HEROES    CALLINGS    MESSENGER

Way of Names

Way of Storm    Sorcerer

Requires Lore: Ancient Rod, Death, Politics, Song, Wisdom of Adod  

Some Messengers can hear names whispered on the Skysea’s winds—remnants of the identities and memories of that now form the undifferentiated Rephaim. 

Call Name

Will  As a rest activity, roll Wind, name a person, and speak a short statement. 5+ The wind carries your voice to the person. If they choose, they can speak back. You hear each other’s voices as whispers, time-delayed proportional to the distance between you. If the person is on the opposite side of Tel-Kanan, for example, you may only have time to hear one response during your rest.3–4 The wind carries your voice to the person, but does not carry a response back. 1–2 No effect.If you successfully Tell the Tale (from the Song lore), you can Call Name as a second, free activity during the same rest, provided your song is at least partially about the person you’re calling. If you struggle or succeed on Call Name, the person you’re calling can hear your song and also benefits from your telling of the tale. You don’t need to have met the person you’re calling, but you must know their name and have a specific conception of who they are. If the person doesn’t exist or is dead, the Rephaim may respond with whispers in the Chthonic language.You know the following spell:

Name Lore

You may have found this Way through one of these lore types:
  • Ancient Rod: You’re pretty sure the bizarre invisible creature connected to this artifact is some kind of persistent Rephaite. 
  • Death: Almost losing your own soul to the realm beneath has gifted you an intuitive understanding of the Rephaim’s soulstuff.
  • Politics: Perhaps surprisingly, your gift of influence works on the undifferentiated Rephaim along with living people.
  • Song: The Rephaim seems to listen to you when you sing, and you gain inspiration from its whispers.
  • Wisdom of Adod: The text describes the nature of the Rephaim and how to summon it.

Summon Wraith   |   WIND  4+

You conjure a swirling, quasi-sentient being of wind: a rephaite, more commonly known as a wraith. You must expend at least 4 wind to summon this being. The wraith follows your commands. It can act as soon as it’s summoned. However, it suffers -1 life at the end of each of its turns. It dissipates when its Life is reduced to 0. Either you or the Guide can control the wraith.If you speak Chthonic, you can converse with the wraith. The being has a dim knowledge of its surroundings and can recollect nothing about the past lives of its soulstuff. If you don’t speak Chthonic, the wraith only obeys your commands and can’t give you information.More powerful wraiths. You can invest more wind to summon a wraith with higher Life, Will, or both. The wraith must have at least 4 Life and at least Will 1, and its Will can’t exceed your Will. Wind cost = Wraith’s Life × Wraith’s WillFor example, a wraith with 7 Life and Will 2 costs 14 wind. A wraith with 4 Life and Will 4 costs 16 wind. A wraith with higher Will also has more Stamina, Spirit, and a larger Brace die. 
Other types of wraiths. If you know Call Flame, you can summon a flame wraith. If you know Call Storm, you can summon a storm wraith. These wraiths are slower than the wind wraith—they float, rather than fly—but they have more powerful attacks.

Way of Storm    Sorcerer