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THE WAY OF EARTH Ancient koldun hospodar rulers once claimed sovereignty over the lands of Eastern Europe, manipulating the magically rich chernozem - "black earth" - to invoke their power and instill fear in their boyars and peasants. Now, the young koldun of the Sabbat beckon the spirits of the Western soil and derive their powers of the Way of Earth from natural surroundings. When a koldun employs a power of this way, his eyes change color to walnut brown and his skin ripples with small patches of stone.
A
koldun invoking this power has the ability to command dirt to rise up
from the ground and crawl up the legs of an individual. The soil rises
up very quickly and, as it passes above a victim's knees, renders him
immobile.
A
koldun invoking this power temporarily borrows the earth's resilience,
lending him stamina. Some elder T remere of Eastern Europe reminisce on
the frightening capacity for pain their rival koldun could withstand when
invoking Unearthly Stamina. Sabbat koldun often use this pow ex to prove
their mettle during theritae. System:
By
invoking Soil of Death, a koldun commands roots to rise from the ground
and drag a target below the soil, incapacitating him. Once buried up to
his neck, a victim finds it increasingly difficult to breathe as he feels
the weight of the earth crushing his chest.
Many healers
believed that burying a person in the ground would allow the rich soil
to purge him of his ailments. This power allows the koldun to draw any
person into the ground up to the neck to heal grievous wounds. Peasants
whisper silent prayers to protect themselves from the unusual tremors
that sometimes shake the Carpathian Mountains, which they believe to be
the spirit of Dracula waking from centuries of slumber.
A second
avenue of Koldunic Sorcery , the Way of Wind was once manipulated by Tzimisce
lords to protect their Eastern European lands. Invoking these powers granted
them the ability to control the element of crivat to suit their whims
and master the air they once breathed in their mortal days. People of
Eastern Europe, especially in Romania, name these types of unnatural winds
the koldun manipulate - people of the west call the winds Austru, or the
Black Winds, while residents of the south name them the Great Winds or
the baltaret.
Ancient koldun
hospodars invoked Winds of Guilt as a means of ensuring loyalty in their
boyars without the need of a blood bond. This power caused a wind to gust
around these boyars that sounded to them like whispering voices, telling
of the horrors that would befall them and their families should they betray
their voivode. These voices would slowly warp the minds of these men,
and only when this sorcery waned would they regain their coherence. Afterward,
the boyars were so afraid of the consequences of betrayal that their loyalty
to their master was unswerving. Koldun of the Sabbat enjoy invoking this
power during ritae before feeding, reveling in the mixture of adrenaline
in the blood of a vessel stricken with terror. System:
The koldun
creators of this power attempted to invoke a wind as chill as the air
atop the Carpathian Fagrash Mountains. They noted the pain their victims
endured as their bodies' temperatures dropped until the very blood froze
in their veins. A koldun invoking this power had a much easier time of
ridding his land of undesirables by plaguing them with bone-chilling gusts. System:
Although
these winds do not induce immediate sleep in a victim, prolonged exposure
to this supernatural gale causes extreme exhaustion and fatigued movement.
Targets caught in Winds of Lethargy smell a bittersweet smoke in the air.
Individuals also claim that the wind feels like many intangible hands
persistently rubbing their muscles to relaxation.
A koldun
employing this power moves at incredible speeds by riding along the winds.
The voivodes of nights past often appeared in each of their boyars' homes
and to the villages of their lands, instilling fear in the peasants and
terrorizing them to fealty. Koldun undertaking these outings could travel
to most, if not all of their boyars and villages in a single night's time.
During the Dark Ages, peasants under the rule of a koldun rarely rebelled
against their master, fearing a personal appearance and, as a result,
his swift punishing wrath. A koldun's body becomes almost ethereal while
he moves along the wind, disappearing into a blurry outline of his physical
self and re-materializing in a similar fashion. System:
A koldun
dissolving into Body ofZephyr blends into the air, maneuvering through
the smallest of cracks. The koldun ' s body retains its basic shape, though
it is too ephemeral and transparent for onlookers to make out any physical
details.
This
way was practiced primarily among koldun with havens near some sort of
water source, from the Plain Lakes to the Black Sea. With their powers,
these koldun confounded many Turkish invasion attempts along the Danube
River, sinking their ships and drowning them under mystical riptides.
When employing the powers of this way, a koldun ' s eyes change color
to vivid, almost glowing aquamarine.
Travelers
have told tales of receiving warnings of future events, cries for help
and even divine intervention from spirits that manifested themselves from
a water source. Water spirits have been recounted the world over, from
river cannibals to the lovely mermaids and lorelei that beckoned men to
watery deaths. Even King Arthur received his prized sword Excalibur from
such a spirit of water, known as the Lady of the Lake. At
this beginning level of the Way of Water, a koldun has the ability to
create a three-dimensional illusion along the surface of a water source.
Koldun during the modern nights sometimes invoke this power of illusion
to prey on the superstitions of the mortal world. System:
Should a
koldun desperately need shelter, from enemies or the rising sun, she may
opt to sink below the cool, dark, protective waters. As the vampire walks
into a source of water, she sinks below its surface, protected by the
magic of the liquid. Though akoldun can immerse herself into nearly all
water sources, she cannot move around within it; water currents mystically
avoid the koldun's dead body at her original interring point. System:
No longer
bound by the laws of physics, a koldun has the ability to walk along the
fluid surface of water. So long as she invokes this power, the vampire
may walk the water's surface as if it is as solid as earth.
The koldun
of the Middles Ages often invoked these minions from the moats surrounding
their castles to deter the marauding Turks. These servants are comprised
completely of water, ascending from a watery source. Once primed by this
power, the minions follow only very simple instructions from the koldun,
though they do so without hesitation. Some of the Turks surviving raids
on a koldun's keep told stories of weirds, dragons and dire wolves roaming
around the armalisti castles.
Many Turkish
ships lie below the Black Sea, destroyed by mighty whirlpools invoked
by koldun. Victims fight to keep themselves afloat or else find themselves
sucked into whirling tides, suffocating until they can swim free from
this vortex. Some of tonight's koldun entertain themselves by creating
swirling riptides in pools to surprise late-night swimmers.
Ancient koldun
created the Way of Fire by first manipulating the molten magma that exploded
from volcanoes found throughout Eastern Europe. Then they evolved their
control over the fiery liquid earth to the point of invoking their own
unique effects that would not necessarily occur during volcanic activity.
Koldun who possess the powers of the Way of Fire in the modern nights
are feared simply for their capacity to destroy so much in a short amount
of time, just as a volcano can eliminate life on entire islands within
a day. When invoking any of the powers of this way, a koldun' s eyes glow
a feverish orange.
In a small
demonstration of power that is inherent of the Way, a koldun invokes the
air about an object to increase in temperature until the object combusts. System:
The Storyteller may make a soak roll for the object to see if it does in fact Shatter ( determined by the size or quality of an object: three dice for a small or shoddy I object, five for an average-sized object and seven dice for a large or well-crafted object. Anything the size of a car cannot Shatter, as it is much too large). The object must accumulate five successes over three soak rolls (difficulty 5), or it will shatter. This power cannot be used on living beings or Kindred.
The koldun
can now cause magma to bubble up from the earth's core and slowly ooze
its way along the ground. Although there is not a substantial amount of
lava present, the magma burns through nearly everything it comes in contact
with. The molten fires slowly work their way along tree trunks, spread
from bottom to top floor of a house and may even eat through a metal door.
The koldun
invokes molten rock to bubble up from the ground in a circular ring, 10
feet high. The flow of lava is constant, creating a makeshift wall of
superheated rock around the koldun. So long as this power remains in effect,
it is nearly impossible for individuals to traverse the Gates of Magma
without causing themselves severe bodily harm. It takes mighty resolve
for a person to even approach the wall, as it gives offheat that causes
grievous burns. If successful, they can continue to approach the heated barrier but suffer one health level of lethal damage - or aggravated damage if they are Kindred. Failure to succeed on this Courage roll translates into the mind succumbing to its instinctual defense of self-preservation; a second attempt to penetrate through the barrier requires the additional expenditure of a Willpower point. Anyone physically touching the Gates of Magma suffers three health levels (not dice) of aggravated damage.
The koldun
acts as a conduit for steam geysers and evokes a blast of dehydrating
air, withering and desiccating an opponent.
At this mastery
level of the Way of Fire, a koldun commands lava to explode from the ground
in a huge stream. The molten rock sprays in a large arc, then moves in
small rivers in every direction, burning, melting and destroying most
everything in its path. Cars melt in these rivers, trees catch fire and
burn to the ground, and houses erupt into flaming infernos in the wake
of devastation.
There resides
a single force, an essence, that encompasses all things in nature. The
ancient koldun manipulating this way mystically tapped into this essence
and, as a result, they gained insight and minor control over their surroundings.
Oftentimes, the koldun wielded this way in conjunction with other powers
of Koldunic Sorcery . Many also protected themselves by invoking this
way before entering their havens, to pre-empt attempts on their unlives.
Tonight's koldun invoking the Way of the Spirit procure a similar outcome
as their ancient predecessors, creating a bond between themselves and
the spirit of the land. System:
A koldun
can invoke other powers of Koldunic Sorcery that she knows in conjunction
with the Way of the Spirit, though only at a lesser or equal power level
at which she knows the Way of the Spirit. For example, a koldun may invoke
Level One through Three powers ofWay ofWater in conjunction with the powers
ofWay of the Spirit if she knows the Way of the Spirit at Level Three. This power
also confounds use of the Discipline of Obfuscate.
"See" everything within a 50-foot radius
"See" everything within 100 yards
"See" everything within a quarter-mile
"See" everything within a mile
"See"
everything within five miles
From Kruchina,
a goddess of mourning depicted as a perpetually weeping woman, to Likho
Odnoglazoye, the emaciated one-eyed hag who represented privation and
suffering, the pantheons of Eastern Europe brim with deities overseeing
starvation, misery, misfortune, bitterness and death. Whether the
gods hear their names or the spirits merely attend their mention, a koldun
who understands the obscure Way of Sorrow can invoke the most dismal powers
of the divine. This way pays no heed to gods of revelry or plenty, only
those whose attentions promise tragedy. Like the
Way of Fire, the Way of Sorrow is governed by the koldun's Manipulation,
but the difficulty for each of the powers is the victim's permanent
Willpower rather than the usual 4 + the level of the power. In addition,
a victim may spend a point of Willpower to overcome a particular effect
of this way but is still vulnerable to subsequent uses of the Discipline.
Named for
the goddess of grief and failure, this power allows the koldun to rob
an opponent of his resolve. The koldun's stare saps the target's will
to struggle. Although the victim is overcome with a resigned pessimism
or feelings of defeat, he can still take action to resist the koldun,
including combat, but only in a half -hearted or fearful way. He musters
none ofhis usual passion or determination. Any Fiend
worthy of the name can spit out a telling insult. But with this power,
Krivda - a goddess of hatred and bitterness - ensures that the remark
offends, enraging the recipient. In the Tzimisce-Tremere conflicts of
nights long past, koldun carried Krivda on their tongues, inciting their
Usurper opponents to frenzy. They preferred to deal with angry fangs instead
of calculated Thaumaturgy. This is a dangerous power to use, but it can
unbalance a physically weak opponent who has access to powerful Disciplines
or could be used to embarrass a Cainite by causing him to frenzy in public. 3 - THE WEEPING OF KRUCHINA The glare
of a kolduncan make someone so miserable that they do nothing but cry.
This power does more than spill a few tears - it causes hysterical bawling,
wailing and gnashing of teeth. Some depressing notion overcomes the victim.
Vampires might mourn their lost humanitas or the passing of lovers who
died long ago. Sometimes the source is more nebulous koldun believe that
it imparts the collected sorrow of their demesnes' sickened soil. 4 - THE MISFORTUNE OF CHERNOGOLOV With a declaration
that a person is doomedor destined to fail, the koldun summons the atrention
of Chernogolov - the silver-mustached god of misfortune - to her victim.
Under Chernogolov's unlucky gaze, he is hindered in everything he does.
If he fails, he does so spectacularly. 5 - THE STARVATION OF MARENA By invoking
the wife of Kupala, the koldun summons the cold and starvation that is
the domain of Marena. A frosty gale blasts the victim and leaves him emaciated
as if he had just survived the coldest of winters. The frostbitten and
starving victim clings to (un)life, usually in no condition to contradict
the koldun. The cold symbolizes of the passage of time in harsh conditions. |
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