Rhythmage

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Rhythmagia, commonly called ‘Bardic Sorcery’, is a magical discipline that creates a harmony between music and the arcane by channeling potentia through sound. Bardic Sorcery is a prevalent magical discipline due to the charismatic nature of those who embody its teachings and their musical expertise. It's not uncommon for most in their lifetime to encounter a Rhythmagia caster, as many spend their lives travelling, busking, or making it famous as celebrities due to the skill of their craft.


History & Culture

Rhythmagia is one of the youngest and most dynamic disciplines of magic in Pannotia, believed to have originated in the early 1400s. Often referred to as Bardic Sorcery and its practitioners as ‘Bards’ or ‘Rhythmancers’, this unique form of magic quickly gained popularity in the Kingdom of Provinciere, widely regarded as its place of origin. From there, Rhythmagia spread rapidly to neighboring nations, finding footholds in the Republic of Keldwike, the Kingdom of Monteluz, and eventually the Kingdom of Galudon.

At its core, Rhythmagia intertwines music, rhythm, and the arcane, allowing practitioners to channel their inherent potentia through melodies, harmonies, and even spoken verse. Unlike other forms of magic that often require complex rituals, Rhythmagia is notable for its accessibility, relying on creativity and performance rather than anything majorly complex. Practitioners can weave spells into their songs, enchanting their audiences with effects that range from subtle emotional influence to invigorating boosts to allies' morale and energy.

One reason Rhythmagia gained widespread acceptance is its perceived benign nature. Even in conservative regions wary of traditional spellcasters, Rhythmancers are often viewed as harmless entertainers rather than dangerous wielders of arcane power. Their performances are seen as tools for joy, inspiration, and unity rather than mechanisms of destruction or domination. This perception has allowed Rhythmagia to flourish, whereas other magical disciplines have faced suppression or mistrust.

Despite its widespread appeal and acceptance in certain circles, Rhythmagia is not without its critics and skeptics. Conservative factions, particularly among humans, have historically taken issue with Rhythmancers. In many cases, their disdain has escalated to outright persecution, with Rhythmancers becoming targets of baseless "witch hunts." These purges are often conducted with little evidence, and non-magical musicians have frequently been caught in the crossfire. Such incidents, justified by accusations of "unnatural talents," leave a trail of public outrage and result in barren taverns stripped of their entertainers.

Adding fuel to the fire, some hold the unfounded belief that Rhythmancers draw their power from the enigmatic Feylords, in particular the Feylords of Merriment or the Soulsinger Feylord. While these rumors lack credible evidence and are dismissed by scholars as fanciful tales akin to bedtime stories, their spread has nonetheless affected the reputation of Rhythmancers. Many view these claims as whimsical fabrications born from an enduring fascination with the Fey Realm, but others use them to stoke suspicion and fear.

Compounding the issue is a broader undercurrent of growing discontent toward magic users. While Rhythmancers have traditionally enjoyed a somewhat favorable public image compared to other arcane practitioners, this shifting sentiment has begun to erode that goodwill.


Notable People and Places

Honey and the Porcupines - A famous band from Ironhurst, Honey and the Porcupines have played some of the most illustrious halls in Pannotia. Each member of the band is a Rythmancer; Honey, Ken, Merritt, and Halton make up the core group. Their popularity is immense, with many schools and universities fighting to book them for their graduation celebrations.

Horst Castonin - A bard of the highest caliber, his songs are frequently sung in both high society ballrooms and merry taverns alike. Famous for writing songs that connect with the common man, Horst Castonin famously plays the Horn Provinciere for the Princess of Provinciere on New Year’s Eve annually.

Thaddeus Ironclad - Known for his masterful fusion of steam-powered instruments, Ironclad’s music famously captures the spirit of progress and innovation. His signature instrument is a brass saxophone with a steam-powered bell that releases bursts of steam in time to the beat.

Violet Piston and her Aether Ensemble - A Rhythmancer and a virtuoso violinist who blends classical violin music with the mystery of the Aether. Her music features haunting violin solos paired with the eerie hum of aether-powered harpsichords and ethereal wind instruments who are manned by automatons.

The Dapper Rustic - A tavern located in Aesox, the Dapper Rustic is famous for premiering the next best act in Pannotia. Famous writers, stage producers, performers, and press gather night after night to drink and listen to those wanting to perform. Anyone wanting their next big break heads to the Dapper Rustic and tries to sign up for Open Stage Night. With only four acts nightly, the competition is fierce.

Maple Grove Collective - Maple Grove Collective is a school that focuses on philosophy, art, and self-expression. Students here do not follow a strict class structure, but instead follow their inner desires and study what they feel is most appropriate at this time. Graduates from this school are considered eccentric, but brilliant artists and creators. This school often offers sponsorships for poor students to attend - with roughly half of their student population on some sort of assistance. Those who graduate from this school with a focus in performance are noted for being especially disciplined.


Spells

  • Unlike other magic disciplines, for Rhythmagia to work, the individual must have talent points in Arts (Performing). As a result, it is required that every Rhythmancer has an investment in this particular talent subcategory.
Tier One Spells
Name Description Cooldown/Cost Action Type
Scorching words The caster is able to, through sheer charisma and Rhythmagia ability, unleash a barrage of magically infused insults upon their enemy that are so heinous and deep that they manage to physically hurt one's opponent. The Caster makes a MYS attack roll against a target. Upon a successful roll, damage is dealt based on points in Arts as follows:
  • 1d3 if they have 1 point in the Arts.
  • 1d6 if they have 2 points in the Arts.
  • 1d9 if they have 3 points in the Arts.
One Turn Action
Echo of Heroism The caster digs deep during the heat of battle and through their musical abilities inspire their allies with feats of heroism from days gone by, pushing them to match heroes of old. The caster inspires an ally, increasing their Attack and Defense rolls based on points in Arts as follows:
  • +1 if they have 1 point in the Arts.
  • +2 if they have 2 points in the Arts.
  • +4 if they have 3 points in the Arts.

The musician's inspiration lasts for 1 turn following the cast.

Once per Combat Action
Cacophony of Discouragement The caster, through their musical ability, targets their enemies and in the midst of battle hits them with a sense of woe and hopelessness that makes them temporarily lose faith in themselves and their own abilities. Target up to two enemies, making a MYS vs SCR attack roll, and decrease their Attack and Defense rolls based on points in Arts as follows:
  • -1 if they have 1 point in the Arts.
  • -2 if they have 2 points in the Arts.
  • -4 if they have 3 points in the Arts.

This effect lasts for 1 turn following the bardic casting.

Once per Combat Action
Tier Two Spells
Name Description Cooldown/Cost Action Type
Bo-healying Rhapsody The caster calls upon their magical abilities to sing their allies back into fighting condition, their words giving heart to the broken, the beaten and the damned. The caster can grant Temp HP to up to two allies based on points in Arts as follows:
  • 2d3 if they have 1 point in the Arts.
  • 3d3 if they have 2 points in the Arts.
  • 4d3 if they have 3 points in the Arts.
Twice per combat Action
Dance of the Winds The caster using their instrument or their own voice summons forth the very winds to dance to their tune, making them able to either call them to aid them in their movement or assail their enemies. The caster increases movement by 2 blocks a turn for themself and two allies for 2 turns or may instead fire a piercing gust of wind at up to two enemies. This makes a MYS attack roll against the targets, and on success, it will inflict damage based on points in Arts as follows:
  • 1d6 if they have 1 point in the Arts.
  • 1d8 if they have 2 point in the Arts.
  • 1d10 if they have 3 points in the Arts. Additionally, this spell knocks the target Prone.
Twice per combat Action
Harmonize The caster using their instrument/voice and innate magical ability soothes beasts and calms people. In progressions, this can be used to sway an NPC to be more agreeable or quell creatures.
  • Having 1 point in Arts gives you a chance to quell a creature, and can be used in progressions to sway an NPC to be more agreeable.
  • Having 2 points in Arts gives you a higher chance for the NPC to do as you wish. You may calm larger amounts or larger creatures, and you may stun an opponent in combat by muddying their mind. This requires a MYS vs SCR attack roll, and Dazes the target on a success..
  • Having 3 points invested in Arts guarantees that the NPC will 100% be swayed to do anything that is non-detrimental to themself.
Once per Combat Action
Tier Three Spells
Name Description Cooldown/Cost Action Type
Fugue of Madness The caster becomes lost in the rhythm and music of their own making during battle and lashes out in a screaming cacophony of melodious madness, making a MYS attack roll against a single target and suffering 4 damage. On a success, the target suffers 12 damage. This spell can be used Once per Combat encounter. Once per Combat Action
Melody of the Wilds The caster through their music and magic connects to the more primal forces of Pannotia, summoning these to aid them in their endeavours. This makes a MYS attack against all enemies in a 3x3 area, dealing 1d8 damage on a success. If the caster has 2 or more points in Arts, this still deals half damage on failure. In progressions, the caster can use this ability to commune with nature within a given area in order to track, set a trap, or acquire local knowledge. Once per Combat Action
Song of Reckoning The caster summons all their magical and musical might into a grand symphony. A singular performance that takes 1 turn to prepare, as they reach the crescendo of their song they unleash all of their righteous fury upon a single enemy. Making a MYS vs CON attack roll, on a success they deal 2d8 damage. If the Caster has 2 or more points in Arts, the target still takes 1d8 damage on a failed attack. Once per Combat Action



Accreditation
Writers BillyTheScruffy, SpunSugar, C_Farly
Processors Loficloud, Nath_n, Bimberi
Last Editor Bimberi on 03/29/2026.