RAHKDARI
“Legends tell of a fearsome warlord whose mighty army and prowess with dark magic threatened to crush all who dared stand against him. Despite the fearsome warlord’s power, numerous tribes rallied together and stood against his tyranny. A decade of bloody war wrought devastation that tore the land asunder and yet, the warlord’s iron grasp on his new kingdom remained absolute.
The lucky among those rebel clans were broken and scattered to the winds, cast out from their homeland to find a new place in the world. Those who were unlucky were made examples of, so that none who looked upon their remains would dare challenge the warlord ever again. Yet, there were those who refused to relent; the pain of a thousand tortures was not enough to break their will.
Perhaps it was the determination in their hearts or the desperation of their cries, perhaps the ruin inflicted upon the land by the warlord had awakened that which had long slumbered. Perhaps it was the Warlord's own lust for power that angered the Great Spirit.
Though the reason remains unknown, what was clear was the tide of spirits that rose to confront the warlord, guiding those rebels who yet remained unbroken. They were changed, torn asunder and made whole once more. Spirits of Vengeance anchored to our world with mortal blood, and thus the first rahkdari were born.”
~ “On the Origin of the Rahkdari”, Spirit Speaker Taliun Veilstrider
Children of both mortal and spiritual heritage, the rahkdari are uniquely spiritually sensitive wanderers that find themselves burdened with visions and whispers of the spirit world. To be rahkdari is to walk a careful balance between the mortal and the spiritual and a false step often comes at a steep price paid with insanity or even life itself. Rahkdari require spiritual nourishment the same as they may require food or sleep. To them, the need is as real as hunger or thirst and the consequences of neglect lead to the same disastrous outcomes. Rahkdari have three primary ways of feeding this hunger. Each of these methods leaves its mark on the rahkdari as the energies of the spirit world change and give rise to three unique bloodlines.
Freedom. Individuality. The devourers are perhaps the most obvious manifestation of the rahkdari’s turbulent past: they are often more ghastly in appearance than their kin, their physical bodies warped by generations of soul eating and blasphemous ritual. It is no surprise then that devourers have developed skill sets that are particularly useful for combat and the subjugation of lesser spirits.
While an individual devourer may be regarded as loathsome by those who would balk at their methods, the efficacy of their tactics cannot be denied. For indeed the devourer is no slave to its family heritage nor is it chained to the Great Sprits. A devourer simply takes what it needs, feeding directly from the spirits it is able to conquer and is free to take destiny into its own hands. For better or worse.
Balance. Order. The Adherent seeks to quell the battle raging within themselves by bringing balance to the world around them. To the adherent, the spirit and the physical must be brought once again into harmony if either is to thrive. They often pledge themselves in service to the spirits of whatever lands they find themselves residing within, working to put an end to disturbances and hardships that are so often caused by mortal hands. These services are generally in exchange for boons offered to them in addition to the spiritual essence they need to survive.
This close association has allowed the adherents unparalleled closeness with the spirit world, to the point where many adherents feel more comfortable being a part of the world of the dead then they do with that of the living. As such, it is not uncommon for the adherent to be found seeking the solace and quiet of the local spirit shrines.
Tradition. Heritage. The sacrosanct often claim to be descendants of rahkdari kings or glorious heroes or other notable or important bloodlines. The sacrosanct reject the notion that their fates are bound to the Great Spirits of the world, instead trusting their devotion to their own Ancestors and the individual legacies they represent. They refuse to lose touch with their old ways, using their unique connection to the Spirit Realms to draw upon the strengths and knowledge of their Ancestors to reinforce their own. As the sacrosanct draws upon their own Ancestor spirits for strength and sustenance over the course of a lifetime, they slowly often find themselves manifesting traits those spirits had exhibited during their own lives.
The greater and more storied the sacrosanct becomes in life, the stronger the bond with their bloodline’s dynasty will become. By becoming conduits for the ancient heroes and patrons of their past, the sacrosanct strives to build a better future for their kin and ensure their combined legacy lives on.
Small Horns (1): [Repped, Horns] Rising from the spirit world, coalescing into the material, and the transition from one to the other often leaves its mark. Rahkdari often have two or more small horns that are shorter than 3” inches in length.
Single Horn (1): [Repped, Horns] In some situations a single horn grows from the center of the rahkdari’s forehead. This Challenge cannot be taken if they have the Third Eye of the Ancient Spirit Challenge or the small Horns Breed Challenge.
Haunted Bloodline (1): Due to the deep past of the rahkdari their ancestor spirits loom over their very being. This Character has the Corrupted Soul Flaw from the Character Options Chapter as a Breed Challenge.
Haunted Gaze (1): [Repped, Eye Makeup] Gazing into the spirit realm is rarely a tranquil voyage, leaving the rahkdari with a reminder that what they have seen was not meant for mortal eyes. Rahkdari generally have dark markings around the eyes that blend into Blues, Reds or Green colors.
Ancestor’s Visage (2): [Repped] Face markings resembling cracked porcelain manifest as spirits tear at the rahkdari’s physical mortal form. These cracks (Blue / Red / Green) center from the rahkdari’s eyes or horns and spider across the rahkdari’s face, possibly extending down the neck.
Aversion of the Arcane (3): Ancient connections to the spirit world spread the Rahkdari’s protections to ward off evil spirits that try to enter their body. As such, this Character has the Arcane Vulnerability Flaw from the Character Options Chapter as a Breed Challenge.
Keeping the Connection (3): Upon arriving in a new land, and at the beginning of each event, the rahkdari must take time to set up a shrine to honor the local spirits. This shrine must be adorned with offerings or symbols important to the rahkdari. If the shrine is defiled, or the Rahkdari fails to set it up appropriately, the rahkdari will be incapable of taking Short Rests until the Shrine is (re)constructed or the next long rest, whichever comes first. The Rahkdari must visit this shrine to gain the benefits of their Long Rest.
Not Long for this World (4): The rahkdari’s connection to the spirit world is strong, arguably too strong. These rahkdari are said to already have one foot in the grave. The Rahkdari cannot take the Carnal Creature, the Will to Live, or the Holding On Character Advantages. When the rahkdari takes a Death Blow or a Death Effect, they instead take a Death Final Effect.
Dripping Maw (1): [Repped] Devourers are sometimes cursed by the spirits that they have consumed leaving them marked for all to see. The Character must represent dripping blood or black bile from their mouths. While the devourer may seem to be able to simply wipe their chin, the cursed ichor will return time and again.
Agonizing Madness (2): The devourer’s mind is a broken kaleidoscope of internal pain, rage and hatred, and oftentimes, they are cut upon those very broken shards. Whenever you are hit with an attack with the Madness accent, you take “1 Mind” as an additional effect.
Tusks (3): [Repped, Teeth] The strong connection to the Spirit Realm pushes the devourer to become more monstrous looking, forcing two gnarled tusks to protrude from their mouths. These tusks must protrude from the character’s mouth at least one inch, while the character’s mouth is closed.
Ghost Hair (4): [Repped, Hair Color] Devourers often manifest either gray or jet black hair, which is commonly long and tangled. This Challenge will only be rewarded with complete coverage of one's hair (temporary, permanent dyes and wigs accepted), extensions are not enough. Naturally black / gray hair will be evaluated by plot on a case by case basis.
Siphoned Spirit (4): The devourer’s soul has been tainted by several vengeful spirits. This Character has the Torn Soul Flaw from the Character Options Chapter as a Breed Challenge.
Long Path Ahead (1): While the adherent knows that the Spirit World is just another facet of the mortal world, not all gifts are sought by every spirit. When casting any blood magic ritual, increase the level of dark territory by one.
Discordant Voices (2): An adherent will feel pangs of spiritual discordance each day until they leave an offering of two wealth or one Harvest to pay homage to the local spirits. As long as the homage is not paid, the connection to spirits weakens and loses access to all rahkdari Breed Advantages. This homage is to be left at the shrine to the ancestors. When leaving an offering at their shrine, the Rahkdari should remove any previous offerings and place them in the nearest Ashbin. This challenge may only be taken if the character also has taken the Rahkdari General Challenge Keeping the Connection.
Eye of the Ancient Spirit (2): [Repped] Only the most spiritually connected adherent manifest a third eye in the center of their forehead. This Challenge cannot be taken if they have the Single Horn Challenge or the small Horns Breed Challenge.
An Accord with Oneself (2): Brokering a deal with the spirit that dwells within can be difficult and arduous. This Character has the Binding Oath of Honor Flaw from the Character Options Chapter as a Breed Challenge.
Wayward Spirit (3): The character’s closeness to the spirit world is profound. The spirits freely welcome them as a member of their world upon the character’s death. This character has zero dead timer, thus when they reach the end of their dying timer, they immediately turn into a Spirit.
One Foot in the Door (5): Some adherents' connection to the mortal world is irreparably damaged by the touch of the Spirit Realm. These individuals count as having already broken their concord with one of the local eye’s Keepers. In most cases, this means the character has one Keeper to interact with to offer resurrection, should they die. The Adherent is not aware of which keeper they have broken concord with.
Covetous Heritage (1): While many sacrosanct give the deities their due with worship and sacrifice, some ancestors aren’t too keen on sharing the adoration of their kith and kin. While the character is in a Consecrated or Desecrated Building or Grounds that is not devoted to her deity or religion, she is inherently Weakened.
It Lurks (2): A sacrosanct is a beacon of life and light in the Spiritrealm, though what might be attracted to them is not always kind. When targeted by or casting any ritual, increase the level of dark territory by one.
The Crescent (3): [Repped, Horns] “Ithejaro the Ruiner stood, a stark image against the moonlight. Three arcs of ivory in the night: his silvered khopesh, the ivory horn that graced his forehead, and bone-hued moon over his shoulder.” In rare cases, sacrosancts will manifest a single, large crescent-shaped horn of 5” or larger.
The Ancestor's Dues (4): As the spiritual tradition runs deep into the past, so does it run deep into the sacrosanct’s blood. When the sacrosanct is affected by a Berserk, Charm, or Sleep effect, the sacrosanct is also affected by “1 Will” as the spirits attempt to wrest control from the sacrosanct.
Eye of the Realm (4): [Repped, Eye Color] For some sacrosancts, their connections to their Ancestors are strong enough to manifest physically and their eyes take on a gray or black color. This Challenge can be taken only for colors outside the range of human eye color.
Spirit Guidance (1): The rahkdari is familiar with the ways of the spirits, and is adept in asking the right questions of the spirits to garner knowledge. The rahkdari gains the Insight Perk as a Breed Advantage from the Character Options Chapter.
Lesser Regeneration (2): Rahkdari are tough beings that can recover from non-fatal wounds quicker than most others. The Character has the Quick Healing Perk as a Breed Advantage from the Character Options Chapter.
Command Spirit (3): “Ithejaro was unsure if he, alone, could best the Lich Nuthelzial standing before him. Fortunately for him, Nuthelzial’s lieutenant was a Banshee, and all too susceptible to his ancestors' callings from beyond the veil.” Once per Short Rest, the rahkdari may throw a packet to “Short Charm to Spectral Undead by Will”.
Spirit Shell (4): The rahkdari may beckon the spirits to come to its aid. Once per Short Rest, the rahkdari may complete a Focus Quick 100 and Sacrifice any number of Spikes to gain X points of Barrier. X is equal to the number of Spikes spent. A Rahkdari can expend up to 3 Spikes for this power. This Advantage can’t be taken with the Shell of the Ancients Breed Advantage.
Cleanse Spirit (6): A rahkdari may spend time out of combat recentering itself and right the wrong in their body. By spending a Focus Quick 100, out of combat, the Rahkdari may cure up to three conditions on themselves.
Ancestor Manifested (Variable): Sometimes, the teachings, mannerisms, habits or otherwise traits of a Rahkdari’s ancestor shows especially bright. In these cases, the rahkdari are able to draw on certain perks and quirks of other lineages, owed to their latent connection to them via their ancestors. The rahkdari may choose one Advantage from another breed or sub breed and gain that Advantage as a Rahkdari Advantage. The cost of Ancestor Manifested is equal to the cost of the chosen Advantage.
If the Chosen advantage has any Disadvantages tied to it, they also gain those disadvantages, but do not earn Advantage points for that disadvantage.
For instance, a Rahkdari who uses Ancestor Manifested may take the Left Arm of Doom Drimmen Rahl Subbreed advantage for (9) breed points, but must rep the Left Arm of Doom without earning its 4 Advantage points, and must wear the costuming requirement therein. In doing so, they are able to use the Left Arm of Doom advantage in any situation where they normally would be able to do so.
Not Quite Dead (1): The devourer is not so easily put down, and even after being executed may continue live for a time. Gain the Deathgrip Perk as a Breed Advantage from the Character Options Chapter.
Spirit’s Grace (2): The devourer’s vengeful spirit works to protect its vessel, the devourer. When the devourer completes a Short Rest, they may gain a Protect vs. Will.
Essence Harvest(2): The devourer can feed on the passing spiritual energy of the recent deceased. Once per Short Rest, by Focusing for a Quick 100 over a corpse of the freshly deceased, the devourer may call “Death to Dying, Grant Resistance to Life.” After doing this, the devourer may refresh 1 Spike.
Engulf Spirit (3): Devourers revel in the blood of a kill, and their vengeful spirit within them does as well. Once per short rest, The devourer may Focus for a Quick 100 after successfully completing a deathblow to “Heal One to Self by Hunger” as the devourer’s spirit gorges itself on the release of the spiritual energy of its victim. In addition, they may expend a spike to “Heal Two to self by Hunger” instead.
Hunger for Battle (4): The devourer is always hungry for more combat, honing their skills to a razor's edge, they seek out to find worthy foes capable of testing their mettle. This character has one additional Maximum Spike.
Intimidating (4): The devourer reeks of carnage, and intimidation is but one of their weapons. However, in the right hands it is a powerful tool. Once per Short Rest the Rahkdari may expend a Spike, and call out “Short Repel by Fear” to make a melee, projectile, thrown, or packet attack to unnerve your foe.
Ancient Tidings of Doom (6): The devourer may take time to conduct a ritual with the intention of empowering their weapon with spiritual force to slay their foes. The devourer gains the Ancient Tidings of Doom power below.
Ancient Tidings of Doom [Breed] Incant: "May the Ancients guide my blade, strong and true, to purge the land of my foes.” Call: “Imbue Wounding By Will” Target: Weapon Duration: Instantaneous, Short Rest Delivery: Touch Refresh: Long Rest Accent: Will Effect: Imbue Weapon Wounding By Will The devourer may take 5 minutes to imbue their own weapon with the ability to add the “Wounding 4” for three melee attacks with the weapon. These swings cannot be used in conjunction with other powers nor may the call be altered by other Powers. At the end of the ritual to imbue the weapon, they must shout the incant of this power. |
Ease the Passing (1): Through the adherent’s devotion to balance and order, they can aid spirits as they pass from this life to the next. To do this, they work to assuage any concerns or anxieties the spirit may have about leaving their body. The adherent ensures the body left behind by the spirit is unsuitable for necromantic magics by placing a sigil on the corpse. After adorning their sigil on the corpse, they may call “Grant Undead Immunity to Corpse.”
Glimpse of the Far Realm (2): The adherent’s connection with the spirit world being so strong, they have gained a glimpse beyond the Veil that separates worlds. Gain the Sight Perk from the Character Options Chapter as a Breed Advantage.
Prodigal Spirit (2): Some adherents are so accustomed to visiting the Spirit World that the transition of death is not quite so jarring an experience as it might be for others. Gain the Strong Spirit Perk as a Breed Advantage from the Character Options Chapter.
Spirit Form (3): All adherents hear the whispers of the Spirits, but some are able to parse through the noise and speak to specific spirits. Gain the Medium Perk as a Breed Advantage from the Character Options Chapter.
Spirit Walk (4): The adherent may walk between the worlds to access places they might not normally. This process is not without cost, but can be crucial when the time is right.
The adherent may Focus for a Quick 100 and then call “Slow 100 Grant Insubstantial to Self.” They then may slowly walk freely. Any time thereafter they may (or once the Slow Count is complete, must) call “Cure Insubstantial to Self.” For every Slow Count of ten, or ten steps the adherent takes while Insubstantial they take Piercing 1 Final when they return. This damage is cumulative, and taken as a single blow upon the call of “Cure Insubstantial to Self.” The Adherent may use this ability once per Long Rest.
Realm Kissed Hide (5): “Skarvold was a renowned fighter, known to fell the mightiest of warriors in a single swing. Thus, though Sekshari the Unyielding, another well known combatant, stood before him, he brandished his blade with little care before the crowd. One swift strike later, Skarvold lifted his blade, flourished it in victory, only to hear silence from the onlookers. Sekshari remained, bloodied, but very much alive, and now, Skarvold stood, with his arms raised and back turned to his opponent, while Sekshari readied his own lethal strike.” This Character has the Toughness Perk from the Character Options Chapter as a Breed Advantage
Family Tradition (2): The lineage of the sacrosanct is a point of pride for them. The sacrosanct work to uphold the glory and traditions of their dynasty, all while adding to it with their own actions and deeds. Additionally, they work to keep relations with those who are known within their dynasty. Gain the Connections Perk and the Minor Fame Perk from the Character Options Chapter.
Enduring Knowledge (2): The sacrosanct hears the whispers from their rahkdari ancestry and finds benefit from their shared experience. Gain the Insight Perk as a Breed Advantage from the Character Options Chapter.
Guardian Spirit (3): The sacrosanct ancestors are never truly all that distant from their scions, and guide them in thought, deed, and combat. They can have two Lore skills from the Skills Chapter as a Breed Advantage.
Summoning Blood (4): The sacrosanct understands that the flesh and spirit are two halves of a whole, and one may be traded for the other, in precise measure. When the sacrosanct is the primary ritualist on binding or summoning Rituals that require Resources, the sacrosanct may cut themselves, draining two Life Points into the Ritual in place of one Resource. This can only be done once per Ritual.
Shell of the Ancient Spirit (8): The sacrosanct calls upon their ancestors' blessings to protect them. Once per Long Rest, the sacrosanct may gain 2 points of Barrier. Cannot be taken with Spirit Shell. This Advantage refreshes whenever the sacrosanct Deathblows or uses a Death effect that is not negated on a living creature.