Sirrush Warriors

The Sirrush Warriors are a sub class of Zmajin that in theory any Zmajin could become. Through rigorous training, meditation and secret lore handed down from the ancient dragon The Colossus, the progenitor dragon of all Zmajin, a zmajin initiate can unlock deeper power from their dragon blood. They are a secretive and selective group that is not trusting of outsiders and even less trusting of Leíos-those without dragon blood. They have been betrayed and hunted many times in their long memories. And so, to most people, they have become Mythical warriors. When they do come out of their secret dens, they always travel in a group, called a Thunder. A Thunder is usually 3, 6 or 9 zmajins. A Thunder usually rolls into an area to right an injustice in an area not controlled by the Empress, or one where the Guardians have terribly failed their people or rescue zmajin and then they vanish like the morning mist.

Pre requisites:
Zmajin species, Level 4 character, Mediation skill.

Spiritual

The Sirrush are extremely spiritual, but not usually religious. Their daily rituals and meditations are heavily influenced by rhythms of nature and natural forces. They often subject their bodies to the elements to sharpen their connection to their ancient blood. Before being taught anything else, a Sirrush Warrior is supposed to train their spirit in the elements. Sometimes this does involve martial arts such as a Taichi like practice. This is especially useful for those who feel the need to move rather than be still and contemplate.

Zmajin Puberty

It is a long-held belief that Zmajin do not change after their creation unless magic is used. However, this is not entirely correct. When a Zmajin reaches a stage where they begin to connect with their true self and heal from their traumas, they begin a process that is generally referred to as Zmajin Puberty. Their colors may change, usually becoming darker or more vibrant. They may gain or change markings or scales. Their scale may become stronger and tougher. Their horns, claws, teeth, or draconic features may become larger or more prominent. Their bodies may change shape and their interests may change.

Always a Warrior


The Sirrush warriors are just that, Warriors. Every single one is a fighter of some kind, although that does not mean that they are in fact fighters. Everyone fights a battle of some kind. While the actual fighter types are flashier and more well known, those who fight against injustice or death are equally valued by the Sirrush.

The Island and the Graveyard

Far off of the west cost of the mainland of Discarded World, is a secret island of the Sirrush. It is kept well-hidden because it is where the Sirrush have taken every piece of the Colossus that they have been able to find. With these pieces, the wrong Mage could make more Zmajin to be their slaves. The Sirrush also collect the remains of Zmajin hey find to bring here to rest with their ancestor. The living train and reflect here as well as store all knowledge and secrets that they want to keep from the outside world.

The Sea and the Dragon Graveyard

All Zmajin have a second Ardor Pool inside them, which in times past, their masters accessed for more power. This ardor is a remnant of the Colossus, a piece of that ancient dragon that lives on inside all Zmajin and is shared by all of them. In Dreams, meditation, when unconscious or in stasis Zmajin may accidentally or intentionally access the Sea. While sleeping the Zmajin spends most of their time in the Sea, but the other methods are often likened to holding one’s breath to dive, and as such cause pain and can be very dangerous. Diving can give clarity, or nightmares. Or it can completely crush the individual and they may never come back, lost in the Deep Sea. The Sirrush divide the sea onto zones or layers. These are not perfect descriptions or analogies, but they are generally agreed upon. To release one from the Sea immediately use the phrase “Dracum Ulsa” to return to consciousness immediately.

The Tide Pool of a diver is the most shallow and safe. It is generally where dreams, inner monolog and thoughts occur. Some memories may be reached here, and the diver has the most control of the experience of any layer. With training, a Sirrush can also visit other zmajin’s tidepools, although sometimes they may accidently get drawn into another’s tidepool, especially if they are physically and emotionally close.

The Sunlight zone is compiled of the memories of the diver. All of their life experiences, both remembered and not. Purposefully sifting through memories or exploring them from different angles than the lived experience can be difficult, but often rewarding as it may reveal information the diver did not know from their lived experience. This layer also makes it very difficult for a Zmajin to ever completely forget their memories, as they still exist in the Sea.

The Twilight zone is where things begin to get dangerous. In this layer are the traumas, dangers and pains that the diver has experienced, not just in the form of their memory, but manifest on the Seascape. This layer can cause great pain that can be carried back to the body.

The Deep Sea is where the diver leaves only their experience for more complex ideas and more shared experiences of Zmajin. Here, the collective trauma of thousands of years of Zmajin has condensed into a realm that is out to make the diver suffer in every way imaginable and not. It is hard to define and believed to be where every Zmajin’s mind goes when they die. Somewhere in this darkness is The Battlefield. It is a memory in which every Zmajin stands with the Colossus at his death, fighting tooth and nail against the army of Duskwright mages who poisoned him and came to cut up his body to use in their spells. All Sirrush will have at least one experience here and it is often how other Sirrush find a Zmajin who is ready to begin their training.

Elemental Affinity

Every Zmajin is best aligned with an element. This element colors some of their behaviors and how they interact with the world. These are not set in stone and any Zmajin can call on all seven elements, however, their alignment is what they best fit and default to. With practice, they can call the elements from the Sea into the physical world. It is not a pleasant experience as they have to reach through the parts of them that have died to reach the part of Colossus that refuses to die. But breathing fire is a pretty awesome attack. There are also certain talents of the Sea that come most easily to those aligned to that element. The Sirrush may also simply add power to a traditional elemental spell rather than call that element in its raw form, called Boosting. This is easier and doesn’t feel like dying. It is often done accidentally when the Zmajin caster was under extreme stress. Player picks their affinity.

Air Aligned Sirrush tend to be carefree and lighthearted. They are often energetic and may have difficulty focusing. The talent they excel at is Skipping, the ability to move from one point to another without physically going through the space between.

Water Aligned Sirrush
tend to be adaptive and contemplative. They are often driven to learn but may have problems understanding other people’s motivations. The talent they excel at is Sailing, the ability to change and direct where someone is in the Sea and how they experience it.

Fire Aligned Sirrush
tend to be passionate and deeply emotional. They are often easily bored and may bounce from different interests. The talent they excel at is Breathing, the ability to move elemental energy into the physical realm. This is easiest with the element that they are aligned to.

Steel Aligned Sirrush
tend to be very direct and orderly. They are often persistent and stubborn. The talent they excel at is Pocketing, the ability to hide physical objects in the Sea and retrieve them.

Earth Aligned Sirrush
tend to be serious and form deep emotional attachments. They often build large found families and are often deeply loyal to a fault. Betrayal can scar them for life. The talent they excel at is Withstanding, the ability to draw the power of the Sea into their Resilience.

Life Aligned Sirrush
tend to be quiet and contemplative. They are often driven but often push that drive to their determent of their own health. The talent they excel at is Flowing, the ability to move ardor through physical bodies.

Death Aligned Sirrush
tend to have dark humor, morbid curiosities and respect for traditions. They are often outcasts and pariahs as others are often uncomfortable with their views on mortality. The talent they excel at is Remembering, the ability to recall their own and other’s Memories, even after their death. These Sirrush remain in the Dragon Graveyard once they have passed.

Fathoms and Talents

 The pool Sirrush gain to use their abilities is called “Fathoms.” This is a measure of their ability to perform the Sirrush talents. For each point in Fathoms a Sirrush has they may use one talent once per event. Each Talent must be bought individually.

The Talent they have an Affinity with, Costs 1 rank lower as if it is In Benefit, the Element that weakens the element they have Affinity with will cost 1 rank higher, as if it is Out of Benefit. Each Rank in each Talent determines the amount of power behind each use or its duration.

The Number of Talents learned must be reflected in a pyramid in their Affinity Talent. In order to take a second Talent, the Sirrush must first have 2 ranks in their Affinity Talent. Then 3 ranks in their Affinity Talent to take a third talent.

Boosting
Level:
Each level of Boosting may be added to the use of any Elemental Spell as many times as their Fathom allows.
Effects: Boosting may be used Wild by use of a Wild Card. This pours ardor from the Sea in a large amount to the ST discretion. This may simply boost a normal Elemental Spell, or it may create a completely unintended effect. This is not limited by a Sirrush’s Elemental Affinity.

Skipping (Air)
Level:
Each level of Skipping may be used to do one of the following per rank. It may allow the Sirrush to take one additional person, move up to 100 feet in a single movement, or they may pass through physical barriers (not magical). For example, a Sirrush with Rank 2 Skipping may take 1 additional person 100 feet or take 1 additional person through a physical barrier. In event, the player puts their weapon over their head, or otherwise indicates that they are “Out of Character” and as quickly as is safe moves to up to 100 feet or around a barrier.

Sailing (Water)
Level:
Each level in Sailing allows the Sirrush to bring another Zmajin into the Sea, direct where in the Sea they are or change the feeling of how they are experiencing it. For two ranks, a Sirrush may bring a non-Zmajin into the Sea if they are in physical contact with them.

Breathing (Fire)
Level:
Each level in Breathing allows the Sirrush to channel a greater amount of elemental energy into the physical realm. A level can create about 10 cubic feet of their element. This can be used to cause damage as a breath weapon. In this case, the damage is the Rank in Breathing plus the Rank in Fathoms.

Pocketing (Steel)
Level:
Each level in Pocketing allows the Sirrush to hide or remove an object in the Sea that is less than 1 foot cubed and less then a pound. Levels can be added to hide or remove an object that is larger or heavier.

Withstanding (Earth)
Level:
Each level of Withstanding adds the Sirrush’s Fathom rating to Resilience for one combat or encounter.

Flowing (Life)
Level:
Each level of Flowing may be used to heal a point of damage to any physical form, including injuries, poison, infection and the corruption of the Dark Realm.
Effects: With a Wild Card, a Sirrush can pull enough energy from the Sea to restore life to someone who has lost their last core. Unless the Sirrush has at least ranks in Flowing Equal to the target’s Health Points, the Sirrush will be knocked unconscious for an hour under the strain.

Remembering (Death)
Level:
Each level of Remembering can call forth about 5 minutes of memory. For an additional level per individual involved, they may bring forth someone else’s memory, or share it with another.