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Dol Vorso Sages

“It is the Dol Vorso's way to see the truth, Captain. To find the signs that hide amongst the ordinary.” ―Yuun, Master Sage
    If you want to find justice, go to law enforcement. It you want revenge, hire a bounty hunter. But if you want truth, consult a philosopher. If you want all of the above, employ a Dol Vorso Sage.

Structure

To become a Dol Vorso Sage, a being must convince a current Sage to take them as an apprentice. Since most Sages in existence wander the galaxy, they can be encountered almost anywhere, but can always be found on Caligo. After serving an apprenticeship and learning the basics, every apprentice must travel to Caligo for a final challenge, usually designed by their mentor and senior members of the order. Success in that challenge means entry into the order.   The Dol Vorso Sages are loosely organized, with a Komisarch ("leader" in Mesutaani) that stays on Caligo. All Sages respect the Komisarch’s authority. There are no other ranks within the Sages, although Sages tend to give greater respect and deference to more experienced Sages.

Public Agenda

The Dol Vorso philosophy looks to finding the truth in every circumstance, in every situation. Perfect truth leads to perfect justice. It may not be kind or happy or merciful, but it is truly just. In finding what others have lost, they are finding physical manifestations of truth.

History

The Dol Vorso began on the planet of Caligo, with its methane clouds and swirling fog. The native Mesutaani fought bitter internecine wars with each other, devastating their populations and leaving massive swaths of their planet without an established government that the people could turn to. Also, the clouds and fog were an added hazard to any Mesutaan who left the safety of their clan home; to become lost on the surface of Caligo, with its dangerous weather systems and monstrous fauna, was very nearly a death sentence.   The Dol Vorso Sages, mystics who could determine the location of a wayward person or pierce through to the truth of a matter, became the law in lawless places. As supernatural trackers and detectives, the Dol Vorso were called upon to keep the peace and judge any accused of crimes, including carrying out executions. They would find lost travelers and maintained the surface trails between villages. Over time, they became a shadow government, working parallel to, but outside of, any established government entity. Few dared to challenge those who bore the tattoo of the Mist Eye.   Over time, the wars ended and the Mesutaani went into space, joining the other star-faring races. Technology ended many of the hazards of the surface of Caligo. The Dol Vorso’s authority began to diminish. Many Sages left Caligo and made their way in the galaxy, joining law enforcement and judicial agencies. A large number found work as bounty hunters. The order saw their ranks dwindle until they finally decided to permit other races learn their techniques.

Granted Divine Powers

Dol Vorso Sages learn their powers through 3 levels of Traits:   Sage: A Sage is a mystic who has completed their apprenticeship under a mentor and permitted to wear the Mist Eye badge. A character must have the Innate Power trait. A Sage has access to the following spells -
 
  • Hide in the Mist - 1 action to cast, Standard Test - you are shrouded by an invisible mist, making you unseen by all eyes. Gain Advantage to all Stealth rolls for as long as you concentrate. If cast with Disadvantage, you can hide your entire team in this fashion.
  • Mark Your Quarry - 1 action to cast, Standard Test - you can place an invisible mark on another. Range is within your sight line. You feel the pull of the mark and can follow the target as long as the makr is active. The mark will remain on the target until dispelled by you or the target moves more than 1 km away from you.
  • Shield of Mist - 1 action to cast, automatic success – you count as having taken the Evade action and as having the Shield-Bearer Trait until your next turn.
  • Eye for Danger - automatic, all the time - you gain the Ambush Specialist feat.
  Senior Sage: A Senior Sage has typically been actively practicing for quite some time, and has mastered the basic forms and started to become familiar with more complex techniques. A character must first have taken the Sage Trait in order to take this Trait. A Senior Sage obtains access to the following spells -  
  • Telekinesis – 1 action to cast, [Special Test] - As an action you may move any object weighing as much as you without Testing. To hurl it violently, you must make a successful Standard Test. To hurl any object heavier than you, you must make a successful Test with Disadvantage.
  • Words in the Mist - free action to cast, Standard Test - this spell permits you to uneeringly know if another person is lying. If successful, a lying person's words will show as orange-black smoke that can be seen only by you.
  • Eye for Clues - automatic, all the time - you gain the Detective feat.
  • Move in the Mist - free action to cast, [Special Test] - at the start of combat, you roll Initiative with Advantage and add all three dice together for your initiative score.
  Master Sage: A Master Sage has mastered all of the complexities of piercing the web of lies and deception that sentient species weave around themselves and discerning the truth in nearly any matter. A character must first have taken the Senior Sage Trait in order to take this Trait. A Master Sage obtains access to the following spells -  
  • Pronounce Judgment - 1 action to cast, Standard Test - you pronouce judgment against another. Upon a success, the target performs all actions at a Disadvantage (include combat rolls) until they can make a successful saving throw.
  • Mists of Truth - 10 minutes to cast , Standard Test - through an elaborate ritual and mediatation, you can pierce the veil and answer one question. However, often the answer might simply lead to more questions, as true truth is often elusive.
  • Hear their Guilt - 1 action to cast, Standard Test - you can "hear" the guilty thoughts of your target through a succesful test. You can continue to listen for as long as you concentrate. Telepathic races will be aware of your invasion of their mind and may attempt to repel you through a successful saving throw.
  • Subdue the Condemned - 1 action to cast, test with Disadvantage - upon a succesful check, you can command a target to surrender to your authority. The target gets a saving throw to resist your commands; if in combat, they test with Advantage (unless otherwise Disadvantaged).

omne enim veritas

Founding Date
Before the Second Breath
Alternative Names
The Mist Eye

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