The Knights Azure are a group of
The Citadel
The Citadel is Impregnable, Inhospitable, and Beautiful. It is a whitewashed octagonal structure adorned with intricate geometric carvings, tilings, and windows. The interior room is a wonder of light, design, and, most of all, water. Pools, pumps, pipes, sluices, fountains, and showers cover almost all the single grand room. This is the Archive of the Knights Azure. The water in this room encodes all the information they've gathered, all the secrets they've hidden, and many other things. Understanding the rudiments of the system (which includes manipulating the fixtures, analyzing eddies and currents, tracking the movements of individual drops, examining concentration of trace compounds, and many more mystic things besides) would take years, assuming they would tutor you.
The knights themselves don't occupy this room, which is too delicate (not to mention damp) for habitation. They occupy tents on the flat roof of the citadel. There it is dry, cold, and an area of congregation for their friends, the birds. The knights and birds share a love of singing, and those who understand their songs would find them surprisingly simplistic, tales of shepherd love or nonsense ballads. The birds, the rains, and the knights each serve to bring secrets back to their Citadel.
The Knights
They wear feathers, veils, and painted shields with a ring azure on argent. They shun other heraldry, and generally refuse alliance with temporal powers. They are wizard killers, inquisitors, archaeologists, and, occasionally, givers of knowledge. They are also pompous, international agents with almost no oversight. They are not always ascetic, and certainly not infallible, and some of them don't even know how to read in their own library.
They tend to either only swoop in when things get really bad, or kidnap people who've committed only thoughtcrimes. Mostly its just whatever issues are apparent to a knight errant. When out a-questing, they store the secrets they've found in poisonous cisterns built around the countryside for that purpose, and then send them back to the Citadel via rain.
Some of the secrets the knights keep are people.
Blue Knight Class
You only gain XP for delivering secrets back to the Citadel. Each template of Blue Knight gives you either (+1 MD) or (+1 Attack and +1 Perk) and one spell
Encode
With an hour's concentration, you can dissolve any number of objects submerged in water, encoding their information. The whole portion of water must be poured by you personally (not by the rain or by a river, yes by a pump). At the end of the hour, the objects effectively suddenly transmute into an equal volume of water.
Blue Knight Spells
- Conduct Evaporation Target 1. cup/wisp 2. puddle/vapor 3. pond/mist 4. lake/cloud fully evaporates, travels to the location you direct, and condenses
- Decode Target object emerges from the archives. Dice dictates clearance level. Alternatively [sum] in 20 chance of summoning an secret, object, or creature from an uncontrolled body of water.
- Counterspell Destroys target spell with dice less than [dice] or sum less than [sum]
- Water Slash Basically a sword beam, +[dice] damage on an attack, or [dice] damage straight
Blue Knight Perks
- Speak With Birds self explanatory.
- Read Flow You can tell by sight things like erosion, flooding, the effects of a single pebble in a river, etc. Also you can get the gist of most things in the Archives without decoding them.
- Asceticism Half rations and you take no ill effects from cold or dehydration
- Detect Secret Interesting things smell sweet, forbidden things smell dank, works on people's thoughts, books, murals, the Archives, courses of action, etc.
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