When magic was created, man was given the opportunity to use all of it to serve others. But after the Great Corruption, the ability to use magic became difficult. Even though all the energies necessary for magic existed, only certain people could actually harness these powers and use them. Of these, women became masters of elemental magic. There are men who exibit the talent, but not very many because of their desire to understand why things work. During the Scourge men were allowed to study in the marseal.
Another class of elementalists that are found in the Kingdoms are called naturals. Naturals can manipulate the elements without training but advance in levels only half as quickly as members of the marseal.
As with all magical O.C.C.s, a marseal is accepted in most areas, but on the whole are regarded with suspicion. Many have no use for them at all, others are out-right afraid of them, but no matter where they go, they are respected. Their powers are often sought out actively by others, especially among the seafolk for their powers over the wind and water.
The marseal are an eclectic group of women who have the ability to call on the energies of the created elements. Although a woman may be stronger in one element than others, they can use all the elements to some degree. As a result, each woman formally recognized as Marseal must chose an Element. These abilities can be learned, but for the most part are born into a woman genetically, thus most are part of a long heritage of elemental controlers.
Although marseal are closely attuned to nature, they are not always nature lovers. Rather, they are attuned to the forces of nature that surround them and call on their energies to help themselves and others in any way they choose. Although they are concerned with philosophy and politics, they find that it is all together too complicated and strive to make things easier. They are more concerned with power, world events, and personal interaction with these things. Philosophy is another area they excel in, but refuse to debate because to them the solution is quite obvious and simple.
Like the cerite marseal are not trained in the arts of combat. Although they are not trained in the arts of combat, they do carry weapons. Most opt for more non-traditional weapons, or weapons of extreme elegance. Very few carry any weapons visible to anyone unless they can detect concealment. Their robes appear to be one piece, long flowing dresses, but are actually cut and split for easy maneuverability. Their gowns are also magical in nature and have an A.R.: 12 S.D.C.: 50 and are valued at over 20,000 gp!
The marseal are a highly structured, sisterhood. Each sister is a member of a particular Element. Each Element is lead by a Mistress who represents that Element in the Trillian the house of elements. Each element has their own tower where all the business of the Element is carried out, trainees are taught and libraries are kept. It is here where the Mistress sits and leads her element. All elements are ruled by the Trillian, a woman who sits in the Hall of Elements. She is the final authority on all affairs within the Sisterhood.
Within the marseal is a strong sense of loyalty. No marseal will attack a sister unless she has refused the Trillian and enfolded evil. All the sisterhood takes a vow to destroy evil no matter where it is found, but this doesnt mean that there are no evil alignments with in the sisterhood. Only those who openly reject the Code are considered lost and must be dealt with. There have been instances where a sister has been completely evil and it was not known until latter at which point she was hunted and killed.
The Code is a set of rules that all Marseal must adhere to. This code binds the marseal to the Element and deviation from this code results in punishment: simply, it is Life, Balance, Honesty, Respect, Service.
The Code
The Elements
Earth: Those who belong to this element are distinguished by brown,
black, gray or green. Marseal who follow earth can instinctively perform holistic medicine
at 50% proficiency and identify plants & fruit at 65%, or +12% if they have that
skill. For details, see number 5-10, 12-14 on page 109-111 for further details on the
earth Element.
Air: Distinguished by lavish silk gowns of light pastel colors. They instinctively know astronomy at 65% or get a plus 20% bonus if they already have the skill. Also, they can hold their breath for up to 10 minutes. See number 5-10, 12-14 on pages 109-111 for further details on this element.
Fire: Members of this element wear red, orange, yellow or golden colors. The person and everything they are wearing is impervious to normal fire, magical fire does only half damage. See number 5-10, 12-14 on pages 109-111 for further details on this element.
Water: Members of this element wear all different shades of blue. All members of this element can swim at 65% or add 20% to the skill if they already have it. They can also hold their breath for up to 5 minutes. See number 5-10, 12-14 on pages 109-111 for further details on this element.
Spell Knowledge
All marseal can use spells from every element, but get considerable bonuses from
their chosen element. Marseal have only a 10% chance of being able to cast spells from
their opposite element. Choose three 1st level spells from the chosen
element and then chose another three first level spells from any other element they can
learn. It can be from the chosen element again for a total of 6 first level spells from
one element, or it can be three from the chosen element and then another three from any
other elements. Every level advancement, the character will gain another three spells, at
least one of which must be from their chosen element. They can never select spells beyond
the characters level.
When a marseal bonds with an Element, they specialize in that area. Any spells cast from other elements are at -15% to strike. The bonuses gained from spell advancement do not apply to spells of other elements.
Marseal
Alignment: Any, but most tend to good and selfish alignments.
Attribute Requirements: All marseal must have an I.Q.: 10+ and an M.E.: 10+.
O.C.C. Skills:
Speak two additional languages (+10%)
Literate in one language of choice (+10%)
Lore: Demon/Monster (+10%)
Lore: Magic (+10%)
Lore: Faerie Folk (+10%)
Land Navigation (+10%)
Wilderness Survival (+10%)
Heraldry (+10%)
WP: Select two of choice
Hand to Hand Basic (can be upgraded to expert at the cost of two other skills)
O.C.C. Related Skills:
Select eight other skills of choice at level one, plus select one additional skill
at levels three, six, nine, and twelve. All new skills start at level one proficiency.
Communications: Any
Domestic: Any (+10%)
Espionage: Disguise, Escape artist, and Intelligence only (all +5%)
Horsemanship: General or Exotic only
Medical: Any
Military: None
Physical: Any except Acrobatics, Gymnastics, Boxing, and Wrestling
Rogue: Any
Science: Any (+10%)
Scholastic/Technical: (+10%)
Weapon Proficiencies: Any except lance and long bow
Wilderness: Any (+5%)
Special Abilities: All marseal have a natural charm/impress of 50%. They are
also very beautiful and add 1D6 to their P.B. attribute.
See page 112 for further details on creating a marseal character.