Blood Magic

Blood Magic in Duskfall is the art of bargaining with life itself—your own, or whatever has just been spilled—to force the world to listen. People speak of it with the same tone they reserve for plagues and sieges. It is a shortcut that always knows your name, a knife you hold by the blade. Most city-states condemn it outright; the Edicts Arcanum brand it profane practice, and even those who whisper that “it has its uses” lower their eyes when they say it. The common wisdom is simple: Blood Magic works, and it works because something hungry hears you.   Scholars call the caster’s tradition Hemocraft; soldiers and pit-lords speak of the Reaver’s Path. Both wear the same face in the end. Veins darken like ink beneath the skin. Breath fogs in rooms that should be warm. Dust motes spiral as if forming glyphs that were never written. The air takes on that iron tang that cleaves memory to the moment. Folk healers tell you the body remembers every cut; priests of the Order of the Sacred Flame answer that the soul does too. Out on the roads, Rift Wardens mutter a sterner proverb: “When blood calls, the Rift looks back.”   History does not absolve it. Blood rites flowered under the Isendur Empire, feeding thrones and quieting dissent; their ruin salted the earth with fear that has never washed away. In the centuries since, most agree the deepest formulas were lost with Isendur’s fall—what remains is cruder, riskier, and all the more desperate for it. Netherion, a magocracy built from Isendur’s bones, denounces Hemocraft in proclamations while its mage-nobles quietly hoard phials, codices, and favors; power, after all, hates a vacuum.   Ask five witnesses what Blood Magic “feels like,” and you’ll hear the same chorus: a hush before a storm, the weight of a held breath, the sense of being noticed. Animals shy, candleflames gutter inward, and old scars ache as if they remember being written. Villages answer with salt lines and chalk doors; the Order of the Sacred Flame with inquisitions and pyres; the Order of Magi with audits and locks; the Night Blades with cleanup crews and silence; the Rift Wardens with wards, watchfires, and grim results. The Brethren Court says the land itself recoils, and if the forests had courts of law, blood-workers would never leave them.   This chapter speaks from within the world. It is about rumor and record, stigma and ceremony, hypocrisy and necessity. You will not find numbers here—only the stories people tell, the omens they trust, and the kinds of places where a red stain never truly dries.

What is Blood Magic

Blood Magic is a bargain written in the body. A will is spoken, a cut is made, and the world answers—not because it is kind, but because it is owed. Practitioners say blood remembers the shape of a life and can be convinced to redraw it; priests say that is precisely the sin. In every telling, the art is transactional: you do not pray, you pay.   Those who work it speak of the Price as if it were a person—implacable, punctual, and deaf to pleas. The cost is not something you can soften with poultices, veils, or clever wording. It bites through charms and stoicism alike, and it leaves marks that linger: tremor in the hand, a chill at the teeth, the ringing hush of a room that has just watched something go wrong. Outsiders notice simpler things: the iron tang that clings to air and tongue; a brief darkening along the veins; dust motes pulled into slow spirals, as if answering an invisible breath.   It is, at heart, a necromantic art—not merely because it meddles with dying, but because it treats life as fuel. It cannot be practiced on what has no blood; statues, husks, and certain spirits stand outside its reach like a law of weather. By contrast, the living and the freshly dead carry echoes that hematurges exploit: a battlefield stays “loud” long after the shouting stops. That loudness invites notice. Travelers and Wardens alike swear that repeated workings in one place are like leaving a lantern lit beside an open door. First come the omens (cold drafts, aching scars, animals gone wary), then the phenomena (a voice in the stones, a shadow that doesn’t belong), and if no one is wise, a visitor from beyond the Rift.   Every culture develops habits around it, even when they hate it—superstition and discipline, not fuel. Surgeons who would never name themselves blood mages still mutter to bowls and basins; Reavers chalk simple circles for their auras the way a sailor knots a line. In the cities, people answer with salt sills, chalk doors, and the long memory of neighbors. In the wilds, the Brethren warn that the land buckles under such bargains and does not easily mend. Even the Night Blades—who pride themselves on cold utility—measure rooms for where blood might pool before a job; they have learned what happens when it pools in the wrong place.   Why use it at all? Because it is immediate. Because it answers when other arts hesitate. A field medic alone in a breach, a scholar certain there is no time for committees, a champion who will not let the line break—these are the stories that keep the art alive even where it is forbidden by the Edicts Arcanum. And yet the prohibition endures, because so do the other stories: the Isendur courts that fed their rule with crimson rites; the heirs in Netherion who condemn in public and practice in private; the quiet ledger of people who paid more than they meant to.   If you have never seen it, you will know when you do. The room will seem to breathe in. A hush will fall that is not silence but attention. Somewhere, a candle will gutter toward the cut instead of away from it. And whether you believe the scholars or the priests, you will understand the common wisdom: Blood Magic works, and it works because something hungry hears you.

Origins, Practice, and History

No one agrees where Blood Magic began, only that it is older than the roads and stubborn as old sin. Temple chronicles blame a broken oath in a nameless city. Hedge-witches whisper it was taught by something that mistook devotion for consent. Magi archivists argue the art sparked a dozen times wherever grief and will burned hotter than wisdom. What passes for certainty is this: reliable records place blood-work at least five thousand years ago, and shards of bone-script and river-stone marks suggest the practice lurked in the world eight to ten millennia back in forms we scarcely recognize.   In use, Blood Magic isn’t ceremonial—it’s instant. A breath held. A jaw set. A knuckle whitening on a hilt. The cut is an ignition, not a rite; will does the rest. A hematurge flicks and veins darken for a heartbeat. A Reaver bares their teeth and the air snaps cold. There are no bowls to arrange or hymns to coax it along—only the sudden hush of a room that feels watched, the iron taste you can’t spit out, and the tremor that follows when the body realizes what it has spent. Habits gather around it—soldiers check straps, surgeons lay cloth, killers map where blood will pool—but those are discipline, not fuel.   Witnesses describe the same omens. Candleflames gutter inward instead of away. Animals shy at closed doors. Old scars ache as if they remember being written. Wardens say repeated workings in one place are like leaving a lantern lit beside an open door: first come the chills and whispers, then small phenomena that don’t belong, and if no one is wise, a visitor from beyond the Rift. The Brethren Court keeps its own ledger—streams that taste of metal for a season, groves that will not sing, wolves that refuse a den until the ground is set right.   History remembers Blood Magic most clearly under the Isendur Empire. Crimson bargains were folded into law: oaths sealed in lineage, governors kept obedient by threads no blade could cut, courts that measured loyalty by what pain you’d pay today. Power answered quickly then—too quickly. When Isendur fell, vaults burned and keepers fled; with them went much of what people call the “true” art. What survived into the present is jagged. Modern workers patch damaged diagrams with guesswork and pride. The results are cruder, riskier, and loud in all the wrong ways—loud enough that even the bold admit the world seems to notice sooner than it should.   The Edicts Arcanum rose in that ruin’s wake and codified what most already felt: life should not be fuel, and some shortcuts only end in cliffs. Across the signatory states the practice is outlawed, with narrow, warded exceptions for countermeasure study. In cities that lack the Edicts, tolerance is a patchwork of bribes, “local licenses,” and selective blindness. And then there is Netherion. Built from Isendur’s bones and ruled by mages, it condemns blood-work in proclamations while great houses keep “mercy wards” and galleries where old sigils never quite faded. Ask a steward, and they will say the magocracy is cured of empire’s sickness. Ask the servants, and they will tell you where the mirrors don’t hold dust. (See Breachpoints for anchors and sealing.)   So why does the art endure? Because it is immediate. Because it answers when other arts hesitate. A field medic alone in a breach. A scholar certain there is no time for committees. A champion who will not let the line break. These are the stories people tell when they are trying to make peace with what they saw. The Order of the Sacred Flame answers with inquisitions and pyres; the Order of Magi with audits and locks; the Night Blades with cleanup crews and silence; the Rift Wardens with wards, watchfires, and grim results. None of it changes the bargain. Blood Magic works, and it works because something hungry hears you. The question that decides most fates in Duskfall isn’t whether that’s true—it’s how close you’re willing to stand when someone proves it.

Hemocraft — Arcanists

Hemocraft is what arcanists call Blood Magic when they’re trying to sound responsible. It is spellcraft with a finger on the scale—ink written in the body, margin notes scrawled in red. Hematurges learn to hold a breath just so, bite the tongue, tighten the grip, and spend what the world cannot ignore. To onlookers it’s a flicker of bruise-dark veins, a chill that doesn’t fit the room, the iron tang that makes words taste like pennies. To the one paying, it’s a steadying of will and the certainty—terrible and clean—that the moment will break your way if you let it hurt.   Among casters, the temptations have names. “Strike true.” “Strike hotter.” “Make them yield.” Each is a story hematurges tell themselves to justify the cut: a bolt that will finally land, a blast that will finally clear the lane, a command the stubborn will finally obey. They don’t speak of numbers; they speak of outcomes. The lesson drilled into every apprentice is simpler than any theorem: the Price always arrives, and it can’t be tricked. Poultices won’t blunt it. Wards won’t catch it. The body pays, and the body remembers.   Hemocraft is immediate, not ritual. There are no circles to chalk, no hymns to coax. It happens like a flinch you decide not to stop. Veterans develop habits around it—folded cloths, spare water, the practiced glance that finds where blood will run on the floor—but those are discipline, not fuel. In crowded streets and sanctified halls, that difference is the only thing standing between a scandal and a purge. The Order of Magi calls such preparation “containment etiquette” (the Order’s term for not making a scene louder; see §3.3 soft remedies). The Order of the Sacred Flame calls it “evidence you knew better.”   Every tradition paints Hemocraft with its own colors. Clinic mages talk about triage and “buying seconds.” Duelists prize the edge that turns a stalemate into a single clean hit. Siege scholars frame it as a calculated risk: a candle burned low to see the breach sealed. Night Blades teach it as a tool for when the job must be quiet and swift—followed by cleanup crews who know exactly how far a spill can travel under a door. Rift Wardens, when they allow it, talk only in perimeters and extraction times. The Brethren Court dismisses all of them: if life is a ledger, they say, you are tearing pages out to win an argument.   There is a lore of omens that hematurges trade like sailors’ weather. The room will seem to inhale when you draw the cut. Candleflames gutter toward the hand instead of away. The dust above stone floors turns in a patient spiral, as if listening. Old scars pull tight. Animals go still. Most workers treat these signs as confirmation the world is paying attention. Wardens treat them as warnings that something else is too. In places where Hemocraft is used often, locals talk about rooms that remember—spaces that never quite warm (see §3.3 When the Rift Looks Back).

The Reaver's Path

Reavers are the ones who don’t wait for the world to listen—they make it. Most are Barbarians and Fighters who learned to ride pain like a warhorse, turning the heat of their own blood into a pressure wave that bends a battle around them. They don’t chant and they don’t bargain. They clench their jaw, taste iron, and push. To onlookers, a Reaver’s nearness feels like a storm edge: breath goes shallow, steel feels heavier, and the air pulls toward them as if the field itself were leaning in.   They have names for what they do. Bloodstorm is when the air around a Reaver turns mean and every heartbeat becomes a drum. Blood Feast is the hush after a kill when the Fighter straightens instead of staggers, drawing steadiness from the carnage others leave behind. Blood Fervor is the surge that carries them through gaps and over fallen foes, a predator’s instinct sharpened into purpose. None of this looks ritual. It’s as quick and ugly as a flinch you refuse to stop—knuckles whitening, pupils pinning, veins darkening for a beat like bruises arriving early.   Every lodge teaches the same hard truth in its own words: the Price still comes. Reavers don’t get to pass the bill to anyone else. They go grey at the lips after a push; they cough copper; their hands shake when the roar fades. Old Reavers keep quiet cups near their cots and a private ledger of names—people they failed to save before they learned where to stand. The best of them carry that weight like a whetstone and shave pride down to discipline. The worst mistake it for permission.   Culture shapes how the world lets them exist. The Order of the Sacred Flame has no patience for fighters who flood a street with dread and call it necessary; templars name them alongside blood mages when a city is counting bodies. The Order of Magi insists on charters and “crowd-safe theaters,” then audits them into extinction. Rift Wardens make exceptions at the breach line, stationing Reavers where the ground must not give and the enemy must not pass. The Brethren Court forbids their work near sacred places and sends them away when the seasons turn. The Night Blades employ them like scalpels—seen only by the target and the floor that remembers.   Under Netherion’s polished proclamations, great houses keep private rings where Reavers are trained as retainers and intimidation given spectacle. The public story condemns them; the private gallery seats are always full. In the borderlands and on the high roads, lodges survive as traveling companies—half sparring school, half family—taking coin to hold a pass, break a siege night, or clear a nest that won’t stop growing. They leave quickly; places remember them.   Ask a Reaver what it feels like and you’ll hear something simple: “Closer.” Closer to the line that must not break, to the ally who can’t fall, to the thing that should have stayed on the other side of the Rift. The path is not noble by nature; it is immediate by necessity. The ones worth following draw chalk only to mark where not to step, warn comrades before the wind turns, and keep their oaths—especially the quiet ones. The rest are just noise the world learns to silence.

Risks: Attentions, Possession, and Madness

Blood Magic doesn’t just cost flesh—it draws notice. Work it often enough, loudly enough, or cruelly enough and a scene tilts: first a hush, then phenomena, and—if no one is wise—an answer. In Duskfall that answer tends to land in one of three places: a person is overrun, a mind frays, or a place tears. Use this section as tone guidance, not rules; escalate when the story wants heat, cool it when it needs breath.

Personal Overrun

Possession and Co-option   Most practitioners don’t “invite” anything; they leave the door ajar. The slide is familiar:
  • Hitchhiker. A mood that isn’t yours lingers; dreams adopt a stranger’s logic; instincts feel “helped.” Nothing speaks—something leans.
  • Co-Option. Reflexes sharpen at the wrong times; the tongue finds cruel answers first; oaths feel foreign. Friends notice you answering questions no one asked.
  • Possession. A will is shouldered aside or braided through. The face stays; the choices don’t. True possession in Duskfall almost always anchors through blood—self-wounds, trophies, a bound token. Break or profane the anchor and the rider slips, or is dragged home.
DM cues: Aim here when the scene is about will, guilt, or temptation. Telegraph with small misalignments (late echoes, inward smoke, names that taste wrong). Make anchors concrete and discoverable—ledgers, tokens, a blood-marked cellar—so the table can win back the person rather than only the fight.

Rift Madness

Minds under pressure   Sometimes the thing that crosses is understanding. Stare too long into the Rift, linger at an active tear, or try to “solve” Horizon geometry and the mind picks up patterns it can’t safely carry. Treat Rift Madness as the cost of engagement: call for it when characters dwell, decode, or bask where the Rift presses back. Use Short-Term flaws for brushes that pass with time and care; Long-Term for durations, repetition, or catastrophic insight that lingers until treated or transformed by the story. Sanctuaries, distance, steady days, and certain rites or magics can mend what frays. (Refer to the Rift Madness section for triggers, resisting, flaw prompts, and cures; don’t reprint it here.)

Site Rupture: Breachpoints

When attention fixes on a place, the world sometimes tears. Breachpoints are sudden, violent rents rimmed in necrotic-green arcs, a dark, glassy heart overlaid with Rift vistas. Shapes crawl through ovals and spheres without ever quite being either. They prefer night, when the veil thins. Most open onto the Rift’s Verge; rarer, worse tears touch deeper strata when a potent will, relic, or working forces the path.   Breachpoints vary in size (from man-high mouths to streets-wide apertures) and exert a chill aura that bends light and breath. Their rims lash nearby on a beat of their own. Lesser things that cross are tethered to the tear and dawn’s reassertion drags them back—unless an anchor (host, shard, site, oath) lets them linger. Crowds of sapient minds tend to thicken the veil (tears are rarer in packed squares empty miles, old redoubts, and profaned sancta thin it. (Full properties, sizes, signs, throughput, and sealing procedures live in the Breachpoints section; reference, don’t restate.)

Why People Still Dare It

Because Blood Magic answers now. Because a gate is falling, a child is dying, or a captain will not let the line break. But Duskfall remembers the price. If the story leans hard enough, the Rift leans back—and sometimes it plants a hand.

Faction Lenses

Brethren Court

Taboo kept, accusations endured.
Stance. The Brethren hold that trading life for leverage bruises more than a body—it bruises the land. Blood Magic is a trespass against cycle and consent; its aftertaste lingers in soil, stream, and den long after the cut is closed. They speak of groves that will not sing, migrations that falter, and herds that refuse a watering place where a single hard bargain was struck. To them, even the “cleanest” Hemocraft is a debt written against the seasons, and the Rift’s answering gaze is proof enough that the debt collector knows the way.   Responses. A first offense earns a warning and a demand to mend what was marred; repeat spills draw geasa, reparative pilgrimages, and banishment from sacred ranges. The Court petitions magistrates to shutter clandestine clinics and bars Reavers from working within ritual boundaries or during renewals. Where the stain runs deep, they raise ward-lines, call in oathbound allies, and insist on sacrifice-free remedies: replanting rites, river-cleansings, and winter fasts that match the harm with patience. When outsiders will not heed, the Court simply closes the paths.   Adventure Hooks.
  • Grove of Red Breath. A standing stone exhales cold each dusk after a Reaver warband passed through—hold a three-night vigil and set the grove right, or accept exile.
  • Poacher’s Phials. Hunters are bottling “fresh pulse” from beasts in a protected range; track the broker before the spirits turn violent.
  • The Quieting at Stonecircle. Animals fall silent around an “aid station” that is anything but; shut it down and help the Court cleanse the ground before the Rift looks back.

Nightblades

Tool over taboo, but never break the Code.
Stance. The Night Blades treat Blood Magic like a lockpick you only use in the dark: useful, deniable, and never worth the noise if there’s another way. Their creed is reputation first—contracts honored, clients protected, the guild unseen. Hemocraft that leaves a stain in public is considered amateur hour; “leashing a will” is worse than sloppy, it’s treason. Some cells keep fighters who can bend a street’s breath for a heartbeat, but the guild’s pride is subtlety: a clean corridor, a quiet fall, a floor that remembers nothing.   Responses. When blood-work is used, the follow-through is automatic: lamps doused, floors salted, drains flushed, witnesses paid or vanished, and stories planted that steer attention elsewhere. Handlers audit the scene like accountants—where it pooled, who stepped in it, what doors it might have called to—and cut every thread that could lead back. Breaches of the Code trigger tribunals and black marks; repeating them invites exile, then knives. If a contract forces Hemocraft into the open, they’ll rewrite the battlefield before they rewrite the rule, and they will expect you to disappear with the mess you made.   Adventure Hooks.
  • Ledger War. Two cells race to seize an Isendur-era notebook of blood-work before magistrates or zealots do; the Blades want the pages or ashes—nothing in between.
  • The Broken Code. A Blade used coercive blood-work on a paying patron; judge, extract, or execute the traitor without exposing the guild to the Edicts.
  • Smoke in the Sewers. Run an extraction through flooded tunnels while a “red wind” is bending lungs and voices; keep collateral at zero and leave the city with no idea you were there.

Order of Magi

Our forbidden reflection.
Stance. If the Order has a heresy, it is Blood Magic. To them, Hemocraft is the shadow cast by everything they teach: a faster, hungrier path that corrodes the very discipline the Order exists to cultivate. The Edicts Arcanum are simply that vow written as law—power must be accountable, repeatable, and witnessed. Blood Magic promises the opposite: immediacy without oversight, results without receipts. Apprentices are taught to feel the pull and step away; Magi Rings are treated as anchors against that gravity, and first-term case studies dwell on how learned minds slid from “expedience” into empire.   Responses. When the shadow shows, the Order acts like a body fighting infection: isolate, contain, audit, excise. Purity Protocols seal a site with wards and Battlemagi while archivists log every stain; contraband enters red-sealed stacks under chain-of-custody; witnesses take memory-oaths. Suspected Magi face ring suspensions, penitent cloisters, and inquests; a quiet Mirror Watch hunts scholars flirting with “countermeasures.” Reaver lodges meet charters so strict they may as well be closures, and any public display triggers tribunals. In crisis, the Order authorizes sealed trials under triple witness and attention monitors—then publishes a statement that reads like contrition and functions as warning. Reclamation is preferred; referral to the Order of the Sacred Flame is not uncommon.   Adventure Hooks.
  • Event Horizon. A sealed countermeasure lab goes silent after “just three pushes.” Keep the threshold from tipping into a breach and bring out whoever hasn’t fallen.
  • Trial of Rings. A tribunal moves to strip a respected Magus for clandestine blood-work; navigate politics and produce proof before zeal does.
  • The Red Thesis. A persuasive paper arguing for sanctioned Hemocraft circulates on the eve of convocation—defend or bury it while someone uses the debate to raid the red stacks.

Order of the Sacred Flame

Mercy for souls, none for the sin.
Stance. To the Order of the Sacred Flame, Blood Magic is not a mistake—it is a betrayal. Life is meant to be guarded, not spent like coin, and any art that treats breath as fuel is a blasphemy that invites what waits beyond the Rift. Sermons call Hemocraft a lie that works: a shortcut that buys a moment by selling the future. Reavers who drown streets in dread and mages who put a leash on will are named together from the pulpit. The Order believes repentance can save people, but only purgation can cleanse places; they will counsel a penitent and consecrate a square in the same hour.   Responses. The Inquisition moves first with questions and writs; if the answers stink of blood, templars follow with irons and ash. Cells are rolled up by midnight knocks, clinics are unbricked in daylight with crowds watching, and tainted sites are ringed with ward-candles and hymns until the cold leaves the stone. Rare dispensations exist—oaths, brands, lifelong service—when necessity is plain and witnesses are many, but leniency is never quiet and never cheap. In breach crises the Order stands beside the Rift Wardens, then stays after to burn what should not be rebuilt; when courts hesitate, the Flame lights its own verdict.   Adventure Hooks.
  • Siege Mercy. A healer bled to keep a gate from falling; escort them to judgment and prove necessity before zeal turns to spectacle.
  • Purge the Pits. A Reaver ring leaves bystanders shaking and sick; shutter the arena, take the pit-master alive, and help consecrate the sand before it remembers worse.
  • Torch & Ash. A neighborhood hides a cellar shrine fed by “small cuts.” Find the altar, unmask the sponsor, and hold the street while the consecration smoke draws things that hate the light.

Rift Wardens

Ends first, or nothing else matters.
Stance. The Wardens measure right and wrong by whether the world survives the week. Blood Magic to them is wildfire in a dry season: hated, dangerous, sometimes the only thing that keeps a bigger blaze from crossing the ridge. They don’t romanticize it. They log it. Hemocraft draws attention, so if it is used at all, it is boxed in—perimeters chalked and warded, times set, exits cleared, and a watcher counting omens like a medic counts breaths. Reavers are posted where the ground must not give; hematurges are treated like munitions—checked out, expended, accounted for. Near civilians, the answer is almost always no.   Responses. When blood-work appears on their field, the Rift Wardens build a cage around it: cordons and ward-candles, a “tally” keeping score of pushes and signs, runners on the edges listening for the hush that means something is looking back. After, they scrape ash lines, post watchfires, and request consecrations or replantings depending on whose ground it was. Operators who broke protocol face benches, remands, or courts-martial; commanders write the report like a confession and file it anyway. With the Order of Magi they cooperate—under Warden terms; with the Order of the Sacred Flame they share the wall and argue after; with everyone else, they keep their perimeter and their silence.   Adventure Hooks.
  • Black Lantern Watch. A breach site has gone “loud” after too many pushes. Hold the ward ring through the night without lights while the tally climbs—and stop whatever answers before dawn.
  • Counterflow. Civilians need a corridor through a killing ground while a sanctioned Reaver anchors the line elsewhere. Keep the column moving, head off panic and zeal, and make sure the surge doesn’t turn the crowd into kindling.
  • The Tallyman’s Ledger. After an operation, the omens won’t settle and two entries in the usage log don’t add up. Track missing phials and a vanished operator before the ledger becomes a beacon.

Regional Practice and Law

Edict-Bound States

Signatories of the Edicts Arcanum   In the signatory city-states, the Edicts are not just statutes; they are seasons. Broadsheets name Blood Magic a profanation alongside plague and treason. Temple bells carry coded peals when inquisitors ride. Magistrates keep a drawer of pre-written writs for raids that need to happen before dawn. People learn the etiquette of denunciation: speak softly, sign clearly, don’t linger on the threshold of a shuttered door. You can taste the policy in the air—clean, cold, and a little like fear.   Officially, there is no such thing as a “good” blood-worker here. Unofficially, the Order of Magi maintains sealed floors where countermeasures are studied under enough locks to calm a nervous god. The language is antiseptic: observation rooms, decontamination corridors, attention monitors. Reports read like weather logs—pressure falling, winds shifting, omens increasing—until the last line simply says that the fire is out. When something louder than a report is required, the Order of the Sacred Flame answers with processions the public can watch: candles, ward-ropes, consecration smoke that makes even the defiant step back from the curb.   Reavers exist mostly as cautionary tales in these states. A few are kept on very short leashes by armies that still remember how to hold a wall; when they are used at all, it is during sieges or breaches and only under banners that swear to the crowd they won’t be used again tomorrow. The rest move on or go quiet. Tavern talk paints them as ghosts you only meet once, in a street that stayed cold for a week.   Contraband finds a way, of course. Hemostone phials and red-inked codices pass through a chain of polite hands and impolite alleys: a university porter who never looks in a crate, a dock master with a blessedly flexible memory, a Night Blades handler who measures a floor for stains before he counts the coin. When a clinic is found, it is found completely—ledgers, false names, blood-keys, and all the kindnesses those rooms managed to do before someone kicked the door. The casework that follows is as much theater as justice, and everyone pretends the lesson is simple.   Ordinary people make their peace with the Edicts in smaller ways. They draw chalk on doorframes before sleep, keep salt at the sill, and leave flowers where inquisitions have passed, partly for the dead and partly for themselves. Children dare each other to stand in the shadows of “cold houses.” Shopkeepers look at boots first. And every so often, a neighborhood says nothing when Rift Wardens chalk a perimeter and light black lanterns at the corners. In places like these, law is the story the city tells to keep its hands clean—while everyone quietly does what’s needed to keep the Rift looking elsewhere.

Non-Signatory Powers

Outside the Edicts Arcanum   Beyond the reach of the Edicts Arcanum, the map turns patchwork. In one port a magistrate sells “local licenses” that mean nothing beyond the next street; in the next, a warlord keeps two Reavers for parades and three for nights when parades fail. Black-board “research guilds” publish pamphlets by day and auction Isendur fragments by candlelight. Everyone pretends to be shocked; everyone knows the password at the back door. Priests who lack the Sacred Flame’s mandate preach caution and compromise. The Order of Magi files firm letters, then makes do with liaisons and favors. Rift Wardens buy time in coin and secrets.   Here, Blood Magic is a public secret. The wealthy keep private surgeons who never call themselves hematurges. Fighting pits post disclaimers about “voluntary participation” and pack the galleries for a Reaver’s red wind. Streets learn to read their own weather: an alley that chills, a tavern that never quite warms, a tenement that empties when a certain lantern is hung. Night Blades operate by truce; when jobs require blood-work, they pay to close the block and pay again to make it a story about thieves, not attention. Justice is local, memory is short, and the floor remembers longer than anyone else.

Netherion

Magocracy of Isendur Remnants   Netherion is the empire’s echo given a capital and a council. Proclamations condemn Blood Magic with a flourish—marble steps, gold leaf, perfect diction—while the mage-nobles who sign them keep Mercy Houses where convalescents heal upstairs and phials move downstairs. Writs of exception exist for “emergencies” that seem to arrive exactly when a great house needs leverage; the city watch understands which doors are meant to stick and which should never quite close. In public galleries the old sigils are museum pieces. In private galleries they still hum.   The city lives over its bones. Palace colleges sit atop redoubts where imperial diagrams are carved into stone, the missing pieces replaced with guesswork and ambition. Much of what Netherion calls the “true art” is gone with Isendur’s fall; what remains is partial and temperamental, repeating a trick until the trick learns you. Mishaps are hushed as accidents of scholarship. Reavers train in invitation-only rings as household retainers and public theater; when scandals break, a scapegoat resigns, a donation is made, and the gallery opens again under a new name. Ask the nobles and they will say the city is cured of the empire’s sickness. Ask the servants and they will tell you which mirrors don’t hold dust.

Extranational Zone

Frontiers, Deadlands, High Seas   Outside borders, law becomes weather. Caravan towns trade in water, salt, and rumors of where the ground is “loud.” Hermit-sages bargain with things no one names and redraw their thresholds each new moon. On the high roads you meet lodges that are half sparring school, half family, selling a night held safe by a Reaver’s presence. In the deadlands, wind moves like a living thing; fire burns inward; the iron smell gathers at dawn. Along certain coasts, black-sailed ships run ward-ropes from mast to mast and keep a lantern shaded the wrong way. Those crews don’t talk much about what looks back.   The Rift Wardens plant keeps where they can and light black lanterns where they can’t. Sacred Flame missions sanctify crossroads and are gone by morning. The Order of Magi sends surveyors with brave handwriting and short contracts. Night Blades take only the jobs that end quickly. Out here, attention spikes are common and uncontained: omens that never quite settle, voices that pass through stone, shadows that forget which body they’re meant to follow. People do what they must: they draw lines of ash, avoid the wells that taste of pennies, and sleep with their backs to doors that never quite stop breathing.

RITUAL PLAY

Customs, Taboos, and Counter-Rites   The magic itself is instant; the habits around it are culture. In Edict-bound cities, households chalk doorframes and keep salt at the sill. Contracts sealed by a prick of blood are illegal and still happen—lawyers call them “lineage attestations,” clerics call them sins, and Night Blades call them leverage. The Order of Magi teaches containment etiquette (the Order’s term for not making a scene louder; see soft remedies): cover the floor, mind the drains, note the wind, burn what remembers. The Order of the Sacred Flame prescribes abstinences—fasts, vigils, and public consecrations—to scrub a place until candles stop guttering inward. The Brethren Court answers with reparative seasons: replanting, river-cleansing, and patient work that refuses to pay debt with more debt. Rift Wardens keep a perimeter liturgy of chalk, watchfires, and tallies; they treat it like weatherproofing, not worship.   Keys and locks take on lineage. Vaults and lifts in old quarters open to blood-kin, with guesting rites that lend access for a night and not a moment more. Courts learn forensics that follow attention like smoke: where it pooled, where it pulled, which door it called to. Families keep scar vows, thin white lines left unhealed on purpose to remember what won’t be done again. Sailors swear by clean ash—the practice of burning stained timber until it leaves no smell—and take the long way around reefs where the tide runs cold. In places that see too much Hemocraft, people hold red vigils when someone dies: a quiet room, a covered mirror, and a promise spoken aloud that the body’s story ends here.

Encounters and Opposition

Before anyone names it, the room tilts. Breath thins, sound goes woolen, and there’s iron on the tongue like a bitten lip. Light leans the wrong way—candles gutter toward a hand, lantern glass fogs from the inside. Old scars tighten; dogs refuse the threshold. Rift Wardens note these tells the way sailors note weather: first a flicker, then a phenomenon, then a presence that has been listening long enough to answer. In places worked too often, the floor keeps score—the warmth never returns, voices drop without thinking, and arguments migrate to the street—see Risks: Attension, Possesion, and Madness for how and when attention escalates.

Examples of Blood Magic in Enemy Hands

Reaver Berserker. Expect a shock troop that opens by forcing a tight melee and turning the immediate area into a kill-zone with a short, punishing aura—then riding each drop to lunge again. They ignore pain cues, chase wounded targets, and try to snowball momentum off minions or bystanders. Kiting, elevation, and sanctified ground blunt their surge; bloodless allies deny them “fuel.” Pride is a lever: challenges, witness, and boasts can pull them where you want.   Reaver–Blood Battlemage. This is a corridor owner: disciplined footwork, containment-minded tactics, and precise blood-pushes to make one strike or spell decide the turn. They plan routes, mark doors, and keep a cleanup plan—expect Night Blades etiquette even if they’re not hired. Break their rhythm by splitting the squad, forcing open spaces, or denying lines of sight; they hate variables. Professional respect buys time—codes, safe-passage marks, or a Magi writ can pause their advance.   Reaver Oathbreaker. They arrive with a chill and a sermon turned inside out, using dread and relentless pressure to break ranks and drive foes into their waiting blade. Expect them to prioritize clergy, symbols of law, and anyone acting as a “protector,” then punish clusters and retreats. Holy ground and relics rattle them; survivors of their old oath can draw them into parley or confession long enough to set a trap. If cornered, they’ll trade themselves for a public display—the spectacle is part of the wound they want to leave.   Blood Mage Sorcerer. Plan for quiet control: telepathic pressure, sudden compliance, and hemocraft pushes that make the one spell that matters land. They prefer alleys, thresholds, and crowds where a single command can topple a scene; headaches, nosebleeds, and a room that “breathes in” are tells. Break line of sight, flood the space with noise and motion, and use warded tokens or Order of Magi mind-screens to blunt their reach. They’ll bargain for exits and witnesses rather than brawl if the crowd turns.   Blood Mage Cultist. Public and theatrical, they weaponize fear—flame, smoke, and a blood price paid where everyone can see it—because spectacle feeds both pact and reputation. Expect oaths, named targets, and collateral threats that force choices; they prefer plazas and sanctuaries they haven’t yet defiled. Consecrations, counter-sigils, and breaking the audience (disperse the crowd) cut their power in half. Contracts and witnesses are levers—void the terms, expose the sponsor, and they’re suddenly eager to leave.   Blood Mage Necromancer. Methodical and territorial, they set the field before you arrive: corpses positioned as obstacles or assets, chokepoints mapped, and a retreat line prepared. They lean on minions to soak pressure while they use blood-pushes to make a single decisive spell or coercion stick; their tells are cold rooms, tidy notes, and nothing organic left where you need it. Deny bodies, sanctify the ground, and force them to move—mobility breaks their plan. Order of Magi procedure and ring-ledgers can corner them legally; they fear losing their research more than their lair.

Hunters, Cleaners, and Courts

Brethren Court. Expect firm, quiet pressure to leave and repair—not a duel. They close paths, reroute trails, and turn animals and weather against you until departure is the only easy choice. First contact is a warning and a task list; second is exile enforced by guides who never quite lose you. Contrition, restitution, and season-long work are the only currencies they accept.   Night Blades. Assume the scene is already contained: exits mapped, witnesses handled, and a cleanup plan in motion. They negotiate for time windows and silence, not ideology, and will trade coin or favors to keep things deniable. Expose a client, threaten the Code, or force them into daylight and they’ll abort—or remove the variable. You won’t see them twice unless they want you to.   Order of Magi. They arrive with authority and patience—seals, ledgers, observers—and convert chaos into a cordon. Expect confiscations, interviews under oath, and “temporary” closures that last as long as needed. Procedure is both shield and sword; you can delay them only with better paperwork, higher signatures, or political pressure. They are polite until the door clicks shut behind you.   Order of the Sacred Flame. They make cases in daylight: writs, hymns, public consecrations, and arrests you can watch from the curb. Cooperation buys a hearing and penance; resistance buys irons and ash. They prioritize visible harm—crowded streets, sanctuaries, clinics—and move fast when rumor threatens panic. Relics, respected witnesses, or clear chains of mercy can redirect—but not stop—their mandate.   Rift Wardens. They build a perimeter, set a tally, and treat the area like a siege, even in an alley. Expect evacuation orders, black-lantern silence, and hard lines civilians don’t cross. They tolerate allies who follow protocols; they bench or expel anyone who doesn’t. Offer logistics, intelligence, or time and they’ll deputize you; bring arguments and you’ll meet the cordon rope.

In the End

These clashes aren’t about counting cuts; they’re about custody—of space, of story, of who the place listens to. Blood Magic reaches for a heartbeat; its hunters claim the ground, the exits, and the witnesses. Saints heap candles not for light but for ownership. Captains draw chalk so a street must choose a side. Children learn which door not to open and live long enough to teach the map. Win the place, and the moment follows.

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