BerserkSeraph/WoSCallings

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The Five Callings

Each of the Callings is both an ideological and a mystical principle imbedded in the Arcadian Shard and reflected in Creation itself; they are the five faces of the Mother. Callings are of primary use as a means to an end, as Arcadians derive most of their power from harnessing their Callings, but they are also the Mother's way of gently guiding her champions - in order to maintain powerful energy in a Calling, an Arcadian must to some extent take part in the maintenance of Creation.
Callings are rated from 0-5, with every Arcadian possessing, but not necessarily harnessing, at least one dot in each. To gain the benefits of a dot of a given Calling, the Arcadian must possess Backgrounds tied to that Calling that 'fulfill' it or make it 'valid' - an Arcadian may possess a Calling of 5 and only be able to fulfill the charge of that Calling at 3, in which case his mystic abilities are reduced. Backgrounds can only fulfill one Calling at a time, and should not be shifted 'on the fly' due to interpretation - though they may be shifted as a matter of roleplaying (A barbarian horde of Followers who fulfill Burial might, when they settle down to become an agricultural community, shift to Harvest or Birth). Each level of a Calling requires a larger amount of dedicated Backgrounds to fulfill. At character creation, purchasing a dot of a Calling also grants a single dot of Backgrounds for application towards fulfilling it.

Level....Background points necessary
x........0
1........1
2........2
3........3
4........6
5........12 

The Callings

Birth

The Birth Calling aids in the creation and protection of life. The calling can be validated by Resources devoted to art, romantic endeavors, or medical facilities. Similarly, Backing from or Influence in groups fulfilling those roles in a community can be considered a tie. Contacts in the fields of art, midwifery, or matchmaking are potent ties to the energy of Birth; Allies and Followers amidst its champions are also valid.
Birth is channeled to protect and nourish life and pleasure; it is primarily for use in creating from scratch, but does not lend itself to murderous pursuits. Creating rain to revive a faltering farm community is a miracle of Birth, creating it to sweep away an enemy’s regiments is not.
Birth is often channeled by champions of Spring, and is exemplified in the Abilities of Performance, Survival, Medicine, Resistance, and Socialize.

Sowing

The Sowing Calling aids in the creation and protection of opportunities. The calling can be supported by Resources devoted to expansion, whether martial, ideological, or financial. Backing or Influence in radical or expansionist societies is in service to the calling, while Contacts, Followers, or Allies in revolutionary cells or large aggressive businesses are common among its exponents.
Sowing is channeled to create opportunity and violently resist its suppression; it is primarily for use in planning and lengthy effort, being somewhat ill-suited for instantaneous creation. Creating a storm to cover a revolutionary action is acceptable; creating it to strike a despot with lightning is not.
Sowing is often channeled by champions of Summer, and is exemplified in the Abilities of Crafts, Ride, Athletics, Bureaucracy, and Investigation.

Harvest

The Harvest Calling aids in harnessing existing opportunities and enhancing present conditions. The calling can be supported by Resources applied in agrarian communities or industrious manufacture. Backing or Influence in farming cooperatives or predictable and prosperous communities, or Contacts, Followers, or Allies among them, are also excellent ways to strengthen this Calling.
Harvest is channeled to harness energy or strengthen current states; it is primarily for use in speeding eventual processes, and is not suited to creation. Coaxing rain out of clouds is a miracle of Harvest; coaxing it out of a clear sky is not.
Harvest is often channeled by champions of Autumn, and is exemplified in the Abilities of Linguistics, War, Lore, Larceny, and Occult.

Burial

The Burial Calling aids in ending life or curtailing energies. Its principles can be fostered by investing in tools of death or war efforts, and its proponents often develop Influence in the dens of assassins, war leaders, or weapons manufacture; wherever men conspire to end other men. Backing from such groups often allows the steward to fulfill the charges of his office, while Contacts, Followers, and Allies can be motivated to action in the stewards’ stead.
Burial is channeled to end life and cut away excess; it is primarily for use in destruction, and is utterly unsuited for protection. Creating a storm to sink a vessel is exemplar of this art, creating it to nourish the land is anathema to its tenets.
Burial is often channeled by champions of Winter, and is exemplified in the Abilities of Thrown, Martial Arts, Melee, Archery, and Stealth.

Alignment

The Alignment Calling aids in moving and balancing forces. Its proponents invest Resources in communal societies, foster Followers or Contacts amidst liminal groups such as beggars’ guilds or occult societies. An energy of secrets and edges, it can also be tied to Influence in criminal societies or secretive fraternities, or by having Allies devoted to equalization or madness, those living on the fringes of the known world.
Alignment is channeled to break, reassemble, or deceive; it reveals secrets or hides them, and is primarily of use in shifting or dispelling rather than creating or strengthening. Shifting rain from a neighboring province into ones own is a matter of Alignment; drawing it out of blank skies is not in this domain.
Alignment is often channeled by champions of Alignment, and is exemplified in the Abilities of Presence, Awareness, Dodge, Integrity, and Sail.