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DIS
(Mad Passion)



IDEALS

Confusion, Unnecessary Work, Complex Bureaucratic Hierarchies, Slavery and Mastery




TYPICAL APPEARANCE

Dis manifests as a thin, sickly male or female of any race, who seems to have been deprived of sunlight and exercise for far too long.




COMMON ELEMENTS

Papers, papers and more papers, contracts, tomes of ritual, slaves, chains.




POWERS

Dis can remove fervor from those around her and cause confusion in their minds, make people obey her will, and teleport instantaneously to any place she has visited before.




QUESTORS

The questors of Dis imitate their Passion's desire for unimaginative uniformity by wearing heavy, gray robes and often affect the gaunt, pale face of their patron deity with make-up or illusion spells. Some questors of Dis seize or otherwise control mercantile bureaucracies or slaver operations in order to embody their Passion's ideals, living comfortably off the fruits of others' labours. Other questors of Dis seek nothing less than complete detachment from their fellow man and the human condition, aspiring to become so bored that they cease to feel, thus exemplifying the disdain with which Dis views all living beings.




COMMENTARY

Dis is a popular Passion among the Therans and those Barsaivians who make their living from the Theran slave trade. Unlike the other Passions, Dis takes her greatest pleasure in distroying people's passion for life, rather than inspiring it. She bleeds away her worshippers' zest for living and they in turn demoralize those they subjugate. Eventually, the slaves and bureaucrats influenced by this Mad Passion become empty hussk, devoid of dreams and feelings. Dis wants to extend this death of the soul throughout the world.

In addition to the slavers, Dis also inspires bureaucrats who create paperwork merely to look busy, rather than out of a need for the records or fondness for their work. Few activities spread boredom more effectively than generating useless records and information, and Dis spends a great deal of her time encouraging people to do just that.




ACTS OF DEVOTION

  • Minor: Impose one's will on another sentient being.
  • Major: Create an obscure method of controlling information and work flow that offers no practical value.
  • Zealous: Force a worthy opponent into slavery.



QUESTOR POWERS

Enslave

The Enslave power allows a questor to give one target a command that must be obeyed. The target must belong to one of the Name-giver races, but does not have to understand the language used by the questor.

The command must be phrased as a single, grammatically correct sentence. "Find the knife and bring it here," and "Attack your friends" represent valid commands. A command such as "Kill them!" is too vague, though "Kill everyone" could be understood and obeyed. The target will attempt to carry out the questor's commands as long as he remains under the influence of the power.

Questors can use the Enslave power to make people do things they would not normally do, even harm loved ones, although such commands are easier for the target to resist.

Confusion

The Confusion power allows a questor to confuse a group of people and make it difficult for them to focus on the task at hand. If a targeted character fails, he remains confused and unable to take action; he stands and looks around, trying to understand what is going on. The questor cannot use the Confusion power again until all affected targets succeed in shaking off the effects of the power.

Living Death

The Living Death power allows a questor to force one or more targets to perform a task tirelessly for several hours. While using the Living Death power, a questor can give a one-word command such as fight, march, dig, row, and so on. Everyone affected by the power must carry out the command tirelessly for a number of hours up to the duration of the power. Only when the duration of the power ends or if the questor commands them to stop, can the affected group stop their ceaseless action.

The targets of the power are simply compelled to obey someone else, not mindless. If commanded to fight, they may choose their opponents. If commanded to dig, they can choose their ground. Because of this, the questor can use any means at his disposal to direct the efforts of those under the influence of Living Death. For example, armed guards might confine people who were commanded to dig to a certain area.

Though targets of the Living Death power suffer no ill effects while performing what they have been commanded to do, they may suffer terrible damage from overexertion, fighting, and so on when the questor ceases to influence them. When the power ends, each affected person takes damage based on the number of hours he or she was under the effect of the power. (Obviously, armour does not help.)