Subclass: Meraki

  Art of Duende
(Dew en de)

You don’t have a soul, you are a soul, you have a body.

There is magic in emotion, in song and silence, in the strokes of a brush, the curve of a sculpture, the rhythm of a dancer’s body. It is the magic and the spirit of evocation. The physical and emotional response to art. It is what gives you chills and makes you smile or cry from artistic expression. It is the power of art to move one to intense emotions. The Art of Duende is the magic of controlling emotions through artistic expression. It is considered dangerous and manipulative by many.

Casters of Lore
Merakis are a rare group of citizens that can use Duende Magic. They have been blessed (or cursed) with this strange, primal form of magic that does not conform to the Seven Elements. Some Scholars claim that the existence of the Duende Magic proves that there is in fact an eighth element, which is generally identified as Core. Merakis are a subclass of the Lore Keepers that can use this rare magic. Unlike elemental magic, not everyone can learn to use Duende. There is another component that is required referred to as the Blessing, Curse or Spark of Duende. Receiving this Blessing is an extremely personal experience that is unique to each Meraki. Some Immigrants arrive in Discarded world already blessed with Duende, some seem to be born with the Blessing, and others find its Spark later in life. When a Meraki is brought into the Discarded World, a Feather grows from the Name Stone at the Querencia Academy that draws a holder towards the new Meraki. Only one teacher from the school can remove the feather from the stone. They are then dispatched to search out the new Meraki. Control is the first priority. Duende left wild will burn the new Meraki and all those around them into emotional wrecks, or apathetic wraiths, either way, shadows of their former selves. So it is of the most urgent importance for the mentor to teach the new Meraki control. Almost all Merakis choose to attend the Duende school once control is established, so that they can learn how to use it, if a child, parents almost always send their little Meraki. Use of Duende without education at the Querencia Academy is strictly forbidden. Horror stories are told of those who tried.

Eggs
Merakis that do not learn how to use Duende Techniques after getting control are referred to as Eggs. These individuals are often expressive artists in their own right, but they usually have a desperation to their art as they are constantly trying to push past a barrier that only they can feel to grasp Duende. They often describe the sensation like there is something trying to escape them. Something alive. These Eggs often burn bright and short lives. As such, most eventually turn to the Querencia Academy rather than face the desperation gnawing at them. The Academy keeps a close eye on those that don’t turn to them and random visits from their mentor and other Merakis are common.

Querencia Academy
(Kay ren C a)
The home of Duende learning is the Querencia Academy. It is a large castle like complex and miniature city on an island in the Central Sea. The Academy’s Namestone is located in a beautiful central courtyard that is used by the students and facility as an open-air dining area. Then entire courtyard is decorated with thousands of works of art placed by previous students. All of the facility are previous graduates of the school. The Academy is isolated so that students can focus on their studies, but also to protect others from the effects of untrained Duende. Students are encouraged to explore every form of art they can imagine as they are guided through their studies of Duende. The curriculum includes the same basic education as at any of the Empress’s schools as well, so students graduate well rounded.

Learning Duende is an arduous process that strips the soul bear over and over again. The instructor must illicit the desired emotion and Duende Technique on the student. As such, some of the lessons are likened to emotional torture, especially if they must be repeated multiple times. Students are supported through each lesson and carefully consoled by extremely skilled and empathetic Counselors. Students are never required to push into any Duende Technique that they are not comfortable with, although the ambition inherent in many students drives them to push past the discomforts. The end result however is a Fledgling who is extremely in touch with their own emotions as well as the emotions of others.

Before graduation, every student is expected to embark on a ritualistic escape from the school and travel in the world for at least a year on their own before returning to the school to complete an artwork displayed in the courtyard. This is called the “First Fall” in reference to a bird jumping from the nest and afterward the graduate is called a Fledgling. Although, unlike birds, Merakis are welcome back at the nest whenever they please and will be welcomed home with open arms. Graduates are given the Feather that guided a teacher to them.

Querencia Academy (Advantage)
Characters must take at least one rank of this Advantage to be a Meraki. Once per session per rank of this Advantage, a character may access their Academy for information, a teacher, or jobs in their profession. OR this can reduce the amount of exp needed to purchase a rank in Manipulation, Charisma, Craft, Empathy or Expression, by 1 exp per Rank in this Advantage Once per season. Most importantly, this gives 1 First Tier Spoon per Rank of Advantage purchased.

Using Duende
Duende seems very simple to perform to the outside observer, simply create a work of art. Different Merakis specialize in different forms of art: song, instrument, paint, sculpture, pastry, the medium doesn’t matter too much. What matters is the emotion evoked by the art. But in truth, Duende is not so simple. Every Duende Technique calls upon that emotion within the target or targets. As such, it is not completely guaranteed as to what any target’s response will be. The Meraki states out loud the Technique they are evoking, then performs an artwork that is aligned with that emotion. A sad song for sadness, a sculpture of lovers embraced for passion. The effect only lasts as long as the art is being performed, but the memory of the feeling may linger. Audiences that are often exposed to Duende may have their opinions and feelings of the Meraki tilted toward the majority of their Performances. For example, a court with a Meraki that performs mostly friendly, warm and positive Duende usually will have a very warm and friendly opinion of their Meraki, despite any behavior of the Meraki. Many Merakis have groupies that are chasing the high of the Performance.

Please note that most of the effects of Duende are purposefully vague as different beings will respond to these emotions differently. In some cases, common side effects are listed. But responses to these emotions is extremely personal and roleplay heavy. Players are encouraged to really consider how their character would react to such intense emotions, but if a Storyteller feels that a character is ignoring or downplaying an effect, they will step in if necessary.

Resisting Duende and Rating
Most of the time an Audience is not even fully aware of the effects of Duende. Their emotions are simply swayed by the Performance. To actively resist, an Audience must first have a reason to suspect, or know that a Meraki is present and performing Duende, unless in active combat. Then the Target will check Determination against the Meraki’s Technique Rating, that is the number of ranks they have in that Technique. The Meraki player should call that number when calling the use of Duende. Even if a Meraki is attempting to be stealthy, another Meraki knows exactly what Technique of Duende was being Performed and who was Performing it. Should a Meraki attempt to use Duende against another Meraki, Duende itself seems to resist. The check is against the Merakis’ respective Total number of Duende Techniques, but the defender will be given one extra and win in ties. The only exception to this is the Meraki’s Mentor. In order for a Meraki to resist their Mentor they must expend a Determination and check their Determination against their Mentor’s Duende Rating, putting them at an extreme disadvantage.

Side effects
Ardor is a measure of mystic power that a mystic has access to. Merakis do not need to use Ardor to perform Duende. However, use of Duende Techniques produces Ardor in the Meraki. Every time that a Meraki uses a Technique, and it effects a sentient creature, they produce an Ardor. Ardor can be expended to heal the Meraki or another at a 1 for 1 rate. Merakis can also use an Ardor to “Crystalize” a performance, preserving it for indefinitely. This Enraptured Performance appears to be a normal Ardor crystal, however, when looked into, or light passed through it, it will reply the performance sealed within, effecting the viewer as much as when it was fresh. Works of art, such as sculptures or paintings can be imbued with Ardor in the same way to enact the Duende Technique on all those that view it.

“You’ve been a wonderful Audience!”
For Duende to be fully effective, the right audience is needed. Some targets are not affected, and others only effected by some Techniques. Sentient creatures are the ideal audience as they are capable of the full range of emotions. As creatures of emotion and thoughts, Neumas are highly affected by Duende Techniques. Wild creatures could be affected by a full range of Duende as they do have emotions and thoughts, but some Techniques may be too complicated for them to comprehend or have unintended effects at storyteller desertion. Monsters are generally only affected by the most basal emotional responses, if at all. And the Innominatam are straight up unaffected. Also, it should be noted that the audience needs to be able to actually sense the Duende Technique for it to be effective. The blind cannot be affected by visual displays, and deaf cannot be affected by auditory displays. Similarly, darkness, or loud confusing noises may disrupt or completely negate use of Duende.

Duet
When Meraki get together and perform as a group, Duende can get scary powerful fast. When performing together, add the number of Meraki’s performing to the Duende rating as well as the total number of ranks that all the Meraki have in the technique being performed, even if only one Meraki knows it. So, for Example, If Magnolia Larken and Orrian FireSong are performing a Song using Hope Technique, of which Magnolia know 3 ranks of, then the total ranks of Duende being used is 5.

Band Mates
Duende used when in a group, especially in combat, can have un-intended side effects, or friendly fire problems. However, gregarious Merakis have a safety switch to counteract this. Anyone that the Meraki considered a friend or ally is affected by the Meraki’s Duende only in intended ways. Merakis generally refer to these people as Band Mates, often in a joking manor. But the protection this provides is no joke.

Tiers
As a Meraki learns to use Duende, they start with very specific emotions, to better predict the audience’s response and then move on to the stronger root emotions. The Root Emotions are more complicated Techniques to use, as they can encompass a wide range of responses, but they are deeper and more powerful. The complexity and difficulty of each Technique is its “Tier.” These must be learned in a balanced manor. The Meraki must learn a First Tier before they can learn a Second Tier and so on.

Technique Spoons
Duende is emotionally taxing. Each Technique “costs” a Spoon, but not in an equal way. A Second Tier Technique will cost a Second Tier Spoon. Spoons are purchased at a rate of 4 EXP X Rank of Tier. A Meraki needs 2 First Tier Spoons before they can Purchase a Second Tier Spoon. The Meraki can expend a Second Tier Spoon to perform a First Tier Technique, but not the other way around. Spoons are recovered with a full night’s rest, unless the Meraki is injured. The player should have a physical set of Spoon reminders.

Sporks
When desperation comes knocking, a Meraki may strip their soul to perform Duende. By spending a Core Point, they gain 10 Sporks or Pseudo-Spoons. These can be used for any Tier Technique, but as the name suggests, they are a little more … stabby. In addition to having stripped their soul of a Core point, each use of a Spork cuts a runic looking marking into the body of the Meraki. The injuries are considered extremely minor and cannot become infected, no matter the environment or treatment, but will scar and cannot be healed or removed by any mystic means. No one know what the runes mean or where they come from, but they do look very similar to the markings sometimes found on and around Namestones.

Alexithymia
When Merakis use all their Spoons (or Sporks) they temporarily enter into a state of Alexithymia. This is characterized by an inability to feel or identify emotions. This is dispelled once Merakis rest and recover their Spoons. It is commonly believed among Merakis that should one of their number become a danger to society that they would be punished with a secret Technique that would cut them off from the Blessing of Duende and leave them permanently in a state of Alexithymia. A fate most agree is worse than death. There are stories of such fallen Merakis that are sometimes whispered, but firsthand accounts seem to be nonexistent.

Techniques

Tier One

Jovial
An Audience swayed by Jovial is cheerful and friendly. They are likely to view the Meraki as a new friend.
Meraki and Band Mates add their Duende Rating to their Charisma for interactions with their Audience during their Performance.

Delight
An Audience swayed by Delight will have a feeling of general pleasure.
Audience and Band Mates check against the Meraki’s Duende Rating to do anything other than indulge in fun.

Serenity
An Audience swayed by Serenity will find negative emotions fade away to a tranquil calm.
This negates the effects of Negative Spells such as Fear up to a rating equal to the Meraki’s Duende Rating on Audience or Band Mates.

Hope
An Audience swayed by Hope feels optimism about a future event.
Audience and Band Mates can ignore injuries for points equal to the Meraki’s Duende Rating until the end of the Performance.

Enthusiasm
An Audience swayed by Enthusiasm shows intense and eager enjoyment, interest, or approval.
Audience and Band Mates add the Meraki’s Duende Rating to Manipulation during the Performance.

Jubilant
An Audience swayed by Jubilant feels great happiness and celebration. They may dance and sing.
Audience and Band Mates add the Meraki’s Duende Rating to Resilience during the Performance.

Compassion
An Audience swayed by Compassion has a deep feeling of sympathy and concern for others.
Audience checks against the Meraki’s Duende Rating when the Meraki or Band Mates are asking for help.

Enamor
An Audience swayed by Enamor feels a liking or admiration for the Meraki and their Band Mates.
Band Mates and Meraki add the Meraki’s Duende Rating to all Social checks with Audience. The Audience will desire to be close to those they are Enamored with and may try to forge relationships.

Gratitude
An Audience swayed by Gratitude experiences a deep appreciation of kindness and thankfulness.
Audience and Band Mates add the Meraki’s Duende Rating to social checks with the Audience as the Audience feels that the Meraki and Band Mates have done a great service. On the other hand, the Audience may feel Gratitude to other forces or in general. If they are religious, they may attribute any positive outcome, even the Meraki and their Band Mates presence as having been from their deity.

Vengeance
An Audience swayed by Vengeance feels a strong desire to seek to harm someone in return for a perceived injury.
Audience check against the Meraki’s Duende Rating to perceive the target indicated by the Meraki or Band Mates as having done them an injustice.

Hurt
An Audience swayed by Hurt feels a deep pain, insult or offense.
Audience suffers phantom injuries equal to the Meraki’s Duende Rating. They must check Determination against the Meraki’s Duende Rating to do anything but cry and attempt to sooth the pain. For some, soothing that pain means lashing out at any that may have caused that pain.

Guilt
An Audience swayed by Guilt is filled with a feeling of having committed a specified or implied offense or crime.
Audience checks against the Meraki’s Duende Rating or be overwhelmed by memories of their actions that cause guilt. Some may attempt to sooth their Guilt by spreading the blame or begging forgiveness.

Hysterics
An Audience swayed by Hysterics is afflicted by uncontrolled extreme emotion.
Audience checks against the Meraki’s Duende Rating or is overcome by waves of intense emotion that are now their soul thought. Unfortunately for all involved, there is no way to guarantee what emotion the Audience experiences, but it is likely an overwhelming version of what they were just experiencing.

Aggravation
An Audience swayed by Aggravation feels unusually or easily angry or displeased even because of small problems or annoyances.
Audience checks against the Meraki’s Duende Rating to retain composure and not explode in anger over their annoyances.

Inferior
An Audience swayed by Inferior feels low and small, lower in rank, status, or quality.
Audience checks against the Meraki’s Duende Rating to speak up “out of turn,” to the Meraki or their Band Mates. However, some beings may become aggressive when faced with feelings of Inferiority.

Insecure
An Audience swayed by Insecure find their confidence shaken. They become uncertain and anxious.
Audience checks against the Meraki’s Duende Rating to take any action that requires confidence. They may shake, stutter or speak softly as they second guess themselves. Mystics may get their Incantations wrong.

Neglect
An Audience swayed by Neglect feels the acute suffering of a lack of proper care. They feel as though they are not receiving proper attention and that they are disregarded.
Audience checks against the Meraki’s Duende Rating to do anything other than try to sooth their Neglect, trying to garner attention, proclaiming their achievements, or trying to satisfy bodily needs. The Meraki may try to indicate who is responsible for neglecting the Audience, such as an Authority figure, which may cause the Audience to lash out against them.

Revolt
An Audience swayed by Revolt feels an Extreme disgust.
Audience checks against the Meraki’s Duende Rating to interact with or do anything other than avoid what they find Revolting. Although the Meraki may attempt to indicate what the Audience should find Revolting, their own disgusts may win out.

Tier Two

Enthrall
An Audience swayed by Enthrall has been captured. All of their fascinated attention is focused on the Meraki or a Band Mate.
Audience checks against the Meraki’s Duende Rating to do anything other than focus on the Meraki as well as to resist doing everything the Meraki requests. This effect is broken if they are attacked. Interesting side effect, many beings will “over share” in efforts to please the source of their intense emotions. Enthrall almost always leaves a lingering fascination in the Audience after the performance.

Peaceful
An Audience swayed by Peaceful feels calm, free from disturbance; tranquil.
Audience or Band Mates must expend Determination to check against the Meraki’s Duende Rating to attack. In this state the Audience does not feel their pain and must check Determination against the Meraki’s Duende Rating to defend if attacked. If tired or injured, a Peaceful Audience may slip off into sleep. Peaceful almost always leaves a lingering calm in the Audience after the performance.

Triumphant
An Audience swayed by Triumphant feels as though they have won a battle or contest; victorious. They feel accomplished with themselves or as if the battle is surely won. Audience and Band Mates add the Meraki’s Duende Rating to their Health Points during the performance. Triumphant almost always leaves a lingering victorious feeling in the Audience after the performance.

Safety
An Audience swayed by Safety feels as though they have nothing to fear and are well protected. Audience and Band Mates add the Meraki’s Duende Rating to their Protection Points during the performance. Safety almost always leaves a lingering protected feeling in the Audience after the performance.

Helpless
An Audience swayed by Helpless feels unable to defend oneself or to act without help, no matter the truth. They may beg for help or to be spared. Previously adept warriors suddenly forget how to hold their weapon.
Audience checks against the Meraki’s Duende Rating to do anything on their own. Helpless almost always leaves a lingering insecurity in the Audience after the performance.

Hopeless
An Audience swayed by Hopeless is overwhelmed by a feeling of despair and futileness. They will generally drop everything in their hands and may even sink to the ground.
Audience checks against the Meraki’s Duende Rating for every action as they struggle to find the point of anything. Hopeless almost always leaves a lingering ennui in the Audience after the performance.

Panic
An Audience swayed by Panic has a sudden uncontrollable fear or anxiety, often causing wildly unthinking behavior. They may run in fear, freeze, pass out or lash out violently.
Audience checks against the Meraki’s Duende Rating to act against their fear. The Meraki may try to indicate something the Audience should fear, but their own fears may outweigh the Meraki’s suggestion. Panic almost always leaves a lingering fear in the Audience after the performance and may actually cause Phobias.

Jealousy
An Audience swayed by Jealousy has an intense feeling of envy of someone or their achievements and advantages. They may attempt to acquire the object of their jealousy or destroy it so that no one else may have it.
Audience checks against the Meraki’s Duende Rating to allow anyone else to have what they desire. The Meraki may try to indicate something the Audience should desire or be jealous of, but their own desires may outweigh the Meraki’s suggestion. Jealousy almost always leaves a lingering resentment in the Audience after the performance that they may fan into Jealousy again.

Hate
An Audience swayed by Hate feels an intense and passionate dislike and loathing for something or someone.
Audience checks against the Meraki’s Duende Rating to tolerate the thing they hate. The Meraki may try to indicate something the Audience should hate, but their own prejudices may outweigh the Meraki’s suggestion. Hate almost always leaves a lingering distress in the Audience after the performance that may become hatred again.

Provoked
An Audience swayed by Provoked becomes unfriendly and antagonistic. They will generally attack the source of their anger either verbally or physically.
Audience checks against the Meraki’s Duende Rating to tolerate the source of their anger. The Meraki may try to indicate something the Audience focus their anger on, but their own biases may outweigh the Meraki’s suggestion. Provoked almost always leaves a lingering anger in the Audience after the performance.

Loss
An Audience swayed by Loss is weighed down by deep sorrow, such as that caused by someone's death.
They may sink to the ground with the weight of their grief. Audience checks against the Meraki’s Duende Rating to take any action. The Meraki may try to indicate something the Audience may have lost, but their own grief may outweigh the Meraki’s suggestion. Loss almost always leaves a lingering pain in the Audience after the performance that may lower them into depression.

Tier Three

Joy
An Audience swayed by Joy is a light from within with a feeling of great pleasure and happiness. They may be giddy. The Meraki may attempt to suggest things the Audience should feel Joy over but has even less control over the wellspring of emotion than at lower levels. They ignore wounds up to the Meraki’s Duende Rating during the Performance. The Audience or Band Mates add the Meraki’s Duende Rating to Resilience until night falls, as they overflow with energy. Joy lingers in the Audience as a general warm feeling long after the performance.

Love
An Audience swayed by Love is overcome with deep affection. It may be a general Love of life or specifically targeted. The Meraki has no control to direct the Audience’s feelings of Love here but may inadvertently become the object of the Audience’s Love. The Audience or Band Mates may ignore wounds up to the Meraki’s Duende Rating during the Performance. The Audience or Band Mates add the Meraki’s Duende Rating to Determination until night falls, as it feels as if there is nothing that can stop them. Love lingers in the Audience as an affectionate feeling long after the performance.

Rage
An Audience swayed by Rage is overwhelmed by a strong feeling of displeasure and hostility. They may yell, scream and resort quickly to violence. The Meraki may attempt to point the Audience in a direction for their Rage, but sometimes the first being moving in their vision is what the Audience will focus on. Beings capable of Frenzy describe this sate as very similar, but somehow different.
The Audience may ignore wounds up to the Meraki’s Duende Rating during the Performance. The Audience or Band Mates add the Meraki’s Duende Rating to Strength until night falls, as it feels as if their blood is boiling. Rage lingers in the Audience as an irritable feeling long after the performance.

Fear
An Audience swayed by Fear is filled with a sense that someone or something is dangerous, likely to cause pain, or a threat. They will move heaven and earth to protect themselves, either through avoidance or violence or they may become completely paralyzed by fear. The Meraki may attempt to direct the Audience to a source of fear but is more likely to become the source of the fear.
The Audience takes phantom wounds up to the Meraki’s Duende Rating during the Performance. The Audience loses the Meraki’s Duende Rating in Determination until night falls, as it feels as if there is nowhere safe. If their Determination rating falls to zero or lower, they are completely catatonic with Fear. Fear lingers in the Audience as an anxious feeling long after the performance.

Crushed
An Audience swayed by Crushed is overwhelmed by feelings of sadness, loss and pain. They may scream, cry or they may become completely paralyzed by the weight of their pain. The Meraki may attempt to describe the source of such pain, but they rarely match what the Audience conjures for themselves. Many describe being under this Duende Technique as if being awake while dying.
The Audience takes phantom wounds up to the Meraki’s Duende Rating during the Performance. The Audience loses the Meraki’s Duende Rating in Resilience until night falls, as it feels as if the whole world is crushing them. If their Resilience rating falls to zero or lower, they are fall unconscious with the pain. Crushed lingers in the Audience as a deeply sad feeling long after the performance.