasts of the field alike are subject to their will, and they can draw upon a connection with all that lives. Healing the wounded and ill comes easily to the experienced Lifeshaper, but the enterprising Legends soon discover that this is merely the beginning of their command over the flesh. They can mold, twist and warp life into new and original forms, or even from one species into another entirely. At their best, Lifeshapers are healers, midwives, protectors of the wild places and beastfriends. At their worst, these Legends are hedonistic sensualists, vengeful woods-furies or deranged fleshcrafters leaving a trail of leathery gibbering things in their wake.
  • Death (Necromancers) – People die; things fall apart; the center cannot hold. Death is the principle of autumn, night, entropy, disease, dissolution and of course death itself. This influence over destruction also confers some power to influence the destroyed – sites of ruin, corpses and even the departed spirits of the dead are subject to the Necromancer’s will. Especially powerful necromancers dare to actually step across the veil of mortality to walk in the world of the dead and stand face to face with legions of shades that inhabit that place. More than any other Legends, the power of Death’s scions fuels the nightmares and dark imaginings of common people. Magicians affiliated with Death tend to be somber, thoughtful and stoic though often with a certain morbid sense of humor. One thing that might surprise others is that Necromancers are frequently very gentle and compassionate souls. Less surprisingly, others are deeply callous and bitter. At their best, Necromancers are mourners, physicians, mediums and merciful angels of death while at their worst they are serial killers, plague-sowers, vivisectionists and graverobbers surrounded by a horde of rotting slaves.

The Third Great Principle – Telos, The Triad of Judgment

  • Vision (Seers or Visionaries) – Vision is the Principle of higher awareness and greater purpose, taking the other Principles as the building blocks of a better world. Knowledge of the hand of Fate on future, past and far places is used as part of the process of seeking the wisdom to exercise judgment. Without Vision, the world perishes, for the untrammeled energy of Opposition and the purposeless direction of Concord cannot be properly balanced unless there is a balance between them. Vision is the Principle of perspective, intuition and, paradoxically, logic. Visionaries are deeply attuned to their surroundings and the flow and rhythms to be found therein, and have a knack for understanding chance and probability. At their best, scions of Vision are wise men, statesmen and forward-thinking geniuses. At their worst, Visionaries are lost in the mechanisms of Fate and become manipulative gamesters toying with others as mere pawns in a vast game that only the Legends themselves can see.
  • Concord (Concordians) – This is the principle of oneness, connection not only between persons but locations. This is the Principle of order and structure in both society and magic, pushing back the raw chaos that is the beginning of things and putting it into order. Without Concord, there can be no cooperation or direction. Concord is the principle of coming together, combination and cohesion, the bringing of disparate things togetherand of the connections between things. Persuasion, negotiation, travel and anything that brings one thing into contact with another. Concordians are noted for their mastery of spatial magics – they are as interested in unity of space as they are in social unity and so are able to perform feats like bilocation, teleportation and the folding of space. At their best, scions of Concord are mediators, enablers, organizers, promoters of virtuous society and advocates. At their worst, they are reactionaries, cynical manipulators and tyrants.
  • Opposition (Change / Barriers / Conflict) (Contraries or Discordians)– Opposition is the principle of reactions between people, substances and purposes, of physical and societal barriers, and of raw unformed chaos. Accordingly, this principle represents the powerful, primordial Source and motive energy that impels to action and ambition, and is largely considered the Principle most connected to raw, pure magic. Without Opposition, there can be no power and vigor. Opposition is the principle of strife, of struggle and of the pain of a new idea. Innovation and creativity are tightly linked with this Principle. At their best, scions of Opposition are philosophers, questioners, artists, innovators and crusaders. At their worst they are contrarians, nihilists and blood-soaked rebels. They are always dynamic, forceful beings and catalysts of change.

[1] Occida is the name of the continent where the Legend of the Archons takes place.
[2] Legends are persons marked by Fate for great and terrible things, IE named characters in games of LoA. Some Legends are skilled in deliberately, overtly twisting the threads of Fate – in other words, working magic.