Seers of the Bright Eye
The making of the Made Gods required a more than mortal awareness
of the flow of arcane energies and divine numina. While the rarefied
excellencies of awareness that went into creating these artificial gods
is long since lost, the Seers of the Bright Eye have managed to retain
the more prosaic arts of foretelling and far-seeing that win them their
current coin and influence.
Lesser Seers are little more than street-corner fortune-tellers, using
a few small arts to puzzle out what a petitioner wants to be told of
the future. In cities were several dwell, they usually form together
into formal guilds of oracles, the better to avoid treading on each
others’ prophecies and to train apprentices in the art. These novices
are often recruited from likely urchins, and are little more than slave
labor. Many of them have no actual magical talent whatsoever, and
make their fortune with a glib tongue and a skill at cold reading.
Some Seers with actual talent or determination refine their abilities
to truly behold the future and cast their senses beyond their imme-
diate surroundings. While the future is always mutable, they can
gain hints of what is to come and visions of likely future events. This
gifted elite finds service in the courts of nobles and princes, though
most are regularly forced to prove the strength of their gifts by their
suspicious patrons.
This gift is hindered by the relatively simple warding practices that
can serve to blind a Seer’s vision. Any location wrought with these
wards becomes impenetrable to a Seer’s magic or future sight. Any
competent occult adept knows how to lay these wards, but they also
require regular tending to maintain their power. Exceptionally pow-
erful and costly wards can last indefinitely, however, so long as they
remain physically intact.
Structure
Apprentice
The apprentice can determine likely immediate good or bad outcomes
from a choice, detect curses or magic, pinpoint the time and location
of the caster, and identify a person’s predominant character traits if
they have been seen or their birth date is known.
Adept
The adept can gain brief visions of familiar people and their surround-
ings, identify magic items and standing spells, get visions of important
events likely to happen to them in the next week, overhear the sounds
of a remote place they’ve visited before, and locate lost objects familiar
to them. Such scrying never lasts more than a half-hour per spell cast.
Master
The master can locate people they’ve seen or had carefully described
to them, ask questions about probable futures and receive yes or
no answers, gain visions of where to go to find something, and scry
distant locations known to them. Repeated queries about a single
future topic tend to distort the readings, however.
Archmage
Archmages can penetrate weak wards against divination, such as those
laid down by occultists of less than master expertise in their low magic
tradition. They can also locate people or objects on a casual descrip-
tion, provide a detailed oracular description of a likely near-future
event, or create a movable scrying point in a distant location. Their
scrying spells last for an hour each at most.
Type
Social, Brotherhood
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