Yueadu: The Magic of Promises

Knacks: Atijah (Direction), Laja (Refuge), Naqa (Clear Heart), Qua (Strength), Siha (Health), Surea (Swiftness), Tahmmul (Endurance), Tasawar (Clear Senses), Wuduh (Clear Mind)

Apprentice Degree: Scrolls
Adept Degree: Amulets
Master Degree: Tattoos

According to legend, during the time of the Second Crusade, Theus appeared in a vision to a young Crescent goat herder named Abram and his wife Saraya to teach them the true way of peace and guardianship. During this vision, Theus promised Abram and Saraya that as long as they kept their promises to Him, He would keep His promises to them. The twelve Promises Theus made form the foundation of Yueadu, an ancient Magic seen only rarely, and only in the Crescent Empire. These Promises are passed down through a poem that contains, according to tradition, Theus’ own words as recorded by Saraya. The Promises are divided into four stanzas: Marvels, Revelations, Protections and Lost. With the exception of the Lost Promises, the title of each stanza comes from the poem Saraya recorded:

All are my people and wondrous to me.
To my people, to preserve their peace,
I grant the strength of stars that they may hold tight to what is good.
I grant the swiftness of wind that they may act quickly in my name.
I grant the endurance of mountains that they may suffer a thousand blows and not falter.

All are my people and bare before me.
To my people, to increase their joy,
I grant clarity of the senses that they may know the world in all its splendor.
I grant clarity of mind that they may untangle the knowledge they already hold.
I grant clarity of the heart that they may know themselves as I know them.

All are my people and safe within me.
To my people, to guard their rest,
I grant direction that they may not wander without purpose.
I grant refuge that they may find safety wherever they go.
I grant health that disease and rot may not steal what I have given.

All are my people and all are with me.

Unfortunately, no known written copy of this poem is complete. Over time, Abram perceived the dangers the final three Promises (not listed above) posed and ordered the knowledge forbidden to all except those worthy of carrying the responsibility. However, Abram was not capable of purging the final lines from everyone’s memories; some scholars have passed the full poem down to their children, allowing those powers to surface sporadically throughout history. Based on stories and past events, the final Promises granted the abilities to look into the future, give life to the inanimate, and bind daemons and other entities which are not of Theus.

A practitioner of Yueadu must devote himself to understanding one of the first three stanzas in its entirety (i.e., take at least one Rank in all three of that stanza’s Promises) before he can study a second, and must complete his study of the second before he can learn the third. Once he has chosen a stanza, he must meditate upon its meaning and perform an act of charity based on the promise without using magic. These actions reinforce the purpose and importance of each Promise, ensuring a deep understanding that guards against misuse. At character creation, these actions are in the past. Any new Promises learned during play (through the expenditure of Experience Points) will be worked into the game by the Game Master.

There is wide latitude in determining what sort of actions fulfill this requirement. For example, to learn the Marvels, one could help a village build a bridge or run a message long-distance for someone. To learn the Revelations, one might help someone organize his own thinking or convince someone of his worth. To learn the Protections, one might give hospitality to a stranger or go out of his way to guide someone who is lost.

Apprentice Degree
Each Promise is represented by a single word (the names of the Knacks listed above) which must be written or inscribed in some way and invested with a portion of the Sorcerer’s life essence (in the form of Drama Dice). At the Apprentice level, a Sorcerer may only attempt to create Scrolls by writing the word associated with one Promise on parchment with sacred ink or their own blood, spending a Drama Die, and making a roll of Wits + Knack vs. a TN of 15. If this roll is failed, the Parchment is ruined and the Drama Die is lost. If the roll is successful, the Sorcerer creates a mystical Scroll which creates a minor magical effect associated with one Promise.

There is no cost associated with using a Scroll, though it does require the expenditure of one Action if used during combat or whenever time is an issue. Once the Scroll is used, the word disappears and the parchment may be used for a new Scroll. A Sorcerer may only have one Scroll in existence for each Promise he has studied, and he must use the Scrolls himself. He cannot benefit from more than one Scroll at a time.

Adept Degree
As an Adept, a practitioner of Yueadu may create Amulets as well as Scrolls. An Amulet is a small pendant, usually created from clay or wood, engraved with the keyword of one Promise. A Sorcerer must create the Amulet himself, spend a Drama Die, and make a roll of Finesse + Knack vs. a TN of 30. If this roll is failed, the pendant is ruined and the Drama Die is lost. If the roll is successful, the Sorceer has created an Amulet which creates a major magical effect associated with one Promise.

There is no cost associated with using an Amulet, though it does require the expenditure of one Action if used during combat or whenever time is an issue. Once an Amulet is used, it crumbles into dust. A Sorcerer may only have one Amulet or one Scroll in existence for each Promise he has studied, and may only benefit from one of each at any given time. As an Adept, he may freely give a Scroll to another person, who can use it as if he were a Sorcerer who had created the Scroll himself. Scrolls which are stolen or obtained via trickery will not function unless they are returned to their creator.

Master Degree
As a Master, a practitioner of Yueadu may etch his own skin with Tattoos, each containing the essence of one Promise. Creating a Tattoo is a more involved process than inking a Scroll or carving an Amulet. First, the Sorcerer must etch the Tattoo onto his own arm, leg, or chest. (As long as the Promise’s keyword is present, the design can be as ornate or basic as the Sorcerer desires.) This requires a Resolve + Knack roll vs. a TN of 45. Once the Tattoo is complete, the Sorcerer must activate it for the first time through prayer, song, or force of will. This binds the Tattoo to the Sorcerer’s being; however. as he is changing himself on a fundamental level, this first activation inflicts a Dramatic Wound. Thereafter, the Tattoo may be activated simply by spending a Drama Die; it also requires the expenditure of one Action if used during combat or whenever time is an issue.

By invoking the power of a Tattoo, the Sorcerer may benefit from either the Scroll effect or the Amulet effect of the Promise, but not both. He may also benefit from the power of one Scroll and one Amulet; however, each power he invokes must represent a different Promise. In addition, he may freely give a Scroll or an Amulet to another person, who can use it as if he were a Sorcerer who had created the item himself. Scrolls and Amulets which are stolen or obtained via trickery will not function unless they are returned to their creator. Anyone who is given a Scroll or Amulet may benefit from only one of either at any given time. The Master is still limited to creating only one Amulet or one Scroll for each Promise he has studied.

Sorcerous Knacks

Atijah. Atijah is the promise of direction from the stanza of Protections. When lost or uncertain, Atijah reveals the next step. All who wander can find their way.

Scroll: When a Sorcerer activates an Atijah Scroll, his gaze is drawn toward something he can use. Prior to making any roll using a Knack found in a Civil Skill, the Sorcerer may call upon this power to find something that will help him carry out the task, adding twice his Rank in this Knack to his roll. This ability can only be used on one roll, and cannot be used in combat.

Amulet: When a Sorcerer activates an Atijah Amulet, the correct path forward grows clear. He may select a location that is known to him, even if he has never been there. As long as he continues in the correct direction towards that location, the Amulet glows gently. If he moves away from the path, the Amulet dims and grows warm with warning. If he willingly leaves the path (to investigate something that catches his attention, to find food, or to achieve some other objective, even if the distraction lasts only for a few minutes), the effect ends.

Laja. Laja is the promise of refuge from the stanza of Protections. The point of calm within the maelstrom, an open seat at a stranger’s table, or a secret spot none can find. It is both safety and a promise of protection for others.

Scroll: When a Sorcerer activates a Laja Scroll, anything he has wrapped in the Scroll becomes hidden until the sun reaches its zenith. The object is invisible, imperceptible, and impossible to find. If someone searching for the hidden object, however, suspects it has been hidden in the Scroll (because he has been told about the Sorcerer’s ability to do so, for example) or has supernatural aid, the object may be found with a Perception Check vs. a TN of 15 times the Sorcerer’s Mastery Level.

Amulet: When a Sorcerer activates a Laja Amulet, no knots, locks, or bars can keep him from finding a safe place. He slips free of manacles and opens prison doors. For the rest of the Scene, he cannot be locked up or restrained in any way (though he can still be Grappled).

Naqa. Naqa is the promise of a clear heart from the stanza of Revelations. Doubt, uncertainty and self-hatred distort the inner self and obscure purpose. A clear heart, though, is flush with peace. The inner mirror calms and allows the Sorcerer to see himself as he is: flawed, yes, but also wonderful.

Scroll: When A Sorcerer activates a Naqa Scroll, he can sense the hearts of those around him. The Sorcerer chooses another person he can see. Until the end of the Scene, whenever that character lies or intentionally misleads him, he knows it. He won’t know the truth or her real motives, but he will know she is not being honest.

Amulet: When a Sorcerer activates a Naqa Amulet, inner peace settles within him and all self-doubts fade. This clarity of purpose strengthens his ability to take action. For the rest of the Scene, all nines he rolls count as tens.

Qua. Qua is the promise of strength from the stanza of Marvels. The strength to pull open locked doors and hold back attackers. The strength to raise up homes and raze prisons.

Scroll: When a Sorcerer activates a Qua Scroll, strength rushes through him. Until the end of the Round, he may add his Rank in this Knack to any Damage Roll that is increased by his Brawn.

Amulet: When a Sorcerer activates a Koach Script, his muscles and joints strengthen. He may add two Unkept Dice (+2k0) to all Brawn rolls he makes (including Wound Checks, but excluding Damage Rolls) until the end of the Scene.

Siha. Siha is the promise of health from the stanza of Protections. This is the power to purify and heal, removing pollution and pain from the world.

Scroll: When a Sorcerer activates a Siha Scroll and touches the parchment to food or drink, it removes all poisons and impurities. The Scroll can only cleanse one item.

Amulet: When a Sorcerer activates a Siha Amulet, words of healing bubble from his lips. If he sings, chants, or prays over someone in need of healing. That person recovers 4k4 Flesh Wounds. This ability may only be used once.

Surea: Surea is the promise of swiftness from the stanza of Marvels. The speed to act before the terrible can happen, to race forward and pull someone from the brink. The speed to carry messages across the land, spreading communication and community.

Scroll: When a Sorcerer activates a Surea Scroll, energy fizzles through his limbs. He may take one Action immediately without spending an Action Die.

Amulet: When a Sorcerer activates a Surea Script, the world slows around him. He may add two Unkept Dice (+2k0) to all Finesse rolls he makes until the end of the Scene.

Tahmmul: Tahmmul is the promise of endurance from the stanza of Marvels. The power to withstand the mighty river, destructive wind or unending heat. The ability to endure attack after attack and remain standing.

Scroll: When a Sorcerer activates a Tahmmul Scroll, it wraps him in a protective light. The next time he fails a Wound Check, he takes one less Dramatic Wound and his Flesh Wound total resets to zero as usual.

Amulet: When a Sorcerer activates a Tahmmul Amulet, his skin hardens and his tolerance for pain increases. His TN to be hit increases by five, and all Damage Rolls against him roll two less dice (-2k0) for the rest of the Scene.

Tasawar: Tasawar is the promise of clear senses from the stanza of Revelations. Each of the five senses grows strong and distinct. This is the power to take the world in more vibrantly and richly than ever before and the power to shut it all out entirely.

Scroll: When a Sorcerer activates a Tasawar Scroll, one of his five senses sharpens until he can perceive far distances or notice differences previously imperceptible. Until the end of the Scene, one of his senses is enhanced far beyond human capacity. The Sorcerer receives two free Raises on all Perception Checks using that sense.

Amulet: When a Sorcerer activates a Tasawar Amulet, his senses fall under his control. He blocks out all distractions, gaining focus. For the rest of the Scene, he is immune to Fear and automatically resists any attempts to use the Repartee System against him.

Wuduh. Wuduh is the promise of a clear mind from the stanza of Revelations. Everyone has more knowledge and memories curled up in his head than he can reliably access and use. This clarity organizes all thought, bringing all of the Sorcerer’s mental resources under control.

Scroll: When a Sorcerer activates a Wuduh Scroll, his mind clears and thoughts untangle. The Sorcerer may ask the Game Master a number of yes or no questions equal to his Mastery Level in Yueadu. This is not divination; these questions should concern knowledge he has or arguably would have. These questions must be asked all at once.

Amulet: When a Sorcerer activates a Wuduh Amulet, his mind sharpens and he becomes aware all of the information he has unknowingly absorbed. The Sorcerer may ask the Game Master a number of questions equal to his Rank in this Knack. These questions must involve the location the Sorcerer is in or the people or objects present with him. These questions do not need to be asked all at once, but they must be asked before the end of the Scene.

Game Master’s Secrets
Yueadu is more than a promise made by Theus to Abram and his heirs. It is also a promise of each practitioner to Theus and to the community he lives in. This dual commitment powers the magic.

Yueadu practitioners must make and uphold the following promises:

  • Promote Peace. Yueadu was not given to perpetuate conflict, but to end it.
  • Help Others. Yueadu strengthens a few so that they may strengthen the whole.
  • Self-Defense. Yueadu does not require sacrifice, but instead survival.

If a practitioner of Yueadu uses his power to break one or more of these commitments, his connection to the Promise he used likewise breaks. He can continue using Scrolls, Amulets, or Tattoos that embody that Promise, but each activation earns the Sorcerer a Villain Die.

The Lost Promises are not entirely lost; scholarly orders exist whose sole purpose is to study them. These Promises are drawn from the stanza of Dominion, and have been passed down through families and spread through rumors. The full text of this stanza, however, is highly disputed.

To use these Promises, one must have completed his study of the other three stanzas (i.e., he must have at least one Rank in each of the Sorcery’s nine known Knacks). He also needs the full text so that he can understand the Promises’ purpose. Finding this text requires an epic quest; only by completing this quest can one use the powers of the Lost Promises. One who undergoes this quest must guard his knowledge closely; the Lost Promises are powerful and once he has recreated the missing stanza, others might be able to do the same.

The Lost Promises are the following:

Nubu’a. Nubu’a is the Promise of prophecy from the stanza of Dominion. Those who use Nubu’a do not wait for Theus’ dreams of what is to come, but choose instead to rip through the veil between Is and Will Be to discover what the future holds.

Scroll: When a Sorcerer activates a Nubu’a Scroll, he receives a glimpse of the future, knowing where he sword will need to be…or where his body will need to not be. Prior to making any roll using a Knack found in a Martial Skill, the Sorcerer may call upon this power to add twice his Rank in this Knack to his roll. This ability can be used in or out of combat, but once activated, it must be used before the end of the Scene.

Amulet: When a Sorcerer activates a Nubu’a Amulet, he taps into powerful visions of the future, granting him foresight that aids in making crucial decisions and anticipating danger. Until the end of the Scene, the Sorcerer gains a heightened awareness of immediate mortal danger, represented by a sudden chill or a whispering voice. The Sorcerer receives a bonus of one Kept Die (+1k1) on all rolls related to detecting ambushes, traps, or other hidden dangers. In addition, prior to making one Skill roll (in or out of combat), he may add four Kept Dice (+4k4) to that roll, representing crucial information about an upcoming challenge or encounter he received in his vision (the vision could be about the nature of a trap, a crucial conversation’s outcome, the location of a hidden enemy, or an upcoming betrayal).

Tamakan. Tamakan is the Promise of mastery from the stanza of Dominion. Those who use Tamakan can bind powerful spirits, purportedly even gods, to this plane, trapping them in clay and stone.

Scroll:
When a Sorcerer activates a Tamakan Scroll, he may target any non-corporeal spirit (such as an Echo or a Mirror Ghost) or daemon and trap it in a stone or clay vessel which has also been engraved with this keyword. The spirit is trapped in the vessel until it is unsealed or broken, or until the next midnight (whichever comes first). If the Sorcerer’s target was a daemon which was non-corporeal but granting power to a Magus, the Magus loses all access to the daemon’s powers and Favors until it is released from the vessel. While it is trapped, the spirit or daemon cannot affect or interact with anyone or anything. Wise practitioners of Yueadu make certain not to be near the vessel when the magic expires, as the spirit is likely to be very angry.

Amulet: When a Sorcerer activates a Tamakan Amulet, he may target any spirit or daemon, whether it is non-corporeal or animating a physical form (such as a skeleton or revenant created by Mairbh), and trap it in a stone or clay vessel which has also been engraved with this keyword. Any physical object (or body) that the spirit inhabited will drop lifelessly to the ground (or, in the event of an item that contains a Bound spirit, lose all special abilities) and the spirit will be trapped in the vessel until it is unsealed or broken, or until seven sunrises and sunsets have passed (whichever comes first).

If the spirit was being Channeled by a Necromancer, the Necromancer loses all special abilities granted by the spirit as well as losing any remaining Actions in the Round due to the shock of having the spirit ripped out of his body. If the target was a daemon in physical form, the daemon’s body dissolves into dust and will reform when the daemon is released from the vessel.

Haya: Haya is the power of life from the stanza of Dominion. Those who use Haya can breathe life into inanimate objects and direct those objects according to the user’s will. In ages past, scholars used this power to devastating effect in protecting themselves from marauders and invading armies.

Scroll: When a Sorcerer activates a Haya Scroll, he may animate a pre-made sculpture of clay which has also been engraved with this keyword. The clay sculpture must be crafted by the Sorcerer invoking this power (Finesse + Sculpting vs. a TN of 20), and it can take any shape or form, provided it is large enough to contain the energy of this magic (about four feet high if man-shaped). The clay used in the construction must be specially consecrated with rare herbs and unguents, costing a total of 2,000 G.

The animated sculpture is called a Golem, and has the following statistics:

Clay Golem (Henchman)
TN: 20
Brawn: 3
Finesse: 2
Wits: 2
Resolve: 3
Panache: 2
Attack Roll: 5k3 Pummel, 5k3 Pummel
Damage: 5k1 Pummel (x2)
Skills: Footwork 2
Special Qualities: Toughness; immune to poison, Fear, and Repartee Actions; no penalties for fighting in darkness

A Clay Golem always follows the instructions of its creator, and will remain animated for seven days and nights (unless destroyed prematurely), plus another day and night for every Raise taken on the roll to inscribe the Scroll.

Amulet: When a Sorcerer activates a Haya Amulet, he may animate a pre-made sculpture of stone which has also been engraved with this keyword. The stone sculpture must be crafted by the Sorcerer invoking this power (Finesse + Sculpting vs. a TN of 30), and it can take any shape or form, provided it is large enough to contain the energy of this magic (about eight feet high if man-shaped). The sculpture must be carved from a single block of hard stone such as marble or granite, weighing at least 3,000 pounds and costing at least 4,000 G.

The animated sculpture is called a Golem, and has the following statistics:

Stone Golem (Hero/Villain)
TN: 30
Brawn: 5
Finesse: 2
Wits: 2
Resolve: 5
Panache: 2
Attack Roll: 6k4 Pummel, 6k4 Pummel
Damage: 8k2 Pummel (x2)
Skills: Footwork 2
Special Qualities: Large; Toughness; immune to poison, Fear, and Repartee Actions; no penalties for fighting in darkness

A Stone Golem always follows the instructions of its creator, and will remain animated for forty days and nights (unless destroyed prematurely), plus another four days and nights for every Raise taken on the roll to create the Amulet.