Cora: Archon of Mystery and Magic in Archons Decisive Factor System | World Anvil
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Cora: Archon of Mystery and Magic

The queen of the fae is a fickle archon. She has few followers, preferring to manage the wild and untamed areas of the world. Those who do seek her aid usually travel out into nature.  

Symbols

Butterflies, stars, and willow trees.  

Domains

 

The Wilds

Focus: Untamed Nature   Cora is an archon of plants and animals and the environments in which they thrive. As soon as you step where no person has set foot before, you enter Cora's lands. This domain is ideal for the Survival skill, but pairs well with any interactions with wilderness or wild creatures.   Anathema: Civilization   Abilities tied to the wilds won't function in cities and towns. Perhaps in small villages, where people are still at the mercy of the seasons and where wild beasts will still drag off livestock or small children from time to time. But not anywhere where nature lies conquered and submissive. To that end, domesticated animals and crops under cultivation are outside the purview of this domain.   Spells:
  • Venom: The sting of the bee, strike of the serpent, and the toxins of a thousand poisonous plants are all yours to command and inflict on foes.
  • Unleash: You can draw out the potential in any creature to make it far larger and deadlier than it normally would be.
  • Wild Form: You can become more bestial, and even transform completely into an animal.
  • Hunter's Instincts: This gives you the savage instincts of a predator to track down and kill your prey.
  • Call of the Wild: You call upon nearby creatures to help you. Animals in the area heed your call.
  • Command Plants: The wild vines, grasses, trees, and other plants bend to your will.
  • Call Familiar: A familiar in the form of a wild animal smaller than a wolf comes to you and teaches you the ways of magic.
  • Conjure Feast: You create a wondrous banquet of fruits, vegetables, nuts, herbs, wine, and juice. None of it will have known the heat of a fire nor the blade of a knife. It will instead be delicious in its simplicity, a reminder that more complicated is not necessarily better.
  • Summon Minion(Generic): You could have a different version of this spell for any wild animal. But the favored variant is unicorn summoning. Unicorns are fast, fierce, and strong. They will not pull a cart, and will be dispelled if even a single hoof touches a road, but they can run through dense forest and grassland swifter than any horse.
  • Gift of Life: Nature is the epitome of life, and healing is a part of that. You take the life energy that allows wild animals to heal so quickly and magnify it a hundredfold to quickly heal any wound or infirmity.
 

Deception

Focus: Lying and False Appearances   This is the domain of making things appear as they are not. It works with almost all implications of the Stealth skill but is also useful for lying and disguise. Art, from stage performance to painting to woodcarving and more also benefits from this domain's influence, making the unreal seem real.   Anathema: Mirrors   Reflective surfaces reveal the truth. This obviously includes silvered glass, but it can also be polished armor, calm water, or any other surface that shows a reflection. Anyone looking into a mirror can see the truth.   Spells:  

Travel

Focus: Repositioning   Travel is the domain of being in, or getting to, the right spot, as well as getting out of places you'd rather not be. A master of this domain gets bonuses to Athletics in almost all applications as they move to a new location, but also Stealth when sneaking into and out of places. It's handy for getting projectiles to travel from you to a target as well as charging to meet your foe. But perhaps its biggest benefit comes with the Survival skill to get safely to a new destination.   Anathema: Home   Nothing kills wanderlust like finding a place that makes you content. Those who are at home in a place lose access to this domain, and it has no influence over people and things who are where they belong.   Spells:
  • Teleport: You step through Cora's domain to instantly appear elsewhere without traversing the intervening space.
  • Gift of Flight: You soar through the air, borne by insect wings.
  • Twisting Paths: You turn the area around you into a shifting landscape impossible for outsiders to navigate.
  • Banish: You transport the target to another reality for a time.
  • Quicken: You hasten the target along their path with superhuman speed.
  • Command Gravity: You change the force of gravity to pull people along a different path.
  • Lively Jig: Lively music inspires everyone to make the journey faster.
  • Helping Hand: You transport objects with spectral hands of force.
  • Borne by Wings:
  • Conjure Object: You temporarily teleport an object from elsewhere. Hopefully, whoever you are borrowing it from doesn’t need it.
  • Conjure Liquid
  • Conjure Air
 

Magic

Focus: Spells   The domain of magic is used to know about, cast, and ward off spells. It is not used with any other skills, nor is it associated with talents that are not explicitly centered around magic.   Anathema: Iron   Iron and steel are anathemas to Cora's wild magic. No one can be wearing such items, or incorporate spells into an item made with iron. Those clad in such metals are outside the influence of this domain as are objects covered or made of iron or steel. (Note: This anathema is intended to be more restrictive than most, as a counter to magic's broad potential).   Spells: All of them. The magic domain justifies the learning of any spell.  

Classes

Faecalled
Generic article | May 1, 2020

Mystical agents who augment their stealth with magic and charismatic guile.

Hunter
Generic article | May 1, 2020

Stealthy archers who master the untamed wilds of nature.

Wild Shaman
Generic article | May 1, 2020

These mages call upon the power of nature to weave powerful if unpredicatable spells.

 

Relationships with Other Archons

Cora seeks to withdraw from the rest of the world. So long as others do not intrude on her domain, she leaves them be. Innestia is an exception; the two archons have had a feud that predates recorded history.  

Vows

Merriment

The world is too glum. I will brighten it up with laughter.   Any time you make the GM or one of the other players at the table laugh through an in-character joke, you fulfill this vow. If most of them laugh, you fully restore all Spirit. Any time you ruin another's joke or jest, you break this vow.  

Communion with Nature

Nature is so wonderful. I need to spend more time being a part of it.   Every time you take an hour to stop and admire nature, you fulfill this vow. If you are in an area devoid of wildlife, ask the DM if you can fulfill this vow. Spending the night with a manmade roof over your head breaks this vow, but sleeping in a cave or under a tree does not.  

Pranks

I’m sick of seeing proud people who are too full of themselves, and I’m gonna prank them when I get the chance.   Every time you pull a trick on someone who has it coming, you fulfill this vow. Every time you witness someone full of pride and do not at least give a subtle insult to them, you break it.  

"Trading"

Whenever I take something from someone I will give them something in return.   Every time you remove an object from someone else’s possession without their permission, and you give them something of comparable value in return, you fulfill this vow. Examples include taking a pie off a windowsill and coming back to leave a note of thanks, or taking a breastplate but leaving a painting of yours, or taking the possessions of a long-dead warrior but speaking a stirring eulogy over their bones. If you take something from someone without giving something in response, you break this vow.  

Deception by Truth

The fae are perfectly honest, and I will be as well. If other people are not paying attention and hear what I did not say, that is not my fault.   Whenever you deceive someone while technically telling the truth, you fulfill this vow. Example “Did you kill this man?” “I most certainly did not.” (My arrow killed that person.) If you say something you know to be untrue, you break this vow.  

Shiny

Few people appreciate shiny baubles the way I do. I will seek them out.   Every time you acquire a new sparkly treasure, you fulfill this vow. If you acquire multiple shinies at once, that still only counts as one fulfillment. If you ever give up or lose your best, shiniest treasure, you break this vow.  

Luck

Sometimes you're lucky, sometimes you're not. What can you do?   This vow is weird in that you have no control over whether you fulfill or break it. Every time you roll Luck as the decisive factor, you fulfill this vow. Every time you roll luck as the decisive factor, 1 on the chance die, and a - on the fudge die, that means luck has turned against you and you essentially break this vow. You "atone" by rolling Luck as the decisive factor and a + on the fudge die.

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