Esotericists of Anár
In the Lands of Anár, the esotericists can be broken into two classifications: those that learned to use magick and those for whom use of magick is an innate part of their being. Cultural Practitioners exist in a wide array, as they vary by the cultures that engender them. Equally diverse, the Innate Practitioners represent the wide array of mystical creature and being who have melded with mystical energies.
Cultural Practioners (top)
Esotericists vary from culture to culture, based on a race's sociological and philosophical biases. What follows are a list of the major races and a brief dicussion of how they socialize the use of magick:
- Mages of the Duar: For the Duar, the practice of magery is just another profession choice among many that an individual may invest themselves into. While it holds no greater or lesser sociological position than any other profession, because mages sequester themselves away to perform their esoteric studies, they are often regarded as more than a little strange. The Duar have two major methods for flavors of magick use: those trained by formal, university-style Orders of magick and those trained in formal master-apprentice style. The Order of magick tend toward more conceptual and rarified mystic study, while the master-apprentice style occurs in less-populated areas and tend toward more practical applications of mystic energies.
- Ecomancers of the Kernuar: The Ecomancers of the Kernuar believe in the balance of nature and promote an understanding and practice of such balance among the holds of the Kernuar. Their abilities come from an understanding of the cycles of nature and focus on a reverential study of the natural world. The Ecomancers of the Kernuar occupy a special place amid the social order, beyond the normal hierarchies, acting as social and political advisors. Becoming an Ecomancer is a calling, heard both from within and without, and generally takes place at a young age. Ecomantic initiates spend their lives understanding the will of the natural world.
- Animists of the Ursuar: As with all things for an Ursuar, the choice to study the use of mystical energies happens as a personal choice. Ursuar generally use their mystical talents to more fully understand both themselves and others, often putting supplicants in touch with their own selves and the needs of their own destinies. Much like the Duar, the Ursuar assign no special social value to mystical ability, seeing it as just another valid choice.
- Mîselid Shamans: For Mîselids, the practice of mystical knowledge and the creation of esoteric effects are nearly side effects of their normal existence. Their innate ability to produce fungal spores that effect the mind and spirits of living beings giving them access to knowledge beyond mortal perceptions. Some have refined this knowledge into mystical practices, often utilizing their own spores as components within these workings. It remains unclear, however, if Mîselid Shamans attain a higher status among Mîselids, but then their internal social interactions are often a mystery to other races as it is.
Innate Practioners (top)
Innate practitioners are those esotericists who have an inborn ability to manipulate the Arcane Forces to their will. The abilities they demonstrate are generally a function of their biology and the effects they create are generally of limited adaptability.
In game terms, once an Innate Esoteric Ability is purchased, its applied limitations and advantages cannot later be altered without express GM's permission. The power level of the effect (i.e., the Base Points) can be increased, however. Additionally new Innate Esoteric abilities cannot generally be purchased after character creation.
Specific examples of beings with Innate Esoteric abilities follow:
- Mîselid Fungal Spores: The Mîselid race are able to exude spores, spread in clouds or by touch, that can manipulate the flesh of animal or plants, and which can forge deep spiritual and mental connections between individuals. The spores have a range of overall effects, but once a single Mîselid purchases their effects, they are set for its biology. The spores can manipulate the following Arcane Forces: Flesh, Wood, The Dark, The Mythic Force, and Celestia.
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