The Beast Fears Fire - Silf
Silf [Violence 2]
Impulse - To Bring Forth Wind
Wind gets the distinction of being the element least interested in humanity in the old stories. Least interested or least able to concentrate long enough to act upon any of its interests. It's wind, after all, say the storytellers, changes quickly, comes up strong and sudden and dies away just as fast. There are some parts of the world where people consider wind an enemy of humanity; not Crickton, where no part of the country, however remote or difficult to travel is more than a week's walk from the shore, but the notion persists. Wind witches are the least common calling in the Savelish tradition and their magic, best suited for confrontational, if not violent purposes, makes them unpopular on their best days. Wind has, even in maritime Crickton, kind of a bad repuatation.
Silf don't help matters much. Of all the custodial spirits, Silf are the most likely to interact with people out of sheer pique, and not necessarily pique that had anything to provoke it. It's rare that this happens, but it happens, especially in the high places like the northwest and central regions of Crickton.
Silf look like varying-sized balls of something that looks halfway between smoke and fog, billowing and curling from a central silvery knot. At times, silf will arrange to mimic facial features out of their mass to talk. Their voices sound like someone screaming from very far away.
Harm 1/Peril [Chill] Silf are the most straightforward of the custodial spirits in terms of fighting. They will try to batter their opponents, and are cohesive enough to strike as though they were solid. When silf move aggressively, they become bitterly cold, capable of causing frostbite with a brush against exposed skin.
For the Win(d)
When you are under attack from silf, face Violence
On a Hit, you are able to defend yourself and gather your wits well enough to face the spirit any way you choose.
On a Hard Hit, you are strike at the core of the silf hard enough that it discorporates and flees.
On a Miss, you get battered around by icy winds. Suffer Harm as Stated.
On my hill I wait for wind
Scholars have tried to determine what kind of relationship there is between silf and the feared magic wind witches possess called the Black Wind. Probably nothing strong or direct, as the Black Wind is primarily psychic in nature, while silf, once manifested, are entirely physical.
Silf don't leave behind anything when they discorporate, but it is possible to trap one or more silf in a specially prepared bottle and use them to control the strength and direction of local winds. This really upsets the silf so trapped, and while some magically inclined ship's captains are willing to use the wind bottles, it's hard to find a full crew of sailors willing to step foot on such a ship.
Impulse - To Bring Forth Wind
Wind gets the distinction of being the element least interested in humanity in the old stories. Least interested or least able to concentrate long enough to act upon any of its interests. It's wind, after all, say the storytellers, changes quickly, comes up strong and sudden and dies away just as fast. There are some parts of the world where people consider wind an enemy of humanity; not Crickton, where no part of the country, however remote or difficult to travel is more than a week's walk from the shore, but the notion persists. Wind witches are the least common calling in the Savelish tradition and their magic, best suited for confrontational, if not violent purposes, makes them unpopular on their best days. Wind has, even in maritime Crickton, kind of a bad repuatation.
Silf don't help matters much. Of all the custodial spirits, Silf are the most likely to interact with people out of sheer pique, and not necessarily pique that had anything to provoke it. It's rare that this happens, but it happens, especially in the high places like the northwest and central regions of Crickton.
Silf look like varying-sized balls of something that looks halfway between smoke and fog, billowing and curling from a central silvery knot. At times, silf will arrange to mimic facial features out of their mass to talk. Their voices sound like someone screaming from very far away.
Harm 1/Peril [Chill] Silf are the most straightforward of the custodial spirits in terms of fighting. They will try to batter their opponents, and are cohesive enough to strike as though they were solid. When silf move aggressively, they become bitterly cold, capable of causing frostbite with a brush against exposed skin.
For the Win(d)
When you are under attack from silf, face Violence
On a Hit, you are able to defend yourself and gather your wits well enough to face the spirit any way you choose.
On a Hard Hit, you are strike at the core of the silf hard enough that it discorporates and flees.
On a Miss, you get battered around by icy winds. Suffer Harm as Stated.
On my hill I wait for wind
Scholars have tried to determine what kind of relationship there is between silf and the feared magic wind witches possess called the Black Wind. Probably nothing strong or direct, as the Black Wind is primarily psychic in nature, while silf, once manifested, are entirely physical.
Silf don't leave behind anything when they discorporate, but it is possible to trap one or more silf in a specially prepared bottle and use them to control the strength and direction of local winds. This really upsets the silf so trapped, and while some magically inclined ship's captains are willing to use the wind bottles, it's hard to find a full crew of sailors willing to step foot on such a ship.
Published on January 12, 2013 10:20
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