Eskatonic teurgy

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wisewolf
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Eskatonic teurgy

Postby wisewolf » Wed Oct 14, 2015 6:50 am

I always read Eskatonic priests have a reputation of sorcerers, but I didn't remember his powers with teurgy. The real truth is their teurge is a bit bland and weak, in my opinion. I would expect them to be more powerful if we pay attention to his reputations. Maybe they have access to rituals of other orders? What do you think about it?

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Re: Eskatonic teurgy

Postby Bertjammin » Wed Oct 14, 2015 8:36 am

"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

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Re: Eskatonic teurgy

Postby wisewolf » Wed Oct 14, 2015 8:55 am

Thanks Berthamming, it makes sense. They will also be inclined to learn and control those forces, always in the shadows of the church of course :roll:

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Holz
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Re: Eskatonic teurgy

Postby Holz » Wed Oct 14, 2015 9:31 pm

Remember that "magic" can be sprinkling gunpowder on fire.... pretty impressive for some commoners. ;)
To hell with information, ammunition is ammunition.

If brute for ain't working you ain't using enough.

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Re: Eskatonic teurgy

Postby Angelman » Thu Oct 15, 2015 7:13 am

Hi, Wisewolf, and welcome to the board :)
I wrote in a couple of cooler stuff for the Eskatonics (such as an actual rite to use against Symbiots), but my plan for them is that the Eskatonics are specialists in Theurgical Operations. These are barely mentioned in the rulebook, but will be covered in later sourcebooks. They are basically more complicated, yet more powerful rites, more in line with historical sorcerous ceremonies and alchemical operations, rather than the "wave hand and shout words for fireballs to appear" magic that we are used to in most games. So, the Eskatonics ARE much more powerful; or rather, they ARE much wiser, sitting on great reservoirs of arcane knowledge; they don’t necessarily practice vulgar quick-fix magic like the other sects, but their magical potential is awesome.

Or, that was what I aimed for anyway :)
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wisewolf
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Re: Eskatonic teurgy

Postby wisewolf » Thu Oct 15, 2015 7:26 am

Hi Angelman! Your words are really interesting, you have make the mistake to leave us hungry of new info :lol:

If I want to create new rites for Skatonic order house-ruling, and I needed some guides or inspiration for other games with similar powers, what game or other universe/faction would you recommend me to take a look at?

Supplements take commonly too long to be a reality :roll:

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Re: Eskatonic teurgy

Postby Angelman » Thu Oct 15, 2015 8:20 am

I have no idea what games would be suitable - I play very few games. However, looking into real world occultism is a good start (which is what I draw many of the operations from).

And yes, supplements take WAY too long to materialize; no doubt there, sir!
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Re: Eskatonic teurgy

Postby Madmage » Thu Oct 15, 2015 6:39 pm

An excellent game for magic and occultism is Ars Magica. You could probably steal I mean be inspired by their rituals.

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Re: Eskatonic teurgy

Postby Leviathan of Maddoc » Sat Oct 17, 2015 10:06 pm

Whenever I've run Eskatonics in my games they don't call down hails of fire or shake the ground with their occult powers but they can divine who in the crowd is hiding the stolen crown, they can locate the noble lost in the snow, if they know any theurgy at all they are both never lost and never caught by surprise when the weather changes. Their theurgy isn't impressive in the sense of what PCs think of as power but in the scope of how things work in the Fading Suns world they are astoundingly powerful.

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Re: Eskatonic teurgy

Postby wisewolf » Sun Oct 18, 2015 2:00 pm

I really have a more powerful and direct vision for the Skatonic order, at least in the shadows of the order. Have you read the Rune Magic of Vuldroks from the Star Crusade? It sounds like it really fits with Skatonic monks. True knowledge, Annunaki runes and free aka Ars Magica spells.


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