Storm Voice
The character, through talent and rigorous training, possesses the skill and power necessary to wield the reality shaping powers of the Thu’um.
Costs 1000 XP if a Nord or being trained, otherwise 1500 XP.
The character gains the ability to train the Thu’um skill, learn Words of Power, and use them in Shouts.
The Thu’um
The Thu’um, also called the Storm Voice or simply the Voice, is a form of magic inherent in most Nords and some others which uses the words of the language of the Dragons to form “Shouts”, the equivalent of spells, of immense power. The word actually means “shout” in the Dragon language. The Nords believe that Kyne, the embodiment of the wind who is viewed as the Nordic aspect of Kynareth, breathed onto the land at the Throat of the World to form them. As such, the Nords believe that their voice and breath is their very essence, and that channeling this life essence is how the Thu’um operates. Those who can wield this power are called Tongues by the Nords.
Skill: Thu’um (Wp)
Example Specializations: Linguistics, War-Shouts, Lore The Thu’um skill reflects a character’s potency of using their Voice, as well as their knowledge of the dragon tongue and their ability to read and decipher draconic runes. Your GM may ask you to test Thu’um when:
- Attempting to understand or translate draconic runes and markings.
- Attempting to write in draconic script.
- Attempting to Shout.
Characters who have Dovahzul as a language alongside the Thu’um skill need not make a thu’um test to speak, write or understand it.
Learning Words of Power
Characters with the Thu’um skill trained may unlock the ability to use a given word of power with XP assuming that they have somehow learned a word of power during their adventures (meaning that the GM has control over which words the character may access at any given time).
This represents the time spent to come to understand the nature of the word, and the practice required to be able to utilize it in a Shout. Learning a given word of power without aid of some kind costs 200 XP times the level of the Word (for example, the first word in a Shout would be 200 XP, the second 400 XP, etc.). Characters who have access to a guide (a teacher, an ancient text, or some other aid) during this process halve the cost.
Using the Thu’um
Using the Thu’um requires two things: the character must be trained in the Thu’um skill, and have knowledge of a Word of Power. Words of power make up Shouts, which are similar to spells.
Characters may use Shouts with the Cast Magic Primary Action. It is important to note, however, that using a Shout as a Cast Magic action does not provoke an Attack of Opportunity.
Additionally, there’s more to using the thu’um than just saying a few words: Shouting requires concentration and power. Each Shout has three words, and while speaking the first word is sufficient to produce an effect, each additional word adds more power to the Shout (but also requires more skill and energy to use).
Once a character uses a Shout, they may not use that Shout again until after a number of rounds equal to the number of words used in the Shout.
Shouting
In structured time, shouts are utilized with the Cast Magic action. The following steps detail exactly how to use shouts:
Step 1: Choose Shout and Target First, the character must declare the shout being used (specifically the number of words), and the target of the shout (if applicable). A character may only use a shout if they know the first word of that shout, and they may only use further words if they know those as well.
Step 2: Make Thu’um Test Next, the caster makes a Thu’um skill test, the difficulty of which is determined by the shout the character has chosen. If the character passes the test, they successfully manifest the shout. If they fail, nothing happens. Either way, proceed to step 3.
Step 3: Spend Stamina Attempting a shout takes a lot of energy, and the character is left drained afterwards. Characters who attempt a shout must spend one Stamina Point for each word used in the shout beyond the first. If a character fails a Shout, regardless of the number of words in the Shout, they lose one Stamina Point.
Step 4: Apply Effects If the Thu’um test was successful, apply the effects of the shout to the target as specified in the shout profile, and based on the number of words the character used.
Thu’um Talents
Adept of the Voice
The character has gained substantial control over their Thu’um. Adept (Willpower) The character is allowed to Test Endurance to not spend a Stamina Point for the second word in a shout, but the third word still costs a Stamina Point to use.
Prudent Voice
The character understands the power of restraint, making them capable of using their Voice in more subtle ways. Expert (Willpower) Requires: Adept of the Voice The character can utilize their voice in subtle ways to affect the world around them. By making a simple +0 Thu’um test, the Tongue can affect something that they can see within their Willpower Bonus in meters with any effect that could be caused by one of the words they know, like igniting something easily flammable by using the word for fire, Yol, or cause something small to move by using the word for force, Fus.
What is possible this talent is up to the GM, but the effect is generally small and innocuous, though it is still apparent to those nearby that the Tongue is using their Voice.
Master of the Voice
The character has gained total control over their Thu’um. Master (Willpower) Requires: Adept of the Voice The character can now use the second word of a shout without spending a Stamina Point. Additionally, they may make a +0 Endurance test to not spend a Stamina Point for the Third Word in a shout.
Voice of the Ancients
The character’s speech becomes too powerful for mortals to behold, as the world trembles under the power of their Voice. Master (Willpower) Requires: Master of the Voice Through meditating upon the true meaning of speech, the character’s voice has become too powerful for mere mortals. Shouts that inflict damage add the Tongue’s WB to the damage inflicted, and any shout that can be resisted adds a -10 penalty to doing so (after any modifiers).
Additionally, the character can speak with their full voice to gain +20 on Intimidation tests made while doing so. In combat, they can use a Secondary Action and 1 SP to force all characters who can hear them clearly to make an Endurance test. Those who fail gain the Dazed condition until the end of their next Turn.
Shouts
This section contains a number of shouts that characters with the Voice may learn. Keep in mind that these are just some of the ways that the Voice may be used, and no single list can capture the true power and flexibility of this ancient art. Players and GMs are encouraged to work together to create their own shouts as they see fit, or to allow characters to utilize the Thu’um skill in more creative ways.
The effects listed here are for the full sequence of words leading up to the “chosen” word, not just that word alone, though for simplicity’s sake we will refer to the individual words and not the whole phrase.
All shouts are audible within a 50m radius or the affected radius, whichever is larger.
If the shout is marked with the Whisper keyword, the Tongue may choose to make the shout only audible within 1m instead.
The Attack keyword indicates that using the shout counts toward the maximum number of attacks per round.
Animal Allegiance
A shout for help from the beasts of the wild, who come to fight in your defense. Difficulty: -10, -10 for each word beyond the first.
- Raan : Animal - Causes all creatures with the Bestial trait within 25 meters to come fighting for the character for one minute. During this time the character may speak simple commands to the animals and they will understand and obey.
- Mir : Alliance - Same as Raan, except the character may choose to either double the range or duration.
- Tah : Pack - Same as Mir, except the Character may choose to either double the range or duration (they can either quadruple one, or double both) an additional time.
Aura Whisper
Your Voice is not a Shout, but a whisper, revealing any and all creatures in your vicinity. Whisper Difficulty: +0, -10 for each word beyond the first.
- Laas : Life - Character gains the Unnatural Senses (Creatures, 25) Trait for four rounds.
- Yah : Seek - Same as Laas, except the character may choose to either double the range or duration.
- Nir : Hunt - Same as Yah, except the Character may choose to either double the range or duration (they can either quadruple one, or double both) an additional time.
Battle Fury
Your Thu’um enchants your nearby allies’ weapons, allowing them to attack faster. Difficulty: +0, -10 for each word beyond the first.
- Mid : Loyal - All Allies within 25 meters of the character, and the character themselves, receive a +5 modifier to Combat Style skill tests for four rounds.
- Vur : Valor - Same as Mid, except the character may choose to either double the modifier or duration.
- Shaan : Inspire - Same as Vur, except the Character may choose to either double the modifier or duration (they can either quadruple one, or double both) an additional time.
Become Ethereal
The Thu’um reaches out to the Void, changing your form to one that cannot harm, or be harmed. Difficulty: -10, -10 for each word beyond the first.
- Feim : Fade - Character cannot be affected by attacks, spell effects, or other aspects of the physical world for four rounds. Additionally, they can move through the world as if they had the Incorporeal trait. They may end this effect before the duration ends as a Free Action.
- Zii : Spirit - Same as Feim, except the duration is eight rounds.
- Gron : Bind - Same as Feim, except the duration is sixteen rounds.
Clear Skies
The winds themselves yield before the Thu’um, as you clear away fog and inclement weather. Difficulty: +0, -10 for each word beyond the first.
- Lok : Sky - Clears weather/particle-based environmental effects (fog, dust clouds, clouds, snow, rain) from an area of several miles for up to six hours.
- Vah : Spring - Same as Lok, except the duration is up to a day instead.
- Koor : Summer - Same as Lok, but the duration is up to a week instead.
Cure Disease
Your Thu’um soothes and cures another of their ills. Difficulty: -10, -10 for each word beyond the first.
- Krasaar : Sickness - Character cures target character (they can choose themselves as well) within five meters of all common diseases.
- Kopraan : Body - Same as Krasaar, except the character is cured of all magical diseases as well.
- Govey : Free - Same as Kopraan, except all magically applied effects are removed from the character as well.
Cyclone
Your Thu’um creates a whirling cyclone that sows chaos among your enemies. Attack Difficulty: -20, -10 for each word beyond the first.
- Ven : Wind - Creates a whirling cyclone centered on the character. Characters who come within 1 meter of the character must make a Strength test each round they remain in range. Those that fail the test are knocked to the ground. All ranged attacks that pass through the affected area, including the character’s, are made at -10. The cyclone persists for five rounds.
- Gaar : Unleash - Same as Ven, except the cyclone’s range is increased to 2m, and picks up enough debris that it causes 1d8 damage with the Crushing (1) quality to all characters within range each round. The Strength test is made at a -10 modifier and the Ranged penalty is increased to -20.
- Nos : Strike - Same as Gaar, except the radius of the Cyclone is increased to fifty meters, and the Cyclone deals 1d12 damage with the Crushing (2) quality instead. The Strength test is made at a -20 modifier and the Ranged penalty is increased to -30 instead.
Decoy
A Shout projects a decoy image to fool your enemies. Difficulty: +10, -10 for each word beyond the first.
- Fiik : Mirror - Creates an illusory representation of the character at target location within twenty five meters of the character. The double mirrors their exact movements and persists for 1 minute.
- Lo : Deceive - Same as Fiik, except the character may either double the range or the duration.
- Sah : Phantom - Same as Lo, except the character may control the decoy with their mind (they don’t need to move) and it may also speak with their voice (it cannot use shouts, however).
Disarm
Shout defies steel, as you rip the weapon from an opponent’s grasp. Difficulty: +0, -10 for each word beyond the first.
- Zun : Weapon - Character chooses a direction. All characters within a 15m cone in front of the character must make an Agility test or drop any weapons and/or shields they’re holding.
- Haal : Hand - Same as Zun, except the character may choose to either double the range or increase the difficulty of the test by -10.
- Viik : Defeat - Same as Haal except the character may double the range or increase the difficulty of the test by -10 (they can either quadruple one, or double both) an additional time.
Dismay
And the weak shall fear the Thu’um and flee in terror. Attack Difficulty: -10, -10 for each word beyond the first.
- Faas : Fear - Characters within 15 meters must make a Panic +0 test.
- Ru : Run - Same as Faas, except the character may choose to either double the range or increase the difficulty of the test by -20.
- Maar : Terror - Same as Ru, except the character may do both of those things, or one of them twice. Alternatively, they may forfeit the bonus of both Ru and Maar to have the target character make a Horror +0 test instead.
Drain Vitality
Coax both magical and mortal energies from your hapless opponent. Attack Difficulty: -10, -10 for each word beyond the first.
- Gaan : Stamina - Target being within twenty five meters lose one Stamina Point, and the character regains one of their spent Stamina Points.
- Lah : Magicka - Same as Gaan, except the target also loses up to twenty magicka and the character gains that many.
- Haas : Health - Same as Lah, except the target also takes 1d10 Magic damage (unmitigated by armor). The character then heals for the damage dealt.
Elemental Fury
The Thu’um imbues your arms with the speed of wind, allowing for faster weapon strikes. Difficulty: +0, -20 for each word beyond the first.
- Su : Air - Attempts to defend against the character’s melee attacks for the next five rounds suffer a -10 penalty.
- Grah : Battle - Same as Su, except the character may double the duration or the penalty.
- Dun : Grace - Same as Grah, except the character doubles the penalty, and can now perform an additional Attack Action beyond the two normally allowed. If the character can already attack three times per round, they instead gain +1 AP for the duration.
Fire Breath
Inhale air, exhale flame. Behold the Thu’um as inferno. Attack Difficulty: +0, -10 for each word beyond the first.
- Yol : Fire - Character breathes fire, dealing 1d8 fire damage to all targets within a 10m cone in front of them. Counts as a ranged, area of effect attack for the purposes of evasion.
- Toor : Inferno - Same as Yol, except deal 2d8 fire damage.
- Shul : Sun - Same as Yol, except deal 4d8 fire damage.
Fleshrend
Your Thu’um tears the flesh of another, spilling its blood upon the earth. Attack Difficulty: +10, -10 for each word beyond the first.
- Sosaal : Bleed - Target being within twenty five meters takes 1d8 Slashing damage that ignores armor and gains the Bleeding(1) Condition.
- Kopraan : Body - Target being within twenty five meters takes 1d10 Slashing damage that ignores armor, and gains the Bleeding(2) Condition.
- Sahquon : Crimson - Target being within twenty five meters takes 1d12 Slashing damage that ignores armor, and gains the Bleeding(3) Condition.
Frost Breath
Your breath is winter, your Thu’um a blizzard. Attack Difficulty: +0, -10 for each word beyond the first.
- Fo : Frost - Character breathes frost, dealing 1d8 frost damage to all targets within a 10m cone in front of them. Counts as a ranged, area of effect attack for the purposes of evasion.
- Krah : Cold - Same as Fo, except deal 2d8 frost damage.
- Diin : Freeze - Same as Krah, except deal 4d8 frost damage.
Ice Form
Your Thu’um freezes an opponent solid. Attack Difficulty: -10, -10 for each word beyond the first.
- Liz : Ice - Character encases all targets within a 20m cone in a thin layer of ice. These targets must roll a -10 Strength Test or gain the Paralyzed condition for the next two rounds. Counts as a ranged, area of effect attack for the purposes of evasion.
- Slen : Flesh - Same as Liz, except the Strength Test becomes -20, and the character may choose to double the duration, area, or range.
- Nus : Statue - Same as Slen, except the Strength Test difficulty increases to -30 and the character may choose to double the duration, area, or range again (double two or quadruple one).
Kyne’s Peace
The Voice soothes wild beasts, who lose their desire to fight or flee. Difficulty: +10, -10 for each word beyond the first.
- Kaan : Kyne - All characters with the Bestial trait within fifty meters are calmed: they will not fight or flee for the next five minutes.
- Drem : Peace - Same as Kaan, except the character may choose to double the duration or range.
- Ov : Trust - Same as Drem, except the Character may choose to double the duration or range again (double both or quadruple one).
Lightning Blast
Your Thu’um calls down the wrath of the sky. Attack Difficulty: +10, -10 for each word beyond the first.
- Qo : Lightning - Target being within thirty meters takes 2d4 shock damage to a random hit location, ignoring 3 AR/MR.
- Ronaaz : Arrow - Target being within thirty meters takes 3d4 shock damage to a random hit location, ignoring 5 AR/MR.
- Nos : Strike - Target being within thirty meters takes 5d4 shock damage to a random hit location, ignoring 7 AR/MR.
Marked for Death
Speak, and let your Voice herald doom. Attack Difficulty: +0, -10 for each word beyond the first.
- Krii : Kill - Target being within twenty five meters of the character loses 1 Stamina Point and applies the Damaged (1) quality to all armor and shields that they currently have equipped.
- Lun : Leech - Same as Krii, except the target loses 2 Stamina and the Damaged quality increases to (2).
- Aus : Suffer - Same as Krii, except the target loses 3 Stamina and the Damaged quality increases to (4).
Regenerate
Your Thu’um renews your body. Difficulty: -10, -10 for each word beyond the first.
- Uznahgaar : Unbridled - Character gains the Regeneration (2) trait for five rounds.
- Unahzaal : Unending - Same as Uznahgaar except the character gains the Regeneration (4) instead.
- Laas : Life - Same as Uznahgaar except the character gains the Regeneration (6) instead.
Restore Life
Your Voice heals wounds and repairs flesh. Difficulty: +0, -30 for each word beyond the first.
- Vokri : Restore - Target being within five meters is regains 2d6 hp, and removes all instances of Passive Wound Effects and Bleeding (X) conditions.
- Kopraan : Body - Same as Vokri except the target regains 4d6 hp instead.
- Laas : Life - Same as Kopraan, except the target regains all lost HP instead. With GM permission, a character can burn 10 Luck to use this to bring a recently deceased character back to life.
Restore Magicka
Your Voice opens your mind to Magicka from Aetherius. Difficulty: +0, -10 for each word beyond the first.
- Hah : Mind - The Tongue, or a character they can see, restores 15 Magicka.
- Lah : Magicka - The Tongue, or a character they can see, restores 30 Magicka.
- Vokri : Restore - The Tongue, or a character they can see, restores 45 Magicka.
Shadow Form
Your Thu’um hides you from the eyes of others. Whisper Difficulty: +0, -10 for each word beyond the first.
- Sah : Phantom - Character gains the Invisible condition for five rounds.
- Vokun : Shadow - Same as Sah, except the duration is doubled.
- Vulon : Night - Same as Vukon, except the duration is doubled (quadrupled in total).
Slow Time
Shout at time, and command it to obey, as the world around you stands still. Difficulty: -20, -10 for each word beyond the first.
- Tiid : Time - Character increases their Maximum Action Points and Maximum Attacks per round limit by one until the end of the character’s next Turn.
- Klo : Sand - Same as Tiid, except the duration becomes 4 rounds.
- Ul : Eternity - Same as Klo, except characters may not make reactions to actions that the character takes during the duration. Additionally the character gains a +20 bonus to their test when choosing to react to an incoming attack with Counter Attack.
Storm Call
A shout to the skies, a cry to the clouds, that awakens destructive lightning. Attack Difficulty: -10, -20 for each word beyond the first.
- Strun : Storm - Summons a magical storm of thunder and lightning with a 200m radius that lasts for 1 minute. During this time, once per round the character may, as a Free Action, command the storm to strike a specific target within the storm radius, dealing 1d8 Shock damage. This command is resolved as a Direct Attack which counts toward the character’s attacks per round limit. At the end of each round, if the character has not commanded the storm this round the storm will attack a random character within the storm’s radius.
- Bah : Wrath - Same as Tiid, except the damage becomes 2d8 Shock damage and the duration becomes 4 minutes.
- Qo : Lightning - Same as Bah, except the damage is increased to 4d8 Shock. Additionally, either the duration or the number of bolts per round is doubled.
Throw Voice
The Thu’um is heard, but its source is unknown, fooling those into seeking it out. Whisper Difficulty: +10, -10 for each word beyond the first.
- Zul : Voice - Character may throw their voice to target location within twenty meters, making it seem as if they were there instead (what the phantom voice says is up to them).
- Mey : Fool - Same as Zul, except the range is doubled.
- Qo : Lightning - Same as Zul, except the range is quadrupled.
Unrelenting Force
Your Voice is raw power, pushing aside anything - or anyone - who stands in your path. Attack Difficulty: -10, -10 for each word beyond the first.
- Fus : Force - Character shouts with great force, Dazing all targets within a 3m wide, 15m long beam for one round. Counts as a ranged, area of effect attack for the purposes of evasion.
- Ro : Balance - Same as Fus, except the duration is doubled and the targets are knocked prone.
- Dah : Push - Same as Ro, except the targets take 3d6 damage that ignores armor and also throws them 3d4 meters backwards.
Whirlwind Sprint
The Thu’um rushes forward, carrying you in its wake with the speed of a tempest. Difficulty: +0, -10 for each word beyond the first.
- Wuld : Whirlwind - Character moves forward a number of meters equal to two times their Speed.
- Nah : Fury - Same as Wuld, except the character may move up to twice that distance.
- Kest : Tempest - Same as Wuld, except the character may move up to four times that distance.
Legendary Shouts
Bend Will
Your voice bends the very stones to your will. Animals, people, and even dragons must do your bidding. Attack Difficulty: -20, -10 for each word beyond the first.
- Gol : Earth - Character may issue a simple, reasonable command to the earth itself. There is no real limit to what can be done with this Shout, but the GM should be careful about what they allow. Some examples: commanding a dense forest to open a clear path, ordering the very dust of the earth to take flight as a cloud to obscure vision, or splitting very thick ice to allow passage.
- Hah : Mind - Character may issue a simple, reasonable command not only to the earth (as with Gol) but to other beings. Any non-Dragon being who hears the shout must make a +10 Willpower test. Failure means they must obey the stated command to the best of their abilities.
- Dov : Dragon - Same effects as Hah, except the Willpower Test is made at a -10 modifier and Dragons may now be affected.
Call of Valor
The valiant of Sovngarde hear your Voice, and journey beyond space and time to lend aid. Difficulty: -10, -20 for each word beyond the first.
- Hun : Hero - Summons a Hero or Mage of Sovngarde to fight for the character for the rest of the current combat. Must obey the commands of the Summoner. If their Summoner is killed, they are banished back to Sovngarde instantly. Cannot attack Summoner except to defend themself. If the Hero of Sovngarde is slain, they are instead banished back to Sovngarde. The Tongue has one less max AP while the Hero is summoned on Mundus and can be banished at any time.
- Kaal : Champion - Same as Hun, but summons a Greater Hero of Sovngarde.
- Zoor : Legend - Same as Kaal, but summons a Legendary Hero of Sovngarde.
Dragon Aspect
Once a day, take on the mighty aspect of a dragon, delivering colossal blows, with an armored hide, and more powerful shouts. Difficulty: -20, -10 for each word beyond the first.
- Mul : Strength - For the duration of five rounds, the character can choose to add the Splitting (4) or Crushing (4) trait to any melee attack they perform, or increase any existing levels of the chosen trait by 4 should the character already have it. Can only be applied successfully once per Long Rest.
- Quah : Armor - Same as Mul, except the Character also increases their Wound Threshold by 3 and gains the Natural Toughness (3) trait for the duration.
- Diiv : Wyrm - Same as Quah, except the character no longer needs to spend Stamina Points to use shouts, and gain a +10 modifier to all Thu’um tests for the duration.
Dragonrend
Your Voice lashes out at a dragon’s very soul, forcing the beast to land. Attack Difficulty: -20, -10 for each word beyond the first.
- Joor : Mortal - Target Dragon that the character can see or can hear the character is compelled to land as soon as possible using however much movement and/or AP required to do so. Then, they must stay grounded for one minute. Additionally, they lose 1 Stamina Point.
- Zah : Finite - Same as Joor, except they stay grounded for 5 minutes and lose 2 Stamina Points.
- Frul : Temporary - Same as Zah, except they stay grounded for 10 minutes and lose 3 Stamina Points.
Earthen March
Invented by Hoag Merkiller and used during the invasion of Morrowind, this Thu’um causes the Earth itself to rise up and heal your companions. Difficulty: -20, -20 for each word beyond the first.
- Gol : Earth - A number of targets up to the character’s WB is healed 1d6 hp as dirt springs from the ground and covers up any injuries.
- Gron : Bond - Same as Gol, except the character can choose to either increase the healing to 2d6, or double the number of targets. In addition, the shout removes any non-permanent shock effects from wounds taken.
- Aav : Unity - Same as Gron, except the character can choose to add an additional die to the amount healed, or double the number of targets again. Additionally, the shout can be used to remove permanent wound effects from wounds taken (even in prior battles), but the new earthen body-parts comes with a cost in the form one or more of the conditions listed below.
- Earthen Ears: The character removes the Lost Ear condition, and the Deafened condition, but loses 5 Perception as all sounds are distant and muffled to the character.
- Earthen Eyes: The character removes the Lost Eye condition, and the Blinded condition, but loses 5 Perception as the strange blurry vision is never quite in focus.
- Earthen Foot/Leg: The character removes the Lost Foot/Leg condition, and the Immobilized condition if both were lost, but retain the Slowed Condition as the replacement seems firmly attached to the ground.
- Earthen Hand/Arm: The character removes the Lost Hand/Arm condition but suffers a -5 Strength as it is slightly numb and slow.
- Earthen Entrails: The character removes the Organ Damage condition, but must choose whether their SP maximum or WT stays reduced by 1 as no matter how well it functions, the body just never fully recovers.
Form Change
One of two shouts made famous by Bhag the Raider, this Thu’um causes alters the world around the tongue, taking on the characteristics of anyone imaginable. Whisper Difficulty: +0, -20 for each word beyond the first.
- Zul : Voice - Character may perfectly mimic a voice they have heard at least once before, or simply speak with a voice different from their own for WB minutes.
- Kopraan : Body - Character may take on the appearance of anyone they have seen at least once, or simply take on a generic form of anything that is roughly humanoid for a number of minutes equal to WB.
- Fiik : Copy - Character may take on the effects of both Zul and Kopraan simultaneously, and extends the duration of both to WB*10 minutes.
Songs of Destiny
Made famous by Barfok the Maid of Planes during the invasion of Morrowind, this shout allows a Tongue to decide the outcome of events around them by forcing their will upon mundus by constantly “singing” it in the Voice, forcing the very fates to obey. Thu’um Chant: This Shout is unique and is a literal song that must be repeated and continuously sung to keep reality bent to the Tongue’s will. It uses the same testing functions of normal Shouts, but costs triple the usual Stamina Points. Additionally, while a character is singing the Songs of Destiny Shout, they cannot use any other Shouts or speak normally and have their maximum AP reduced by 1. If the character stops singing the Song for any reason, its effects end immediately. Difficulty: -20, -20 for each word beyond the first.
- Prodah : Unavoidable Fate - Before rolling the Thu’um test, the character must state an event that will come to pass, like “Today, we will taste victory against the Dunmeri”. If successful, an area around the Tongue equal to the Tongue’s Willpower in meters is bent to their will. While in this effected area, all those who would oppose the fate prophesied by the Tongue suffer a -10 penalty to all tests, and all those who seek to fulfill this prophecy gain a +10 bonus to all tests. This includes any tests that attempt to effect something inside the area of effect, even if the source of the effect is not in that same area.
- Daan : Prophecy - Same as Prodah, except the penalty and bonus to tests both become 20. Additionally, those within the area of effect who oppose the prophecy treat any skill check roll they make that is equal to one of the Tongue’s Lucky Numbers as a Critical Failure. Likewise, anyone seeking to fulfill the prophecy treats any skill check roll they make that is equal to one of the Tongue’s Lucky Numbers as a Critical Success.
- Miiraad : Choice - Same as Daan, except the penalty and bonus both become 30. Additionally, those within area of effect who oppose the prophecy treat any skill check roll they make that is equal to one of the Tongue’s Lucky or Unlucky Numbers as a Critical Failure. Likewise, anyone seeking to fulfill the prophecy treats any skill check roll they make that is equal to one of the Tongue’s Lucky or Unlucky Numbers as a Critical Success. Lastly, the Tongue’s grasp on destiny becomes so strong that anyone opposing the prophecy loses the ability to Burn Luck for any reason other than to avoid death, and anyone seeking to fulfill the prophecy reduces the permanent reduction of the Luck characteristic by 1 (to a minimum of 1) when burning Luck.
Soul Tear
Your Thu’um cuts through flesh and shatters soul, commanding the will of the fallen. Attack (2nd and 3rd Word) Difficulty: -30, -10 for each word beyond the first.
- Rii : Essence - Character chooses a number of targets equal to the character’s WB within 25m. If any of these targets die within 1 minute, their soul is trapped within an appropriate empty soul gem of the character’s within 1m of the character.
- Vaaz : Tear - Same as Rii, except it also halves the targets’ max HP for 1 minute. If a target’s current HP is higher than their new max HP, their current HP is reduced to the new value and is not restored when the duration ends.
- Zol : Zombie - Same as Vaaz, except if a target dies during the shout’s duration, their corpse rises to fight for the character for 5 minutes. It uses their character profile.
Words of Surety
The second shout made famous by Bhag the Raider, by weaving words of power into mundane sentences, known in the Sermons of Vivec as double-speak, he could convince even his most cunning opponents of his lies. Whisper Difficulty: -10, -20 for each word beyond the first.
- Lo : Deception - The character speaks one sentence that they wish the target to believe as truth or fact, and then rolls an Opposed Willpower test against the target. If the character succeeds, the target will believe what was just said, and not ask any questions that could call into question the belief in the lie.
- Tinvaak : Conversation - Same as Lo, except the target gains a -20 penalty to the Opposed Willpower Test.
- Bahlok : Compulsion - As Tinvaak, except the target gains a -40 penalty to the Opposed Willpower Test.
Heroes of Sovngarde
The heroes of Sovngarde, ancient warrior spirits from the past, can be commanded back to Mundus.
Hero of Sovngarde, Spirit, Major Solo, 1500 Black Soul
| Char | * | Attributes | * | Proficiencies | * |
|---|---|---|---|---|---|
| Str | 50 | HP | 23 | Combat | 80 |
| End | 45 | WT | 14 | Magic | 80 |
| Ag | 45 | MP | 35 | Evade | 55 |
| Int | 35 | SP | 5 | Observe | 55 |
| Wp | 50 | IR | +10 | Stealth | 30 |
| Prc | 35 | AP | 3 | Knowledge | 30 |
| Prs | 40 | Speed | 13m | Social | 50 |
| Luck | - | Size | Med | Physical | 80 |
Weapons and Armor May have one of:
- Ancient Nordic War Axe: 1d8 Splitting; UW, 2m.
- Ancient Nordic Broadsword: 1d8 Slashing, 2m.
- Ancient Nordic Longbow: 1d8, Reload (2), UW, 10/250/350m. [Includes 24 arrows].
- Ancient Nordic Greataxe (2H): 1d12 Splitting, UW, Shield Splitter, Concussive, 3m.
May have any of:
- Partial Ancient Nordic Armour: AR 3; 1 Frost, Med.
- Full Ancient Nordic Armour: AR 4; 1 frost, Med.
- Ancient Nordic Shield: BR 9; (5) 6 vs frost, Med.
Special Abilities
- Power Attack (1-3 SP, spend after initial roll): Add an amount of damage to a melee or ranged attack equal to twice the stamina points spent to a maximum of 3 for +6 damage.
- Power Draw (1 SP): The Hero of Sovngarde can reduce the reload time of their next shot by 1.
- Dragon Tongue (1 SP): The Hero of Sovngarde can use a Primary Action to Shout. The Hero knows the first two words of one of the shouts below:
- Battle Fury (-10 Magic Test) - All Allies within 25 meters of the Hero of Sovngarde, and the Hero himself, receives a +10 modifier to Combat Style skill tests for four rounds.
- Fire Breath (-10 Magic Test) - The Hero breathes fire and flame, dealing 2d8 fire damage to all targets within a 10m cone. Counts as a ranged, area of effect attack.
- Unrelenting Force (-10 Magic Test) - The Hero shouts with great force, Dazing and knocking prone all targets within a 3m wide, 15m long beam for two rounds. Counts as a ranged, area of effect attack for the purposes of evasion.
Traits
- From Beyond: Immune to the effects of disease, fear, toxins, and mind affecting magic.
- Resistance (Frost, 3)
- Undead: Does not breathe or eat, immune to disease, poison, non-severed wounds, aging, fatigue, dazed, deaf, and organ damage.
Variant: Mage of Sovngarde
- Power Well (20)
- Spellcaster: Does not wear armor and knows the following spells:
- Frost 4 (1d10) Ball 3m (10 MP)
- Frost 3 (1d8) Storm 10m (11 MP)
- Frost 2 (1d6) Bolt (3 MP)
- Ward 3 (8) Self (8 MP)
- Ward 2 (7) Self (5 MP)
Variant: Greater Hero of Sovngarde Uses either the Hero or the Mage of Sovngarde as a base. Knows all three shouts and they cost 0 SP to use.
- Battle-Born: Has Combat 90 and Magic 90
- Hardy: 30 HP, WT 16, SB 6
Variant: Legendary Hero of Sovngarde It is recommended that players collaborate with their GM to develop their own personal Legendary Hero. Both player and GM should work together to design an appropriate hero from the ground up. It’s suggested to make them like a PC, with roughly the same XP total as the Tongue who commands them.
Thu’um Rituals
The Thu’um is an ancient art, having seen many aspects rise and fall through the ages. While the Words of Power are the most well known advantages of the Thu’um, the Nords have discovered many ways to impose their will upon the world with their Voice.
The Knotted Tongue (Gron-Sik)
In the ages of old, Tongues would rip out the tongue of their greatest enemies, weave them into rope and imbue them with Speech. This would result in a sinewy rope, known as a “Gron-Sik”, meaning ‘to bind words’, that would contain a part of the Tongue’s own breath. Breathing life into the rope would give it the power to Speak, giving it strength, and the Tongue would tie knots on it to contain, unbinding a knot to unleash a part of its power. But breathing life into the rope was costly, requiring a part of the Tongue’s breath in order to stay alive.
The ritual allows the Tongue to imbue a ritually prepared rope with a part of their power, allowing them limited use of their Voice, even if otherwise prevented from doing so, like being on the brink of exhaustion or somehow robbed of the ability to speak.
Creating the Rope itself requires no test, but the creator must have the tongues of three powerful and worthy foes, fresh Heartwood from a Spriggan (Extremely Rare Restoration ingredient) for smoking the meat, drying it out while giving it life, and Ice Wraith Essence (Very Rare Restoration / Destruction ingredient) to preserve it from rot.
With the rope created, it must next be imbued with one or more words of power from a single non-Legendary shout that the Tongue knows. Choose the desired Word(s) of the Shout and perform the appropriate Thu’um test as if using that shout, but with an added -10 penalty to each word beyond the first. If the test is successful, the draconic runes representing the word(s) of the shout appear on the length of rope, indicating that the ritual was a success. Regardless of the result of the test, all ritual ingredients are consumed except for the tongue itself.
The character then fills out the profile of the Gron-Sik by writing down the following information:
- The chosen name for the Gron-Sik (Usually Gron-Sik of ‘shout name’).
- The word(s) of the chosen shout imbued in the Gron-Sik.
- The amount of DoS scored in the Imbuement, henceforth known as Binding Strength.
- The word “Ties” and a blank space in which to note a number.
The Gron-Sik can be activated with the Cast Magic action, spending one if its Ties to power all words of the shout, which automatically counts as having succeeded with a number of DoS equal to its Binding Strength. If a shout requires an Opposed Roll, use the wielders Willpower Bonus.
To power the Gron-Sik, the Tongue must give it a Stamina Point for each Tie desired. This can be done as part of a Long Rest, but as long as the Stamina Points are Tied to the Gron-Sik, it cannot be recovered by any means, neither ordinary nor magical.
Example Gron-Sik of Fire Breath (Yol; Binding Strength 2; Ties [2]) The above is a tongue rope that can be activated two times before needing to be recharged, that when used performs the word Yol, the first word of Fire Breath, with 2 automatic DoS.
Whose Tongues are Worthy? What makes a worthy foe is subjective. The best course of action is simply to ask the GM if an opponent would be considered a worthy foe for the purpose of making a Gron-Sik, but as a general rule of Thu’um, a worthy foe is a challenging opponent, often one that has served as a minor antagonist or worse, such as the lieutenants of an enemy army, great monsters such as giants or goblin kings, or most potently: other Tongues.