The Grey Council

Grey Council The Grey Council is the conclave of the most powerful and most respected priests of the Three Sisters-- Eldrea, Sarai, and Rhaine. The Council are the guides and leaders for these three intertwined religions, and it is from among the Grey Council that The Merlin is elected to serve Brittanis. Members of the Grey Council without an official position carry the title, "Magus" as a mark of their authority. Thus, since Justinian Ambrosius was on the Grey Council during his brother Julius' reign as Pendragon, the correct title for him would have been "Magus Justinian Ambrosius," or less formally, "Magus Justinian." A long-standing member may be given the title of "Archmagus" as well. The plural of these terms is Magi and Archmagi. Before the coming of the Tiberian Empire, the Grey Council was the supreme religious authority in Brittanis, overseeing all aspects of religious life. They were often called upon to negotiate between hostile nations, and served as diplomats and emissaries between rulers. The Magi advised kings and chieftains, warlords and heroes alike. It was (and still is) considered anathema to strike a Magi-- even to the point of Magi walking into the middle of a battlefield in order to stop the fighting. Legend tell of dire curses falling upon those who dare cross the Three Sisters by harming their chosen. When the Empire invaded, they brought with them their religion-- the White Court and its gods. As the Empire spread, they build temples and churches, but never tried to exterminate the religion of the natives. Instead the Empire allowed the native religion to continue unharmed, but promoted their own faith heavily. Since the Empire was (mostly) successful in conquering Brittanis, the religion of the victors flourished, and the faith of the conquered waned. Over time, the Tiberian settlers and nobility gravitated towards the White Court, and the less "cultured" peoples (like the Brynn and the Norn) clung to the Old Ways. Today in Brittanis, the population is split, and while the White Court holds a significant advantage in population and power, the Three sisters and their followers are still highly respected and honored by civilized people. When you choose the Three Sisters Allegiance, you must choose the Path of Magic or the Path of Arms. You gain the skills from that Path, and the choice cannot be changed once made.

PATH OF MAGIC

Tier 1

Magic's Embrace (0, 2, 3, 3 CP; 0 STA; Day) Once per day, when you are the target of a Heal effect that has either NO Trait, or the Fate trait, you can call, "Heal 1 to Self by Fate" immediately after taking that effect, even if you are unconscious.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: usable with no trait, or any trait from: Fate, Magic, Nature
  • 4th Purchase: "Heal 2 to Self by Fate."

Tier 2

Wyld Transferrence (0, 2, 3 CP; 0 STA; Day) Once per day, you can change the Trait of any skill without the Spell Keyword to "by Primal." This skill cannot be used on any skills from a Crafting Class.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: Change the Trait as above, and add "Double" to the Effect.

Tier 3

Fear of the Grave (0, 2, 3, 3 CP; 0 STA; Day) Once per day, you can point at a target and call, "By My Gesture, Short Paralyze by Fear."
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: "Paralyze by Fear"
  • 4th Purchase: You can call EITHER "Paralyze by Fear" or "Short Stun by Fear"

PATH OF ARMS

Tier 1

Runic Inscription (0, 2, 3, 3 CP; 0 STA; Day) Once per day, you can call, "Resist" against any Disarm or Destroy effect that hits items in your possession.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: Usable 1/Battle
  • 4th Purchase: You call, "NO EFFECT" against the Disarm and Destroy effects against items you hold or wear.

Tier 2

Fated Heroics (0, 2, 3, 3 CP; 0 STA; Day) Once per day, when you make a called melee or missile attack that expends Stamina, and the attack is negated using a game skill Defense (not just blocked by a weapon or shield), you call, "Imbue by the Grey Council!" and immediately regain any spent Stamina. You DO NOT regain use of the skill itself if it has a recharge keyword (Battle, Watch, Day, etc).
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: If the skill used has the Battle, Watch, or Day keywords, you regain use of the skill as well.
  • 4th Purchase: You gain +1 Stamina in addition when you use this skill.

Tier 3

Deathward (0, 2, 3, 3 CP; 0 STA; Day) The FIRST time you gain the the Unstable trait in a day, you have a TWO minute count until you bleed out and die.
  • 2nd Purchase: 1/day, you can call, "Resist by Allegiance!" when hit by the Death effect or an attack that is "by Fate."
  • 3rd Purchase: The defense gained in the second purchase skill is usable 1/watch.
  • 4th Purchase: EVERY time you gain the Unstable trait, you have a 2 minute countdown until you bleed out and die.